walkthroughs
for more walkthroughs visit the walkthroughking.com (click on the image)
the walkthrough king
Blackwood CrossingYear: 2017
Genre: Fantasy
Links: GOG, Moby Games, Adventure Gamers, Steam
Blackwood Crossing is a surreal first person adventure game set primarily on a train with multiple dream-like episodes. There are 22 Steam Achievements, including 2 sets of collectibles: 9 movie posters and 7 toy bunnies. The locations of these are provided in the text below.
Simon SaysPick up the game console from the seat in your starting cabin. Go out to the hallway and enter the cabin 2 doors down, then pick up the toy bunny (1/7). Go back out to the hall and open the door to the bathroom so that Finn can come out. Follow him to the next car, then start following his commands:
- look straight up at the ceiling
- look straight down at the floor
- open the sliding window near the far end of the room
- pick up the pen on the small table
- walk over to the door
- don't open the door until Simon says to do so Simon Says: Don't lose
- walk forward through the door Simon Says: Good to Go
- walk to the end of the corridor
Chasing Finn 1GhostsLeave your cabin again and head left to where Finn is talking to two people wearing masks. Talk to the grandma in the pink mask first, then the grandpa in the blue mask, and they will switch seats. Look at the "Finn" movie poster (2/9) on the wall. Now go through to the next cabin to find a "Gasp" movie poster (3/9). Continue a little bit further forward and inspect the emergency brake handle on the wall Pull the other one.
Now you need to walk around the cabin and find pairs of characters whose lines of dialog go together. Talk to the teacher Mrs Lyndhurst, then the boy in the yellow pig mask. Next talk to the woman sitting down with the lion mask, and the man standing up with another lion mask. Finally talk to the rabbit boy and then Cam (the older boy with the bag on his head). Now head through the next car to see the people all repositioned in their correct pairs. Proceed through the next door.
When Finn starts to run away from you, follow him. Look in the second cabin on the right to find another toy bunny (2/7). Continue forward into the next car and after Finn disappears look to the right to see the "Run Finn, Run" movie poster (4/9). Continue forward and Finn will disappear again; turn left into another cabin to find the next toy bunny (3/7).
The GardenGo further along the train and it will transform into a lush garden. After Finn climbs up the tree, he says you need a password - you need to find 4 photographs to piece together the password. Take the first photograph from the back of the tree. Find the second photograph on a low table to the right. Inspect the guitar on the left Guitar man. The third photograph is on the right wall a little further along. Go forward again and enter a greenhouse Green Fingered. Pick up the final photograph on a shelf around to the right.
Go back to the front of the tree and talk to Finn, giving him the password "Bluback Wuboods Fubor Evuber". Now climb up the ladder.
TreehouseGo forward to see a cutscene, then start looking around the room. Inspect a small trophy on top of a barrel in the corner of the room Prize draw. Turn right from here and inspect a toy cat on top of a set of shelves Good kitty. Now talk to Finn, and select to find the tape first. Go and pick it up from the nearby shelf. Talk to Finn again, then climb up the ladder and take the scissors from on the small table. While you are up here, inspect the spinning light device on the floor You spin me right round.
Climb back down the ladder and talk to Finn again. Follow the on-screen instructions to help create the butterflies and then bring them to life Life Giver. Eventually Finn will start a fire and you will end up back on the train.
Chasing Finn 2GhostsLeave your cabin and follow Finn out to the left until he closes the door. Now turn around and go to the janitor's closet, where you can take a key from within a jacket pocket. Use this to unlock the door that Finn just closed, then go through. Inspect the "Hush" movie poster (5/9) on the wall to the left.
Now you again need to find matching pairs of characters and dialog. Talk to the boy with the yellow pig mask, then the teacher standing up on a chair in one of the cabins. Next talk to the man with the lion mask sitting on the toilet, and the rabbit boy in the nearby cabin. Now talk to the boy with the bag on his head, then the grandpa in the blue mask. Finally talk to the grandma in the pink mask, and the woman in the lion mask.
Go through to the next car to see the people repositioned once more. While you are here, check out the "Forgotten" movie poster (6/9). Proceed through the next door, and Finn will run away and close another door. Go up to him and talk to him through the door, then open the door and continue forward. Look in the cabins on the left to find a newspaper, a toy bunny (4/7), and a notepad Doodle dandy. Close the small sliding window outside the first cabin while you are here.
FireContinue forward and Finn will set your old belongings on fire. Use your newspaper on the fire to create a torch. Walk back with your lit torch into the previous car and use it to melt the lock on the fire extinguisher case (if your torch blows out, you forgot to close the window, so do this and then go and light the torch again). Pick up the fire extinguisher and carry it back to the fire, then use it on the fire to put it out. Look at the "The Storm and Revelation" movie poster (7/9) on the left wall.
Continue forward until Finn starts another fire, then walk into it and draw it up Fire Starter. Walk forward until you reach the brazier, then add your fire. Now climb up the ladder.
TreehouseEnter the treehouse to see Finn start an explosion. Now there are two different achievements that you can collect here - the only way to get both in the same play through of the game is to quit immediately after receiving the first, going back into the game and getting the second:
- Draw fire from the brazier outside and add it to each of the 4 fires burning inside Catharsis.
- Draw fire from each of the 4 fires burning inside, and add it to the brazier outside Redemption.
FinnlandThe IslandFollow the grassy path around to the right. Turn right before you reach the statue and you will find another toy bunny (6/7) in front of a grave stone. Now turn around and go back along the grass, then go up to the gazebo and talk to Finn.
Leave the gazebo again. Head over to the right towards a boat house and pick up a paper chain from on top of a rock. Turn around and go back up the hill, then down to the right towards a small boat. Go just past the boat and pick up a piece of a fountain from in the long grass. Return up to the grave stone and inspect it now Alas, Poor Isaac!. Next go over and read the base of the larger statue Who's the daddy?. Look down at the ground near the edge of the rocks around the statue and pick up a part of a sundial. Go back towards the gazebo again, then head up the hill to the right. Enter the "folly" at the top of the hill Pure Folly and pick up a piece of a vase.
Go back towards the gazebo. Find the broken vase out of the group of four, and fix it with your piece of vase, then give it life. Fix the sundial next and give it life, then fix the nearby fountain and give it life too. Finally go over and use the paper chain on the swing, then give it life.
Return to the gazebo and talk to Finn to play another game with him. When you start counting, keep choosing the highest numbers possible: 1, 2, 5, 77, 351, 1000 Big Cheater. Now follow the rabbit boy into the cave and through the other side.
TreehouseClimb down the ladder, then go around to the right and pick up a camera from on top of a box on the floor A moment captured. Look at the "Rabbit Boy" movie poster (8/9) on the wall here. Pick up a battery from just to the right, then turn right and put it into the flashlight. Turn on the flashlight and look at the display on the wall. Now go and grab the dark umbra and pull it into the light created by the flashlight. Climb down the next ladder Dark Destroyer.
DarknessTurn right and inspect the "11 Rabbits" movie poster (9/9) on the wall Poster Club. Go towards all the frozen people in their chairs and approach the rabbit boy so that he disappears. Pick up the final toy bunny (7/7)from where he was sitting Not a happy bunny. Take the tape off the mouth of the woman with the lion mask.
Head back down the train carriage; when you get to where the tree disappears, turn right and slide open a window. Go all the way to the end, where your path is blocked by more of the dark umbra. Pull this and attach it to the nearby tree on the right. Grab it again from the left tree and pull it back to the next tree on the left. Grab it from there and pull it into the light near the window you opened.
Go to your grandpa, who will give you a plant. Go back to where the tree disappeared and use your plant in the ground. Give it life, then climb up the new ladder. Talk to the rabbit boy next to Finn, then climb another ladder. Go all the way back out of the cave.
GhostsAs before, you need to match pairs of characters and dialog. First talk to the boy down near the boat, and the boy with the bag on his head, who is sitting on the swing. Talk to the grandma standing on the rocks near the middle of the area, then the teacher up near the folly tower. Next talk to the woman in the lion mask near the vases, then the rabbit boy to the side of the gazebo. Finally talk to the grandpa sitting on some rocks near the boat house, then the man in the lion mask near the cave entrance. Go down to the boat and talk to Finn.
Night TrainLeave your cabin and turn right, then go to the campfire. Draw fire from this and use it to light the torch just back on the right. Take the penknife that is floating in the air here. Draw more fire from the campfire and use it to light a torch in a side cabin back along the hallway. Take the model car that is floating in the air. Draw fire a third time, then light a fire further along the hallway and take the pressed flowers. Draw fire one last time and light the final torch. Take the homework report that is floating here.
Return to the campfire and give the homework report to the teacher, the model car to the boy, the pressed flowers to the grandma and the penknife to the grandpa. Go down the long corridor ahead and talk to the boy with the bag on his head. Go through the next doorway and draw fire from the torch, then walk forward into the darkness. Add your fire to the campfire at the end, then try to use the ladder but it is too high. Climb up with your dad's help.
TreehouseTalk to Finn, then go out and interact with your mum to see she has a blank face. Go to the table and create a drawing, then pick it up and use it on your mother's face. Give her life to complete the game. After the credits, you will receive a gift on the train seat next to you Masquerade.
CAYNEA STASIS Story
Year: 2017
Genre: Horror
Links: GOG, Moby Games, Adventure Gamers, Steam
CAYNE is a third person sci-fi horror adventure game played from an isometric perspective. There are 15 Steam Achievements, all documented in the walkthrough below. This is a free game, and is set in the same universe as the previous game, STASIS.
The FacilityFetal ExtractionTake the scalpel from the table next to you and use it on the figure in the suit when you get the chance. Go and use the right control terminal and press the red button, then quickly run to the bed so that the scan detects your presence. Now use the left control terminal and select "Engage" THE FACILITY. Now walk towards the big hole in the floor and you will fall down.
Pick up the small glint near the fire to retrieve a mangled scalpel, then go through the circular door on the left. Take the sealed tin of protein powder from on top of the shrine. After your conversation with the unseen man, return to the tunnel on the right, then jump up to the overhanging ledge near the fire.
Use your mangled scalpel on your sealed protein powder container, then use your opened protein powder container on the left control terminal. Click the bottom left 4 symbols as highlighted by all the fingerprints to unlock the terminal. Scroll to the bottom of the "Logs & Notices" section to see a code, then select "Calibrate Servos". Climb back down again and collect the sharp bladed pincer. Go into the tunnel on the left and use the blade on the red exposed insulation in the floor. Climb down into the power generation facility.
Power GenerationAfter meeting Danie, go over and search his legs to get an ID card. Climb back up into the service passage, and enter the shrine room again. Use your ID card on the Omnitool toolbox, and you will end up getting the Omnitool. Go back into the tunnel and climb down to the power facility. Talk to Danie again, then use the control terminal use. Select to "Eject Core", then examine the service platform and use your Omnitool on the ejected power core. Now you need to move all three symbols down to the bottom section, but not keep specific pairs together (as indicated by the instructions on the left)::
Central AnnexLook at a small section of wall to the left of the left-most forcefield to see a secret code SECRET ALPHA - this is in Baudot code and can be decoded to read "It was all my fault. Forgive me. Why?". Now go and use the security access terminal on the right. Select the PDT Printer Room and enter the series of 4 symbols you learned from the terminal back in Fetal Extraction to unlock it (this changes with every game). Now go down through the opened forcefield.
Look at the timber crate on the right to see another secret code SECRET BETA - this code uses the periodic table and can be decoded to read "Help. Ellen is dead? M". Use the opened protein powder container on your ID card, then use this on the fuse box at the end of the corridor. Now use your Omnitool on the ID card, before using it on the fuse box again. Open the door and go through. Read the PDA on the floor - make sure to remember the normal temperature of the grub habitat, and scroll to the bottom of the last message to get another 4 symbol code.
Return to the central annex and use the security access terminal again. Select the Birthing Lab Nexus and enter the new series of 4 symbols to unlock it. Head through the new opened forcefield. Enter the room on the left to find the Grub Habitat. Use the terminal in here and read the messages to learn the normal humidity of the grub habitat, then scroll to the bottom to get a new 4 symbol code.
Go to the central annex again and use the security access terminal. Select the Crew Facilities and enter your new code to unlock it. Go through the new opened forcefield. Take the bent stripper pole, then go through the next doorway. Go and stand just below the smoldering debris in the middle of the room SCREAMS. Next head through the doorway with the large blood trail. Read the PDA on the bed. Pick up the blank PDT from the floor on the right, and search the safe to get a glossy photo.
Return to the central annex once more, and go to the top left doorway. Now head to the end of this corridor to find a new area KEARN.
Kearn and CayneRead the PDA on the floor, then collect the whip hanging nearby, and pick up the voice recorder from the floor. Pull the lever to raise a huge mechanism out of the left pit - the lever for the other pit is broken. Use your blade on your stripper pole, then use your newly created makeshift lever with the broken lever mechanism. Pull the new lever, then retrieve the broken PDT from the floating corpse.
After you crawl into the new area, walk over to the stasis pod. Take the cryo control unit on the right, then leave this room CAYNEand you can return right to the central annex. Go down and into the PDT Printer Room again. Use your cryo unit on the Personal Data Tag printer. Use the broken PDT and blank PDT on it, then select the option "PRINT PDT" RALPH.
Go back to the central annex and try to get into the elevator at the top SAMANTHA.
Joseph and GrublinaIgnore the elevator and instead go through a newly opened forcefield into the Brain Emulation Labs. After meeting Dr Adams, pick up the fire suppression cannister from the broken section of floor. Go back to the crew facilities and use your voice recorder on the boom box. Go through the doorway and use your fire suppression cannister on the inclined metal flooring to put out part of the fire. Walk over the foam here, then click on the gardens to the lower right SECRET GAMMA - you will need these numbers for later. Now go around and read the PDA on the left, then head through the ripped open door.
Try to open the personal safe. Use the voice recorder on it, then use the glossy photo on it, and the wall will slide open. Enter the red room GRUBLINA. Pick up the empty incubation cannister from the left. Use your whip on Grublina, then combine your Grublina milk with the empty cannister.
Return to the central annex and go towards Power Generation (one of the opened doors on the bottom floor). Run along the evacuation tunnel and use the terminal in the power generation facility - look up the ID for the grub habitat. Climb back up into the service passage and go to the shrine room. Use your PDT on the atmosphere control terminal here. Use the controls to set the temperature and humidity in 3 separate areas (the first two are from Secret Gamma, and the third is from information you have been collecting about the grub habitat):
EscapeReturn to the central annex and go towards the Birthing Lab Nexus, then down to the grub habitat. Use your baited incubation cannister on the retrieving platform FREDDIE. Go back to the power generation facility once more and use your occupied incubation cannister on Danie's body COME TO MAMMA. Now return to the central annex one last time and enter the elevator at the top HELLO HADLEY.
Year: 2017
Genre: Horror
Links: GOG, Moby Games, Adventure Gamers, Steam
CAYNE is a third person sci-fi horror adventure game played from an isometric perspective. There are 15 Steam Achievements, all documented in the walkthrough below. This is a free game, and is set in the same universe as the previous game, STASIS.
The FacilityFetal ExtractionTake the scalpel from the table next to you and use it on the figure in the suit when you get the chance. Go and use the right control terminal and press the red button, then quickly run to the bed so that the scan detects your presence. Now use the left control terminal and select "Engage" THE FACILITY. Now walk towards the big hole in the floor and you will fall down.
Pick up the small glint near the fire to retrieve a mangled scalpel, then go through the circular door on the left. Take the sealed tin of protein powder from on top of the shrine. After your conversation with the unseen man, return to the tunnel on the right, then jump up to the overhanging ledge near the fire.
Use your mangled scalpel on your sealed protein powder container, then use your opened protein powder container on the left control terminal. Click the bottom left 4 symbols as highlighted by all the fingerprints to unlock the terminal. Scroll to the bottom of the "Logs & Notices" section to see a code, then select "Calibrate Servos". Climb back down again and collect the sharp bladed pincer. Go into the tunnel on the left and use the blade on the red exposed insulation in the floor. Climb down into the power generation facility.
Power GenerationAfter meeting Danie, go over and search his legs to get an ID card. Climb back up into the service passage, and enter the shrine room again. Use your ID card on the Omnitool toolbox, and you will end up getting the Omnitool. Go back into the tunnel and climb down to the power facility. Talk to Danie again, then use the control terminal use. Select to "Eject Core", then examine the service platform and use your Omnitool on the ejected power core. Now you need to move all three symbols down to the bottom section, but not keep specific pairs together (as indicated by the instructions on the left)::
- Move the battery to the bottom
- Move the electricity to the bottom, then the battery to the top
- Move the water to the bottom
- Move the battery to the bottom
Central AnnexLook at a small section of wall to the left of the left-most forcefield to see a secret code SECRET ALPHA - this is in Baudot code and can be decoded to read "It was all my fault. Forgive me. Why?". Now go and use the security access terminal on the right. Select the PDT Printer Room and enter the series of 4 symbols you learned from the terminal back in Fetal Extraction to unlock it (this changes with every game). Now go down through the opened forcefield.
Look at the timber crate on the right to see another secret code SECRET BETA - this code uses the periodic table and can be decoded to read "Help. Ellen is dead? M". Use the opened protein powder container on your ID card, then use this on the fuse box at the end of the corridor. Now use your Omnitool on the ID card, before using it on the fuse box again. Open the door and go through. Read the PDA on the floor - make sure to remember the normal temperature of the grub habitat, and scroll to the bottom of the last message to get another 4 symbol code.
Return to the central annex and use the security access terminal again. Select the Birthing Lab Nexus and enter the new series of 4 symbols to unlock it. Head through the new opened forcefield. Enter the room on the left to find the Grub Habitat. Use the terminal in here and read the messages to learn the normal humidity of the grub habitat, then scroll to the bottom to get a new 4 symbol code.
Go to the central annex again and use the security access terminal. Select the Crew Facilities and enter your new code to unlock it. Go through the new opened forcefield. Take the bent stripper pole, then go through the next doorway. Go and stand just below the smoldering debris in the middle of the room SCREAMS. Next head through the doorway with the large blood trail. Read the PDA on the bed. Pick up the blank PDT from the floor on the right, and search the safe to get a glossy photo.
Return to the central annex once more, and go to the top left doorway. Now head to the end of this corridor to find a new area KEARN.
Kearn and CayneRead the PDA on the floor, then collect the whip hanging nearby, and pick up the voice recorder from the floor. Pull the lever to raise a huge mechanism out of the left pit - the lever for the other pit is broken. Use your blade on your stripper pole, then use your newly created makeshift lever with the broken lever mechanism. Pull the new lever, then retrieve the broken PDT from the floating corpse.
After you crawl into the new area, walk over to the stasis pod. Take the cryo control unit on the right, then leave this room CAYNEand you can return right to the central annex. Go down and into the PDT Printer Room again. Use your cryo unit on the Personal Data Tag printer. Use the broken PDT and blank PDT on it, then select the option "PRINT PDT" RALPH.
Go back to the central annex and try to get into the elevator at the top SAMANTHA.
Joseph and GrublinaIgnore the elevator and instead go through a newly opened forcefield into the Brain Emulation Labs. After meeting Dr Adams, pick up the fire suppression cannister from the broken section of floor. Go back to the crew facilities and use your voice recorder on the boom box. Go through the doorway and use your fire suppression cannister on the inclined metal flooring to put out part of the fire. Walk over the foam here, then click on the gardens to the lower right SECRET GAMMA - you will need these numbers for later. Now go around and read the PDA on the left, then head through the ripped open door.
Try to open the personal safe. Use the voice recorder on it, then use the glossy photo on it, and the wall will slide open. Enter the red room GRUBLINA. Pick up the empty incubation cannister from the left. Use your whip on Grublina, then combine your Grublina milk with the empty cannister.
Return to the central annex and go towards Power Generation (one of the opened doors on the bottom floor). Run along the evacuation tunnel and use the terminal in the power generation facility - look up the ID for the grub habitat. Climb back up into the service passage and go to the shrine room. Use your PDT on the atmosphere control terminal here. Use the controls to set the temperature and humidity in 3 separate areas (the first two are from Secret Gamma, and the third is from information you have been collecting about the grub habitat):
- ID 121: 40% RH, 65 °F
- ID 648: 50% RH, 60 °F
- ID 668: 84% RH, 95 °F
EscapeReturn to the central annex and go towards the Birthing Lab Nexus, then down to the grub habitat. Use your baited incubation cannister on the retrieving platform FREDDIE. Go back to the power generation facility once more and use your occupied incubation cannister on Danie's body COME TO MAMMA. Now return to the central annex one last time and enter the elevator at the top HELLO HADLEY.
CandleYear: 2016
Genre: Fantasy
Links: GOG, Moby Games, Adventure Gamers, Steam
Candle is a side-scrolling adventure game with some infrequent action platforming elements. Progress is saved by using special platforms scattered throughout the game.
PrologueFollow the tutorial's instructions on movement, then pick up the torch and enter the cabin. Since it is too dark to continue, go up to the fire on the right and use your torch on it - you will end up with a lit candle. Go and use your candle on the torch outside the cabin. Enter the cabin and talk to the old man. Go back outside and extinguish your candle, then push the Wakcha off the edge. Light your candle from the torch on the cabin, then go to the far right (beneath the flame symbol). Use a light burst and a doorway will open - head through.
SwampTowerWake up, then swim up and climb out of the water. Walk right and push the box back to the left, then climb on it and jump up to the ledge above. Push the stone pillar to the right, then walk over it and pick up the empty jar. Make your way back down to the ground level and jump over the gap to the right. Don't get too close to the frog or you will be eaten; jump up to the level above and then up towards the house on the left. You can save your game using the round platform here. Climb up the ladder and pull the lever, then climb up some more.
Go beneath the first wooden platform and jump up to the right to knock down a blue stick. Now climb up on the first wooden platform, and jump on it twice to close it. Climb up to the top wooden platform and look at the large toad carving. Jump on this platform twice, then quickly drop down and hide right next to the first wooden platform to avoid being crushed. Climb back up to where the carving started and pick up a cutting rock. Go down and stand on the toad carving and jump up to pull a vine; this will disarm a trap. Climb up further and look at the same symbol that you saw earlier, then jump across so you are standing next to 2 levers, and can see a device with 3 spinning components up to the right. From the starting position pull right, left, right, right and left. Now stand beneath the turning structures and look to get a hint - you need to jump on to the pipe cover when it flips up, then quickly jump up to the ledge above. Climb down the ladder on the other side. Now run and jump across the gap to the right and save your game.
FireplaceLight your candle from the fire here, then jump left over the gap and the frog will hide from your flame. Climb up and light the candle here to reveal two ladder openings below. Pick up the rope from where the frog was sitting before, then climb down the ladder. Go left and be careful to avoid the water falling as it will extinguish your candle (if it does, go and light it again from the fire or the nearby candle). At the very left, pick up the female shaman figurine. Climb up and then go left and back down the ladders. Jump right over the first frog and pick up a dart from on top of the sign, then continue right.
Stand on the platform to the right and look at it to learn about the teleporters. Go right and you will see one of your Shaman's bodyguards, who needs your help. Walk to the edge of the pink lake and you will get the option to automatically run up the hill. Search the bush on the left to meet a pink rabbit who wants some honey. Try to do something to release the rock from the right of the ledge, but you don't have the right object yet. Go back down the path and return to the left. Assuming you still have a flame, you can scare the frog at the bottom and continue right to a new area.
Light the candle here, then free the prisoner - she is the ferry lady and tells you to get a key to unlock her boat. Extinguish your candle, then climb up the ladder. Sneak past the sleeping Wakcha, being careful not to step on the green creatures here. Climb up and pull the lever to lower a cover over the sleeping Wakcha. Now quickly go left, down the ladder, and drop down to the left. Light your flame and sneak past the sleeping Wakcha and up again before the cover lifts up again. Enter the room at the top. Pick up the wooden bird, light the candle, and look at the screen. Use a light burst, then look at the picture that is revealed (you will need to know this picture shortly). Go out to the left and push the rock to trap the Wakcha. Go back down to where he was sleeping and pick up the boat key. Climb down and use it to unlock the boat. Talk to the prisoner again to find out she wants a silver coin and a copper coin.
Return left, up to the platform above, and right to return to the pink lake. Use the teleporter to reach a new area with a large pink toad. Swim beneath the toad and use your cutting rock to chop down the large toadstool.
Climb up 2 ladders and light a candle (this opens a path elsewhere). Push the rock on the left, then walk over it to see a previous area; return to the right. Extinguish your candle, then jump over the broken bridge to the right. Ignore the bee hive for now and climb down. Put your female shaman figurine on the shelf here - there is still one more to collect. Go back and teleport (you need to have a lit candle for this). Go left, down and right to return to the windmill. Climb up one ladder, then go right into a large shell. Save your game.
DocksWalk to the right and you will notice a banner with a picture of a green leaf. Pick up some of the red, yellow and blue moss. Use the blue and yellow moss on the chimney covered with vines. Light this on fire and some green smoke will be generated - the stone column will lower and show you the symbol of rain. Now put some blue moss on the chimney and light it - the blue smoke will cause the stone column to lower and the symbol of fire will be shown. Mix your red and yellow moss on the chimney and light it, and the path will be cleared.
Go right through the roots of a large tree (where you will notice a bar that is too high to grab). Jump right several times, then up to the left. When you see the small tentacle, pause for a bit. Wait for a small flying bug to land on the leaf above, then jump up to disturb it. When the bug is caught by the tentacle, quickly jump past to the left. Keep going until you can jump on the crate and knock it to the ground. Push the crate to the right, then climb on it and jump up to the bar above. Now go and talk to the collector. Ask about the shaman figurine, then about the box. Solve the puzzle box as follows (after resetting the puzzle by pressing F if you need to):
Return left and climb up the tower, then go right, take the underground path through the water, and climb up again. Jump over the hanging platform to return to the fireplace. Wait until the Wakcha above you is heading to the left, then quickly climb up and use your dart on the crossbow on the right. Follow the Wakcha and push him into the water, then immediately run left with the other one chasing you; when you reach the purple panel on the floor the dart will be fired into the back of the chasing Wakcha. Go down to light your candle, then come back up and light the 3 torches here - they will rise up into the air. Run all the way to the right until the bees start to chase you, then run all the way to the left so the bees are attracted to the 3 lit torches. Return right and use your empty jar on the bee hive to get a jar full of honey.
Use the teleporter to return to the pink lake. Climb up the path and use your jar of honey on the rock on the ledge here. Go back down and jump on to the rock, then use your rope to save the bodyguard - you will receive a bone key. Jump to the left and use the teleporter again. Jump over to the island where the toad used to sit, and pick up the copper coin. Continue to the right to a new area (making sure you have a lit candle).
Enter the cave on the right, and examine the code panel; you need to select 4 characters so that none are the same in any row or column. Select fish at the top, then mountains, then spear and finally fire. Look at the open window, then use your wooden bird on it. Use a light burst to scare the Wakchas, then go and use your cutting rock to cut the rope on the left. Climb over the huge dead fish and light the candle, then save your game.
BridgeJump over the gap and stand on the platform, but it will collapse and you will fall down into some water below. Climb up the ladder on the left and press the button to open a gateway back to the previous area. Ignore this for now and instead swim down and around to the left, then up through the bushes to get some air. Pull the lever here, then swim around and up to the surface on the right. Climb up to the left, then wait for the Wakcha to head right so you can climb up to the top and save your game.
TempleUse your bone key on the panel here, then look at the puzzle that is revealed. You must move the blue and yellow pieces so they end up sitting on the blue and yellow tiles indicated in the background. Repeat this process 3 times, and 2 doors will open. You will automatically receive the Diwus mask. Go down through the other new doorway. Backtrack to light your candle, then come back and jump over the bridge below the Wakcha (avoiding the button in the middle of the bridge), to light the candle at the end. While he is distracted, go up and push him into the light. Pick the solitary red leaf from near the top wooden bridge.
Now make your way back to the collector (go to the docks, then through the tunnel). Give him the leaf and you will receive the silver coin. Go back through the tunnel and give the ferry lady your 2 coins. Talk to her again and you will sail to a new destination.
ForestSanctuaryLook at the piece of bark here, then save your game. Jump over to the right. There is a candle within the tree stump that you cannot light yet. Ignore the lever here and continue right, then save your game.
Monkey TownJump up and pull the handle beneath the blue skull. Jump over the gap and jump to the right. Pull the vine and the right monkey will leave. Jump up and pull the box it was sitting on, then jump over it and push it down the hole. Keep jumping up to the left; wait until the left monkey jumps up, then quickly grab a yellow pepper and return right to avoid being squashed. Jump up to the right and talk to the mother monkey. Next head down through the hole in the floor and push the box against the left wall to block the draft. Climb up to the surface and pull the handle again to close the gap.
Return left and pull the lever to move the statue's hand down. Quickly jump up on to it; when it moves, quickly jump right over to the other hand; when this one moves, jump to the left. Climb up to the archway and push the stone off to the left. Jump on to the stone, the jump over on to the hand when it rises up, and quickly climb on to the ladder. Once you reach the platform above, the ladder will fall down. Look at the fruit, but it is not ripe. Try entering the hollow tree trunk to the right, but it is too dark to continue. Jump to the far left and light your candle, then enter the tree trunk again to find the baby monkey. You cannot get it to follow you yet. Come back outside and use a light burst near the fruit, then pick the gleaming fruit.
Light the lever with your candle, then pull the lever and drop down the hole. Light the lever at the bottom as well, and the 2 nearby candles will spring to life. Head left into the tree stump and relight your candle, then climb down. Light another candle here, then climb down and try to talk to the girl (she is too busy at the moment). Look at the damp earth on the ground to the left, then go and talk to the girl about both options - you need to find a mushroom with pink spots. Drop your gleaming fruit down the nearby well and you will see a basket at the bottom. Now use the well itself and you will end up getting a wicker basket.
Climb back up and pull the lever at the base of the large statue. Light your candle and enter the tree trunk on the right. Use the wicker basket to collect the baby monkey. Pull the lever to go back down, then head right to Monkey Town. Climb up to the mother monkey and return her baby. Now get her to carry you further up, and climb up the tree to the level above. Use the carriage to get up to the cave and save your game.
Tree TopsEnter the cave and jump over the platforms, then try to talk to the blacksmith (you don't want to disturb him). Jump back to the entry platform and drop down. Use your cutting rock on the mushroom, then pick it up. Push the button on the wall, then jump across to the column and climb up. Leave the cave, go back over the gap in the carriage, and climb back down to the Monkey Town. Get the mother monkey to carry you down, then climb down to the ground level. Duck to the left and light your candle, then come back to the right. While you are still undercover on the left, and with the flying insect nearby, use a light burst and the insect will open its wings and cover you. Walk across and light the candle on the right to create a light source underground. Now pull the handle beneath the blue skull before dropping down through the hole again. Pull the lever to close the roof. Light your candle on the right, then light a flame in the bowl beneath the ice block. Pick up the fossilized seed. Pull the lever and climb outside again.
Go over to the tree stump and climb down to the girl digging in the dirt. Give her the mushroom, and she will start digging over on the left. Place your fossilized seed in the hole, and it will blossom into a huge flower. Light your candle up on the right, then run beneath the flower and into the cave on the left. Head over towards the left and save your game.
CaveTalk to the painter, then jump over the platforms on the left (avoiding the geysers). Climb up and use your candle to light the small statue. Continue left, where you will find a Wakcha. Climb down and extinguish your candle. Walk over and press the button, then press it again when the slider is in line with the right red mark (if you miss, try again). Now wait until the Wakcha sees you, and step on the right button to get him to fall through the trapdoor. Follow the path to the left and pick up the ritual board and crystal vial. Climb up the vines here, then climb up the ladder and save your game.
Wakcha CampLeave the cave to the right and you will see the Shaman taken through the stone door. Look at the branch to the right, and the rope on the other side of the gap. Head back into the cave and climb down again. Go back to the painter. Light your candle, then enter the cave along the path downwards. Climb up to the device and take the broken lever. Now use the teleporter (the other platform will lower slightly). Make your way through the Monkey Town, and use the carriage to return to the blacksmith. Talk to him about the broken lever, but you need to start a fire for him. Go back down through Monkey Town to the base of the statue, then go left through the tree stump and over the gap. Pick up the piece of bark you saw at the beginning of this chapter.
Head down to the painter in the cave and talk to him about the mask - he will paint it for you. Climb back up to the Wakcha Camp. Put the painted bark on the branch. Climb down the vines on the left. Put the yellow pepper into the pot, and you will end up with a red pepper (the first ingredient for the ritual). Climb back up, then go back down to the cave. Get into the water around the base of the small statue and swim down. Get some air from the pink sponges on the wall, then go to the small cave at the bottom left and grab the pearl. Get some more air as you swim back up to the surface. Climb out of the water and jump to the right to return to the painter. Talk to him about the pearl, and he will grind it up for you (the second ingredient for the ritual). Go right to exit the cave, and jump up to the platform in the middle of the screen. Watch the udders here carefully and you will see them twitch in a certain order. Now use them and pull them in the same order: left, right, middle, right middle. Use your crystal vial on the udders, then pull the middle one and you will fill the vial with sap (the final ingredient for the ritual).
Go to the far left of the cave and put the 3 ingredients into the altar: the red pepper, pearl powder and sap. Now light your candle from the blue flame here - this will not be extinguished by rain or other water. Jump into the water at the base of the small statue and swim down. Get some air from the pink sponge on the right, then swim along a path to the right and get to the surface. Climb out and quickly use a light burst as soon as the monster opens its eye to get rid of it. Grab the golden mineral from the rock on the right, then swim back up to the surface.
Head to Monkey Town and go down the hole in the ground. Go all the way to the bottom right, and jump up to the small wooden shelf, then pull down to break it off. Pick up the wooden cover. Climb back out of the hole and then climb all the way up to the blacksmith. Climb down beneath the blacksmith and light the flame, then use the bellows to fire up the furnace. Climb back up and give the blacksmith the golden mineral, then get him to fix the broken lever. When he asks for water, go and use the pump to the right of the furnace - you will end up receiving a fixed lever.
Return to the cave and use your fixed lever on the machine (after taking the separate path near the painter). Use your candle on it and look around the mural displayed on the cave wall - in particular count the number of different colored hats. Use the teleporter here, then drop down to the floor and use the device on the wall. Set the pictures to show 3 feathers in purple, 2 feathers in blue, 5 feathers in yellow and 1 feather in red (matching the numbers of hats on the mural). Pick up the red crystal that falls to the floor. Climb up and teleport again. Get up on to the small platform just left of the painter and pick up the green crystal.
Go left and climb up to the Wakcha camp. Jump over to the stone door and insert the red and green crystals into the statues; a small platform will rise out of the ground. Look at this, then climb down to the ground level and put the wooden cover on the pot. Make sure you have extinguished your candle. Wait for the bottom Wakcha to go to the far right, then follow him and climb into the large pot. Wait until he is distracted by the covered pot, then climb out, pick up the blue pillow from the right, and climb back into the pot. Wait until the bottom Wakcha has gone to the far right again, then climb out of the pot and up the vines. Combine the blue pillow with the painted mask from earlier, then pick up your fake musician doll. Jump over to the right and wait until both Wakchas are on the ground, then use your fake musician doll on the rope to free the musician. Use the drum, then get the musician to hit the drum as soon as you see lightning in the sky (so the sound is hidden by the sound of thunder). Do this 3 times, then head through the stone door.
DungeonCellsWhile the guard is in his room, grab the rope from the left (wait for it to be blown closer by the vent). Use the rope on your cell door, and you will end up passing a large stick up to the Shaman. Now bang on your cell door to get the guard's attention, and have the Shaman use his stick to get the gate key. Wait until the guard is in his room again, then use the gate key to get out of your cell. Climb on to your cell and use the cutting rock on the rope holding up the Shaman's cell while the guard is beneath it - the guard will be crushed. After the Shaman is captured again, follow him out to the right and you will see him be taken away.
Light your candle, then put your Diwus mask on the statue. Use a light burst near the statue to bring it to life, and you will mount it. Ride the Diwus, jumping over the gaps and avoiding the air blasts, until you reach another stone door. Fall down to the area just to the right, then jump and press the wall button; you will be lifted up and the stone door will be open. Keep following the path, avoiding a waterfall and then a rolling boulder. When you almost catch up, jump into a waterfall; you will pick up the Diwus mask and head through the next door.
CityBridgeSave your game, then climb up and you will see the bridge lower after the Shaman is taken into the temple. Jump over the left bridge and into a bath house. Talk to the owner, then climb up the ladder and take the carved stone and attic key from the shelves. Try to use the stone in the door here, but it doesn't fit. Climb up over the cupboard to the left, and push it over - a gong mallet will fall down into the bottom of the bath. Climb down and use the attic key in the trapdoor, and head down but you can't do anything here without a flame. Go back outside and talk to the stone mason, who is carving a large statue. Ask him about the carved stone, and he will help if you can retrieve the egg from the bird.
Climb up the curved path to the right, then climb up to the top of the tower. Use the controls here - the goal is to get a lit flame up to the top position. Move everything down and turn the basket over, then activate the flame/water. Keeping the basket upside down, move it up twice, activate the wind, then turn the basket over again. Now a new control to lock the shields will be available. Lock the right shield in the middle position, and move the basket down. Now you can light your candle from the flame. Enter the bath house and climb down to the basement area. Light the flame, then examine the cabinet and solve the sliding tile puzzle to connect the pipes correctly. Now the large client wants some soap. Go to the right side of the basement and pick up the dead branches.
Head outside and drop down to the bottom left of this area into the dark room. Jump and pull the handle, and the collector will appear again. Talk to him about the soap, and you will be given a curly walnut to try to open. Go up and around the curved path, then follow it to be beneath the large bird. Put down the dead branches here, then set them alight with your candle - 2 of the eggs in the nest will start jumping up and down. Go back up to the right tower to use the controls again. Move everything up, then activate the flame/water. Jump on to the basket and then over to the left tower, and use the controls here to lower some food for the bird. Now stand near the bird and while it turns to eat, duck in a grab the egg sculpture. Give this to the stone mason, then give him the carved stone, and he will modify it for you.
Return to the bath house and go up to the attic. Use your modified carved stone to get through the door. Out on the balcony, jump over to the bird's food and drop the curly walnut, then jump back to the balcony. Drop down and pick up the open curly walnut. Drop further down and visit the collector again, then give him the open curly walnut in exchange for a bar of soap. Enter the bath house and use the soap on the bath, then pick up the bag of jewels left by the large client. Jump into the bath to collect the gong mallet. Place the bag of jewels outside on the circular platform in front of the stone mason. Go back up to the balcony and use the gong mallet on the gong.
Back in the bath house, climb down the ladder and steal the purple robe. Outside, just follow the pattern of arm signals of the rest of the group, until the jewels start being thrown around. Press the button next to the door to flatten the others. Go and use the controls on the right tower to make a flame available again, then light your candle. Go right and enter the temple. Jump up to the platform above and light the candle here, the save your game.
Wooden TempleDrop down through the hole in the floor. Wait for the robed figure to head right, then drop down to the floor. Pick up the long stick from the large pot, light the pipe of the prisoner in the middle cell, and quickly jump up again to avoid being spotted. Wait until he heads right again, then drop down to the floor. Extinguish your candle and hide in the large pot. After he heads left, light your candle from the prisoner's pipe, then light the candle to the far right, extinguish your candle, and hide in the large pot again. Wait until he heads right again, then climb out, light your candle from the prisoner's pipe, enter the cell on the left and light the flag on fire, then climb up again. When the guard enters the cell, drop down and pull the lever to lock him inside - you will end up with his canteen.
Climb back up from the hole, and climb all the way up to the top of this room, then go right until you see Tezca. Light the candle here, then drop down and climb up the ladder without being seen. Look at the altar to see that you need a sphere to insert into it. Leave the temple and go back to see the collector; ask him about the sphere. Beat the collector at his game and you will receive a pierced sphere. Go up to the controls in the right tower outside and turn on the flame/water. Fill your canteen up from the water fountains. Go all the way back to the altar at the top of the temple. Insert the pierced sphere, then use a light burst and note which stars shine brightly on the mural.
Go back to the left room and use your long stick to push the button at the top left - a crate will drop to the ground. Pull and then push it down to the wooden platform, then jump up and down on it until the platform breaks and the crate drops down to the floor below. Climb up and step on the floor button just right of where the platform was, then quickly drop down to the left - an arrow will become embedded in the pillow. Now go all the way to the top and pull the lever so that the pillow starts moving up and down. Extinguish your candle. Go down and bang on the door to get the guards' attention (do this just after the pillow has started moving down), then jump and grab on to the arrow to be lifted up. Drop down once the guard is to your left, then push him down the hole.
Climb up above the second room and use your canteen to douse the candle below. Go back to the left and drop to the ground level, then enter the darkened room. Once the door shuts, just sneak right past the guard and free the Shaman - he will take care of the guard for you. Drop down below the left room, and go and push the yellow button on the right to free the prisoners. After the conversation, climb up to the top level and follow the Shaman to the far right. Use your cutting rock on the rope. Now lock each of the 3 stone discs so that the large stars match up with the brightest stars you saw in the mural. Light the candle inside the throne.
Genre: Fantasy
Links: GOG, Moby Games, Adventure Gamers, Steam
Candle is a side-scrolling adventure game with some infrequent action platforming elements. Progress is saved by using special platforms scattered throughout the game.
PrologueFollow the tutorial's instructions on movement, then pick up the torch and enter the cabin. Since it is too dark to continue, go up to the fire on the right and use your torch on it - you will end up with a lit candle. Go and use your candle on the torch outside the cabin. Enter the cabin and talk to the old man. Go back outside and extinguish your candle, then push the Wakcha off the edge. Light your candle from the torch on the cabin, then go to the far right (beneath the flame symbol). Use a light burst and a doorway will open - head through.
SwampTowerWake up, then swim up and climb out of the water. Walk right and push the box back to the left, then climb on it and jump up to the ledge above. Push the stone pillar to the right, then walk over it and pick up the empty jar. Make your way back down to the ground level and jump over the gap to the right. Don't get too close to the frog or you will be eaten; jump up to the level above and then up towards the house on the left. You can save your game using the round platform here. Climb up the ladder and pull the lever, then climb up some more.
Go beneath the first wooden platform and jump up to the right to knock down a blue stick. Now climb up on the first wooden platform, and jump on it twice to close it. Climb up to the top wooden platform and look at the large toad carving. Jump on this platform twice, then quickly drop down and hide right next to the first wooden platform to avoid being crushed. Climb back up to where the carving started and pick up a cutting rock. Go down and stand on the toad carving and jump up to pull a vine; this will disarm a trap. Climb up further and look at the same symbol that you saw earlier, then jump across so you are standing next to 2 levers, and can see a device with 3 spinning components up to the right. From the starting position pull right, left, right, right and left. Now stand beneath the turning structures and look to get a hint - you need to jump on to the pipe cover when it flips up, then quickly jump up to the ledge above. Climb down the ladder on the other side. Now run and jump across the gap to the right and save your game.
FireplaceLight your candle from the fire here, then jump left over the gap and the frog will hide from your flame. Climb up and light the candle here to reveal two ladder openings below. Pick up the rope from where the frog was sitting before, then climb down the ladder. Go left and be careful to avoid the water falling as it will extinguish your candle (if it does, go and light it again from the fire or the nearby candle). At the very left, pick up the female shaman figurine. Climb up and then go left and back down the ladders. Jump right over the first frog and pick up a dart from on top of the sign, then continue right.
Stand on the platform to the right and look at it to learn about the teleporters. Go right and you will see one of your Shaman's bodyguards, who needs your help. Walk to the edge of the pink lake and you will get the option to automatically run up the hill. Search the bush on the left to meet a pink rabbit who wants some honey. Try to do something to release the rock from the right of the ledge, but you don't have the right object yet. Go back down the path and return to the left. Assuming you still have a flame, you can scare the frog at the bottom and continue right to a new area.
Light the candle here, then free the prisoner - she is the ferry lady and tells you to get a key to unlock her boat. Extinguish your candle, then climb up the ladder. Sneak past the sleeping Wakcha, being careful not to step on the green creatures here. Climb up and pull the lever to lower a cover over the sleeping Wakcha. Now quickly go left, down the ladder, and drop down to the left. Light your flame and sneak past the sleeping Wakcha and up again before the cover lifts up again. Enter the room at the top. Pick up the wooden bird, light the candle, and look at the screen. Use a light burst, then look at the picture that is revealed (you will need to know this picture shortly). Go out to the left and push the rock to trap the Wakcha. Go back down to where he was sleeping and pick up the boat key. Climb down and use it to unlock the boat. Talk to the prisoner again to find out she wants a silver coin and a copper coin.
Return left, up to the platform above, and right to return to the pink lake. Use the teleporter to reach a new area with a large pink toad. Swim beneath the toad and use your cutting rock to chop down the large toadstool.
Climb up 2 ladders and light a candle (this opens a path elsewhere). Push the rock on the left, then walk over it to see a previous area; return to the right. Extinguish your candle, then jump over the broken bridge to the right. Ignore the bee hive for now and climb down. Put your female shaman figurine on the shelf here - there is still one more to collect. Go back and teleport (you need to have a lit candle for this). Go left, down and right to return to the windmill. Climb up one ladder, then go right into a large shell. Save your game.
DocksWalk to the right and you will notice a banner with a picture of a green leaf. Pick up some of the red, yellow and blue moss. Use the blue and yellow moss on the chimney covered with vines. Light this on fire and some green smoke will be generated - the stone column will lower and show you the symbol of rain. Now put some blue moss on the chimney and light it - the blue smoke will cause the stone column to lower and the symbol of fire will be shown. Mix your red and yellow moss on the chimney and light it, and the path will be cleared.
Go right through the roots of a large tree (where you will notice a bar that is too high to grab). Jump right several times, then up to the left. When you see the small tentacle, pause for a bit. Wait for a small flying bug to land on the leaf above, then jump up to disturb it. When the bug is caught by the tentacle, quickly jump past to the left. Keep going until you can jump on the crate and knock it to the ground. Push the crate to the right, then climb on it and jump up to the bar above. Now go and talk to the collector. Ask about the shaman figurine, then about the box. Solve the puzzle box as follows (after resetting the puzzle by pressing F if you need to):
- Red Q, Yellow R, Blue Q, Grey S (warrior will advance)
- Yellow Q, Grey S (warrior will get spear)
- Red Q, Grey S (monster will die)
Return left and climb up the tower, then go right, take the underground path through the water, and climb up again. Jump over the hanging platform to return to the fireplace. Wait until the Wakcha above you is heading to the left, then quickly climb up and use your dart on the crossbow on the right. Follow the Wakcha and push him into the water, then immediately run left with the other one chasing you; when you reach the purple panel on the floor the dart will be fired into the back of the chasing Wakcha. Go down to light your candle, then come back up and light the 3 torches here - they will rise up into the air. Run all the way to the right until the bees start to chase you, then run all the way to the left so the bees are attracted to the 3 lit torches. Return right and use your empty jar on the bee hive to get a jar full of honey.
Use the teleporter to return to the pink lake. Climb up the path and use your jar of honey on the rock on the ledge here. Go back down and jump on to the rock, then use your rope to save the bodyguard - you will receive a bone key. Jump to the left and use the teleporter again. Jump over to the island where the toad used to sit, and pick up the copper coin. Continue to the right to a new area (making sure you have a lit candle).
Enter the cave on the right, and examine the code panel; you need to select 4 characters so that none are the same in any row or column. Select fish at the top, then mountains, then spear and finally fire. Look at the open window, then use your wooden bird on it. Use a light burst to scare the Wakchas, then go and use your cutting rock to cut the rope on the left. Climb over the huge dead fish and light the candle, then save your game.
BridgeJump over the gap and stand on the platform, but it will collapse and you will fall down into some water below. Climb up the ladder on the left and press the button to open a gateway back to the previous area. Ignore this for now and instead swim down and around to the left, then up through the bushes to get some air. Pull the lever here, then swim around and up to the surface on the right. Climb up to the left, then wait for the Wakcha to head right so you can climb up to the top and save your game.
TempleUse your bone key on the panel here, then look at the puzzle that is revealed. You must move the blue and yellow pieces so they end up sitting on the blue and yellow tiles indicated in the background. Repeat this process 3 times, and 2 doors will open. You will automatically receive the Diwus mask. Go down through the other new doorway. Backtrack to light your candle, then come back and jump over the bridge below the Wakcha (avoiding the button in the middle of the bridge), to light the candle at the end. While he is distracted, go up and push him into the light. Pick the solitary red leaf from near the top wooden bridge.
Now make your way back to the collector (go to the docks, then through the tunnel). Give him the leaf and you will receive the silver coin. Go back through the tunnel and give the ferry lady your 2 coins. Talk to her again and you will sail to a new destination.
ForestSanctuaryLook at the piece of bark here, then save your game. Jump over to the right. There is a candle within the tree stump that you cannot light yet. Ignore the lever here and continue right, then save your game.
Monkey TownJump up and pull the handle beneath the blue skull. Jump over the gap and jump to the right. Pull the vine and the right monkey will leave. Jump up and pull the box it was sitting on, then jump over it and push it down the hole. Keep jumping up to the left; wait until the left monkey jumps up, then quickly grab a yellow pepper and return right to avoid being squashed. Jump up to the right and talk to the mother monkey. Next head down through the hole in the floor and push the box against the left wall to block the draft. Climb up to the surface and pull the handle again to close the gap.
Return left and pull the lever to move the statue's hand down. Quickly jump up on to it; when it moves, quickly jump right over to the other hand; when this one moves, jump to the left. Climb up to the archway and push the stone off to the left. Jump on to the stone, the jump over on to the hand when it rises up, and quickly climb on to the ladder. Once you reach the platform above, the ladder will fall down. Look at the fruit, but it is not ripe. Try entering the hollow tree trunk to the right, but it is too dark to continue. Jump to the far left and light your candle, then enter the tree trunk again to find the baby monkey. You cannot get it to follow you yet. Come back outside and use a light burst near the fruit, then pick the gleaming fruit.
Light the lever with your candle, then pull the lever and drop down the hole. Light the lever at the bottom as well, and the 2 nearby candles will spring to life. Head left into the tree stump and relight your candle, then climb down. Light another candle here, then climb down and try to talk to the girl (she is too busy at the moment). Look at the damp earth on the ground to the left, then go and talk to the girl about both options - you need to find a mushroom with pink spots. Drop your gleaming fruit down the nearby well and you will see a basket at the bottom. Now use the well itself and you will end up getting a wicker basket.
Climb back up and pull the lever at the base of the large statue. Light your candle and enter the tree trunk on the right. Use the wicker basket to collect the baby monkey. Pull the lever to go back down, then head right to Monkey Town. Climb up to the mother monkey and return her baby. Now get her to carry you further up, and climb up the tree to the level above. Use the carriage to get up to the cave and save your game.
Tree TopsEnter the cave and jump over the platforms, then try to talk to the blacksmith (you don't want to disturb him). Jump back to the entry platform and drop down. Use your cutting rock on the mushroom, then pick it up. Push the button on the wall, then jump across to the column and climb up. Leave the cave, go back over the gap in the carriage, and climb back down to the Monkey Town. Get the mother monkey to carry you down, then climb down to the ground level. Duck to the left and light your candle, then come back to the right. While you are still undercover on the left, and with the flying insect nearby, use a light burst and the insect will open its wings and cover you. Walk across and light the candle on the right to create a light source underground. Now pull the handle beneath the blue skull before dropping down through the hole again. Pull the lever to close the roof. Light your candle on the right, then light a flame in the bowl beneath the ice block. Pick up the fossilized seed. Pull the lever and climb outside again.
Go over to the tree stump and climb down to the girl digging in the dirt. Give her the mushroom, and she will start digging over on the left. Place your fossilized seed in the hole, and it will blossom into a huge flower. Light your candle up on the right, then run beneath the flower and into the cave on the left. Head over towards the left and save your game.
CaveTalk to the painter, then jump over the platforms on the left (avoiding the geysers). Climb up and use your candle to light the small statue. Continue left, where you will find a Wakcha. Climb down and extinguish your candle. Walk over and press the button, then press it again when the slider is in line with the right red mark (if you miss, try again). Now wait until the Wakcha sees you, and step on the right button to get him to fall through the trapdoor. Follow the path to the left and pick up the ritual board and crystal vial. Climb up the vines here, then climb up the ladder and save your game.
Wakcha CampLeave the cave to the right and you will see the Shaman taken through the stone door. Look at the branch to the right, and the rope on the other side of the gap. Head back into the cave and climb down again. Go back to the painter. Light your candle, then enter the cave along the path downwards. Climb up to the device and take the broken lever. Now use the teleporter (the other platform will lower slightly). Make your way through the Monkey Town, and use the carriage to return to the blacksmith. Talk to him about the broken lever, but you need to start a fire for him. Go back down through Monkey Town to the base of the statue, then go left through the tree stump and over the gap. Pick up the piece of bark you saw at the beginning of this chapter.
Head down to the painter in the cave and talk to him about the mask - he will paint it for you. Climb back up to the Wakcha Camp. Put the painted bark on the branch. Climb down the vines on the left. Put the yellow pepper into the pot, and you will end up with a red pepper (the first ingredient for the ritual). Climb back up, then go back down to the cave. Get into the water around the base of the small statue and swim down. Get some air from the pink sponges on the wall, then go to the small cave at the bottom left and grab the pearl. Get some more air as you swim back up to the surface. Climb out of the water and jump to the right to return to the painter. Talk to him about the pearl, and he will grind it up for you (the second ingredient for the ritual). Go right to exit the cave, and jump up to the platform in the middle of the screen. Watch the udders here carefully and you will see them twitch in a certain order. Now use them and pull them in the same order: left, right, middle, right middle. Use your crystal vial on the udders, then pull the middle one and you will fill the vial with sap (the final ingredient for the ritual).
Go to the far left of the cave and put the 3 ingredients into the altar: the red pepper, pearl powder and sap. Now light your candle from the blue flame here - this will not be extinguished by rain or other water. Jump into the water at the base of the small statue and swim down. Get some air from the pink sponge on the right, then swim along a path to the right and get to the surface. Climb out and quickly use a light burst as soon as the monster opens its eye to get rid of it. Grab the golden mineral from the rock on the right, then swim back up to the surface.
Head to Monkey Town and go down the hole in the ground. Go all the way to the bottom right, and jump up to the small wooden shelf, then pull down to break it off. Pick up the wooden cover. Climb back out of the hole and then climb all the way up to the blacksmith. Climb down beneath the blacksmith and light the flame, then use the bellows to fire up the furnace. Climb back up and give the blacksmith the golden mineral, then get him to fix the broken lever. When he asks for water, go and use the pump to the right of the furnace - you will end up receiving a fixed lever.
Return to the cave and use your fixed lever on the machine (after taking the separate path near the painter). Use your candle on it and look around the mural displayed on the cave wall - in particular count the number of different colored hats. Use the teleporter here, then drop down to the floor and use the device on the wall. Set the pictures to show 3 feathers in purple, 2 feathers in blue, 5 feathers in yellow and 1 feather in red (matching the numbers of hats on the mural). Pick up the red crystal that falls to the floor. Climb up and teleport again. Get up on to the small platform just left of the painter and pick up the green crystal.
Go left and climb up to the Wakcha camp. Jump over to the stone door and insert the red and green crystals into the statues; a small platform will rise out of the ground. Look at this, then climb down to the ground level and put the wooden cover on the pot. Make sure you have extinguished your candle. Wait for the bottom Wakcha to go to the far right, then follow him and climb into the large pot. Wait until he is distracted by the covered pot, then climb out, pick up the blue pillow from the right, and climb back into the pot. Wait until the bottom Wakcha has gone to the far right again, then climb out of the pot and up the vines. Combine the blue pillow with the painted mask from earlier, then pick up your fake musician doll. Jump over to the right and wait until both Wakchas are on the ground, then use your fake musician doll on the rope to free the musician. Use the drum, then get the musician to hit the drum as soon as you see lightning in the sky (so the sound is hidden by the sound of thunder). Do this 3 times, then head through the stone door.
DungeonCellsWhile the guard is in his room, grab the rope from the left (wait for it to be blown closer by the vent). Use the rope on your cell door, and you will end up passing a large stick up to the Shaman. Now bang on your cell door to get the guard's attention, and have the Shaman use his stick to get the gate key. Wait until the guard is in his room again, then use the gate key to get out of your cell. Climb on to your cell and use the cutting rock on the rope holding up the Shaman's cell while the guard is beneath it - the guard will be crushed. After the Shaman is captured again, follow him out to the right and you will see him be taken away.
Light your candle, then put your Diwus mask on the statue. Use a light burst near the statue to bring it to life, and you will mount it. Ride the Diwus, jumping over the gaps and avoiding the air blasts, until you reach another stone door. Fall down to the area just to the right, then jump and press the wall button; you will be lifted up and the stone door will be open. Keep following the path, avoiding a waterfall and then a rolling boulder. When you almost catch up, jump into a waterfall; you will pick up the Diwus mask and head through the next door.
CityBridgeSave your game, then climb up and you will see the bridge lower after the Shaman is taken into the temple. Jump over the left bridge and into a bath house. Talk to the owner, then climb up the ladder and take the carved stone and attic key from the shelves. Try to use the stone in the door here, but it doesn't fit. Climb up over the cupboard to the left, and push it over - a gong mallet will fall down into the bottom of the bath. Climb down and use the attic key in the trapdoor, and head down but you can't do anything here without a flame. Go back outside and talk to the stone mason, who is carving a large statue. Ask him about the carved stone, and he will help if you can retrieve the egg from the bird.
Climb up the curved path to the right, then climb up to the top of the tower. Use the controls here - the goal is to get a lit flame up to the top position. Move everything down and turn the basket over, then activate the flame/water. Keeping the basket upside down, move it up twice, activate the wind, then turn the basket over again. Now a new control to lock the shields will be available. Lock the right shield in the middle position, and move the basket down. Now you can light your candle from the flame. Enter the bath house and climb down to the basement area. Light the flame, then examine the cabinet and solve the sliding tile puzzle to connect the pipes correctly. Now the large client wants some soap. Go to the right side of the basement and pick up the dead branches.
Head outside and drop down to the bottom left of this area into the dark room. Jump and pull the handle, and the collector will appear again. Talk to him about the soap, and you will be given a curly walnut to try to open. Go up and around the curved path, then follow it to be beneath the large bird. Put down the dead branches here, then set them alight with your candle - 2 of the eggs in the nest will start jumping up and down. Go back up to the right tower to use the controls again. Move everything up, then activate the flame/water. Jump on to the basket and then over to the left tower, and use the controls here to lower some food for the bird. Now stand near the bird and while it turns to eat, duck in a grab the egg sculpture. Give this to the stone mason, then give him the carved stone, and he will modify it for you.
Return to the bath house and go up to the attic. Use your modified carved stone to get through the door. Out on the balcony, jump over to the bird's food and drop the curly walnut, then jump back to the balcony. Drop down and pick up the open curly walnut. Drop further down and visit the collector again, then give him the open curly walnut in exchange for a bar of soap. Enter the bath house and use the soap on the bath, then pick up the bag of jewels left by the large client. Jump into the bath to collect the gong mallet. Place the bag of jewels outside on the circular platform in front of the stone mason. Go back up to the balcony and use the gong mallet on the gong.
Back in the bath house, climb down the ladder and steal the purple robe. Outside, just follow the pattern of arm signals of the rest of the group, until the jewels start being thrown around. Press the button next to the door to flatten the others. Go and use the controls on the right tower to make a flame available again, then light your candle. Go right and enter the temple. Jump up to the platform above and light the candle here, the save your game.
Wooden TempleDrop down through the hole in the floor. Wait for the robed figure to head right, then drop down to the floor. Pick up the long stick from the large pot, light the pipe of the prisoner in the middle cell, and quickly jump up again to avoid being spotted. Wait until he heads right again, then drop down to the floor. Extinguish your candle and hide in the large pot. After he heads left, light your candle from the prisoner's pipe, then light the candle to the far right, extinguish your candle, and hide in the large pot again. Wait until he heads right again, then climb out, light your candle from the prisoner's pipe, enter the cell on the left and light the flag on fire, then climb up again. When the guard enters the cell, drop down and pull the lever to lock him inside - you will end up with his canteen.
Climb back up from the hole, and climb all the way up to the top of this room, then go right until you see Tezca. Light the candle here, then drop down and climb up the ladder without being seen. Look at the altar to see that you need a sphere to insert into it. Leave the temple and go back to see the collector; ask him about the sphere. Beat the collector at his game and you will receive a pierced sphere. Go up to the controls in the right tower outside and turn on the flame/water. Fill your canteen up from the water fountains. Go all the way back to the altar at the top of the temple. Insert the pierced sphere, then use a light burst and note which stars shine brightly on the mural.
Go back to the left room and use your long stick to push the button at the top left - a crate will drop to the ground. Pull and then push it down to the wooden platform, then jump up and down on it until the platform breaks and the crate drops down to the floor below. Climb up and step on the floor button just right of where the platform was, then quickly drop down to the left - an arrow will become embedded in the pillow. Now go all the way to the top and pull the lever so that the pillow starts moving up and down. Extinguish your candle. Go down and bang on the door to get the guards' attention (do this just after the pillow has started moving down), then jump and grab on to the arrow to be lifted up. Drop down once the guard is to your left, then push him down the hole.
Climb up above the second room and use your canteen to douse the candle below. Go back to the left and drop to the ground level, then enter the darkened room. Once the door shuts, just sneak right past the guard and free the Shaman - he will take care of the guard for you. Drop down below the left room, and go and push the yellow button on the right to free the prisoners. After the conversation, climb up to the top level and follow the Shaman to the far right. Use your cutting rock on the rope. Now lock each of the 3 stone discs so that the large stars match up with the brightest stars you saw in the mural. Light the candle inside the throne.
CandleYear: 2016
Genre: Fantasy
Links: GOG, Moby Games, Adventure Gamers, Steam
Candle is a side-scrolling adventure game with some infrequent action platforming elements. Progress is saved by using special platforms scattered throughout the game.
PrologueFollow the tutorial's instructions on movement, then pick up the torch and enter the cabin. Since it is too dark to continue, go up to the fire on the right and use your torch on it - you will end up with a lit candle. Go and use your candle on the torch outside the cabin. Enter the cabin and talk to the old man. Go back outside and extinguish your candle, then push the Wakcha off the edge. Light your candle from the torch on the cabin, then go to the far right (beneath the flame symbol). Use a light burst and a doorway will open - head through.
SwampTowerWake up, then swim up and climb out of the water. Walk right and push the box back to the left, then climb on it and jump up to the ledge above. Push the stone pillar to the right, then walk over it and pick up the empty jar. Make your way back down to the ground level and jump over the gap to the right. Don't get too close to the frog or you will be eaten; jump up to the level above and then up towards the house on the left. You can save your game using the round platform here. Climb up the ladder and pull the lever, then climb up some more.
Go beneath the first wooden platform and jump up to the right to knock down a blue stick. Now climb up on the first wooden platform, and jump on it twice to close it. Climb up to the top wooden platform and look at the large toad carving. Jump on this platform twice, then quickly drop down and hide right next to the first wooden platform to avoid being crushed. Climb back up to where the carving started and pick up a cutting rock. Go down and stand on the toad carving and jump up to pull a vine; this will disarm a trap. Climb up further and look at the same symbol that you saw earlier, then jump across so you are standing next to 2 levers, and can see a device with 3 spinning components up to the right. From the starting position pull right, left, right, right and left. Now stand beneath the turning structures and look to get a hint - you need to jump on to the pipe cover when it flips up, then quickly jump up to the ledge above. Climb down the ladder on the other side. Now run and jump across the gap to the right and save your game.
FireplaceLight your candle from the fire here, then jump left over the gap and the frog will hide from your flame. Climb up and light the candle here to reveal two ladder openings below. Pick up the rope from where the frog was sitting before, then climb down the ladder. Go left and be careful to avoid the water falling as it will extinguish your candle (if it does, go and light it again from the fire or the nearby candle). At the very left, pick up the female shaman figurine. Climb up and then go left and back down the ladders. Jump right over the first frog and pick up a dart from on top of the sign, then continue right.
Stand on the platform to the right and look at it to learn about the teleporters. Go right and you will see one of your Shaman's bodyguards, who needs your help. Walk to the edge of the pink lake and you will get the option to automatically run up the hill. Search the bush on the left to meet a pink rabbit who wants some honey. Try to do something to release the rock from the right of the ledge, but you don't have the right object yet. Go back down the path and return to the left. Assuming you still have a flame, you can scare the frog at the bottom and continue right to a new area.
Light the candle here, then free the prisoner - she is the ferry lady and tells you to get a key to unlock her boat. Extinguish your candle, then climb up the ladder. Sneak past the sleeping Wakcha, being careful not to step on the green creatures here. Climb up and pull the lever to lower a cover over the sleeping Wakcha. Now quickly go left, down the ladder, and drop down to the left. Light your flame and sneak past the sleeping Wakcha and up again before the cover lifts up again. Enter the room at the top. Pick up the wooden bird, light the candle, and look at the screen. Use a light burst, then look at the picture that is revealed (you will need to know this picture shortly). Go out to the left and push the rock to trap the Wakcha. Go back down to where he was sleeping and pick up the boat key. Climb down and use it to unlock the boat. Talk to the prisoner again to find out she wants a silver coin and a copper coin.
Return left, up to the platform above, and right to return to the pink lake. Use the teleporter to reach a new area with a large pink toad. Swim beneath the toad and use your cutting rock to chop down the large toadstool.
Climb up 2 ladders and light a candle (this opens a path elsewhere). Push the rock on the left, then walk over it to see a previous area; return to the right. Extinguish your candle, then jump over the broken bridge to the right. Ignore the bee hive for now and climb down. Put your female shaman figurine on the shelf here - there is still one more to collect. Go back and teleport (you need to have a lit candle for this). Go left, down and right to return to the windmill. Climb up one ladder, then go right into a large shell. Save your game.
DocksWalk to the right and you will notice a banner with a picture of a green leaf. Pick up some of the red, yellow and blue moss. Use the blue and yellow moss on the chimney covered with vines. Light this on fire and some green smoke will be generated - the stone column will lower and show you the symbol of rain. Now put some blue moss on the chimney and light it - the blue smoke will cause the stone column to lower and the symbol of fire will be shown. Mix your red and yellow moss on the chimney and light it, and the path will be cleared.
