Crowns and Pawns: Kingdom of Deceit
Walkthrough for Crowns and Pawns: Kingdom of Deceit
Full Game & Prologue
Controls
PROLOGUE
Part 1 – Milda’s room
Computer screen
You play as Milda and at first we see a computer screen with the character creation tab open. To progress, Milda first needs to “Create a character”.
After she’s done with her avatar and clicks “create”, the player receives a character creation email and a few seconds later, a computer voice call from Dana.
Get inheritance letter
During the conversation with Dana a doorbell rings. Milda quickly says goodbye and stands up. The player can now control Milda in her apartment. The doorbell continues to ring until Milda opens the door. Once Milda opens the door, a postman gives Milda a letter and leaves. Milda learns that her grandfather has died and she is the only heir to his house in Lithuania.
Leave
At any point after Milda is done talking with Dana and has picked up the letter from the mailman, she can leave to the Cloud Gate (the Bean), if the right conditions have been met:
- Milda has to get dressed (because she is in her pajamas). To do say the players needs to open the wardrobe.
- Phone must be picked up from the table.
Part 2 – The Bean
Talk to Dana
Milda meets Dana near the Cloud Gate (the Bean). Dana is stressed as she is about to meet with a possible investor for her artwork.
Dana and Milda discuss the inheritance letter and Dana tries to convince Milda to go to Lithuania and get the house that her grandfather left her. Milda complains about the money for the trip and Dana offers to give some money if they manage to convince a businessman Alfred to support her exhibition.
As Milda and Dana finish their chat, one of the lightest painting is blown off by the wind. Dana asks Milda to make sure everything’s in order.
A0 PUZZLE 1: Secure the painting
Milda has to put up the blown off painting. Milda can pick up the painting but it won’t stay up. Milda needs to talk to Dana about it, who rambles about Alfred and mentions she has chewing gum. Milda can ask Dana to give her the chewing gum.
Now Milda needs to pick the painting up, and secure it with chewing gum. Regular chewing gum won’t stick so Milda has to chew it first. Then the player needs to use the chewed gum on the painting, thus the painting is secure. After that, Alfred comes in and starts talking to Dana.
Talking to Alfred
Dana introduces Milda to Alfred and the three of them begin to have a conversation about business. Milda’s final goal is to get Alfred to fund Dana’s exhibitions. Milda has to make sure that Alfred is satisfied and all conditions are met.
The first two things Alfred complains about and two puzzles that can be solved simultaneously:
- Alfred is thirsty, needs a refreshing drink
- Alfred is annoyed by the musician playing, wants him to stop
A0 PUZZLE 2: Getting lemonade
Milda needs to buy some refreshing lemonade. She can do that by talking to the lemonade girl. If Milda wants to buy the lemonade, she needs coins, because the lemonade girl doesn’t take cards. She can asks Dana for coins, once she needs them (after attempting to buy lemonade at least once). Once the player has acquired the coins, s/he needs to use them on the lemonade girl to buy lemonade. After buying the lemonade, Milda has to give it to Alfred.
A0 PUZZLE 3: Silence the loud musician
Alfred complains that he can’t focus while the music is playing. Milda can ask the trumpeter to stop playing but he refuses. In order to silence the trumpeter the player must pour lemon juice on the trumpet (which can be acquired in A0 PUZZLE 3.1). Milda learns that the lemonade that the girl scout sells is made from very sour lemons that “make your mouth shrink”. After Milda gets the lemon juice, she has to pour it on the trumpet. Timed puzzle. Milda has to put coins into the trumpeter’s case. He walks to pick them up, and Milda has to pour the juice in the trumpet while musician is distracted. After she successfully does that, the trumpeter stops playing.
A0 PUZZLE 3.1: Get lemon juice
Milda asks to buy the lemon juice from the girl scout but she refuses to sell so Milda has to convince her that she likes sour lemon juice. To do that, Milda has to chew the gum, that numbs her mouth. Timed puzzle. After chewing the gum, Milda’s mouth becomes numb, which fades off over time. Milda has to drink the lemon juice as a challenge during that time to successfully prove to the girl scout that she likes sour taste. After that Milda can buy the sour lemon juice from the girl with coins.