Go right through the roots of a large tree (where you will notice a bar that is too high to grab). Jump right several times, then up to the left. When you see the small tentacle, pause for a bit. Wait for a small flying bug to land on the leaf above, then jump up to disturb it. When the bug is caught by the tentacle, quickly jump past to the left. Keep going until you can jump on the crate and knock it to the ground. Push the crate to the right, then climb on it and jump up to the bar above. Now go and talk to the collector. Ask about the shaman figurine, then about the box. Solve the puzzle box as follows (after resetting the puzzle by pressing F if you need to):
Return left and climb up the tower, then go right, take the underground path through the water, and climb up again. Jump over the hanging platform to return to the fireplace. Wait until the Wakcha above you is heading to the left, then quickly climb up and use your dart on the crossbow on the right. Follow the Wakcha and push him into the water, then immediately run left with the other one chasing you; when you reach the purple panel on the floor the dart will be fired into the back of the chasing Wakcha. Go down to light your candle, then come back up and light the 3 torches here - they will rise up into the air. Run all the way to the right until the bees start to chase you, then run all the way to the left so the bees are attracted to the 3 lit torches. Return right and use your empty jar on the bee hive to get a jar full of honey.
Use the teleporter to return to the pink lake. Climb up the path and use your jar of honey on the rock on the ledge here. Go back down and jump on to the rock, then use your rope to save the bodyguard - you will receive a bone key. Jump to the left and use the teleporter again. Jump over to the island where the toad used to sit, and pick up the copper coin. Continue to the right to a new area (making sure you have a lit candle).
Enter the cave on the right, and examine the code panel; you need to select 4 characters so that none are the same in any row or column. Select fish at the top, then mountains, then spear and finally fire. Look at the open window, then use your wooden bird on it. Use a light burst to scare the Wakchas, then go and use your cutting rock to cut the rope on the left. Climb over the huge dead fish and light the candle, then save your game.
BridgeJump over the gap and stand on the platform, but it will collapse and you will fall down into some water below. Climb up the ladder on the left and press the button to open a gateway back to the previous area. Ignore this for now and instead swim down and around to the left, then up through the bushes to get some air. Pull the lever here, then swim around and up to the surface on the right. Climb up to the left, then wait for the Wakcha to head right so you can climb up to the top and save your game.
TempleUse your bone key on the panel here, then look at the puzzle that is revealed. You must move the blue and yellow pieces so they end up sitting on the blue and yellow tiles indicated in the background. Repeat this process 3 times, and 2 doors will open. You will automatically receive the Diwus mask. Go down through the other new doorway. Backtrack to light your candle, then come back and jump over the bridge below the Wakcha (avoiding the button in the middle of the bridge), to light the candle at the end. While he is distracted, go up and push him into the light. Pick the solitary red leaf from near the top wooden bridge.
Now make your way back to the collector (go to the docks, then through the tunnel). Give him the leaf and you will receive the silver coin. Go back through the tunnel and give the ferry lady your 2 coins. Talk to her again and you will sail to a new destination.
ForestSanctuaryLook at the piece of bark here, then save your game. Jump over to the right. There is a candle within the tree stump that you cannot light yet. Ignore the lever here and continue right, then save your game.
Monkey TownJump up and pull the handle beneath the blue skull. Jump over the gap and jump to the right. Pull the vine and the right monkey will leave. Jump up and pull the box it was sitting on, then jump over it and push it down the hole. Keep jumping up to the left; wait until the left monkey jumps up, then quickly grab a yellow pepper and return right to avoid being squashed. Jump up to the right and talk to the mother monkey. Next head down through the hole in the floor and push the box against the left wall to block the draft. Climb up to the surface and pull the handle again to close the gap.
Return left and pull the lever to move the statue's hand down. Quickly jump up on to it; when it moves, quickly jump right over to the other hand; when this one moves, jump to the left. Climb up to the archway and push the stone off to the left. Jump on to the stone, the jump over on to the hand when it rises up, and quickly climb on to the ladder. Once you reach the platform above, the ladder will fall down. Look at the fruit, but it is not ripe. Try entering the hollow tree trunk to the right, but it is too dark to continue. Jump to the far left and light your candle, then enter the tree trunk again to find the baby monkey. You cannot get it to follow you yet. Come back outside and use a light burst near the fruit, then pick the gleaming fruit.
Light the lever with your candle, then pull the lever and drop down the hole. Light the lever at the bottom as well, and the 2 nearby candles will spring to life. Head left into the tree stump and relight your candle, then climb down. Light another candle here, then climb down and try to talk to the girl (she is too busy at the moment). Look at the damp earth on the ground to the left, then go and talk to the girl about both options - you need to find a mushroom with pink spots. Drop your gleaming fruit down the nearby well and you will see a basket at the bottom. Now use the well itself and you will end up getting a wicker basket.
Climb back up and pull the lever at the base of the large statue. Light your candle and enter the tree trunk on the right. Use the wicker basket to collect the baby monkey. Pull the lever to go back down, then head right to Monkey Town. Climb up to the mother monkey and return her baby. Now get her to carry you further up, and climb up the tree to the level above. Use the carriage to get up to the cave and save your game.
Tree TopsEnter the cave and jump over the platforms, then try to talk to the blacksmith (you don't want to disturb him). Jump back to the entry platform and drop down. Use your cutting rock on the mushroom, then pick it up. Push the button on the wall, then jump across to the column and climb up. Leave the cave, go back over the gap in the carriage, and climb back down to the Monkey Town. Get the mother monkey to carry you down, then climb down to the ground level. Duck to the left and light your candle, then come back to the right. While you are still undercover on the left, and with the flying insect nearby, use a light burst and the insect will open its wings and cover you. Walk across and light the candle on the right to create a light source underground. Now pull the handle beneath the blue skull before dropping down through the hole again. Pull the lever to close the roof. Light your candle on the right, then light a flame in the bowl beneath the ice block. Pick up the fossilized seed. Pull the lever and climb outside again.
Go over to the tree stump and climb down to the girl digging in the dirt. Give her the mushroom, and she will start digging over on the left. Place your fossilized seed in the hole, and it will blossom into a huge flower. Light your candle up on the right, then run beneath the flower and into the cave on the left. Head over towards the left and save your game.
CaveTalk to the painter, then jump over the platforms on the left (avoiding the geysers). Climb up and use your candle to light the small statue. Continue left, where you will find a Wakcha. Climb down and extinguish your candle. Walk over and press the button, then press it again when the slider is in line with the right red mark (if you miss, try again). Now wait until the Wakcha sees you, and step on the right button to get him to fall through the trapdoor. Follow the path to the left and pick up the ritual board and crystal vial. Climb up the vines here, then climb up the ladder and save your game.
Wakcha CampLeave the cave to the right and you will see the Shaman taken through the stone door. Look at the branch to the right, and the rope on the other side of the gap. Head back into the cave and climb down again. Go back to the painter. Light your candle, then enter the cave along the path downwards. Climb up to the device and take the broken lever. Now use the teleporter (the other platform will lower slightly). Make your way through the Monkey Town, and use the carriage to return to the blacksmith. Talk to him about the broken lever, but you need to start a fire for him. Go back down through Monkey Town to the base of the statue, then go left through the tree stump and over the gap. Pick up the piece of bark you saw at the beginning of this chapter.
Head down to the painter in the cave and talk to him about the mask - he will paint it for you. Climb back up to the Wakcha Camp. Put the painted bark on the branch. Climb down the vines on the left. Put the yellow pepper into the pot, and you will end up with a red pepper (the first ingredient for the ritual). Climb back up, then go back down to the cave. Get into the water around the base of the small statue and swim down. Get some air from the pink sponges on the wall, then go to the small cave at the bottom left and grab the pearl. Get some more air as you swim back up to the surface. Climb out of the water and jump to the right to return to the painter. Talk to him about the pearl, and he will grind it up for you (the second ingredient for the ritual). Go right to exit the cave, and jump up to the platform in the middle of the screen. Watch the udders here carefully and you will see them twitch in a certain order. Now use them and pull them in the same order: left, right, middle, right middle. Use your crystal vial on the udders, then pull the middle one and you will fill the vial with sap (the final ingredient for the ritual).
Go to the far left of the cave and put the 3 ingredients into the altar: the red pepper, pearl powder and sap. Now light your candle from the blue flame here - this will not be extinguished by rain or other water. Jump into the water at the base of the small statue and swim down. Get some air from the pink sponge on the right, then swim along a path to the right and get to the surface. Climb out and quickly use a light burst as soon as the monster opens its eye to get rid of it. Grab the golden mineral from the rock on the right, then swim back up to the surface.
Head to Monkey Town and go down the hole in the ground. Go all the way to the bottom right, and jump up to the small wooden shelf, then pull down to break it off. Pick up the wooden cover. Climb back out of the hole and then climb all the way up to the blacksmith. Climb down beneath the blacksmith and light the flame, then use the bellows to fire up the furnace. Climb back up and give the blacksmith the golden mineral, then get him to fix the broken lever. When he asks for water, go and use the pump to the right of the furnace - you will end up receiving a fixed lever.
Return to the cave and use your fixed lever on the machine (after taking the separate path near the painter). Use your candle on it and look around the mural displayed on the cave wall - in particular count the number of different colored hats. Use the teleporter here, then drop down to the floor and use the device on the wall. Set the pictures to show 3 feathers in purple, 2 feathers in blue, 5 feathers in yellow and 1 feather in red (matching the numbers of hats on the mural). Pick up the red crystal that falls to the floor. Climb up and teleport again. Get up on to the small platform just left of the painter and pick up the green crystal.
Go left and climb up to the Wakcha camp. Jump over to the stone door and insert the red and green crystals into the statues; a small platform will rise out of the ground. Look at this, then climb down to the ground level and put the wooden cover on the pot. Make sure you have extinguished your candle. Wait for the bottom Wakcha to go to the far right, then follow him and climb into the large pot. Wait until he is distracted by the covered pot, then climb out, pick up the blue pillow from the right, and climb back into the pot. Wait until the bottom Wakcha has gone to the far right again, then climb out of the pot and up the vines. Combine the blue pillow with the painted mask from earlier, then pick up your fake musician doll. Jump over to the right and wait until both Wakchas are on the ground, then use your fake musician doll on the rope to free the musician. Use the drum, then get the musician to hit the drum as soon as you see lightning in the sky (so the sound is hidden by the sound of thunder). Do this 3 times, then head through the stone door.
DungeonCellsWhile the guard is in his room, grab the rope from the left (wait for it to be blown closer by the vent). Use the rope on your cell door, and you will end up passing a large stick up to the Shaman. Now bang on your cell door to get the guard's attention, and have the Shaman use his stick to get the gate key. Wait until the guard is in his room again, then use the gate key to get out of your cell. Climb on to your cell and use the cutting rock on the rope holding up the Shaman's cell while the guard is beneath it - the guard will be crushed. After the Shaman is captured again, follow him out to the right and you will see him be taken away.
Light your candle, then put your Diwus mask on the statue. Use a light burst near the statue to bring it to life, and you will mount it. Ride the Diwus, jumping over the gaps and avoiding the air blasts, until you reach another stone door. Fall down to the area just to the right, then jump and press the wall button; you will be lifted up and the stone door will be open. Keep following the path, avoiding a waterfall and then a rolling boulder. When you almost catch up, jump into a waterfall; you will pick up the Diwus mask and head through the next door.
CityBridgeSave your game, then climb up and you will see the bridge lower after the Shaman is taken into the temple. Jump over the left bridge and into a bath house. Talk to the owner, then climb up the ladder and take the carved stone and attic key from the shelves. Try to use the stone in the door here, but it doesn't fit. Climb up over the cupboard to the left, and push it over - a gong mallet will fall down into the bottom of the bath. Climb down and use the attic key in the trapdoor, and head down but you can't do anything here without a flame. Go back outside and talk to the stone mason, who is carving a large statue. Ask him about the carved stone, and he will help if you can retrieve the egg from the bird.
Climb up the curved path to the right, then climb up to the top of the tower. Use the controls here - the goal is to get a lit flame up to the top position. Move everything down and turn the basket over, then activate the flame/water. Keeping the basket upside down, move it up twice, activate the wind, then turn the basket over again. Now a new control to lock the shields will be available. Lock the right shield in the middle position, and move the basket down. Now you can light your candle from the flame. Enter the bath house and climb down to the basement area. Light the flame, then examine the cabinet and solve the sliding tile puzzle to connect the pipes correctly. Now the large client wants some soap. Go to the right side of the basement and pick up the dead branches.
Head outside and drop down to the bottom left of this area into the dark room. Jump and pull the handle, and the collector will appear again. Talk to him about the soap, and you will be given a curly walnut to try to open. Go up and around the curved path, then follow it to be beneath the large bird. Put down the dead branches here, then set them alight with your candle - 2 of the eggs in the nest will start jumping up and down. Go back up to the right tower to use the controls again. Move everything up, then activate the flame/water. Jump on to the basket and then over to the left tower, and use the controls here to lower some food for the bird. Now stand near the bird and while it turns to eat, duck in a grab the egg sculpture. Give this to the stone mason, then give him the carved stone, and he will modify it for you.
Return to the bath house and go up to the attic. Use your modified carved stone to get through the door. Out on the balcony, jump over to the bird's food and drop the curly walnut, then jump back to the balcony. Drop down and pick up the open curly walnut. Drop further down and visit the collector again, then give him the open curly walnut in exchange for a bar of soap. Enter the bath house and use the soap on the bath, then pick up the bag of jewels left by the large client. Jump into the bath to collect the gong mallet. Place the bag of jewels outside on the circular platform in front of the stone mason. Go back up to the balcony and use the gong mallet on the gong.
Back in the bath house, climb down the ladder and steal the purple robe. Outside, just follow the pattern of arm signals of the rest of the group, until the jewels start being thrown around. Press the button next to the door to flatten the others. Go and use the controls on the right tower to make a flame available again, then light your candle. Go right and enter the temple. Jump up to the platform above and light the candle here, the save your game.
Wooden TempleDrop down through the hole in the floor. Wait for the robed figure to head right, then drop down to the floor. Pick up the long stick from the large pot, light the pipe of the prisoner in the middle cell, and quickly jump up again to avoid being spotted. Wait until he heads right again, then drop down to the floor. Extinguish your candle and hide in the large pot. After he heads left, light your candle from the prisoner's pipe, then light the candle to the far right, extinguish your candle, and hide in the large pot again. Wait until he heads right again, then climb out, light your candle from the prisoner's pipe, enter the cell on the left and light the flag on fire, then climb up again. When the guard enters the cell, drop down and pull the lever to lock him inside - you will end up with his canteen.
Climb back up from the hole, and climb all the way up to the top of this room, then go right until you see Tezca. Light the candle here, then drop down and climb up the ladder without being seen. Look at the altar to see that you need a sphere to insert into it. Leave the temple and go back to see the collector; ask him about the sphere. Beat the collector at his game and you will receive a pierced sphere. Go up to the controls in the right tower outside and turn on the flame/water. Fill your canteen up from the water fountains. Go all the way back to the altar at the top of the temple. Insert the pierced sphere, then use a light burst and note which stars shine brightly on the mural.
Go back to the left room and use your long stick to push the button at the top left - a crate will drop to the ground. Pull and then push it down to the wooden platform, then jump up and down on it until the platform breaks and the crate drops down to the floor below. Climb up and step on the floor button just right of where the platform was, then quickly drop down to the left - an arrow will become embedded in the pillow. Now go all the way to the top and pull the lever so that the pillow starts moving up and down. Extinguish your candle. Go down and bang on the door to get the guards' attention (do this just after the pillow has started moving down), then jump and grab on to the arrow to be lifted up. Drop down once the guard is to your left, then push him down the hole.
Climb up above the second room and use your canteen to douse the candle below. Go back to the left and drop to the ground level, then enter the darkened room. Once the door shuts, just sneak right past the guard and free the Shaman - he will take care of the guard for you. Drop down below the left room, and go and push the yellow button on the right to free the prisoners. After the conversation, climb up to the top level and follow the Shaman to the far right. Use your cutting rock on the rope. Now lock each of the 3 stone discs so that the large stars match up with the brightest stars you saw in the mural. Light the candle inside the throne.
Genre: Fantasy
Links: GOG, Moby Games, Adventure Gamers, Steam
Candle is a side-scrolling adventure game with some infrequent action platforming elements. Progress is saved by using special platforms scattered throughout the game.
PrologueFollow the tutorial's instructions on movement, then pick up the torch and enter the cabin. Since it is too dark to continue, go up to the fire on the right and use your torch on it - you will end up with a lit candle. Go and use your candle on the torch outside the cabin. Enter the cabin and talk to the old man. Go back outside and extinguish your candle, then push the Wakcha off the edge. Light your candle from the torch on the cabin, then go to the far right (beneath the flame symbol). Use a light burst and a doorway will open - head through.
SwampTowerWake up, then swim up and climb out of the water. Walk right and push the box back to the left, then climb on it and jump up to the ledge above. Push the stone pillar to the right, then walk over it and pick up the empty jar. Make your way back down to the ground level and jump over the gap to the right. Don't get too close to the frog or you will be eaten; jump up to the level above and then up towards the house on the left. You can save your game using the round platform here. Climb up the ladder and pull the lever, then climb up some more.
Go beneath the first wooden platform and jump up to the right to knock down a blue stick. Now climb up on the first wooden platform, and jump on it twice to close it. Climb up to the top wooden platform and look at the large toad carving. Jump on this platform twice, then quickly drop down and hide right next to the first wooden platform to avoid being crushed. Climb back up to where the carving started and pick up a cutting rock. Go down and stand on the toad carving and jump up to pull a vine; this will disarm a trap. Climb up further and look at the same symbol that you saw earlier, then jump across so you are standing next to 2 levers, and can see a device with 3 spinning components up to the right. From the starting position pull right, left, right, right and left. Now stand beneath the turning structures and look to get a hint - you need to jump on to the pipe cover when it flips up, then quickly jump up to the ledge above. Climb down the ladder on the other side. Now run and jump across the gap to the right and save your game.
FireplaceLight your candle from the fire here, then jump left over the gap and the frog will hide from your flame. Climb up and light the candle here to reveal two ladder openings below. Pick up the rope from where the frog was sitting before, then climb down the ladder. Go left and be careful to avoid the water falling as it will extinguish your candle (if it does, go and light it again from the fire or the nearby candle). At the very left, pick up the female shaman figurine. Climb up and then go left and back down the ladders. Jump right over the first frog and pick up a dart from on top of the sign, then continue right.
Stand on the platform to the right and look at it to learn about the teleporters. Go right and you will see one of your Shaman's bodyguards, who needs your help. Walk to the edge of the pink lake and you will get the option to automatically run up the hill. Search the bush on the left to meet a pink rabbit who wants some honey. Try to do something to release the rock from the right of the ledge, but you don't have the right object yet. Go back down the path and return to the left. Assuming you still have a flame, you can scare the frog at the bottom and continue right to a new area.
Light the candle here, then free the prisoner - she is the ferry lady and tells you to get a key to unlock her boat. Extinguish your candle, then climb up the ladder. Sneak past the sleeping Wakcha, being careful not to step on the green creatures here. Climb up and pull the lever to lower a cover over the sleeping Wakcha. Now quickly go left, down the ladder, and drop down to the left. Light your flame and sneak past the sleeping Wakcha and up again before the cover lifts up again. Enter the room at the top. Pick up the wooden bird, light the candle, and look at the screen. Use a light burst, then look at the picture that is revealed (you will need to know this picture shortly). Go out to the left and push the rock to trap the Wakcha. Go back down to where he was sleeping and pick up the boat key. Climb down and use it to unlock the boat. Talk to the prisoner again to find out she wants a silver coin and a copper coin.
Return left, up to the platform above, and right to return to the pink lake. Use the teleporter to reach a new area with a large pink toad. Swim beneath the toad and use your cutting rock to chop down the large toadstool.
Climb up 2 ladders and light a candle (this opens a path elsewhere). Push the rock on the left, then walk over it to see a previous area; return to the right. Extinguish your candle, then jump over the broken bridge to the right. Ignore the bee hive for now and climb down. Put your female shaman figurine on the shelf here - there is still one more to collect. Go back and teleport (you need to have a lit candle for this). Go left, down and right to return to the windmill. Climb up one ladder, then go right into a large shell. Save your game.
DocksWalk to the right and you will notice a banner with a picture of a green leaf. Pick up some of the red, yellow and blue moss. Use the blue and yellow moss on the chimney covered with vines. Light this on fire and some green smoke will be generated - the stone column will lower and show you the symbol of rain. Now put some blue moss on the chimney and light it - the blue smoke will cause the stone column to lower and the symbol of fire will be shown. Mix your red and yellow moss on the chimney and light it, and the path will be cleared.
Go right through the roots of a large tree (where you will notice a bar that is too high to grab). Jump right several times, then up to the left. When you see the small tentacle, pause for a bit. Wait for a small flying bug to land on the leaf above, then jump up to disturb it. When the bug is caught by the tentacle, quickly jump past to the left. Keep going until you can jump on the crate and knock it to the ground. Push the crate to the right, then climb on it and jump up to the bar above. Now go and talk to the collector. Ask about the shaman figurine, then about the box. Solve the puzzle box as follows (after resetting the puzzle by pressing F if you need to):
- Red Q, Yellow R, Blue Q, Grey S (warrior will advance)
- Yellow Q, Grey S (warrior will get spear)
- Red Q, Grey S (monster will die)
Return left and climb up the tower, then go right, take the underground path through the water, and climb up again. Jump over the hanging platform to return to the fireplace. Wait until the Wakcha above you is heading to the left, then quickly climb up and use your dart on the crossbow on the right. Follow the Wakcha and push him into the water, then immediately run left with the other one chasing you; when you reach the purple panel on the floor the dart will be fired into the back of the chasing Wakcha. Go down to light your candle, then come back up and light the 3 torches here - they will rise up into the air. Run all the way to the right until the bees start to chase you, then run all the way to the left so the bees are attracted to the 3 lit torches. Return right and use your empty jar on the bee hive to get a jar full of honey.
Use the teleporter to return to the pink lake. Climb up the path and use your jar of honey on the rock on the ledge here. Go back down and jump on to the rock, then use your rope to save the bodyguard - you will receive a bone key. Jump to the left and use the teleporter again. Jump over to the island where the toad used to sit, and pick up the copper coin. Continue to the right to a new area (making sure you have a lit candle).
Enter the cave on the right, and examine the code panel; you need to select 4 characters so that none are the same in any row or column. Select fish at the top, then mountains, then spear and finally fire. Look at the open window, then use your wooden bird on it. Use a light burst to scare the Wakchas, then go and use your cutting rock to cut the rope on the left. Climb over the huge dead fish and light the candle, then save your game.
BridgeJump over the gap and stand on the platform, but it will collapse and you will fall down into some water below. Climb up the ladder on the left and press the button to open a gateway back to the previous area. Ignore this for now and instead swim down and around to the left, then up through the bushes to get some air. Pull the lever here, then swim around and up to the surface on the right. Climb up to the left, then wait for the Wakcha to head right so you can climb up to the top and save your game.
TempleUse your bone key on the panel here, then look at the puzzle that is revealed. You must move the blue and yellow pieces so they end up sitting on the blue and yellow tiles indicated in the background. Repeat this process 3 times, and 2 doors will open. You will automatically receive the Diwus mask. Go down through the other new doorway. Backtrack to light your candle, then come back and jump over the bridge below the Wakcha (avoiding the button in the middle of the bridge), to light the candle at the end. While he is distracted, go up and push him into the light. Pick the solitary red leaf from near the top wooden bridge.
Now make your way back to the collector (go to the docks, then through the tunnel). Give him the leaf and you will receive the silver coin. Go back through the tunnel and give the ferry lady your 2 coins. Talk to her again and you will sail to a new destination.
ForestSanctuaryLook at the piece of bark here, then save your game. Jump over to the right. There is a candle within the tree stump that you cannot light yet. Ignore the lever here and continue right, then save your game.
Monkey TownJump up and pull the handle beneath the blue skull. Jump over the gap and jump to the right. Pull the vine and the right monkey will leave. Jump up and pull the box it was sitting on, then jump over it and push it down the hole. Keep jumping up to the left; wait until the left monkey jumps up, then quickly grab a yellow pepper and return right to avoid being squashed. Jump up to the right and talk to the mother monkey. Next head down through the hole in the floor and push the box against the left wall to block the draft. Climb up to the surface and pull the handle again to close the gap.
Return left and pull the lever to move the statue's hand down. Quickly jump up on to it; when it moves, quickly jump right over to the other hand; when this one moves, jump to the left. Climb up to the archway and push the stone off to the left. Jump on to the stone, the jump over on to the hand when it rises up, and quickly climb on to the ladder. Once you reach the platform above, the ladder will fall down. Look at the fruit, but it is not ripe. Try entering the hollow tree trunk to the right, but it is too dark to continue. Jump to the far left and light your candle, then enter the tree trunk again to find the baby monkey. You cannot get it to follow you yet. Come back outside and use a light burst near the fruit, then pick the gleaming fruit.
Light the lever with your candle, then pull the lever and drop down the hole. Light the lever at the bottom as well, and the 2 nearby candles will spring to life. Head left into the tree stump and relight your candle, then climb down. Light another candle here, then climb down and try to talk to the girl (she is too busy at the moment). Look at the damp earth on the ground to the left, then go and talk to the girl about both options - you need to find a mushroom with pink spots. Drop your gleaming fruit down the nearby well and you will see a basket at the bottom. Now use the well itself and you will end up getting a wicker basket.
Climb back up and pull the lever at the base of the large statue. Light your candle and enter the tree trunk on the right. Use the wicker basket to collect the baby monkey. Pull the lever to go back down, then head right to Monkey Town. Climb up to the mother monkey and return her baby. Now get her to carry you further up, and climb up the tree to the level above. Use the carriage to get up to the cave and save your game.
Tree TopsEnter the cave and jump over the platforms, then try to talk to the blacksmith (you don't want to disturb him). Jump back to the entry platform and drop down. Use your cutting rock on the mushroom, then pick it up. Push the button on the wall, then jump across to the column and climb up. Leave the cave, go back over the gap in the carriage, and climb back down to the Monkey Town. Get the mother monkey to carry you down, then climb down to the ground level. Duck to the left and light your candle, then come back to the right. While you are still undercover on the left, and with the flying insect nearby, use a light burst and the insect will open its wings and cover you. Walk across and light the candle on the right to create a light source underground. Now pull the handle beneath the blue skull before dropping down through the hole again. Pull the lever to close the roof. Light your candle on the right, then light a flame in the bowl beneath the ice block. Pick up the fossilized seed. Pull the lever and climb outside again.
Go over to the tree stump and climb down to the girl digging in the dirt. Give her the mushroom, and she will start digging over on the left. Place your fossilized seed in the hole, and it will blossom into a huge flower. Light your candle up on the right, then run beneath the flower and into the cave on the left. Head over towards the left and save your game.
CaveTalk to the painter, then jump over the platforms on the left (avoiding the geysers). Climb up and use your candle to light the small statue. Continue left, where you will find a Wakcha. Climb down and extinguish your candle. Walk over and press the button, then press it again when the slider is in line with the right red mark (if you miss, try again). Now wait until the Wakcha sees you, and step on the right button to get him to fall through the trapdoor. Follow the path to the left and pick up the ritual board and crystal vial. Climb up the vines here, then climb up the ladder and save your game.
Wakcha CampLeave the cave to the right and you will see the Shaman taken through the stone door. Look at the branch to the right, and the rope on the other side of the gap. Head back into the cave and climb down again. Go back to the painter. Light your candle, then enter the cave along the path downwards. Climb up to the device and take the broken lever. Now use the teleporter (the other platform will lower slightly). Make your way through the Monkey Town, and use the carriage to return to the blacksmith. Talk to him about the broken lever, but you need to start a fire for him. Go back down through Monkey Town to the base of the statue, then go left through the tree stump and over the gap. Pick up the piece of bark you saw at the beginning of this chapter.
Head down to the painter in the cave and talk to him about the mask - he will paint it for you. Climb back up to the Wakcha Camp. Put the painted bark on the branch. Climb down the vines on the left. Put the yellow pepper into the pot, and you will end up with a red pepper (the first ingredient for the ritual). Climb back up, then go back down to the cave. Get into the water around the base of the small statue and swim down. Get some air from the pink sponges on the wall, then go to the small cave at the bottom left and grab the pearl. Get some more air as you swim back up to the surface. Climb out of the water and jump to the right to return to the painter. Talk to him about the pearl, and he will grind it up for you (the second ingredient for the ritual). Go right to exit the cave, and jump up to the platform in the middle of the screen. Watch the udders here carefully and you will see them twitch in a certain order. Now use them and pull them in the same order: left, right, middle, right middle. Use your crystal vial on the udders, then pull the middle one and you will fill the vial with sap (the final ingredient for the ritual).
Go to the far left of the cave and put the 3 ingredients into the altar: the red pepper, pearl powder and sap. Now light your candle from the blue flame here - this will not be extinguished by rain or other water. Jump into the water at the base of the small statue and swim down. Get some air from the pink sponge on the right, then swim along a path to the right and get to the surface. Climb out and quickly use a light burst as soon as the monster opens its eye to get rid of it. Grab the golden mineral from the rock on the right, then swim back up to the surface.
Head to Monkey Town and go down the hole in the ground. Go all the way to the bottom right, and jump up to the small wooden shelf, then pull down to break it off. Pick up the wooden cover. Climb back out of the hole and then climb all the way up to the blacksmith. Climb down beneath the blacksmith and light the flame, then use the bellows to fire up the furnace. Climb back up and give the blacksmith the golden mineral, then get him to fix the broken lever. When he asks for water, go and use the pump to the right of the furnace - you will end up receiving a fixed lever.
Return to the cave and use your fixed lever on the machine (after taking the separate path near the painter). Use your candle on it and look around the mural displayed on the cave wall - in particular count the number of different colored hats. Use the teleporter here, then drop down to the floor and use the device on the wall. Set the pictures to show 3 feathers in purple, 2 feathers in blue, 5 feathers in yellow and 1 feather in red (matching the numbers of hats on the mural). Pick up the red crystal that falls to the floor. Climb up and teleport again. Get up on to the small platform just left of the painter and pick up the green crystal.
Go left and climb up to the Wakcha camp. Jump over to the stone door and insert the red and green crystals into the statues; a small platform will rise out of the ground. Look at this, then climb down to the ground level and put the wooden cover on the pot. Make sure you have extinguished your candle. Wait for the bottom Wakcha to go to the far right, then follow him and climb into the large pot. Wait until he is distracted by the covered pot, then climb out, pick up the blue pillow from the right, and climb back into the pot. Wait until the bottom Wakcha has gone to the far right again, then climb out of the pot and up the vines. Combine the blue pillow with the painted mask from earlier, then pick up your fake musician doll. Jump over to the right and wait until both Wakchas are on the ground, then use your fake musician doll on the rope to free the musician. Use the drum, then get the musician to hit the drum as soon as you see lightning in the sky (so the sound is hidden by the sound of thunder). Do this 3 times, then head through the stone door.
DungeonCellsWhile the guard is in his room, grab the rope from the left (wait for it to be blown closer by the vent). Use the rope on your cell door, and you will end up passing a large stick up to the Shaman. Now bang on your cell door to get the guard's attention, and have the Shaman use his stick to get the gate key. Wait until the guard is in his room again, then use the gate key to get out of your cell. Climb on to your cell and use the cutting rock on the rope holding up the Shaman's cell while the guard is beneath it - the guard will be crushed. After the Shaman is captured again, follow him out to the right and you will see him be taken away.
Light your candle, then put your Diwus mask on the statue. Use a light burst near the statue to bring it to life, and you will mount it. Ride the Diwus, jumping over the gaps and avoiding the air blasts, until you reach another stone door. Fall down to the area just to the right, then jump and press the wall button; you will be lifted up and the stone door will be open. Keep following the path, avoiding a waterfall and then a rolling boulder. When you almost catch up, jump into a waterfall; you will pick up the Diwus mask and head through the next door.
CityBridgeSave your game, then climb up and you will see the bridge lower after the Shaman is taken into the temple. Jump over the left bridge and into a bath house. Talk to the owner, then climb up the ladder and take the carved stone and attic key from the shelves. Try to use the stone in the door here, but it doesn't fit. Climb up over the cupboard to the left, and push it over - a gong mallet will fall down into the bottom of the bath. Climb down and use the attic key in the trapdoor, and head down but you can't do anything here without a flame. Go back outside and talk to the stone mason, who is carving a large statue. Ask him about the carved stone, and he will help if you can retrieve the egg from the bird.
Climb up the curved path to the right, then climb up to the top of the tower. Use the controls here - the goal is to get a lit flame up to the top position. Move everything down and turn the basket over, then activate the flame/water. Keeping the basket upside down, move it up twice, activate the wind, then turn the basket over again. Now a new control to lock the shields will be available. Lock the right shield in the middle position, and move the basket down. Now you can light your candle from the flame. Enter the bath house and climb down to the basement area. Light the flame, then examine the cabinet and solve the sliding tile puzzle to connect the pipes correctly. Now the large client wants some soap. Go to the right side of the basement and pick up the dead branches.
Head outside and drop down to the bottom left of this area into the dark room. Jump and pull the handle, and the collector will appear again. Talk to him about the soap, and you will be given a curly walnut to try to open. Go up and around the curved path, then follow it to be beneath the large bird. Put down the dead branches here, then set them alight with your candle - 2 of the eggs in the nest will start jumping up and down. Go back up to the right tower to use the controls again. Move everything up, then activate the flame/water. Jump on to the basket and then over to the left tower, and use the controls here to lower some food for the bird. Now stand near the bird and while it turns to eat, duck in a grab the egg sculpture. Give this to the stone mason, then give him the carved stone, and he will modify it for you.
Return to the bath house and go up to the attic. Use your modified carved stone to get through the door. Out on the balcony, jump over to the bird's food and drop the curly walnut, then jump back to the balcony. Drop down and pick up the open curly walnut. Drop further down and visit the collector again, then give him the open curly walnut in exchange for a bar of soap. Enter the bath house and use the soap on the bath, then pick up the bag of jewels left by the large client. Jump into the bath to collect the gong mallet. Place the bag of jewels outside on the circular platform in front of the stone mason. Go back up to the balcony and use the gong mallet on the gong.
Back in the bath house, climb down the ladder and steal the purple robe. Outside, just follow the pattern of arm signals of the rest of the group, until the jewels start being thrown around. Press the button next to the door to flatten the others. Go and use the controls on the right tower to make a flame available again, then light your candle. Go right and enter the temple. Jump up to the platform above and light the candle here, the save your game.
Wooden TempleDrop down through the hole in the floor. Wait for the robed figure to head right, then drop down to the floor. Pick up the long stick from the large pot, light the pipe of the prisoner in the middle cell, and quickly jump up again to avoid being spotted. Wait until he heads right again, then drop down to the floor. Extinguish your candle and hide in the large pot. After he heads left, light your candle from the prisoner's pipe, then light the candle to the far right, extinguish your candle, and hide in the large pot again. Wait until he heads right again, then climb out, light your candle from the prisoner's pipe, enter the cell on the left and light the flag on fire, then climb up again. When the guard enters the cell, drop down and pull the lever to lock him inside - you will end up with his canteen.
Climb back up from the hole, and climb all the way up to the top of this room, then go right until you see Tezca. Light the candle here, then drop down and climb up the ladder without being seen. Look at the altar to see that you need a sphere to insert into it. Leave the temple and go back to see the collector; ask him about the sphere. Beat the collector at his game and you will receive a pierced sphere. Go up to the controls in the right tower outside and turn on the flame/water. Fill your canteen up from the water fountains. Go all the way back to the altar at the top of the temple. Insert the pierced sphere, then use a light burst and note which stars shine brightly on the mural.
Go back to the left room and use your long stick to push the button at the top left - a crate will drop to the ground. Pull and then push it down to the wooden platform, then jump up and down on it until the platform breaks and the crate drops down to the floor below. Climb up and step on the floor button just right of where the platform was, then quickly drop down to the left - an arrow will become embedded in the pillow. Now go all the way to the top and pull the lever so that the pillow starts moving up and down. Extinguish your candle. Go down and bang on the door to get the guards' attention (do this just after the pillow has started moving down), then jump and grab on to the arrow to be lifted up. Drop down once the guard is to your left, then push him down the hole.
Climb up above the second room and use your canteen to douse the candle below. Go back to the left and drop to the ground level, then enter the darkened room. Once the door shuts, just sneak right past the guard and free the Shaman - he will take care of the guard for you. Drop down below the left room, and go and push the yellow button on the right to free the prisoners. After the conversation, climb up to the top level and follow the Shaman to the far right. Use your cutting rock on the rope. Now lock each of the 3 stone discs so that the large stars match up with the brightest stars you saw in the mural. Light the candle inside the throne.
Day of the Tentacle RemasteredYear: 2016
Genre: Comedy
Links: GOG, Moby Games, Adventure Gamers, Steam
Day of the Tentacle Remastered is a completely updated version of the original LucasArts comedy classic, Day of the Tentacle. This is a very non-linear game, but the walkthrough below is tailored to get all achievements in one go. There are 58 Steam Achievements, all documented in the walkthrough below. One of these requires not skipping any cutscenes, so bear this in mind as you are playing.
The Super-BatteryBernardPush the service bell on the reception desk 100 times Most Annoying Guest Ever. Enter the office and close the door behind you Not Raised in a Barn. Open the portrait to reveal a wall safe. Pick up the Swiss bankbook from the desk, then open the desk drawer and take the Booboo-B-Gone from inside. Leave the office and pick up the flier from the rack, the help-wanted sign from the window, and the dime from the payphone. Now open the grandfather clock, and go down to the secret lab Rap Sheet: Trespasser.
After the long cutscene, get the paper (battery plans) from the notice board in the lab.
HoagieJust stand still until you eat a Hoagie Dude, It's Like, Cannibalism. Walk left and enter the inn, then talk to the mummy at the reception desk. Go upstairs 3 times to enter the attic. Pick up the can of red paint from the floor, then head all the way back outside. Use the red paint on the kumquat tree beside the outhouses Only Hoagie Can Make a Tree. Go back to the inn and enter the main hall. Talk to George Washington, and convince him to cut down the cherry tree Only George Can Destroy a Tree - this frees Laverne in the future.
LaverneTell the guard you feel sick and you will reach the medical room. Take the tentacle chart from the wall and return to the kennel (leave the doctor's room, go through the main door, then go through the small door in the back wall). Now tell the guard that you need to use the bathroom. Go right and use the tentacle chart on the Chron-O-John.
HoagieCollect the tentacle chart from the Chron-O-John, then go back inside and head upstairs. Enter the middle room and put the chart on top of the prototype flag plans Windsock it to Me - this will cause a tentacle flag to appear in the future.
BernardGo up to the foyer, then into the main hall, and use the fireplace to get up to the roof, then take the crank from the base of the flagpole. Send it to Laverne (now that you have used the Chron-O-John once, you can just drag items on to the character portraits to use the "quick-flush" feature). Also send the help-wanted sign and flier to Hoagie. You may want to just spend some time sending objects backwards and forwards using this method to get an achievement for doing it 50 times Master Plumber.
LaverneReturn to the kennel and tell the guard you don't feel well again. Leave the doctor's room, go through the main door, then enter the fireplace to reach the roof. Put the crank in the crank box, then use it and get the flag. Use the flag to disguise yourself as a tentacle Costume Quest.
BernardClimb back down the chimney to reach the main hall. Open the grating in the floor. Go right and chase the chattering teeth into the open grating, then pick them up. Go through the swinging door into the kitchen. Pick up both the regular coffee and decaf coffee. Try to combine the two coffees in your inventory And Then the Universe Explodes. Pick up the fork from the table, then try to use it in the microwave Voiding the Warranty. Go through the door into the laundry and take the funnel from inside the cabinet. Go back out to the foyer, and down to the secret lab. Use the decaf coffee in the mug.
Now head out of the lab and upstairs. Enter the "W" room and turn on the television, then turn it off again Energy Conscious. Leave here and go to the "R" room, where you can pick up the disappearing ink. Try to combine this with your Booboo-B-Gone And Then the Universe Implodes. Next enter the "F" room and talk to Green Tentacle. Pick up the video tape (around now you should have picked up 15 items Rap Sheet: Thief), push the right speaker and turn on the stereo (make sure you leave this turned on). Now go and use the disappearing ink on 5 separate characters (Green Tentacle here, the sleeping conventioneer in the "W" room, Nurse Edna upstairs on the left, Weird Ed upstairs on the right, and the cigar salesman in the main hall) That Joke Never Gets Old. Pick up the fake barf from the floor in the foyer, then go up to the right room on the 3rd floor and pick up the hamster. Try to send the hamster to Hoagie That Only Works With Alligators. Try to swap your textbook for Weird Ed's stamp album I'm Sure He'd Never Notice.
Go down 1 set of stairs and open the ice machine. Put the hamster inside, then close the lid. Send the textbook to Hoagie, and the Booboo-B-Gone, fork, fake barf and chattering teeth to Laverne.
HoagieGo downstairs to the foyer, and enter the grandfather clock to reach the basement. Give the patent application to Red Edison. Also give him the help-wanted sign Moronic drone, then pick up the lab coat and left-handed hammer. Go back upstairs to the foyer, then into the main hall. Go through the swinging door into the kitchen. Pick up the oil and spaghetti from the shelves. Enter the laundry through the other door here and pick up the bucket, then open the cabinet and take the brush. Go the kitchen again and use the bucket with the water pump to fill it up. Back in the main hall, put the flier in the suggestion box.
Now go back to the foyer and head upstairs. Enter the right room here and take the bottle of wine. Enter the left room and push George's bed, then pull the cord on the wall. Go out to the hall and take some soap from the maid's cart, then use it with your bucket of water. Go back down to the main hall and talk to Thomas Jefferson, then use the wine on his time capsule.
Head up to the 3rd floor and talk to the horse, then use the textbook on the horse. Take the dentures from the glass. Enter the room on the left and swap your left-handed hammer for the right-handed hammer. Go up to the attic and use Ned's bed. Now use the squeaky mattress on Jed's bed. Use the squeaky mattress to attract the cat, then pick up the squeaky mouse toy. Climb out the window, then down the chimney (this means all 3 characters should now have used the chimney WWSCD?). Send the can opener, squeaky mouse toy, spaghetti, dentures, and red paint to Laverne, and the brush to Bernard.
LaverneTry to combine the red paint with the Booboo-B-Gone Missing Pink. Go down the chimney, out to the foyer, and upstairs. Open the ice machine, look inside, and pick up the frozen hamster. Head downstairs and outside, and use the Booboo-B-Gone on the fence Oh Right, I'm Playing a Cartoon!. Now use your squeaky mouse toy on the cat. Try to use the fork on the cat ESRB Violation. Go inside, enter the main hall, and go through the right door to find the kitchen. Use the frozen hamster in the microwave Don't Try This at Home. Try to put the hamster in the microwave again Now You're Pushing It.
Go out to the foyer and upstairs again. Enter the "W" room and use your can opener on the time capsule. Pick up the vinegar Chateau Eau Neaux (around now you should have picked up 30 items Rap Sheet: Kleptomaniac). Send the vinegar to Hoagie, and the scalpel, red paint and Booboo-B-Gone to Bernard.
HoagieGo out the front of the house and open the mailbox, then take the letter from inside and read it. Send the letter to Bernard.
BernardEnter the "R" room on the second floor and give the letter to Dwayne. Take the flag gun from his room. Go to the main hall and use the scalpel on the clown Rap Sheet: Vandal. Pick up the box o' laughs from the floor. Swap your flag gun for the the cigar lighter on the table. Talk to the cigar salesman about his cigars and take one when offered Novelty Enthusiast. Send the exploding cigar and cigar lighter to Hoagie, and the box o' laughs to Laverne.
LaverneGo to the main hall and talk to the blue tentacle to get a name tag. Head upstairs again and enter the "R" room, then talk to the mummy. Now pick up the roller skates and the extension cord. Use the roller skates on the mummy, then push the mummy. Go down to the foyer and use the name tag on the mummy It's an Honor Just to Compete. Go up to the 3rd floor and try to use the chattering teeth on the mummy Can't Win and Chew Gum at the Same Time, then send the chattering teeth to Hoagie.
HoagieGo inside and enter the main hall. Give your exploding cigar to George Washington, and after it explodes, give him the chattering teeth. Pick up the blanket from the floor. Go up to the attic and climb out the window on to the roof. Put the blanket over the chimney. Now climb back inside, and go outside to talk to George Washington while he is still standing outside Alas, Our Lazy Speechwriters Didn't Cover This. Go back inside and into the main hall and take the gold-plated quill pen. Head out to the foyer and send the gold-plated quill pen to Bernard.
BernardGo up to the 3rd floor and enter the room on the left. Push Nurse Edna, then use your videotape on the VCR. Use the VCR. Push record and then rewind. Set the speed to EP, then press play and you will see the combination. Press the eject button. Leave this room and go up to the attic, then talk to the IRS agents and ask if they are brothers We're All Brothers.
Go downstairs to the foyer, and then enter the office. Open the safe Rap Sheet: Yeggand take the contract from inside. Try to use the gold-plated quill pen on the contract Rap Sheet: Forger and then try to use the Booboo-B-Gone on the contract Rap Sheet: Fraud. Send the gold-plated quill pen back to Hoagie.
HoagieGo down to the basement and give the gold-plated quill pen, oil and vinegar to Red Behind Every Great Man is a Quality Roadie. Pick up the battery once it has been completed.
The DiamondBernardGo outside and talk to the mummy (this means all 3 characters should have spoken to the mummy Are You My Mummy?), then go right to the parking lot and try to use the brush on the filthy car You Call That a Hint?. Send the brush back to Hoagie.
HoagieGo to the dirty carriage and use your soapy water on it Obvious, Really.... Go up to the 2nd floor and enter the right room. Give your lab coat to Ben Franklin, and you will end up outside with him. Use your battery in the pocket of the kite, then push the kite. Pick up the fully-charged battery after it falls to the ground.
BernardGo to the main hall and climb the chimney, then head inside through the right window. Pick up the rope, then go back outside and use the rope on the pulley. Climb down the chimney and go outside. Use your red paint on the mummy, then use the dangling rope on the mummy. Go back inside and up the chimney again. Pull the rope. Climb up once more and go in through the right window, then use the mummy with Dr Fred. Use the rope with Dr Fred, then climb outside and pull the rope. You will automatically end up in the basement. Use your funnel on Dr Fred, then use your regular coffee on the funnel Coffee Achiever.
Go up to Weird Ed's room on the 3rd floor. Use the computer here and start a game of Maniac Mansion Games History Major. Select Dave, Bernard and Razor, then start the game itself.
As Dave, walk left to the house. Pick up the front door mat, then pick up the key. Use the key in the front door, then head inside. Open the first door you find, then enter the kitchen and go right until you are caught and locked up by Nurse Edna.
Switch to Razor, and also go to the kitchen. Open the door to the far right and go through to the dining room, then go through the next door on the far right to find the pantry. Pick up the fruit drinks from the bottom shelf, then go back out to the foyer and head upstairs. Open the door to the left to find an art studio, and pick up the bowl of wax fruit. Leave this room and go through the steel security door, then upstairs to the right. Give the bowl of wax fruit and the fruit drinks to Green Tentacle, then continue up some more stairs to the left. Open the first door and enter Dr Fred's room, then close the door behind you.
Switch to Bernard, and approach the front door. Push the door bell, then run away from the house again.
Switch back to Razor, wait a few seconds for Weird Ed to go past, then open the door and return to the hallway. Enter the 3rd door, pick up the hamster, and quickly return to Dr Fred's room, then close the door again. Wait for a while so Weird Ed can return to his room. Now leave the room, go down the left stairs, down the right stairs, through the steel security door, down the main stairs, and through the door on the left into the kitchen. Open the microwave, put the hamster inside, close the microwave, and turn it on Chef.
After quitting the game, use the invisible ink on Weird Ed's stamp album. When you get kicked out of his room pick up the stamp and the stamp album, then go back into the room and give Weird Ed his stamp album Olive Branch.
Go all the way back down to the basement and talk to Dr Fred to convince him to sign the contract Dialog Puzzles Are Hard. Use your stamp on the signed contract, then send it to Hoagie.
HoagieGo to the front of the house and put the signed contract in the mailbox.
BernardLeave the basement and enter the office, then use the phone to order a diamond Flush.
Reaching YesterdayLaverneUse the fake barf with Harold Rap Sheet: Cheat. Use the wet soggy noodles on the mummy, then use your fork on him. Now use your dentures and box o' laughs on the mummy. Head right and talk to the judges, asking them to judge each category - you will be awarded a dinner certificate and a trophy It's an Honor Just to Compete But Winning Is Better.
BernardGo upstairs to the 2nd floor and enter the "W" room. Close the door and take the keys, then open the door and leave again. Head outside and go right to the parking lot. Give the keys to the man in the ski mask, and he will give you his crowbar. Go back inside and use the crowbar with the gum on the floor, then use the gum in your inventory to get another dime. Go back upstairs to the "W" room and use both of your dimes in the FickleFingers coin slot, then pick up the sweater. Leave the room and use your crowbar on the candy vending machine. Pick up the quarters (around now you should have picked up 45 items Rap Sheet: Adventure Gamer).
Go downstairs to the main hall, and through the kitchen to the laundry. Use the sweater with the dryer, then use the quarters with the dryer.
HoagieGo outside to the Chron-O-John and try to use your battery with the Chron-O-John That Should Have Worked. Now use the battery with the plug instead Number One.
LaverneGo outside to the Chron-O-John and use your extension cord with the plug, then use it with the open window. Go back inside and head to the laundry. Open the dryer and pick up the sweater Of Course It Would Still Weigh the Same. Use the sweater with the hamster. Leave the laundry and go back to the kennel. Give the dinner certificate to the tentacle guard, then push the switch. Use the cat, and the Edisons will escape.
Go out to the foyer and open the grandfather clock, then go through to the basement. Use the extension cord with the outlet, then use the toasty warm hamster with the generator. Now use the built-in shop vac on the mouse hole You Suck. Open the hatch and pick up the dust ball from inside, then use the dusty warm hamster with the generator Number Two.
EveryoneAssuming the stereo is still turned on, you will get an achievement now Music Appreciation Award.
After the cutscene, go to the 2nd floor hallway and get shrunk again, then run into the "W" room and go through the mouse hole. Wait until you return to normal size, and pick up the bowling ball. Leave the room and head downstairs, then enter the grandfather clock. Use your bowling ball on the purple tentacles. Talk to Purple Tentacle and convince him to zap Dr Fred Yesterday's News.
Watch through the credits to the very end ...Take on the Words!. You will get another achievement if you didn't skip any cutscenes during the whole game Mental Patience. Now you should have collected 57 of the achievements, and will be awarded with the final one OCD
Genre: Comedy
Links: GOG, Moby Games, Adventure Gamers, Steam
Day of the Tentacle Remastered is a completely updated version of the original LucasArts comedy classic, Day of the Tentacle. This is a very non-linear game, but the walkthrough below is tailored to get all achievements in one go. There are 58 Steam Achievements, all documented in the walkthrough below. One of these requires not skipping any cutscenes, so bear this in mind as you are playing.
The Super-BatteryBernardPush the service bell on the reception desk 100 times Most Annoying Guest Ever. Enter the office and close the door behind you Not Raised in a Barn. Open the portrait to reveal a wall safe. Pick up the Swiss bankbook from the desk, then open the desk drawer and take the Booboo-B-Gone from inside. Leave the office and pick up the flier from the rack, the help-wanted sign from the window, and the dime from the payphone. Now open the grandfather clock, and go down to the secret lab Rap Sheet: Trespasser.
After the long cutscene, get the paper (battery plans) from the notice board in the lab.
HoagieJust stand still until you eat a Hoagie Dude, It's Like, Cannibalism. Walk left and enter the inn, then talk to the mummy at the reception desk. Go upstairs 3 times to enter the attic. Pick up the can of red paint from the floor, then head all the way back outside. Use the red paint on the kumquat tree beside the outhouses Only Hoagie Can Make a Tree. Go back to the inn and enter the main hall. Talk to George Washington, and convince him to cut down the cherry tree Only George Can Destroy a Tree - this frees Laverne in the future.
LaverneTell the guard you feel sick and you will reach the medical room. Take the tentacle chart from the wall and return to the kennel (leave the doctor's room, go through the main door, then go through the small door in the back wall). Now tell the guard that you need to use the bathroom. Go right and use the tentacle chart on the Chron-O-John.
HoagieCollect the tentacle chart from the Chron-O-John, then go back inside and head upstairs. Enter the middle room and put the chart on top of the prototype flag plans Windsock it to Me - this will cause a tentacle flag to appear in the future.
BernardGo up to the foyer, then into the main hall, and use the fireplace to get up to the roof, then take the crank from the base of the flagpole. Send it to Laverne (now that you have used the Chron-O-John once, you can just drag items on to the character portraits to use the "quick-flush" feature). Also send the help-wanted sign and flier to Hoagie. You may want to just spend some time sending objects backwards and forwards using this method to get an achievement for doing it 50 times Master Plumber.
LaverneReturn to the kennel and tell the guard you don't feel well again. Leave the doctor's room, go through the main door, then enter the fireplace to reach the roof. Put the crank in the crank box, then use it and get the flag. Use the flag to disguise yourself as a tentacle Costume Quest.
BernardClimb back down the chimney to reach the main hall. Open the grating in the floor. Go right and chase the chattering teeth into the open grating, then pick them up. Go through the swinging door into the kitchen. Pick up both the regular coffee and decaf coffee. Try to combine the two coffees in your inventory And Then the Universe Explodes. Pick up the fork from the table, then try to use it in the microwave Voiding the Warranty. Go through the door into the laundry and take the funnel from inside the cabinet. Go back out to the foyer, and down to the secret lab. Use the decaf coffee in the mug.
Now head out of the lab and upstairs. Enter the "W" room and turn on the television, then turn it off again Energy Conscious. Leave here and go to the "R" room, where you can pick up the disappearing ink. Try to combine this with your Booboo-B-Gone And Then the Universe Implodes. Next enter the "F" room and talk to Green Tentacle. Pick up the video tape (around now you should have picked up 15 items Rap Sheet: Thief), push the right speaker and turn on the stereo (make sure you leave this turned on). Now go and use the disappearing ink on 5 separate characters (Green Tentacle here, the sleeping conventioneer in the "W" room, Nurse Edna upstairs on the left, Weird Ed upstairs on the right, and the cigar salesman in the main hall) That Joke Never Gets Old. Pick up the fake barf from the floor in the foyer, then go up to the right room on the 3rd floor and pick up the hamster. Try to send the hamster to Hoagie That Only Works With Alligators. Try to swap your textbook for Weird Ed's stamp album I'm Sure He'd Never Notice.
Go down 1 set of stairs and open the ice machine. Put the hamster inside, then close the lid. Send the textbook to Hoagie, and the Booboo-B-Gone, fork, fake barf and chattering teeth to Laverne.
HoagieGo downstairs to the foyer, and enter the grandfather clock to reach the basement. Give the patent application to Red Edison. Also give him the help-wanted sign Moronic drone, then pick up the lab coat and left-handed hammer. Go back upstairs to the foyer, then into the main hall. Go through the swinging door into the kitchen. Pick up the oil and spaghetti from the shelves. Enter the laundry through the other door here and pick up the bucket, then open the cabinet and take the brush. Go the kitchen again and use the bucket with the water pump to fill it up. Back in the main hall, put the flier in the suggestion box.
Now go back to the foyer and head upstairs. Enter the right room here and take the bottle of wine. Enter the left room and push George's bed, then pull the cord on the wall. Go out to the hall and take some soap from the maid's cart, then use it with your bucket of water. Go back down to the main hall and talk to Thomas Jefferson, then use the wine on his time capsule.
Head up to the 3rd floor and talk to the horse, then use the textbook on the horse. Take the dentures from the glass. Enter the room on the left and swap your left-handed hammer for the right-handed hammer. Go up to the attic and use Ned's bed. Now use the squeaky mattress on Jed's bed. Use the squeaky mattress to attract the cat, then pick up the squeaky mouse toy. Climb out the window, then down the chimney (this means all 3 characters should now have used the chimney WWSCD?). Send the can opener, squeaky mouse toy, spaghetti, dentures, and red paint to Laverne, and the brush to Bernard.
LaverneTry to combine the red paint with the Booboo-B-Gone Missing Pink. Go down the chimney, out to the foyer, and upstairs. Open the ice machine, look inside, and pick up the frozen hamster. Head downstairs and outside, and use the Booboo-B-Gone on the fence Oh Right, I'm Playing a Cartoon!. Now use your squeaky mouse toy on the cat. Try to use the fork on the cat ESRB Violation. Go inside, enter the main hall, and go through the right door to find the kitchen. Use the frozen hamster in the microwave Don't Try This at Home. Try to put the hamster in the microwave again Now You're Pushing It.
Go out to the foyer and upstairs again. Enter the "W" room and use your can opener on the time capsule. Pick up the vinegar Chateau Eau Neaux (around now you should have picked up 30 items Rap Sheet: Kleptomaniac). Send the vinegar to Hoagie, and the scalpel, red paint and Booboo-B-Gone to Bernard.
HoagieGo out the front of the house and open the mailbox, then take the letter from inside and read it. Send the letter to Bernard.
BernardEnter the "R" room on the second floor and give the letter to Dwayne. Take the flag gun from his room. Go to the main hall and use the scalpel on the clown Rap Sheet: Vandal. Pick up the box o' laughs from the floor. Swap your flag gun for the the cigar lighter on the table. Talk to the cigar salesman about his cigars and take one when offered Novelty Enthusiast. Send the exploding cigar and cigar lighter to Hoagie, and the box o' laughs to Laverne.
LaverneGo to the main hall and talk to the blue tentacle to get a name tag. Head upstairs again and enter the "R" room, then talk to the mummy. Now pick up the roller skates and the extension cord. Use the roller skates on the mummy, then push the mummy. Go down to the foyer and use the name tag on the mummy It's an Honor Just to Compete. Go up to the 3rd floor and try to use the chattering teeth on the mummy Can't Win and Chew Gum at the Same Time, then send the chattering teeth to Hoagie.
HoagieGo inside and enter the main hall. Give your exploding cigar to George Washington, and after it explodes, give him the chattering teeth. Pick up the blanket from the floor. Go up to the attic and climb out the window on to the roof. Put the blanket over the chimney. Now climb back inside, and go outside to talk to George Washington while he is still standing outside Alas, Our Lazy Speechwriters Didn't Cover This. Go back inside and into the main hall and take the gold-plated quill pen. Head out to the foyer and send the gold-plated quill pen to Bernard.
BernardGo up to the 3rd floor and enter the room on the left. Push Nurse Edna, then use your videotape on the VCR. Use the VCR. Push record and then rewind. Set the speed to EP, then press play and you will see the combination. Press the eject button. Leave this room and go up to the attic, then talk to the IRS agents and ask if they are brothers We're All Brothers.
Go downstairs to the foyer, and then enter the office. Open the safe Rap Sheet: Yeggand take the contract from inside. Try to use the gold-plated quill pen on the contract Rap Sheet: Forger and then try to use the Booboo-B-Gone on the contract Rap Sheet: Fraud. Send the gold-plated quill pen back to Hoagie.
HoagieGo down to the basement and give the gold-plated quill pen, oil and vinegar to Red Behind Every Great Man is a Quality Roadie. Pick up the battery once it has been completed.
The DiamondBernardGo outside and talk to the mummy (this means all 3 characters should have spoken to the mummy Are You My Mummy?), then go right to the parking lot and try to use the brush on the filthy car You Call That a Hint?. Send the brush back to Hoagie.
HoagieGo to the dirty carriage and use your soapy water on it Obvious, Really.... Go up to the 2nd floor and enter the right room. Give your lab coat to Ben Franklin, and you will end up outside with him. Use your battery in the pocket of the kite, then push the kite. Pick up the fully-charged battery after it falls to the ground.
BernardGo to the main hall and climb the chimney, then head inside through the right window. Pick up the rope, then go back outside and use the rope on the pulley. Climb down the chimney and go outside. Use your red paint on the mummy, then use the dangling rope on the mummy. Go back inside and up the chimney again. Pull the rope. Climb up once more and go in through the right window, then use the mummy with Dr Fred. Use the rope with Dr Fred, then climb outside and pull the rope. You will automatically end up in the basement. Use your funnel on Dr Fred, then use your regular coffee on the funnel Coffee Achiever.
Go up to Weird Ed's room on the 3rd floor. Use the computer here and start a game of Maniac Mansion Games History Major. Select Dave, Bernard and Razor, then start the game itself.
As Dave, walk left to the house. Pick up the front door mat, then pick up the key. Use the key in the front door, then head inside. Open the first door you find, then enter the kitchen and go right until you are caught and locked up by Nurse Edna.
Switch to Razor, and also go to the kitchen. Open the door to the far right and go through to the dining room, then go through the next door on the far right to find the pantry. Pick up the fruit drinks from the bottom shelf, then go back out to the foyer and head upstairs. Open the door to the left to find an art studio, and pick up the bowl of wax fruit. Leave this room and go through the steel security door, then upstairs to the right. Give the bowl of wax fruit and the fruit drinks to Green Tentacle, then continue up some more stairs to the left. Open the first door and enter Dr Fred's room, then close the door behind you.
Switch to Bernard, and approach the front door. Push the door bell, then run away from the house again.
Switch back to Razor, wait a few seconds for Weird Ed to go past, then open the door and return to the hallway. Enter the 3rd door, pick up the hamster, and quickly return to Dr Fred's room, then close the door again. Wait for a while so Weird Ed can return to his room. Now leave the room, go down the left stairs, down the right stairs, through the steel security door, down the main stairs, and through the door on the left into the kitchen. Open the microwave, put the hamster inside, close the microwave, and turn it on Chef.
After quitting the game, use the invisible ink on Weird Ed's stamp album. When you get kicked out of his room pick up the stamp and the stamp album, then go back into the room and give Weird Ed his stamp album Olive Branch.
Go all the way back down to the basement and talk to Dr Fred to convince him to sign the contract Dialog Puzzles Are Hard. Use your stamp on the signed contract, then send it to Hoagie.
HoagieGo to the front of the house and put the signed contract in the mailbox.
BernardLeave the basement and enter the office, then use the phone to order a diamond Flush.
Reaching YesterdayLaverneUse the fake barf with Harold Rap Sheet: Cheat. Use the wet soggy noodles on the mummy, then use your fork on him. Now use your dentures and box o' laughs on the mummy. Head right and talk to the judges, asking them to judge each category - you will be awarded a dinner certificate and a trophy It's an Honor Just to Compete But Winning Is Better.
BernardGo upstairs to the 2nd floor and enter the "W" room. Close the door and take the keys, then open the door and leave again. Head outside and go right to the parking lot. Give the keys to the man in the ski mask, and he will give you his crowbar. Go back inside and use the crowbar with the gum on the floor, then use the gum in your inventory to get another dime. Go back upstairs to the "W" room and use both of your dimes in the FickleFingers coin slot, then pick up the sweater. Leave the room and use your crowbar on the candy vending machine. Pick up the quarters (around now you should have picked up 45 items Rap Sheet: Adventure Gamer).
Go downstairs to the main hall, and through the kitchen to the laundry. Use the sweater with the dryer, then use the quarters with the dryer.
HoagieGo outside to the Chron-O-John and try to use your battery with the Chron-O-John That Should Have Worked. Now use the battery with the plug instead Number One.
LaverneGo outside to the Chron-O-John and use your extension cord with the plug, then use it with the open window. Go back inside and head to the laundry. Open the dryer and pick up the sweater Of Course It Would Still Weigh the Same. Use the sweater with the hamster. Leave the laundry and go back to the kennel. Give the dinner certificate to the tentacle guard, then push the switch. Use the cat, and the Edisons will escape.
Go out to the foyer and open the grandfather clock, then go through to the basement. Use the extension cord with the outlet, then use the toasty warm hamster with the generator. Now use the built-in shop vac on the mouse hole You Suck. Open the hatch and pick up the dust ball from inside, then use the dusty warm hamster with the generator Number Two.
EveryoneAssuming the stereo is still turned on, you will get an achievement now Music Appreciation Award.
After the cutscene, go to the 2nd floor hallway and get shrunk again, then run into the "W" room and go through the mouse hole. Wait until you return to normal size, and pick up the bowling ball. Leave the room and head downstairs, then enter the grandfather clock. Use your bowling ball on the purple tentacles. Talk to Purple Tentacle and convince him to zap Dr Fred Yesterday's News.
Watch through the credits to the very end ...Take on the Words!. You will get another achievement if you didn't skip any cutscenes during the whole game Mental Patience. Now you should have collected 57 of the achievements, and will be awarded with the final one OCD
GoetiaYear: 2016
Genre: Horror
Links: Adventure Gamers, Steam
Goetia is a supernatural side-scrolling adventure where you play as a spirit, floating around an old manor and its surrounds. There are 16 Steam Achievements, outlined in the walkthrough below.
Blackwood ManorGo right and examine the pedestal to see a hexagonal indentation. Continue right and enter the manor. Open the cupboard and look at the spirit map (it will be added to your codex). Go right and try to continue right into your father's office, but you need to learn more first. Go straight up to the level above and examine the two notes here. Just to the right, open the key cabinet. Move the Virgin Mary statue out of the way, then use the switch that was behind it. Look at the death certificate in the secret compartment that is revealed. Now you can head straight down from here to your father's office. Read the book on the floor, and the book and note on the desk.
Continue right, up to the second floor and right again to meet Malphas First encounter. Go down to the kitchen and look at the blank note on the wall. Try to go left and you will note there is a combination lock on the door. Go back up to the dining room and open the dumbwaiter on the left. Go left and look at the items in the cabinet to find a box of white powder. Move this to the right and into the dumbwaiter in the dining room. Go down to the kitchen and press the button next to the dumbwaiter - the box of white powder will arrive. Use this on the blank note to see the message "The eldest's birth". Head back up to the dining room and examine all of the paintings, working out the dates of birth. Go back down to the kitchen and examine the combination lock, then enter 1908.
Go left and read the note, then you will hear a noise upstairs. Go back to the entry hall and look at the broken crockery on the ground. Look at the hexagonal plate in the shelves, then carry it right and out through the small hole in the wall just past the door. Follow this passage until you are outside, then head left and use the plate in the pedestal. Head down into the tomb. Pick up the key and head back up, right to the manor and up. Go in through the window, then down and right until you reach your father's office. Use the key on the locked cabinet above his desk, then read the book inside Apprentice exorcist. You can now get through the blue sigils in the manor.