Talking to Alfred. Part 2
When the trumpeter stops playing and Alfred has gotten a drink, he agrees to continue talking to Dana and Milda. Alfred says that Dana needs:
- promotional material (fliers)
- a mascot for her exhibition.
A0 PUZZLE 4: Print Dana’s fliers
Milda needs to print the fliers that Dana sent her.
To print the fliers Milda has to go home, open her computer, open the mail tab – click on Dana’s letter – click to print one of the attachments. After the fliers are printed, the player can pick them up from the printer.
Milda has to bring Alfred the right kind of flier. She can guess that from the clothes he’s wearing. He’s wearing pink, so the pink flier is the right one.
A0 PUZZLE 5: Get dressed as in Dana’s artwork
Milda has to get dressed the same as in Dana’s artwork. To see that in game, the player needs to either examine the flier from the inventory (it is also visible in the email).
When speaking to Alfred, Milda is hinted by Alfred that he’s disappointed in Milda’s change of style if Milda doesn’t wear what she was wearing in the artwork as a model for Dana. Milda may return home to change as needed. The correct clothes are these (the hairstyle doesn’t matter):
End of Part 2
Once all the conditions are met, Alfred agrees to fund Dana. He leaves and Dana suggests she and Milda celebrate and prepare for Milda’s trip to Lithuania. Milda can freely walk around the Bean for now, or she can go straight home for the next part.
Part 3 – Milda’s room, preparing for trip
Talking to Dana
Milda talks to Dana about the trip, what needs to be prepared. To proceed Milda needs to do the following:
- Get plane tickets (automatically done after the conversation with Dana).
- Pack her stuff (note puzzle).
- Contact Joris (SMS).
- Gather her profession related items (this can be done any time during the chapter).
- Call mother (phone call).
A0 PUZZLE 6: Packing
Milda needs to pack the items for the trip. The puzzle is on Milda’s phone, in the “Notes” section. Milda needs to pack 5 things and make sure she gets all the essentials. Some items have very similar qualities, so only one of those should be taken.
POSSIBLE SOLUTION (as there are more than one): (1) one pair of shoes, (2) shorts OR jeans, (3) earphones OR headphones, (4) documents, (5) toiletries.
Contacting Joris
Milda has to text Joris to arrange coming to Lithuania. To proceed the player needs to open the phone menu and go to the messages section.
Talking to mother
Milda needs to call her mother, to tell her that grandfather has died and that she’s going to Lithuania. To proceed the player needs to open the phone menu and go to the calls section. The choices during the call determines Milda’s relationship with her mother for the rest of the game.
End of PROLOGUE
Once Milda does all of this, she can talk to Dana and they agree that Milda is ready for the trip. Ending cutscene starts which transitions to Act 1.
ACT 1
Part 1 – Arriving at grandfather’s house
Milda arrives from Chicago to her grandfather’s house. Strangely, she finds the door unlocked. Once she goes inside the house, it is dark and the light switch doesn’t work. Milda needs to go back outside and get electricity back on.
A1 PUZZLE 1: Fusebox puzzle
Milda needs to use the keys from the grandfather’s house, that she has in her inventory, to unlock the fusebox. Then she can enter a close up – mini game. The player needs to solve the fusebox puzzle to get the light back on.
Solution: ↑←↓←↑↓
Milda then goes inside and turns on the light using the lightswitch. The whole kitchen is trashed and Milda hears footsteps and a window crashing in the other room. If she tries to investigate it, the door to the other room is blocked. Milda needs to go back outside, where she notices a broken window. Milda climbs through the window to grandpa’s bedroom.