Go up through the previously blocked area, then continue upstairs and left into a billiard room. Examine the note on the billiard table - you now have access to Oakmarsh. Examine the panel on the wall next to the photos, but you will need a tool to open it. Head right twice to find a corridor with some statues. Examine the painting on the far right - you now have access to Eldwitch Forest. Pick up the screwdriver from the table and take it back to the billiard room, using it on the panel. Drop the screwdriver (you will need this later so don't misplace it) and examine the safe to see 4 dials. Go right again and then up the stairs until you can head right into a darkroom. Read the notes on the desk.
Next you need to go to 5 separate rooms in order to complete a "paper chase":
OakmarshHead left into a house and open the cabinet, then examine the brochure. Go straight up and read the letter hidden within the journal on the table. Continue up to the attic and examine the Ouija board. Go a bit to the left and then down to another room. Open the large cabinet here and read the journal inside. There is also a locked chest here, but you will come back here later. Go back up to the Ouija board and spell out the name from the journal: "ABRAHAM". Now follow the orb right down to the basement and you will see a set of scales - you need to pile things on the scales to move the needle to just before the marker. One possible solution is the box, cup and knife. Now absorb the orb to get another new power Crossing the Styx.
Go back up to the locked chest and examine it. Using the hint from the Ouija board, press the star symbols in the order from furthest to closest "to the stars": Pisces, Delphinus, Serpens, Canis Major, Aquila. Look in the box and read the note, then pick up the magnetic tape and take it right, downstairs and left to the kitchen. Drop the tape for now, then close the door and turn on the lights. Read the note on the wall, then leave the house to the left.
Continue left and you will find Samson's (the local store). Go up and read the note on the corpse, then go back down. Look at the key board on the left and take the key described in the note (small, grey, with a grey label), then return right to the house and use it to unlock the door. Enter the kitchen and pick up the magnetic tape, then leave the house to the left and head down into the well. Drop the tape here and pick up the tool handle, then use it on the cracks to the left. Pick up the tape again and head left along the tunnel. Read the logbook on the table, then continue left and up to find a basement. Use the tape on the player here to hear a musical clue. Continue left and up to be outside. Go left again and pick up the saw, then return right and use it to open the doors down to the basement.
Head left and down and examine the radio on the table. Turn the dial to the right until you can hear your own voice. Now take the radio up to the level above. Examine the device on the left door, then use the radio on the device and say "Sally Dunchurch". Drop the radio and head left. Examine the notes Ghost town. You can now get through the yellow sigils in the manor.
Go all the way back through the manor and out the right side, then continue right into the next area.
Eldwitch ForestExamine Elizabeth Blackwood's tombstone, then head down below the ground here. Move the stone from the right into the main chamber. Pick up the dowsing rod and take it to the right - you will end up above ground again. Go right as far as you can, but you won't enter the deep forest yet. Instead go through the portal just to the left. Look at the archway, sign and forest here, then go back through the portal. Pick up the dowsing rod again, then look at the archway. Examine the box you find on the ground. You need to click on items you have seen through the portal; if you are holding the dowsing rod it will wiggle when pointed at each of the correct items: logs, skull, cross, tree and stone (in this order). Now you can continue right into the deep forest.
Go all the way right into the church. Read the note on the pew, then examine the stone plaque in the wall. Try to head further up to the right and you will talk to Malphas again. Now head up into the attic. Examine the journal, then examine the large bell on the roof.\tGo back down to the ground level and head right, then read the notes on the desk. Open the cabinet on the right and look at the register. Next pick up the hook here and take it right and into the next building. Drop it on the ground inside, then pick up the cloth and use it on the hook to make a torch. Go up and use the torch on the candle to light it, then use your lit torch on the adjacent rope. Now you can drop the torch.
Read the book on the left, and examine the zodiac disc up on the roof. Go down into the water and examine the broken stone on the right. Go down further and look at the symbols carved into the pillar at the very bottom. Go back up to the surface and head back into the previous building on the left. Examine the bookshelf - you need to swap the position of the books to recreate the order of symbols you just saw on the pillar. Follow the orb right, down twice and left into a new area. Go further left to meet Elrias - you need to use the typewriter here to create his sigil APEW, using all of the information in your codex. Follow these keystrokes:
Go back to the manor and into the room to the left of the kitchen (with the 4 pedestals). Head left twice and examine the torch at the bottom of the stairs to reveal a hidden room. Go to the right and look at the list of names, then return left to the stairwell. Pick up the empty milk can and carry it left and down into the elevator shaft.
Fields of StoneGo all the way down to the bottom and drop the empty milk can. Examine the alchemy chart on the wall, the poetry book on the desk, and the box on the right. Fly back up the elevator shaft and pick up the pendant from the floor on the left, then bring it down and drop it near the empty milk can. Open the small cabinet in the right side of the desk and push the button inside. Go right and pull aside the curtain, and you will find a small recess - use the pendant here and the wall to the right will slide away. Pick up your milk can and go right twice, then fill the can with petrol from the barrel. Head down and look at the machine, then use your can of petrol on the tank to the right. Now you can drop the can.
Return up to the left and look at the fuse box on the left end of the red corridor. Move the yellow fuse from "workshop" to "corridor". Read the note just to the left, and examine the adjacent briefcase. Using the alchemy chart from earlier you can work out the briefcase code is 4202. Look inside the briefcase to see a family tree. Just to the right, open the trapdoor in the floor and go down. Pick up the fuse down here and take it back to the fuse box. Move the 2 yellow fuses into "ext 1" and "workshop".
Go right to the stairwell again and go down to the bottom and then left into a workshop. Read the journal and look at the 3 symbols on the wall (cat, crescent moon, key), then continue left into a graveyard where the tombstones also have symbols (raven, swan, full moon). Each of the symbols on the wall and the tombstones is attached to a timer and you need to press them in a specific order. You can work this out using the pages in the journal: cat, full moon, crescent moon, crescent moon and full moon.
Head down twice into a large cavern and read the report on top of the crates. Head into the building to the right and read the map on the table. Pick up the magnesium from next to the map and take it left. Use the magnesium on the camera, then drop the magnesium and head left into a smaller cave. Pick up the stone from the ground and use it on the glowing area in the wall. Now you can carry this back to the right twice and down the dark hole in the ground. Now you can drop the glowing stone. Examine the torn notebook page on the ground before heading further left to talk to Malphas again. Go back up to the previous room and open the desk drawer, then take the tracing paper from inside. Use this on the map on the table - you need to rotate it once anti-clockwise, then line up the curve on the tracing paper with the circle on the map, and you will see the letters GLRCA on the right side positioned between some pillars. When you exit the map, you will note some circled bricks on the wall in this room. Using the code ALCR from the report on top of the crates earlier, press the bricks in this order: top-right, bottom-left, bottom-right, middle. Grab the gold ring that is revealed and take it down the dark well. Place the ring on the hand pointing upwards. Pick up the orange amulet that rises from the ground - carry it left through the blue barrier. Head around and examine the large sigil on the wall Buried whispers. You can now get through the red sigils in the manor.
Go back to the manor and up to the top of the stairs just left of the darkroom. Close the suitcase and pick up the partial photograph. Carry this to the darkroom and use it to complete the photo on the far right. Enter the photograph.
Silver LabyrinthGo right into a house and read the notebook in the small shelf, then enter the photograph of the tall trees just above. Go right into a shed and pick up the hammer, then return left and look at the writing on the large stone. Drop the hammer and return to the shed. Pick up the glasses and put them in the box up on the shelves to the left. Go back out to the left and re-enter the manor photograph. Head right and examine the box on the low table to get the glasses. Use the glasses on the blurry photo just above and take note of the numbers. Drop the glasses and enter the photograph. Now follow the order of the numbers that you just saw: flip the right switch, turn the wheel, pull the lever, and flip the left switch. Enter the photo that is revealed.
Read the note on the pillar here, then fly straight up to find a floating island. Read the book on the table up here, then go back down and enter the photograph on the left. Fly right and examine the inactive photo - move the column on the right to reveal the structure behind it. Return to the house at the start of this area and enter the bunker photograph (to the right of the trees photograph). In this area note the writing "2-CBB" on the wall, then examine the note. Head down and examine the letter on the desk. Go back up and return through the photo on the wall. Use the frame of the bunker photograph to turn it over, then enter it again. Now there will be different writing on the wall: "1-DAF#". Enter the other photograph here (on the crate on the right).
Look at the piano music, then examine the piano and play the tune D, A, F#, C, B, B. Go back through the photograph to the bunker and take the new picture from the hidden compartment. Fly it up through the ceiling and place it in the space between the other two pictures. Enter the left picture. Pick up the small container of developer and take it to the far right to use on the photograph on the rock. Head right and through the darkroom photograph (this will only be visible if you moved the column in the inactive photo earlier). In this past version of the darkroom, look at the box hidden in a secret recess on the floor beneath the table.
Go all the way back to the manor. Head to the darkroom. Look at the uninteresting box beneath the table and move it to the left. Examine the box that has been revealed Scattered memories. You can now get through the purple sigils in the manor.
Blackwood ManorGo left to the staircase, up through the ceiling, and then to the far left until you reach a hidden study. Look at the set of three heads on the wall near the top left and you will meet Haborym, who needs you to find 3 shapes. First go down into a large library, then right to a stairwell. On the second landing there is a teardrop shape on the banister that you can look at "on the first step to knowledge". From here, head right into a classroom and enter the portal. Look at the clock to see that both hands point to VII. Go back through the portal and look at the cross-shaped lights on the wall "where studies find the light". Next go right to the stairwell and all the way down through the floor to a hallway of broken statues. Look in the 7th M-shaped archway to see a cross on the wall "where statues find refuge".
Go to Annie's bedroom by heading back up through the stairwell and up again, then left. Read the notes on her desk, then pick them up and carry them left. Use the notes on the incomplete medallion sigil hanging beneath the 3 heads of Haborym. Find the teardrop shape and use it to complete the right side of the sigil. Find the large cross shape (like the lights) and use it to extend up from the middle part of the sigil. Find the M-shape and place it over the cross. These shapes will snap into position where they are close. You will automatically give this to Haborym The cleansing.
Now head up into the attic above. Try to take the violin, then pull the light switch. Head back down and Haborym will challenge you to a game. The 3 items you need to examine are the skull in the hidden compartment, the rotated blue butterfly, and the open drawer near to the weapons. Go up and take the violin - you will automatically place it on Alexander's pedestal.
Go back up to the stairwell and enter the room to the right from the middle level, which is Edward's bedroom. Look at the drawings above the bed and take the one that is made with a punch card; head right and use this on the barrel organ. Read the note on the table to the right. Head straight down into the room below. Play the gramophone and memorise the tune that you hear (you can always come back and listen again later). Pick up the box of punch cards and head left (open the door first). Go up one flight of stairs, then right twice and use the box of punch cards on the gramophone. Go back up to Edward's bedroom again. Pick up the wheel on the bookcase and take it back down to the barrel organ. Now use the barrel organ: you have a whole array of cards and you need to recreate the melody you heard on the gramophone. Use the following punch cards in order from 1-4:
2
1
4
3
When these are selected, turn the wheel to play the melody. Pick up the train - you will automatically place it on Edward's pedestal.
Go back up to the stairwell and enter the room to the left from the middle level, which is a chemistry lab. Examine the letter on the desk. Pick up the small glass bottle of KMnO4 and carry it left twice. Look at the container on the tripod and pour the powder into it. Return right twice to the lab, then go straight down into a bathroom below. Take the dropper from the shelves on the left. Carry this right, up and left to the lab, and use it on the glycerol to collect a small sample. Head left twice and drop the glycerol into the container with the powder, and a purple light will appear. Examine both of the large diagrams on the wall just to the left, and the note further to the left.
Fly down twice to Robert's bedroom. Read the note on the desk and look at the periodic table on the right wall. Next examine the telescope, then remove the lens. Go to the small stairwell on the left and head up and right so you end up in the room above. Examine the oil painting on the right and you will move it aside. Examine the box that is revealed and read the notes inside. Drop the lens, move the box, and pick up the lens again, carrying it through the hole. Place the lens at the end of the purple light to display a large pattern on the wall. Go back to the bathroom (left from the bottom level of the stairwell). Look at the tile matching the pattern you just saw (left of the mirror), then move the tile to the side. Pick up the binoculars - you will automatically place them on Robert's pedestal.
Go straight up until it is too dark to go up any further. Look at the hole in the wall, and the rubble on the ground. After your cat Seth arrives, follow him up through the ceiling. Read the journal on the desk here, then search the box to find Seth again. Go back to the billiard room and collect the screwdriver, and carry it all the way back up to Seth. Use the screwdriver on the filing cabinet, then head up one more level and Seth will follow. Examine the drawing to see 3 separate pictures, then look at the writing just to the right and click on the words "curiosity", "righteousness" and "ambition". Fly up one last time to reach the top of the tower and pick up the photograph - you will automatically place it on Gabriel's pedestal Blackwood reunited.
Bad EndingFly down into the basement and follow the pictures to the conclusion The fall of Blackwood.
Good EndingYou should now be able to enter every room of the manor (if you haven't already) - check your map to make sure you haven't missed any areas Explorator.
Go back up to the stairwell and enter the room to the right from the middle level, which is Edward's bedroom. Pick up and move the heavy chest on the left, then examine the pile of books to see the number 5713. From here, go left to the stairwell, down and left twice to the billiard room. Open the safe with combination 5713. Pick up the train wheel - you will automatically place it in front of Edward's pedestal.
Next go to the bathroom beneath the chemistry lab (left from the lower level of the stairwell). Read the note in the mirror to see a cipher; shift the letters to read "In the big staircase; Two right; Four left; Three right". Go to the top of the stairwell and examine the long tube. As per the instructions, turn the dial 2 right, 4 left and 3 right. Pick up the violin bow - you will automatically place it in front of Alexander's pedestal.
Go to the bedroom with the gramophone and head just left to find a piano. Take the rocket from on top of the piano and head left, down the stairs and right. Examine the periodic table on the wall again and you will see the message "Re Si La". Using romantic musical notation of "Do Re Mi Fa Sol La Si", this corresponds to the notes of D, B, A. Drop the rocket and examine the wall clock here; play the notes D, B, A on the keyboard you see. Pick up the binoculars case - you will automatically place it in front of Robert's pedestal.
Go to the bird room to the far right of the manor and enter the portal here. Look at the images in the 2 mirrors, then go back through the portal. Go straight up to find the smoking room and examine the book on the shelves to see the code "573". Next go to the library and find the book in the top left shelving to see the code "401". Go up to Annie's bedroom and open the wall safe with the combination "573401". Pick up and remove the safe door, then look inside the safe. Pick up the photo album - you will automatically place it in front of Gabriel's pedestal.
At this stage you should get an achievement for solving all of the puzzles in the game Curiosity. You will also get another achievement for reading all available information in the game Bookworm. Fly down into the basement and follow the pictures to the conclusion Epilogue.
Genre: Horror
Links: Adventure Gamers, Steam
Goetia is a supernatural side-scrolling adventure where you play as a spirit, floating around an old manor and its surrounds. There are 16 Steam Achievements, outlined in the walkthrough below.
Blackwood ManorGo right and examine the pedestal to see a hexagonal indentation. Continue right and enter the manor. Open the cupboard and look at the spirit map (it will be added to your codex). Go right and try to continue right into your father's office, but you need to learn more first. Go straight up to the level above and examine the two notes here. Just to the right, open the key cabinet. Move the Virgin Mary statue out of the way, then use the switch that was behind it. Look at the death certificate in the secret compartment that is revealed. Now you can head straight down from here to your father's office. Read the book on the floor, and the book and note on the desk.
Continue right, up to the second floor and right again to meet Malphas First encounter. Go down to the kitchen and look at the blank note on the wall. Try to go left and you will note there is a combination lock on the door. Go back up to the dining room and open the dumbwaiter on the left. Go left and look at the items in the cabinet to find a box of white powder. Move this to the right and into the dumbwaiter in the dining room. Go down to the kitchen and press the button next to the dumbwaiter - the box of white powder will arrive. Use this on the blank note to see the message "The eldest's birth". Head back up to the dining room and examine all of the paintings, working out the dates of birth. Go back down to the kitchen and examine the combination lock, then enter 1908.
Go left and read the note, then you will hear a noise upstairs. Go back to the entry hall and look at the broken crockery on the ground. Look at the hexagonal plate in the shelves, then carry it right and out through the small hole in the wall just past the door. Follow this passage until you are outside, then head left and use the plate in the pedestal. Head down into the tomb. Pick up the key and head back up, right to the manor and up. Go in through the window, then down and right until you reach your father's office. Use the key on the locked cabinet above his desk, then read the book inside Apprentice exorcist. You can now get through the blue sigils in the manor.
Go up through the previously blocked area, then continue upstairs and left into a billiard room. Examine the note on the billiard table - you now have access to Oakmarsh. Examine the panel on the wall next to the photos, but you will need a tool to open it. Head right twice to find a corridor with some statues. Examine the painting on the far right - you now have access to Eldwitch Forest. Pick up the screwdriver from the table and take it back to the billiard room, using it on the panel. Drop the screwdriver (you will need this later so don't misplace it) and examine the safe to see 4 dials. Go right again and then up the stairs until you can head right into a darkroom. Read the notes on the desk.
Next you need to go to 5 separate rooms in order to complete a "paper chase":
- Kitchen: examine the papers in the fireplace and solve the puzzle to put them together
- Stairs above front door: examine the Ben Hur book on the chair
- Father's office: move the horse statuette on the cabinet and find a drawing behind it
- Ground floor hallway: painting of a man on the wall (right of front entrance)
- Bird room: examine the puzzle box and solve it with the name "JOHN"
OakmarshHead left into a house and open the cabinet, then examine the brochure. Go straight up and read the letter hidden within the journal on the table. Continue up to the attic and examine the Ouija board. Go a bit to the left and then down to another room. Open the large cabinet here and read the journal inside. There is also a locked chest here, but you will come back here later. Go back up to the Ouija board and spell out the name from the journal: "ABRAHAM". Now follow the orb right down to the basement and you will see a set of scales - you need to pile things on the scales to move the needle to just before the marker. One possible solution is the box, cup and knife. Now absorb the orb to get another new power Crossing the Styx.
Go back up to the locked chest and examine it. Using the hint from the Ouija board, press the star symbols in the order from furthest to closest "to the stars": Pisces, Delphinus, Serpens, Canis Major, Aquila. Look in the box and read the note, then pick up the magnetic tape and take it right, downstairs and left to the kitchen. Drop the tape for now, then close the door and turn on the lights. Read the note on the wall, then leave the house to the left.
Continue left and you will find Samson's (the local store). Go up and read the note on the corpse, then go back down. Look at the key board on the left and take the key described in the note (small, grey, with a grey label), then return right to the house and use it to unlock the door. Enter the kitchen and pick up the magnetic tape, then leave the house to the left and head down into the well. Drop the tape here and pick up the tool handle, then use it on the cracks to the left. Pick up the tape again and head left along the tunnel. Read the logbook on the table, then continue left and up to find a basement. Use the tape on the player here to hear a musical clue. Continue left and up to be outside. Go left again and pick up the saw, then return right and use it to open the doors down to the basement.
Head left and down and examine the radio on the table. Turn the dial to the right until you can hear your own voice. Now take the radio up to the level above. Examine the device on the left door, then use the radio on the device and say "Sally Dunchurch". Drop the radio and head left. Examine the notes Ghost town. You can now get through the yellow sigils in the manor.
Go all the way back through the manor and out the right side, then continue right into the next area.
Eldwitch ForestExamine Elizabeth Blackwood's tombstone, then head down below the ground here. Move the stone from the right into the main chamber. Pick up the dowsing rod and take it to the right - you will end up above ground again. Go right as far as you can, but you won't enter the deep forest yet. Instead go through the portal just to the left. Look at the archway, sign and forest here, then go back through the portal. Pick up the dowsing rod again, then look at the archway. Examine the box you find on the ground. You need to click on items you have seen through the portal; if you are holding the dowsing rod it will wiggle when pointed at each of the correct items: logs, skull, cross, tree and stone (in this order). Now you can continue right into the deep forest.
Go all the way right into the church. Read the note on the pew, then examine the stone plaque in the wall. Try to head further up to the right and you will talk to Malphas again. Now head up into the attic. Examine the journal, then examine the large bell on the roof.\tGo back down to the ground level and head right, then read the notes on the desk. Open the cabinet on the right and look at the register. Next pick up the hook here and take it right and into the next building. Drop it on the ground inside, then pick up the cloth and use it on the hook to make a torch. Go up and use the torch on the candle to light it, then use your lit torch on the adjacent rope. Now you can drop the torch.
Read the book on the left, and examine the zodiac disc up on the roof. Go down into the water and examine the broken stone on the right. Go down further and look at the symbols carved into the pillar at the very bottom. Go back up to the surface and head back into the previous building on the left. Examine the bookshelf - you need to swap the position of the books to recreate the order of symbols you just saw on the pillar. Follow the orb right, down twice and left into a new area. Go further left to meet Elrias - you need to use the typewriter here to create his sigil APEW, using all of the information in your codex. Follow these keystrokes:
- Press the symbol on the 2nd row from top, 6th from left
- Rotate once to work on the right part of the sigil (bottom left button)
- Press the symbol on the 3rd row from top, 8th from left
- Rotate once to work on the bottom part of the sigil (bottom left button)
- Press the symbol on the 3rd row from top, 11th from left
- Rotate once to work on the left part of the sigil (bottom left button)
- Press the symbol on the 3rd row from top, 3rd from left
- Press the 9th symbol on the top row
- Press the symbol on the 3rd row from top, 3rd from left
- Rotate once to work on the right part of the sigil (bottom left button)
- Press the symbol on the 2nd row from top, 8th from left
- Rotate once to work on the bottom part of the sigil (bottom left button)
- Press the symbol on the 3rd row from top, 3rd from left
- Rotate once to work on the left part of the sigil (bottom left button)
- Press the symbol on the 3rd row from top, 9th from left
- Rotate the diagonal symbol to point NE (top left button)
- Press the 5th symbol on the top row
Go back to the manor and into the room to the left of the kitchen (with the 4 pedestals). Head left twice and examine the torch at the bottom of the stairs to reveal a hidden room. Go to the right and look at the list of names, then return left to the stairwell. Pick up the empty milk can and carry it left and down into the elevator shaft.
Fields of StoneGo all the way down to the bottom and drop the empty milk can. Examine the alchemy chart on the wall, the poetry book on the desk, and the box on the right. Fly back up the elevator shaft and pick up the pendant from the floor on the left, then bring it down and drop it near the empty milk can. Open the small cabinet in the right side of the desk and push the button inside. Go right and pull aside the curtain, and you will find a small recess - use the pendant here and the wall to the right will slide away. Pick up your milk can and go right twice, then fill the can with petrol from the barrel. Head down and look at the machine, then use your can of petrol on the tank to the right. Now you can drop the can.
Return up to the left and look at the fuse box on the left end of the red corridor. Move the yellow fuse from "workshop" to "corridor". Read the note just to the left, and examine the adjacent briefcase. Using the alchemy chart from earlier you can work out the briefcase code is 4202. Look inside the briefcase to see a family tree. Just to the right, open the trapdoor in the floor and go down. Pick up the fuse down here and take it back to the fuse box. Move the 2 yellow fuses into "ext 1" and "workshop".
Go right to the stairwell again and go down to the bottom and then left into a workshop. Read the journal and look at the 3 symbols on the wall (cat, crescent moon, key), then continue left into a graveyard where the tombstones also have symbols (raven, swan, full moon). Each of the symbols on the wall and the tombstones is attached to a timer and you need to press them in a specific order. You can work this out using the pages in the journal: cat, full moon, crescent moon, crescent moon and full moon.
Head down twice into a large cavern and read the report on top of the crates. Head into the building to the right and read the map on the table. Pick up the magnesium from next to the map and take it left. Use the magnesium on the camera, then drop the magnesium and head left into a smaller cave. Pick up the stone from the ground and use it on the glowing area in the wall. Now you can carry this back to the right twice and down the dark hole in the ground. Now you can drop the glowing stone. Examine the torn notebook page on the ground before heading further left to talk to Malphas again. Go back up to the previous room and open the desk drawer, then take the tracing paper from inside. Use this on the map on the table - you need to rotate it once anti-clockwise, then line up the curve on the tracing paper with the circle on the map, and you will see the letters GLRCA on the right side positioned between some pillars. When you exit the map, you will note some circled bricks on the wall in this room. Using the code ALCR from the report on top of the crates earlier, press the bricks in this order: top-right, bottom-left, bottom-right, middle. Grab the gold ring that is revealed and take it down the dark well. Place the ring on the hand pointing upwards. Pick up the orange amulet that rises from the ground - carry it left through the blue barrier. Head around and examine the large sigil on the wall Buried whispers. You can now get through the red sigils in the manor.
Go back to the manor and up to the top of the stairs just left of the darkroom. Close the suitcase and pick up the partial photograph. Carry this to the darkroom and use it to complete the photo on the far right. Enter the photograph.
Silver LabyrinthGo right into a house and read the notebook in the small shelf, then enter the photograph of the tall trees just above. Go right into a shed and pick up the hammer, then return left and look at the writing on the large stone. Drop the hammer and return to the shed. Pick up the glasses and put them in the box up on the shelves to the left. Go back out to the left and re-enter the manor photograph. Head right and examine the box on the low table to get the glasses. Use the glasses on the blurry photo just above and take note of the numbers. Drop the glasses and enter the photograph. Now follow the order of the numbers that you just saw: flip the right switch, turn the wheel, pull the lever, and flip the left switch. Enter the photo that is revealed.
Read the note on the pillar here, then fly straight up to find a floating island. Read the book on the table up here, then go back down and enter the photograph on the left. Fly right and examine the inactive photo - move the column on the right to reveal the structure behind it. Return to the house at the start of this area and enter the bunker photograph (to the right of the trees photograph). In this area note the writing "2-CBB" on the wall, then examine the note. Head down and examine the letter on the desk. Go back up and return through the photo on the wall. Use the frame of the bunker photograph to turn it over, then enter it again. Now there will be different writing on the wall: "1-DAF#". Enter the other photograph here (on the crate on the right).
Look at the piano music, then examine the piano and play the tune D, A, F#, C, B, B. Go back through the photograph to the bunker and take the new picture from the hidden compartment. Fly it up through the ceiling and place it in the space between the other two pictures. Enter the left picture. Pick up the small container of developer and take it to the far right to use on the photograph on the rock. Head right and through the darkroom photograph (this will only be visible if you moved the column in the inactive photo earlier). In this past version of the darkroom, look at the box hidden in a secret recess on the floor beneath the table.
Go all the way back to the manor. Head to the darkroom. Look at the uninteresting box beneath the table and move it to the left. Examine the box that has been revealed Scattered memories. You can now get through the purple sigils in the manor.
Blackwood ManorGo left to the staircase, up through the ceiling, and then to the far left until you reach a hidden study. Look at the set of three heads on the wall near the top left and you will meet Haborym, who needs you to find 3 shapes. First go down into a large library, then right to a stairwell. On the second landing there is a teardrop shape on the banister that you can look at "on the first step to knowledge". From here, head right into a classroom and enter the portal. Look at the clock to see that both hands point to VII. Go back through the portal and look at the cross-shaped lights on the wall "where studies find the light". Next go right to the stairwell and all the way down through the floor to a hallway of broken statues. Look in the 7th M-shaped archway to see a cross on the wall "where statues find refuge".
Go to Annie's bedroom by heading back up through the stairwell and up again, then left. Read the notes on her desk, then pick them up and carry them left. Use the notes on the incomplete medallion sigil hanging beneath the 3 heads of Haborym. Find the teardrop shape and use it to complete the right side of the sigil. Find the large cross shape (like the lights) and use it to extend up from the middle part of the sigil. Find the M-shape and place it over the cross. These shapes will snap into position where they are close. You will automatically give this to Haborym The cleansing.
Now head up into the attic above. Try to take the violin, then pull the light switch. Head back down and Haborym will challenge you to a game. The 3 items you need to examine are the skull in the hidden compartment, the rotated blue butterfly, and the open drawer near to the weapons. Go up and take the violin - you will automatically place it on Alexander's pedestal.
Go back up to the stairwell and enter the room to the right from the middle level, which is Edward's bedroom. Look at the drawings above the bed and take the one that is made with a punch card; head right and use this on the barrel organ. Read the note on the table to the right. Head straight down into the room below. Play the gramophone and memorise the tune that you hear (you can always come back and listen again later). Pick up the box of punch cards and head left (open the door first). Go up one flight of stairs, then right twice and use the box of punch cards on the gramophone. Go back up to Edward's bedroom again. Pick up the wheel on the bookcase and take it back down to the barrel organ. Now use the barrel organ: you have a whole array of cards and you need to recreate the melody you heard on the gramophone. Use the following punch cards in order from 1-4:
2
1
4
3
When these are selected, turn the wheel to play the melody. Pick up the train - you will automatically place it on Edward's pedestal.
Go back up to the stairwell and enter the room to the left from the middle level, which is a chemistry lab. Examine the letter on the desk. Pick up the small glass bottle of KMnO4 and carry it left twice. Look at the container on the tripod and pour the powder into it. Return right twice to the lab, then go straight down into a bathroom below. Take the dropper from the shelves on the left. Carry this right, up and left to the lab, and use it on the glycerol to collect a small sample. Head left twice and drop the glycerol into the container with the powder, and a purple light will appear. Examine both of the large diagrams on the wall just to the left, and the note further to the left.
Fly down twice to Robert's bedroom. Read the note on the desk and look at the periodic table on the right wall. Next examine the telescope, then remove the lens. Go to the small stairwell on the left and head up and right so you end up in the room above. Examine the oil painting on the right and you will move it aside. Examine the box that is revealed and read the notes inside. Drop the lens, move the box, and pick up the lens again, carrying it through the hole. Place the lens at the end of the purple light to display a large pattern on the wall. Go back to the bathroom (left from the bottom level of the stairwell). Look at the tile matching the pattern you just saw (left of the mirror), then move the tile to the side. Pick up the binoculars - you will automatically place them on Robert's pedestal.
Go straight up until it is too dark to go up any further. Look at the hole in the wall, and the rubble on the ground. After your cat Seth arrives, follow him up through the ceiling. Read the journal on the desk here, then search the box to find Seth again. Go back to the billiard room and collect the screwdriver, and carry it all the way back up to Seth. Use the screwdriver on the filing cabinet, then head up one more level and Seth will follow. Examine the drawing to see 3 separate pictures, then look at the writing just to the right and click on the words "curiosity", "righteousness" and "ambition". Fly up one last time to reach the top of the tower and pick up the photograph - you will automatically place it on Gabriel's pedestal Blackwood reunited.
Bad EndingFly down into the basement and follow the pictures to the conclusion The fall of Blackwood.
Good EndingYou should now be able to enter every room of the manor (if you haven't already) - check your map to make sure you haven't missed any areas Explorator.
Go back up to the stairwell and enter the room to the right from the middle level, which is Edward's bedroom. Pick up and move the heavy chest on the left, then examine the pile of books to see the number 5713. From here, go left to the stairwell, down and left twice to the billiard room. Open the safe with combination 5713. Pick up the train wheel - you will automatically place it in front of Edward's pedestal.
Next go to the bathroom beneath the chemistry lab (left from the lower level of the stairwell). Read the note in the mirror to see a cipher; shift the letters to read "In the big staircase; Two right; Four left; Three right". Go to the top of the stairwell and examine the long tube. As per the instructions, turn the dial 2 right, 4 left and 3 right. Pick up the violin bow - you will automatically place it in front of Alexander's pedestal.
Go to the bedroom with the gramophone and head just left to find a piano. Take the rocket from on top of the piano and head left, down the stairs and right. Examine the periodic table on the wall again and you will see the message "Re Si La". Using romantic musical notation of "Do Re Mi Fa Sol La Si", this corresponds to the notes of D, B, A. Drop the rocket and examine the wall clock here; play the notes D, B, A on the keyboard you see. Pick up the binoculars case - you will automatically place it in front of Robert's pedestal.
Go to the bird room to the far right of the manor and enter the portal here. Look at the images in the 2 mirrors, then go back through the portal. Go straight up to find the smoking room and examine the book on the shelves to see the code "573". Next go to the library and find the book in the top left shelving to see the code "401". Go up to Annie's bedroom and open the wall safe with the combination "573401". Pick up and remove the safe door, then look inside the safe. Pick up the photo album - you will automatically place it in front of Gabriel's pedestal.
At this stage you should get an achievement for solving all of the puzzles in the game Curiosity. You will also get another achievement for reading all available information in the game Bookworm. Fly down into the basement and follow the pictures to the conclusion Epilogue.
Haven MoonYear: 2016
Genre: Sci-Fi
Links: Adventure Gamers, Steam
Telescope IslandWalk forward and read the note left by Ektor Turren, then take the key from the back of the device. Go over the walkways to the large glass building with the domed roof. Read 3 more notes on the desk here, and look at the large sketches. Go up the spiral staircase and look at the maps of the surrounding islands.
Go back towards the starting platform, and follow the rocky path down to a huge turbine. Turn the wheel on the side to lower the turbine into the water. Find another wheel just off the platform and turn this so the whole device rotates 90 degrees. Now open the panel on the side of the device and pull the lever - the power light should come on (if not, try rotating the device some more).
Now head to the large brick building. Move one lever to Base and the other to Lab. Enter the airship and pull the handle in the ceiling to set off.
Laboratory IslandDisembark and you will find a combination lock; you don't yet know the combination. Head down a set of steps and turn a small handle at the base of a light post; this activates the beacon for this island, and if you look up you will see it flashes 2 times. Get back in the airship and head back to telescope island.
Telescope IslandClimb up the spiral staircase to the telescope. Turn the small handle to open the viewing window, then set the coordinates to 000-000 and press the button. After the telescope rotates, the display should show you the 2 flashing lights from the beacon. Now you know the combination for the lock, based on the notes from downstairs. Travel in the airship once more.
Laboratory IslandEnter the code 2000 into the lock, then turn the wheel and go through the door. Follow the path to reach a domed building. Turn the small handle to open the door, then go inside and up the spiral staircase. Read 3 notes on the desk here, then go back downstairs. Just to the right of the base of the stairs, there is a panel on the wall - take the small gold key from here. Use the airship to get back to Telescope Island.
Telescope IslandChange the levers so one is set to Base and the other to Cannon. Enter the airship and pull the handle.
Cannon IslandUse your small gold key to open the first door, and you will go through to a large open area with walkways connecting towers. You must turn the handles in each of the 12 towers (they should be facing so one end of the handle is pointed at the light in the ceiling). To reach the towers, you will need to adjust the small handles back on the covered walkway at the start. Once you have done this, go back to the airship and open a small side door. The power gauge will be fluctuating. Go and turn off the handle in the very first tower. When you come back to the power gauge it will now be stable. Pull the lever on the side and the power light will come on. Use the airship to travel again.
Telescope IslandGo up into the telescope room again. You now need to determine the correct elevation over the laboratory for the teleporter coordinates. Increase the second dial in small increments until you see the signal dial increase; this will be maximal at coordinates 000-067. Go to the raised stone platform where you started the game, and enter the small glass building. Set the top set of coordinates here to 000-067 (these are directions for the teleporter). Head to the brick building and use the airship to get back to Laboratory Island.
Laboratory IslandGo down the side steps, then along the rocks under the bridge to reach this island's teleporter. Press the button in the middle to teleport.
Telescope IslandAdjust the levers in the airship building so that one points to Lab and the other to House. While you are here, climb down the ladder where the airship would normally be. Look at the large T logo, and notice that there are 6 large hexagonal screws around the edge. You need to set these correctly, and there are hints on the large T logos that you can find on Laboratory Island and Cannon Island. Going clockwise from the 12 o'clock position, set them to \\, /, /, \\, / and |. Take the small bronze key from the panel that opens at the bottom of the logo. Now go back and use the teleporter again.
Laboratory IslandClimb back up the steps and get into the airship. Pull the handle to travel to a new destination.
House IslandWalk around the starting level and you will find a large handle. Move it so that it is pointing straight up. Now walk around until you hear a hissing noise; lift the cover on the nearest bolt and you will insert your small bronze key. Go back to the large handle and move it so that it is pointing to the right. Next head up the stairs and open the doors. Inside, go into the bedroom on the right, and you should hear a hissing sound near the bed. Continue through the next door, then through the new set of double doors. Enter the elevator and press the top button to go up. Read the note on the desk here, then go and turn both the small handles so the lights turn on. Take the elevator back down, then go back down the stairs and use the airship.
Laboratory IslandGo down to the teleporter and press the button in the middle to teleport.
Telescope IslandClimb the spiral staircase up to the telescope. Adjust the coordinates to 028-000 to be fixed on the House Island beacon. Now gradually increase the second dial to get the teleporter coordinates of 028-055. Go back to the teleporter and insert these coordinates into the middle row. Use the teleporter to travel.
House IslandGo down to the bottom of the teleporter platform and adjust the large handle so that it is pointing straight up. Now teleport back again.
Telescope IslandUse the teleporter controls to select the first set of coordinates, then teleport once more.
Laboratory IslandClimb up and use the airship to travel.
House IslandInsert the small bronze key into the stand. Now take the elevator down twice. Go down the stairs and turn the small handle so you can enter a dome filled with gold. Climb the spiral staircase and read the 2 notes on the desk - the coordinates for the Cannon Island teleporter are there. Head back up in the elevator and use the airship.
Laboratory IslandGo down to the teleporter and press the button in the middle to teleport.
Telescope IslandGo to the teleporter controls and enter the new set of coordinates into the bottom row: 317-026. Use the teleporter.
Cannon IslandPress the call button, then enter the elevator and go up. Use your small gold key to get through the door here. Open a doorway to the right to see another fluctuating power gauge. Go forward to return to the grid of towers as before. Set the small handles so the first 3 are vertical and the 4th is horizontal. Go forward twice and left once, and turn off the handle in that tower. Come back and the power gauge should now be stable. Pull the lever on the side and the power light will come on. Go back to the elevator and go up to reach the cannon platform. Enter the control booth and you will see another pair of dials to enter coordinates.
EndingsGood EndingSet the coordinates to 000-067 and press the button to rotate the cannon. Take the elevator down to the bottom level and use the teleporter to return to Telescope Island. Adjust the lever at the teleporter controls to the top setting (000-067) and use the teleporter again to reach Laboratory Island. Go up the stairs and into the dome building. Just inside the entrance, insert your key into the stand and press the button. After you ascend up into space, read the note in the stand. Find a button on the wall behind you and press it.
Bad EndingSet the coordinates to 028-055 and press the button to rotate the cannon. Take the elevator down to the bottom level and use the teleporter to return to Telescope Island. Adjust the lever at the teleporter controls to the middle setting (028-055) and use the teleporter again to reach House Island. Go down the stairs and into the dome building. Just inside the entrance, insert your key into the stand and press the button. After you reach the planet surface, read the note in the stand.
Genre: Sci-Fi
Links: Adventure Gamers, Steam
Telescope IslandWalk forward and read the note left by Ektor Turren, then take the key from the back of the device. Go over the walkways to the large glass building with the domed roof. Read 3 more notes on the desk here, and look at the large sketches. Go up the spiral staircase and look at the maps of the surrounding islands.
Go back towards the starting platform, and follow the rocky path down to a huge turbine. Turn the wheel on the side to lower the turbine into the water. Find another wheel just off the platform and turn this so the whole device rotates 90 degrees. Now open the panel on the side of the device and pull the lever - the power light should come on (if not, try rotating the device some more).
Now head to the large brick building. Move one lever to Base and the other to Lab. Enter the airship and pull the handle in the ceiling to set off.
Laboratory IslandDisembark and you will find a combination lock; you don't yet know the combination. Head down a set of steps and turn a small handle at the base of a light post; this activates the beacon for this island, and if you look up you will see it flashes 2 times. Get back in the airship and head back to telescope island.
Telescope IslandClimb up the spiral staircase to the telescope. Turn the small handle to open the viewing window, then set the coordinates to 000-000 and press the button. After the telescope rotates, the display should show you the 2 flashing lights from the beacon. Now you know the combination for the lock, based on the notes from downstairs. Travel in the airship once more.
Laboratory IslandEnter the code 2000 into the lock, then turn the wheel and go through the door. Follow the path to reach a domed building. Turn the small handle to open the door, then go inside and up the spiral staircase. Read 3 notes on the desk here, then go back downstairs. Just to the right of the base of the stairs, there is a panel on the wall - take the small gold key from here. Use the airship to get back to Telescope Island.
Telescope IslandChange the levers so one is set to Base and the other to Cannon. Enter the airship and pull the handle.
Cannon IslandUse your small gold key to open the first door, and you will go through to a large open area with walkways connecting towers. You must turn the handles in each of the 12 towers (they should be facing so one end of the handle is pointed at the light in the ceiling). To reach the towers, you will need to adjust the small handles back on the covered walkway at the start. Once you have done this, go back to the airship and open a small side door. The power gauge will be fluctuating. Go and turn off the handle in the very first tower. When you come back to the power gauge it will now be stable. Pull the lever on the side and the power light will come on. Use the airship to travel again.
Telescope IslandGo up into the telescope room again. You now need to determine the correct elevation over the laboratory for the teleporter coordinates. Increase the second dial in small increments until you see the signal dial increase; this will be maximal at coordinates 000-067. Go to the raised stone platform where you started the game, and enter the small glass building. Set the top set of coordinates here to 000-067 (these are directions for the teleporter). Head to the brick building and use the airship to get back to Laboratory Island.
Laboratory IslandGo down the side steps, then along the rocks under the bridge to reach this island's teleporter. Press the button in the middle to teleport.
Telescope IslandAdjust the levers in the airship building so that one points to Lab and the other to House. While you are here, climb down the ladder where the airship would normally be. Look at the large T logo, and notice that there are 6 large hexagonal screws around the edge. You need to set these correctly, and there are hints on the large T logos that you can find on Laboratory Island and Cannon Island. Going clockwise from the 12 o'clock position, set them to \\, /, /, \\, / and |. Take the small bronze key from the panel that opens at the bottom of the logo. Now go back and use the teleporter again.
Laboratory IslandClimb back up the steps and get into the airship. Pull the handle to travel to a new destination.
House IslandWalk around the starting level and you will find a large handle. Move it so that it is pointing straight up. Now walk around until you hear a hissing noise; lift the cover on the nearest bolt and you will insert your small bronze key. Go back to the large handle and move it so that it is pointing to the right. Next head up the stairs and open the doors. Inside, go into the bedroom on the right, and you should hear a hissing sound near the bed. Continue through the next door, then through the new set of double doors. Enter the elevator and press the top button to go up. Read the note on the desk here, then go and turn both the small handles so the lights turn on. Take the elevator back down, then go back down the stairs and use the airship.
Laboratory IslandGo down to the teleporter and press the button in the middle to teleport.
Telescope IslandClimb the spiral staircase up to the telescope. Adjust the coordinates to 028-000 to be fixed on the House Island beacon. Now gradually increase the second dial to get the teleporter coordinates of 028-055. Go back to the teleporter and insert these coordinates into the middle row. Use the teleporter to travel.
House IslandGo down to the bottom of the teleporter platform and adjust the large handle so that it is pointing straight up. Now teleport back again.
Telescope IslandUse the teleporter controls to select the first set of coordinates, then teleport once more.
Laboratory IslandClimb up and use the airship to travel.
House IslandInsert the small bronze key into the stand. Now take the elevator down twice. Go down the stairs and turn the small handle so you can enter a dome filled with gold. Climb the spiral staircase and read the 2 notes on the desk - the coordinates for the Cannon Island teleporter are there. Head back up in the elevator and use the airship.
Laboratory IslandGo down to the teleporter and press the button in the middle to teleport.
Telescope IslandGo to the teleporter controls and enter the new set of coordinates into the bottom row: 317-026. Use the teleporter.
Cannon IslandPress the call button, then enter the elevator and go up. Use your small gold key to get through the door here. Open a doorway to the right to see another fluctuating power gauge. Go forward to return to the grid of towers as before. Set the small handles so the first 3 are vertical and the 4th is horizontal. Go forward twice and left once, and turn off the handle in that tower. Come back and the power gauge should now be stable. Pull the lever on the side and the power light will come on. Go back to the elevator and go up to reach the cannon platform. Enter the control booth and you will see another pair of dials to enter coordinates.
EndingsGood EndingSet the coordinates to 000-067 and press the button to rotate the cannon. Take the elevator down to the bottom level and use the teleporter to return to Telescope Island. Adjust the lever at the teleporter controls to the top setting (000-067) and use the teleporter again to reach Laboratory Island. Go up the stairs and into the dome building. Just inside the entrance, insert your key into the stand and press the button. After you ascend up into space, read the note in the stand. Find a button on the wall behind you and press it.
Bad EndingSet the coordinates to 028-055 and press the button to rotate the cannon. Take the elevator down to the bottom level and use the teleporter to return to Telescope Island. Adjust the lever at the teleporter controls to the middle setting (028-055) and use the teleporter again to reach House Island. Go down the stairs and into the dome building. Just inside the entrance, insert your key into the stand and press the button. After you reach the planet surface, read the note in the stand.
Heaven's HopeYear: 2016
Genre: Fantasy
Links: Adventure Gamers, Steam
Heaven's Hope is a traditional comedy point-and-click adventure, about an angel who has fallen from heaven. There are 26 Steam Achievements, documented in the walkthrough below.
Welcome to EarthCornfieldAfter the introduction, try to take your halo from the top of the barn. Look at the pamphlet on the tree, then pick it up. Try to head right between the trees, but it is too dark. Try to talk to the crow, then grimace at it to scare it away. Take some honey bread from the picnic basket, and you will also end up with a dead mouse. Now examine the light near the base of the tree. Use your honey bread on the fireflies, then go right along the dark path.
FarmPick up the pebbles from the ground to the right of the signpost, and throw it at the halo to knock it down the chimney. Examine St Peter's statue, and take the rake (you will just take its head). Now knock on the door and answer the questions as follows:
Put on your halo and talk to St Peter's statue until he is really angry. Now combine your rake head and halo, and put this on. Grimace at St Peter The power of an angel. While you are here, go and grimace at the owl on the signpost The Tease. Return right.
CornfieldIn your inventory, breathe life into the mouse The mouser. Now try to take clothes from the scarecrow. Breathe life into the scarecrow and talk to him. Use your mouse on the scarecrow's hat, then talk to the scarecrow again to exchange clothes An angel on earth. Head through the dark path between the trees on the right again.
FarmTalk to Bill, who will now give you a map. Head inside and take the cheese, then go back outside. Head along the path left of the farm house.
WoodsExamine and try to talk to the tree. Also look at the initials carved into the tree, then continue right.
BridgeExamine and try to talk to the yellow flower, then continue right once more.
Town OutskirtsTalk to Kareem about everything and you will end up receiving some sneezing powder.
Town CentreTalk to Geoffrey about everything and you will get some matches. Turn the crank of the well to raise the bucket, then enter the laboratory through the door on the left.
Talk to Bloomford, who needs proof that you are an angel. Drink the poison in the red bottle on the right. Breathe life into the cactus Angel's breath, look at it, and then talk to it. Talk to Bloomford again, who now believes you The nutty professor. He will take you into the back room and give you a notebook, as well as your first major quest.
BlueprintsTown CentreTry to take the paint, then ask Bloomford about it, and pick it up. Head back outside and go down the street to the right of the laboratory.
Mill StreetEnter the EC Antiquities shop and look at everything. Talk to Sir Edwin about the toupee loom and the Homunculator 3000 XL. Return outside, then enter the ML Tailor's shop. Pick up the bamboo rod from the floor and examine the spider. Talk to Mai Lin, then go back outside. Return right to the town centre.
Town CentreEnter the church and examine the holy water basin, the candles, and the pictures of saints. Talk to Father Bartholomew about everything, then go back outside. Enter the alleyway to the right of the church.
AlleywayEnter the Last Supper pub. Try to take the bottle of beer on the bar, but it is reserved. Talk to Vladic and Josi about everything, then leave again and head right to find a cemetery. Talk to the caretaker here. Try to open the padlock, but you don't have a combination. Try to dig in the soil beneath the door, but it ends up ringing the bell and alerting the caretaker. Return to the town centre.
Town CentreExamine the pyre, then enter the library. Read every book you have access to, then take the Homunculus book. Talk to Magnus, then go back outside. Talk to Marla (the little girl on the right), who will help you if you do something illegal. Offer to trade your lamp for her slingshot.
Mill StreetRead the sign on the right, then grimace at it to receive a ticket from McCallum.
Town CentreShow your ticket to Marla, and she will tell you what happened with 3 torn pieces of the blueprint. Look at the blueprint piece at the top of the pyre, then talk to Geoffrey and he will reach it for you. Enter the laboratory and give this piece to Bloomford for safe keeping.
Town OutskirtsTalk to Kareem, and while he distracted, take the customer list from the small table. Look at it in your inventory to see the names of the 3 customers you should find.
FarmTalk to Bill, who will give you the empty shampoo bottle, but this is not the one with the correct label.
Town CentreEnter the church and talk to Father Bartholomew, who threw his bottle away. Go back outside and enter the alleyway.
AlleywayAfter Mai Lin and Vladic leave, read the sign over the dustbins. Search the left dustbin to get an old silk robe, and McCallum will give you another ticket. Search the right dustbin as well to find another empty bottle; this also does not have the correct label.
Town CentreEnter the library and talk to Magnus, who will not give you his bottle.
Mill StreetEnter the antiquities shop. Talk to Sir Edwin about the toupee loom, and he agrees to give it to you if you scare a rat away for him. Grimace at the large mask in the bottom left of the shop, and the rat will run outside; after you automatically chase it outside, head back into the shop. Talk to Sir Edwin again, then take the toupee loom.
Go back outside, then enter the tailor's shop. Use your sneezing powder on the tarantula, and you should automatically take its fur. Combine this with your toupee loom to make a toupee.
Town CentreEnter the library and talk to Magnus - give the toupee to him in exchange for his bottle of shampoo. Go back outside again, then enter the laboratory and give this bottle to Bloomford for safe keeping.
Mill StreetLook at the rat hole at the base of the lamp post, then talk to it. Put your cheese in the hole, and your mouse will follow. Now follow your mouse to the town centre.
Town CentreFollow your mouse to the outskirts.
Town OutskirtsKeep following your mouse to the bridge.
BridgeWalk over to the mouse and you will pick him up again, as well as discover the back entrance to the rat's lair. Use your paintbowl on the hole here.
FarmEnter the farm house and collect some of the stew from the pot in one of your empty bottles.
BridgeWhen you arrive, a scapegoat will be on the bridge. Push the left gargoyle off the bridge to get rid of it Avoid the evil.
Mill StreetPour the bean stew into the rat hole.
BridgeThere will now be blue footprints leaving the hole at the base of the tree, but they will stop suddenly. Talk to the flower here. Pick it up and plant it in the sunlight at the base of the steps on the right. Talk to the flower again to learn that the rat was eaten by a bear. Go left into the woods.
WoodsTalk to the bear, who is in pain from the rat stuck in its belly.
Town CentreAfter Greta finishes talking, enter the laboratory and talk to Bloomford until you mention the Homunculator.
Mill StreetEnter the antiquities shop and talk to Sir Edwin, who will trade his Homunculator for Bloomford's ghost detector.
Town CentreEnter the laboratory and mention the trade to Bloomford, then pick up the ghost detector (from the floor in the back of this room).
Mill StreetReturn to see Sir Edwin and talk to him, then pick up the Homunculator. Read the user manual in your inventory.
Town CentreEnter the church and ask Father Bartholomew about the candles. Use your mouse to clean the three pictures Mouse sympathizer, then look at each of them. Talk to Father Bartholomew again to receive 2 candles.
AlleywayGo right to the cemetery. Use your mouse on the bell, then get some graveyard earth from under the gate (your mouse will return to you afterwards).
Town OutskirtsHead right from Kareem's stall to find a new area.
Giant's GraveExamine the green fluffy plants and the stones here, then continue right again.
MillTake some grapes from the tree here. Try to enter the mill, but it looks too scary.
Town CentreEnter the laboratory and read your Homunculus book to get an appropriate name. Now talk to Bloomford until he says you have everything required. Place the Homunculator on the right side of the workbench. Use your grapes on the Homunculator. Combine the graveyard earth and one of the candles in your inventory, then add the other candle. Use your matches to light the candle. Now breath on the homunculus and call it Anselm The constructor. Pick up Anselm and put him on the floor. Switch to him and walk him around, then switch back to Talorel and pick up Anselm again.
WoodsTalk to the bear again, who refuses to swallow Anselm. Read him your book and he will yawn. Now combine Anselm with your slingshot, and use this on the bear to get Anselm inside. When you see the puzzle, slide the 3 small bits of slime to the top, then the long slime tot he far right, and the far left slime down. You will automatically get the blueprint and retrieve Anselm from the bear. Try to head back to the town centre, but you will run into the scapegoat on the bridge again and end up in darkness.
Charnel HousePick up a forked branch from the bottom right of the screen, and keep using it in the crack over to the left until you fall down. Now use Anselm on the unlit torch on the left wall to light up the whole room. Walk out to the middle of the floor and you will be crushed - use Anselm on the lever to the left and the spiked platform will be lifted up again. Now examine the writing over the door. Place your mouse on one of the red slabs along with your toupee loom. Place Anselm and the empty bean stew bottle on one of the other red slabs. Now stand on the third red slab and the door will open Homunculist.
Try to walk forward over the bridge, but you will be shot at by an arrow. Try again, but this time specifically avoid the red stones in the bridge. Once you reach the other side, pick up the crank and insert it into the hole to the left of the door. Add the 2 gold teardrop-shaped pieces to the existing one on the door mechanism, then move this to the left side. Also move the bottom red gear on the door towards the left, and use your mouse to move the top red gear on the door towards the right. Now insert the 4 smallest of the 6 gears on the floor on to the available pegs so they fit nicely. Turn the crank and you should leave through the open door.
Read the inscription here, then continue right and you will exit to the church.
Town CentreGo outside and Vladic will end up helping you get rid of the goat. Enter the laboratory and talk to Bloomford to give him the final piece of the blueprint The comedy: act one. Keep talking to receive a gas meter and a new quest.
Flying MachineTown CentreGo outside and you will see Greta preaching again - you will automatically leave.
Mill StreetEnter the tailor's shop and talk until you reach the back room. After the other Talorel's appear, talk to one of them to make them disappear. Talk to the beggar to make another one disappear. Finally use your mouse on the last Talorel to make it disappear. Look at the spider - you need to get it to make you some silk.
Town CentreTalk to Marla and exchange the slingshot for the lamp.
Mill StreetGo to the back room of the tailor's shop and give the lamp (bread with fireflies) to the spider, then take the silk thread. Go out and talk to Mai Lin, but you still need more silk cloth.
MillRead the new sign on the left. Try to enter the mill, and McCallum will give you a third ticket Outlaw. Remove the sign and go inside. Talk to the ghost, then head back outside. Follow the crow all the way to the woods.
WoodsTalk to the large tree. Breathe on the carving to remove it, then talk to the tree again and go through the new opening.
ClearingLook at the silk dress on the clothes line, then enter the hut and talk to Shona about everything - she will give you an emblem. Look at the dreamcatcher, then talk to Shona about it so that you can take it. Go back outside and take the silk dress.
MillEnter the mill and talk to the ghost - you will get further now that you have the emblem from Shona.
Mill StreetEnter the antiquities store and talk to Sir Edwin to get the ghost detector.
Town CentreEnter the church and go down the trapdoor into the charnel house. Turn on the ghost detector, then take Agnes' remains (glowing green).
AlleywayHead right to the cemetery and look at Irving, then talk to him. Go and find Geoffrey and talk to him about Irving - you will give him the dreamcatcher. Go back to Irving and look at him again to hear him say the padlock combination. Use the padlock and you will get inside.
CemeteryTake the red silk lining from the open coffin. Open all of the tombs and read their inscriptions. Pick up all 5 urns as well as the flower vase. Talk to each of the urns in your inventory. Now you need to place the urns and the vase in tombs to keep everyone happy:
Town CentreYou will be forced to see Greta preaching on the steps of the church again, then will automatically leave.
MillGo into the mill and look at the beams, then use Anselm on the beams to put him down. Make him jump by clicking on the candle on his head, then give him the gas meter. Get Anselm to walk up the beams, jumping over the rolling barrels. When you reach the top, use the gas meter on the gas, and you will automatically end up back outside the mill.
Mill StreetEnter the tailor's shop and talk to Mai Lin - you now have enough silk and the balloon will be delivered to Bloomford.
Town CentreEnter the laboratory and talk to Bloomford, who now says that Greta has the burner in the church. Return outside and enter the church to see Greta preaching once more.
AlleywayEnter the pub and talk to Josi about her alcohol supply.
FarmTalk to Bill until he takes you in to the barn to see the broken still. Use the 1st, 3rd and 5th pieces to fix the still, and Bill agrees to deliver alcohol to the pub Sacrilege.
Town CentreEnter the church, then go through the door on the left into Greta's office. You can find the burner inside the largest cabinet in here; open the left drawer of the second from bottom row. Go back out to the main part of the church to see Greta possessed by the demon Talking is golden. Go outside, then enter the laboratory. Talk to Bloomford to give him the burner The comedy: act two. Keep talking to receive a new quest The flight of Icarus, but then you will end up in jail.
Back to HeavenPolice StationUse Anselm in the pipe in your cell, and get him to go and pick up the potato. Push the pile of muck to the far left to create a blockage, then climb up into Bloomford's cell and give him the potato. Crawl back through the toilet and up into Talorel's cell to be picked up again. Switch to Bloomford, and use your inventory to combine one copper wire with the potato, the other copper wire with the screw, and then both of these items together. Add the Energizer battery to create a potato battery+. Now combine this with your toilet to electrify it.
Switch back to Talorel and breathe life in to the plant outside your cell. Use your mouse on the hole above the plant, then the hole in your cell, then the hole in Bloomford's cell, and finally on the broken chain above the toilet. Switch to Bloomford again and talk to McCallum. Pick up the keys from the unconscious McCallum, and use them to unlock Talorel's cell door Alcatraz. You can now lock McCallum's cell door if you want. Head outside to the town centre.
AlleywayEnter the pub and talk to Vladic, then go back outside.
Town CentreGreta will be preaching on the steps of the church once more, and you will automatically leave.
Town OutskirtsKareem is not here now, so you have the opportunity to put his customer list back on the table. Save your game here so that you can come back and pick it up again to get all the achievements.
Town CentreEnter the church and talk to Father Bartholomew about confession, then enter the confessional. Open the wooden flap and talk to Father Bartholomew again. The achievement you will end up getting near the end of the game depends on whether you returned the customer list prior to your confession A true angel or kept it A thieving angel?.
Giant's GraveClean the green fluffy plants off the two flat rocks, then look at one of the rocks before breathing life on to one of them.
Town CentreTake the pamphlet from outside the church, then go inside. Talk to Father Bartholomew once more about everything. Combine 2 of your pamphlets to get some scraps, then use them and rearrange them to say the following:
McCallum Locked in CellGo to the farm and talk to Bill. Give the fake pamphlet to Bill, then give him the fake letter.
McCallum Not Locked in CellGo to the police station - you will automatically convince McCallum to help you.
FarmTalk to St Peter's statue until you are forgiven, then take the key.
Town CentreTurn the handle on the well to raise the bucket, then take the mirror from inside. Enter the church and go down the trapdoor to the charnel house. Slide the bottom 2 movable skulls to the right. Slide the top 2 movable skulls to the left (use the mouse to move the top one). Go left over the bridge. Use your mirror to light up the 3 letters around the light beam in the ceiling in this order: H, Z, F. You will automatically head up in the gondola.
Try to take the sword. Use the pamphlet snippets in your inventory to turn them into paper balls. Combine these with your bamboo rod. Aim and hit the crystal 4 times. Try to take the sword now, then replace it with your bamboo rod Archangel. Go back down in the gondola, then walk over the bridge as you did last time and turn the handle to get through the door. Go out to the church and use one of your empty bottles to get some holy water from the basin.
AlleywayHead right towards the cemetery and get some more graveyard earth from under the gate.
Giant's GraveBreathe on one of the stones to activate the circle. Now look at each of the symbols to see they represent the different elements. Place your graveyard dirt in the bowl on the bottom left next to the earth symbol. Pour your holy water into the bowl on the top right next to the water symbol. Use Anselm on the bowl at the bottom right next to the fire symbol. Use your mouse on the tube in front of the air symbol to the top left.
Town CentreEnter the church and talk to Father Bartholomew to tell him that the ritual schedule is complete. You can now go through the right doorway from the church The explorer. Look at the bell here, then return left and talk to Father Bartholomew about the bell. Go right to the bell tower again. Turn the clock on the right until the ball enters the tube. Now place Anselm on the small platform on the bottom right beneath the funnel. Use your mouse on the ship to blow it over to the left. Grimace at the owl 3 times and the bell will ring.
Giant's GraveGreta will now be in the middle of the circle. Breathe on one of the stones to activate the circle. Place your graveyard dirt in the bowl on the bottom left next to the earth symbol. Pour your holy water into the bowl on the top right next to the water symbol. Use Anselm on the bowl at the bottom right next to the fire symbol. Use your mouse on the tube in front of the air symbol to the top left. Finally, use your sword to cut the threads tying the demon to Greta The exorcist. Select Greta's future as a cursed queen MIB. Use your matches on Anselm to revive him.
AlleywayUse your mouse on the coil of rope on the ground, then on the top of the wall here.
Town CentreUp at the top of the bell tower, use your mouse on the gargoyle's horns.
AlleywayUse the gas meter on the burner in the middle of the ship. Use your matches on the gas meter, then use Anselm on the bellows The comedy: act three. The ship will take off and head up to heaven I'll be back.
Genre: Fantasy
Links: Adventure Gamers, Steam
Heaven's Hope is a traditional comedy point-and-click adventure, about an angel who has fallen from heaven. There are 26 Steam Achievements, documented in the walkthrough below.
Welcome to EarthCornfieldAfter the introduction, try to take your halo from the top of the barn. Look at the pamphlet on the tree, then pick it up. Try to head right between the trees, but it is too dark. Try to talk to the crow, then grimace at it to scare it away. Take some honey bread from the picnic basket, and you will also end up with a dead mouse. Now examine the light near the base of the tree. Use your honey bread on the fireflies, then go right along the dark path.
FarmPick up the pebbles from the ground to the right of the signpost, and throw it at the halo to knock it down the chimney. Examine St Peter's statue, and take the rake (you will just take its head). Now knock on the door and answer the questions as follows:
- What are you talking about?
- Greta's a witch!
- I'm an angel!
Put on your halo and talk to St Peter's statue until he is really angry. Now combine your rake head and halo, and put this on. Grimace at St Peter The power of an angel. While you are here, go and grimace at the owl on the signpost The Tease. Return right.
CornfieldIn your inventory, breathe life into the mouse The mouser. Now try to take clothes from the scarecrow. Breathe life into the scarecrow and talk to him. Use your mouse on the scarecrow's hat, then talk to the scarecrow again to exchange clothes An angel on earth. Head through the dark path between the trees on the right again.
FarmTalk to Bill, who will now give you a map. Head inside and take the cheese, then go back outside. Head along the path left of the farm house.
WoodsExamine and try to talk to the tree. Also look at the initials carved into the tree, then continue right.
BridgeExamine and try to talk to the yellow flower, then continue right once more.
Town OutskirtsTalk to Kareem about everything and you will end up receiving some sneezing powder.
Town CentreTalk to Geoffrey about everything and you will get some matches. Turn the crank of the well to raise the bucket, then enter the laboratory through the door on the left.
Talk to Bloomford, who needs proof that you are an angel. Drink the poison in the red bottle on the right. Breathe life into the cactus Angel's breath, look at it, and then talk to it. Talk to Bloomford again, who now believes you The nutty professor. He will take you into the back room and give you a notebook, as well as your first major quest.
BlueprintsTown CentreTry to take the paint, then ask Bloomford about it, and pick it up. Head back outside and go down the street to the right of the laboratory.
Mill StreetEnter the EC Antiquities shop and look at everything. Talk to Sir Edwin about the toupee loom and the Homunculator 3000 XL. Return outside, then enter the ML Tailor's shop. Pick up the bamboo rod from the floor and examine the spider. Talk to Mai Lin, then go back outside. Return right to the town centre.
Town CentreEnter the church and examine the holy water basin, the candles, and the pictures of saints. Talk to Father Bartholomew about everything, then go back outside. Enter the alleyway to the right of the church.
AlleywayEnter the Last Supper pub. Try to take the bottle of beer on the bar, but it is reserved. Talk to Vladic and Josi about everything, then leave again and head right to find a cemetery. Talk to the caretaker here. Try to open the padlock, but you don't have a combination. Try to dig in the soil beneath the door, but it ends up ringing the bell and alerting the caretaker. Return to the town centre.
Town CentreExamine the pyre, then enter the library. Read every book you have access to, then take the Homunculus book. Talk to Magnus, then go back outside. Talk to Marla (the little girl on the right), who will help you if you do something illegal. Offer to trade your lamp for her slingshot.
Mill StreetRead the sign on the right, then grimace at it to receive a ticket from McCallum.
Town CentreShow your ticket to Marla, and she will tell you what happened with 3 torn pieces of the blueprint. Look at the blueprint piece at the top of the pyre, then talk to Geoffrey and he will reach it for you. Enter the laboratory and give this piece to Bloomford for safe keeping.
Town OutskirtsTalk to Kareem, and while he distracted, take the customer list from the small table. Look at it in your inventory to see the names of the 3 customers you should find.
FarmTalk to Bill, who will give you the empty shampoo bottle, but this is not the one with the correct label.
Town CentreEnter the church and talk to Father Bartholomew, who threw his bottle away. Go back outside and enter the alleyway.
AlleywayAfter Mai Lin and Vladic leave, read the sign over the dustbins. Search the left dustbin to get an old silk robe, and McCallum will give you another ticket. Search the right dustbin as well to find another empty bottle; this also does not have the correct label.
Town CentreEnter the library and talk to Magnus, who will not give you his bottle.
Mill StreetEnter the antiquities shop. Talk to Sir Edwin about the toupee loom, and he agrees to give it to you if you scare a rat away for him. Grimace at the large mask in the bottom left of the shop, and the rat will run outside; after you automatically chase it outside, head back into the shop. Talk to Sir Edwin again, then take the toupee loom.
Go back outside, then enter the tailor's shop. Use your sneezing powder on the tarantula, and you should automatically take its fur. Combine this with your toupee loom to make a toupee.
Town CentreEnter the library and talk to Magnus - give the toupee to him in exchange for his bottle of shampoo. Go back outside again, then enter the laboratory and give this bottle to Bloomford for safe keeping.
Mill StreetLook at the rat hole at the base of the lamp post, then talk to it. Put your cheese in the hole, and your mouse will follow. Now follow your mouse to the town centre.
Town CentreFollow your mouse to the outskirts.
Town OutskirtsKeep following your mouse to the bridge.
BridgeWalk over to the mouse and you will pick him up again, as well as discover the back entrance to the rat's lair. Use your paintbowl on the hole here.
FarmEnter the farm house and collect some of the stew from the pot in one of your empty bottles.
BridgeWhen you arrive, a scapegoat will be on the bridge. Push the left gargoyle off the bridge to get rid of it Avoid the evil.
Mill StreetPour the bean stew into the rat hole.
BridgeThere will now be blue footprints leaving the hole at the base of the tree, but they will stop suddenly. Talk to the flower here. Pick it up and plant it in the sunlight at the base of the steps on the right. Talk to the flower again to learn that the rat was eaten by a bear. Go left into the woods.
WoodsTalk to the bear, who is in pain from the rat stuck in its belly.
Town CentreAfter Greta finishes talking, enter the laboratory and talk to Bloomford until you mention the Homunculator.
Mill StreetEnter the antiquities shop and talk to Sir Edwin, who will trade his Homunculator for Bloomford's ghost detector.
Town CentreEnter the laboratory and mention the trade to Bloomford, then pick up the ghost detector (from the floor in the back of this room).
Mill StreetReturn to see Sir Edwin and talk to him, then pick up the Homunculator. Read the user manual in your inventory.
Town CentreEnter the church and ask Father Bartholomew about the candles. Use your mouse to clean the three pictures Mouse sympathizer, then look at each of them. Talk to Father Bartholomew again to receive 2 candles.
AlleywayGo right to the cemetery. Use your mouse on the bell, then get some graveyard earth from under the gate (your mouse will return to you afterwards).
Town OutskirtsHead right from Kareem's stall to find a new area.
Giant's GraveExamine the green fluffy plants and the stones here, then continue right again.
MillTake some grapes from the tree here. Try to enter the mill, but it looks too scary.
Town CentreEnter the laboratory and read your Homunculus book to get an appropriate name. Now talk to Bloomford until he says you have everything required. Place the Homunculator on the right side of the workbench. Use your grapes on the Homunculator. Combine the graveyard earth and one of the candles in your inventory, then add the other candle. Use your matches to light the candle. Now breath on the homunculus and call it Anselm The constructor. Pick up Anselm and put him on the floor. Switch to him and walk him around, then switch back to Talorel and pick up Anselm again.
WoodsTalk to the bear again, who refuses to swallow Anselm. Read him your book and he will yawn. Now combine Anselm with your slingshot, and use this on the bear to get Anselm inside. When you see the puzzle, slide the 3 small bits of slime to the top, then the long slime tot he far right, and the far left slime down. You will automatically get the blueprint and retrieve Anselm from the bear. Try to head back to the town centre, but you will run into the scapegoat on the bridge again and end up in darkness.
Charnel HousePick up a forked branch from the bottom right of the screen, and keep using it in the crack over to the left until you fall down. Now use Anselm on the unlit torch on the left wall to light up the whole room. Walk out to the middle of the floor and you will be crushed - use Anselm on the lever to the left and the spiked platform will be lifted up again. Now examine the writing over the door. Place your mouse on one of the red slabs along with your toupee loom. Place Anselm and the empty bean stew bottle on one of the other red slabs. Now stand on the third red slab and the door will open Homunculist.
Try to walk forward over the bridge, but you will be shot at by an arrow. Try again, but this time specifically avoid the red stones in the bridge. Once you reach the other side, pick up the crank and insert it into the hole to the left of the door. Add the 2 gold teardrop-shaped pieces to the existing one on the door mechanism, then move this to the left side. Also move the bottom red gear on the door towards the left, and use your mouse to move the top red gear on the door towards the right. Now insert the 4 smallest of the 6 gears on the floor on to the available pegs so they fit nicely. Turn the crank and you should leave through the open door.
Read the inscription here, then continue right and you will exit to the church.
Town CentreGo outside and Vladic will end up helping you get rid of the goat. Enter the laboratory and talk to Bloomford to give him the final piece of the blueprint The comedy: act one. Keep talking to receive a gas meter and a new quest.
Flying MachineTown CentreGo outside and you will see Greta preaching again - you will automatically leave.
Mill StreetEnter the tailor's shop and talk until you reach the back room. After the other Talorel's appear, talk to one of them to make them disappear. Talk to the beggar to make another one disappear. Finally use your mouse on the last Talorel to make it disappear. Look at the spider - you need to get it to make you some silk.
Town CentreTalk to Marla and exchange the slingshot for the lamp.
Mill StreetGo to the back room of the tailor's shop and give the lamp (bread with fireflies) to the spider, then take the silk thread. Go out and talk to Mai Lin, but you still need more silk cloth.
MillRead the new sign on the left. Try to enter the mill, and McCallum will give you a third ticket Outlaw. Remove the sign and go inside. Talk to the ghost, then head back outside. Follow the crow all the way to the woods.
WoodsTalk to the large tree. Breathe on the carving to remove it, then talk to the tree again and go through the new opening.
ClearingLook at the silk dress on the clothes line, then enter the hut and talk to Shona about everything - she will give you an emblem. Look at the dreamcatcher, then talk to Shona about it so that you can take it. Go back outside and take the silk dress.
MillEnter the mill and talk to the ghost - you will get further now that you have the emblem from Shona.
Mill StreetEnter the antiquities store and talk to Sir Edwin to get the ghost detector.
Town CentreEnter the church and go down the trapdoor into the charnel house. Turn on the ghost detector, then take Agnes' remains (glowing green).
AlleywayHead right to the cemetery and look at Irving, then talk to him. Go and find Geoffrey and talk to him about Irving - you will give him the dreamcatcher. Go back to Irving and look at him again to hear him say the padlock combination. Use the padlock and you will get inside.
CemeteryTake the red silk lining from the open coffin. Open all of the tombs and read their inscriptions. Pick up all 5 urns as well as the flower vase. Talk to each of the urns in your inventory. Now you need to place the urns and the vase in tombs to keep everyone happy:
- Place urn 1 in Eugene's tomb on the far left
- Place the flowers, urn 2 and urn 4 in the Jeanne's tomb in the foreground
- Place urn 3 in Winston's tomb on the far right
- Place urn 5 in Raymond's tomb in front of the tree
Town CentreYou will be forced to see Greta preaching on the steps of the church again, then will automatically leave.
MillGo into the mill and look at the beams, then use Anselm on the beams to put him down. Make him jump by clicking on the candle on his head, then give him the gas meter. Get Anselm to walk up the beams, jumping over the rolling barrels. When you reach the top, use the gas meter on the gas, and you will automatically end up back outside the mill.
Mill StreetEnter the tailor's shop and talk to Mai Lin - you now have enough silk and the balloon will be delivered to Bloomford.
Town CentreEnter the laboratory and talk to Bloomford, who now says that Greta has the burner in the church. Return outside and enter the church to see Greta preaching once more.
AlleywayEnter the pub and talk to Josi about her alcohol supply.
FarmTalk to Bill until he takes you in to the barn to see the broken still. Use the 1st, 3rd and 5th pieces to fix the still, and Bill agrees to deliver alcohol to the pub Sacrilege.
Town CentreEnter the church, then go through the door on the left into Greta's office. You can find the burner inside the largest cabinet in here; open the left drawer of the second from bottom row. Go back out to the main part of the church to see Greta possessed by the demon Talking is golden. Go outside, then enter the laboratory. Talk to Bloomford to give him the burner The comedy: act two. Keep talking to receive a new quest The flight of Icarus, but then you will end up in jail.
Back to HeavenPolice StationUse Anselm in the pipe in your cell, and get him to go and pick up the potato. Push the pile of muck to the far left to create a blockage, then climb up into Bloomford's cell and give him the potato. Crawl back through the toilet and up into Talorel's cell to be picked up again. Switch to Bloomford, and use your inventory to combine one copper wire with the potato, the other copper wire with the screw, and then both of these items together. Add the Energizer battery to create a potato battery+. Now combine this with your toilet to electrify it.
Switch back to Talorel and breathe life in to the plant outside your cell. Use your mouse on the hole above the plant, then the hole in your cell, then the hole in Bloomford's cell, and finally on the broken chain above the toilet. Switch to Bloomford again and talk to McCallum. Pick up the keys from the unconscious McCallum, and use them to unlock Talorel's cell door Alcatraz. You can now lock McCallum's cell door if you want. Head outside to the town centre.
AlleywayEnter the pub and talk to Vladic, then go back outside.
Town CentreGreta will be preaching on the steps of the church once more, and you will automatically leave.
Town OutskirtsKareem is not here now, so you have the opportunity to put his customer list back on the table. Save your game here so that you can come back and pick it up again to get all the achievements.
Town CentreEnter the church and talk to Father Bartholomew about confession, then enter the confessional. Open the wooden flap and talk to Father Bartholomew again. The achievement you will end up getting near the end of the game depends on whether you returned the customer list prior to your confession A true angel or kept it A thieving angel?.
Giant's GraveClean the green fluffy plants off the two flat rocks, then look at one of the rocks before breathing life on to one of them.
Town CentreTake the pamphlet from outside the church, then go inside. Talk to Father Bartholomew once more about everything. Combine 2 of your pamphlets to get some scraps, then use them and rearrange them to say the following:
- in the service of the Incarnate
- I hereby decree that any children playing there are to be apprehended immediately and
- be thrown into the Holy Inquisition's cells, that they may receive their just punishment. Every mortal sin must
- be rewarded! Signed: Greta
- Under the MUNICIPAL CODE, dustbins are
- a grave threat to the public. The delinquent is sentenced to
- grimaces and related facial contortions
- in the local jail. Signed, McCALLUM.
McCallum Locked in CellGo to the farm and talk to Bill. Give the fake pamphlet to Bill, then give him the fake letter.
McCallum Not Locked in CellGo to the police station - you will automatically convince McCallum to help you.
FarmTalk to St Peter's statue until you are forgiven, then take the key.
Town CentreTurn the handle on the well to raise the bucket, then take the mirror from inside. Enter the church and go down the trapdoor to the charnel house. Slide the bottom 2 movable skulls to the right. Slide the top 2 movable skulls to the left (use the mouse to move the top one). Go left over the bridge. Use your mirror to light up the 3 letters around the light beam in the ceiling in this order: H, Z, F. You will automatically head up in the gondola.
Try to take the sword. Use the pamphlet snippets in your inventory to turn them into paper balls. Combine these with your bamboo rod. Aim and hit the crystal 4 times. Try to take the sword now, then replace it with your bamboo rod Archangel. Go back down in the gondola, then walk over the bridge as you did last time and turn the handle to get through the door. Go out to the church and use one of your empty bottles to get some holy water from the basin.
AlleywayHead right towards the cemetery and get some more graveyard earth from under the gate.
Giant's GraveBreathe on one of the stones to activate the circle. Now look at each of the symbols to see they represent the different elements. Place your graveyard dirt in the bowl on the bottom left next to the earth symbol. Pour your holy water into the bowl on the top right next to the water symbol. Use Anselm on the bowl at the bottom right next to the fire symbol. Use your mouse on the tube in front of the air symbol to the top left.
Town CentreEnter the church and talk to Father Bartholomew to tell him that the ritual schedule is complete. You can now go through the right doorway from the church The explorer. Look at the bell here, then return left and talk to Father Bartholomew about the bell. Go right to the bell tower again. Turn the clock on the right until the ball enters the tube. Now place Anselm on the small platform on the bottom right beneath the funnel. Use your mouse on the ship to blow it over to the left. Grimace at the owl 3 times and the bell will ring.
Giant's GraveGreta will now be in the middle of the circle. Breathe on one of the stones to activate the circle. Place your graveyard dirt in the bowl on the bottom left next to the earth symbol. Pour your holy water into the bowl on the top right next to the water symbol. Use Anselm on the bowl at the bottom right next to the fire symbol. Use your mouse on the tube in front of the air symbol to the top left. Finally, use your sword to cut the threads tying the demon to Greta The exorcist. Select Greta's future as a cursed queen MIB. Use your matches on Anselm to revive him.
AlleywayUse your mouse on the coil of rope on the ground, then on the top of the wall here.
Town CentreUp at the top of the bell tower, use your mouse on the gargoyle's horns.
AlleywayUse the gas meter on the burner in the middle of the ship. Use your matches on the gas meter, then use Anselm on the bellows The comedy: act three. The ship will take off and head up to heaven I'll be back.
Her Majesty's SPIFFINGThe Empire Staggers Back
Year: 2016
Genre: Comedy
Links: Moby Games, Adventure Gamers, Steam
Her Majesty's SPIFFING is a comedy sci-fi adventure game with a very British sense of humor. There are 25 Steam Achievements, all documented in the walkthrough below.
Tea BreakTalk to Jones, then examine him a lot of times Every breath you take. Head left to get out of your chair One small step.... Push up the tray table on the back of your chair, then take the safety instructions. Examine these in your inventory, and remove the paper clip Don't show me this tip again. Now exit the cockpit to reach a corridor. Examine the gravity simulation switch and try to use it The Gravity Simulation Switch, then go down and through the door to the sitting room. Try to use the computer and the floppy drive, but you cannot get the disk out. Use your paper clip on the floppy drive, then take the disk. Examine the disk in your inventory and unlock it by sliding the little tab on the back. Pick up the controller from near the TV, then continue left into the kitchen.
Pick up both mugs from the table and get some cheese from the refrigerator. Also take the washy liquid from the bench (and try to make some toast if you like). Talk to GERTEA a lot of times Bring me my detonators!, then use both mugs on her to fill them with tea. Try to add washy liquid to both cups of tea Inconceivable before returning all the way to the cockpit.
Save your game if you want to get all the achievements.
Give Jones your cup of tea; he will drink it and then spit it over the ship's controls Sharing is caring. Now reload your game.
Give Jones his own cup of tea and you will end up flying the ship yourself. Start hitting random buttons, and watch for the message that the fuel cell has been ejected. Now quickly move the lever near your left hand forward to crash into it Call Autoglass!. Keep pressing random buttons and you will eventually break them.
StrandedLeave the cockpit and enter the sitting room, then go through the other door into the bedroom. Walk on the small football players and crush one of them Leg breaker. Try to open the left cupboard but it is stuck. Pick up the batteries from the ground and combine them with your controller. Go right and grab the rubber glove from the sink. Return to the cockpit and sit down, then give the controller to Jones.
DriverReturn to the sitting room and put the floppy disk back into the drive. Use the computer to copy the driver onto the disk, then get the disk from the drive again. Examine it in your inventory and lock the disk again One can never be too careful. Go back to the cockpit and sit down, but Jones is now asleep. Wake him up by using your cup of tea on him I can't believe you've done this!. Now give him the floppy disk.
Hard ResetExit the cockpit to the corridor again and open the hatch in the background. Try to fit down the hatch, but you are too large. Save your game if you want to get all the achievements.
Use your washy liquid on the hatch and you will slide down What a thrill. Now reload your game.
Go to the sitting room and use the treadmill Cardio, bruh. Return to the hatch and you should be able to climb down. Go through the round door into a room with a blue air compressor. Use the glove on this, then turn on the air compressor, and pick up the glove again (it is now your size). Go back through the airlock, then left past the ladder and through another door into the lab. Examine the box on the chair. Use the typewriter Master of Unlocking Achievements.
Leave the lab and continue left through the next door into engineering. Climb down the ladder here and use your glove on the electrified gate to open it. Go through and use the power switch to perform the hard reset. Go back out through the gate.
TinkeringSearch the tool box to find a screwdriver. Now climb back up the ladder and leave engineering. Climb up the ladder to return through the hatch, and enter the sitting room. Go to the far left to find Jones, and talk to him about everything - he will ask you to get him a motor.
MotoringSave your game if you want to get all the achievements.
Enter the bedroom and use your screwdriver on the cupboard door, then open it She's behind you!.
Give the screwdriver to Jones, and you will end up controlling the rover. Drive it around a bit, and you will send it outside. Drive around until you find another camp Premium Engineering.
SurfaceLook at 4 rocks just around your spaceship. Search the supply crate, and you will end up giving Jones the binoculars from inside. Talk to Jones, then climb down the ladder. Walk over to the left until you have seen the Statue of Liberty Damn You All!. Look at 2 more rocks down here so you have seen 6 in total +1 Geology. Search the shrubbery to get a trowel. Continue to the other camp and select the option "By the power of Greyskull!" during your conversation Cringer.
Coup D'etatGo and examine Beatle Two Too and you will get a rock. Go back up the ladder and into your own spaceship. Go through the airlock, up the ladder and into the sitting room. Enter the bedroom and go into the bathroom in the back section. Use your trowel to dig around in the cat litter and you will find a metal detector. Return to the sitting room and use the metal detector on the sofa to find a purse. Return to the corridor and climb down the hatch again.
Enter the lab and examine the box on the chair a second time ... and simultaneously locked. Go over to the left and pick up the record, then examine it in your inventory and turn it over to the B side. Use the record on the gramophone, then use the bicycle to put the frogs to sleep - you need to pedal at the right speed to keep the gauge in the green Lullabies to paralyze. Now use your purse on the frog tank and you will get to play the claw game - make sure you miss the frogs on your first attempt #NailedIt. Play the game again and grab a frog, then take it from the prize drawer. Combine the frog and cheese in your inventory.
Exit the spaceship and return to the other camp. Use the frog and cheese on Antoine. Talk to Jones and ask him for more frog and cheese Cheese sir, I want some more. Use just the cheese on Antoine, and he will shoot holes in it. Now combine this cheese with your new frog and use it on Antoine.
Rule BritanniaEnter the French spaceship and use your rock on the big red emergency stop switch. Now use your washy liquid on the washing machine Bubbles!. Pick up the rock and use it on the emergency stop switch again, then put the rock in the washing machine. Go outside and tear down the French flag. Scroll through the songs on the music player until you get to "God Save The Queen" and you will have completed the game That's all we could afford.
Year: 2016
Genre: Comedy
Links: Moby Games, Adventure Gamers, Steam
Her Majesty's SPIFFING is a comedy sci-fi adventure game with a very British sense of humor. There are 25 Steam Achievements, all documented in the walkthrough below.
Tea BreakTalk to Jones, then examine him a lot of times Every breath you take. Head left to get out of your chair One small step.... Push up the tray table on the back of your chair, then take the safety instructions. Examine these in your inventory, and remove the paper clip Don't show me this tip again. Now exit the cockpit to reach a corridor. Examine the gravity simulation switch and try to use it The Gravity Simulation Switch, then go down and through the door to the sitting room. Try to use the computer and the floppy drive, but you cannot get the disk out. Use your paper clip on the floppy drive, then take the disk. Examine the disk in your inventory and unlock it by sliding the little tab on the back. Pick up the controller from near the TV, then continue left into the kitchen.
Pick up both mugs from the table and get some cheese from the refrigerator. Also take the washy liquid from the bench (and try to make some toast if you like). Talk to GERTEA a lot of times Bring me my detonators!, then use both mugs on her to fill them with tea. Try to add washy liquid to both cups of tea Inconceivable before returning all the way to the cockpit.
Save your game if you want to get all the achievements.
Give Jones your cup of tea; he will drink it and then spit it over the ship's controls Sharing is caring. Now reload your game.
Give Jones his own cup of tea and you will end up flying the ship yourself. Start hitting random buttons, and watch for the message that the fuel cell has been ejected. Now quickly move the lever near your left hand forward to crash into it Call Autoglass!. Keep pressing random buttons and you will eventually break them.
StrandedLeave the cockpit and enter the sitting room, then go through the other door into the bedroom. Walk on the small football players and crush one of them Leg breaker. Try to open the left cupboard but it is stuck. Pick up the batteries from the ground and combine them with your controller. Go right and grab the rubber glove from the sink. Return to the cockpit and sit down, then give the controller to Jones.
DriverReturn to the sitting room and put the floppy disk back into the drive. Use the computer to copy the driver onto the disk, then get the disk from the drive again. Examine it in your inventory and lock the disk again One can never be too careful. Go back to the cockpit and sit down, but Jones is now asleep. Wake him up by using your cup of tea on him I can't believe you've done this!. Now give him the floppy disk.
Hard ResetExit the cockpit to the corridor again and open the hatch in the background. Try to fit down the hatch, but you are too large. Save your game if you want to get all the achievements.
Use your washy liquid on the hatch and you will slide down What a thrill. Now reload your game.
Go to the sitting room and use the treadmill Cardio, bruh. Return to the hatch and you should be able to climb down. Go through the round door into a room with a blue air compressor. Use the glove on this, then turn on the air compressor, and pick up the glove again (it is now your size). Go back through the airlock, then left past the ladder and through another door into the lab. Examine the box on the chair. Use the typewriter Master of Unlocking Achievements.
Leave the lab and continue left through the next door into engineering. Climb down the ladder here and use your glove on the electrified gate to open it. Go through and use the power switch to perform the hard reset. Go back out through the gate.
TinkeringSearch the tool box to find a screwdriver. Now climb back up the ladder and leave engineering. Climb up the ladder to return through the hatch, and enter the sitting room. Go to the far left to find Jones, and talk to him about everything - he will ask you to get him a motor.
MotoringSave your game if you want to get all the achievements.
Enter the bedroom and use your screwdriver on the cupboard door, then open it She's behind you!.
Give the screwdriver to Jones, and you will end up controlling the rover. Drive it around a bit, and you will send it outside. Drive around until you find another camp Premium Engineering.
SurfaceLook at 4 rocks just around your spaceship. Search the supply crate, and you will end up giving Jones the binoculars from inside. Talk to Jones, then climb down the ladder. Walk over to the left until you have seen the Statue of Liberty Damn You All!. Look at 2 more rocks down here so you have seen 6 in total +1 Geology. Search the shrubbery to get a trowel. Continue to the other camp and select the option "By the power of Greyskull!" during your conversation Cringer.
Coup D'etatGo and examine Beatle Two Too and you will get a rock. Go back up the ladder and into your own spaceship. Go through the airlock, up the ladder and into the sitting room. Enter the bedroom and go into the bathroom in the back section. Use your trowel to dig around in the cat litter and you will find a metal detector. Return to the sitting room and use the metal detector on the sofa to find a purse. Return to the corridor and climb down the hatch again.
Enter the lab and examine the box on the chair a second time ... and simultaneously locked. Go over to the left and pick up the record, then examine it in your inventory and turn it over to the B side. Use the record on the gramophone, then use the bicycle to put the frogs to sleep - you need to pedal at the right speed to keep the gauge in the green Lullabies to paralyze. Now use your purse on the frog tank and you will get to play the claw game - make sure you miss the frogs on your first attempt #NailedIt. Play the game again and grab a frog, then take it from the prize drawer. Combine the frog and cheese in your inventory.
Exit the spaceship and return to the other camp. Use the frog and cheese on Antoine. Talk to Jones and ask him for more frog and cheese Cheese sir, I want some more. Use just the cheese on Antoine, and he will shoot holes in it. Now combine this cheese with your new frog and use it on Antoine.
Rule BritanniaEnter the French spaceship and use your rock on the big red emergency stop switch. Now use your washy liquid on the washing machine Bubbles!. Pick up the rock and use it on the emergency stop switch again, then put the rock in the washing machine. Go outside and tear down the French flag. Scroll through the songs on the music player until you get to "God Save The Queen" and you will have completed the game That's all we could afford.
Kathy RainYear: 2016
Genre: Mystery
Links: GOG, Moby Games, Adventure Gamers, Steam
Kathy Rain is a classic mystery point-and-click adventure with pixel art graphics. There are 20 Steam Achievements, all documented in the walkthrough below.
Day 1Dorm RoomTurn off the alarm clock. Look at 10 different objects around the room Procrastinator. Use your Zippo lighter on the pink bear sitting on the closet Pyromaniac. Leave the dorm room and wait on the travel screen until the music loops before continuing Enjoying the Scenery.
CemeteryGo left to attend the funeral, then talk to Mrs Rain before leaving.
Rain ResidenceEnter the living room and talk about everything, then leave the room. Ride in the wheelchair Hotwheels bfeore leaving.
Sheriff's StationTalk to the young cop behind the desk, then head right and talk to the Sheriff - he won't give you the police report. Talk to Lenny again, then head through the double doors on the left. Try talking to the bum in the cell, but he can't hear you. Turn off the small TV, then turn it back on again Aww!. Turn it off once more and talk to the bum, convincing him to help you. Go back out to the front room and search the files behind the desk while Lenny is gone - read the document to the bottom and you will automatically take the key to evidence locker #5. Go through the double doors again and open the evidence locker to the far right. Examine the dictaphone in your inventory and press play to learn about the attic. Leave the station, and on the way out tell Lenny that you would rather eat a foot Undateable.
Rain ResidenceEnter the living room and ask Grandma about the attic. Try the light switch, but the light bulb is burned out. Go downstairs and remove the light bulb from the table lamp, then go back up and swap this with the burned out bulb. Now use the light switch to be able to see things properly. Turn the light off Nocturnal, then turn it back on again. Click on the teddy bear on the bookshelf to the left Mr Bear, Reporting for Duty!.
Examine the briefcase on the left to see that it is locked with a 6-digit combination. Pick up the math book from the desk and examine it in your inventory. Using the information from the dictaphone and the numbers in the math book you can work out the briefcase combination. Examine the briefcase again and enter the code 235131. Open the briefcase and take the envelope from inside, then open the envelope in your inventory. Read the newspaper clipping. Combine the new micro cassette with your dictaphone, then examine the dictaphone and press play to learn about "Cocky".
Go downstairs again and enter the living room. Show the photo of the soldiers, overexposed picture and newspaper clipping to Grandma, then talk to her about everything. Go back out to the hall and use the phone and phone book to see a close-up view. Search the phone book for "Charles Wade" and "McConnell AFB". Now use the phone to contact McConnell AFB - talk to the man about everything and when asking about Charles Wade, pretend to be a cop. Now you can leave the house.
CemeteryIn your inventory, combine your Zippo lighter and packet of cigarettes 5 times Hooked on Corleys. Examine the tombstones, particularly the one just left of the mausoleum, to learn about Lily Myers. Talk to the little boy to the left. Head right towards the entrance, then return left to see the little boy has vanished.
Sheriff's StationGo through the double doors and talk to the bum to get him to distract Lenny again. Go back out and search the files, then use the green phone here to contact McConnell AFB. Ask about Charles Wade and pretend to be a cop again, then accuse him of being sexist. Now contact the Wade Residence.
Rain ResidenceEnter the living room and talk to Grandma about Lily Myers. Go back out to the hall and search the phone book for "The Myers Family".
Lakeside CabinKnock on the door twice and quickly offer Sue a cigarette so that she invites you inside. Talk to Nathan, then talk to Sue again. Ask her about everything, and show her the photo of the soldiers. You will automatically head back to your dorm room Get on the Katmobile.
Day 2Dorm RoomLook at the computer to learn a password and a phone number. Use the red phone to contact Hacker Dave and talk to him about everything. Pick up the envelope that comes through the door, then open it in your inventory and read the note attached. Look at the pink suitcase to see your roommate's name is Eileen Summers, then use your floppy disk on the computer and select "Corrupt hard drive MBR".
Now use the red phone again to call Clyde from IT and tell him about the broken computer. After he comes and fixes it, try to log in with username "esummers" and any password other than "angellove". Repeat this 3 times, and Clyde will log in with his own credentials. Use your floppy disk on the computer again and select "Extract admin password". Shutdown and use the computer again, logging in with username "admin" and password "gadget". Go to Network Settings and switch Dorm B Port 8 to On. Shut down the computer.
Use the red phone to call Hacker Dave again. Pick up the new envelope and open it in your inventory. Use the new floppy disk in the computer, then use the computer. Sign in as Clyde again and select Tools. Shut down the computer, then put your overexposed picture on the scanner and log in to the computer again. Now use the Scanner icon. Drag your image file on to the Image Analyser icon. Analyse the image, then drag all the sliders up and down to improve the image quality until you automatically print it out. Zoom in on the bright spots and analyse the image again to notice the points form an equilateral triangle. Zoom in on the flower on the bottom left and print this out too. Shut down the computer once more, and take the printouts from the printer. In your inventory, combine the church brochure with your restored picture to notice a similarity.
Remove the tape from your dictaphone and use it on the computer's scanner. Use the computer again, and use the Scanner icon. Drag your voice file on to the Voice Forge icon. Go forward to Voice #2 and select the words "HELLO BABY", then click Export to Tape How YOU Doing?. Clear these words, then select "HELLO ERICA IT'S YOUR FATHER CALL KATHY RAIN" and Export to Tape again. Shut down the computer.
Combine the micro cassette with the dictaphone again. Use the phone to call the Wade Residence, then go to your inventory, look at the dictaphone and press play.
After Eileen returns to the room, she will help you investigate the pictures on the computer (assuming you have created both). Answer the phone and talk to Erica Wade about everything Wow, They're Hypnotic.
Day 3Dorm RoomLook in the mirror on the right Resting Scowly Face, then leave.
ClinicTalk to the bum (Goober) and ask him about everything. Whilst standing near Goober, combine your Zippo lighter and packet of cigarettes Passive Smoking. Enter the clinic\tand talk to the nurse, then return outside. Talk to Goober and ask him to help you with a live performance, then follow him inside to listen to all 4 of his monologues Film Buff. Get him to perform "The Usual Surprises" again and quickly shock him with your stun gun during his performance.
Use your blue floppy disk on the nurse's computer, and select "Extract admin password", then shut down. Use the computer again and log in with username "cmendez" and password "otorgador". Search for "Wade" to find that Charles is in room 6B. Now head upstairs and talk to Charles about everything. Leave the clinic.
Nature ReserveYou will automatically leave here and end up at the Rain Residence. Travel here a second time and pick up the piece of paper from the ground, then examine it in your inventory.
Lakeside CabinKnock on the door and head inside. Combine your ripped drawing with the one on the floor, then ask Sue about everything (including The Red Man).
Sheriff's StationGo right and talk to the Sheriff, then examine the police report in your inventory to learn a new name.
Rain ResidenceEnter the living room and ask Grandma about everything (including Franklin Goldfarb).
ClinicHead inside and talk to the nurse.
ChurchAsk Father Isaac about everything. Try to use your Zippo lighter on the bibles Heretic and try to use your stun gun on Goober again Trigger Happy. Talk to Goober about everything, and show him your Zippo lighter to learn about the initials BH.
Rain ResidenceEnter the living room and ask Grandma about BH and then The Black Hats.
Sheriff's StationAsk Lenny about everything (including The Black Hats).
The Black HatsUse your stun gun on the biker when he grabs you. Show your Zippo lighter to Beau when he asks for proof of your identity. Now talk to Beau about everything. As you leave, Emmett will tell you about a drink you could make to get more information out of Beau.
Nature ReservePick up the red flower.
The Black HatsGive the red scythe to the bartender, then give the drink to Beau. After a conversation you will automatically leave.
Rain ResidenceEnter the living room and talk to Grandma We've Met Before, Haven't We.
Day 4Rain ResidenceEnter the living room and you will automatically talk to Eileen and then head to Engstrom's.
Engstrom Psychiatric HospitalTalk to Jimmy about everything - in this case you need to ask questions in a specific order:
Sheriff's StationPick up the mop and use it on the bulletin board. Search the bulletin board to get some paperclips, then bend them in your inventory and use your makeshift lockpicks on the cell door. Bump up each of the pins in a specific random order until the door opens. Now take the evidence bag from the desk to retrieve your belongings before leaving.
CemeteryUse your old key on the mausoleum to get inside. Untie Eileen, then use the rope on Isaac. Search him, then look at the key you found to learn about a storage facility. Leave the mausoleum and you will end up taking Eileen to Grandma.
Rain ResidenceLeave the living room and search the phone book for "Storage facility" to get a new location.
Storage FacilityUse the tagged key to unlock door A5 and head inside. Pick up the paint thinner and look at the writing on the wall as well as the paintings on the ground. Go back out and use your other key to unlock door A7. Head inside and search the boxes on the left to find a tape. Use this in your dictaphone and listen to it.
Lakeside CabinKnock on the door, but nobody is home. Use your makeshift lockpicks on the door to get inside. Use your paint thinner on the painting to reveal a hidden painting, then leave again. You will automatically travel with Nathan to the Nature Reserve.
ChurchGo through the left door. Try to pick up the portrait and you will discover a safe. Try to open it by pressing random numbers and you will find it needs a six-digit code.
CemeteryEnter the mausoleum again. You will be presented with a screen showing the poem and the layout of graves. To solve the 3 riddles, select the following:
Sheriff's StationAfter giving your statement to the sheriff, head through the double doors. Use the dictaphone on Isaac and you will learn a new location.
Lakeside CabinTake the thermometer from just right of the door.
Conwell WoodsLook at the thermometer in your inventory and it will be displayed in the top right corner of the screen. Now walk towards each exit from the screen to find the coldest, and go in that direction. Repeat this several more times until you reach a large hole amidst a sea of flowers. Click on the message, then smell the flowers Down the Rabbit Hole.
Day 5Search the table lamp to find a pen, then use this to sign your name in the book next to it. Use the elevator and press button 2.
Walk to the right and through the door in the back wall to find your mother. Use the pen on the bloody panel on the left and you will get a scalpel. Use this to cut your mother loose, then use it on her again. Open the refrigerator that was behind her and you will get a scarab, then you will see some magnets - note the letter values. Leave this room and pick up the postcard from the floor. Let your father chase you back and forward over the weak spot in the floor until he falls through. Now go back to the elevator and press button 1.
Examine the padlock to see "Code is Near". Using the numbers on the magnets, NEAR=3215, so enter this as the combination. Take the padlock from the ground, then go to the elevator and press button 3.
Go over to the broken chain on the left and use your padlock on it. Turn the crank to lift the cage. Place your scarab in the indentations in the floor made by the cage, then use the crank again. Use the crank once more, then pick up the small key from the ground and use it on the casket. After the vision, pick up another key. Return right and press button 1.
Use your brass key on the second padlock to open it, then try the door but it is bolted from the other side. Pick up the padlock from the floor. Attach the chains to the door and the elevator, then link them with the padlock. Ride the elevator to break open the door. Enter the living room. After the conversation, go back out and head up the escalator. Use your paint thinner on the sea of flowers, then light them with your Zippo lighter Been There, Done That.
Genre: Mystery
Links: GOG, Moby Games, Adventure Gamers, Steam
Kathy Rain is a classic mystery point-and-click adventure with pixel art graphics. There are 20 Steam Achievements, all documented in the walkthrough below.
Day 1Dorm RoomTurn off the alarm clock. Look at 10 different objects around the room Procrastinator. Use your Zippo lighter on the pink bear sitting on the closet Pyromaniac. Leave the dorm room and wait on the travel screen until the music loops before continuing Enjoying the Scenery.
CemeteryGo left to attend the funeral, then talk to Mrs Rain before leaving.
Rain ResidenceEnter the living room and talk about everything, then leave the room. Ride in the wheelchair Hotwheels bfeore leaving.
Sheriff's StationTalk to the young cop behind the desk, then head right and talk to the Sheriff - he won't give you the police report. Talk to Lenny again, then head through the double doors on the left. Try talking to the bum in the cell, but he can't hear you. Turn off the small TV, then turn it back on again Aww!. Turn it off once more and talk to the bum, convincing him to help you. Go back out to the front room and search the files behind the desk while Lenny is gone - read the document to the bottom and you will automatically take the key to evidence locker #5. Go through the double doors again and open the evidence locker to the far right. Examine the dictaphone in your inventory and press play to learn about the attic. Leave the station, and on the way out tell Lenny that you would rather eat a foot Undateable.
Rain ResidenceEnter the living room and ask Grandma about the attic. Try the light switch, but the light bulb is burned out. Go downstairs and remove the light bulb from the table lamp, then go back up and swap this with the burned out bulb. Now use the light switch to be able to see things properly. Turn the light off Nocturnal, then turn it back on again. Click on the teddy bear on the bookshelf to the left Mr Bear, Reporting for Duty!.
Examine the briefcase on the left to see that it is locked with a 6-digit combination. Pick up the math book from the desk and examine it in your inventory. Using the information from the dictaphone and the numbers in the math book you can work out the briefcase combination. Examine the briefcase again and enter the code 235131. Open the briefcase and take the envelope from inside, then open the envelope in your inventory. Read the newspaper clipping. Combine the new micro cassette with your dictaphone, then examine the dictaphone and press play to learn about "Cocky".
Go downstairs again and enter the living room. Show the photo of the soldiers, overexposed picture and newspaper clipping to Grandma, then talk to her about everything. Go back out to the hall and use the phone and phone book to see a close-up view. Search the phone book for "Charles Wade" and "McConnell AFB". Now use the phone to contact McConnell AFB - talk to the man about everything and when asking about Charles Wade, pretend to be a cop. Now you can leave the house.
CemeteryIn your inventory, combine your Zippo lighter and packet of cigarettes 5 times Hooked on Corleys. Examine the tombstones, particularly the one just left of the mausoleum, to learn about Lily Myers. Talk to the little boy to the left. Head right towards the entrance, then return left to see the little boy has vanished.
Sheriff's StationGo through the double doors and talk to the bum to get him to distract Lenny again. Go back out and search the files, then use the green phone here to contact McConnell AFB. Ask about Charles Wade and pretend to be a cop again, then accuse him of being sexist. Now contact the Wade Residence.
Rain ResidenceEnter the living room and talk to Grandma about Lily Myers. Go back out to the hall and search the phone book for "The Myers Family".
Lakeside CabinKnock on the door twice and quickly offer Sue a cigarette so that she invites you inside. Talk to Nathan, then talk to Sue again. Ask her about everything, and show her the photo of the soldiers. You will automatically head back to your dorm room Get on the Katmobile.
Day 2Dorm RoomLook at the computer to learn a password and a phone number. Use the red phone to contact Hacker Dave and talk to him about everything. Pick up the envelope that comes through the door, then open it in your inventory and read the note attached. Look at the pink suitcase to see your roommate's name is Eileen Summers, then use your floppy disk on the computer and select "Corrupt hard drive MBR".
Now use the red phone again to call Clyde from IT and tell him about the broken computer. After he comes and fixes it, try to log in with username "esummers" and any password other than "angellove". Repeat this 3 times, and Clyde will log in with his own credentials. Use your floppy disk on the computer again and select "Extract admin password". Shutdown and use the computer again, logging in with username "admin" and password "gadget". Go to Network Settings and switch Dorm B Port 8 to On. Shut down the computer.
Use the red phone to call Hacker Dave again. Pick up the new envelope and open it in your inventory. Use the new floppy disk in the computer, then use the computer. Sign in as Clyde again and select Tools. Shut down the computer, then put your overexposed picture on the scanner and log in to the computer again. Now use the Scanner icon. Drag your image file on to the Image Analyser icon. Analyse the image, then drag all the sliders up and down to improve the image quality until you automatically print it out. Zoom in on the bright spots and analyse the image again to notice the points form an equilateral triangle. Zoom in on the flower on the bottom left and print this out too. Shut down the computer once more, and take the printouts from the printer. In your inventory, combine the church brochure with your restored picture to notice a similarity.
Remove the tape from your dictaphone and use it on the computer's scanner. Use the computer again, and use the Scanner icon. Drag your voice file on to the Voice Forge icon. Go forward to Voice #2 and select the words "HELLO BABY", then click Export to Tape How YOU Doing?. Clear these words, then select "HELLO ERICA IT'S YOUR FATHER CALL KATHY RAIN" and Export to Tape again. Shut down the computer.
Combine the micro cassette with the dictaphone again. Use the phone to call the Wade Residence, then go to your inventory, look at the dictaphone and press play.
After Eileen returns to the room, she will help you investigate the pictures on the computer (assuming you have created both). Answer the phone and talk to Erica Wade about everything Wow, They're Hypnotic.
Day 3Dorm RoomLook in the mirror on the right Resting Scowly Face, then leave.
ClinicTalk to the bum (Goober) and ask him about everything. Whilst standing near Goober, combine your Zippo lighter and packet of cigarettes Passive Smoking. Enter the clinic\tand talk to the nurse, then return outside. Talk to Goober and ask him to help you with a live performance, then follow him inside to listen to all 4 of his monologues Film Buff. Get him to perform "The Usual Surprises" again and quickly shock him with your stun gun during his performance.
Use your blue floppy disk on the nurse's computer, and select "Extract admin password", then shut down. Use the computer again and log in with username "cmendez" and password "otorgador". Search for "Wade" to find that Charles is in room 6B. Now head upstairs and talk to Charles about everything. Leave the clinic.
Nature ReserveYou will automatically leave here and end up at the Rain Residence. Travel here a second time and pick up the piece of paper from the ground, then examine it in your inventory.
Lakeside CabinKnock on the door and head inside. Combine your ripped drawing with the one on the floor, then ask Sue about everything (including The Red Man).
Sheriff's StationGo right and talk to the Sheriff, then examine the police report in your inventory to learn a new name.
Rain ResidenceEnter the living room and ask Grandma about everything (including Franklin Goldfarb).
ClinicHead inside and talk to the nurse.
ChurchAsk Father Isaac about everything. Try to use your Zippo lighter on the bibles Heretic and try to use your stun gun on Goober again Trigger Happy. Talk to Goober about everything, and show him your Zippo lighter to learn about the initials BH.
Rain ResidenceEnter the living room and ask Grandma about BH and then The Black Hats.
Sheriff's StationAsk Lenny about everything (including The Black Hats).
The Black HatsUse your stun gun on the biker when he grabs you. Show your Zippo lighter to Beau when he asks for proof of your identity. Now talk to Beau about everything. As you leave, Emmett will tell you about a drink you could make to get more information out of Beau.
Nature ReservePick up the red flower.
The Black HatsGive the red scythe to the bartender, then give the drink to Beau. After a conversation you will automatically leave.
Rain ResidenceEnter the living room and talk to Grandma We've Met Before, Haven't We.
Day 4Rain ResidenceEnter the living room and you will automatically talk to Eileen and then head to Engstrom's.
Engstrom Psychiatric HospitalTalk to Jimmy about everything - in this case you need to ask questions in a specific order:
- Lily Myers
- Jimmy Cochran
- The Black Hats
- The Red Man
- Incident in '81
- Church of the Holy Trinity
Sheriff's StationPick up the mop and use it on the bulletin board. Search the bulletin board to get some paperclips, then bend them in your inventory and use your makeshift lockpicks on the cell door. Bump up each of the pins in a specific random order until the door opens. Now take the evidence bag from the desk to retrieve your belongings before leaving.
CemeteryUse your old key on the mausoleum to get inside. Untie Eileen, then use the rope on Isaac. Search him, then look at the key you found to learn about a storage facility. Leave the mausoleum and you will end up taking Eileen to Grandma.
Rain ResidenceLeave the living room and search the phone book for "Storage facility" to get a new location.
Storage FacilityUse the tagged key to unlock door A5 and head inside. Pick up the paint thinner and look at the writing on the wall as well as the paintings on the ground. Go back out and use your other key to unlock door A7. Head inside and search the boxes on the left to find a tape. Use this in your dictaphone and listen to it.
Lakeside CabinKnock on the door, but nobody is home. Use your makeshift lockpicks on the door to get inside. Use your paint thinner on the painting to reveal a hidden painting, then leave again. You will automatically travel with Nathan to the Nature Reserve.
ChurchGo through the left door. Try to pick up the portrait and you will discover a safe. Try to open it by pressing random numbers and you will find it needs a six-digit code.
CemeteryEnter the mausoleum again. You will be presented with a screen showing the poem and the layout of graves. To solve the 3 riddles, select the following:
- Graves of Agatha, Henrietta, Father Bill, Joshua, Isaac and 2nd empty site
- Birth dates of Agatha, Henrietta and Joshua
- Year of Joshua, Month of Agatha, Day of Henrietta (#611122)
Sheriff's StationAfter giving your statement to the sheriff, head through the double doors. Use the dictaphone on Isaac and you will learn a new location.
Lakeside CabinTake the thermometer from just right of the door.
Conwell WoodsLook at the thermometer in your inventory and it will be displayed in the top right corner of the screen. Now walk towards each exit from the screen to find the coldest, and go in that direction. Repeat this several more times until you reach a large hole amidst a sea of flowers. Click on the message, then smell the flowers Down the Rabbit Hole.
Day 5Search the table lamp to find a pen, then use this to sign your name in the book next to it. Use the elevator and press button 2.
Walk to the right and through the door in the back wall to find your mother. Use the pen on the bloody panel on the left and you will get a scalpel. Use this to cut your mother loose, then use it on her again. Open the refrigerator that was behind her and you will get a scarab, then you will see some magnets - note the letter values. Leave this room and pick up the postcard from the floor. Let your father chase you back and forward over the weak spot in the floor until he falls through. Now go back to the elevator and press button 1.
Examine the padlock to see "Code is Near". Using the numbers on the magnets, NEAR=3215, so enter this as the combination. Take the padlock from the ground, then go to the elevator and press button 3.
Go over to the broken chain on the left and use your padlock on it. Turn the crank to lift the cage. Place your scarab in the indentations in the floor made by the cage, then use the crank again. Use the crank once more, then pick up the small key from the ground and use it on the casket. After the vision, pick up another key. Return right and press button 1.
Use your brass key on the second padlock to open it, then try the door but it is bolted from the other side. Pick up the padlock from the floor. Attach the chains to the door and the elevator, then link them with the padlock. Ride the elevator to break open the door. Enter the living room. After the conversation, go back out and head up the escalator. Use your paint thinner on the sea of flowers, then light them with your Zippo lighter Been There, Done That.
MaizeYear: 2016
Genre: Comedy
Links: GOG, Moby Games, Adventure Gamers, Steam
Maize is a surreal first person adventure about sentient corn. There are 75 collectible folio items scattered throughout the game, all listed in the walkthrough below.
Chapter 1: The Farm11 Folio ItemsGo through the field of corn, following the paths until you find a strange door on the right. Open the plate in the middle of the door to reveal 3 holes - you can't do anything else here yet. Continue through the corn to reach a desk. Pick up the English muffin and a welcome note (1/75). Continue now and follow the path around to the right to reach a farmhouse. Turn left at the car and go along this path to find a broken shovel handle near the base of a large statue. Return towards the house and go around to the left and down another path to find a chicken coop. Open the door and go through to the back, then take the farmhouse key from the wall. Leave the coop and continue to the end of this path to find an outhouse. You can't get the nail from inside here yet, but you can collect a mediocre rock (2/75) from the ground on the right.
Return to the farmhouse and go up to the porch. Use the key to unlock the door and go inside. Enter the room on the immediate left and pick up a statue invoice (3/75). Go back to the hallway and enter a room on the right to find a boring novel (4/75). Now go through to the kitchen out the back of the ground floor. Pick up the rancid corn oil and the fruit crate. Enter the bathroom on the right and pick up the bathtub plug. Use this on the sink, then pour your rancid corn oil into the sink. Open the medicine cabinet on the wall and take the nail clippers from inside.
Now go upstairs. Enter the room on the left and pick up a bobby pin. Head into the room on the right and put your fruit crate on the floor in the space indicated. Use your broken shovel handle on the wobbly cabinet to push it over. Climb over and up into the attic. Pick up a mallet from over to the left, and a burnt lab report (5/75) from over to the right. Go all the way back down to the kitchen and enter a pantry on the left. Crouch and press the button in the shelves, then open the secret door on the right. Go down into the cellar and up the other stairs. Open the latch and exit to the outside through the cellar doors.
Head past the coop again to the outhouse and use the nail clippers to retrieve the rusty nail. Go back down to the cellar and use the rusty nail in the fuse box, then pull the lever to the right and you will restore power to the house. Climb up the stairs and enter the room just right of the front door. Open the CD player and take the old CD from inside; you will get a message that a new path has opened up for you.
Leave through the front doors and follow the path just to the left to eventually reach a large barn. Go inside and head all the way to the back to find a corn book (6/75). Climb the stairs to the second floor and pick up a broom and a diagram half (7/75). Leave the barn and head around to the left. Follow the first path you find off to the right, and take the left path at the fork. Approach the narrow metal structure and take a glove from the hand of the skeleton on the ground. Also pick up a charred name-tag (8/75) and a fashionable fedora (9/75).
Return back along the path and turn left at the fork to reach a silo. Use your bobby pin to pick the padlock, then open the door and go inside. Take the tattered blueprint (10/75)from the wall, and the old telescope (11/75)from the middle of the silo. Now crouch down and use your broom on the pile of corn kernels, and pick up the needle-nose pliers. Return all the way back to the kitchen in the farmhouse and use the needle-nose pliers on the sausage grinder to retrieve a warped key fob. Go up to the attic and place the warped key fob on the workbench, then use your mallet on it to flatten it out. Back down in the kitchen, go to the bathroom and use your glove in the sink filled with oil; you will end up with a severed hand.
Go back out into the field of corn and return to the strange door with 3 holes. Insert the hand in the left hole, the key fob in the middle hole, and the CD in the right hole. After the cutscene you will be in an elevator. Read the 2 notes on the wall. Press the blue button and eat a stale food pellet. Keep repeating this until the elevator starts moving.
Chapter 2: Making Friends13 Folio ItemsExit the elevator and read the 4 notes on the statue. Pick up a facility brochure (12/75)from the chair on the right. Go straight to the end of this vat room and turn left. Go straight to the end again and pick up a jumpsuits invoice (13/75) from the pile of boxes on the right, then grab a cheap jumpsuit from in the storage closet ahead. Enter the security station to the left and grab the warfare report (14/75) from the desk, and the coat rack from the far side of the room. Go to the other end of the long corridor and enter a gymnasium on the right at the end. Pick up a dumbbell (15/75), then continue to the locker room. Find a sweaty headband on the bench, and a triumphant report (16/75) in one of the lockers. Continue into the shower area and pick up a non-descript rock (17/75).
Return to the main corridor and take the first passage to the right to find a nursery. Pick up a teddy bear and a children's block (18/75). Return to the corridor and take the next passage to the right, then turn right again to find a computer lab. Pick up the tour guidebook (19/75) from the bench on the right. Also pick up a mechanical arm grip-o-tron and an old computer. Put the grip-o-tron and teddy bear on the middle desk. Crouch down and use the power strip on the floor in the corner, then put the old computer on the desk above.
Leave this room and turn right to find the Communal Grotto. Pick up a cheeseburger wrapper (20/75) from the couch. Follow the left path up the stairs and around to an office. Take the shift schedule (21/75) from the wall and misinterpreted memo (22/75) from the desk. Continue to the golden room next door and pick up a Sketcher 3000 and a bathroom invoice (23/75). Go back to the grotto and along the opposite passage to find another office. Search the floor here to find a paintings invoice (24/75) and a military backpack. Open the desk drawer and take a small screwdriver from inside.
Go back out to the main corridor and turn left. At the end (before reaching the gymnasium), find a side panel with a big blue X drawn on it. Use your small screwdriver to open this panel, then take the circuit board of RAM from inside. Go back to the computer room and insert the RAM into the old computer, then pick it up. Use the upgraded computer on the middle desk, then also place the military backpack here - you will now meet Vladdy.
Head to the shower area and open the ventilation shaft, then crawl inside. Follow the red line until you see a yellow line, then follow that to see a large corn creature through a grille. Go back and continue along the red line, then turn right and follow another yellow line. After this cutscene, follow the red line to the end to meet a female corn creature. Return all the way back through the ventilation shaft to the bathroom. Go out to the main corridor and almost all the way to the other end, then turn left and go through an unblocked passage and down some stairs. At the bottom, get Vladdy to fix the computer. Place your coat rack in front of the computer, and add the cheap jumpsuit and sweaty headband. Go back upstairs to the elevator lobby and use your Sketcher 3000 on the large portrait. Go back down the stairs and add your Sketcher 3000 to the coat rack, then press the button on the computer and go through the door. Turn the wheel on the next door and go through.
Chapter 3: Going Nuclear9 Folio ItemsHead left up the large tunnel and you will find another locked door with a missing wheel. Go back to the entrance and take a passage to the left, almost directly opposite the door you came through. Climb up a lot of stairs, then go through a door and forward along a platform; the door will close behind you. Pick up a large loading skid (25/75) and a sub manual (26/75). There is also a locked toolbox here that you cannot open. Go over to a desk on the walkway over the water and take a small key, then turn around and grab a water pipe (27/75) from the shelves and a crane design (28/75) from the floor to the right. Return to the locked toolbox and unlock it with your small key, then take the hammer and box cutter from inside. Go past the desk around to the other side of the area and use your box cutter to open the box, then take a Faberge egg from inside. Place the egg on the desk and hit it with your hammer. Pick up the priceless lockpick and use it to unlock the cello case. Take the nuclear fuel rod from inside. Go back towards the closed door and send Vladdy through the nearby grate; the door will eventually open.
Go back to the dark entrance tunnel and turn left, then take the brick corridor to the right, and follow it to reach a lobby. Pick up the pool flyer (29/75) from the chair on the right. Enter the reactor control room ahead and pick up a lobby brochure (30/75) from a chair on the right, and a coffee maker (31/75) from the left. Go further forward and pick up some reactor guidelines (32/75) from the control panel.
Enter a passage on the left and go down the stairs, then through a doorway ahead. Press the button on the wall and go through the next doorway to the power plant area entry. Go through and use the remote control hanging from the ceiling. Now follow the paths between the pipes until you find a holder for your nuclear fuel rod. Insert this, then run back to the remote control and press again (if you are too slow, you need to repeat this a bit faster). Go back up the stairs to the control panel and flip the switch to restart the nuclear reactor.
Go back to the dark entrance tunnel and turn right. Go up the ramp and open the door on the left, then go through. Inside, crouch and send Vladdy through another grate, then pick up the hook control console that he retrieves. Go to the other end of the room and pick up the unstable rock (33/75), then come back half way and insert the console in the middle of the control panel. Press the red button to raise a large hook. Now go and pick up the door wheel from near the door. Head back out to the dark entrance tunnel and all the way to the other end, where you can use this on the door that was missing a wheel. Press the red button on the console in here, and the large machine will break.
Pick up the broken gear half. Go back to the entrance corridor, then up the stairs to the previous section. Turn right and go along the main corridor, then turn left towards the computer room and go past this into the Communal Grotto. Go through the new open passage towards Level 2, and the door will close behind you.
Chapter 4: Finding Garbage17 Folio ItemsGo down the stairs into another lobby, and pick up the lazy novel (34/75) from a chair on the right. Enter a conference room on the right. Pick up the water cooler from the corner of the room, and a red marker and casino outline (35/75) from the table. Leave here and go along the next passage on the left to find a cafeteria. Pick up a plastic plant from the end of one of the tables in here. Leave here and spot another facial recognition security checkpoint; you will need to assemble another structure to fool the security.
In the area to the left, pick up a workplace report (36/75) and rocky rock (37/75). Go around and down the stairs, picking up a sturdy box along the way. Continue down into the Assistant's Office. Pick up a medicine ball from inside the toilet. Take a daily planner (38/75) and assistant book (39/75) from the table, and a master plan (40/75) from the small cabinet in the corner of the room. Go back up the stairs, then turn left and right to find the Living Quarters.
Pick up the pruning shears from near the bed. Place the medicine ball and plastic plant on the table to the left. Use the red marker on the medicine ball, and the pruning shears on the plastic plant, then pick up the terribly-drawn face and trimmed plastic plant. Now search the room to find an invoice for more statues (41/75) on the floor to the right, a navigational chart (42/75) and box of monkey treats (43/75) over near the television, and Bob's journal (44/75) from a small nightstand.
Return to the security checkpoint and stack up your sturdy box, water cooler, terribly-drawn face and trimmed plastic plant. Go through the door into a much nicer part of the Living Quarters. After the cutscene, pick up a unicorn candle (45/75) and jar of Ranka from the drawers on the right. Search the desk on the left side of the room to find an old clipping (46/75), a concerned report (47/75) and Ted's journal (48/75).
Go back down to the Assistant's Office and place the jar of Ranka in the coffee trolley. Now follow it by crouching and crawling through the tunnel. When you reach the end, pick up the musical script (49/75), then go through the doorway into a kitchen. Pick up the stepladder and garbage bag (50/75). Search the rest of the room to find some craft glue and a framed popcorn ad. Open the kitchen door and go through the cafeteria, then make your way back to the main entrance to this level. The door will be closed, but you can use Vladdy on the open circuitry panel.
Go through the door to the Communal Grotto, then out to the main corridor and down the stairs to the right. Go through the security checkpoint, left along the dark entrance tunnel to the end, and right into the area where you got the broken gear half. Follow the path around to the far left and use your stepladder. Climb on to the stepladder, then climb up the ladder above.
Chapter 5: The Tractor Incident7 Folio ItemsFollow the path through the corn and find a red runoff control on the right, which you cannot use yet. Take the next right turn along the path and you will find a pool. Explore the ground around the pool to find a questionable rock (51/75) and a life preserver (52/75). There is another path from here that is currently blocked by orange boxes. Go back to the main path and continue until you find the Security Quarters building. Go around the left side of the building to collect a fuel jug and a rusty wheel (53/75).
Now enter the building and pick up a boring report (54/75), a pizza flyer (55/75), a wrench and a chair (56/75). Go back to the runoff control and use your wrench on it. Now head to the pool and jump down to the bottom, where you can pick up a toolbox key. Go along the other path from the pool, which is now unblocked, and you will reach a large tractor. Go past this for now, turn left at the stables, explore the path here and turn left at the fork to reach a clearing. Open the toolbox with your toolbox key and take the can of WT-40 from inside. Return to the tractor and use your fuel can and WT-40 on the engine. Go around to the tractor seat and use Vladdy on it.
Follow the tractor trail to return to the farmhouse. Pull Vladdy from the rose bushes, and most of the paths will become blocked. Go down the one remaining path towards the statue, then take another path off to the left. At the base of the windmill, collect a boom box, a familiar gear half, and a discarded letter (57/75). Follow the side path from here to return towards the clearing. Use the boom box on the tree stump, and another path will open up. Follow this all the way back to where you started the game, and continue through the broken gate to the docks. Pick up the propane tank, then get in the small boat.
Chapter 6: Fun with Cranes0 Folio ItemsHead up the ramp and try to use the crane controls, but the born creature will start using the secondary controls and prevent you from achieving anything. Go over to the secondary controls and use your craft glue and framed popcorn ad on them. Now use your crane controls again. Look up at the ceiling to see the paths the crane arm can move; head to the left area with a green light and pick up the propane tank, then go to the right area with a green light and drop it.
Go to the work bench and place both your gear halves in their correct places. Click on the propane tank to connect it to the acetylene torch, then use the torch to weld the gear together. Get Vladdy to go through the grate to open the door once more. Go through the door, down the stairs and out into the dark entrance tunnel. Go all the way to the right and back to the large machine. Placed your repaired gear in the right side, then press the red button. Enter the pneumatic tube on the right, and press the button to initiate descent.
Chapter 7: Free the Queen15 Folio ItemsPick up the vat blueprint (58/75) from beneath a chair on the left. Leave this room and get Vladdy to repair the computer on the right; a trolley will appear on the tracks. Follow these tracks until there is a corridor off to the right; go there to find the Genetics Lab. Search the benches to find a Biolab key, a whimsical rock (59/75) and a half-full vial. There is a centrifuge in here that you can't use yet. Pick up an old carpet (60/75) from the floor, and an audit notification (61/75) from the whiteboard. If you look carefully, there is also a piece of tape you need to get from the left side of the whiteboard.
Go back out to the main hall and follow the tracks back to the left until you find the Biolab. Use your key in the slot, then go inside. Try to use the fingerprint scanner. Pick up the recording schedule (62/75) from the wall, and the song lyrics (63/75) and the glitter and rhinestones from the next small room. In the recording studio itself, pick up the speaker (64/75), guitar stand and tom-tom drum. Try to use the synthesizer, which is covered in fingerprints. Use your piece of tape on the synthesizer, then on the fingerprint scanner. Press the button on the console here, then take the new CD that appears.
Leave the Biolab and turn left, then go to the end of the main corridor and use the CD in a round slot on the wall. Enter the room here to find the Maize Acitvation Chamber. Pick up an astronomical invoice (65/75) from a trolley in the middle of the room. Go down the stairs into the next room and pick up a gigantic faberge egg and a fancy hat from the floor. Come back to the previous room and put the faberge egg on the table, then put the hat and rhinestones on it. Pick up the bedazzled face.
Now you need to move the coffee trolley. Go to the Biolab and press the red call button. Go to the Genetics Lab and press the red call button. Now go to the Maize Activation Chamber and press the red call button (you can't just go here first, the trolley can only go one step at a time). Once it arrives, place the tom-tom drum, guitar stand and bedazzled face on the coffee trolley. Press the red button on the computer. Go back into the Maize Activation Chamber and climb up the stairs. Pick up the other half (66/75) and an inactive key fob from the niches in the wall here.
Go to the Genetics Lab once more and find a centrifuge on the end of the middle bench. Insert your half-full vial and inactive key fob. Close the lid on the centrifuge, then when it opens again take Helen's key. Go back out to the main corridor and turn right, then head down the passage on the left. Use Helen's key in the key fob slot, then enter Helen's room. Pick up Helen's journal (67/75) from the right, another jar of Ranka from this side of the desk, and a draft letter (68/75) from the other side of the desk. Return to the coffee trolley and put another jar of Ranka on it, and it will break down the door ahead. Go through and collect a note on an isolated subject (69/75) from the console. Use Vladdy on the grate, then pick up the tube buck (coin) from the floor.
Return to the Maize Activation Chamber and enter the opened small room on the left. Pick up the contingency plan (70/75) from the desk in here. Now go back out and head down to the lower section. Insert your tube buck into the coin slot, then enter the machine and press the button. Go through the short corridor here, then step out into the spotlight. After the long cutscene, pick up an unnecessary novel (71/75) from one corner table, and an album cover (72/75) from another corner table. Now enter the elevator to return to the outside world.
Chapter 8: Dance We Shall3 Folio ItemsFollow the path and enter the barn to meet the Queen. After the cutscene, go up on to the raised platform and collect the accent guide (73/75), kind letter (74/75) and boom box. Climb back down and pick up the military radio. Go outside the barn and pick up an ascendant rock (75/75) from the ground. Now follow the path through the corn until you reach an open field with large speakers. Place the boom box and military radio in their respective places, then complete a rhythm game. Continue along the path to see Vladdy and then the Queen. As soon as you can, through your English muffin at your enemy.
Chapter 9: Promised Land0 Folio ItemsGo upstairs to the attic and use your mysterious key to unlock the mysterious chest near the window. Press the red button inside.
Genre: Comedy
Links: GOG, Moby Games, Adventure Gamers, Steam
Maize is a surreal first person adventure about sentient corn. There are 75 collectible folio items scattered throughout the game, all listed in the walkthrough below.
Chapter 1: The Farm11 Folio ItemsGo through the field of corn, following the paths until you find a strange door on the right. Open the plate in the middle of the door to reveal 3 holes - you can't do anything else here yet. Continue through the corn to reach a desk. Pick up the English muffin and a welcome note (1/75). Continue now and follow the path around to the right to reach a farmhouse. Turn left at the car and go along this path to find a broken shovel handle near the base of a large statue. Return towards the house and go around to the left and down another path to find a chicken coop. Open the door and go through to the back, then take the farmhouse key from the wall. Leave the coop and continue to the end of this path to find an outhouse. You can't get the nail from inside here yet, but you can collect a mediocre rock (2/75) from the ground on the right.
Return to the farmhouse and go up to the porch. Use the key to unlock the door and go inside. Enter the room on the immediate left and pick up a statue invoice (3/75). Go back to the hallway and enter a room on the right to find a boring novel (4/75). Now go through to the kitchen out the back of the ground floor. Pick up the rancid corn oil and the fruit crate. Enter the bathroom on the right and pick up the bathtub plug. Use this on the sink, then pour your rancid corn oil into the sink. Open the medicine cabinet on the wall and take the nail clippers from inside.
Now go upstairs. Enter the room on the left and pick up a bobby pin. Head into the room on the right and put your fruit crate on the floor in the space indicated. Use your broken shovel handle on the wobbly cabinet to push it over. Climb over and up into the attic. Pick up a mallet from over to the left, and a burnt lab report (5/75) from over to the right. Go all the way back down to the kitchen and enter a pantry on the left. Crouch and press the button in the shelves, then open the secret door on the right. Go down into the cellar and up the other stairs. Open the latch and exit to the outside through the cellar doors.
Head past the coop again to the outhouse and use the nail clippers to retrieve the rusty nail. Go back down to the cellar and use the rusty nail in the fuse box, then pull the lever to the right and you will restore power to the house. Climb up the stairs and enter the room just right of the front door. Open the CD player and take the old CD from inside; you will get a message that a new path has opened up for you.
Leave through the front doors and follow the path just to the left to eventually reach a large barn. Go inside and head all the way to the back to find a corn book (6/75). Climb the stairs to the second floor and pick up a broom and a diagram half (7/75). Leave the barn and head around to the left. Follow the first path you find off to the right, and take the left path at the fork. Approach the narrow metal structure and take a glove from the hand of the skeleton on the ground. Also pick up a charred name-tag (8/75) and a fashionable fedora (9/75).
Return back along the path and turn left at the fork to reach a silo. Use your bobby pin to pick the padlock, then open the door and go inside. Take the tattered blueprint (10/75)from the wall, and the old telescope (11/75)from the middle of the silo. Now crouch down and use your broom on the pile of corn kernels, and pick up the needle-nose pliers. Return all the way back to the kitchen in the farmhouse and use the needle-nose pliers on the sausage grinder to retrieve a warped key fob. Go up to the attic and place the warped key fob on the workbench, then use your mallet on it to flatten it out. Back down in the kitchen, go to the bathroom and use your glove in the sink filled with oil; you will end up with a severed hand.
Go back out into the field of corn and return to the strange door with 3 holes. Insert the hand in the left hole, the key fob in the middle hole, and the CD in the right hole. After the cutscene you will be in an elevator. Read the 2 notes on the wall. Press the blue button and eat a stale food pellet. Keep repeating this until the elevator starts moving.
Chapter 2: Making Friends13 Folio ItemsExit the elevator and read the 4 notes on the statue. Pick up a facility brochure (12/75)from the chair on the right. Go straight to the end of this vat room and turn left. Go straight to the end again and pick up a jumpsuits invoice (13/75) from the pile of boxes on the right, then grab a cheap jumpsuit from in the storage closet ahead. Enter the security station to the left and grab the warfare report (14/75) from the desk, and the coat rack from the far side of the room. Go to the other end of the long corridor and enter a gymnasium on the right at the end. Pick up a dumbbell (15/75), then continue to the locker room. Find a sweaty headband on the bench, and a triumphant report (16/75) in one of the lockers. Continue into the shower area and pick up a non-descript rock (17/75).