When Milda enters the room, there’s a walkie talkie on the ground, through which someone keeps talking. When Milda picks it up and answers, the person on the other side seems to know Milda and tells her to give him some kind of documents. Milda doesn’t know what he’s talking about but she still refuses to give anything to him. She realizes though that whatever it is, must be important, so she keeps looking around.
Scattered around the house, there are 5 blank pages:
- (essential) in the mailbox (along with grandfather’s library card)
- on the table in the kitchen
- on the top of a cabinet in the kitchen
- (essential) under the door between kitchen and bedroom
- (essential) under the bed in the bedroom
In one of the drawers in the bedroom Milda also finds a bottle of Invisible ink, which suggests that perhaps the pages aren’t blank after all. The ink is made from strong alcohol and lemon juice and to be visible, needs to be heated.
A1 PUZZLE 2: Lighting up the oil lamp
There’s an oil lamp in the bedroom that Milda needs to light up. She needs to pick up a bottle of kerosene from the cupboard in the kitchen and a lighter from the oven. Using the kerosene and the lighter Milda lights up the lamp.
A1 PUZZLE 3: Figuring out grandfather’s letter (CLOSE UP)
Using the blank pages on the lamp opens up a mini game, where the player needs to find the right pages, on which there’s text and putting them all together reveals a letter from Milda’s grandfather. In the letter there’s a poem and a note from grandfather, telling Milda to check the hollow in the tree in the garden.
A1 PUZZLE 4: Getting gardening shears
In order to get to the tree, Milda needs to cut the Sosnowski’s hogweed. For that she needs gardening shears. There’s broken gardening shears and a nut in the toolbox in the bedroom.
A1 PUZZLE 4.1: Finding the bolt
To find the bolt, Milda needs to pick up the metal detector from the bedroom and power it with batteries that are found in the cupboard in the kitchen. Then she needs to use the powered metal detector on the garden to mark a spot and then use the shovel on the new marked spot, to dig out a bolt.
But this bolt doesn’t fit the nut that Milda has.
A1 PUZZLE 4.2: Finding the right nut
The right nut is in the crack in the floor in the kitchen. Milda needs to pick up the magnets from the sink in the kitchen (there are two magnets that Milda automatically picks up, they both have close ups when examined, which is used for another puzzle), and a string from a drawer in the bedroom. She needs to use the magnet that is also a bottle opener (the St. John’s one) to attach the string to it and then use the magnet on the string on the crack, to fish out the right sized nut.
Using the bolt and the right nut Milda can fix the gardening shears and then use them to cut the Sosnowski’s hogweed. Then she reaches in to the tree hollow and picks up documents and a wooden box from it.
A1 PUZZLE 5: Solving the wooden box
Go to inventory and open wooden box by inspecting it. The wooden box puzzle is made out of 5 movable pictures, that need to be put into the right order. The order can be found in grandfather’s letter – the most bolded words are the answers.
SOLUTION: Horseman → Crown → Tomb → Sing → King
In the wooden box, Milda finds some kind of a note in a foreign (old polish) language.
As soon as she inspects the note, Milda gets a phone call, from the same mysterious person that was talking through the walkie-talkie. He says that his patience is running out and he is coming to deal with Milda in person. Milda decides she needs to get out of there.
Milda goes to Joris’ house (click on the car outside).
Part 2 – Joris place Night (Joris street → Joris flat)
Milda comes to Joris’ place at night. Joris is standing in the balcony in the street and shouts out to Milda to come up.
Once Milda comes into the flat, they start talking about her trip and then Milda tells Joris about what happened at her grandfather’s house. To progress, Milda needs to discuss all her findings with Joris:
- The old polish note (from the wooden box)
- The KGB documents
- Grandpa’s letter
A1 PUZZLE 6: Old polish text translation (see Mini Game section for more info)
Milda gives Joris the old polish text which Joris loosely translates, however there is much space for interpretation, so Milda has to help Joris make sense of the message. The message is presented with Joris’ translation and optional words that might fit the message. Milda needs to make the message clear by choosing the correct words.