Return to the main corridor and take the first passage to the right to find a nursery. Pick up a teddy bear and a children's block (18/75). Return to the corridor and take the next passage to the right, then turn right again to find a computer lab. Pick up the tour guidebook (19/75) from the bench on the right. Also pick up a mechanical arm grip-o-tron and an old computer. Put the grip-o-tron and teddy bear on the middle desk. Crouch down and use the power strip on the floor in the corner, then put the old computer on the desk above.
Leave this room and turn right to find the Communal Grotto. Pick up a cheeseburger wrapper (20/75) from the couch. Follow the left path up the stairs and around to an office. Take the shift schedule (21/75) from the wall and misinterpreted memo (22/75) from the desk. Continue to the golden room next door and pick up a Sketcher 3000 and a bathroom invoice (23/75). Go back to the grotto and along the opposite passage to find another office. Search the floor here to find a paintings invoice (24/75) and a military backpack. Open the desk drawer and take a small screwdriver from inside.
Go back out to the main corridor and turn left. At the end (before reaching the gymnasium), find a side panel with a big blue X drawn on it. Use your small screwdriver to open this panel, then take the circuit board of RAM from inside. Go back to the computer room and insert the RAM into the old computer, then pick it up. Use the upgraded computer on the middle desk, then also place the military backpack here - you will now meet Vladdy.
Head to the shower area and open the ventilation shaft, then crawl inside. Follow the red line until you see a yellow line, then follow that to see a large corn creature through a grille. Go back and continue along the red line, then turn right and follow another yellow line. After this cutscene, follow the red line to the end to meet a female corn creature. Return all the way back through the ventilation shaft to the bathroom. Go out to the main corridor and almost all the way to the other end, then turn left and go through an unblocked passage and down some stairs. At the bottom, get Vladdy to fix the computer. Place your coat rack in front of the computer, and add the cheap jumpsuit and sweaty headband. Go back upstairs to the elevator lobby and use your Sketcher 3000 on the large portrait. Go back down the stairs and add your Sketcher 3000 to the coat rack, then press the button on the computer and go through the door. Turn the wheel on the next door and go through.
Chapter 3: Going Nuclear9 Folio ItemsHead left up the large tunnel and you will find another locked door with a missing wheel. Go back to the entrance and take a passage to the left, almost directly opposite the door you came through. Climb up a lot of stairs, then go through a door and forward along a platform; the door will close behind you. Pick up a large loading skid (25/75) and a sub manual (26/75). There is also a locked toolbox here that you cannot open. Go over to a desk on the walkway over the water and take a small key, then turn around and grab a water pipe (27/75) from the shelves and a crane design (28/75) from the floor to the right. Return to the locked toolbox and unlock it with your small key, then take the hammer and box cutter from inside. Go past the desk around to the other side of the area and use your box cutter to open the box, then take a Faberge egg from inside. Place the egg on the desk and hit it with your hammer. Pick up the priceless lockpick and use it to unlock the cello case. Take the nuclear fuel rod from inside. Go back towards the closed door and send Vladdy through the nearby grate; the door will eventually open.
Go back to the dark entrance tunnel and turn left, then take the brick corridor to the right, and follow it to reach a lobby. Pick up the pool flyer (29/75) from the chair on the right. Enter the reactor control room ahead and pick up a lobby brochure (30/75) from a chair on the right, and a coffee maker (31/75) from the left. Go further forward and pick up some reactor guidelines (32/75) from the control panel.
Enter a passage on the left and go down the stairs, then through a doorway ahead. Press the button on the wall and go through the next doorway to the power plant area entry. Go through and use the remote control hanging from the ceiling. Now follow the paths between the pipes until you find a holder for your nuclear fuel rod. Insert this, then run back to the remote control and press again (if you are too slow, you need to repeat this a bit faster). Go back up the stairs to the control panel and flip the switch to restart the nuclear reactor.
Go back to the dark entrance tunnel and turn right. Go up the ramp and open the door on the left, then go through. Inside, crouch and send Vladdy through another grate, then pick up the hook control console that he retrieves. Go to the other end of the room and pick up the unstable rock (33/75), then come back half way and insert the console in the middle of the control panel. Press the red button to raise a large hook. Now go and pick up the door wheel from near the door. Head back out to the dark entrance tunnel and all the way to the other end, where you can use this on the door that was missing a wheel. Press the red button on the console in here, and the large machine will break.
Pick up the broken gear half. Go back to the entrance corridor, then up the stairs to the previous section. Turn right and go along the main corridor, then turn left towards the computer room and go past this into the Communal Grotto. Go through the new open passage towards Level 2, and the door will close behind you.
Chapter 4: Finding Garbage17 Folio ItemsGo down the stairs into another lobby, and pick up the lazy novel (34/75) from a chair on the right. Enter a conference room on the right. Pick up the water cooler from the corner of the room, and a red marker and casino outline (35/75) from the table. Leave here and go along the next passage on the left to find a cafeteria. Pick up a plastic plant from the end of one of the tables in here. Leave here and spot another facial recognition security checkpoint; you will need to assemble another structure to fool the security.
In the area to the left, pick up a workplace report (36/75) and rocky rock (37/75). Go around and down the stairs, picking up a sturdy box along the way. Continue down into the Assistant's Office. Pick up a medicine ball from inside the toilet. Take a daily planner (38/75) and assistant book (39/75) from the table, and a master plan (40/75) from the small cabinet in the corner of the room. Go back up the stairs, then turn left and right to find the Living Quarters.
Pick up the pruning shears from near the bed. Place the medicine ball and plastic plant on the table to the left. Use the red marker on the medicine ball, and the pruning shears on the plastic plant, then pick up the terribly-drawn face and trimmed plastic plant. Now search the room to find an invoice for more statues (41/75) on the floor to the right, a navigational chart (42/75) and box of monkey treats (43/75) over near the television, and Bob's journal (44/75) from a small nightstand.
Return to the security checkpoint and stack up your sturdy box, water cooler, terribly-drawn face and trimmed plastic plant. Go through the door into a much nicer part of the Living Quarters. After the cutscene, pick up a unicorn candle (45/75) and jar of Ranka from the drawers on the right. Search the desk on the left side of the room to find an old clipping (46/75), a concerned report (47/75) and Ted's journal (48/75).
Go back down to the Assistant's Office and place the jar of Ranka in the coffee trolley. Now follow it by crouching and crawling through the tunnel. When you reach the end, pick up the musical script (49/75), then go through the doorway into a kitchen. Pick up the stepladder and garbage bag (50/75). Search the rest of the room to find some craft glue and a framed popcorn ad. Open the kitchen door and go through the cafeteria, then make your way back to the main entrance to this level. The door will be closed, but you can use Vladdy on the open circuitry panel.
Go through the door to the Communal Grotto, then out to the main corridor and down the stairs to the right. Go through the security checkpoint, left along the dark entrance tunnel to the end, and right into the area where you got the broken gear half. Follow the path around to the far left and use your stepladder. Climb on to the stepladder, then climb up the ladder above.
Chapter 5: The Tractor Incident7 Folio ItemsFollow the path through the corn and find a red runoff control on the right, which you cannot use yet. Take the next right turn along the path and you will find a pool. Explore the ground around the pool to find a questionable rock (51/75) and a life preserver (52/75). There is another path from here that is currently blocked by orange boxes. Go back to the main path and continue until you find the Security Quarters building. Go around the left side of the building to collect a fuel jug and a rusty wheel (53/75).
Now enter the building and pick up a boring report (54/75), a pizza flyer (55/75), a wrench and a chair (56/75). Go back to the runoff control and use your wrench on it. Now head to the pool and jump down to the bottom, where you can pick up a toolbox key. Go along the other path from the pool, which is now unblocked, and you will reach a large tractor. Go past this for now, turn left at the stables, explore the path here and turn left at the fork to reach a clearing. Open the toolbox with your toolbox key and take the can of WT-40 from inside. Return to the tractor and use your fuel can and WT-40 on the engine. Go around to the tractor seat and use Vladdy on it.
Follow the tractor trail to return to the farmhouse. Pull Vladdy from the rose bushes, and most of the paths will become blocked. Go down the one remaining path towards the statue, then take another path off to the left. At the base of the windmill, collect a boom box, a familiar gear half, and a discarded letter (57/75). Follow the side path from here to return towards the clearing. Use the boom box on the tree stump, and another path will open up. Follow this all the way back to where you started the game, and continue through the broken gate to the docks. Pick up the propane tank, then get in the small boat.
Chapter 6: Fun with Cranes0 Folio ItemsHead up the ramp and try to use the crane controls, but the born creature will start using the secondary controls and prevent you from achieving anything. Go over to the secondary controls and use your craft glue and framed popcorn ad on them. Now use your crane controls again. Look up at the ceiling to see the paths the crane arm can move; head to the left area with a green light and pick up the propane tank, then go to the right area with a green light and drop it.
Go to the work bench and place both your gear halves in their correct places. Click on the propane tank to connect it to the acetylene torch, then use the torch to weld the gear together. Get Vladdy to go through the grate to open the door once more. Go through the door, down the stairs and out into the dark entrance tunnel. Go all the way to the right and back to the large machine. Placed your repaired gear in the right side, then press the red button. Enter the pneumatic tube on the right, and press the button to initiate descent.
Chapter 7: Free the Queen15 Folio ItemsPick up the vat blueprint (58/75) from beneath a chair on the left. Leave this room and get Vladdy to repair the computer on the right; a trolley will appear on the tracks. Follow these tracks until there is a corridor off to the right; go there to find the Genetics Lab. Search the benches to find a Biolab key, a whimsical rock (59/75) and a half-full vial. There is a centrifuge in here that you can't use yet. Pick up an old carpet (60/75) from the floor, and an audit notification (61/75) from the whiteboard. If you look carefully, there is also a piece of tape you need to get from the left side of the whiteboard.
Go back out to the main hall and follow the tracks back to the left until you find the Biolab. Use your key in the slot, then go inside. Try to use the fingerprint scanner. Pick up the recording schedule (62/75) from the wall, and the song lyrics (63/75) and the glitter and rhinestones from the next small room. In the recording studio itself, pick up the speaker (64/75), guitar stand and tom-tom drum. Try to use the synthesizer, which is covered in fingerprints. Use your piece of tape on the synthesizer, then on the fingerprint scanner. Press the button on the console here, then take the new CD that appears.
Leave the Biolab and turn left, then go to the end of the main corridor and use the CD in a round slot on the wall. Enter the room here to find the Maize Acitvation Chamber. Pick up an astronomical invoice (65/75) from a trolley in the middle of the room. Go down the stairs into the next room and pick up a gigantic faberge egg and a fancy hat from the floor. Come back to the previous room and put the faberge egg on the table, then put the hat and rhinestones on it. Pick up the bedazzled face.
Now you need to move the coffee trolley. Go to the Biolab and press the red call button. Go to the Genetics Lab and press the red call button. Now go to the Maize Activation Chamber and press the red call button (you can't just go here first, the trolley can only go one step at a time). Once it arrives, place the tom-tom drum, guitar stand and bedazzled face on the coffee trolley. Press the red button on the computer. Go back into the Maize Activation Chamber and climb up the stairs. Pick up the other half (66/75) and an inactive key fob from the niches in the wall here.
Go to the Genetics Lab once more and find a centrifuge on the end of the middle bench. Insert your half-full vial and inactive key fob. Close the lid on the centrifuge, then when it opens again take Helen's key. Go back out to the main corridor and turn right, then head down the passage on the left. Use Helen's key in the key fob slot, then enter Helen's room. Pick up Helen's journal (67/75) from the right, another jar of Ranka from this side of the desk, and a draft letter (68/75) from the other side of the desk. Return to the coffee trolley and put another jar of Ranka on it, and it will break down the door ahead. Go through and collect a note on an isolated subject (69/75) from the console. Use Vladdy on the grate, then pick up the tube buck (coin) from the floor.
Return to the Maize Activation Chamber and enter the opened small room on the left. Pick up the contingency plan (70/75) from the desk in here. Now go back out and head down to the lower section. Insert your tube buck into the coin slot, then enter the machine and press the button. Go through the short corridor here, then step out into the spotlight. After the long cutscene, pick up an unnecessary novel (71/75) from one corner table, and an album cover (72/75) from another corner table. Now enter the elevator to return to the outside world.
Chapter 8: Dance We Shall3 Folio ItemsFollow the path and enter the barn to meet the Queen. After the cutscene, go up on to the raised platform and collect the accent guide (73/75), kind letter (74/75) and boom box. Climb back down and pick up the military radio. Go outside the barn and pick up an ascendant rock (75/75) from the ground. Now follow the path through the corn until you reach an open field with large speakers. Place the boom box and military radio in their respective places, then complete a rhythm game. Continue along the path to see Vladdy and then the Queen. As soon as you can, through your English muffin at your enemy.
Chapter 9: Promised Land0 Folio ItemsGo upstairs to the attic and use your mysterious key to unlock the mysterious chest near the window. Press the red button inside.
Nelly CootalotThe Fowl Fleet
Year: 2016
Genre: Fantasy
Links: Moby Games, Adventure Gamers, Steam
Nelly Cootalot: The Fowl Fleet is a comedy point and click pirate adventure. There are 20 Steam Achievements, all documented in the walkthrough below.
The ShipClick on the mop, then talk to William Bloodbeard. Take the tag labels from the envelope and crate near where you are standing. Head left and pick up the parcel tape and letter opener from the towering pile of letters. Use your parcel tape on the tag for Port Rubicund, then stick it on the crate. Use your letter opener on the crate Crate Idea.
Port RubicundTalk to Commodore LXIV, then head left and talk to Jack Tar. Pick up the plank while you are there. Return to the right and use the plank on the high open window, then climb inside. Clean up the mess on the right and you will end up with some boards in your inventory. Read the log book, then use your boards on the docking board:
Once outside again, head right and you should know that you are interested in The Wild Assertion. Talk to Gusty Nethers to find out what you need to continue. Walk further right and take the filthy rag, then talk to Jeremy Gannet (the bird). Look at the crow's nest up above and left of the window you climbed into earlier. Talk to Jeremy again, who agrees to move if you will help him get there. Use your plank on the crow's nest, then put Jeremy inside and you will get his hat.
Now head to the far left and into the cave. Talk to the doorman to find out you need a password, then talk to Lucky Jack and you will get the password. Talk to the doorman again and you will be allowed through. Wash your filthy fleece in the washing butt to end up with a golden fleece. Head all the way back outside and give the golden fleece to Jack Tar on the beach, in exchange for his shirt. Enter the cave once more, go through to the back room again, and wash the XXL shirt in the washing butt to make it a more appropriate size.
Pick up the red ribbon from the ground, and you will have everything you need for your outfit.
Talk to Admiral Woebegone and agree to help him win a race. Talk to each of the 3 other Toffs and ask them how they are winning the races. Head outside and dip your horseshoe in the tar bucket just left of the Commodore. Enter the cave again and talk to Annie at the back of the queue Local Colour. Order 2 drinks from Lucky Jack - the Butter Scotch and the Jalapeno Tincture.
Talk to Lucky Jack and tell him the toffs are ready to race. Return behind the curtain to the back room. Use your tarry horseshoe on Habanera's leg, then get Lucky Jack to start the race again. Use your sleeping pills on Fou's chocolates, then get Lucky Jack to start the race again. Mix the 2 drinks in your inventory, then give your Hot Scotch to Laird Mallory Cavendish. Go out and talk to Lucky Jack one last time - assuming you saw every toff win once you will get an achievement Hedge Your Bets. Go behind the curtain and talk to Admiral Woebegone to get the King's Shilling.
Head back out to the quay and talk to the Commodore, then go right and talk to Gusty Nethers - talk to him about the uniform, then ask permission to board the ship Sell Out.
The Guttering HowlsVogel IslandPick up the pink conch shell from the beach, then go and save Sebastian. Go to the blocked path, but you can't push the fallen tree by yourself. Talk to Sebastian again and ask for his help clearing the blocked path. Push the tree again and you will get past this time. From now on, every time you see someone new, get talk to Sebastian and use him on them; you need to do this a total of 20 times throughout the game Conversationalist. Enter the house and talk to Rackham to receive some blueprints and a map. Pick up the lever from the bottom of the stairs, then return outside. Look at the small square device on the ground to the right, then use your lever on it. Pull the lever, then climb into the shuttle.
Groat HarbourTalk to Van Zandt. Look at the dirty noticeboard, then head right to the promenade.
Groat PromenadeWalk to the right and through the entrance to Groat Manor.
Groat ChambersTalk to Enid Frome inside and ask about the painting several times, then examine the appointment book. Talk to Enid Frome again and give the right name to get past. Talk to Justice Groat about becoming a privateer, then go back out to the promenade.
Groat PromenadeHead left and through the blue door to the Harbour Master's Office. Talk to Van Zandt and challenge him, but you need to learn the rules first. Head back outside and through the green door just to the left. Save your game.Talk to Moses Melly and beat him at the game by dragging the tweezers straight up after grabbing a piece - you will get an achievement if you win on your first attempt, and if not you can just load your game again Great Gamer of the Sea. Return outside and through the blue door again. Talk to Van Zandt and challenge him to a game, but you will lose 6-0. Open the door, then while Van Zandt is distracted with the candle, examine the Amputation game. Examine the gold gizmo on the far side of the game and change the position of the arrow. Challenge Van Zandt to another game and this time you will win. After Van Zandt breaks the game, take it with you and leave. Talk to Solomon Spry (the man playing the guitar outside the courthouse to the right). Take a sticker from the sticker case, then leave here. Go down the stairs just to the left.
Shanty TownWalk to the right and pick up another conch shell from the ground (you will discover how they work together). Use the two shells on each other in your inventory Feedback Loop. Enter the tea shop to the left and talk to Nancy Curie about Solomon Spry. Return outside and pick up the magazine, then use the map to travel.
Groat PromenadeGo back to Solomon Spry and use one of your conch shells on him. Leave this area again.
Shanty TownEnter the tea shop. Combine your sticker and magazine, and give this to Nancy, then give her the other conch shell and she will leave. Now talk to Professor Mary Jane Morgan, followed by Dr Lemuel Periwig - he will give you a word list to investigate. Head outside and go down the stairs into the pub to the right. Talk to Captain Rehab until you have learned the meaning of all the jargon, then go back to the tea shop. Talk to Lemuel Periwig again and give the following answers:
Groat PromenadeReturn to Solomon Spry and talk to him about his new muse - you will get your song. Stand here and keep listening to Solomon sing his whole repertoire Folk Hero.
Groat ChambersHead right and talk to Justice Groat. Tell him about beating Van Zandt, then give him the broken Amputation game. Next give him the book as evidence of your heroic deeds, and the shell phone as evidence that you are loved by the people. You will receive Papers of Marque, indicating you are now a privateer.
Shanty TownEnter the tea shop and give the book back to Professor Morgan Borrower. Head right to Chinatown
ChinatownLook at the Junk Shop and the Restaurant Junk Junkie. Enter the restaurant on the right. Talk to How Fat and Confusion, and you will receive an astrological chart. Examine this in your inventory; given How Fat is calmed by a Startled Muskrat candle, you can work out that he will be made generous by a Cinnamon Fog candle. Travel back to Shanty Town.
Shanty TownEnter the pub, then talk to Gusty Nethers about his shipment of candles.
Groat PromenadeEnter the Harbour Master's Office and talk to Shaw twice, then pick up the 6 coins from the floor. Talk to Van Zandt about the candles, then give him the 6 coins and you will receive the package of candles.
Shanty TownReturn to the pub and give the package to Gusty Nethers, then choose a Cinnamon Fog candle.
ChinatownEnter the restaurant and swap your candle for the one on the bar. Now talk to How Fat about the gong and he will give it to you. Go and swap for another different candle with Gusty Nethers in the pub in Shanty Town, then come back and use it on the bar; talk to How Fat again Mood Swings.
Groat PromenadeGo through the green door to the Quartermaster's Stores. Try to take the golden rapier from upstairs, then go down and talk to Moses Melly about it.
Shanty TownEnter the pub and try to take the coaster from the pillar. Talk to Friday and offer to help with the cellar problem, then open the trapdoor and go down. Pick up all 6 labels, then use the clues to help you stick the labels to the correct barrels:
Groat PromenadeEnter the Quartermaster's Stores again and use your tugboat coaster on the eyepiece. Talk to Moses Melly and get him to check his telescope again Tug of War. Now swap it for the dreadnaught coaster and get Moses Melly to check once more. You can then go up and take the golden rapier.
Vogel IslandGo inside and give the gong and golden rapier to Rackham.
Groat HarbourWalk to the right and try to talk to the privateers playing cards, then talk to Whiskey about everything. Enter the Sanitania just to the left and talk to Captain Lear. Search the roll top desk and you will get a frame and a cleaning rag. Head outside and use the rag on the board to be able to read the sign.
Groat ChambersTalk to Justice Groat about Captain Lear, then go left and ask Enid Frome about him.
Shanty TownEnter the pub and try to talk to Hetty Lowman on the right, but she has a hangover. Head outside and into the tea shop. Use the drinks machine to get a Sober Joe, then return to the pub and give it to Hetty. Now talk to her about everything, and you will be able to remove the picture from its Flickerbye Frame.
ChinatownEnter the Junk Shop on the left and ask Sebastian to wake up Lady Cheng. Talk to her, then pick up the orange bottle of Mama Fishcake's, and one of the Flickerbye cans from the shelf below. Put the can into the Flickerbye machine on the counter.
Groat HarbourGive the Mama Fishcake's to Whiskey, then enter the ship and talk to Captain Lear. Tell him a story with the following options:
El MonoKick El Mono and you will end up in a very strange place.
Head to the Walk of Shame and talk to Hombre - play his game but you will always lose. Note the way El Mono is dancing, then look at the lock on the barrel organ. To open it, repeat the dance moves: right, left, left, right, left, left. Now talk to Hombre and play the game again - if you follow the queen correctly you will now be able to win, and both Hombre and El Mono will disappear. Return to the boardwalk.
Next go to the Tunnel of Love. Talk to Chica, then play the claw grabber game on the right. Move the claw right and forward twice, then press the red button when El Mono pops up (every second round directly after Widebeard). Return to the boardwalk.
Now enter the Chamber of Horrors. Save your game. Try to talk to Naranja, then play the shooting gallery game and shoot 12 oranges - you will get an achievement if you win on your first attempt, and if not you can just load your game again Bang! Bang!. Return to the boardwalk, and enter the Hall of Memories.
GloomholmAfter talking to Brad, also talk to Germain Man Perch. Head right to the village, then go left and talk to Bjorn and Olafssen. Sign up for the insurance package, then ask about the Scuppermatic hook and take it from the mannequin arm. Next talk to Eric Redface. Use the Scuppermatic on his jug, then follow him into the forest. Open the packed lunch in your inventory, then fill your flask from the moonshine still. Try to return to the village, but you will be stopped by the abominable snowbird. Talk to the snowbird, then light your candle from the flame on the still and give it to the snowbird. Talk to it again, and you will remove the thorn from its foot. Now you can return to the village.
Go to the far right and talk to Sir Finlay Hook, agreeing to help. Go back to the beach and talk to Father Rodstaff - say you are not a heathen, but you cannot recite the scrolls. Open the packet of biscuits in your inventory and you will eat them all. Now examine the packet in your inventory and remove the song from the back. Put the Captain Happy Song on the pile of scrolls. Talk to Father Rodstaff again and say you know all the sacred scrolls. Now ask about Gull Latterday. Return to the village and ask both Gull Latterdays about their favourite food, then offer one of them your ham sandwich - you will end up with a copy of the will. Read all the headstones in the cemetery while you are here Headstones.
Next talk to Anders Mayormaker, the boy sitting near the village entrance. Walk away and come back and then wait until you see Anders eating something. Go and ask him about it, then talk to Hilda - take the Hilda Challenge but you will lose. Talk to Bjorn and Olafssen again and witch your Scuppermatic to an Iron Grip. Challenge Hilda again and use the Iron Grip on her to end up with a pastry. Give this to Anders, then quickly read his book. Talk to Sebastian and ask him to help you with the monument, then with the helm.
Return to the beach and enter the geyser Old Geyser. Open the chest on the right. After your enemies appear, use the locket on the ray of light just next to you, and point it at Baroness Widebeard, then the stalactite above her. Next target Van Zandt and the middle stalactite. Finally target Baron Widebeard and the right stalactite. Blind all 3 of your enemies, then quickly pick up the fallen stalactite next to you. Put it into the vent right behind you. Press the red gemstone on the locket, then take the ring New Navigator. You will also get a final achievement if you collected all of the others Timewaster.
Year: 2016
Genre: Fantasy
Links: Moby Games, Adventure Gamers, Steam
Nelly Cootalot: The Fowl Fleet is a comedy point and click pirate adventure. There are 20 Steam Achievements, all documented in the walkthrough below.
The ShipClick on the mop, then talk to William Bloodbeard. Take the tag labels from the envelope and crate near where you are standing. Head left and pick up the parcel tape and letter opener from the towering pile of letters. Use your parcel tape on the tag for Port Rubicund, then stick it on the crate. Use your letter opener on the crate Crate Idea.
Port RubicundTalk to Commodore LXIV, then head left and talk to Jack Tar. Pick up the plank while you are there. Return to the right and use the plank on the high open window, then climb inside. Clean up the mess on the right and you will end up with some boards in your inventory. Read the log book, then use your boards on the docking board:
- The Greasy Chicken - Insular Peninsula
- The Wild Assertion - The Guttering Howls
- HMS Twobyfore - Scurrilous Docks
- The Sinking Cloud - Isla del Tango
- The Saucy Manatee - Vegetable Isle
- The Wet Biscuit - Port Mustard
- El Queso - Tuesday Island
Once outside again, head right and you should know that you are interested in The Wild Assertion. Talk to Gusty Nethers to find out what you need to continue. Walk further right and take the filthy rag, then talk to Jeremy Gannet (the bird). Look at the crow's nest up above and left of the window you climbed into earlier. Talk to Jeremy again, who agrees to move if you will help him get there. Use your plank on the crow's nest, then put Jeremy inside and you will get his hat.
Now head to the far left and into the cave. Talk to the doorman to find out you need a password, then talk to Lucky Jack and you will get the password. Talk to the doorman again and you will be allowed through. Wash your filthy fleece in the washing butt to end up with a golden fleece. Head all the way back outside and give the golden fleece to Jack Tar on the beach, in exchange for his shirt. Enter the cave once more, go through to the back room again, and wash the XXL shirt in the washing butt to make it a more appropriate size.
Pick up the red ribbon from the ground, and you will have everything you need for your outfit.
Talk to Admiral Woebegone and agree to help him win a race. Talk to each of the 3 other Toffs and ask them how they are winning the races. Head outside and dip your horseshoe in the tar bucket just left of the Commodore. Enter the cave again and talk to Annie at the back of the queue Local Colour. Order 2 drinks from Lucky Jack - the Butter Scotch and the Jalapeno Tincture.
Talk to Lucky Jack and tell him the toffs are ready to race. Return behind the curtain to the back room. Use your tarry horseshoe on Habanera's leg, then get Lucky Jack to start the race again. Use your sleeping pills on Fou's chocolates, then get Lucky Jack to start the race again. Mix the 2 drinks in your inventory, then give your Hot Scotch to Laird Mallory Cavendish. Go out and talk to Lucky Jack one last time - assuming you saw every toff win once you will get an achievement Hedge Your Bets. Go behind the curtain and talk to Admiral Woebegone to get the King's Shilling.
Head back out to the quay and talk to the Commodore, then go right and talk to Gusty Nethers - talk to him about the uniform, then ask permission to board the ship Sell Out.
The Guttering HowlsVogel IslandPick up the pink conch shell from the beach, then go and save Sebastian. Go to the blocked path, but you can't push the fallen tree by yourself. Talk to Sebastian again and ask for his help clearing the blocked path. Push the tree again and you will get past this time. From now on, every time you see someone new, get talk to Sebastian and use him on them; you need to do this a total of 20 times throughout the game Conversationalist. Enter the house and talk to Rackham to receive some blueprints and a map. Pick up the lever from the bottom of the stairs, then return outside. Look at the small square device on the ground to the right, then use your lever on it. Pull the lever, then climb into the shuttle.
Groat HarbourTalk to Van Zandt. Look at the dirty noticeboard, then head right to the promenade.
Groat PromenadeWalk to the right and through the entrance to Groat Manor.
Groat ChambersTalk to Enid Frome inside and ask about the painting several times, then examine the appointment book. Talk to Enid Frome again and give the right name to get past. Talk to Justice Groat about becoming a privateer, then go back out to the promenade.
Groat PromenadeHead left and through the blue door to the Harbour Master's Office. Talk to Van Zandt and challenge him, but you need to learn the rules first. Head back outside and through the green door just to the left. Save your game.Talk to Moses Melly and beat him at the game by dragging the tweezers straight up after grabbing a piece - you will get an achievement if you win on your first attempt, and if not you can just load your game again Great Gamer of the Sea. Return outside and through the blue door again. Talk to Van Zandt and challenge him to a game, but you will lose 6-0. Open the door, then while Van Zandt is distracted with the candle, examine the Amputation game. Examine the gold gizmo on the far side of the game and change the position of the arrow. Challenge Van Zandt to another game and this time you will win. After Van Zandt breaks the game, take it with you and leave. Talk to Solomon Spry (the man playing the guitar outside the courthouse to the right). Take a sticker from the sticker case, then leave here. Go down the stairs just to the left.
Shanty TownWalk to the right and pick up another conch shell from the ground (you will discover how they work together). Use the two shells on each other in your inventory Feedback Loop. Enter the tea shop to the left and talk to Nancy Curie about Solomon Spry. Return outside and pick up the magazine, then use the map to travel.
Groat PromenadeGo back to Solomon Spry and use one of your conch shells on him. Leave this area again.
Shanty TownEnter the tea shop. Combine your sticker and magazine, and give this to Nancy, then give her the other conch shell and she will leave. Now talk to Professor Mary Jane Morgan, followed by Dr Lemuel Periwig - he will give you a word list to investigate. Head outside and go down the stairs into the pub to the right. Talk to Captain Rehab until you have learned the meaning of all the jargon, then go back to the tea shop. Talk to Lemuel Periwig again and give the following answers:
- Grocklesilver: A mineral often mistaken for silver
- Hobshank: A wooden leg under an enchantment or curse
- Glozzy: A pirate's glass eye
- Oakfamble: A wooden replacement for a lost hand
- Sally-packet: A ship on its first voyage
Groat PromenadeReturn to Solomon Spry and talk to him about his new muse - you will get your song. Stand here and keep listening to Solomon sing his whole repertoire Folk Hero.
Groat ChambersHead right and talk to Justice Groat. Tell him about beating Van Zandt, then give him the broken Amputation game. Next give him the book as evidence of your heroic deeds, and the shell phone as evidence that you are loved by the people. You will receive Papers of Marque, indicating you are now a privateer.
Shanty TownEnter the tea shop and give the book back to Professor Morgan Borrower. Head right to Chinatown
ChinatownLook at the Junk Shop and the Restaurant Junk Junkie. Enter the restaurant on the right. Talk to How Fat and Confusion, and you will receive an astrological chart. Examine this in your inventory; given How Fat is calmed by a Startled Muskrat candle, you can work out that he will be made generous by a Cinnamon Fog candle. Travel back to Shanty Town.
Shanty TownEnter the pub, then talk to Gusty Nethers about his shipment of candles.
Groat PromenadeEnter the Harbour Master's Office and talk to Shaw twice, then pick up the 6 coins from the floor. Talk to Van Zandt about the candles, then give him the 6 coins and you will receive the package of candles.
Shanty TownReturn to the pub and give the package to Gusty Nethers, then choose a Cinnamon Fog candle.
ChinatownEnter the restaurant and swap your candle for the one on the bar. Now talk to How Fat about the gong and he will give it to you. Go and swap for another different candle with Gusty Nethers in the pub in Shanty Town, then come back and use it on the bar; talk to How Fat again Mood Swings.
Groat PromenadeGo through the green door to the Quartermaster's Stores. Try to take the golden rapier from upstairs, then go down and talk to Moses Melly about it.
Shanty TownEnter the pub and try to take the coaster from the pillar. Talk to Friday and offer to help with the cellar problem, then open the trapdoor and go down. Pick up all 6 labels, then use the clues to help you stick the labels to the correct barrels:
- Green: Dubious Green
- Brown: Infamous Souse
- Yellow: Captain Caustic's Porthole Cleaner
- Blue: White Ale
- Black: Sour Jim's Special
- Red: Old Misogynist's Tipple
Groat PromenadeEnter the Quartermaster's Stores again and use your tugboat coaster on the eyepiece. Talk to Moses Melly and get him to check his telescope again Tug of War. Now swap it for the dreadnaught coaster and get Moses Melly to check once more. You can then go up and take the golden rapier.
Vogel IslandGo inside and give the gong and golden rapier to Rackham.
Groat HarbourWalk to the right and try to talk to the privateers playing cards, then talk to Whiskey about everything. Enter the Sanitania just to the left and talk to Captain Lear. Search the roll top desk and you will get a frame and a cleaning rag. Head outside and use the rag on the board to be able to read the sign.
Groat ChambersTalk to Justice Groat about Captain Lear, then go left and ask Enid Frome about him.
Shanty TownEnter the pub and try to talk to Hetty Lowman on the right, but she has a hangover. Head outside and into the tea shop. Use the drinks machine to get a Sober Joe, then return to the pub and give it to Hetty. Now talk to her about everything, and you will be able to remove the picture from its Flickerbye Frame.
ChinatownEnter the Junk Shop on the left and ask Sebastian to wake up Lady Cheng. Talk to her, then pick up the orange bottle of Mama Fishcake's, and one of the Flickerbye cans from the shelf below. Put the can into the Flickerbye machine on the counter.
Groat HarbourGive the Mama Fishcake's to Whiskey, then enter the ship and talk to Captain Lear. Tell him a story with the following options:
- ... on a voyage to Grockle Island and back.
- ... he was captaining a luxury cruise.
- They promised to give Lear an Exit Permit.
- Hey name was The Santiana.
- I see you have lots of time on your hands for research.
- So what if I've pocketed a few knick-knacks?
- Looks like you've been keeping a watch on me...
El MonoKick El Mono and you will end up in a very strange place.
Head to the Walk of Shame and talk to Hombre - play his game but you will always lose. Note the way El Mono is dancing, then look at the lock on the barrel organ. To open it, repeat the dance moves: right, left, left, right, left, left. Now talk to Hombre and play the game again - if you follow the queen correctly you will now be able to win, and both Hombre and El Mono will disappear. Return to the boardwalk.
Next go to the Tunnel of Love. Talk to Chica, then play the claw grabber game on the right. Move the claw right and forward twice, then press the red button when El Mono pops up (every second round directly after Widebeard). Return to the boardwalk.
Now enter the Chamber of Horrors. Save your game. Try to talk to Naranja, then play the shooting gallery game and shoot 12 oranges - you will get an achievement if you win on your first attempt, and if not you can just load your game again Bang! Bang!. Return to the boardwalk, and enter the Hall of Memories.
GloomholmAfter talking to Brad, also talk to Germain Man Perch. Head right to the village, then go left and talk to Bjorn and Olafssen. Sign up for the insurance package, then ask about the Scuppermatic hook and take it from the mannequin arm. Next talk to Eric Redface. Use the Scuppermatic on his jug, then follow him into the forest. Open the packed lunch in your inventory, then fill your flask from the moonshine still. Try to return to the village, but you will be stopped by the abominable snowbird. Talk to the snowbird, then light your candle from the flame on the still and give it to the snowbird. Talk to it again, and you will remove the thorn from its foot. Now you can return to the village.
Go to the far right and talk to Sir Finlay Hook, agreeing to help. Go back to the beach and talk to Father Rodstaff - say you are not a heathen, but you cannot recite the scrolls. Open the packet of biscuits in your inventory and you will eat them all. Now examine the packet in your inventory and remove the song from the back. Put the Captain Happy Song on the pile of scrolls. Talk to Father Rodstaff again and say you know all the sacred scrolls. Now ask about Gull Latterday. Return to the village and ask both Gull Latterdays about their favourite food, then offer one of them your ham sandwich - you will end up with a copy of the will. Read all the headstones in the cemetery while you are here Headstones.
Next talk to Anders Mayormaker, the boy sitting near the village entrance. Walk away and come back and then wait until you see Anders eating something. Go and ask him about it, then talk to Hilda - take the Hilda Challenge but you will lose. Talk to Bjorn and Olafssen again and witch your Scuppermatic to an Iron Grip. Challenge Hilda again and use the Iron Grip on her to end up with a pastry. Give this to Anders, then quickly read his book. Talk to Sebastian and ask him to help you with the monument, then with the helm.
Return to the beach and enter the geyser Old Geyser. Open the chest on the right. After your enemies appear, use the locket on the ray of light just next to you, and point it at Baroness Widebeard, then the stalactite above her. Next target Van Zandt and the middle stalactite. Finally target Baron Widebeard and the right stalactite. Blind all 3 of your enemies, then quickly pick up the fallen stalactite next to you. Put it into the vent right behind you. Press the red gemstone on the locket, then take the ring New Navigator. You will also get a final achievement if you collected all of the others Timewaster.
NightCryYear: 2016
Genre: Horror
Links: Moby Games, Adventure Gamers, Steam
Chapter 1Talk to the clerk twice so that you ask about Harry. Click on the dress that the clerk is cutting up, then leave through the door to your right. Head down the corridor and the cafe (Beer Bar). Talk to Vigo, who is sitting by himself at one of the tables. Talk to him again to find out he needs to sterilise his prosthetic eye. Go to the bar and pick up the matches, then come back and use them on the burner in front of Vigo. Talk to him again, then leave the bar and continue further along the corridor until you find the elevators. Talk to Jessica and Kelly here, then call the elevator, get inside, and go down to level B3. Head along the corridor to see a small girl run past, then head into the central area with the vending machines and talk to Harry.
Scene 1Talk to Harry twice more and he will be killed - you will meet the Scissorwalker. Run to the far end of this floor to find a shopping area, and hide behind the counter to evade it. After it leaves, search the cash register here to get 4 quarters. Walk around the shelving in the shop, and you will see a tin of food fall to the ground (Horror 2) and a little ghost run past (Horror 3).
Next return to the elevator area and look at the body in the left elevator. Take the smart-phone from his pocket, but the battery is currently dead. Go to room 308, and use the smart-phone on the charger (on the table) - using this and the other chargers in the game saves your progress. Leave this room and find room 306. Head inside and use the light on the phone to see where you are going. Pick up the phone in the bedroom to talk to Jessica, then leave the room again. Go to the far end of the floor near the shopping area, until you find a service cart in the hallway. Walk past this to meet a staff member; if you aren't quick to react you will be crushed by the service cart (Game Over 3). Search the cart afterwards to get Card Key A.
If you are trying to find all of the ways to die, go to the shopping area again and look in the freezer to find a dead body - the Scissorwalker will jump out again. You now have the opportunity to die several ways:
Return to the service elevator. Use your fuse on the fusebox, then use Card Key A on the card reader. Enter the elevator and use the controls. When the lights go out, just wait (Game Over 4) or quickly use your phone light and use the elevator controls again.
Scene 2Make your way through the cafe and you should see some moving bushes in the background (Horror 1). Turn right and go along the other corridor. Move the box out of the way and enter the storage room. Use your phone light in this dark room and go over to the key board - examine it to get the key for the cafe. Next open the right-most locker to find Jessica's body - the Scissorwalker will appear again. Run out of the storage room and turn right, then go and grab the fire extinguisher to get rid of the monster.
Examine the brochures in the stand in this room to learn that there is a way outside through the cafe. Head to the cafe and go upstairs. Try the door but it is locked, so use the key to unlock it. Go through the door (Game Over 5) or turn on your phone light first before going through. Make your way across the room and go through the opposite door (Ending 8). To avoid this outcome, use the phone and post a message to the SNS application. Now you can go through the door to complete this chapter.
Chapter 2Go left and talk to both Eric and Cobie. Continue to the end of the deck and open the yellow box to find a life raft. Go back and keep talking to Eric and Cobie until you all leave together. Once you arrive on the island, go left and look at the footprints in the sand heading away from the life rafts. Look at the footprints a second time, then go and examine the thicket.
Scene 1Run along the path and you will see a man in a mask waving a flashlight around. Avoid the flashlight beam or you will be caught (Game Over 9). Continue along the path and enter the cabin. Pick up the non-slip gloves, and search the large box to find a baseball. Look at the handwritten notes on the wall to see that Channel 16 is for distress calls. Use the radio and select random stations a few times (Game Over 6) or select Channel 16 to send an SOS message. Use the phone charger in the shelves on the opposite wall.
Leave the cabin and follow the path some more to find a cave. Head to the right and through a dark door to a smaller room. Look in the red pit, then search the clothes on the ground to find a tube of super glue. Go back to the cave entrance and head left. Avoid the flashlight beam or you will be caught (Game Over 10). Go over to the gong and search the area behind it until you pick up a cracked mask. Go back past the flashlight beam again, and throw your baseball at the gong - the guard will go over to investigate, and you will slip around the corner. Follow this passage and enter a dark room off to the left. Use the phone charger in here, then go and look at the mask piece in front of the mirror. Either walk away from the mirror (Game Over 7) or pick up the bottle and smash the mirror. Now use your super glue on the mask to complete it. Use the phone charger again if you like before heading back past the clothes on the other wall (Horror 4). Head back out of this room and follow the passage until you come to an open area with the bonfire. Either walk out to the bonfire (Game Over 8) or put the mask on first before walking out.
Scene 2Head right from the bonfire and in to the cabin at the end of the path. Look at the phone on the dining table and use it to get a new contact, then use the phone charger in the corner of the room. Look through the other exit door to see it is being guarded. Go through another door into a second room and pick up the rope from the floor before climbing up the ladder. Read the books on top of the bookcase twice to discover some handwritten memoirs. Look at the eye in the beaker, then use your phone to post a message to the SNS application. Grab the hand of glory from the shelves on the right. You now have the opportunity to die several ways:
Go through the door at the end of the hall. In the next room, open the coffin to find Jerome inside. Examine the hanging bodies and the dagger on the altar. Move the curtain to the left of the altar to reveal a door, but you aren't ready to leave just yet. Examine the geometric patterns on the floor to the left of the coffin. Go up the stairs and you will get a better look at the patterns. Once you have examined everything thoroughly, you can leave through the door.
Chapter 3Talk to everyone at the party until nobody says anything new, then go outside and click on the railing. Talk to Jerome until he leaves, then head back inside. Go across the room and through the single door into the suite area.
Scene 1Go through the first door on your left to find the games room. Talk to Saul and he will be added to your phone's contact list. Leave the room and enter room 102 down the hall. Talk to Jerome until he leaves. Pick up the envelope that has been slipped under the door to this room. Examine some things in the room. After you hear the bathroom shower running, enter the bathroom to meet the Scissorwalker. As in the first chapter, there are several places you can hide from the Scissorwalker, and you can die by hiding in any of these places twice:
Leave the kids room and enter the public toilet down the hall. Examine the dryer on the wall (Horror 7). Go into the last toilet stall and look in the bowl to see hair, then look in the cistern to see a severed head (Horror 9). Enter the clothing store around the corner and examine the mannequin, then walk away and its head will fall off (Horror 10). Go back to the base of the stairs and then into the cinema area. Check the locked Theatre 1 door (Horror 11), then enter Theatre 3. Walk between the stairs to find Kelly and talk to her so that she is added to your phone's contact list. Leave the cinemas and head up the stairs - answer the phone to talk to Kelly.
Go back downstairs into the shopping area, and go past the clothes store to a locked cargo hold. Phone Kelly and she will let you inside. Talk to everyone until you have received Monica, Jessica and John's contact numbers, and a key to the escape staircase. Go to the base of the stairs once more and use the phone charger to save your progress. Go upstairs and find the bar. Examine the juke box, then walk away from it and it will light up (Horror 6). Pick up Billiard Ball C from the bar, then leave the room. Go around into the games room and examine Saul's dead body. If you aren't quick to react you will again be killed by flying darts (Game Over 16). Now you need to escape from the Scissorwalker again; you can use one of the places listed above. Go back to the games room and search Saul's body to get a VIP card key. Now go to the end of the movie cinema corridor and use your key to unlock the door.
Scene 2Go down the stairs and talk to Jerome to get his contact details. Give him the envelope, then continue downstairs and lower yourself down to the floor. Answer the phone when it starts ringing, then go through the doors into a storage area. Walk around to the left, and react quickly or you will be crushed (Game Over 21). To escape from the Scissorwalker, climb on to the nearby conveyor belt; react quickly or you will be dragged backwards (Game Over 23).
Scene 3Run along the corridor, then go through the blue door on the right to find another large room containing storage crates. Go to the table in the far corner and pick up the crane remote control, then use your phone on the phone charger. Enter the open container near the entrance to this room and examine the necklace on the floor to realise it belongs to Monica. Now use your phone to call John Thompson and walk around until you find which crate holds the phone; click on the crate to confirm this. Use the forklift nearby to open the crate, then go inside and talk to Monica until you get the wedding ring.
Go to the right side of the open container near the entrance and climb up the ladder on to the roof. Use the crane control to move the crate up and right until you can climb through the opening to the right. Go down the stairs and enter the storage room on the left. Talk to Eric. Call Kelly Butler on the phone, then talk to Eric until you receive some medication.
Go back upstairs, through the opening, and down on the crate. Climb down and find Monica in her crate again. Give her Eric's medication. Go all the way back to the room with Eric, and climb up the ladder. Crawl through the air duct to another room - there are two ladders in here with numbers on the walls. If you climb up ladder 12 and crawl forwards you will drown (Game Over 25), so climb up ladder 13 instead. Crawl forwards and examine the vent in the floor. React quickly or you will be stabbed (Game Over 24). Continue forwards and climb down through the second air vent.
Scene 4Use the phone charger on the desk here if you want. If you walk forward through the room and didn't use Eric's medication on Monica, your game will finish (Ending 3). Open the second curtain and turn off the life support system. Now leave the room. Turn left and follow the corridor, going through the door at the end to end up outside on the deck. Head along the deck and examine the balcony (Horror 8), then go in through the next door. Continue forward and around into the open elevator to get Card Key A. React quickly or you will die in the elevator (Game Over 20).
Continue around the corridor and head into the water until the Scissorwalker appears again. Quickly run back and pick up the electrical cable to fend it off. Now you can safely enter the water to reach the elevator at the far end. Use Card Key A on the card reader, then enter the elevator and use the controls. If you didn't turn off the life support system earlier, your game will finish (Ending 6).
Scene 5Run down the hall and enter the clothes store. Look behind the curtains to find Angie. Give her the wedding ring, then talk to her again to get Billiard Ball A. Go out to the base of the stairs and charge your smartphone, then head up the stairs and the Scissorwalker will attack. Hide in one of the locations mentioned back in scene 1. Afterwards, go up the stairs, through the door, then through the left door in the next hallway. At the end of the following hall, use your VIP Card Key on the card reader, then enter the VIP elevator. Use your phone's light to see inside, then use the controls.
Scene 6Go along the hallway and enter the first door on the left to find the captain's quarters. Examine the computer on the desk, then read the diary to its left, then examine the computer again. Leave the room and go around the corner. If you didn't give Angie the wedding ring, you will see Vigo now (Ending 4). Look at the panel on the wall near the locked gate. Use your phone and scroll through the messages in the SNS application, in particular one from Saul. Using the knowledge of the 3 billiard balls you have collected, you need to press the buttons corresponding with your 3 balls. Go through, then enter the room on the left. Check the drawers just inside to see an old family photograph. Next search the safe in the opposite corner of the room and you will get the Eye of the Kassites. Examine the opposite bookshelf to see a group of dark green books. Read the messages in the SNS application in your phone and using the message from Jerome, place the books up on the top shelf in this order from left to right:
Genre: Horror
Links: Moby Games, Adventure Gamers, Steam
Chapter 1Talk to the clerk twice so that you ask about Harry. Click on the dress that the clerk is cutting up, then leave through the door to your right. Head down the corridor and the cafe (Beer Bar). Talk to Vigo, who is sitting by himself at one of the tables. Talk to him again to find out he needs to sterilise his prosthetic eye. Go to the bar and pick up the matches, then come back and use them on the burner in front of Vigo. Talk to him again, then leave the bar and continue further along the corridor until you find the elevators. Talk to Jessica and Kelly here, then call the elevator, get inside, and go down to level B3. Head along the corridor to see a small girl run past, then head into the central area with the vending machines and talk to Harry.
Scene 1Talk to Harry twice more and he will be killed - you will meet the Scissorwalker. Run to the far end of this floor to find a shopping area, and hide behind the counter to evade it. After it leaves, search the cash register here to get 4 quarters. Walk around the shelving in the shop, and you will see a tin of food fall to the ground (Horror 2) and a little ghost run past (Horror 3).
Next return to the elevator area and look at the body in the left elevator. Take the smart-phone from his pocket, but the battery is currently dead. Go to room 308, and use the smart-phone on the charger (on the table) - using this and the other chargers in the game saves your progress. Leave this room and find room 306. Head inside and use the light on the phone to see where you are going. Pick up the phone in the bedroom to talk to Jessica, then leave the room again. Go to the far end of the floor near the shopping area, until you find a service cart in the hallway. Walk past this to meet a staff member; if you aren't quick to react you will be crushed by the service cart (Game Over 3). Search the cart afterwards to get Card Key A.
If you are trying to find all of the ways to die, go to the shopping area again and look in the freezer to find a dead body - the Scissorwalker will jump out again. You now have the opportunity to die several ways:
- hide in the clothes dryer in the laundry (Game Over 1)
- hide behind the shop counter in the shopping area a second time (Game Over 2)
Return to the service elevator. Use your fuse on the fusebox, then use Card Key A on the card reader. Enter the elevator and use the controls. When the lights go out, just wait (Game Over 4) or quickly use your phone light and use the elevator controls again.
Scene 2Make your way through the cafe and you should see some moving bushes in the background (Horror 1). Turn right and go along the other corridor. Move the box out of the way and enter the storage room. Use your phone light in this dark room and go over to the key board - examine it to get the key for the cafe. Next open the right-most locker to find Jessica's body - the Scissorwalker will appear again. Run out of the storage room and turn right, then go and grab the fire extinguisher to get rid of the monster.
Examine the brochures in the stand in this room to learn that there is a way outside through the cafe. Head to the cafe and go upstairs. Try the door but it is locked, so use the key to unlock it. Go through the door (Game Over 5) or turn on your phone light first before going through. Make your way across the room and go through the opposite door (Ending 8). To avoid this outcome, use the phone and post a message to the SNS application. Now you can go through the door to complete this chapter.
Chapter 2Go left and talk to both Eric and Cobie. Continue to the end of the deck and open the yellow box to find a life raft. Go back and keep talking to Eric and Cobie until you all leave together. Once you arrive on the island, go left and look at the footprints in the sand heading away from the life rafts. Look at the footprints a second time, then go and examine the thicket.
Scene 1Run along the path and you will see a man in a mask waving a flashlight around. Avoid the flashlight beam or you will be caught (Game Over 9). Continue along the path and enter the cabin. Pick up the non-slip gloves, and search the large box to find a baseball. Look at the handwritten notes on the wall to see that Channel 16 is for distress calls. Use the radio and select random stations a few times (Game Over 6) or select Channel 16 to send an SOS message. Use the phone charger in the shelves on the opposite wall.
Leave the cabin and follow the path some more to find a cave. Head to the right and through a dark door to a smaller room. Look in the red pit, then search the clothes on the ground to find a tube of super glue. Go back to the cave entrance and head left. Avoid the flashlight beam or you will be caught (Game Over 10). Go over to the gong and search the area behind it until you pick up a cracked mask. Go back past the flashlight beam again, and throw your baseball at the gong - the guard will go over to investigate, and you will slip around the corner. Follow this passage and enter a dark room off to the left. Use the phone charger in here, then go and look at the mask piece in front of the mirror. Either walk away from the mirror (Game Over 7) or pick up the bottle and smash the mirror. Now use your super glue on the mask to complete it. Use the phone charger again if you like before heading back past the clothes on the other wall (Horror 4). Head back out of this room and follow the passage until you come to an open area with the bonfire. Either walk out to the bonfire (Game Over 8) or put the mask on first before walking out.
Scene 2Head right from the bonfire and in to the cabin at the end of the path. Look at the phone on the dining table and use it to get a new contact, then use the phone charger in the corner of the room. Look through the other exit door to see it is being guarded. Go through another door into a second room and pick up the rope from the floor before climbing up the ladder. Read the books on top of the bookcase twice to discover some handwritten memoirs. Look at the eye in the beaker, then use your phone to post a message to the SNS application. Grab the hand of glory from the shelves on the right. You now have the opportunity to die several ways:
- use the phone to call Will Anderson, then go back down the ladder and into the main room (Game Over 11)
- use your rope on the pillar next to the open window before using the phone (Game Over 12)
Go through the door at the end of the hall. In the next room, open the coffin to find Jerome inside. Examine the hanging bodies and the dagger on the altar. Move the curtain to the left of the altar to reveal a door, but you aren't ready to leave just yet. Examine the geometric patterns on the floor to the left of the coffin. Go up the stairs and you will get a better look at the patterns. Once you have examined everything thoroughly, you can leave through the door.
Chapter 3Talk to everyone at the party until nobody says anything new, then go outside and click on the railing. Talk to Jerome until he leaves, then head back inside. Go across the room and through the single door into the suite area.
Scene 1Go through the first door on your left to find the games room. Talk to Saul and he will be added to your phone's contact list. Leave the room and enter room 102 down the hall. Talk to Jerome until he leaves. Pick up the envelope that has been slipped under the door to this room. Examine some things in the room. After you hear the bathroom shower running, enter the bathroom to meet the Scissorwalker. As in the first chapter, there are several places you can hide from the Scissorwalker, and you can die by hiding in any of these places twice:
- hide underneath Jerome's bed in room 102 twice (Game Over 22)
- hide in the toilet cubicle downstairs in the shopping area twice (Game Over 17)
- hide between the seats in the movie cinema twice (Game Over 18)
Leave the kids room and enter the public toilet down the hall. Examine the dryer on the wall (Horror 7). Go into the last toilet stall and look in the bowl to see hair, then look in the cistern to see a severed head (Horror 9). Enter the clothing store around the corner and examine the mannequin, then walk away and its head will fall off (Horror 10). Go back to the base of the stairs and then into the cinema area. Check the locked Theatre 1 door (Horror 11), then enter Theatre 3. Walk between the stairs to find Kelly and talk to her so that she is added to your phone's contact list. Leave the cinemas and head up the stairs - answer the phone to talk to Kelly.
Go back downstairs into the shopping area, and go past the clothes store to a locked cargo hold. Phone Kelly and she will let you inside. Talk to everyone until you have received Monica, Jessica and John's contact numbers, and a key to the escape staircase. Go to the base of the stairs once more and use the phone charger to save your progress. Go upstairs and find the bar. Examine the juke box, then walk away from it and it will light up (Horror 6). Pick up Billiard Ball C from the bar, then leave the room. Go around into the games room and examine Saul's dead body. If you aren't quick to react you will again be killed by flying darts (Game Over 16). Now you need to escape from the Scissorwalker again; you can use one of the places listed above. Go back to the games room and search Saul's body to get a VIP card key. Now go to the end of the movie cinema corridor and use your key to unlock the door.
Scene 2Go down the stairs and talk to Jerome to get his contact details. Give him the envelope, then continue downstairs and lower yourself down to the floor. Answer the phone when it starts ringing, then go through the doors into a storage area. Walk around to the left, and react quickly or you will be crushed (Game Over 21). To escape from the Scissorwalker, climb on to the nearby conveyor belt; react quickly or you will be dragged backwards (Game Over 23).
Scene 3Run along the corridor, then go through the blue door on the right to find another large room containing storage crates. Go to the table in the far corner and pick up the crane remote control, then use your phone on the phone charger. Enter the open container near the entrance to this room and examine the necklace on the floor to realise it belongs to Monica. Now use your phone to call John Thompson and walk around until you find which crate holds the phone; click on the crate to confirm this. Use the forklift nearby to open the crate, then go inside and talk to Monica until you get the wedding ring.
Go to the right side of the open container near the entrance and climb up the ladder on to the roof. Use the crane control to move the crate up and right until you can climb through the opening to the right. Go down the stairs and enter the storage room on the left. Talk to Eric. Call Kelly Butler on the phone, then talk to Eric until you receive some medication.
Go back upstairs, through the opening, and down on the crate. Climb down and find Monica in her crate again. Give her Eric's medication. Go all the way back to the room with Eric, and climb up the ladder. Crawl through the air duct to another room - there are two ladders in here with numbers on the walls. If you climb up ladder 12 and crawl forwards you will drown (Game Over 25), so climb up ladder 13 instead. Crawl forwards and examine the vent in the floor. React quickly or you will be stabbed (Game Over 24). Continue forwards and climb down through the second air vent.
Scene 4Use the phone charger on the desk here if you want. If you walk forward through the room and didn't use Eric's medication on Monica, your game will finish (Ending 3). Open the second curtain and turn off the life support system. Now leave the room. Turn left and follow the corridor, going through the door at the end to end up outside on the deck. Head along the deck and examine the balcony (Horror 8), then go in through the next door. Continue forward and around into the open elevator to get Card Key A. React quickly or you will die in the elevator (Game Over 20).
Continue around the corridor and head into the water until the Scissorwalker appears again. Quickly run back and pick up the electrical cable to fend it off. Now you can safely enter the water to reach the elevator at the far end. Use Card Key A on the card reader, then enter the elevator and use the controls. If you didn't turn off the life support system earlier, your game will finish (Ending 6).
Scene 5Run down the hall and enter the clothes store. Look behind the curtains to find Angie. Give her the wedding ring, then talk to her again to get Billiard Ball A. Go out to the base of the stairs and charge your smartphone, then head up the stairs and the Scissorwalker will attack. Hide in one of the locations mentioned back in scene 1. Afterwards, go up the stairs, through the door, then through the left door in the next hallway. At the end of the following hall, use your VIP Card Key on the card reader, then enter the VIP elevator. Use your phone's light to see inside, then use the controls.
Scene 6Go along the hallway and enter the first door on the left to find the captain's quarters. Examine the computer on the desk, then read the diary to its left, then examine the computer again. Leave the room and go around the corner. If you didn't give Angie the wedding ring, you will see Vigo now (Ending 4). Look at the panel on the wall near the locked gate. Use your phone and scroll through the messages in the SNS application, in particular one from Saul. Using the knowledge of the 3 billiard balls you have collected, you need to press the buttons corresponding with your 3 balls. Go through, then enter the room on the left. Check the drawers just inside to see an old family photograph. Next search the safe in the opposite corner of the room and you will get the Eye of the Kassites. Examine the opposite bookshelf to see a group of dark green books. Read the messages in the SNS application in your phone and using the message from Jerome, place the books up on the top shelf in this order from left to right:
- Amore
- Pudicizia
- Morte
- Fama
- Tempo
- Eternitia
QuernUndying Thoughts
Year: 2016
Genre: Fantasy
Links: GOG, Adventure Gamers, Steam
WelcomeRead the letter on the wooden table, then pick up the stone next to it. Try to use this stone on the door, but it won't fit properly. Examine the back of the stone in your inventory and turn the triangles correctly to match the holes in the door. Now use the stone in the door and go through.
Main SquareThere is a large stone monolith in the middle of this area. You can check the doors in this area, but they are all locked for now. Find a staircase up in the back of the area and follow it under an archway.
Hanging PlatformPull the wooden lever on the right to lower the first half of a bridge. Continue forward and pick up the orange torch, then read the letterbeneath it. Go back along the platforms.
Main SquareFind a house up a set of wooden stairs just to the left and you will see that its door contains a set of 5 concentric circles. Use the round symbols from the 2 letters you have obtained thus far to work out the combination for this door lock; use the mechanism to replicate the combination from the letters and the door will open. Head inside and open the chest, grabbing the double crank handle from inside. Go back outside and up a slope across the other side of the square, to find a large wooden structure. Insert your double crank handle and turn it to reveal a sliding block puzzle. Stand up on the platform and look down at the puzzle: the objective is to get the metal block to the top right. Once you have done this, turn the handle again, then go around and slide the metal block to the left to lower a platform. Climb up the platform into the building.
Crystal LabRead the letter on the round desk, then pick up the notebook. Read the book on the far table, and look at a piece of paper containing 5 symbols on the left. Go back to the entrance to the lab and you will find a large lever just to the right - pull it down to unlock 2 metal gates outside.
Main SquareLeave the lab and go to a table just to the right, where you can pick up a plate with some shells on it. Now go straight across the main square and open a metal gate opposite. Go through to a new area.
South PassageTake the right passage initially, and continue along the right branches of the path to reach the next location.
WatchtowerGo around the outside stairs of the building to reach the top. Use your orange torch on the spotlight, then look through it and turn until you are pointed at the lens on the ground near the base of the stairs. Go back down the stairs and pull the lever just to the right of the lens, then push the button on the column that rises up - this should light up. Go back over the walkways.
South PassageFind another column out on an octagonal jetty to the right and press its button - this should also light up. Head back towards the watchtower.
WatchtowerGo past the watchtower and up a passage to the right, where you will find another column to the right of a closed metal gate. Press its button - this should light up. Go back along the walkways and find a small alcove in the left with the 4th and final column. Press its button and the column will retract into the ground. Now return to the top of the watchtower. Look through the spotlight and aim it up and left through a metal ring inside the crystal lab. While you are still here, go into the room at the base of the watchtower and pick up the glass lens. Also read the letterhere. Leave this area and return back to the main square.
Main SquareThere should now be an open column in front of the large stone monolith. Take the metal plate. Turn left and you will see a door in the distance that has a circle in the middle and a panel to the right. Use your metal plate on this panel to the right - you can now press the buttons on it, but you don't yet know the correct order. Leave here and enter the crystal lab again.
Crystal LabGo and insert your lens in the metal ring, and if you have shone the spotlight correctly you will now be able to see some blue symbols projected on to the wall here. Using the piece of paper with 5 symbols from earlier (it is still there on the other side of this room) and the blue symbols on the wall, you can piece together a 5-symbol code. Enter this on the grid to the left of the entrance to this building (the symbols are in these locations):
2
4
3
5
1
Now head down the staircase that is revealed. Pick up the glass flask and blue torch. You can try to open the wooden door here, but it won't budge. Head back outside and return to the area through the archway on the other side of the square.
Hanging PlatformAttach your glass flask to the hook that is attached to the spool of rope, and place your plate of shells inside it. Now turn the handle to lower the flask, and turn it again to raise it. Collect your flask, which should now contain an electric eel. Go back to the crystal lab again.
Crystal LabTurn left when you enter, and pour the water and electric eel into the basin on the left. Put the blue torch in the holder just to the right, then take it back after it is charged. Leave the crystal lab and go back to the watchtower (you should be able to open a gate around to the right as a shortcut now).
WatchtowerClimb the tower and remove the orange torch from the spotlight, then insert your blue torch. Look through the spotlight and turn around to look at the rocky islands until you see a group of symbols. Retrieve the blue torch and go back to the main square.
Main SquareWhile you are holding the blue torch, you will see some symbols on the sliding block puzzle you solved earlier. Turn the handle on the side, then climb the stairs and look down at the puzzle. Arrange the 4 symbols here in a small square in the same orientation as those you just saw on the rock. Pick up the key from the box that rises up, then head inside.
Crystal LabGo down the stairs and use your key on the locked wooden door, then head inside. Read the letter, then open the book and take the key from inside. Also pick up the first brass key before heading outside again.
Main SquareHead towards the monolith, then turn left and approach a closed door with a pentagon inside a circle on it. Insert the knob in the pentagon. Now insert your rectangular metal plate on the right and hold the blue torch. Press the buttons on the metal plate, following the arrow indicated by your blue torch. Go through the open door into a new area.
North ShoreFollow the path to the right and read the letter on the anvil. Look at the cannister on the bench behind; you need to raise the lever on the right all the way to the top by pushing it in or out. Once the top opens, take the key from inside. Go further along the path to the right, beneath an archway into a new area. Take a second key from a work bench. Go back past the open oven to find a large chest on the ground, and use both keys to open it. Take the handle from inside, and make a note of the symbols on the inner aspect of the chest. Go back past the oven and you should see 4 more symbols on a poster with an arrow pointing to the right. Go beneath the archway again and insert your handle in the device with the light shining on it.
You now need to create the series of 4 symbols using the light projector, and after each one, you should pull the handle down - this will light up one of the indicators to the right of the handle if correct. The positions of the lights can be worked out using the poster and the inside of the chest:
Take the very large key that comes out from the right of the machine. Turn around and find a small boat. Insert the key and turn it until the boat starts, then hang on for the ride. Once you reach your destination, follow the path beneath an archway.
AlchemyCrossing IslandPick up 2 small vases from the area on the left, then proceed forward over a bridge.
Alchemy LabPick up 3 more small vases from this area, as well as a black jug, a test tube and a small spoon. Read a letter on the central bench. Explore the other walkway leading away from the lab to discover one more small vase. Look at the poster on the wall of the alchemy lab - the points on the chart indicate the frequencies of musical notes. Go back to the first area on this island.
Crossing IslandYou need to now place 5 of your 6 small vases on the turntable in the first area and then pull the lever to make music based on the poster in the alchemy lab. To help, start by putting the triangular vase on the far left, then the largest vase, the tall thin vase, the spherical vase with the long neck, and finally the vase with a waist in the middle. If you get it right, the nearby door will open so you can go through.
GardensGo straight ahead through the first set of curtains. Look in a small wooden cupboard to the right and take some metal shears from inside. Search the other side of this room to find a scroll, and open it in your inventory to see a recipe. Go through the second set of curtains and turn left to find a desk. Read the letter on the desk, and pick up the key. Turn around and go back through the curtains and past the alchemy lab.
Alchemy LabGo to where you found the 6th small vase and use your new key on the locked door, then go through. Pull the lever to lower the second half of the bridge. You can now get back to the first part of the island. Go to the crystal lab.
Crystal LabApproach the controls that let you reveal the staircase earlier, and enter the new code from the letter you just found:
5
1
4
2
3
Go over to the panel that is revealed and click on the buttons until all lights are lit - a new doorway will open. Go inside and pick up the red crystal from the stand on the desk. Now head back through the main square, over the bridge to the other part of the island.