Translated text
As the order instructed, the three keys to the crown are safely hidden thanks to the Grand Architect. The great fire provided him with the opportunity to chose different gods, as demonstrated in this manuscript.
A1 PUZZLE 7: Making Grandpa’s letter transparent
Milda needs to make grandpa’s letter easily readable without a light source. Joris suggests to use something to make the pages see-through. Milda needs to find oil in Joris’ place – which is in a cabinet in the kitchen. Milda needs to combine oil with the blank pages and she gets grandpa’s letter that she can read whenever right from her inventory.
Talking to Joris
Milda talks to Joris about each of her findings at her grandfather’s house:
- From Grandpa’s letter Milda learns about Vytautas the Great
- From the KGB letters Milda learns that it was actually her father, Linas Kovas, who was involved with the KGB. She also learns about a KGB project KOSCHEI, but the information is very vague. Milda gets a note in her phone „Dad was involved in project Koschei.“
- After learning about father’s involvement with KGB, Milda decides to call her mother to ask more about it. Her mother is reluctant to talk about it and even gets upset of the topic of Milda’s gradfather and father. She blurts out something about them being all about “pagans” and all that but when Milda asks more, mother refuses to continue this conversation. Milda gets intrigued, why did mother mention “pagans”. Milda gets a note „Dad researched pagan temples.“
- The old polish text raises more questions, than answers.
After all that, Milda notes that tomorrow she should investigate:
- The old polish text (she and Joris decide to post about it in a history forums, looking for help).
- KGB (need to find father).
- Pagans (from mom/need to find father).
Milda adds a note: „Dad and grandpa were looking for the crown of Vytautas.”.
They agree to go to sleep and continue their research in the morning. Right before sleep, Milda starts texting with Dana about what happened so far. The texting drifts off to a black screen and a new day begins.
ACT 2
Part 1 – VU library visit
Joris’ flat, morning
Joris wakes Milda and tells her that a history professor from Vilnius University reached out to them, suggesting help. Joris arranged for Milda to meet him in the Vilnius University library so Milda has to get up and get ready to go out. Before leaving, Joris asks if Milda wants a bagel for breakfast, which is an optional choice.
Joris leaves ahead and Milda stays at Joris’ place in her pajamas. This is for the player to be introduced to wardrobe in this chapter. Milda says that she should change before going out The player needs to go to the luggage which is Milda’s wardrobe in the next few acts.
Joris’ street, day
Milda goes out and finds Joris outside the building. Here Joris gives her a bagel, or not, depending on the player’s choice before, and also mentions that the bagels here are great because the shop is run by the Jewish community. Then Joris says he’ll show her the way to Vilnius university
VU outside → VU library
Milda and Joris arrives at VU outside, where Joris introduces the place to Milda. He says the professor will be waiting inside the library and he leaves Milda here, saying they can later meet up at his place. Joris leaves and Milda can go inside.
At the library she meets with Karolis, the history professor. He suggests they look at the translated old Polish note so he could explain parts of it. (Milda can’t leave the VU outside until she talks to Karolis and shows him the translation.)
When the old polish note is dragged on Karolis, the player can click on some words/sentences and Karolis explains that specific thing. To proceed, the player needs to click on all the important words to get notes about them. The clickable parts of the text are: “keys”, “Architect”, “fire”, “gods”, “manuscript”.
Besides finishing the conversaton with Karolis, Milda is free to continue her research by herself. What she can do at the library is:
- Learn more about the KGB and project KOSCHEI.
- Learn more about pagan temples.
- Get more information from her Grandfather’s library card.
- Get a list of Glaubitz’s churches and start the church puzzle (only after talking to Karolis).
A2 PUZZLE 3: Getting information about KGB (CLOSE UP)
Milda needs to ask the librarian for information about the KGB. The librarian will give Milda a book about KGB which is presented to the player as a close up with text, some of which is clickable and gives Milda notes.