Alchemy LabFind the cauldron in the middle section of the room. Flip down the lighter to the left and insert your red crystal, then the water will all evaporate from the cauldron. Turn around and approach the lab bench, and click on the glass tube containing light green powder; it will dissolve the clear crystal. Now you are ready to create the recipe on the scroll you found in the gardens:
GardensBefore going through the first set of curtains, there is a large brass device on the right. Pour the potion from your black jug into the grating on the left of this device, then turn the valve; this will create a shower of fluid on to the flowers through the curtains. Go there and use your shears to get a large blue flower from the right of the flower area. Go through the second curtain and place the blue flower in the crusher, then turn the handle. While you are here, put your test tube in the holder in front of the crusher. Turn around and look at the painting on the easel whilst holding your blue torch and you will see a grid of recipe ingredients; you need to make the recipe in the 3rd column. Collect these flowers:
Alchemy LabYou now need to make another potion, by using the recipe on the side table:
WatchtowerEnter the room at the base of the watchtower and pour your black jug over the large crystal to melt it. Take the second brass key, then open the cupboard and pick up the wooden sticks. Go back through the main square to the north shore region.
North ShoreGo straight ahead past the anvil and use your new wooden sticks to repair the ladder so you can climb up.
Northern ViewpointPick up the gear key from the table ahead, then pick up the handle and read the letteron a second table. Turn around and leave this area, then go back through the main square to the hanging platform.
ConverterHanging PlatformUse your new key on the small box on the table, and a staircase will rise up so you can head down to a new area. Pick up the battery from the ground, then go through the door to return to the main square.
Main SquareGo just left of the doorway towards the North Shore area, and insert your handle into the slot up on the small platform. Pull the handle to open the door and go inside. Pick up a wooden cup from the table on the left and read the letter. Put your battery in the converter in here (there will now be 3 lights turned on). Leave here and return to the gardens.
GardensGo to the set of shelves on the right in the first section of the gardens, and take the glass. Collect a small red flower from just left of the next curtains. Go through the curtains and put your glass on the device straight ahead, then put your red flower above it and pull the handle down to extract the fluid. Pick up the glass again and return to the pipe machine.
Main SquareDrink the glass of red liquid and look at the red paint on the side table to see the numbers 3719. Turn the symbols on the combination lock to the left to create this code, then press the button on the right. Take the battery from inside the device and add it to the converter (there will now be 5 lights turned on). Go outside again and up the stairs into the crystal lab.
Crystal LabLook in the shelves over towards the right and you will find a sheet of paper with 2 codes, and a combination safe above with 2 buttons. Use the buttons to enter the top code (up, up, down, up, up, down, down, up, down, up). Take a brown metal device from inside, then examine it in your inventory and stretch it open - it will double in height. Return outside and make your way towards the watchtower via the original long route. Find a new jetty off to the left and you will discover a new area.
CaveEnter the other code from the crystal lab on the door here (up, down, down, down, up, down, up, up, down, down). Inside the cave, read the letter on the desk to the right, and pick up the adjacent metal gear. Now you need to use the two diagrams of the large stone pattern on the wall to work out which order to press 8 of its segments. You need to press the segments that are shaded on the one diagram, in ascending numerical order on the other diagram - numerically these are segments 1, 3, 4, 6, 7, 12, 14, 15. This will open a stone doorway, but it will still be covered by a gate. Go back outside and make your way to the watchtower.
WatchtowerClimb to the top and use your stretched brown metal device on the spotlight, then sit your red crystal on it. Look through the spotlight and aim it at the red flag over the crystal lab to burn it away. Take note of the symbol on the rock face behind the burned flag, then retrieve the red crystal and brown metal device before returning to the cave.
CaveWhen you look at the large stone pattern on the wall, the arrows now point downwards, so the paper version on the desk is upside down. You need to press the segments that were shaded on the rock face behind the flag (upside down), in ascending numerical order on the upside down version of the paper diagram - numerically these are segments 2, 4, 8, 9, 10, 12, 14, 16. This will open the gate, so head through. Try to pick up the battery, but the door closes; you need to put something of equal weight on the pedestal, so put the battery back down for now. Head outside and go to the main square.
Main SquareGo to the room with the converter and retrieve one of the batteries, then leave and head to the watchtower.
WatchtowerEnter the building on the left at the base of the tower. Place the battery on the right side of the scales, then use your spoon to put 4 spoonfuls of sand into the container on the left of the scales - the sides should match perfectly. Now put your wooden cup on the platform to the left. Put 3 spoonfuls of sand on to the red paper on the left, then turn the handle and the sand will fall into the wooden cup. Place the cup on the right of the scales and it should match perfectly. Now head back to the main square.
Main SquarePut the battery back in the converter slot to make sure the door in the cave is open.
CavePick up the battery from the pedestal and replace it with your wooden cup - since they are the same weight you can leave again. You will be met by a glowing entity that will warn you to leave. Ignore this and return to the main square.
Main SquarePut your new battery in the converter (there will now be 7 lights turned on). Go outside and head to the left of the crystal lab into a new area.
MinesPull the lever on the left wall and you will see a bridge come down and quickly go back up before you can cross it. Further on, you will find a device with a colored gauge and two levers. Moving the large lever into one of its 4 positions will change the effect of the small lever, either increasing or decreasing the position of the gauge by 5 or 7 spaces. You need to get the gauge to the point between yellow and red, by having the large lever on the left twice, right twice, and left once more. Now go and pull the first lever on the left wall and the bridge will stay down long enough for you to cross over. Turn around and pull another lever to the side of the bridge and it will now stay down forever.
Turn to the side to find a desk. Read the letter and pick up the round metal device. Go to the tables opposite and collect another round metal device and a stone pot. Go to the wooden door and open it to find a shortcut back to the jetty area. Now head all the way back to the alchemy lab.
Alchemy LabPut your stone pot on the holder beneath the large clear gel vat. Turn the handle to fill the pot with the clear gel, then pick it up again. Head through the main square to the north shore.
North ShoreOpen the large oven door just inside the entrance to this area. Put the pot of gel and the red crystal inside, then pull the lever. Wait until the oven opens again, then retrieve the pot and the red crystal. Go back to the mines.
MinesPut the stone pot back where you found it and press the button to the left to tip out the solid gel so you can pick it up. Go back out to the main square.
Main SquareGo to the converter building and look to the left to see a brass device on the wall. Place one of your round metal devices into it, then the solid gel, then the other round metal device. Pick up a new battery and place it in the convert machine (now all 8 lights will be turned on). Leave the square and climb the ladder to get up to the northern viewpoint again.
Northern ViewpointHead right around until you see a desk with a dial and wires going across to the opposite building. You need to align the rings on the dial so their gaps are pointing right. You can do this by turning the dials with the central handle, and switching which rings are turned using the button on the right. Once they are all aligned, go back down to the north shore and enter the new building that you just opened.
The MechanicsThe MechanicsRead the letter on the desk, then read a series of 6 rules governing a puzzle. Go over to the left corner of the room and set the positions of the puzzle pieces as follows:
4
5
1
2
3
Pull the lever on the right and a gear will extend from the left. Head outside and up the ladder again.
Northern ViewpointHead around to the desk and dial again. Now you need to align the rings on the dial so their gaps are pointing left. Go back down to the main square, and enter the opposite side of the mechanics building.
The MechanicsExamine the device on the left. Press the bottom button and watch a sequence of lights - repeat the sequence correctly and one segment of a top light will turn on. Repeat this twice more (the longest sequence has 14 lights to remember), then open the gate. Place your metal gear on the empty knob here. Go back out and up the ladder again.
Northern ViewpointReturn to the desk and pull the lever on the left - you will see a transformation occur in the building. Head back there now.
The MechanicsLook on the curved desk and pick up the 4-pronged key from the velvet-lined box. Take this back to the mines.
MinesGo to the back area of the mines where the desk was and look at the small device on the ground in front of the desk. If you insert your 4-pronged key, some of the white rods on the device will stick up - you need to get them all to stick up. Adjust the key in your inventory so the first prong is down, the third prong is up, and the second and fourth are in the middle position. Insert the key again and all 4 white rods will stick up.
Now you will see 4 cylinders on the wall with some lit segments. You need to get 10 lit segments in the 3rd cylinder, by moving them between the cylinders. To move segments, drag the bottom handle to the desired destination, push the button at the desired origin, then pull down the handle on the right side. From the starting position make these moves:
WatchtowerGo along the walkway until there is a segment missing. Place your white torch in the holder on the wall and the walkway will continue. Retrieve the white torch, then continue forward.
Swamp IslesContinue along the path and search the 2 cupboards to get a signal generator. Head over the bridge and you will see the glowing entity again. Crossing the bridge will take you to some doors you can't open yet, so return and go left. A large boulder will move aside to reveal a passage back to the north shore. Go back to the main square and into the mechanics.
The MechanicsPlace your white torch in the holder on the wall, and all the symbols around the edges of the room will light up. The positions of the symbols is determined by the order of the batteries you have inserted in the converter. You need to get the symbols in the correct order as indicated on the large diagram on the blackboard in the mechanics room. Head back to the converter room.
Main SquareSwap the positions of the batteries so that from left to right they are: diamond, hexagon, circle, rectangle, oval. Head back to the mechanics.
The Round KeyThe MechanicsThe button on the middle pedestal will now be lit, so press it. Climb up the spiral staircase and read the letter here. Send a signal to the blue globe on the wall and it will turn white. Pull the lever down beneath the globe and the ceiling will open. Head back outside to the north shore.
North ShoreGo out towards the jetty with the chest and look up to see another blue globe on the side of a tall mountain. Send a signal up there and you should see a target open next to it. Now head back up to the mechanics.
The MechanicsClimb up the spiral staircase again. Use the large white buttons near the window to guide the spotlight and point it directly at the target you just opened - if you check the compass you should be at 70 degrees. Zoom your view to look at the target and note the pattern you see (you may need to move the light aside to do this). Pull the large lever on the spotlight in the middle of the room and it will reveal its inner workings - a series of dials that when used together create a pattern; this pattern is lit up on the wall to the right. Spin the dials to recreate the pattern on the target, then close the controls and you will see a flash of light indicating you have set it correctly. Head outside again.
Swamp IslesGo over the bridge, and the large doors will now be open. Go through to see a central glass sphere and a green laser. Turn the dial on the laser to point it at the sphere, then turn the sphere to direct the laser to another target on the next island. Now press the hand symbol next to the laser origin and you will teleport to the target. Pull the large lever here, and a pillar will rise up beneath the sphere back on the first isle. Continue along the path here to find a desk containing a diagram showing the direction you need to get the green lasers to go around the isles, a letter, and the first part of a round key.
There are 2 control panels present here. The first has 4 paddles and a lever on the left, and lets you light up some of its points. The second has a lever on the right (which turns on this panel and turns off the controls for the other) and lets you press the A button to rotate orbs at the points that were lit up on the first panel. You need to turn each of the orbs so the light flows in the direction shown on the diagram on the desk. Once they are all pointing correctly, use the first control panel to activate all the points, then activate the second and the orbs will all light up. Use the hand symbol to teleport back to the first isle.
Turn the laser origin up to aim at the raised sphere. Pull the lever here to lower the sphere again, and spin it around towards the lever. Pull the lever to raise it, and the laser should end up hitting a high target on another isle. Use the hand symbol to teleport there now. Open the large panel and solve the light routing puzzle to get light to go out through the bottom pipe. Now take the green crystal and new lens from the smaller panel. Use the hand symbol to teleport back down, then leave this area.
WatchtowerClimb up the watchtower and use your stretched brown metal device and green crystal on the spotlight. Look through it and find a target just up and right from the crystal lab. Use the hand symbol to teleport up there and climb up the steps.
The SummitRead the book on the desk, then you will see the glowing entity again and learn its name is Gamana. Go all the way out on the tip of the rock and turn right to see another blue globe. Send a signal to it to create your next target. Teleport back to the watchtower.
WatchtowerRetrieve the green crystal and brown metal device, then go all the way back down to the mechanics.
The MechanicsClimb up the spiral staircase again. Use the large white buttons near the window to guide the spotlight and point it directly at the new target - if you check the compass you should be at 347 degrees. Zoom your view to look at the target and note the pattern you see (you may need to move the light aside to do this). Pull the large lever on the spotlight in the middle of the room. Insert your new lens, and spin the dials to recreate the pattern on the target. Close the controls and make sure you have illuminated the target correctly. Head outside and travel to the alchemy lab.
Alchemy LabUse your green crystal on the device on the floor next to the large pot, then use the hand symbol to teleport up to the roof. Read another letter here, and grab the second part of a round key. Read the book on the desk to see a new flower recipe that you will soon make (2nd column), and also look at some flower pictures over to the left. Just left of the desk is a tall brass structure with a button on the front. Place the scroll from your inventory in the top of this device, press the button, and take it back. Open it in your inventory to see a new recipe. Use the hand symbol to teleport back down to the lab, then collect your green crystal and go to the watchtower.
WatchtowerCollect 1 spoonful of sand from the the building on the left at the base of the tower. Head to the gardens.
GardensGo through the first set of curtains and go to the shelves on the right. Collect a glowing green flower from the left of the shelves. Go through the second curtain and place the blue flower in the crusher, then turn the handle. While you are here, put your test tube in the holder in front of the crusher. Now you need to complete another flower recipe from the book you just saw in the alchemy lab. Collect these flowers:
Alchemy LabNow you need to create the new recipe on your scroll:
WatchtowerClimb up the watchtower and use your stretched brown metal device and green crystal on the spotlight. Aim at the target at the summit again (you may still be aiming at it). Use the hand symbol to teleport up there and climb up the steps.
SummitPour your potion into the funnel at the base of the plants covering the large panel and they will die. Open the panel and solve another light routing puzzle to get white light to go from top to right, and orange light to go from left to right. Now take the new lens from the smaller panel. Use the hand symbol to teleport back down, then leave this area.
Main SquareGo to the platforms just outside the main square heading towards the alchemy lab and you will see another blue sphere up on a small rock face. Send a signal here and a target will rise up next to it.
The MechanicsClimb up the spiral staircase again. Use the large white buttons near the window to guide the spotlight and point it directly at the new target - if you check the compass you should be at 248 degrees. Zoom your view to look at the target and note the pattern you see (you may need to move the light aside to do this). Pull the large lever on the spotlight in the middle of the room. Insert your new lens, and spin the dials to recreate the pattern on the target. Close the controls and make sure you have illuminated the target correctly. Head outside and travel to the hanging platform.
Hanging PlatformGo around to the lower area and open the panel (its doors will fall off). Solve another light routing puzzle to get both beams of split light to converge and go out through the bottom pipe. Now take the magnet from the smaller panel. Go up to the well in the hanging platform area. Hang the magnet from the hook. Now turn the handle to lower the magnet, and turn it again to raise it. Open the safe and take the third part of a round key. Go to the watchtower.
WatchtowerClimb up the watchtower and use your white torch on the spotlight. Aim at the small target on the ground in front of the watchtower. Go down there and open the small panel, then take the fourth part of a round key. Go back up and grab the white torch again.
The MechanicsUse the 4 parts of the round key to open the box on the desk, then take the third brass key from inside. Go out to the main square.
Main SquareGo to the small pillar in front of the stone monolith, and you will see the expected positions of the prongs of your brass keys. Insert all 3 keys, and the monolith will descend. Get inside and press the button to go up to the top, where you will get a great view of the island. Flip both levers to the down positions, then press the button again to descend to ground level. Flip both levers to the up positions, and press the button once more to go below ground.
UndergroundThe CaveStart towards the tunnel and Gamana will talk to you again. Head down the tunnel and you will find a torch holder and a locked door. Keep going and read the letter up on the raised platform. Turn around and open the tin to find a programmable key to take. Read the nearby note, then look at the large panel of numbers; this is a puzzle that has a different solution every time you play. Place the key in front of the panel, then select 4 numbers and the key will be changed. Take the key and insert it in the box opposite, then a display will show you a number of white and yellow squares - this tells you how many numbers are correctly positioned, how many are incorrectly positioned, and how many are not there at all (a simple game of mastermind). Change your numbers and try again up to 7 times, then the puzzle will reset to a new combination if you haven't solved it correctly. If you have, 2 panels will open. In the lower panel, take the small cross key and look at the engraved pattern here. Take the programmable key back from its slot and program the code 6213 into it (to match the engraved pattern). The top panel still requires some sort of key to open.
Go back to the previously locked door and first use your small cross key, then your programmable key to get through. Look in the small cupboard here and take a disc. Now turn around and examine the large steaming machine; turn the dials on the right to establish a power connection from the top to the semicircle on the second-bottom row (you need to come from beneath it), then open the drawer and take a large gear piece from inside. Go back to the raised area and up to the top panel. Insert the small disc, then use your small cross key to open the gate. Take the brick from inside. Now head to the torch holder and use the brick in its base, then insert your white torch. Head over the wooden platform that appears. Enter the lift and press the button to descend. Step forward out of the lift in a new area.
Underground SquareGo to the central platform and insert your gear piece to open the passage to the left. Go through the archway.
Left TunnelFollow the tunnel all the way to a round antechamber containing a central machine and surrounding ropes and ladders. Grab a small weight and a large weight from the round platform on the machine (beneath the main handle). Place both of these around the rope to the right and they will be gripped automatically. Pull the lever on this rope and the lowest ladder will move around the room. Climb up and take a medium weight, then go back to the machine. Pull the main handle, and retrieve the other 2 weights.
Now place the small weight on the rope to the lowest ladder, the medium weight on the rope to the middle ladder, and the large weight on the rope to the top ladder. Pull the levers above all the ropes and the ladders will move around the room. Climb up the two stacked ladders and collect yet another weight. Pull the main handle, and retrieve the other 3 weights.
Now place the second largest weight on the rope to the lowest ladder, the smallest and largest weights on the rope to the middle ladder, and the remaining weight on the rope to the top ladder. Pull the levers above all the ropes and the ladders will move around the room. Climb up all three stacked ladders to reach the room's exit. Climb up the stairs and press the button to find a new location.
CorridorThe diagram on the wall describes how to open the next door. You are currently at point A and need to make it to point B, although it is easier to think of the solution with the diagram flipped horizontally. If you go into the next corridor you will see 4 dials on the wall. Turn them to the following positions to get from A to B:
Underwater CorridorThe diagram on the wall here describes how to open the next door in 2 stages. Again it is easier to think of the solution with the diagram flipped horizontally. Set the dials in the second corridor as follows to get from C to E:
Underwater HideawayTake the large key from the wall, then read the letter on the desk. Go and find 3 levers to flip to the up position, then press the button near the diving suit and you will end up outside under water. Walk around here and find 4 round discs containing codes:
Underwater CorridorTake your green crystal, press the white button to open the door, and return all the way to the underground square.
Underground SquareGo to the central platform and insert your second gear piece to open the passage to the left. Go through the archway, and you will be stopped by Gamana. Walk towards Gamana over the void (you will not fall).
Spirit CorridorFollow Gamana along the passage, picking up the blue crystals from a table near the end. Climb the stairs around the shrine and pick up a key from the top. Go back until you find a gate, then unlock it with the key. Proceed up the stairs and turn the handle on the right to lift a large rock. Go down and climb the opposite stairs, and put your blue crystals in the container. Go back up the first stairs and turn the handle on the left to drop the rock on to the crystals. Now go to the small platform beneath the crushed crystals and place your empty basket there, and it will fill up with blue powder. Pick up the basket of blue powder and take it towards the shrine. Go to the top of the stairs and put the powder in the tray. After a long display from Gamana, go back to the start of the spirit corridor.
Underground SquareFollow Gamana over the void again into a new area.
Right TunnelPull the handle on the end of the device and a tray will come towards you. Pull the right lever twice, then put your green crystal on the tray. Pull the right lever once more, and your crystal will be taken away. Now use the hand symbol to teleport. Pick up your green crystal from the other end, then press the white button and go through the door.
Lower MechanicsGo straight ahead and read the letter on the desk with the rainbow prism. Come back a bit and you will find a control area with 2 large consoles. The console on the left lets you spin concentric rings to open doorways labeled I and II; you spin the rings by entering numeric codes. Start by opening doorway I by entering the code 2, 0, 2, -1 and pressing the start button. Go over through doorway I. Find a small container on the desk and insert the large key you picked up in the underwater hideaway. Press the blue button inside the container.
Head back out to the consoles and now open doorway II by entering the code 1, -1, -3, 2 and pressing the reset button and then the start button. Now look at the console on the right side, which lets you move the rooms around. Move the orange room to position C (left lever to orange, right lever to C). Move the white room to position B (left lever to white, right lever to B). Go over and climb the spiral staircase, where you can pick up a small gear and flip a switch down.
Next head back down to the desk with the rainbow prism and go up the stairs beyond - the gate here is open because of the switch you just flipped. Insert the gear into the slot in the machine, but it looks like you will need 2 more to fill the gap. Turn around and enter doorway II behind you, where you will find another gear. Put that into the machine as well - now you only need one more. Return to the consoles and move the orange room to position A, then the white room to position C. Go up the stairs beyond the desk again and press the button on the right as you go through the gate - this will extend a large robotic arm. Climb up the stairs and grab the final gear from the arm, then insert it into the machine. Pull the lever 3 times and you will see the code to a safe. Open the drawer and take another large gear piece from inside.
Head back to the desk and go around the other side of the round room to find a large safe. Enter the combination you just learned: 46, 11, 37, 77 (press the button after entering each number). Go through the opening.
The CaveGo along the passage again. Press the button to call the lift, then press the button once inside to descend.
Underground SquareGo to the central platform and insert your final gear piece. Enter the new doorway when it is available, and head down the long spiral staircase.
Reservoir CaveHead along the longest path first, and look at the blackboard at the end; this shows the sound patterns associated with 8 different doorways. Backtrack a bit and play with the display on the side to see the types of crystals associated with 5 different targets. Now return to the base of the staircase and go to the opposite path to see a series of 5 dials, each with a different target symbol. You need to go alongside the locked doors and slide the microphone along to the appropriate crystal type for each target, listen to the sound from the microphone, and go back to set the dial to the appropriate number from the blackboard. Set the dials as follows:
ConclusionLibraryGo around to the main desk and read the letter. Place the extra vase you have been carrying around on the empty stand near the large desk. Now head to the projector on the other side of the room, and insert your blue torch - you will see a message "6-3-2 | multorum". Spin the dial on the projector to also see an icon, and then a grid of numbers. The grid of numbers refers to the Latin text on some of the letters you have found throughout the game (for example, the first line 12-3-3 means to look on letter 12, find the 3rd Latin word at the bottom, and select the 3rd letter). Repeat this for the whole grid to spell out the word "saeculum". Type this word on the nearby typewriter, and it will print 8 symbols. Go to the door with symbols printed on it. For each of the 8 symbols on the typed paged, you need to find 2 symbols on the door that when paired together make one typed symbol. Press the pair of symbols, and if the lights on the right look correct, press the white button - each time you get a symbol correct, a light above the door will turn on. Do this 8 times and the door will open. After Gamana speaks again, head through the doorway.
The BackstageLook at the writing on the wall, then head through the round doorway and follow the path up on to a raised platform. Pull the lever down to activate a massive green portal. Take the key from the cabinet, then go back up to the backstage entrance and use the key to open the other large round door. Head over the raised walkway and press the button to open the opposite door. Enter the room and press the white button on the right to hear a message from the Professor. Walk out into the machine and pull the lever on the left, then take the stack of papers from the right. Walk back to the previous room and put the stack of papers in the cart, then add your white torch to the holder.
Save your game as you now need to decide whether to put your red crystal or green crystal on the end of the cart - this will determine the game's ending. Pull the 3 levers on the cart to send it on its way. Take the key from the cabinet here and go back down towards the green portal. Use the key on the small panel on the end of the walkway, and you will enter the portal.
Year: 2016
Genre: Fantasy
Links: GOG, Adventure Gamers, Steam
WelcomeRead the letter on the wooden table, then pick up the stone next to it. Try to use this stone on the door, but it won't fit properly. Examine the back of the stone in your inventory and turn the triangles correctly to match the holes in the door. Now use the stone in the door and go through.
Main SquareThere is a large stone monolith in the middle of this area. You can check the doors in this area, but they are all locked for now. Find a staircase up in the back of the area and follow it under an archway.
Hanging PlatformPull the wooden lever on the right to lower the first half of a bridge. Continue forward and pick up the orange torch, then read the letterbeneath it. Go back along the platforms.
Main SquareFind a house up a set of wooden stairs just to the left and you will see that its door contains a set of 5 concentric circles. Use the round symbols from the 2 letters you have obtained thus far to work out the combination for this door lock; use the mechanism to replicate the combination from the letters and the door will open. Head inside and open the chest, grabbing the double crank handle from inside. Go back outside and up a slope across the other side of the square, to find a large wooden structure. Insert your double crank handle and turn it to reveal a sliding block puzzle. Stand up on the platform and look down at the puzzle: the objective is to get the metal block to the top right. Once you have done this, turn the handle again, then go around and slide the metal block to the left to lower a platform. Climb up the platform into the building.
Crystal LabRead the letter on the round desk, then pick up the notebook. Read the book on the far table, and look at a piece of paper containing 5 symbols on the left. Go back to the entrance to the lab and you will find a large lever just to the right - pull it down to unlock 2 metal gates outside.
Main SquareLeave the lab and go to a table just to the right, where you can pick up a plate with some shells on it. Now go straight across the main square and open a metal gate opposite. Go through to a new area.
South PassageTake the right passage initially, and continue along the right branches of the path to reach the next location.
WatchtowerGo around the outside stairs of the building to reach the top. Use your orange torch on the spotlight, then look through it and turn until you are pointed at the lens on the ground near the base of the stairs. Go back down the stairs and pull the lever just to the right of the lens, then push the button on the column that rises up - this should light up. Go back over the walkways.
South PassageFind another column out on an octagonal jetty to the right and press its button - this should also light up. Head back towards the watchtower.
WatchtowerGo past the watchtower and up a passage to the right, where you will find another column to the right of a closed metal gate. Press its button - this should light up. Go back along the walkways and find a small alcove in the left with the 4th and final column. Press its button and the column will retract into the ground. Now return to the top of the watchtower. Look through the spotlight and aim it up and left through a metal ring inside the crystal lab. While you are still here, go into the room at the base of the watchtower and pick up the glass lens. Also read the letterhere. Leave this area and return back to the main square.
Main SquareThere should now be an open column in front of the large stone monolith. Take the metal plate. Turn left and you will see a door in the distance that has a circle in the middle and a panel to the right. Use your metal plate on this panel to the right - you can now press the buttons on it, but you don't yet know the correct order. Leave here and enter the crystal lab again.
Crystal LabGo and insert your lens in the metal ring, and if you have shone the spotlight correctly you will now be able to see some blue symbols projected on to the wall here. Using the piece of paper with 5 symbols from earlier (it is still there on the other side of this room) and the blue symbols on the wall, you can piece together a 5-symbol code. Enter this on the grid to the left of the entrance to this building (the symbols are in these locations):
2
4
3
5
1
Now head down the staircase that is revealed. Pick up the glass flask and blue torch. You can try to open the wooden door here, but it won't budge. Head back outside and return to the area through the archway on the other side of the square.
Hanging PlatformAttach your glass flask to the hook that is attached to the spool of rope, and place your plate of shells inside it. Now turn the handle to lower the flask, and turn it again to raise it. Collect your flask, which should now contain an electric eel. Go back to the crystal lab again.
Crystal LabTurn left when you enter, and pour the water and electric eel into the basin on the left. Put the blue torch in the holder just to the right, then take it back after it is charged. Leave the crystal lab and go back to the watchtower (you should be able to open a gate around to the right as a shortcut now).
WatchtowerClimb the tower and remove the orange torch from the spotlight, then insert your blue torch. Look through the spotlight and turn around to look at the rocky islands until you see a group of symbols. Retrieve the blue torch and go back to the main square.
Main SquareWhile you are holding the blue torch, you will see some symbols on the sliding block puzzle you solved earlier. Turn the handle on the side, then climb the stairs and look down at the puzzle. Arrange the 4 symbols here in a small square in the same orientation as those you just saw on the rock. Pick up the key from the box that rises up, then head inside.
Crystal LabGo down the stairs and use your key on the locked wooden door, then head inside. Read the letter, then open the book and take the key from inside. Also pick up the first brass key before heading outside again.
Main SquareHead towards the monolith, then turn left and approach a closed door with a pentagon inside a circle on it. Insert the knob in the pentagon. Now insert your rectangular metal plate on the right and hold the blue torch. Press the buttons on the metal plate, following the arrow indicated by your blue torch. Go through the open door into a new area.
North ShoreFollow the path to the right and read the letter on the anvil. Look at the cannister on the bench behind; you need to raise the lever on the right all the way to the top by pushing it in or out. Once the top opens, take the key from inside. Go further along the path to the right, beneath an archway into a new area. Take a second key from a work bench. Go back past the open oven to find a large chest on the ground, and use both keys to open it. Take the handle from inside, and make a note of the symbols on the inner aspect of the chest. Go back past the oven and you should see 4 more symbols on a poster with an arrow pointing to the right. Go beneath the archway again and insert your handle in the device with the light shining on it.
You now need to create the series of 4 symbols using the light projector, and after each one, you should pull the handle down - this will light up one of the indicators to the right of the handle if correct. The positions of the lights can be worked out using the poster and the inside of the chest:
Take the very large key that comes out from the right of the machine. Turn around and find a small boat. Insert the key and turn it until the boat starts, then hang on for the ride. Once you reach your destination, follow the path beneath an archway.
AlchemyCrossing IslandPick up 2 small vases from the area on the left, then proceed forward over a bridge.
Alchemy LabPick up 3 more small vases from this area, as well as a black jug, a test tube and a small spoon. Read a letter on the central bench. Explore the other walkway leading away from the lab to discover one more small vase. Look at the poster on the wall of the alchemy lab - the points on the chart indicate the frequencies of musical notes. Go back to the first area on this island.
Crossing IslandYou need to now place 5 of your 6 small vases on the turntable in the first area and then pull the lever to make music based on the poster in the alchemy lab. To help, start by putting the triangular vase on the far left, then the largest vase, the tall thin vase, the spherical vase with the long neck, and finally the vase with a waist in the middle. If you get it right, the nearby door will open so you can go through.
GardensGo straight ahead through the first set of curtains. Look in a small wooden cupboard to the right and take some metal shears from inside. Search the other side of this room to find a scroll, and open it in your inventory to see a recipe. Go through the second set of curtains and turn left to find a desk. Read the letter on the desk, and pick up the key. Turn around and go back through the curtains and past the alchemy lab.
Alchemy LabGo to where you found the 6th small vase and use your new key on the locked door, then go through. Pull the lever to lower the second half of the bridge. You can now get back to the first part of the island. Go to the crystal lab.
Crystal LabApproach the controls that let you reveal the staircase earlier, and enter the new code from the letter you just found:
5
1
4
2
3
Go over to the panel that is revealed and click on the buttons until all lights are lit - a new doorway will open. Go inside and pick up the red crystal from the stand on the desk. Now head back through the main square, over the bridge to the other part of the island.
Alchemy LabFind the cauldron in the middle section of the room. Flip down the lighter to the left and insert your red crystal, then the water will all evaporate from the cauldron. Turn around and approach the lab bench, and click on the glass tube containing light green powder; it will dissolve the clear crystal. Now you are ready to create the recipe on the scroll you found in the gardens:
- collect 2 test tubes full of purple fluid from the large vat on the wall and pour them into the cauldron
- take 1 spoonful of orange powder and put it into the cauldron
- take 2 spoonfuls of red powder and put them into the cauldron
- take 1 spoonful of purple powder and put it into the cauldron
- take 2 spoonfuls of blue powder and put them into the cauldron
GardensBefore going through the first set of curtains, there is a large brass device on the right. Pour the potion from your black jug into the grating on the left of this device, then turn the valve; this will create a shower of fluid on to the flowers through the curtains. Go there and use your shears to get a large blue flower from the right of the flower area. Go through the second curtain and place the blue flower in the crusher, then turn the handle. While you are here, put your test tube in the holder in front of the crusher. Turn around and look at the painting on the easel whilst holding your blue torch and you will see a grid of recipe ingredients; you need to make the recipe in the 3rd column. Collect these flowers:
- 1 large blue flower from the right (already collected)
- 1 long red flower from the left
- 2 small red flowers from the right
- 1 dark pink flower from the left
- 1 long curved purple flower from the left
Alchemy LabYou now need to make another potion, by using the recipe on the side table:
- pour your test tube of red fluid into the cauldron
- collect 1 test tube full of light blue fluid from the large vat on the wall and pour it into the cauldron
- collect 1 test tube full of purple fluid from the large vat on the wall and pour it into the cauldron
- collect 2 test tubes full of green fluid from the large vat on the wall and pour them into into the cauldron
- take 1 spoonful of green powder and put it into the cauldron
- take 2 spoonfuls of white powder and put them into the cauldron
- take 1 spoonful of yellow powder and put it into the cauldron
WatchtowerEnter the room at the base of the watchtower and pour your black jug over the large crystal to melt it. Take the second brass key, then open the cupboard and pick up the wooden sticks. Go back through the main square to the north shore region.
North ShoreGo straight ahead past the anvil and use your new wooden sticks to repair the ladder so you can climb up.
Northern ViewpointPick up the gear key from the table ahead, then pick up the handle and read the letteron a second table. Turn around and leave this area, then go back through the main square to the hanging platform.
ConverterHanging PlatformUse your new key on the small box on the table, and a staircase will rise up so you can head down to a new area. Pick up the battery from the ground, then go through the door to return to the main square.
Main SquareGo just left of the doorway towards the North Shore area, and insert your handle into the slot up on the small platform. Pull the handle to open the door and go inside. Pick up a wooden cup from the table on the left and read the letter. Put your battery in the converter in here (there will now be 3 lights turned on). Leave here and return to the gardens.
GardensGo to the set of shelves on the right in the first section of the gardens, and take the glass. Collect a small red flower from just left of the next curtains. Go through the curtains and put your glass on the device straight ahead, then put your red flower above it and pull the handle down to extract the fluid. Pick up the glass again and return to the pipe machine.
Main SquareDrink the glass of red liquid and look at the red paint on the side table to see the numbers 3719. Turn the symbols on the combination lock to the left to create this code, then press the button on the right. Take the battery from inside the device and add it to the converter (there will now be 5 lights turned on). Go outside again and up the stairs into the crystal lab.
Crystal LabLook in the shelves over towards the right and you will find a sheet of paper with 2 codes, and a combination safe above with 2 buttons. Use the buttons to enter the top code (up, up, down, up, up, down, down, up, down, up). Take a brown metal device from inside, then examine it in your inventory and stretch it open - it will double in height. Return outside and make your way towards the watchtower via the original long route. Find a new jetty off to the left and you will discover a new area.
CaveEnter the other code from the crystal lab on the door here (up, down, down, down, up, down, up, up, down, down). Inside the cave, read the letter on the desk to the right, and pick up the adjacent metal gear. Now you need to use the two diagrams of the large stone pattern on the wall to work out which order to press 8 of its segments. You need to press the segments that are shaded on the one diagram, in ascending numerical order on the other diagram - numerically these are segments 1, 3, 4, 6, 7, 12, 14, 15. This will open a stone doorway, but it will still be covered by a gate. Go back outside and make your way to the watchtower.
WatchtowerClimb to the top and use your stretched brown metal device on the spotlight, then sit your red crystal on it. Look through the spotlight and aim it at the red flag over the crystal lab to burn it away. Take note of the symbol on the rock face behind the burned flag, then retrieve the red crystal and brown metal device before returning to the cave.
CaveWhen you look at the large stone pattern on the wall, the arrows now point downwards, so the paper version on the desk is upside down. You need to press the segments that were shaded on the rock face behind the flag (upside down), in ascending numerical order on the upside down version of the paper diagram - numerically these are segments 2, 4, 8, 9, 10, 12, 14, 16. This will open the gate, so head through. Try to pick up the battery, but the door closes; you need to put something of equal weight on the pedestal, so put the battery back down for now. Head outside and go to the main square.
Main SquareGo to the room with the converter and retrieve one of the batteries, then leave and head to the watchtower.
WatchtowerEnter the building on the left at the base of the tower. Place the battery on the right side of the scales, then use your spoon to put 4 spoonfuls of sand into the container on the left of the scales - the sides should match perfectly. Now put your wooden cup on the platform to the left. Put 3 spoonfuls of sand on to the red paper on the left, then turn the handle and the sand will fall into the wooden cup. Place the cup on the right of the scales and it should match perfectly. Now head back to the main square.
Main SquarePut the battery back in the converter slot to make sure the door in the cave is open.
CavePick up the battery from the pedestal and replace it with your wooden cup - since they are the same weight you can leave again. You will be met by a glowing entity that will warn you to leave. Ignore this and return to the main square.
Main SquarePut your new battery in the converter (there will now be 7 lights turned on). Go outside and head to the left of the crystal lab into a new area.
MinesPull the lever on the left wall and you will see a bridge come down and quickly go back up before you can cross it. Further on, you will find a device with a colored gauge and two levers. Moving the large lever into one of its 4 positions will change the effect of the small lever, either increasing or decreasing the position of the gauge by 5 or 7 spaces. You need to get the gauge to the point between yellow and red, by having the large lever on the left twice, right twice, and left once more. Now go and pull the first lever on the left wall and the bridge will stay down long enough for you to cross over. Turn around and pull another lever to the side of the bridge and it will now stay down forever.
Turn to the side to find a desk. Read the letter and pick up the round metal device. Go to the tables opposite and collect another round metal device and a stone pot. Go to the wooden door and open it to find a shortcut back to the jetty area. Now head all the way back to the alchemy lab.
Alchemy LabPut your stone pot on the holder beneath the large clear gel vat. Turn the handle to fill the pot with the clear gel, then pick it up again. Head through the main square to the north shore.
North ShoreOpen the large oven door just inside the entrance to this area. Put the pot of gel and the red crystal inside, then pull the lever. Wait until the oven opens again, then retrieve the pot and the red crystal. Go back to the mines.
MinesPut the stone pot back where you found it and press the button to the left to tip out the solid gel so you can pick it up. Go back out to the main square.
Main SquareGo to the converter building and look to the left to see a brass device on the wall. Place one of your round metal devices into it, then the solid gel, then the other round metal device. Pick up a new battery and place it in the convert machine (now all 8 lights will be turned on). Leave the square and climb the ladder to get up to the northern viewpoint again.
Northern ViewpointHead right around until you see a desk with a dial and wires going across to the opposite building. You need to align the rings on the dial so their gaps are pointing right. You can do this by turning the dials with the central handle, and switching which rings are turned using the button on the right. Once they are all aligned, go back down to the north shore and enter the new building that you just opened.
The MechanicsThe MechanicsRead the letter on the desk, then read a series of 6 rules governing a puzzle. Go over to the left corner of the room and set the positions of the puzzle pieces as follows:
4
5
1
2
3
Pull the lever on the right and a gear will extend from the left. Head outside and up the ladder again.
Northern ViewpointHead around to the desk and dial again. Now you need to align the rings on the dial so their gaps are pointing left. Go back down to the main square, and enter the opposite side of the mechanics building.
The MechanicsExamine the device on the left. Press the bottom button and watch a sequence of lights - repeat the sequence correctly and one segment of a top light will turn on. Repeat this twice more (the longest sequence has 14 lights to remember), then open the gate. Place your metal gear on the empty knob here. Go back out and up the ladder again.
Northern ViewpointReturn to the desk and pull the lever on the left - you will see a transformation occur in the building. Head back there now.
The MechanicsLook on the curved desk and pick up the 4-pronged key from the velvet-lined box. Take this back to the mines.
MinesGo to the back area of the mines where the desk was and look at the small device on the ground in front of the desk. If you insert your 4-pronged key, some of the white rods on the device will stick up - you need to get them all to stick up. Adjust the key in your inventory so the first prong is down, the third prong is up, and the second and fourth are in the middle position. Insert the key again and all 4 white rods will stick up.
Now you will see 4 cylinders on the wall with some lit segments. You need to get 10 lit segments in the 3rd cylinder, by moving them between the cylinders. To move segments, drag the bottom handle to the desired destination, push the button at the desired origin, then pull down the handle on the right side. From the starting position make these moves:
- Starting position (9, 0, 0, 4)
- Move 4 to 3 (9, 0, 4, 0)
- Move 1 to 3 (1, 0, 12, 0)
- Move 3 to 4 (1, 0, 3, 9)
- Move 3 to 2 (1, 3, 0, 9)
- Move 4 to 3 (1, 3, 9, 0)
- Move 1 to 3 (0, 3, 10, 0)
- Starting position (9, 0, 0, 4)
- Move 4 to 3 (9, 0, 4, 0)
- Move 1 to 3 (1, 0, 12, 0)
- Move 3 to 4 (1, 0, 3, 9)
- Move 1 to 2 (0, 1, 3, 9)
- Move 4 to 2 (0, 4, 3, 6)
- Move 3 to 1 (3, 4, 0, 6)
- Move 4 to 3 (3, 4, 6, 0)
- Starting position (9, 0, 0, 4)
- Move 4 to 3 (9, 0, 4, 0)
- Move 1 to 3 (1, 0, 12, 0)
- Move 3 to 4 (1, 0, 3, 9)
- Move 4 to 2 (1, 4, 3, 5)
- Move 2 to 3 (1, 0, 7, 5)
- Move 4 to 2 (1, 4, 7, 1)
- Move 2 to 3 (1, 0, 11, 1)
WatchtowerGo along the walkway until there is a segment missing. Place your white torch in the holder on the wall and the walkway will continue. Retrieve the white torch, then continue forward.
Swamp IslesContinue along the path and search the 2 cupboards to get a signal generator. Head over the bridge and you will see the glowing entity again. Crossing the bridge will take you to some doors you can't open yet, so return and go left. A large boulder will move aside to reveal a passage back to the north shore. Go back to the main square and into the mechanics.
The MechanicsPlace your white torch in the holder on the wall, and all the symbols around the edges of the room will light up. The positions of the symbols is determined by the order of the batteries you have inserted in the converter. You need to get the symbols in the correct order as indicated on the large diagram on the blackboard in the mechanics room. Head back to the converter room.
Main SquareSwap the positions of the batteries so that from left to right they are: diamond, hexagon, circle, rectangle, oval. Head back to the mechanics.
The Round KeyThe MechanicsThe button on the middle pedestal will now be lit, so press it. Climb up the spiral staircase and read the letter here. Send a signal to the blue globe on the wall and it will turn white. Pull the lever down beneath the globe and the ceiling will open. Head back outside to the north shore.
North ShoreGo out towards the jetty with the chest and look up to see another blue globe on the side of a tall mountain. Send a signal up there and you should see a target open next to it. Now head back up to the mechanics.
The MechanicsClimb up the spiral staircase again. Use the large white buttons near the window to guide the spotlight and point it directly at the target you just opened - if you check the compass you should be at 70 degrees. Zoom your view to look at the target and note the pattern you see (you may need to move the light aside to do this). Pull the large lever on the spotlight in the middle of the room and it will reveal its inner workings - a series of dials that when used together create a pattern; this pattern is lit up on the wall to the right. Spin the dials to recreate the pattern on the target, then close the controls and you will see a flash of light indicating you have set it correctly. Head outside again.
Swamp IslesGo over the bridge, and the large doors will now be open. Go through to see a central glass sphere and a green laser. Turn the dial on the laser to point it at the sphere, then turn the sphere to direct the laser to another target on the next island. Now press the hand symbol next to the laser origin and you will teleport to the target. Pull the large lever here, and a pillar will rise up beneath the sphere back on the first isle. Continue along the path here to find a desk containing a diagram showing the direction you need to get the green lasers to go around the isles, a letter, and the first part of a round key.
There are 2 control panels present here. The first has 4 paddles and a lever on the left, and lets you light up some of its points. The second has a lever on the right (which turns on this panel and turns off the controls for the other) and lets you press the A button to rotate orbs at the points that were lit up on the first panel. You need to turn each of the orbs so the light flows in the direction shown on the diagram on the desk. Once they are all pointing correctly, use the first control panel to activate all the points, then activate the second and the orbs will all light up. Use the hand symbol to teleport back to the first isle.
Turn the laser origin up to aim at the raised sphere. Pull the lever here to lower the sphere again, and spin it around towards the lever. Pull the lever to raise it, and the laser should end up hitting a high target on another isle. Use the hand symbol to teleport there now. Open the large panel and solve the light routing puzzle to get light to go out through the bottom pipe. Now take the green crystal and new lens from the smaller panel. Use the hand symbol to teleport back down, then leave this area.
WatchtowerClimb up the watchtower and use your stretched brown metal device and green crystal on the spotlight. Look through it and find a target just up and right from the crystal lab. Use the hand symbol to teleport up there and climb up the steps.
The SummitRead the book on the desk, then you will see the glowing entity again and learn its name is Gamana. Go all the way out on the tip of the rock and turn right to see another blue globe. Send a signal to it to create your next target. Teleport back to the watchtower.
WatchtowerRetrieve the green crystal and brown metal device, then go all the way back down to the mechanics.
The MechanicsClimb up the spiral staircase again. Use the large white buttons near the window to guide the spotlight and point it directly at the new target - if you check the compass you should be at 347 degrees. Zoom your view to look at the target and note the pattern you see (you may need to move the light aside to do this). Pull the large lever on the spotlight in the middle of the room. Insert your new lens, and spin the dials to recreate the pattern on the target. Close the controls and make sure you have illuminated the target correctly. Head outside and travel to the alchemy lab.
Alchemy LabUse your green crystal on the device on the floor next to the large pot, then use the hand symbol to teleport up to the roof. Read another letter here, and grab the second part of a round key. Read the book on the desk to see a new flower recipe that you will soon make (2nd column), and also look at some flower pictures over to the left. Just left of the desk is a tall brass structure with a button on the front. Place the scroll from your inventory in the top of this device, press the button, and take it back. Open it in your inventory to see a new recipe. Use the hand symbol to teleport back down to the lab, then collect your green crystal and go to the watchtower.
WatchtowerCollect 1 spoonful of sand from the the building on the left at the base of the tower. Head to the gardens.
GardensGo through the first set of curtains and go to the shelves on the right. Collect a glowing green flower from the left of the shelves. Go through the second curtain and place the blue flower in the crusher, then turn the handle. While you are here, put your test tube in the holder in front of the crusher. Now you need to complete another flower recipe from the book you just saw in the alchemy lab. Collect these flowers:
- 1 glowing green flower from the shelves (already collected)
- 1 glowing purple flower from the shelves
- 2 orange flowers from the shelves
- 1 large white flower from the left
- 1 large yellow flower from the right
Alchemy LabNow you need to create the new recipe on your scroll:
- pour your test tube of orange fluid into the cauldron
- collect 1 test tube full of light blue fluid from the large vat on the wall and pour it into the cauldron
- put your 1 spoonful of sand into the cauldron
- take 2 spoonfuls of grey powder and put them into the cauldron
- take 1 spoonful of green powder and put it into the cauldron
WatchtowerClimb up the watchtower and use your stretched brown metal device and green crystal on the spotlight. Aim at the target at the summit again (you may still be aiming at it). Use the hand symbol to teleport up there and climb up the steps.
SummitPour your potion into the funnel at the base of the plants covering the large panel and they will die. Open the panel and solve another light routing puzzle to get white light to go from top to right, and orange light to go from left to right. Now take the new lens from the smaller panel. Use the hand symbol to teleport back down, then leave this area.
Main SquareGo to the platforms just outside the main square heading towards the alchemy lab and you will see another blue sphere up on a small rock face. Send a signal here and a target will rise up next to it.
The MechanicsClimb up the spiral staircase again. Use the large white buttons near the window to guide the spotlight and point it directly at the new target - if you check the compass you should be at 248 degrees. Zoom your view to look at the target and note the pattern you see (you may need to move the light aside to do this). Pull the large lever on the spotlight in the middle of the room. Insert your new lens, and spin the dials to recreate the pattern on the target. Close the controls and make sure you have illuminated the target correctly. Head outside and travel to the hanging platform.
Hanging PlatformGo around to the lower area and open the panel (its doors will fall off). Solve another light routing puzzle to get both beams of split light to converge and go out through the bottom pipe. Now take the magnet from the smaller panel. Go up to the well in the hanging platform area. Hang the magnet from the hook. Now turn the handle to lower the magnet, and turn it again to raise it. Open the safe and take the third part of a round key. Go to the watchtower.
WatchtowerClimb up the watchtower and use your white torch on the spotlight. Aim at the small target on the ground in front of the watchtower. Go down there and open the small panel, then take the fourth part of a round key. Go back up and grab the white torch again.
The MechanicsUse the 4 parts of the round key to open the box on the desk, then take the third brass key from inside. Go out to the main square.
Main SquareGo to the small pillar in front of the stone monolith, and you will see the expected positions of the prongs of your brass keys. Insert all 3 keys, and the monolith will descend. Get inside and press the button to go up to the top, where you will get a great view of the island. Flip both levers to the down positions, then press the button again to descend to ground level. Flip both levers to the up positions, and press the button once more to go below ground.
UndergroundThe CaveStart towards the tunnel and Gamana will talk to you again. Head down the tunnel and you will find a torch holder and a locked door. Keep going and read the letter up on the raised platform. Turn around and open the tin to find a programmable key to take. Read the nearby note, then look at the large panel of numbers; this is a puzzle that has a different solution every time you play. Place the key in front of the panel, then select 4 numbers and the key will be changed. Take the key and insert it in the box opposite, then a display will show you a number of white and yellow squares - this tells you how many numbers are correctly positioned, how many are incorrectly positioned, and how many are not there at all (a simple game of mastermind). Change your numbers and try again up to 7 times, then the puzzle will reset to a new combination if you haven't solved it correctly. If you have, 2 panels will open. In the lower panel, take the small cross key and look at the engraved pattern here. Take the programmable key back from its slot and program the code 6213 into it (to match the engraved pattern). The top panel still requires some sort of key to open.
Go back to the previously locked door and first use your small cross key, then your programmable key to get through. Look in the small cupboard here and take a disc. Now turn around and examine the large steaming machine; turn the dials on the right to establish a power connection from the top to the semicircle on the second-bottom row (you need to come from beneath it), then open the drawer and take a large gear piece from inside. Go back to the raised area and up to the top panel. Insert the small disc, then use your small cross key to open the gate. Take the brick from inside. Now head to the torch holder and use the brick in its base, then insert your white torch. Head over the wooden platform that appears. Enter the lift and press the button to descend. Step forward out of the lift in a new area.
Underground SquareGo to the central platform and insert your gear piece to open the passage to the left. Go through the archway.
Left TunnelFollow the tunnel all the way to a round antechamber containing a central machine and surrounding ropes and ladders. Grab a small weight and a large weight from the round platform on the machine (beneath the main handle). Place both of these around the rope to the right and they will be gripped automatically. Pull the lever on this rope and the lowest ladder will move around the room. Climb up and take a medium weight, then go back to the machine. Pull the main handle, and retrieve the other 2 weights.
Now place the small weight on the rope to the lowest ladder, the medium weight on the rope to the middle ladder, and the large weight on the rope to the top ladder. Pull the levers above all the ropes and the ladders will move around the room. Climb up the two stacked ladders and collect yet another weight. Pull the main handle, and retrieve the other 3 weights.
Now place the second largest weight on the rope to the lowest ladder, the smallest and largest weights on the rope to the middle ladder, and the remaining weight on the rope to the top ladder. Pull the levers above all the ropes and the ladders will move around the room. Climb up all three stacked ladders to reach the room's exit. Climb up the stairs and press the button to find a new location.
CorridorThe diagram on the wall describes how to open the next door. You are currently at point A and need to make it to point B, although it is easier to think of the solution with the diagram flipped horizontally. If you go into the next corridor you will see 4 dials on the wall. Turn them to the following positions to get from A to B:
- Right and up
- Right and left
- Right and down
- Down and left
Underwater CorridorThe diagram on the wall here describes how to open the next door in 2 stages. Again it is easier to think of the solution with the diagram flipped horizontally. Set the dials in the second corridor as follows to get from C to E:
- Right and up
- Up-right and down-left
- Down-right and down-left
- Down-right and up-left
- Right and down
- Down-right and up-left
- Up and left
- Right and up
- Right and up
- Right and left
- Right and down
- Down and left
- Right and left
- Right and up
- Right and left
- Up and left
- Right and down
- Down-right and up-left
- Up and left
- Right and up
Underwater HideawayTake the large key from the wall, then read the letter on the desk. Go and find 3 levers to flip to the up position, then press the button near the diving suit and you will end up outside under water. Walk around here and find 4 round discs containing codes:
- 1 IH3
- 2 IIC8
- 3 IIF1
- 4 ID9
Underwater CorridorTake your green crystal, press the white button to open the door, and return all the way to the underground square.
Underground SquareGo to the central platform and insert your second gear piece to open the passage to the left. Go through the archway, and you will be stopped by Gamana. Walk towards Gamana over the void (you will not fall).
Spirit CorridorFollow Gamana along the passage, picking up the blue crystals from a table near the end. Climb the stairs around the shrine and pick up a key from the top. Go back until you find a gate, then unlock it with the key. Proceed up the stairs and turn the handle on the right to lift a large rock. Go down and climb the opposite stairs, and put your blue crystals in the container. Go back up the first stairs and turn the handle on the left to drop the rock on to the crystals. Now go to the small platform beneath the crushed crystals and place your empty basket there, and it will fill up with blue powder. Pick up the basket of blue powder and take it towards the shrine. Go to the top of the stairs and put the powder in the tray. After a long display from Gamana, go back to the start of the spirit corridor.
Underground SquareFollow Gamana over the void again into a new area.
Right TunnelPull the handle on the end of the device and a tray will come towards you. Pull the right lever twice, then put your green crystal on the tray. Pull the right lever once more, and your crystal will be taken away. Now use the hand symbol to teleport. Pick up your green crystal from the other end, then press the white button and go through the door.
Lower MechanicsGo straight ahead and read the letter on the desk with the rainbow prism. Come back a bit and you will find a control area with 2 large consoles. The console on the left lets you spin concentric rings to open doorways labeled I and II; you spin the rings by entering numeric codes. Start by opening doorway I by entering the code 2, 0, 2, -1 and pressing the start button. Go over through doorway I. Find a small container on the desk and insert the large key you picked up in the underwater hideaway. Press the blue button inside the container.
Head back out to the consoles and now open doorway II by entering the code 1, -1, -3, 2 and pressing the reset button and then the start button. Now look at the console on the right side, which lets you move the rooms around. Move the orange room to position C (left lever to orange, right lever to C). Move the white room to position B (left lever to white, right lever to B). Go over and climb the spiral staircase, where you can pick up a small gear and flip a switch down.
Next head back down to the desk with the rainbow prism and go up the stairs beyond - the gate here is open because of the switch you just flipped. Insert the gear into the slot in the machine, but it looks like you will need 2 more to fill the gap. Turn around and enter doorway II behind you, where you will find another gear. Put that into the machine as well - now you only need one more. Return to the consoles and move the orange room to position A, then the white room to position C. Go up the stairs beyond the desk again and press the button on the right as you go through the gate - this will extend a large robotic arm. Climb up the stairs and grab the final gear from the arm, then insert it into the machine. Pull the lever 3 times and you will see the code to a safe. Open the drawer and take another large gear piece from inside.
Head back to the desk and go around the other side of the round room to find a large safe. Enter the combination you just learned: 46, 11, 37, 77 (press the button after entering each number). Go through the opening.
The CaveGo along the passage again. Press the button to call the lift, then press the button once inside to descend.
Underground SquareGo to the central platform and insert your final gear piece. Enter the new doorway when it is available, and head down the long spiral staircase.
Reservoir CaveHead along the longest path first, and look at the blackboard at the end; this shows the sound patterns associated with 8 different doorways. Backtrack a bit and play with the display on the side to see the types of crystals associated with 5 different targets. Now return to the base of the staircase and go to the opposite path to see a series of 5 dials, each with a different target symbol. You need to go alongside the locked doors and slide the microphone along to the appropriate crystal type for each target, listen to the sound from the microphone, and go back to set the dial to the appropriate number from the blackboard. Set the dials as follows:
- Target 1 = 4
- Target 2 = 2
- Target 3 = 7
- Target 4 = 8
- Target 5 = 1
ConclusionLibraryGo around to the main desk and read the letter. Place the extra vase you have been carrying around on the empty stand near the large desk. Now head to the projector on the other side of the room, and insert your blue torch - you will see a message "6-3-2 | multorum". Spin the dial on the projector to also see an icon, and then a grid of numbers. The grid of numbers refers to the Latin text on some of the letters you have found throughout the game (for example, the first line 12-3-3 means to look on letter 12, find the 3rd Latin word at the bottom, and select the 3rd letter). Repeat this for the whole grid to spell out the word "saeculum". Type this word on the nearby typewriter, and it will print 8 symbols. Go to the door with symbols printed on it. For each of the 8 symbols on the typed paged, you need to find 2 symbols on the door that when paired together make one typed symbol. Press the pair of symbols, and if the lights on the right look correct, press the white button - each time you get a symbol correct, a light above the door will turn on. Do this 8 times and the door will open. After Gamana speaks again, head through the doorway.
The BackstageLook at the writing on the wall, then head through the round doorway and follow the path up on to a raised platform. Pull the lever down to activate a massive green portal. Take the key from the cabinet, then go back up to the backstage entrance and use the key to open the other large round door. Head over the raised walkway and press the button to open the opposite door. Enter the room and press the white button on the right to hear a message from the Professor. Walk out into the machine and pull the lever on the left, then take the stack of papers from the right. Walk back to the previous room and put the stack of papers in the cart, then add your white torch to the holder.
Save your game as you now need to decide whether to put your red crystal or green crystal on the end of the cart - this will determine the game's ending. Pull the 3 levers on the cart to send it on its way. Take the key from the cabinet here and go back down towards the green portal. Use the key on the small panel on the end of the walkway, and you will enter the portal.
Samorost 3Year: 2016
Genre: Fantasy
Links: GOG, Moby Games, Adventure Gamers, Steam
Samorost 3 is a surreal fantasy adventure game. There are 30 Steam Achievements, all outlined in the walkthrough below. This is the third game in the series, following Samorost and Samorost 2.
Home PlanetTouch all of the white flowers on the trees here Blossoms. Use your flute on the tree with the hole in it to listen to the woodpecker. Go inside your home and take the blue book from your bedside table, then read it. Sleep in your bed, and you will dream about flying a spaceship. Climb up further and look through the telescope to see another planet (move the view around), then pull the lever and look again. Check out the space around you in all 4 possible directions, then go back outside.
Go left and use your flute on the large mushroom. Follow the path down and talk to the inventor, who needs you to find the components for the spaceship and he will build it for you. Examine the large plastic bottle, but you can't do anything with it yet. Climb up into the small cave and wait until the deer is next to you, then jump on to it Chamois.
Climb back down and go right twice to return to your home, then continue further right to find a bridge. Look at the controls - you need to use them to destroy the bridge. Move the right lever to the second position from the bottom (this one can stay here for the rest of this puzzle). Move the left lever to the bottom and press the button - the beam will hit the right post. Move the left lever to the top and press the button, then move it back to the bottom and press the button to hit the post again. Repeat this once more, then walk across. While standing just to the right of the bridge, click on 3 loose rocks at the tops of the rock piles Rockheads.
Continue right to a green area. Go up to the top tree and use your flute on it. Pull the white structures up and some mushrooms will start sprouting. After the man has pulled some out, repeat this process twice more Mushrooms. Now go over and talk to the man, then play a card game with him. Start by placing the men in the tent in the 4th position. To complete the game, you need to feed these men with 4 different types of food:
FishPut the fisherman in the 1st slot and the mushroom in the 2nd slot, so that the fisherman catches a mushroom. Place a campfire in the 2nd slot and wait until there is a worm on the fisherman's hook, then place a lake in the 2nd slot. Put the campfire back in the 2nd slot to cook the fish. Move the cooked fish into the 3rd slot.
PigPut the archer in the 1st slot and the pig in the 2nd slot. Place a campfire in the 3rd slot to cook the pig. Move the campfire out of the way, and put the cooked pig in the 3rd slot.
MoosePut the moose in the 2nd slot and the mushroom in the 3rd slot. Once the moose is sick, put the archer in the 1st slot. Place a campfire in the 3rd slot to cook the moose. Move the campfire out of the way, and put the cooked moose in the 3rd slot.
MammothPut the spearmen in the 1st slot, the lake in the 3rd slot, and then the mammoth in the 2nd slot. Place a campfire in the 3rd slot to cook the mammoth. Move the campfire out of the way, and put the cooked mammoth in the 3rd slot.
The card in the 4th slot should now turn green - take it out of the slot. The man will now give you his knife. Go left and take the controls from left of the bridge. You will automatically take these back to the inventor. Use your knife on the large plastic bottle and you will also give this to the inventor. Go right twice and into your home, then pick up the bathtub. After you give this to the inventor, go back to your home once more and take the small wooden stool. The inventor will complete your spaceship Knife.
Fly up into space, and land on the small asteroid that flies close by.
AsteroidUse your flute on the small mound to the right, and a puzzle will appear. You just need to turn all the red symbols to white, by sucking them into the central object and then spitting them somewhere else out of the way (don't put more than 4 symbols in a column). You then need to make sure there are three white symbols in each column, and the ground will open up. Head down into the hole.
Now you must wake up the creature by playing with its antennae; the correct order is left, right twice, left twice and right. Open the bulge on the left to reveal a keyhole.
Head back outside and climb into your spaceship, then leave the asteroid. Now that you are orbiting around a second planet, you can fly there.
Forest PlanetHead left from your spaceship and enter the hole at the base of the first tree - you will emerge through a log just above. Use your flute to listen to the tree next to you, and you will see images of how you can navigate around this planet. Hold the smoke stack to your right closed until a creature comes out through a door below you. Quickly go through the hole to the right, then through the open door before the creature closes it again.
Pull down on the rope here, then go back through the hole. Enter the hole at the base of the largest tree to arrive at the very top, next to the antennae of a large sleeping bug. Numbering the antennae 1-4 from left to right, touch them in the following order: 1, 3, 3, 2, 4, 1. Now use the flute on the bug, before touching the antennae in this order: 3, 4, 1, 2, 3, 3, 1, 1, 4, 4, 4, 2, 2, 2 Jing Jang.
Enter the hole to return to the ground, then go left. Wait until the woodpecker is on the top of the small platform to the left, then click on it and it will fly away Woodworm. Jump on the platform to travel further to the left. Get off the platform on the other side.
Look at the tall plant on the right and use your flute on it to see the positions to which its 3 dials should be set. Now walk around to the left and touch each of the 3 creatures so they start singing. Click on the tell plant to see the positions of its dials, then slide the reeds up and down in the middle of the area to adjust the dials. Once they have reached the positions indicated earlier, the top of the tall plant will be ejected. Drag this plant down to the left until a seed falls out and a new pale plant grows. Drag this plant down to the right until some glue hangs out; if you are standing close enough you will take the glue (if not, move and try again). Get back on the platform and drag the lever left and right until you reach the previous area to the right.
Get off the platform again and return right twice to where your spaceship landed. Use your glue on each of the broken pieces of the cup, then put them all back together. Make sure that the rose on the left is dangling free and not covering the spout. Continue right and use your flute on the giant turtle. Press all the shells on its back and use your flute on it again - this time a pattern will be shown. Press just the shells indicated on the pattern, then wait and the turtle will move backwards to reveal a hole. Climb down the hole.
Grab and release all 6 bats on this screen Liana Bats. Now you need to jump over the series of hanging sticks to the left by adjusting their positions so that you avoid the spikes; you can do this by hanging the larger bats from the hooks at the bottom. Follow these instructions from the starting platform:
Make your way back over the sticks as follows:
Climb down the opening in the base of the water spout to find 2 more large bugs. You need to click on their antennae in the same order as you do at the beginning of this planet. Numbering the antennae 1-4 from left to right, touch them in the following order: 1, 3, 3, 2, 4, 1. Use the blue and purple symbol on one of the bugs, then touch the antennae in this order: 3, 4, 1, 2, 3, 3, 1, 1, 4, 4, 4, 2, 2, 2. Take the key that appears, then climb up the rope.
Return to your spaceship and fly up into space, then return to the asteroid.
AsteroidGo down into the hole and use the key in the keyhole. Return up to your spaceship and fly off into space again. Wait until you are near the large tree stump and set that as your new target.
Tree StumpGet out of your spaceship and head left. Sit on the left cushion in front of the shopkeeper, and talk to him to be shown an image of a root creature. Click on the teapot to receive a drink. Click on the shisha, but you are not allowed to use it. Touch the green parrot in the tree above, then wait until the shopkeeper starts cleaning the roof of his tent, and quickly use the shisha Spiral Smoke.
Go slightly left until the view zooms out. Pull the green bulb upwards from the tree above until the birds fight over it; after it falls down, pick it up. Go further left and click on all 3 cicadas in the branches of the tree, then listen using your flute Cicadas.
Head right twice and use your flute in the hole in the tree sticking up. Click on the vision for more details. Continue right to reach the end of the tree stump. Click on the termites that you see pause at the end of the stump and they will start singing. Once you have caused enough to sing, a flying termite will appear from the right Saint Termite.
Pull down the ladder on the right and climb down, then return left through the hole. Go down and right, then down and through another hole to the left. Head into the central chamber of the termite nest, where there are 4 bulbs that you can pull. From the starting position do the following:
Go all the way to the left and pull the suction cup on the end of the lowest branch up, so that it gets stuck on the hanging creature; now a second flower will be able to bloom. Click on the beehive to get a bee to emerge. Now click on the right flower to get the bee there, followed by the left flower. A yellow fruit will grow and the parrot will eat it. Repeat this a second time and the parrot will fall asleep Sleeping Parrot. Repeat a third time and this time take the yellow fruit for yourself.
Climb the two ladders, then go between the trees and up another ladder to return to the shopkeeper. Head right to return to your ship. Click on the beehive to get a bee to emerge. Now click on the left flower, followed by the right flower. Take the red fruit that appears.
There should now be 1 red flower and a number of empty holes in this area. Plant your green fruit in one of the holes to get a yellow flower. Plant your yellow fruit in another of the holes to get a white flower. Now get the bee to visit the white flower followed by the red flower, and take the orange fruit. Plant the orange fruit in an empty hole to get a pink flower. Get the bee to visit the yellow flower followed by the pink flower. Pick up the root creature that appears. Go left and give this to the shopkeeper. After he puts it into the pot, use your flute on it - you will receive the root creature back as well as a pot. Head right and use the pot on the vines holding your spaceship.
Now get in and fly up into space. Head to the orange planet.
Volcano PlanetUse your flute on the crashed meteor on the left to see what happened to it. Now go right and you will see a lot of crabs walking around. When you see a conical hermit crab, click on it to stop it walking. Keep doing this until a smaller hermit crab comes along and jumps on top ot it Hermit Crabs. Now use your flute on each of the 3 poles on the mound here to see their respective symbols. Continue right to see more crabs at the bottom of the screen. Create a stack of 4 crabs from largest on the bottom to smallest on the top Crab Pyramid.
Use your flute on the metal dome here and a series of bubbles will appear in the air. The goal is to get rid of the white bubbles. You need to merge individual blue bubbles into groups of two, then the groups of two into groups of four. Use these large blue bubbles on individual white ones to destroy them. Once all the white bubbles are gone, combine the blue bubbles into groups of two, then four, then eight and finally sixteen Sputnik. Take the book from inside the metal dome. Now pull the totem pole repeatedly left and right until it gets stuck and you can climb it to head into the cavern.
Click several times on the black centipede over on the left Centipede. Now you need to adjust the poles hanging from the ceiling (which are parts of the 3 poles on the mound from earlier). If you move them all to their highest positions, then pull the left pole down 2 segments and the middle pole down 5 segments. Once correct, the wheel on the back wall of the cavern will spin. Go back outside and then head left. Get on to the new platform and you will descend into a volcano.
Throw your root creature into the large pot. Click on the guy stirring the pot and he will start singing. Next get the one just to the right joining in, then the one on the far right, and finally the one on the left; your timing for starting each of them singing needs to be correct. Once they are all singing and dancing, way for a while and a large brown ball will be presented. Roll this to the left and you will end up blowing the meteor back into orbit.
Go back to the right and look for some bats hanging on the wall. Click on the middle pair of bats, then the right pair, then the left pair. You need to be standing near them to be able to do this. Make sure you get them all in the air at the same time Cave Bats. Now get on the platform to return to the surface. Get into your spaceship and fly into space, then land on the meteor.
MeteorGo straight back into space and land on the blue moon.
Blue MoonTalk to the monk, then head back into space and travel to the crescent moon.
Green Temple PlanetGet out of your spaceship and listen to the mouse in the hole on the terraces here. Repeat his tune using the nearby pipe machine; if they are numbered 1-8 from left to right, play this sequence: 1, 2, 4, 5, 7, 4, 5, 6 Singing Mouse.
Head right and talk to all 3 monks. Click on the white owl Owl, then get into the boat. Go right over the lake and get out on the other side. Use your flute on the entrance to the temple, and a creature will come out and ask for a large melon. Get back into the boat and head left over the lake. Return left and pull the large lever down at the top of the terraces. Go to the pipe machine and enter this sequence: 4, 4, 4, 4, 4, 4, 4, 4. Pick up the melon and you will automatically take it back to the temple.
Now that you are up on the ledge, use your flute on the door just to the left and you will see 4 fish. Click on one to turn it around, then quickly spin the whole circle clockwise until that fish changes color. Repeat with one more fish at a time until they are all green, and the door will open. Head inside.
Pick up the bucket of potatoes and use this on the furnace, then pump the bellows up and down until the whistle blows. The bad monk will hurt his throat and then return to his room. Still carrying the bucket, climb down the hole to get outside again. Click on the large creature to get a lift down to the ground, then get some potatoes from the pile. Get a lift up from the creature and go through the doorway again. Head back up and repeat the process with the furnace and bellows a second time. Repeat everything a third time, and the bad monk will now leave. Repeat everything a fourth time Distilled Spirits.
Climb up the stairs to the top level and grab the sphere from under the glass dome. Climb back down, return to your ship and launch into space.
Crescent MoonLand and use your sphere on the robot. Talk to the robot and it will fly off to attack the bad monk.
Extra AchievementsAfter watching the credits, walk away from the monks to stop playing the flute Four Flutes. You will automatically head back to the spaceship. Climb inside and take off Cosmic Ring.
Crescent MoonTake the black sphere back from the top of the robot, then leave again.
Blue MoonGive the black sphere to the monk Shem Is Home before leaving once more.
MeteorJust land on the meteor Young Spirits and take off again.
Tree StumpGo right from your spaceship and approach the tree to see it has new life Sprouting Tree. Return left and take off one last time.
Home PlanetLeave your spaceship and go right to your home Dog.
Genre: Fantasy
Links: GOG, Moby Games, Adventure Gamers, Steam
Samorost 3 is a surreal fantasy adventure game. There are 30 Steam Achievements, all outlined in the walkthrough below. This is the third game in the series, following Samorost and Samorost 2.
Home PlanetTouch all of the white flowers on the trees here Blossoms. Use your flute on the tree with the hole in it to listen to the woodpecker. Go inside your home and take the blue book from your bedside table, then read it. Sleep in your bed, and you will dream about flying a spaceship. Climb up further and look through the telescope to see another planet (move the view around), then pull the lever and look again. Check out the space around you in all 4 possible directions, then go back outside.
Go left and use your flute on the large mushroom. Follow the path down and talk to the inventor, who needs you to find the components for the spaceship and he will build it for you. Examine the large plastic bottle, but you can't do anything with it yet. Climb up into the small cave and wait until the deer is next to you, then jump on to it Chamois.
Climb back down and go right twice to return to your home, then continue further right to find a bridge. Look at the controls - you need to use them to destroy the bridge. Move the right lever to the second position from the bottom (this one can stay here for the rest of this puzzle). Move the left lever to the bottom and press the button - the beam will hit the right post. Move the left lever to the top and press the button, then move it back to the bottom and press the button to hit the post again. Repeat this once more, then walk across. While standing just to the right of the bridge, click on 3 loose rocks at the tops of the rock piles Rockheads.
Continue right to a green area. Go up to the top tree and use your flute on it. Pull the white structures up and some mushrooms will start sprouting. After the man has pulled some out, repeat this process twice more Mushrooms. Now go over and talk to the man, then play a card game with him. Start by placing the men in the tent in the 4th position. To complete the game, you need to feed these men with 4 different types of food:
FishPut the fisherman in the 1st slot and the mushroom in the 2nd slot, so that the fisherman catches a mushroom. Place a campfire in the 2nd slot and wait until there is a worm on the fisherman's hook, then place a lake in the 2nd slot. Put the campfire back in the 2nd slot to cook the fish. Move the cooked fish into the 3rd slot.
PigPut the archer in the 1st slot and the pig in the 2nd slot. Place a campfire in the 3rd slot to cook the pig. Move the campfire out of the way, and put the cooked pig in the 3rd slot.
MoosePut the moose in the 2nd slot and the mushroom in the 3rd slot. Once the moose is sick, put the archer in the 1st slot. Place a campfire in the 3rd slot to cook the moose. Move the campfire out of the way, and put the cooked moose in the 3rd slot.
MammothPut the spearmen in the 1st slot, the lake in the 3rd slot, and then the mammoth in the 2nd slot. Place a campfire in the 3rd slot to cook the mammoth. Move the campfire out of the way, and put the cooked mammoth in the 3rd slot.
The card in the 4th slot should now turn green - take it out of the slot. The man will now give you his knife. Go left and take the controls from left of the bridge. You will automatically take these back to the inventor. Use your knife on the large plastic bottle and you will also give this to the inventor. Go right twice and into your home, then pick up the bathtub. After you give this to the inventor, go back to your home once more and take the small wooden stool. The inventor will complete your spaceship Knife.
Fly up into space, and land on the small asteroid that flies close by.
AsteroidUse your flute on the small mound to the right, and a puzzle will appear. You just need to turn all the red symbols to white, by sucking them into the central object and then spitting them somewhere else out of the way (don't put more than 4 symbols in a column). You then need to make sure there are three white symbols in each column, and the ground will open up. Head down into the hole.
Now you must wake up the creature by playing with its antennae; the correct order is left, right twice, left twice and right. Open the bulge on the left to reveal a keyhole.
Head back outside and climb into your spaceship, then leave the asteroid. Now that you are orbiting around a second planet, you can fly there.
Forest PlanetHead left from your spaceship and enter the hole at the base of the first tree - you will emerge through a log just above. Use your flute to listen to the tree next to you, and you will see images of how you can navigate around this planet. Hold the smoke stack to your right closed until a creature comes out through a door below you. Quickly go through the hole to the right, then through the open door before the creature closes it again.
Pull down on the rope here, then go back through the hole. Enter the hole at the base of the largest tree to arrive at the very top, next to the antennae of a large sleeping bug. Numbering the antennae 1-4 from left to right, touch them in the following order: 1, 3, 3, 2, 4, 1. Now use the flute on the bug, before touching the antennae in this order: 3, 4, 1, 2, 3, 3, 1, 1, 4, 4, 4, 2, 2, 2 Jing Jang.
Enter the hole to return to the ground, then go left. Wait until the woodpecker is on the top of the small platform to the left, then click on it and it will fly away Woodworm. Jump on the platform to travel further to the left. Get off the platform on the other side.
Look at the tall plant on the right and use your flute on it to see the positions to which its 3 dials should be set. Now walk around to the left and touch each of the 3 creatures so they start singing. Click on the tell plant to see the positions of its dials, then slide the reeds up and down in the middle of the area to adjust the dials. Once they have reached the positions indicated earlier, the top of the tall plant will be ejected. Drag this plant down to the left until a seed falls out and a new pale plant grows. Drag this plant down to the right until some glue hangs out; if you are standing close enough you will take the glue (if not, move and try again). Get back on the platform and drag the lever left and right until you reach the previous area to the right.
Get off the platform again and return right twice to where your spaceship landed. Use your glue on each of the broken pieces of the cup, then put them all back together. Make sure that the rose on the left is dangling free and not covering the spout. Continue right and use your flute on the giant turtle. Press all the shells on its back and use your flute on it again - this time a pattern will be shown. Press just the shells indicated on the pattern, then wait and the turtle will move backwards to reveal a hole. Climb down the hole.
Grab and release all 6 bats on this screen Liana Bats. Now you need to jump over the series of hanging sticks to the left by adjusting their positions so that you avoid the spikes; you can do this by hanging the larger bats from the hooks at the bottom. Follow these instructions from the starting platform:
- Hang bats from sticks 1 and 6
- Jump to stick 6
- Jump to stick 5
- Hang bats from sticks 2 and 6
- Jump to stick 4
- Hang bats from sticks 3 and 6
- Jump to stick 3
- Hang bats from sticks 2 and 5
- Jump to stick 2
- Hang bats from sticks 1 and 6
- Jump to stick 1
Make your way back over the sticks as follows:
- Hang bats from sticks 1 and 3
- Jump to stick 1
- Jump to stick 2
- Hang bats from sticks 1 and 4
- Jump to stick 3
- Hang bats from sticks 4 and 6
- Jump to stick 4
- Hang bats from sticks 1 and 5
- Jump to stick 5
- Hang bats from sticks 3 and 6
- Jump to stick 6
Climb down the opening in the base of the water spout to find 2 more large bugs. You need to click on their antennae in the same order as you do at the beginning of this planet. Numbering the antennae 1-4 from left to right, touch them in the following order: 1, 3, 3, 2, 4, 1. Use the blue and purple symbol on one of the bugs, then touch the antennae in this order: 3, 4, 1, 2, 3, 3, 1, 1, 4, 4, 4, 2, 2, 2. Take the key that appears, then climb up the rope.
Return to your spaceship and fly up into space, then return to the asteroid.
AsteroidGo down into the hole and use the key in the keyhole. Return up to your spaceship and fly off into space again. Wait until you are near the large tree stump and set that as your new target.
Tree StumpGet out of your spaceship and head left. Sit on the left cushion in front of the shopkeeper, and talk to him to be shown an image of a root creature. Click on the teapot to receive a drink. Click on the shisha, but you are not allowed to use it. Touch the green parrot in the tree above, then wait until the shopkeeper starts cleaning the roof of his tent, and quickly use the shisha Spiral Smoke.
Go slightly left until the view zooms out. Pull the green bulb upwards from the tree above until the birds fight over it; after it falls down, pick it up. Go further left and click on all 3 cicadas in the branches of the tree, then listen using your flute Cicadas.
Head right twice and use your flute in the hole in the tree sticking up. Click on the vision for more details. Continue right to reach the end of the tree stump. Click on the termites that you see pause at the end of the stump and they will start singing. Once you have caused enough to sing, a flying termite will appear from the right Saint Termite.
Pull down the ladder on the right and climb down, then return left through the hole. Go down and right, then down and through another hole to the left. Head into the central chamber of the termite nest, where there are 4 bulbs that you can pull. From the starting position do the following:
- Pull the 1st bulb until the left switch is angled down
- Pull the 2nd bulb until the middle switch is horizontal
- Pull the 3rd bulb until the right switch is at its 4th position
- Pull the 4th bulb and drop the egg into the 3rd hole Dancing Fungus
- Pull the 3rd bulb until the right switch is at its 1st position
- Pull the 4th bulb and drop the egg into the 1st hole
- Pull the 2nd bulb until the middle switch is angled up
- Pull the 4th bulb and drop the egg into the 2nd hole
Go all the way to the left and pull the suction cup on the end of the lowest branch up, so that it gets stuck on the hanging creature; now a second flower will be able to bloom. Click on the beehive to get a bee to emerge. Now click on the right flower to get the bee there, followed by the left flower. A yellow fruit will grow and the parrot will eat it. Repeat this a second time and the parrot will fall asleep Sleeping Parrot. Repeat a third time and this time take the yellow fruit for yourself.
Climb the two ladders, then go between the trees and up another ladder to return to the shopkeeper. Head right to return to your ship. Click on the beehive to get a bee to emerge. Now click on the left flower, followed by the right flower. Take the red fruit that appears.
There should now be 1 red flower and a number of empty holes in this area. Plant your green fruit in one of the holes to get a yellow flower. Plant your yellow fruit in another of the holes to get a white flower. Now get the bee to visit the white flower followed by the red flower, and take the orange fruit. Plant the orange fruit in an empty hole to get a pink flower. Get the bee to visit the yellow flower followed by the pink flower. Pick up the root creature that appears. Go left and give this to the shopkeeper. After he puts it into the pot, use your flute on it - you will receive the root creature back as well as a pot. Head right and use the pot on the vines holding your spaceship.
Now get in and fly up into space. Head to the orange planet.
Volcano PlanetUse your flute on the crashed meteor on the left to see what happened to it. Now go right and you will see a lot of crabs walking around. When you see a conical hermit crab, click on it to stop it walking. Keep doing this until a smaller hermit crab comes along and jumps on top ot it Hermit Crabs. Now use your flute on each of the 3 poles on the mound here to see their respective symbols. Continue right to see more crabs at the bottom of the screen. Create a stack of 4 crabs from largest on the bottom to smallest on the top Crab Pyramid.
Use your flute on the metal dome here and a series of bubbles will appear in the air. The goal is to get rid of the white bubbles. You need to merge individual blue bubbles into groups of two, then the groups of two into groups of four. Use these large blue bubbles on individual white ones to destroy them. Once all the white bubbles are gone, combine the blue bubbles into groups of two, then four, then eight and finally sixteen Sputnik. Take the book from inside the metal dome. Now pull the totem pole repeatedly left and right until it gets stuck and you can climb it to head into the cavern.
Click several times on the black centipede over on the left Centipede. Now you need to adjust the poles hanging from the ceiling (which are parts of the 3 poles on the mound from earlier). If you move them all to their highest positions, then pull the left pole down 2 segments and the middle pole down 5 segments. Once correct, the wheel on the back wall of the cavern will spin. Go back outside and then head left. Get on to the new platform and you will descend into a volcano.
Throw your root creature into the large pot. Click on the guy stirring the pot and he will start singing. Next get the one just to the right joining in, then the one on the far right, and finally the one on the left; your timing for starting each of them singing needs to be correct. Once they are all singing and dancing, way for a while and a large brown ball will be presented. Roll this to the left and you will end up blowing the meteor back into orbit.
Go back to the right and look for some bats hanging on the wall. Click on the middle pair of bats, then the right pair, then the left pair. You need to be standing near them to be able to do this. Make sure you get them all in the air at the same time Cave Bats. Now get on the platform to return to the surface. Get into your spaceship and fly into space, then land on the meteor.
MeteorGo straight back into space and land on the blue moon.
Blue MoonTalk to the monk, then head back into space and travel to the crescent moon.
Green Temple PlanetGet out of your spaceship and listen to the mouse in the hole on the terraces here. Repeat his tune using the nearby pipe machine; if they are numbered 1-8 from left to right, play this sequence: 1, 2, 4, 5, 7, 4, 5, 6 Singing Mouse.
Head right and talk to all 3 monks. Click on the white owl Owl, then get into the boat. Go right over the lake and get out on the other side. Use your flute on the entrance to the temple, and a creature will come out and ask for a large melon. Get back into the boat and head left over the lake. Return left and pull the large lever down at the top of the terraces. Go to the pipe machine and enter this sequence: 4, 4, 4, 4, 4, 4, 4, 4. Pick up the melon and you will automatically take it back to the temple.
Now that you are up on the ledge, use your flute on the door just to the left and you will see 4 fish. Click on one to turn it around, then quickly spin the whole circle clockwise until that fish changes color. Repeat with one more fish at a time until they are all green, and the door will open. Head inside.
Pick up the bucket of potatoes and use this on the furnace, then pump the bellows up and down until the whistle blows. The bad monk will hurt his throat and then return to his room. Still carrying the bucket, climb down the hole to get outside again. Click on the large creature to get a lift down to the ground, then get some potatoes from the pile. Get a lift up from the creature and go through the doorway again. Head back up and repeat the process with the furnace and bellows a second time. Repeat everything a third time, and the bad monk will now leave. Repeat everything a fourth time Distilled Spirits.
Climb up the stairs to the top level and grab the sphere from under the glass dome. Climb back down, return to your ship and launch into space.
Crescent MoonLand and use your sphere on the robot. Talk to the robot and it will fly off to attack the bad monk.
Extra AchievementsAfter watching the credits, walk away from the monks to stop playing the flute Four Flutes. You will automatically head back to the spaceship. Climb inside and take off Cosmic Ring.
Crescent MoonTake the black sphere back from the top of the robot, then leave again.
Blue MoonGive the black sphere to the monk Shem Is Home before leaving once more.
MeteorJust land on the meteor Young Spirits and take off again.
Tree StumpGo right from your spaceship and approach the tree to see it has new life Sprouting Tree. Return left and take off one last time.
Home PlanetLeave your spaceship and go right to your home Dog.
ShardlightYear: 2016
Genre: Sci-Fi
Links: GOG, Moby Games, Adventure Gamers, Steam
Shardlight is a classic point and click adventure game set in a bleak post-apocalyptic world. There are 19 Steam Achievements, all outlined in the walkthrough below.
The ReactorReactor EntranceGo through the door on the right, then continue along the blue passage, where you will talk to an injured man. Take the bolt from the corpse on the left. Look at the reactor, then ask the injured man about the code, and he will give you a crossbow.
Return left twice and examine the controls to the left of the door. Turn the dial so the marker is at maximum (towards the top left), then flip the switch to "Exhaust". Go through the door again and pull the cord, then pick up the paper before returning to the left again. Use your crossbow on the hanging lamp. Examine the fallen lamp and you will take the candle from inside, as well as retrieving your bolt. Now examine the control box on the wall. Use your paper on the plate, then rub your candle over the paper to reveal the serial number: 2794.
Return to the reactor and enter the serial number. Now shoot the injured man with your crossbow.
Danton's LetterSearch the wood pile here to find a plank, then exit to the left to see a map screen.
Ministry of EnergyGo through the entrance doors, then between the guards on the left (they will take your crossbow for now). Enter the elevator, then talk to the Soothsayer at the top to receive a lottery ticket. Climb the stairs to meet Tiberius, then leave the building (you will automatically get your crossbow back) and exit to the map.
Market DistrictTalk to everyone here about Danton, but nobody has heard of him. When you talk to Denby, ask him to draw a picture of Gus in a tutu Everyone's A Critic. Head to the well and talk to Nelson, then read all 3 of his current recommended books. Return to the market, then go left a little and enter the alley. Talk to Clem, then show him the letter for Danton. Leave the alley, and he will suggest you brush up on your calligraphy.
Talk to Denby again, and get him to draw Tiberius with stink lines. Talk to him again and pretend the guards are coming, but he's not scared as he didn't hear the bell ring. Use your crossbow on the bell, then pick up the chalk that Denby drops. Head to the well and talk to Nelson again, who will give you a book on calligraphy.
Return to the alley and examine the letter to see a wax seal with the letter M. Now read the book on calligraphy and look at how to draw the letter M. Examine the chalk board on the wall here, and use your chalk to draw the letter M with 3 lines as instructed in the book - make sure you get it right the first time Stay Within the Lines. Look at the letters that aren't shaded to see the message "knock x5 buzz x4". Knock on the door 5 times and press the buzzer 4 times, then open the door and go inside.
Show your letter to the man at the bottom of the stairs, then you will meet Danton. After she leaves, talk to Bruce, then back up the stairs. Go out to the market, then leave the area.
Ministry of EnergyGo inside and up to see Tiberius as you did before. Talk to Tiberius and you will receive a new job as a spy. Go back outside once you are done talking.
Market DistrictEnter the alley and go through the door again (you don't have to knock this time). Talk to Bruce then to Danton, and arrange to work as a double-agent. You will now be tasked with helping Gordon and Gus, and will be given a code phrase. From now on, when you are talking to people, mention the code phrase, and you will eventually receive another achievement. Try talking to the woman down here and Bruce will tell you her story Cat Got Your Tongue?.
Gordon and GusMarket DistrictTalk to Gordon, who is looking for a mask, and has a flintlock pistol to trade. Talk to Gus, who suggests visiting the farm. Talk to Marichka, who talks about a weed with blue flowers.
Amy's HomeTalk to the kids and play jump rope with them. Make sure you chant all 4 of the available rhymes Child At Heart. Now head inside to find your apartment. Pick up the bucket, then go outside again. While you are here, use your plank to smash the telephone booth and pick one of the blue flowers from inside.
Pop's FarmTalk to Pop about everything, then give him the blue flower. Take the gas mask off the scarecrow before leaving.
Market DistrictGive Gordon the gas mask in exchange for his pistol. Head to the well and talk to Nelson again, asking for a book on science. Read this book, and you should have read 5 in total from Nelson Educated. Go back out to the market area and talk to Gus about salt.
Salt FlatsWalk to the left and take some salt from the excavation site.
Centrex FactoryOpen the doors and go inside. Talk to Denby about everything, then return his chalk Chalk It Up To Kindness. Now there is a long series of things you can do that Denby will comment on:
Market DistrictGive Gordon the activated carbon. Enter the alley, then go through the door and talk to Danton. You will receive a new mission, to infiltrate the Ministry of Medicine.
Ministry of MedicineMarket DistrictGo upstairs and out to the main market, then leave.
Ministry of MedicineTalk to the guard about everything, then use your crossbow on the statue above the entrance. While the guard is distracted, enter the guardhouse and you will automatically read the ledger..
Fripp SquareTalk to the old man and the newsman here, then leave again.
Market DistrictTalk to Marichka about the ravens, and she will give you a bag of sprouts.
Fripp SquareGive the bag of sprouts to Max Huber (the old man). Try to talk to the ladies sitting on the bench to the right. Ask Max about the ladies and about the raven. Give the ledger page to the newsman and he will make an announcement about it. Now go over and clean up the fallen waste bin to listen to the ladies' conversation.
Harrison ManorHead around to the left side of the mansion and look through the 5th window to see into Harrison's bedroom. Go out to the front of the mansion to see the doctor leave. Go back to the left again and climb through the 1st window (which is unlocked). Pick up the ladle from the wall. Use the ladle on the pot of soup on the stove until it is all gone Max Soupa. Open the window that opens to the front of the mansion, then use your ladle to ring the bell. Climb back out through the window you entered.
Look through the 5th window into the bedroom again. Wait until Harrison is asleep, then open the window and climb inside. Take the card, then climb back outside and leave.
Centrex FactoryGo through the doors and give the card to Denby - he will change the name on the card for you.
Ministry of MedicineShow your card to the guard, and he will let you inside. Tell the password to the receptionist, who will suggest that you get a disguise before trying to go any further. Talk to the receptionist about everything, then examine the screen on the wall. Ask for directions to the Staff Locker Room and Dr Collins' Office, then click the button for the Staff Locker Room.
Examine the open locker, then use your card on locker 4 to get a fancy outfit. Search the cart and take the bottle, tin and rag. Search the bag on the floor to get some shoes. Use the fancy outfit on the bathroom to get changed. Examine the screen on the wall and click the button for Dr Collin's Office.
Open the window to meet the receptionist, then use the seat and listen to the conversation. When your name is called, go through the door into the doctor's office. Examine the table and take 3 candies from the jar Sweet Tooth. Read the notebook to get the password for Central Storage. Now look at the examining table and Dr Collins will enter. After you leave, open the window to book a followup appointment. Look at the appointments for next week to see the surgery that is booked on the 16th. Click on the 15th to make an appointment. Examine the screen on the wall and ask for directions to "Medulla Oblongata", then click the button for Central Storage.
Try to use the terminal, but you don't have a password and there is no current emergency. Pick up the boxcutter from the trolley and use it on the wire to the right of the red alarm. Use your rag on the alarm itself. Put your floor cleaner in your bucket, then add the medical form. Place the bucket on the floor under the smoke alarm. Use your flintlock pistol on the bucket to start a fire. Now use the terminal and press the Emergency Override to open the doors. Enter the storage vault and you will be captured.
Prison EscapeRockwall PrisonAfter your discussion with Tiberius, knock on the door and talk to the guard about everything. Search the pile on the floor to find an empty syringe. Examine and try to use the panel on the right wall. Look at the listening device in your inventory and turn it up, then use your syringe on the small hole to retrieve a wire from inside. Use your wire on the panel. Open the drain in the floor, then use the wire. You will automatically climb out the window.
Use the raven on the guard, then on the shiny object, and you will end up with a coin. Use the coin on the HVAC unit to loosen it. Use your listening device on the speakers, and the guard will pause just beneath you. Push the HVAC unit to crush the guard. Now climb down the ladder and exit to the right.
Market DistrictSearch the broken vase near Clem to get a note, then go through the broken door. Head right to meet up with Denby, and he will return your crossbow. Give him your lottery ticket, and he will give you some strings. Use the blackboard to see a series of pegs and lines. Using the information on your note, use strings to connect pegs next to these pairs of pegs: IE, SN, HM, VU, AP, OC, LB and WR. This should reveal the message "MILTON". Pick up the noose from the floor, then leave the area.
Reactor EntranceClimb down the tunnel entrance and talk to Danton about everything. Climb back up the ladder to leave.
Willowdale PlazaWalk around the building. Combine your rope (noose) and crossbow, then use this on the branch and climb up the rope. When you see Denby being tortured, shoot him with your crossbow Mercy Kill. Outside when you are fighting with the guard, use your syringe on him.
The ReaperPop's FarmTalk to Gus and Pop about everything, then leave.
Market DistrictLook at the wanted poster, then talk to Marichka. Talk to the Reaper Cultist and say that you are ready to die.
Cathedral of St StevenTalk to the woman on the steps, then enter the cathedral. Talk to everyone about everything, but don't ask Jess about her hat. Seach the wreckage to get a sharp piece of shrapnel. Go through the door into a courtyard. Sit on the bench and you will automatically drink from the decanter.
Once you are in the Vision, jump down into the abyss. Talk to Denby, then examine the 2 ravens and the toy airplane and this vision will end. Next talk to your Dad. Examine the car, then fix the fan. Examine the car again, then fix the water pump. Examine the car once more to end this vision. Now talk to the guard. Take the syringe and use it on the guard. Talk to the Reaper, then go through the door to complete your Vision.
Talk to the raven, then pick up the torn page and read it. Enter the cathedral and show the torn page to Jess. Now ask her why she doesn't wear a hat Hat Trick, then leave.
MarketplaceGo to the well and show the torn page to Nelson.
Sector 67Examine the turntable on the junk pile and take the record arm. Walk over to the right and examine the painting. Use your sharp piece of shrapnel to scratch a large hole where the eyes are, then take the key and coin that are revealed. Examine the coin in your inventory.
Salt FlatsLook at the logo on the side of the train - it matches the coin. Use the coin on the logo, then use the key on the door and head inside. Go through two more doors inside the train, then read the notice on the right wall; in particular notice the bottom row of symbols. Return down twice to get back to the front carriage of the train and examine the control panel. Press buttons 2, 5, and 1, then pull the lever. Go into the next carriage and try to open the hatch in the floor. Follow the woman into the back carriage and talk to her; if you have spoken to everyone about the secret phrase you will get an achievement The Perfect Life. Examine the record player on the right and attach your record arm. Talk to the woman again, then show her your coin.
Wally'sUse your crossbow on the loose letter L on the sign, and you will pick it up. Go down the stairs to the subway entrance. Use your letter L on the river so that you can walk across. Use your coin in the slot, then go through the turnstile. Climb up the rubble to get to the floor above. Use your shrapnel to cut the rope and you will take it with you. Climb down the hole and examine the mannequin to get some gloves. Climb up the rubble once more and take the baseball bat from the left. Now climb up the stairs.
Use your baseball bat to break the large display case, then take the anchor from inside. Use your piece of shrapnel to retrieve a fuse from the refrigerator. Try to use the elevator call button, but it is broken. Pry the cover off the panel with your piece of shrapnel, then look at it. Put your fuse into the panel, then enter the elevator shaft and you will climb up. Combine your rope and anchor, and throw this up over the girder, then climb up the rope. Walk over to the right and examine the workbench. Back out and talk to Dr Aquino about everything Selfless. Leave through the door to the right.
QuarantineQuarantine ZoneTalk to the cart operator, who won't let you inside. Use your communicator to talk to Dr Aquino, then leave.
Sector 67Examine the corpse on the ground here, then use your communicator and you will end up with a severed arm. Use your gloves on the severed arm.
Quarantine ZoneShow your severed arm to the cart operator, and you will be allowed inside. After you are mugged, put your severed arm on the pile of burning bodies Disarmed. Enter the hobbies store on the right and search the boxes on the shelves to get some servos. Talk to Gordon about everything, then go back outside. Head right, and walk up the street to ground zero. Enter the Foodarama store and talk to Rita. Keep doing this until you have asked her about everything (and have heard about the dead disposal chute). Return to Gordon and talk to him about your escape plan.
After you see the chute, walk over to the right and into the Foodarama again - Rita won't be there. Continue right into the next room. Pick up the kettle and return left, then take a jug of water from the shelf here. Leave the store and return to the fire outside the hobbies store. Pour the water into the kettle, then heat the kettle on the fire. Go back to Rita and give her the kettle, then she will give you back your crossbow. Leave the store again and walk left to the chute. Use your crossbow on the small red switch above the chute door, then open the door.
Use your crossbow on the hanging body and you will swing to safety. Now examine the body to get some rope, and combine this with your crossbow. Use your crossbow on the chute, and Gordon will join you. Head out the door to the right. Try to move the debris on the left, but it is too heavy, so ask Gordon to do it for you. Now examine the crawlspace and you will get a rusty metal bar. Walk down the tunnel and use this metal bar on the rubble several times
New RuleReactor EntranceTalk to Danton about everything.
TrainTalk to the woman and she will give you a map of the underground tunnels.
Cathedral of St StevenTalk to Jess, but she won't help you yet.
Reaper's LairAsk Dr Aquino to come to the cathedral with you.
Cathedral of St StevenYou will automatically arrive here and The Reaper will appear and convince Jess to help you.
Reactor EntranceSpeak with Danton once more, and you will end up in the tunnels. Use your crossbow on the blue switch in the ceiling, then climb up the ladder.
Ministry of EnergyHead along the left corridor and shoot the guard with your crossbow. Enter the elevator to get up to the 36th floor. Search the bookcase, but the notebook is gone. Get back into the elevator. After it stops, use your metal bar on the ceiling panel to open it, then climb up. Shoot the rope holding the chandelier to crush the 2 guards. Use the elevator control panel to call the elevator, then save your game if you want to see all the possible endings.
Get into the elevator to reach the top of the tower. You can choose to either spare or kill the soothsayer; it has no bearing on the final outcome. There are 3 different ways you can complete the game:
Genre: Sci-Fi
Links: GOG, Moby Games, Adventure Gamers, Steam
Shardlight is a classic point and click adventure game set in a bleak post-apocalyptic world. There are 19 Steam Achievements, all outlined in the walkthrough below.
The ReactorReactor EntranceGo through the door on the right, then continue along the blue passage, where you will talk to an injured man. Take the bolt from the corpse on the left. Look at the reactor, then ask the injured man about the code, and he will give you a crossbow.
Return left twice and examine the controls to the left of the door. Turn the dial so the marker is at maximum (towards the top left), then flip the switch to "Exhaust". Go through the door again and pull the cord, then pick up the paper before returning to the left again. Use your crossbow on the hanging lamp. Examine the fallen lamp and you will take the candle from inside, as well as retrieving your bolt. Now examine the control box on the wall. Use your paper on the plate, then rub your candle over the paper to reveal the serial number: 2794.
Return to the reactor and enter the serial number. Now shoot the injured man with your crossbow.
Danton's LetterSearch the wood pile here to find a plank, then exit to the left to see a map screen.
Ministry of EnergyGo through the entrance doors, then between the guards on the left (they will take your crossbow for now). Enter the elevator, then talk to the Soothsayer at the top to receive a lottery ticket. Climb the stairs to meet Tiberius, then leave the building (you will automatically get your crossbow back) and exit to the map.
Market DistrictTalk to everyone here about Danton, but nobody has heard of him. When you talk to Denby, ask him to draw a picture of Gus in a tutu Everyone's A Critic. Head to the well and talk to Nelson, then read all 3 of his current recommended books. Return to the market, then go left a little and enter the alley. Talk to Clem, then show him the letter for Danton. Leave the alley, and he will suggest you brush up on your calligraphy.
Talk to Denby again, and get him to draw Tiberius with stink lines. Talk to him again and pretend the guards are coming, but he's not scared as he didn't hear the bell ring. Use your crossbow on the bell, then pick up the chalk that Denby drops. Head to the well and talk to Nelson again, who will give you a book on calligraphy.
Return to the alley and examine the letter to see a wax seal with the letter M. Now read the book on calligraphy and look at how to draw the letter M. Examine the chalk board on the wall here, and use your chalk to draw the letter M with 3 lines as instructed in the book - make sure you get it right the first time Stay Within the Lines. Look at the letters that aren't shaded to see the message "knock x5 buzz x4". Knock on the door 5 times and press the buzzer 4 times, then open the door and go inside.
Show your letter to the man at the bottom of the stairs, then you will meet Danton. After she leaves, talk to Bruce, then back up the stairs. Go out to the market, then leave the area.
Ministry of EnergyGo inside and up to see Tiberius as you did before. Talk to Tiberius and you will receive a new job as a spy. Go back outside once you are done talking.
Market DistrictEnter the alley and go through the door again (you don't have to knock this time). Talk to Bruce then to Danton, and arrange to work as a double-agent. You will now be tasked with helping Gordon and Gus, and will be given a code phrase. From now on, when you are talking to people, mention the code phrase, and you will eventually receive another achievement. Try talking to the woman down here and Bruce will tell you her story Cat Got Your Tongue?.
Gordon and GusMarket DistrictTalk to Gordon, who is looking for a mask, and has a flintlock pistol to trade. Talk to Gus, who suggests visiting the farm. Talk to Marichka, who talks about a weed with blue flowers.
Amy's HomeTalk to the kids and play jump rope with them. Make sure you chant all 4 of the available rhymes Child At Heart. Now head inside to find your apartment. Pick up the bucket, then go outside again. While you are here, use your plank to smash the telephone booth and pick one of the blue flowers from inside.
Pop's FarmTalk to Pop about everything, then give him the blue flower. Take the gas mask off the scarecrow before leaving.
Market DistrictGive Gordon the gas mask in exchange for his pistol. Head to the well and talk to Nelson again, asking for a book on science. Read this book, and you should have read 5 in total from Nelson Educated. Go back out to the market area and talk to Gus about salt.
Salt FlatsWalk to the left and take some salt from the excavation site.
Centrex FactoryOpen the doors and go inside. Talk to Denby about everything, then return his chalk Chalk It Up To Kindness. Now there is a long series of things you can do that Denby will comment on:
- Look at the valve, furnace, opening, drain and glass horse
- Interact with the furnace, opening, drain and glass horse
- Look at the hanging artwork, drawings, burnt drawings and sketch of you (twice)
- Interact with the hanging artwork, drawings, burnt drawings and sketch of you
- Turn the gas on by using the valve
- Try to leave the factory
- Turn the gas back off again
- Use your lottery ticket, plank, salt and gun on the opening
- Turn the gas on by using the valve
- Use your gun on the opening to light a fire
- Look at the lit opening
- Interact with the lit opening
- Use your plank on the lit opening
- Turn the gas back off again
- Put your plank in your bucket, then use the bucket on the opening
- Turn the gas on by using the valve
- Use your gun on the opening to light a fire
- Turn the gas back off again
- Take the bucket from the opening
- Go outside and pick up some more wood from the wood pile
- Head back inside again
Market DistrictGive Gordon the activated carbon. Enter the alley, then go through the door and talk to Danton. You will receive a new mission, to infiltrate the Ministry of Medicine.
Ministry of MedicineMarket DistrictGo upstairs and out to the main market, then leave.
Ministry of MedicineTalk to the guard about everything, then use your crossbow on the statue above the entrance. While the guard is distracted, enter the guardhouse and you will automatically read the ledger..
Fripp SquareTalk to the old man and the newsman here, then leave again.
Market DistrictTalk to Marichka about the ravens, and she will give you a bag of sprouts.
Fripp SquareGive the bag of sprouts to Max Huber (the old man). Try to talk to the ladies sitting on the bench to the right. Ask Max about the ladies and about the raven. Give the ledger page to the newsman and he will make an announcement about it. Now go over and clean up the fallen waste bin to listen to the ladies' conversation.
Harrison ManorHead around to the left side of the mansion and look through the 5th window to see into Harrison's bedroom. Go out to the front of the mansion to see the doctor leave. Go back to the left again and climb through the 1st window (which is unlocked). Pick up the ladle from the wall. Use the ladle on the pot of soup on the stove until it is all gone Max Soupa. Open the window that opens to the front of the mansion, then use your ladle to ring the bell. Climb back out through the window you entered.
Look through the 5th window into the bedroom again. Wait until Harrison is asleep, then open the window and climb inside. Take the card, then climb back outside and leave.
Centrex FactoryGo through the doors and give the card to Denby - he will change the name on the card for you.
Ministry of MedicineShow your card to the guard, and he will let you inside. Tell the password to the receptionist, who will suggest that you get a disguise before trying to go any further. Talk to the receptionist about everything, then examine the screen on the wall. Ask for directions to the Staff Locker Room and Dr Collins' Office, then click the button for the Staff Locker Room.
Examine the open locker, then use your card on locker 4 to get a fancy outfit. Search the cart and take the bottle, tin and rag. Search the bag on the floor to get some shoes. Use the fancy outfit on the bathroom to get changed. Examine the screen on the wall and click the button for Dr Collin's Office.
Open the window to meet the receptionist, then use the seat and listen to the conversation. When your name is called, go through the door into the doctor's office. Examine the table and take 3 candies from the jar Sweet Tooth. Read the notebook to get the password for Central Storage. Now look at the examining table and Dr Collins will enter. After you leave, open the window to book a followup appointment. Look at the appointments for next week to see the surgery that is booked on the 16th. Click on the 15th to make an appointment. Examine the screen on the wall and ask for directions to "Medulla Oblongata", then click the button for Central Storage.
Try to use the terminal, but you don't have a password and there is no current emergency. Pick up the boxcutter from the trolley and use it on the wire to the right of the red alarm. Use your rag on the alarm itself. Put your floor cleaner in your bucket, then add the medical form. Place the bucket on the floor under the smoke alarm. Use your flintlock pistol on the bucket to start a fire. Now use the terminal and press the Emergency Override to open the doors. Enter the storage vault and you will be captured.
Prison EscapeRockwall PrisonAfter your discussion with Tiberius, knock on the door and talk to the guard about everything. Search the pile on the floor to find an empty syringe. Examine and try to use the panel on the right wall. Look at the listening device in your inventory and turn it up, then use your syringe on the small hole to retrieve a wire from inside. Use your wire on the panel. Open the drain in the floor, then use the wire. You will automatically climb out the window.
Use the raven on the guard, then on the shiny object, and you will end up with a coin. Use the coin on the HVAC unit to loosen it. Use your listening device on the speakers, and the guard will pause just beneath you. Push the HVAC unit to crush the guard. Now climb down the ladder and exit to the right.
Market DistrictSearch the broken vase near Clem to get a note, then go through the broken door. Head right to meet up with Denby, and he will return your crossbow. Give him your lottery ticket, and he will give you some strings. Use the blackboard to see a series of pegs and lines. Using the information on your note, use strings to connect pegs next to these pairs of pegs: IE, SN, HM, VU, AP, OC, LB and WR. This should reveal the message "MILTON". Pick up the noose from the floor, then leave the area.
Reactor EntranceClimb down the tunnel entrance and talk to Danton about everything. Climb back up the ladder to leave.
Willowdale PlazaWalk around the building. Combine your rope (noose) and crossbow, then use this on the branch and climb up the rope. When you see Denby being tortured, shoot him with your crossbow Mercy Kill. Outside when you are fighting with the guard, use your syringe on him.
The ReaperPop's FarmTalk to Gus and Pop about everything, then leave.
Market DistrictLook at the wanted poster, then talk to Marichka. Talk to the Reaper Cultist and say that you are ready to die.
Cathedral of St StevenTalk to the woman on the steps, then enter the cathedral. Talk to everyone about everything, but don't ask Jess about her hat. Seach the wreckage to get a sharp piece of shrapnel. Go through the door into a courtyard. Sit on the bench and you will automatically drink from the decanter.
Once you are in the Vision, jump down into the abyss. Talk to Denby, then examine the 2 ravens and the toy airplane and this vision will end. Next talk to your Dad. Examine the car, then fix the fan. Examine the car again, then fix the water pump. Examine the car once more to end this vision. Now talk to the guard. Take the syringe and use it on the guard. Talk to the Reaper, then go through the door to complete your Vision.
Talk to the raven, then pick up the torn page and read it. Enter the cathedral and show the torn page to Jess. Now ask her why she doesn't wear a hat Hat Trick, then leave.
MarketplaceGo to the well and show the torn page to Nelson.
Sector 67Examine the turntable on the junk pile and take the record arm. Walk over to the right and examine the painting. Use your sharp piece of shrapnel to scratch a large hole where the eyes are, then take the key and coin that are revealed. Examine the coin in your inventory.
Salt FlatsLook at the logo on the side of the train - it matches the coin. Use the coin on the logo, then use the key on the door and head inside. Go through two more doors inside the train, then read the notice on the right wall; in particular notice the bottom row of symbols. Return down twice to get back to the front carriage of the train and examine the control panel. Press buttons 2, 5, and 1, then pull the lever. Go into the next carriage and try to open the hatch in the floor. Follow the woman into the back carriage and talk to her; if you have spoken to everyone about the secret phrase you will get an achievement The Perfect Life. Examine the record player on the right and attach your record arm. Talk to the woman again, then show her your coin.
Wally'sUse your crossbow on the loose letter L on the sign, and you will pick it up. Go down the stairs to the subway entrance. Use your letter L on the river so that you can walk across. Use your coin in the slot, then go through the turnstile. Climb up the rubble to get to the floor above. Use your shrapnel to cut the rope and you will take it with you. Climb down the hole and examine the mannequin to get some gloves. Climb up the rubble once more and take the baseball bat from the left. Now climb up the stairs.
Use your baseball bat to break the large display case, then take the anchor from inside. Use your piece of shrapnel to retrieve a fuse from the refrigerator. Try to use the elevator call button, but it is broken. Pry the cover off the panel with your piece of shrapnel, then look at it. Put your fuse into the panel, then enter the elevator shaft and you will climb up. Combine your rope and anchor, and throw this up over the girder, then climb up the rope. Walk over to the right and examine the workbench. Back out and talk to Dr Aquino about everything Selfless. Leave through the door to the right.
QuarantineQuarantine ZoneTalk to the cart operator, who won't let you inside. Use your communicator to talk to Dr Aquino, then leave.
Sector 67Examine the corpse on the ground here, then use your communicator and you will end up with a severed arm. Use your gloves on the severed arm.
Quarantine ZoneShow your severed arm to the cart operator, and you will be allowed inside. After you are mugged, put your severed arm on the pile of burning bodies Disarmed. Enter the hobbies store on the right and search the boxes on the shelves to get some servos. Talk to Gordon about everything, then go back outside. Head right, and walk up the street to ground zero. Enter the Foodarama store and talk to Rita. Keep doing this until you have asked her about everything (and have heard about the dead disposal chute). Return to Gordon and talk to him about your escape plan.
After you see the chute, walk over to the right and into the Foodarama again - Rita won't be there. Continue right into the next room. Pick up the kettle and return left, then take a jug of water from the shelf here. Leave the store and return to the fire outside the hobbies store. Pour the water into the kettle, then heat the kettle on the fire. Go back to Rita and give her the kettle, then she will give you back your crossbow. Leave the store again and walk left to the chute. Use your crossbow on the small red switch above the chute door, then open the door.
Use your crossbow on the hanging body and you will swing to safety. Now examine the body to get some rope, and combine this with your crossbow. Use your crossbow on the chute, and Gordon will join you. Head out the door to the right. Try to move the debris on the left, but it is too heavy, so ask Gordon to do it for you. Now examine the crawlspace and you will get a rusty metal bar. Walk down the tunnel and use this metal bar on the rubble several times
New RuleReactor EntranceTalk to Danton about everything.
TrainTalk to the woman and she will give you a map of the underground tunnels.
Cathedral of St StevenTalk to Jess, but she won't help you yet.
Reaper's LairAsk Dr Aquino to come to the cathedral with you.
Cathedral of St StevenYou will automatically arrive here and The Reaper will appear and convince Jess to help you.
Reactor EntranceSpeak with Danton once more, and you will end up in the tunnels. Use your crossbow on the blue switch in the ceiling, then climb up the ladder.
Ministry of EnergyHead along the left corridor and shoot the guard with your crossbow. Enter the elevator to get up to the 36th floor. Search the bookcase, but the notebook is gone. Get back into the elevator. After it stops, use your metal bar on the ceiling panel to open it, then climb up. Shoot the rope holding the chandelier to crush the 2 guards. Use the elevator control panel to call the elevator, then save your game if you want to see all the possible endings.
Get into the elevator to reach the top of the tower. You can choose to either spare or kill the soothsayer; it has no bearing on the final outcome. There are 3 different ways you can complete the game:
- Shoot Tiberius and let Danton live Chaos
- Shoot Danton and let Tiberius live Order
- Shoot both of them Free Will
The GuestYear: 2016
Genre: Horror
Links: GOG, Moby Games, Adventure Gamers, Steam
BedroomFind a suitcase beneath the window and take the travel tag from on top. Look just down to the left and pick up a valve. Next head to the nearby bedside table and turn on the lamp, then examine the pill bottle. Take the cigarette from on top of the table. Take the box of cigarettes from the ground here, and the bible from inside the drawer. Go along the wall near the window and take the boarding pass and pencil from on top of a low cupboard. Try to turn on the lamp here, but there is no bulb.
Go across the room and pick up an empty cigarette lighter from beneath the bench at the end of the bed. Continue to a low coffee table and take the envelope, and read the two pages of the letter. Examine the door to see there is no doorknob. Proceed to the other bedside table and open the drawer to find a torn piece of paper to take. Also take the magazine from the bottom of the table, a the doorknob from under the corner of the bed here.
Turn right and search the left cupboard to get a light bulb and a coat hanger, then open the left top drawer and take a document about electrical wiring. Open the right cupboard and click on the bulb to turn it on. There is a combination lock on a toolbox here, but you don't know the combination yet. Search the drawers as well but there is nothing to find.
Go back across the room to the lamp with no bulb and use your bulb on it, then turn it on. Look down into a box to the left and take the torn piece of paper and 1V battery. In your inventory, combine the 2 torn pieces of paper, then look at your new item to see "Toolbox: 503". Go back to the combination lock in the cupboard and set it to 503. Open the toolbox and take the screwdriver from inside. Now attach your doorknob to the door and secure it using your screwdriver. Open the door and flip the light switch inside to the right.
BathroomTurn right and open the first-aid cabinet on the wall. Pick up the tablets and consume them to end your hallucination. Also take 2 boxes of bandaids and some isopropyl alcohol from the top shelf. Turn left and open a cupboard door to see a whole heap of switches - leave these alone for now. Open the top drawer and take a straight razor from inside. Open the bottom drawer and read a newspaper clipping. The cupboard just to the left is locked. Look at the left basin and take the soap, shampoo and body gel. Look down here and find some pliers behind the toilet paper. Turn left and take 2 more coat hangers from the shower rail.
Use your pliers on one of your coat hangers to make a lock pick, then use this to pick the lock on the cupboard. Open the cupboard and turn on the light. Read the note here, then take the 20V battery. Pull the switch here and you will here a noise back in the bedroom. Turn around and open the bathroom door, then go through.
BedroomThere is not much new here except that you can now open a large sliding door opposite the bed and go out.
Living RoomTry to turn on the light switch just inside to the right, but the power is turned off. Turn around and go along to a small lit area. Turn the light off temporarily to see a fluorescent pattern on the wall, then turn it back on. Take a patterned ring hanging on the hat rack just to the right. Now examine the floor plan on top of the grey cupboard behind you, then put it back. Open the left cupboard door and take a 5V battery, then open the middle cupboard door and open the electrical box inside. Re-examine the document in your inventory labelled "Room 297 Power Supply" to get a clue how to fix this, then insert batteries into the slots as follows:
Proceed into the next part of this room and turn on 2 more light switches. There is a heavy looking stone device that elicits the comment "looks like something fits in here" on the right. Search the adjacent tall cupboard to find a 3rd valve and a statue of a man's body. Take a tray from the small table to the left, and read a welcome message in a small book. The door here is locked, and there is a red box with a flashing light next to it. Continue around the room to find a low coffee table; read a timetable in a folder here, and take a coaster and another cigarette. You can turn on the TV if you like, but there is only static (and an occasional face), so turn it off again. Open the cupboard beneath to find another magazine to take, and look at the stack of boxes down on the left to discover a book with a phone number inside: 48-151.
BedroomGo back to the bedroom and use the phone on the right bedside table to dial the number 48-151 (be careful, the 5 and 6 are not in their normal locations). You will hear a message saying the table trapdoor has been unlocked, so leave the room again.
Living RoomGo to the dining table and open the trapdoor to reveal a movie projector. Now examine the glowing 3-part lock. Insert your three valves according to the symbols on their ends, then solve the puzzle by turning each of the valves so their lit section is at the 12 o'clock position (this will take some trial and error). Open the right lower cupboard and take the orientation film, then take a message with another phone number: 01-138. Open the left lower cupboard to see a message and another puzzle. You will remember seeing half of this pattern previously as fluorescent paint on the wall, so you can already set the right discs from top to bottom to be red, blue and yellow. You still need to find the other half of the combination.
Put your film in the projector, then use the projector to watch the film - it will end by leaving another puzzle clue displaying on the screen.
BedroomGo back to the bedroom and use the phone again, this time dialling the number 01-138. Now open the drawer, pick up the tablets and consume them to end another hallucination.
Living RoomYou will be back in the first part of the living room, but it will have changed. Go through the doorway at the end into the bright light.
DreamsWalk along the wooden hallways through a series of small rooms. You can choose to go through either gateway each time, and it will not affect your actual path. You will eventually reach a door with the writing "We are science", and if you continue to follow the path you will seem to go around in circles. Just keep going and eventually you can click on a spinning object on a desk to return.
Living RoomPick up the strange object from the coffee table. Combine this with the 2 rings in your inventory, then use this combination on the heavy looking stone device on the nearby red platform. First spin the two rings into position (the one with the circle should be facing you and be vertically-aligned, and the other horizontally aligned with its more complex half on the right side). Next spin the polyhedron and try each of the rectangular faces until one completes the pattern correctly; a combination safe will be displayed, requiring an 8-letter word.
BedroomTurn all the lights off in here and look around to see another pattern in fluorescent paint on the wall.
Living RoomGo to the lower left cupboard beneath the movie screen and you can now set the left discs from top to bottom to be blue, blue and red. Now use the message displayed on the movie screen and the decoder wheel here to generate the message "DYSTOPIA". Go and enter this word on the combination safe and then open it. Take the handle from inside and read another newspaper article. Go to the cupboard just to the left and open the lid of the small box, then insert the handle and use it.
Head to the door just to the left and the red box will now have a green flashing light. Open the box and examine the panel inside. Listen carefully to the repeating music pattern that is playing. You need to recreate the music by pressing the 6 buttons in the correct order; this is different each time. Open the door and go through.
OversightSearch the desk to find some glasses, lighter fluid and a magazine. Read the documents and another note. There is a world globe here as well as a typewriter. Flip the switch on the wall, and another doorway will open. Before going through, combine the lighter fluid with your lighter, then use this on the 2 lamps here. Pick up the cryptex from the bottom of the bookshelf, then go through the new door to a more modern area.
Go to the desk and read the documents. Take the pen from the desk. Pick up an ID card from the chair and insert it into the card reader on the left of the desk, and the computer will prompt you for a password. As suggested on the doorway leading here, enter the exact time of your log in, which was 4:23. This will turn on the security cameras throughout the complex.
BathroomGo back to the large bank of switches in the cupboard that you ignored earlier. Examine your cryptex to see the same group of symbols. To solve this puzzle you must end up with blue squares where the cryptex shows pairs of symbols, and red squares everywhere else. Starting from a reset position, place these symbols:
OversightUse the R key to complete the keyboard on the typewriter. Now look at the 3 magazines you have collected; the circled letters on the covers spell a word: "BENEFACTOR". Type this on the typewriter, then turn to the right. Go down the new corridor and look at the large dial. This is asking for your Exodus and Arrival coordinates. Have a look at the boarding pass in your inventory: you came from VOG (Volgograd) and arrived in BOS (Boston). Go to the globe in the previous room and find these two locations on the globe to get their coordinates. Come back to the large dial and move the outer marker to 5N, and the inner marker to 8E. Enter these coordinates, and the central indicator will now highlight "Arrival". Move the outer marker to 4N, and the inner marker to 12W. Enter these coordinates. Listen to the recorded message, then follow the lights on the ceiling to return to the living room and go through the new door.
In your final location, you will discover your new ID badge, a never-ending supply of pills, a recorded message, and a confession booth.
Genre: Horror
Links: GOG, Moby Games, Adventure Gamers, Steam
BedroomFind a suitcase beneath the window and take the travel tag from on top. Look just down to the left and pick up a valve. Next head to the nearby bedside table and turn on the lamp, then examine the pill bottle. Take the cigarette from on top of the table. Take the box of cigarettes from the ground here, and the bible from inside the drawer. Go along the wall near the window and take the boarding pass and pencil from on top of a low cupboard. Try to turn on the lamp here, but there is no bulb.
Go across the room and pick up an empty cigarette lighter from beneath the bench at the end of the bed. Continue to a low coffee table and take the envelope, and read the two pages of the letter. Examine the door to see there is no doorknob. Proceed to the other bedside table and open the drawer to find a torn piece of paper to take. Also take the magazine from the bottom of the table, a the doorknob from under the corner of the bed here.
Turn right and search the left cupboard to get a light bulb and a coat hanger, then open the left top drawer and take a document about electrical wiring. Open the right cupboard and click on the bulb to turn it on. There is a combination lock on a toolbox here, but you don't know the combination yet. Search the drawers as well but there is nothing to find.
Go back across the room to the lamp with no bulb and use your bulb on it, then turn it on. Look down into a box to the left and take the torn piece of paper and 1V battery. In your inventory, combine the 2 torn pieces of paper, then look at your new item to see "Toolbox: 503". Go back to the combination lock in the cupboard and set it to 503. Open the toolbox and take the screwdriver from inside. Now attach your doorknob to the door and secure it using your screwdriver. Open the door and flip the light switch inside to the right.
BathroomTurn right and open the first-aid cabinet on the wall. Pick up the tablets and consume them to end your hallucination. Also take 2 boxes of bandaids and some isopropyl alcohol from the top shelf. Turn left and open a cupboard door to see a whole heap of switches - leave these alone for now. Open the top drawer and take a straight razor from inside. Open the bottom drawer and read a newspaper clipping. The cupboard just to the left is locked. Look at the left basin and take the soap, shampoo and body gel. Look down here and find some pliers behind the toilet paper. Turn left and take 2 more coat hangers from the shower rail.
Use your pliers on one of your coat hangers to make a lock pick, then use this to pick the lock on the cupboard. Open the cupboard and turn on the light. Read the note here, then take the 20V battery. Pull the switch here and you will here a noise back in the bedroom. Turn around and open the bathroom door, then go through.
BedroomThere is not much new here except that you can now open a large sliding door opposite the bed and go out.
Living RoomTry to turn on the light switch just inside to the right, but the power is turned off. Turn around and go along to a small lit area. Turn the light off temporarily to see a fluorescent pattern on the wall, then turn it back on. Take a patterned ring hanging on the hat rack just to the right. Now examine the floor plan on top of the grey cupboard behind you, then put it back. Open the left cupboard door and take a 5V battery, then open the middle cupboard door and open the electrical box inside. Re-examine the document in your inventory labelled "Room 297 Power Supply" to get a clue how to fix this, then insert batteries into the slots as follows:
- top row: 20V and 5V
- middle row: 5V and 1V
- bottom row: 20V and 1V
Proceed into the next part of this room and turn on 2 more light switches. There is a heavy looking stone device that elicits the comment "looks like something fits in here" on the right. Search the adjacent tall cupboard to find a 3rd valve and a statue of a man's body. Take a tray from the small table to the left, and read a welcome message in a small book. The door here is locked, and there is a red box with a flashing light next to it. Continue around the room to find a low coffee table; read a timetable in a folder here, and take a coaster and another cigarette. You can turn on the TV if you like, but there is only static (and an occasional face), so turn it off again. Open the cupboard beneath to find another magazine to take, and look at the stack of boxes down on the left to discover a book with a phone number inside: 48-151.
BedroomGo back to the bedroom and use the phone on the right bedside table to dial the number 48-151 (be careful, the 5 and 6 are not in their normal locations). You will hear a message saying the table trapdoor has been unlocked, so leave the room again.
Living RoomGo to the dining table and open the trapdoor to reveal a movie projector. Now examine the glowing 3-part lock. Insert your three valves according to the symbols on their ends, then solve the puzzle by turning each of the valves so their lit section is at the 12 o'clock position (this will take some trial and error). Open the right lower cupboard and take the orientation film, then take a message with another phone number: 01-138. Open the left lower cupboard to see a message and another puzzle. You will remember seeing half of this pattern previously as fluorescent paint on the wall, so you can already set the right discs from top to bottom to be red, blue and yellow. You still need to find the other half of the combination.
Put your film in the projector, then use the projector to watch the film - it will end by leaving another puzzle clue displaying on the screen.
BedroomGo back to the bedroom and use the phone again, this time dialling the number 01-138. Now open the drawer, pick up the tablets and consume them to end another hallucination.
Living RoomYou will be back in the first part of the living room, but it will have changed. Go through the doorway at the end into the bright light.
DreamsWalk along the wooden hallways through a series of small rooms. You can choose to go through either gateway each time, and it will not affect your actual path. You will eventually reach a door with the writing "We are science", and if you continue to follow the path you will seem to go around in circles. Just keep going and eventually you can click on a spinning object on a desk to return.
Living RoomPick up the strange object from the coffee table. Combine this with the 2 rings in your inventory, then use this combination on the heavy looking stone device on the nearby red platform. First spin the two rings into position (the one with the circle should be facing you and be vertically-aligned, and the other horizontally aligned with its more complex half on the right side). Next spin the polyhedron and try each of the rectangular faces until one completes the pattern correctly; a combination safe will be displayed, requiring an 8-letter word.
BedroomTurn all the lights off in here and look around to see another pattern in fluorescent paint on the wall.
Living RoomGo to the lower left cupboard beneath the movie screen and you can now set the left discs from top to bottom to be blue, blue and red. Now use the message displayed on the movie screen and the decoder wheel here to generate the message "DYSTOPIA". Go and enter this word on the combination safe and then open it. Take the handle from inside and read another newspaper article. Go to the cupboard just to the left and open the lid of the small box, then insert the handle and use it.
Head to the door just to the left and the red box will now have a green flashing light. Open the box and examine the panel inside. Listen carefully to the repeating music pattern that is playing. You need to recreate the music by pressing the 6 buttons in the correct order; this is different each time. Open the door and go through.
OversightSearch the desk to find some glasses, lighter fluid and a magazine. Read the documents and another note. There is a world globe here as well as a typewriter. Flip the switch on the wall, and another doorway will open. Before going through, combine the lighter fluid with your lighter, then use this on the 2 lamps here. Pick up the cryptex from the bottom of the bookshelf, then go through the new door to a more modern area.
Go to the desk and read the documents. Take the pen from the desk. Pick up an ID card from the chair and insert it into the card reader on the left of the desk, and the computer will prompt you for a password. As suggested on the doorway leading here, enter the exact time of your log in, which was 4:23. This will turn on the security cameras throughout the complex.
BathroomGo back to the large bank of switches in the cupboard that you ignored earlier. Examine your cryptex to see the same group of symbols. To solve this puzzle you must end up with blue squares where the cryptex shows pairs of symbols, and red squares everywhere else. Starting from a reset position, place these symbols:
- row 1, column 3: vertical line
- row 1, column 4: cross
- row 2, column 1: cross
- row 4, column 2: plus sign
- row 5, column 1: square
- row 6, column 5: vertical line
OversightUse the R key to complete the keyboard on the typewriter. Now look at the 3 magazines you have collected; the circled letters on the covers spell a word: "BENEFACTOR". Type this on the typewriter, then turn to the right. Go down the new corridor and look at the large dial. This is asking for your Exodus and Arrival coordinates. Have a look at the boarding pass in your inventory: you came from VOG (Volgograd) and arrived in BOS (Boston). Go to the globe in the previous room and find these two locations on the globe to get their coordinates. Come back to the large dial and move the outer marker to 5N, and the inner marker to 8E. Enter these coordinates, and the central indicator will now highlight "Arrival". Move the outer marker to 4N, and the inner marker to 12W. Enter these coordinates. Listen to the recorded message, then follow the lights on the ceiling to return to the living room and go through the new door.
In your final location, you will discover your new ID badge, a never-ending supply of pills, a recorded message, and a confession booth.
The Little AcreYear: 2016
Genre: Fantasy
Links: GOG, Moby Games, Adventure Gamers, Steam
The Little Acre is a traditional fantasy 3rd person adventure game with animated cut scenes. There are 27 Steam Achievements, all documented in the walkthrough below. One of these requires finishing the game within a 1-hour time frame.
HomeAidanStart by taking the shirt from Dougal the dog's back, then the stick from his mouth. Use the stick to get the trousers from the nearby chair. Give the sandwich to Dougal, then offer the stick to him so that he rolls over. Throw the half-sandwich on to the sweater on Lily's bed, and Dougal will end up with the sweater in his mouth. Swap the stick for the sweater when Dougal's mouth is open. Put on your boots (beneath the bed). Now get up and leave the room Welcome to The Little Acre.
Pick up the empty jug from the small table. Walk down and pick up the footstool, then exit through the door to the right. Walk over to the right and use your empty jug on the pump, then use the pump and you will break off the handle. Try to open the shed door, then break it open using your handle. Go inside and pick up the pitchfork from the floor. Go back outside and use the pitchfork on the stump just to the left of the pump. Now use your new hammer on the broken pump, and pick up the jug. Return left and go back into the house.
Go out through the left door into the front garden. Open the letter box and read all of the letters inside. Take the crystal from the box, before heading back into the house. Go through the back right door (next to the ladder) into Arthur's room. Pick up the mask from the bed. Press the red button on the floor, and examine the pattern on the wall. Next examine Arthur's machine to the right of the bed. Pour water from your jug into the funnel, then insert the crystal into the slot. Back out and adjust the weight switch to 3 and the ohm switch to 4. Now light the crystals in the top right grid as follows:
This is not the correct pattern, and in fact you shouldn't know this until later in the game Phone home. Now light the following crystals:
Now the generator will start working All this power... from a crystal?. Leave the room and you will automatically replace the water jug on the table. Go down and out the right door, then continue right and enter the shed. Use the light switch on the wall in the shed. Try to reach the object at the top of the shelves on the right and the bottom shelf will break. Use your stepladder on the broken shelf, then pick up Arthur's puzzle box.
Return to the house and go inside. Use your mask to scare Dougal, then Lily will slide downstairs Avoided the consequences. Show Lily the puzzle box, then open it by selecting the finger stops in this order:
LilyGo over to the prep table and pick up the bag of oats to find out that it is empty - you will then break the bowl. Grab the cooking pot from behind Dougal and you will put it over the fire. Next use Dougal on the cupboard to the left. Open the cupboard and you will get a new bowl and put it on the table. Use Dougal on the door to the left to distract him, then quickly click on the bag of oats up high to the right to get it Silly Doggy. Use the prep table once more to make your breakfast I did this all by myself.
Aidan in ClonfiraAidanWalk up the stairs and examine Arthur's belongings Welcome to Clonfira. Examine the book and pipe, then take the hat and the orb. Go and put the orb in the empty slot on the left. As soon as you can, pick it back up and put it into the next empty slot But if you turn it this way.... Go through the open door.
LilyGo around to the right side of the house and pull the spanner loose from the front of the tractor. Examine the engine in the front of the tractor and you will get a stretchy rope. Search the small coal bunker just to the left and you will find a bone. Go just over to the right and use your rope on the large tree branch. Try to use the rope slingshot, but you are not strong enough. Give the bone to Dougal, and you will end up in another part of the yard with a wooden sword. Use your sword on the evil gnome Never suspected a thing. Go through the front door into the house.
AidanTouch the yellow lamp, then walk over the bridge. Touch the next yellow lamp, then go over the new bridges and touch the blue lamp. Now you can head through the exit door on the right.
LilyGo through the door on the right into Arthur's room. Pick up Sir Fuzzlepuff from the bed. Now press the red button on the floor 20 times in a row Blind goes up!. Leave this room and go through the other right door into the back garden. Enter the shed on the right and pick up a piece of paper from the floor. Put your teddy bear into the machine and it will disappear. Use your note on Dougal, then get into the machine Godspeed Sir Fuzzlepuff.
AidanTouch the next yellow lamp. Now go down to the bottom lamp and touch it. Walk around and touch the left, middle and top yellow lamps. Now touch the blue lamp to open the next exit door. Touch the left yellow lamp again, then the middle lamp and go through the exit door.
Both in ClonfiraLilyAfter arriving in Clonfira, just go through the doorway.
AidanWalk forward over the next path to meet Merr.
LilyTouch the yellow lamp, then walk over the bridge. Walk towards the next lamp and a creature will grab you; quickly attack its tentacle with your sword Didn't Panic. You will be eaten anyway.
AidanAfter Merr finishes talking, go through the shrine entrance after him. Walk forward to see Merr trying to fix his machine. Pick up the glove from the left. Go through the doorway to the bottom right and use the glove on the blue light to get a crystal. Use this crystal on the side of Merr's machine. Pick up the screwdriver from the overturned toolbox on the left. Go through the doorway at the bottom right again and go up the long walkway. Touch the large purple plant 10 times Wibble wobble. Now use your screwdriver on the flower to remove the obstruction. Go down to the cubes in the water and place your hat on the receptacle to the right - some of the cubes will now glow.
Go over to the panel on the left to see another 4x4 grid. Enter the following pattern Merrrrrr?:
LilyWalk up the path to a raised platform with another large creature.
Aidan Back HomeAidanYou will automatically search for Lily and then run outside to meet Nina, who agrees to help you.
LilyGo over and pull on the vine, then use Bugsy on the ledge to be helped up. Jump into the flower, then use the doggy door to leave. Walk down the path and you will end up on a small floating island. Continue right and up along the path to find 3 more large flowers. Pick up the small piece of birrel fur from next to the right flower, then go back and give it to Bugsy. Follow him to the flowers and climb into the middle flower I'm gonna call you Bugsy.
AidanAfter Nina leaves, go out to the walkway to the left of the waterfalls, and climb the ladder. Scare the cat using your mask, then pick up the key from underneath the broken flower pot. Use the key on the padlock beneath the window, then open the unlocked vent. After the door is opened and closed again, use the padlock on the door handle. Open the unlocked vent again, and this time the window will be opened, so you can climb inside.
Climb straight back out through the window over the oven, then try to walk along the ledge to Nina's lab. Quickly grab the feather that gets stuck above you, then use this to tickle the cat. Now walk along the ledge successfully. Once inside, go through the door immediately to your right. After talking to Nina, leave her lab again. Go to the far right and use the elevator to end up back in the kitchen. Walk over and use the microwave oven to remove the magnetron from inside. Climb out through the window again Involving a certain microwave casserole. While you are out on the ledge, try to drop the magnetron down into the waterfall No way to treat an ancient manuscript.
Walk along the ledge and enter Nina's lab again. Give her the magnetron, then head through the portal Dam!.
LilyHead up the path Arthur.
Aidan Back in ClonfiraAidanGo right along the path until you are captured by Merr and his illusion monster.
LilyWhen you are facing the illusion monster, talk to Aidan to get him to distract the monster, then quickly use Bugsy on the ledge to the right. Walk up to the top so you are on the ledge above the monster. Use your vine on the monster, then use Bugsy on the vine. Jump down on to Aidan, then use the vine on the turret; you will end up jumping further down after Aidan and the monster Not too late.
AidanWalk down along the path and follow Merr. After you cross a narrow platform, you will be separated again.
LilyWalk up to the right into the shrine entrance. Continue into the room and look into the cubes in the water. After you see Dougal die, try to take the glove from the side of the machine. After the conversation with Nina, take the glove from the machine. Go back outside to the lower left. Follow the path back around to the illusion monster. Use you glove on the gas coming from its mouth, then click on its belly and you will end up getting through the portal Now, I am alone.
Both Back HomeYou will now get achievements for completing the game There and back again. There are also achievements for completing the game in under an hour The Little Speedrun, for completing the game without any hints Probably used a walkthrough. If you used a solution at all during the game you would have received It's dangerous to go alone, otherwise you will now get Let go of my hand.
Genre: Fantasy
Links: GOG, Moby Games, Adventure Gamers, Steam
The Little Acre is a traditional fantasy 3rd person adventure game with animated cut scenes. There are 27 Steam Achievements, all documented in the walkthrough below. One of these requires finishing the game within a 1-hour time frame.
HomeAidanStart by taking the shirt from Dougal the dog's back, then the stick from his mouth. Use the stick to get the trousers from the nearby chair. Give the sandwich to Dougal, then offer the stick to him so that he rolls over. Throw the half-sandwich on to the sweater on Lily's bed, and Dougal will end up with the sweater in his mouth. Swap the stick for the sweater when Dougal's mouth is open. Put on your boots (beneath the bed). Now get up and leave the room Welcome to The Little Acre.
Pick up the empty jug from the small table. Walk down and pick up the footstool, then exit through the door to the right. Walk over to the right and use your empty jug on the pump, then use the pump and you will break off the handle. Try to open the shed door, then break it open using your handle. Go inside and pick up the pitchfork from the floor. Go back outside and use the pitchfork on the stump just to the left of the pump. Now use your new hammer on the broken pump, and pick up the jug. Return left and go back into the house.
Go out through the left door into the front garden. Open the letter box and read all of the letters inside. Take the crystal from the box, before heading back into the house. Go through the back right door (next to the ladder) into Arthur's room. Pick up the mask from the bed. Press the red button on the floor, and examine the pattern on the wall. Next examine Arthur's machine to the right of the bed. Pour water from your jug into the funnel, then insert the crystal into the slot. Back out and adjust the weight switch to 3 and the ohm switch to 4. Now light the crystals in the top right grid as follows:
This is not the correct pattern, and in fact you shouldn't know this until later in the game Phone home. Now light the following crystals:
Now the generator will start working All this power... from a crystal?. Leave the room and you will automatically replace the water jug on the table. Go down and out the right door, then continue right and enter the shed. Use the light switch on the wall in the shed. Try to reach the object at the top of the shelves on the right and the bottom shelf will break. Use your stepladder on the broken shelf, then pick up Arthur's puzzle box.
Return to the house and go inside. Use your mask to scare Dougal, then Lily will slide downstairs Avoided the consequences. Show Lily the puzzle box, then open it by selecting the finger stops in this order:
- Second from top
- Top
- Second from bottom
- Bottom
LilyGo over to the prep table and pick up the bag of oats to find out that it is empty - you will then break the bowl. Grab the cooking pot from behind Dougal and you will put it over the fire. Next use Dougal on the cupboard to the left. Open the cupboard and you will get a new bowl and put it on the table. Use Dougal on the door to the left to distract him, then quickly click on the bag of oats up high to the right to get it Silly Doggy. Use the prep table once more to make your breakfast I did this all by myself.
Aidan in ClonfiraAidanWalk up the stairs and examine Arthur's belongings Welcome to Clonfira. Examine the book and pipe, then take the hat and the orb. Go and put the orb in the empty slot on the left. As soon as you can, pick it back up and put it into the next empty slot But if you turn it this way.... Go through the open door.
LilyGo around to the right side of the house and pull the spanner loose from the front of the tractor. Examine the engine in the front of the tractor and you will get a stretchy rope. Search the small coal bunker just to the left and you will find a bone. Go just over to the right and use your rope on the large tree branch. Try to use the rope slingshot, but you are not strong enough. Give the bone to Dougal, and you will end up in another part of the yard with a wooden sword. Use your sword on the evil gnome Never suspected a thing. Go through the front door into the house.
AidanTouch the yellow lamp, then walk over the bridge. Touch the next yellow lamp, then go over the new bridges and touch the blue lamp. Now you can head through the exit door on the right.
LilyGo through the door on the right into Arthur's room. Pick up Sir Fuzzlepuff from the bed. Now press the red button on the floor 20 times in a row Blind goes up!. Leave this room and go through the other right door into the back garden. Enter the shed on the right and pick up a piece of paper from the floor. Put your teddy bear into the machine and it will disappear. Use your note on Dougal, then get into the machine Godspeed Sir Fuzzlepuff.
AidanTouch the next yellow lamp. Now go down to the bottom lamp and touch it. Walk around and touch the left, middle and top yellow lamps. Now touch the blue lamp to open the next exit door. Touch the left yellow lamp again, then the middle lamp and go through the exit door.
Both in ClonfiraLilyAfter arriving in Clonfira, just go through the doorway.
AidanWalk forward over the next path to meet Merr.
LilyTouch the yellow lamp, then walk over the bridge. Walk towards the next lamp and a creature will grab you; quickly attack its tentacle with your sword Didn't Panic. You will be eaten anyway.
AidanAfter Merr finishes talking, go through the shrine entrance after him. Walk forward to see Merr trying to fix his machine. Pick up the glove from the left. Go through the doorway to the bottom right and use the glove on the blue light to get a crystal. Use this crystal on the side of Merr's machine. Pick up the screwdriver from the overturned toolbox on the left. Go through the doorway at the bottom right again and go up the long walkway. Touch the large purple plant 10 times Wibble wobble. Now use your screwdriver on the flower to remove the obstruction. Go down to the cubes in the water and place your hat on the receptacle to the right - some of the cubes will now glow.
Go over to the panel on the left to see another 4x4 grid. Enter the following pattern Merrrrrr?:
LilyWalk up the path to a raised platform with another large creature.
Aidan Back HomeAidanYou will automatically search for Lily and then run outside to meet Nina, who agrees to help you.
LilyGo over and pull on the vine, then use Bugsy on the ledge to be helped up. Jump into the flower, then use the doggy door to leave. Walk down the path and you will end up on a small floating island. Continue right and up along the path to find 3 more large flowers. Pick up the small piece of birrel fur from next to the right flower, then go back and give it to Bugsy. Follow him to the flowers and climb into the middle flower I'm gonna call you Bugsy.
AidanAfter Nina leaves, go out to the walkway to the left of the waterfalls, and climb the ladder. Scare the cat using your mask, then pick up the key from underneath the broken flower pot. Use the key on the padlock beneath the window, then open the unlocked vent. After the door is opened and closed again, use the padlock on the door handle. Open the unlocked vent again, and this time the window will be opened, so you can climb inside.
Climb straight back out through the window over the oven, then try to walk along the ledge to Nina's lab. Quickly grab the feather that gets stuck above you, then use this to tickle the cat. Now walk along the ledge successfully. Once inside, go through the door immediately to your right. After talking to Nina, leave her lab again. Go to the far right and use the elevator to end up back in the kitchen. Walk over and use the microwave oven to remove the magnetron from inside. Climb out through the window again Involving a certain microwave casserole. While you are out on the ledge, try to drop the magnetron down into the waterfall No way to treat an ancient manuscript.
Walk along the ledge and enter Nina's lab again. Give her the magnetron, then head through the portal Dam!.
LilyHead up the path Arthur.
Aidan Back in ClonfiraAidanGo right along the path until you are captured by Merr and his illusion monster.
LilyWhen you are facing the illusion monster, talk to Aidan to get him to distract the monster, then quickly use Bugsy on the ledge to the right. Walk up to the top so you are on the ledge above the monster. Use your vine on the monster, then use Bugsy on the vine. Jump down on to Aidan, then use the vine on the turret; you will end up jumping further down after Aidan and the monster Not too late.
AidanWalk down along the path and follow Merr. After you cross a narrow platform, you will be separated again.
LilyWalk up to the right into the shrine entrance. Continue into the room and look into the cubes in the water. After you see Dougal die, try to take the glove from the side of the machine. After the conversation with Nina, take the glove from the machine. Go back outside to the lower left. Follow the path back around to the illusion monster. Use you glove on the gas coming from its mouth, then click on its belly and you will end up getting through the portal Now, I am alone.
Both Back HomeYou will now get achievements for completing the game There and back again. There are also achievements for completing the game in under an hour The Little Speedrun, for completing the game without any hints Probably used a walkthrough. If you used a solution at all during the game you would have received It's dangerous to go alone, otherwise you will now get Let go of my hand.
The Order of the ThorneThe King's Challenge
Year: 2016
Genre: Fantasy
Links: GOG, Adventure Gamers, Steam
The Order of the Thorne is a classic third person fantasy adventure about Finn the Bard and his quest to compose the greatest ballad ever. There are 13 Steam Achievements, all documented in the walkthrough below.
Crann NaoimhTalk to Chucker, the guy at the fountains Chucked It In. Head inside and talk to the King about everything, then go back outside and climb the stairs. Enter the tavern and talk to both Elka and Faolan. Go back down to the fountain and head east. Talk to Brother Kunchen in the monastery, and Glenda in the potions shop. Return to the fountain, then head west. Talk to Stefan in the general store, and Elder in the library. Go upstairs in the library and read the open book on the desk to receive a map of the land. Head back downstairs and talk to Elder about the map, then leave again. Go to the fountain once more, then head south to leave the town.
ExplorationAfter the red pixie steals your book of songs, follow her west. Read the sign, then go north towards the lake. Talk to Faolan here, then continue east along the path and pick up the glowing wilted flower. Go north and talk to red pixie in the tree (the others won't talk to you). Return south to the pond, then head east. Talk to the boy and girl at the picnic, and pick up the watermelon. Go north to the angry tree, then right to find a fisherman. Talk to Fisherman Ted and Turtle, and you will learn a song. Pick up the bamboo from next to the trees on the left. Try to enter the swamp by heading north through the trees, then talk to Turtle again.
Return west and south twice, then east over the bridge and along the path to the south. Follow the high priest east and you will see him leave the kingdom High Priest. Talk to the border guards and touch the border stones. Return west and go south, then search the hole in the tree here to find a gnome's treasure chest - you will end up leaving to the west. Pick one of the mushrooms here (it has a purple underside). Go north from here and you will learn 2 more songs. Head west and south to find a sleeping white bear, then walk east twice and you will witness the gnome being saved by Snow and Red.
Next go north twice and then west 4 times to reach an area with spider webs. Try to go north and you will be stopped by Esmerelda. Try to go north again and talk to her about everything. Touch the border stone here, then return east and go south. Try to cross the bridge, but the troll will stop you. Return to the picnic area by going east twice and north twice, then continue east and look at the beehive. Ignore this for now and continue east. Talk to the ferryman, and give him your gold coin. Pick up the green cloak before going east and reading all of the memorial stones Honors Student. Return west and get on the ferry. Once you have returned to the mainland, use your lute to play "Stairway to the Other World" to get your gold coin back. Return west and play "The Ode to Peace" to calm the bees, then use your green cloak on the beehive to pick it up.
Walk west, south, east, south, west twice and south to find the white bear has the gnome pinned to the ground. Combine your bamboo and beehive, then use this on the bear. Go east twice and search the hole in the tree - this time you will get the treasure chest He is Gnomor. From here, head north twice, west twice, south and west. Give the treasure chest to the troll Paid the Troll Toll. Continue south and Faolan will rescue the girl. Pick up a rose from here, then return to Crann Naoimh by going north twice, east, and north up the hill.
Go east and into the potions shop. Give the rose to Glenda, then play "The Fisherman's Love Song" on your lute Perfect Match. Return outside and west, then climb the tree. Enter the tavern and talk to Faolan Faolan's Story. Leave and climb back down, then go west and enter the general store. Give your mushroom to Stefan and take the empty jar from the shelves. Go back outside and head east twice, then enter the monastery and talk to Brother Kunchen once more. Leave the town by going outside, west and south.
Find the QueenHead east, north twice and east again. Talk to Turtle and you will learn a new song. Enter the swamp to the north. Use your lute to play "Song of the Turtle" to calm down the raptor. Head west and approach the water on the left to wake up the sloths. Return east and north out of the swamp. Talk to Turtle, who suggests asking Elder about the sloths. Return west, south twice and west, then go north up the hill.
Go west and enter the library. Talk to Elder to learn more about raptors and sloths. Go back outside and enter the general store. Take the chicken soup from the counter. Head back outside and leave the town by going east and south.
Walk east, north twice, east, and then north into the swamp. Use your chicken soup on the raptor, then get it to follow you west and it will scare off the sloths. Now dive into the water. Once you emerge on the other side, go west and north. Look at the spider web here, and look at the pixie wing caught in the web. Use your glass jar on the spider to capture it. Continue north and west, and you will see the knight heading off towards the seer. For now, head south and west so you can collect the pixie harp Swamped. Next go east and north twice to reach the seer A Knight to Remember. Talk to Yamma Uba and she will give you a challenge, where you must use vials in her cauldron in the correct order. When prompted, use the blue vial, then the yellow vial, and finally the red vial Seered to Perfection. Go into the seer's hut and search the chest to get some Ueli juice. Go back out and talk to Yamma Uba again, then leave to the west. Give the harp to the red pixie. Use the spider in a jar on the red pixie, and you will get your song book. Return to town, by going south, west, south, east, and north up the hill.
Head east and enter the potions shop. Talk to Fisherman Ted, then give the watermelon and Ueli juice to Glenda, and you will receive a restoration potion. Return outside, then go west and south to leave the town.
Go west and use your potion on the crystals to change it to a restored potion. Now use this on your wilted flower to bring it back to life. Go north, east twice and north to find the angry tree. Plant the pretty flower in the ground, then use your lute to play "The Happy Song". Now you can collect some Firienne berries Drops of Juniper. Go south, west, north and east to return to the seer in the swamp. Give her the berries, and she will tell you to see Brother Kunchen about a song. Return west, south, west, south, east and north up the hill once more.
Go east and enter the monastery. Talk to Brother Kunchen to learn a new version of one of your songs. Play all of the songs on your lute in hard mode Musical Genius. Leave town by going outside, then west and south.
Head east twice, south, west, south and west again to find the sleeping bear. Play "Truth in Mead" on your lute to reveal the Queen Hello, Your Majesty. You will automatically return to town. When the attackers arrive, use your lute to play "Shield of Cosiant".
Year: 2016
Genre: Fantasy
Links: GOG, Adventure Gamers, Steam
The Order of the Thorne is a classic third person fantasy adventure about Finn the Bard and his quest to compose the greatest ballad ever. There are 13 Steam Achievements, all documented in the walkthrough below.
Crann NaoimhTalk to Chucker, the guy at the fountains Chucked It In. Head inside and talk to the King about everything, then go back outside and climb the stairs. Enter the tavern and talk to both Elka and Faolan. Go back down to the fountain and head east. Talk to Brother Kunchen in the monastery, and Glenda in the potions shop. Return to the fountain, then head west. Talk to Stefan in the general store, and Elder in the library. Go upstairs in the library and read the open book on the desk to receive a map of the land. Head back downstairs and talk to Elder about the map, then leave again. Go to the fountain once more, then head south to leave the town.
ExplorationAfter the red pixie steals your book of songs, follow her west. Read the sign, then go north towards the lake. Talk to Faolan here, then continue east along the path and pick up the glowing wilted flower. Go north and talk to red pixie in the tree (the others won't talk to you). Return south to the pond, then head east. Talk to the boy and girl at the picnic, and pick up the watermelon. Go north to the angry tree, then right to find a fisherman. Talk to Fisherman Ted and Turtle, and you will learn a song. Pick up the bamboo from next to the trees on the left. Try to enter the swamp by heading north through the trees, then talk to Turtle again.
Return west and south twice, then east over the bridge and along the path to the south. Follow the high priest east and you will see him leave the kingdom High Priest. Talk to the border guards and touch the border stones. Return west and go south, then search the hole in the tree here to find a gnome's treasure chest - you will end up leaving to the west. Pick one of the mushrooms here (it has a purple underside). Go north from here and you will learn 2 more songs. Head west and south to find a sleeping white bear, then walk east twice and you will witness the gnome being saved by Snow and Red.
Next go north twice and then west 4 times to reach an area with spider webs. Try to go north and you will be stopped by Esmerelda. Try to go north again and talk to her about everything. Touch the border stone here, then return east and go south. Try to cross the bridge, but the troll will stop you. Return to the picnic area by going east twice and north twice, then continue east and look at the beehive. Ignore this for now and continue east. Talk to the ferryman, and give him your gold coin. Pick up the green cloak before going east and reading all of the memorial stones Honors Student. Return west and get on the ferry. Once you have returned to the mainland, use your lute to play "Stairway to the Other World" to get your gold coin back. Return west and play "The Ode to Peace" to calm the bees, then use your green cloak on the beehive to pick it up.
Walk west, south, east, south, west twice and south to find the white bear has the gnome pinned to the ground. Combine your bamboo and beehive, then use this on the bear. Go east twice and search the hole in the tree - this time you will get the treasure chest He is Gnomor. From here, head north twice, west twice, south and west. Give the treasure chest to the troll Paid the Troll Toll. Continue south and Faolan will rescue the girl. Pick up a rose from here, then return to Crann Naoimh by going north twice, east, and north up the hill.
Go east and into the potions shop. Give the rose to Glenda, then play "The Fisherman's Love Song" on your lute Perfect Match. Return outside and west, then climb the tree. Enter the tavern and talk to Faolan Faolan's Story. Leave and climb back down, then go west and enter the general store. Give your mushroom to Stefan and take the empty jar from the shelves. Go back outside and head east twice, then enter the monastery and talk to Brother Kunchen once more. Leave the town by going outside, west and south.
Find the QueenHead east, north twice and east again. Talk to Turtle and you will learn a new song. Enter the swamp to the north. Use your lute to play "Song of the Turtle" to calm down the raptor. Head west and approach the water on the left to wake up the sloths. Return east and north out of the swamp. Talk to Turtle, who suggests asking Elder about the sloths. Return west, south twice and west, then go north up the hill.
Go west and enter the library. Talk to Elder to learn more about raptors and sloths. Go back outside and enter the general store. Take the chicken soup from the counter. Head back outside and leave the town by going east and south.
Walk east, north twice, east, and then north into the swamp. Use your chicken soup on the raptor, then get it to follow you west and it will scare off the sloths. Now dive into the water. Once you emerge on the other side, go west and north. Look at the spider web here, and look at the pixie wing caught in the web. Use your glass jar on the spider to capture it. Continue north and west, and you will see the knight heading off towards the seer. For now, head south and west so you can collect the pixie harp Swamped. Next go east and north twice to reach the seer A Knight to Remember. Talk to Yamma Uba and she will give you a challenge, where you must use vials in her cauldron in the correct order. When prompted, use the blue vial, then the yellow vial, and finally the red vial Seered to Perfection. Go into the seer's hut and search the chest to get some Ueli juice. Go back out and talk to Yamma Uba again, then leave to the west. Give the harp to the red pixie. Use the spider in a jar on the red pixie, and you will get your song book. Return to town, by going south, west, south, east, and north up the hill.
Head east and enter the potions shop. Talk to Fisherman Ted, then give the watermelon and Ueli juice to Glenda, and you will receive a restoration potion. Return outside, then go west and south to leave the town.
Go west and use your potion on the crystals to change it to a restored potion. Now use this on your wilted flower to bring it back to life. Go north, east twice and north to find the angry tree. Plant the pretty flower in the ground, then use your lute to play "The Happy Song". Now you can collect some Firienne berries Drops of Juniper. Go south, west, north and east to return to the seer in the swamp. Give her the berries, and she will tell you to see Brother Kunchen about a song. Return west, south, west, south, east and north up the hill once more.
Go east and enter the monastery. Talk to Brother Kunchen to learn a new version of one of your songs. Play all of the songs on your lute in hard mode Musical Genius. Leave town by going outside, then west and south.
Head east twice, south, west, south and west again to find the sleeping bear. Play "Truth in Mead" on your lute to reveal the Queen Hello, Your Majesty. You will automatically return to town. When the attackers arrive, use your lute to play "Shield of Cosiant".
The Room TwoYear: 2016
Genre: Mystery
Links: Moby Games, Steam
The Room 2 is another pure puzzle game, and is the continuation of The Room. Once again you must solve mechanical puzzles to proceed through the game's chapters. There are 7 Steam Achievements awarded for completing each chapter.
Chapter 1Follow the tutorial instructions until you have opened the round puzzle box. Spin the middle part of the device so you can slide the outer segments to the middle. Follow more instructions until you have the small piece of shaped metal. Use the envelope on the table to read a letter, then take another hexagonal piece of metal from the side of the table here. Go back to the first table and use the two hexagons in similar depressions in the top of the table. Spin the 2 discs that are revealed to show a larger hole, then take the brass sphere from beneath them. Look at the round plate in the middle of the table and put the sphere inside. You can now drag the marker around to enter a 5-letter code, but you don't know what it should be yet.
Examine the note on this table and look at it through your eyeglass to see the code "SESWN". Go back to the plate and enter this code. Now you can take a medallion from the back of the brass sphere. Examine this in your inventory and drag the corners apart to change its shape to a square. Go to the other table and insert this into the top of the large box.
Now zoom in on the spotlight and use your eyeglass. Spin the spotlight to reveal a red symbol on the wall. Repeat this twice more on two more walls, and you will be taken over to a view of a statue holding a sphere. Spin the top half of the sphere to complete the symbol, then touch the crystal inside. Now rotate your view around to complete the symbol shown in the bottom right corner Grave Robber.
Chapter 2ShipHead over to the model ship in the window, and read the letter. Zoom in on the right crow's nest on the model ship and spin the rings all the way around until the rope symbols on the side match up. Take the small gold key from inside. Now look at the main deck and slide the cannons so they are all pointing off the side of the ship. Use the key on the keyhole that is revealed. Turn the key, then pull open the side of the ship. Pick up a strange key, and read another note. Now slide the red gem over to the right, and your view will change to a chest on the floor.
ChestZoom in on the front of the chest, and slide apart the covers over the lock mechanism. Spin the 3 wheels so their triangular markers all point towards the middle. Now use your strange key on the hole. Turn the key and open the lid of the chest. Look at the handle on the right side of the chest and lift it up, then take the strange cylinder from behind it.
Now examine the top of the chest. Look at the green square and use your eyeglass. Spin the device inside to unlock the first part of the mechanism. Now examine the square at the top right corner; slide the yellow switch to the left and use your eyeglass. Pull back the two rectangles, then spin the disc to unlock the second part of the mechanism. Look at the green square on the left of the lid and use your eyeglass. Spin the 2 patterned arcs to allow the rectangles to move and unlock the third part of the mechanism. Examine the bottom right dial on the chest and slide the small switch down. Now examine the bottom right square and use the eyeglass. Slide the triangles out to the corners to unlock the fourth part of the mechanism. Now you can look at the dial in the middle. Look at the strange cylinder in your inventory and lift up the 2 arms. Now use the strange cylinder on the dial and turn it. Lift up this layer of the chest to reveal another beneath.
Read the letter, then look at the map grid. Move the red marker according to the directions in the letter: north twice, west twice and south 3 times. Press the ship symbol at the bottom right and read the new letter. Back out from the chest and examine the pillar behind it. Turn the two metal arcs and take the small key that is revealed. Go back to the chest and zoom in on the sealed keyhole beneath the letter. Drag the triangles around so the segments with holes overlap the sealed keyhole. Now use your small key on the keyhole and turn it.
Move the red marker again, according to the current letter: west 4 times, north 4 times and west twice. Press the ship symbol at the bottom right and read the new letter. Use your eyeglass while looking at it, and you will see a glowing red symbol and a ship's wheel. Turn the wheel to the far left or right and keep turning until you find the matching symbol to line up. Move the red marker once more, according to the final letter: south 6 times, east twice and north once. Press the ship symbol at the bottom right, then take the painted figurehead that rises from the map grid.
ShipGo back to the model ship and attach the figurehead to the front. Take the ship's wheel from the new open compartment. Go and place this on the ship's bridge, and turn the wheel until a new compartment clicks open. Move the slider here to the right, and the sails on the ship will unfurl. Turn the large wheel on the deck of the ship and another compartment will open down on the side. Use your eyeglass to look at the front of the main sail to see the word "ROSE". Go down to the new opened section on the bottom of the side of the ship and drag the letters here to show the word "ROSE". Pick up the gem that is revealed. Place it up on the side of the ship and slide it towards the other half. Your view will change to look at a nearby table.
TableRead the 2 letters (one on top of the table, and one in the side). Pick up the golden weight from the table, and put it in the rectangular part of the scales. Open the lid of the unlatched box. Take the small disc from inside the left lid and insert it on the front of the box. Spin the disc around and slide the rectangle down into it, then grab another weight that is revealed in the top of the box. Place this on the square part of the scales.
Pick up another small disc from the lid where you got the square weight. Insert this in the front of the box and spin it around so that you can insert the 4 rectangles. Pick up another weight. Examine this in your inventory and twist the top until its shape changes. Now place this in the triangular part of the scales.
Examine the side of the left part of the lid to see a locked drawer; it is blocked by the clasps on the 4 corners. Go back to where you just got the third weight and you will see 4 matching clasps. Turn these so the gaps are pointed inwards. Now open the drawer and take another disc from inside. Insert the disc in the front of the box and spin it around so that you can insert the 4 rectangles (the bottom one must be inserted before the top one). Pick up another weight from the top of the box. Examine this in your inventory and slide up the panels on the 4 sides to change its shape. Now place this in the star part of the scales.
Examine the hole where you just collected the last weight and spin its inner lining until you can take another small disc. Insert this in the front of the box and spin it around so that you can insert the 3 rectangles (you must deal with the angled one first by sliding it in one end and out the other to turn it around before putting it where it belongs). Pick up another weight from the top of the box. Examine this in your inventory and spin the top half until the two markers are aligned, and the top half will come off, making 2 separate weights. Place these 2 weights in the circle and hexagon parts of the scales.
Pick up the clock spring and small anchor from beneath where the box used to lie.
ShipGo back to the ship and place the anchor on its mount; this is near the front on the side of the ship. Take a metal star from the compartment that opens in the front of the ship.
TableReturn to the table and examine the new box. Insert the metal star on the front of the box. Turn the star, then lift the lid of the box. Slide a small yellow switch on the left front corner, then take a winding key from a compartment that opens near the base. Now look at the right front corner of the box and turn the latch so that the clock turns over. Slide the latch on the side, then lift the cover on the back of the clock.
Insert the winding key into the stack of gears on the right. Turn the key but nothing happens. Zoom out and examine the braces on the right side of the box; slide down the braces on the front right corner and the back right corner, then take the small screwdriver from the compartment. Go back to the top of the box and use the screwdriver on the screw, then turn it. Slide open the lid of the cylinder on the left. Put your clock spring inside here. Now turn the winding key - the clock will turn back over and start working.
Look at the left side of the box and use your eyeglass. Slide the knob to the right and you will see the time "2:50" indicated on the hidden dials. Go up to the clock face and set this time. Now zoom in on the turning gears on the left; press the buttons to stop the gears so that you can take a new key. Look at the under-surface of the box lid and insert the key in the small keyhole here.
Look at the new surface revealed and use your eyeglass. Spin the circles to make a complete picture of the ship. Now take a diamond shaped metal casting from inside the lid. After the box closes, use this piece of metal on the incomplete pyramid in the middle of the table. Spin the device that appears to complete the red symbol. Now rotate your view around to complete the symbol shown in the bottom right corner Lost at Sea.
Chapter 3RoomLook up and slide the metal bar to the left to retrieve it. Now open the door to exit out into the room. Turn to the left and zoom in on the dusty plate on the ground, then rub it to remove the dust and reveal two symbols - remember these for later. Now examine the chest just to the right and turn the handle on the right side. Pull it out and take a length of string from inside.
CrossbowTurn right and examine the crossbow. Take the small wooden handle from in front of the crossbow. Use the metal bar and then the string on the crossbow.
TableTurn right and approach the table. Read the note on the table. Zoom in on the building model and take the gold tower from the top. Back out and examine the left side of the building; insert your handle, which you can then use to slide the nearby symbols up and down. Use this to slide the symbols into their matching counterparts. Once all 3 are matching, take the trigger mechanism that is revealed.
Now examine the front of the building model. Drag the metal plate right, left and right again to break it loose. Now slide the silver switch and take the small token from the opened compartment.
CrossbowGo back to the crossbow and insert the trigger mechanism. Pull open the drawer and take a bolt from inside, then use this on the crossbow. Pull the string back to load the crossbow, then examine the trigger mechanism to look along the sights. Rotate the view so you are aiming through the large black eye in the wall mural. Pull the yellow switch to the right to shoot the bolt through the hole (if you miss, just reload the crossbow and try again). Once successful, your view will switch to a new area.
AltarLook at the puzzle box on the altar. Insert your small token in the slot at the top left corner. Slide the tile on the front of the box to the right. Now you need to move the red token to the bottom right without getting caught by the black token. Start by moving right twice, left and right. Move the black token by sliding the tile on the front of the box to the left. Now move the red token right twice, down twice and right 3 times. Open the small drawer and take the small key.
RoomGo back to the chest and use the small key in the front. Now spin the gears to unlock the chest and lift the lid. Pick up the large stone block from inside.
AltarReturn to the altar and examine the levers at the bottom. Use the stone block on the bottom lever, then turn the wheel until it locks in place. Pull the other lever to crack the rock. Repeat this 3 more times and it will break. Now take the shard of glass. Zoom out and use the shard of glass on the broken mirror on top of the altar. Look at the symbols on the top of the mirror. You need to change these to match the symbols on the dusty plate from the beginning of the chapter - this will change the wooden building on the table into a gold castle.
TableGo back to the table, where there is now a gold castle. Place your gold tower in the empty space, then take an ornate dagger once it is revealed. Spin around to the left side of the castle and slide an archway on the middle level across to the right. Use your eyeglass on the opened doors and rotate your view to create an archway from the floating symbols. Repeat this a second time and you will see a view of two more symbols.
AltarChange the symbols on the top of the mirror to the ones you just saw inside the castle - this will turn the gold castle back into the wooden building.
TableUse your ornate dagger in the top of the wooden building on the table. Take the straw effigy and the small gem. Spin around to the back surface and look through your eyeglass to see a series of circles with 3 of them crossed out - remember this pattern.
AltarChange the symbols on the top of the mirror to switch back to the gold castle again.
TableSpin around to the back of the castle and place your small gem in the empty space. Now press this gem to light it up. Also press the two gems on either side of the bottom right corner gem (the same pattern you just saw on the back of the wooden building). Take the flint from inside and examine the parchment.
RoomLook at the stone object on the floor in front of the chest. Place the effigy in the round part of this device. Place the flint on the slope above it. Slide the flint up and down until you start a fire.
CrossbowLoad a new bolt into the crossbow and look along the sights. Use your eyepiece and rotate the view so you are looking through the new window. Aim at the red mark on the left bag and fire.
RoomGo to the new compartment that has opened and take the metal object. Read the parchment, then back out and look at the chest. Place the metal object in the chest. Close the lid and open it again, then look closely and take the metal shard.
TableInsert the metal shard on the front of the gold castle. Spin it around until the red markers on the teeth of the device all line up with the inner circle. Once they are locked in place, spin the outer circle to line up the 4 symbols with their correct reflections. Pick up the skull and examine it in your inventory to notice two points on the back.
RoomGo to the compartment in the wall again and place the skull on the spikes sticking out of the wall. Turn the handle beneath the skull to open it. Spin the device that appears to complete the red symbol. Now rotate your view around to complete the symbol shown in the bottom right corner Entombed Raider.
Chapter 4Card TableRead the letter on the card table, then take the viewfinder from on the letter.
CameraBack out and examine the nearby camera. Use the viewfinder on the back of the camera. Take the small metal handle from the compartment that opens on the side of the camera. Use the candle on the gear on the side of the camera, then turn it until the camera is fully extended. Go back to the rear of the camera and turn the dial on the lens until the desk on the other side of the room opens.
DeskRead the letter in the envelope on the floor here. Next examine the lamp on the desk. Turn the base until you find a green button, then press it and take a small key from a compartment that opens nearby. Examine the keyhole in the middle of the desk and notice the shape. Now examine the small key in your inventory and adjust it to match this keyhole. Use the key in the hole and turn it - this will reveal a puzzle cube. Zoom out and examine another keyhole just to the right. Adjust the shape of the key and use it in this keyhole, then turn it to unlock a set of 3 drawers. Zoom out and find a 3rd keyhole to the far left of the desk interior. Once more, adjust the key, put it into the keyhole and turn it. This will reveal some sort of game/puzzle.
Slide the pieces away from the middle so you can take the metal piece. Zoom out and use this on the indentation on the front of the desk next to a matching metal piece. Take the long metal lever from the new compartment. Next examine the typewriter on the desk and use the metal lever on it. Look at the note to the left which says "INFINITY". Type this word using the typewriter (position the main lever over each letter and type it by pressing the left lever, then end the line by using the right lever).
Back out and look at the desk through your eyeglass to see some fingerprints near a square on the front. Drag the square to the left to reveal "IV" between two lines. Just to the right you will find 2 gold plates with an arc beneath; turn the arc and the plates will open to reveal a series of 8 switches. Further to the right, open the drawer on the front of the desk. Take an old torn photograph from inside, and read another note. Examine the bottom of the right desk leg to see "V" beneath two lines. Look just above the "INFINITY" note to see "II" on the spine of a book, above two lines.
Go back to the 3 drawers and position the bottom at position V, the middle at position IV, and the top at position II. Take the bulb, and the puzzle cube from earlier will come out of its compartment. You now need to slide the metal ball along its path around the cube to the bottom corner. To achieve this slide the ball until you reach a dead end, the rotate one of the segments of the cube so you can keep moving. Once you reach the end of the path, pull out the drawer and take the stars tarot card from inside.
CameraGo back to the camera and use your bulb on the flash dome at the top. Press the button on the back of the flash dome. Pull out the film and look at it through your eyeglass.
Card TableYou will automatically go over to the card table, where there is a new box. Place your stars tarot card in the empty space. Now using the passage of text from the typewriter earlier, place the tarot cards for home, stars and time on the spaces in front of the box. Press the gold button and you will see the word "Voyage" inside the box.
DeskReturn to the typewriter and type the word "VOYAGE" to reveal a new message.
Card TableUsing the new passage of text from the typewriter, place the tarot cards for ship, temple and home on the spaces in front of the box. Press the gold button and you will see the word "Endless" inside the box.
DeskReturn to the typewriter and type the word "ENDLESS" to reveal a new message. Look at the paper with your eyeglass to see extra words: "Up, up, down, up, down, down, down, up". Look at the 8 switches on the front of the desk and set them to these positions. Pull open the drawer and take the death tarot card from inside.
Card TablePlace your death tarot card in the empty space. Using the new passage of text from the typewriter, place the tarot cards for stars, death and science on the spaces in front of the box. Press the gold button and you will see the word "Hope" inside the box.
Take the small bell from on top of the box. Examine it in your inventory and spin the bottom half to remove the clapper. Examine the clapper and lift 2 of the bottom edges. Use the clapper in a hole in the left size of the box, then turn it and take a brass dial.
CabinetFind a cabinet in the back corner of the room (left of the desk). Use the clapper in the keyhole here and turn it, then open the door. Open the book with the gold latch on the top shelf and take a decorative plate from inside. Use this on the plate that is missing its middle portion. Now spin the inner and outer rings of the plate to form a complete picture, and a small flap will open in the shelf revealing the word "KHAN".
Now look at the books on the middle shelf and pull out the large book - this will reveal a wall safe on the wall just to the left. Insert your dial into the middle, then dial in the code "KHAN" (go left until K is shown, right until H is shown, left until A is shown, right until N is shown). Now pull the handle on the left and open the safe door. Take the null tarot card from inside.
DeskReturn to the typewriter and type the word "HOPE" to reveal a new message.
Card TablePlace your null tarot card in the empty space. Using the new passage of text from the typewriter, place the tarot cards for null, time and death on the spaces in front of the box. Press the gold button and the glass in the cabinet doors will shatter.
CabinetExamine the torn photo and insert your torn photo fragment to complete it. Look at it through your eyeglass.
Card TableReturn to the card table and look at the watch in the skeleton's hand. Press the button on the top, then open the face of the watch. Look at it through your eyeglass, then take the ornate key. Use this key in the keyhole in the box on the table, then turn the key. Click on the null element Anybody There?.
Chapter 5Look at the debris in the water to the right and pick up the crank handle. Use this in the wheel in the front of the boat, then keep turning it clockwise until you reach land The Other Side.
Chapter 6CabinetExamine the wooden cabinet on the left side of the room. Open drawer 1 and take a small screwdriver from inside. Read the patient file while you are here.
BenchBack out and turn right to find a large bench. Read another patient file here. Examine the globe and use your screwdriver on it. Turn the screwdriver, then take the wooden box from inside the globe.
ControlsBack out and turn right future to find the controls of some old equipment. Look at the plate on the left side which is covered in strange symbols. Drag the marker around the edge, and you will be able to match up symbols with numbers that are displayed in the middle of the plate. Now examine the wooden box in your inventory - there are 3 symbols and you need to set the appropriate numbers next to them. Set the 3 counters to 1, 7 and 3 (from top to bottom). Take the battery from inside the box.
Now use your battery on the right part of the main controls. Spin the valve clockwise very quickly until there is steady discharge between the electrodes at the top, then pull the big switch down and removed your charged battery.
BenchGo back to the workbench and use your charged battery on the box in front of the globe. Move the lever to the left in front of the box, and a gauge just over to the left will move to the right. Turn the dial around the origin of the red laser until it is at its brightest, then your view will change to where the laser is being redirected by a mirror. Zoom in on the mirror, and redirect it through a lens (your view will show as very bright red when you are in the correct position).
TableYou will automatically see a box on a table in the middle of the room. Take the star-shaped handle that has become available.
CabinetInsert your handle in the star-shaped indentation just above drawer 1. Turn the handle clockwise to reveal drawer 2. Open this drawer and take the drum from inside; also read the letter here. Slide down the small latch on the left side of the drawer, then turn the star-shaped handle anti-clockwise. Slide down the small latch on the right side of drawer 1 after pulling it open again. Now open the top left cabinet door. Read the patient file in the top shelf and slide down another latch on the inner right of this part of the cabinet. Take a large handle from the revealed compartment.
TableInsert your large handle into the small hole in the side of the table. Turn the handle anti-clockwise until you are lined up with the opening in the top of the table. Pull up on the small handle just in front of you to reveal a crystal. Keep turning the large handle anti-clockwise until the crystal redirects the red laser.
ChalkboardNext turn left and approach the small chest of drawers near the chalkboard. Use your drum on the side of the device on the left. Zoom in on the mirror, and redirect it to the large bug in the open cabinet (your view will show as very bright red when you are in the correct position).
CabinetOpen the top right cabinet door. Take another battery and a rhinoceros beetle from the top shelf. Spin open the lid of the jar in the bottom shelf and take a piece of broken plaque from inside. Go to the top left part of the cabinet and insert your rhinoceros beetle into the slot in the top middle part of the bug display. Now go back down to drawer 1 and use your piece of plaque on the top of the drawer inside. Take the fuse from here.
ControlsAs you did earlier, place your battery in the right part of the main controls. Spin the valve clockwise very quickly until there is steady discharge between the electrodes at the top, then pull the big switch down - unfortunately this time a fuse will blow. Use your screwdriver on the screw holding the fuse cover down. Turn the screwdriver and the cover will open. Take out the blown fuse (you will throw it away). Put your new fuse in the gap. Now charge the battery and take it again.
ChalkboardPlace the battery inside the device where you placed the drum earlier. Look through the viewfinder on the top to see a video. Now use your eyeglass and look through the viewfinder again. After seeing the symbols, take the green ground beetle. The symbols can be reviewed on the front of the device at any later stage.
CabinetPlace your new beetle in the top left of the bug display. Turn the star-shaped handle clockwise to reveal drawer 2 again. Look at the drawer through your eyeglass to see an arrow pointing down. Look on the under-surface of the drawer and take the giant water bug. Place this in the top right of the bug display. Take the small metal handle.
ControlsPlace the small handle in the plate on the left; now there are 2 separate markers that you can slide around the plate. Position these 2 markers over the 2 symbols you saw earlier on the viewfinder device near the chalkboard. Pick up the strangely shaped key that appears.
TableSpin around to find a padlock. Adjust the 3 layers of the padlock to match the shape of the key in your inventory. Insert the key and turn it, then take the large stag beetle.
CabinetInsert the last beetle in the display to reveal a mirror.
ChalkboardLook at the mirror and adjust it to point to the new mirror in the cabinet.
CabinetLook at the mirror and adjust it to redirect the laser to the lens on the middle table.
TableYou will automatically return to the table. Take the green lens and read the letter. Use your eyeglass and spin around the table to see a whole series of symbols; in particular take note of a circle with 8 symbols, 3 dots and an arrow pointing at one of the symbols. Look at the side of the box on the table to find a similar set of symbols. Slide the marker with 3 dots to line up with the symbol indicated by the arrow on the earlier diagram.
ChalkboardStill using the eyeglass, you should find another circle diagram, with 1 dot and an arrow pointing at one of the symbols.
TableLook at the side of the box and slide the marker with 1 dot to line up with the symbol from the chalkboard. Now just try the marker with 2 dots on each of the other symbols until you find the correct one to open the box. Take off the eyeglass and flip each of the 3 switches.
Touch the red gem to reveal the final puzzle of the game. Use your eyeglass to see floating symbols in the air. You need to recreate the main symbol of the game by positioning the green slider on the 5th symbol and the red slider on the 3rd symbol Wonders of Science. This was also the final puzzle of the game Master of The Room.
Genre: Mystery
Links: Moby Games, Steam
The Room 2 is another pure puzzle game, and is the continuation of The Room. Once again you must solve mechanical puzzles to proceed through the game's chapters. There are 7 Steam Achievements awarded for completing each chapter.
Chapter 1Follow the tutorial instructions until you have opened the round puzzle box. Spin the middle part of the device so you can slide the outer segments to the middle. Follow more instructions until you have the small piece of shaped metal. Use the envelope on the table to read a letter, then take another hexagonal piece of metal from the side of the table here. Go back to the first table and use the two hexagons in similar depressions in the top of the table. Spin the 2 discs that are revealed to show a larger hole, then take the brass sphere from beneath them. Look at the round plate in the middle of the table and put the sphere inside. You can now drag the marker around to enter a 5-letter code, but you don't know what it should be yet.
Examine the note on this table and look at it through your eyeglass to see the code "SESWN". Go back to the plate and enter this code. Now you can take a medallion from the back of the brass sphere. Examine this in your inventory and drag the corners apart to change its shape to a square. Go to the other table and insert this into the top of the large box.
Now zoom in on the spotlight and use your eyeglass. Spin the spotlight to reveal a red symbol on the wall. Repeat this twice more on two more walls, and you will be taken over to a view of a statue holding a sphere. Spin the top half of the sphere to complete the symbol, then touch the crystal inside. Now rotate your view around to complete the symbol shown in the bottom right corner Grave Robber.
Chapter 2ShipHead over to the model ship in the window, and read the letter. Zoom in on the right crow's nest on the model ship and spin the rings all the way around until the rope symbols on the side match up. Take the small gold key from inside. Now look at the main deck and slide the cannons so they are all pointing off the side of the ship. Use the key on the keyhole that is revealed. Turn the key, then pull open the side of the ship. Pick up a strange key, and read another note. Now slide the red gem over to the right, and your view will change to a chest on the floor.
ChestZoom in on the front of the chest, and slide apart the covers over the lock mechanism. Spin the 3 wheels so their triangular markers all point towards the middle. Now use your strange key on the hole. Turn the key and open the lid of the chest. Look at the handle on the right side of the chest and lift it up, then take the strange cylinder from behind it.
Now examine the top of the chest. Look at the green square and use your eyeglass. Spin the device inside to unlock the first part of the mechanism. Now examine the square at the top right corner; slide the yellow switch to the left and use your eyeglass. Pull back the two rectangles, then spin the disc to unlock the second part of the mechanism. Look at the green square on the left of the lid and use your eyeglass. Spin the 2 patterned arcs to allow the rectangles to move and unlock the third part of the mechanism. Examine the bottom right dial on the chest and slide the small switch down. Now examine the bottom right square and use the eyeglass. Slide the triangles out to the corners to unlock the fourth part of the mechanism. Now you can look at the dial in the middle. Look at the strange cylinder in your inventory and lift up the 2 arms. Now use the strange cylinder on the dial and turn it. Lift up this layer of the chest to reveal another beneath.
Read the letter, then look at the map grid. Move the red marker according to the directions in the letter: north twice, west twice and south 3 times. Press the ship symbol at the bottom right and read the new letter. Back out from the chest and examine the pillar behind it. Turn the two metal arcs and take the small key that is revealed. Go back to the chest and zoom in on the sealed keyhole beneath the letter. Drag the triangles around so the segments with holes overlap the sealed keyhole. Now use your small key on the keyhole and turn it.
Move the red marker again, according to the current letter: west 4 times, north 4 times and west twice. Press the ship symbol at the bottom right and read the new letter. Use your eyeglass while looking at it, and you will see a glowing red symbol and a ship's wheel. Turn the wheel to the far left or right and keep turning until you find the matching symbol to line up. Move the red marker once more, according to the final letter: south 6 times, east twice and north once. Press the ship symbol at the bottom right, then take the painted figurehead that rises from the map grid.
ShipGo back to the model ship and attach the figurehead to the front. Take the ship's wheel from the new open compartment. Go and place this on the ship's bridge, and turn the wheel until a new compartment clicks open. Move the slider here to the right, and the sails on the ship will unfurl. Turn the large wheel on the deck of the ship and another compartment will open down on the side. Use your eyeglass to look at the front of the main sail to see the word "ROSE". Go down to the new opened section on the bottom of the side of the ship and drag the letters here to show the word "ROSE". Pick up the gem that is revealed. Place it up on the side of the ship and slide it towards the other half. Your view will change to look at a nearby table.
TableRead the 2 letters (one on top of the table, and one in the side). Pick up the golden weight from the table, and put it in the rectangular part of the scales. Open the lid of the unlatched box. Take the small disc from inside the left lid and insert it on the front of the box. Spin the disc around and slide the rectangle down into it, then grab another weight that is revealed in the top of the box. Place this on the square part of the scales.
Pick up another small disc from the lid where you got the square weight. Insert this in the front of the box and spin it around so that you can insert the 4 rectangles. Pick up another weight. Examine this in your inventory and twist the top until its shape changes. Now place this in the triangular part of the scales.
Examine the side of the left part of the lid to see a locked drawer; it is blocked by the clasps on the 4 corners. Go back to where you just got the third weight and you will see 4 matching clasps. Turn these so the gaps are pointed inwards. Now open the drawer and take another disc from inside. Insert the disc in the front of the box and spin it around so that you can insert the 4 rectangles (the bottom one must be inserted before the top one). Pick up another weight from the top of the box. Examine this in your inventory and slide up the panels on the 4 sides to change its shape. Now place this in the star part of the scales.
Examine the hole where you just collected the last weight and spin its inner lining until you can take another small disc. Insert this in the front of the box and spin it around so that you can insert the 3 rectangles (you must deal with the angled one first by sliding it in one end and out the other to turn it around before putting it where it belongs). Pick up another weight from the top of the box. Examine this in your inventory and spin the top half until the two markers are aligned, and the top half will come off, making 2 separate weights. Place these 2 weights in the circle and hexagon parts of the scales.
Pick up the clock spring and small anchor from beneath where the box used to lie.
ShipGo back to the ship and place the anchor on its mount; this is near the front on the side of the ship. Take a metal star from the compartment that opens in the front of the ship.
TableReturn to the table and examine the new box. Insert the metal star on the front of the box. Turn the star, then lift the lid of the box. Slide a small yellow switch on the left front corner, then take a winding key from a compartment that opens near the base. Now look at the right front corner of the box and turn the latch so that the clock turns over. Slide the latch on the side, then lift the cover on the back of the clock.
Insert the winding key into the stack of gears on the right. Turn the key but nothing happens. Zoom out and examine the braces on the right side of the box; slide down the braces on the front right corner and the back right corner, then take the small screwdriver from the compartment. Go back to the top of the box and use the screwdriver on the screw, then turn it. Slide open the lid of the cylinder on the left. Put your clock spring inside here. Now turn the winding key - the clock will turn back over and start working.
Look at the left side of the box and use your eyeglass. Slide the knob to the right and you will see the time "2:50" indicated on the hidden dials. Go up to the clock face and set this time. Now zoom in on the turning gears on the left; press the buttons to stop the gears so that you can take a new key. Look at the under-surface of the box lid and insert the key in the small keyhole here.
Look at the new surface revealed and use your eyeglass. Spin the circles to make a complete picture of the ship. Now take a diamond shaped metal casting from inside the lid. After the box closes, use this piece of metal on the incomplete pyramid in the middle of the table. Spin the device that appears to complete the red symbol. Now rotate your view around to complete the symbol shown in the bottom right corner Lost at Sea.
Chapter 3RoomLook up and slide the metal bar to the left to retrieve it. Now open the door to exit out into the room. Turn to the left and zoom in on the dusty plate on the ground, then rub it to remove the dust and reveal two symbols - remember these for later. Now examine the chest just to the right and turn the handle on the right side. Pull it out and take a length of string from inside.
CrossbowTurn right and examine the crossbow. Take the small wooden handle from in front of the crossbow. Use the metal bar and then the string on the crossbow.
TableTurn right and approach the table. Read the note on the table. Zoom in on the building model and take the gold tower from the top. Back out and examine the left side of the building; insert your handle, which you can then use to slide the nearby symbols up and down. Use this to slide the symbols into their matching counterparts. Once all 3 are matching, take the trigger mechanism that is revealed.
Now examine the front of the building model. Drag the metal plate right, left and right again to break it loose. Now slide the silver switch and take the small token from the opened compartment.
CrossbowGo back to the crossbow and insert the trigger mechanism. Pull open the drawer and take a bolt from inside, then use this on the crossbow. Pull the string back to load the crossbow, then examine the trigger mechanism to look along the sights. Rotate the view so you are aiming through the large black eye in the wall mural. Pull the yellow switch to the right to shoot the bolt through the hole (if you miss, just reload the crossbow and try again). Once successful, your view will switch to a new area.
AltarLook at the puzzle box on the altar. Insert your small token in the slot at the top left corner. Slide the tile on the front of the box to the right. Now you need to move the red token to the bottom right without getting caught by the black token. Start by moving right twice, left and right. Move the black token by sliding the tile on the front of the box to the left. Now move the red token right twice, down twice and right 3 times. Open the small drawer and take the small key.
RoomGo back to the chest and use the small key in the front. Now spin the gears to unlock the chest and lift the lid. Pick up the large stone block from inside.
AltarReturn to the altar and examine the levers at the bottom. Use the stone block on the bottom lever, then turn the wheel until it locks in place. Pull the other lever to crack the rock. Repeat this 3 more times and it will break. Now take the shard of glass. Zoom out and use the shard of glass on the broken mirror on top of the altar. Look at the symbols on the top of the mirror. You need to change these to match the symbols on the dusty plate from the beginning of the chapter - this will change the wooden building on the table into a gold castle.
TableGo back to the table, where there is now a gold castle. Place your gold tower in the empty space, then take an ornate dagger once it is revealed. Spin around to the left side of the castle and slide an archway on the middle level across to the right. Use your eyeglass on the opened doors and rotate your view to create an archway from the floating symbols. Repeat this a second time and you will see a view of two more symbols.
AltarChange the symbols on the top of the mirror to the ones you just saw inside the castle - this will turn the gold castle back into the wooden building.
TableUse your ornate dagger in the top of the wooden building on the table. Take the straw effigy and the small gem. Spin around to the back surface and look through your eyeglass to see a series of circles with 3 of them crossed out - remember this pattern.
AltarChange the symbols on the top of the mirror to switch back to the gold castle again.
TableSpin around to the back of the castle and place your small gem in the empty space. Now press this gem to light it up. Also press the two gems on either side of the bottom right corner gem (the same pattern you just saw on the back of the wooden building). Take the flint from inside and examine the parchment.
RoomLook at the stone object on the floor in front of the chest. Place the effigy in the round part of this device. Place the flint on the slope above it. Slide the flint up and down until you start a fire.
CrossbowLoad a new bolt into the crossbow and look along the sights. Use your eyepiece and rotate the view so you are looking through the new window. Aim at the red mark on the left bag and fire.
RoomGo to the new compartment that has opened and take the metal object. Read the parchment, then back out and look at the chest. Place the metal object in the chest. Close the lid and open it again, then look closely and take the metal shard.
TableInsert the metal shard on the front of the gold castle. Spin it around until the red markers on the teeth of the device all line up with the inner circle. Once they are locked in place, spin the outer circle to line up the 4 symbols with their correct reflections. Pick up the skull and examine it in your inventory to notice two points on the back.
RoomGo to the compartment in the wall again and place the skull on the spikes sticking out of the wall. Turn the handle beneath the skull to open it. Spin the device that appears to complete the red symbol. Now rotate your view around to complete the symbol shown in the bottom right corner Entombed Raider.
Chapter 4Card TableRead the letter on the card table, then take the viewfinder from on the letter.
CameraBack out and examine the nearby camera. Use the viewfinder on the back of the camera. Take the small metal handle from the compartment that opens on the side of the camera. Use the candle on the gear on the side of the camera, then turn it until the camera is fully extended. Go back to the rear of the camera and turn the dial on the lens until the desk on the other side of the room opens.
DeskRead the letter in the envelope on the floor here. Next examine the lamp on the desk. Turn the base until you find a green button, then press it and take a small key from a compartment that opens nearby. Examine the keyhole in the middle of the desk and notice the shape. Now examine the small key in your inventory and adjust it to match this keyhole. Use the key in the hole and turn it - this will reveal a puzzle cube. Zoom out and examine another keyhole just to the right. Adjust the shape of the key and use it in this keyhole, then turn it to unlock a set of 3 drawers. Zoom out and find a 3rd keyhole to the far left of the desk interior. Once more, adjust the key, put it into the keyhole and turn it. This will reveal some sort of game/puzzle.
Slide the pieces away from the middle so you can take the metal piece. Zoom out and use this on the indentation on the front of the desk next to a matching metal piece. Take the long metal lever from the new compartment. Next examine the typewriter on the desk and use the metal lever on it. Look at the note to the left which says "INFINITY". Type this word using the typewriter (position the main lever over each letter and type it by pressing the left lever, then end the line by using the right lever).
Back out and look at the desk through your eyeglass to see some fingerprints near a square on the front. Drag the square to the left to reveal "IV" between two lines. Just to the right you will find 2 gold plates with an arc beneath; turn the arc and the plates will open to reveal a series of 8 switches. Further to the right, open the drawer on the front of the desk. Take an old torn photograph from inside, and read another note. Examine the bottom of the right desk leg to see "V" beneath two lines. Look just above the "INFINITY" note to see "II" on the spine of a book, above two lines.
Go back to the 3 drawers and position the bottom at position V, the middle at position IV, and the top at position II. Take the bulb, and the puzzle cube from earlier will come out of its compartment. You now need to slide the metal ball along its path around the cube to the bottom corner. To achieve this slide the ball until you reach a dead end, the rotate one of the segments of the cube so you can keep moving. Once you reach the end of the path, pull out the drawer and take the stars tarot card from inside.
CameraGo back to the camera and use your bulb on the flash dome at the top. Press the button on the back of the flash dome. Pull out the film and look at it through your eyeglass.
Card TableYou will automatically go over to the card table, where there is a new box. Place your stars tarot card in the empty space. Now using the passage of text from the typewriter earlier, place the tarot cards for home, stars and time on the spaces in front of the box. Press the gold button and you will see the word "Voyage" inside the box.
DeskReturn to the typewriter and type the word "VOYAGE" to reveal a new message.
Card TableUsing the new passage of text from the typewriter, place the tarot cards for ship, temple and home on the spaces in front of the box. Press the gold button and you will see the word "Endless" inside the box.
DeskReturn to the typewriter and type the word "ENDLESS" to reveal a new message. Look at the paper with your eyeglass to see extra words: "Up, up, down, up, down, down, down, up". Look at the 8 switches on the front of the desk and set them to these positions. Pull open the drawer and take the death tarot card from inside.
Card TablePlace your death tarot card in the empty space. Using the new passage of text from the typewriter, place the tarot cards for stars, death and science on the spaces in front of the box. Press the gold button and you will see the word "Hope" inside the box.
Take the small bell from on top of the box. Examine it in your inventory and spin the bottom half to remove the clapper. Examine the clapper and lift 2 of the bottom edges. Use the clapper in a hole in the left size of the box, then turn it and take a brass dial.
CabinetFind a cabinet in the back corner of the room (left of the desk). Use the clapper in the keyhole here and turn it, then open the door. Open the book with the gold latch on the top shelf and take a decorative plate from inside. Use this on the plate that is missing its middle portion. Now spin the inner and outer rings of the plate to form a complete picture, and a small flap will open in the shelf revealing the word "KHAN".
Now look at the books on the middle shelf and pull out the large book - this will reveal a wall safe on the wall just to the left. Insert your dial into the middle, then dial in the code "KHAN" (go left until K is shown, right until H is shown, left until A is shown, right until N is shown). Now pull the handle on the left and open the safe door. Take the null tarot card from inside.
DeskReturn to the typewriter and type the word "HOPE" to reveal a new message.
Card TablePlace your null tarot card in the empty space. Using the new passage of text from the typewriter, place the tarot cards for null, time and death on the spaces in front of the box. Press the gold button and the glass in the cabinet doors will shatter.
CabinetExamine the torn photo and insert your torn photo fragment to complete it. Look at it through your eyeglass.
Card TableReturn to the card table and look at the watch in the skeleton's hand. Press the button on the top, then open the face of the watch. Look at it through your eyeglass, then take the ornate key. Use this key in the keyhole in the box on the table, then turn the key. Click on the null element Anybody There?.
Chapter 5Look at the debris in the water to the right and pick up the crank handle. Use this in the wheel in the front of the boat, then keep turning it clockwise until you reach land The Other Side.
Chapter 6CabinetExamine the wooden cabinet on the left side of the room. Open drawer 1 and take a small screwdriver from inside. Read the patient file while you are here.
BenchBack out and turn right to find a large bench. Read another patient file here. Examine the globe and use your screwdriver on it. Turn the screwdriver, then take the wooden box from inside the globe.
ControlsBack out and turn right future to find the controls of some old equipment. Look at the plate on the left side which is covered in strange symbols. Drag the marker around the edge, and you will be able to match up symbols with numbers that are displayed in the middle of the plate. Now examine the wooden box in your inventory - there are 3 symbols and you need to set the appropriate numbers next to them. Set the 3 counters to 1, 7 and 3 (from top to bottom). Take the battery from inside the box.
Now use your battery on the right part of the main controls. Spin the valve clockwise very quickly until there is steady discharge between the electrodes at the top, then pull the big switch down and removed your charged battery.
BenchGo back to the workbench and use your charged battery on the box in front of the globe. Move the lever to the left in front of the box, and a gauge just over to the left will move to the right. Turn the dial around the origin of the red laser until it is at its brightest, then your view will change to where the laser is being redirected by a mirror. Zoom in on the mirror, and redirect it through a lens (your view will show as very bright red when you are in the correct position).
TableYou will automatically see a box on a table in the middle of the room. Take the star-shaped handle that has become available.
CabinetInsert your handle in the star-shaped indentation just above drawer 1. Turn the handle clockwise to reveal drawer 2. Open this drawer and take the drum from inside; also read the letter here. Slide down the small latch on the left side of the drawer, then turn the star-shaped handle anti-clockwise. Slide down the small latch on the right side of drawer 1 after pulling it open again. Now open the top left cabinet door. Read the patient file in the top shelf and slide down another latch on the inner right of this part of the cabinet. Take a large handle from the revealed compartment.
TableInsert your large handle into the small hole in the side of the table. Turn the handle anti-clockwise until you are lined up with the opening in the top of the table. Pull up on the small handle just in front of you to reveal a crystal. Keep turning the large handle anti-clockwise until the crystal redirects the red laser.
ChalkboardNext turn left and approach the small chest of drawers near the chalkboard. Use your drum on the side of the device on the left. Zoom in on the mirror, and redirect it to the large bug in the open cabinet (your view will show as very bright red when you are in the correct position).
CabinetOpen the top right cabinet door. Take another battery and a rhinoceros beetle from the top shelf. Spin open the lid of the jar in the bottom shelf and take a piece of broken plaque from inside. Go to the top left part of the cabinet and insert your rhinoceros beetle into the slot in the top middle part of the bug display. Now go back down to drawer 1 and use your piece of plaque on the top of the drawer inside. Take the fuse from here.
ControlsAs you did earlier, place your battery in the right part of the main controls. Spin the valve clockwise very quickly until there is steady discharge between the electrodes at the top, then pull the big switch down - unfortunately this time a fuse will blow. Use your screwdriver on the screw holding the fuse cover down. Turn the screwdriver and the cover will open. Take out the blown fuse (you will throw it away). Put your new fuse in the gap. Now charge the battery and take it again.
ChalkboardPlace the battery inside the device where you placed the drum earlier. Look through the viewfinder on the top to see a video. Now use your eyeglass and look through the viewfinder again. After seeing the symbols, take the green ground beetle. The symbols can be reviewed on the front of the device at any later stage.
CabinetPlace your new beetle in the top left of the bug display. Turn the star-shaped handle clockwise to reveal drawer 2 again. Look at the drawer through your eyeglass to see an arrow pointing down. Look on the under-surface of the drawer and take the giant water bug. Place this in the top right of the bug display. Take the small metal handle.
ControlsPlace the small handle in the plate on the left; now there are 2 separate markers that you can slide around the plate. Position these 2 markers over the 2 symbols you saw earlier on the viewfinder device near the chalkboard. Pick up the strangely shaped key that appears.
TableSpin around to find a padlock. Adjust the 3 layers of the padlock to match the shape of the key in your inventory. Insert the key and turn it, then take the large stag beetle.
CabinetInsert the last beetle in the display to reveal a mirror.
ChalkboardLook at the mirror and adjust it to point to the new mirror in the cabinet.
CabinetLook at the mirror and adjust it to redirect the laser to the lens on the middle table.
TableYou will automatically return to the table. Take the green lens and read the letter. Use your eyeglass and spin around the table to see a whole series of symbols; in particular take note of a circle with 8 symbols, 3 dots and an arrow pointing at one of the symbols. Look at the side of the box on the table to find a similar set of symbols. Slide the marker with 3 dots to line up with the symbol indicated by the arrow on the earlier diagram.
ChalkboardStill using the eyeglass, you should find another circle diagram, with 1 dot and an arrow pointing at one of the symbols.
TableLook at the side of the box and slide the marker with 1 dot to line up with the symbol from the chalkboard. Now just try the marker with 2 dots on each of the other symbols until you find the correct one to open the box. Take off the eyeglass and flip each of the 3 switches.
Touch the red gem to reveal the final puzzle of the game. Use your eyeglass to see floating symbols in the air. You need to recreate the main symbol of the game by positioning the green slider on the 5th symbol and the red slider on the 3rd symbol Wonders of Science. This was also the final puzzle of the game Master of The Room.