The possible notes to get:
- „Project Koschei was dedicated to finding artifacts with special powers.“
- „I should ask the librarian about GRRCL.“
Getting the number of the GRRCL
One of the notes Milda finds on the book about KGB is a source, where more information on the topic could be found. It is GRRCL and Milda asks the librarian what it stands for. The librarian explains that it’s the Genocide and Resistance Research Center of Lithuania. The librarian provides Milda with GRRCL phone number so that she could look for more information there.
Calling the GRRCL
Milda calls the research center where she asks for more information about her father. The call itself is required to proceed the story (after doing this call AND visiting the Holy Spirit street location at least 2 times, Milda will get a mysterious text message).
A2 PUZZLE 4: Getting information about pagans
Milda needs to ask librarian for information about pagans. The librarian will give Milda a book about pagan temples which is presented to the player as close up with text, some of which is clickable and gives Milda notes. Milda adds this note: „Pagan temple sites: Šventaragis’ valley, Sapiega palace territory, entrance to Antakalnis district.”
A2 PUZZLE 5: Getting information from Grandfather’s library card
Milda needs to learn about the books her grandfather has taken from the library. But the librarian refuses to tell her, because of the privacy policy. Milda needs to find a way to get access to the database herself. The librarian tells Milda that she can use the library laptop to access her account (or her grandfather’s) but she needs to know the password. The librarian also tells her, that she (the librarian) could access the account, which is a hint that the player needs to figure out the librarian’s username and password.
All professions need to figure out two things: the librarian’s username and password.
Getting the username
To get the username, Milda needs to do these steps:
- Look at grandfather’s id from inventory and when in close up, click on grandfather’s username, to get a note with it: „Grandfather’s account id is kovas.rokas“.
- Inspect librarian’s id on the table to get her name and surname as a note: „Librarian’s name is Eva Bardaitė.“
- Combine the two notes to get the librarian’s username: „Librarian’s account id is bardaite.eva“.
Getting the password
Version 1: Programmer
Milda needs to ask the librarian for Necronomicon – a book that is really far in the library that it takes a long time for the librarian to get and come back. This is a timed puzzle. While the librarian is away, Milda needs to use her USB stick on the librarian’s computer to plant a keylogger. Once the librarian comes back and types her password – Milda gets a note with the librarian’s password: „Librarian’s password is Fortuna123“.
Version 2: Photographer
Milda needs to ask the librarian for Necronomicon – a book that is really far in the library that it takes a long time for the librarian to get and come back. This is a timed puzzle. While the librarian is away, Milda needs to turn the mirror on the librarians table so that it would reflect the computer screen. Then, after the librarian comes back, Milda needs to use her camera on the mirror to take a photo while the librarian is typing and that way she gets a note with the librarian’s password: „Librarian’s password is Fortuna123“.
Version 3: Psychologist
After talking to the librarian once, Milda needs to use her psychology related book to make an observation. She notices the librarian seems irritated, tired, in pain perhaps. She realizes, it’s probably cramps. Milda has to talk to the librarian about it, this is a dialogue puzzle – choosing the right options moves the dialogue forward and eventually Milda talks the librarian into taking some pills that Milda has. After the taking the pills, the librarian is feeling friendlier towards Milda and suggests help. Milda asks if she could access grandfather’s account, but the librarian says she can’t do that. She suggests though that Milda try to access it herself, try guessing grandfather’s password. Librarian suggest the password could be a pet’s name with 123 at the end. Milda gets a note with this suggestion: „Librarian suggested to guess grandpa’s password – might be a pet’s name with 123”. Then, when Milda learns (or has learned by this point) the name of the librarian’s cat, she also gets a note with it: „Librarian’s cat’s name is Fortuna”. The player needs to combine the two notes – the cat’s name and the librarian’s suggestion – and gets a note „Librarian’s password might be Fortuna123“.
Using laptop
From the moment Milda starts the grandfather’s books puzzle by using it on the librarian, she can sit down at the laptop and try to access the system. At first, Milda needs to input an account name. Her options are:
- (if have note with grandfather’s account name) kovas.rokas
- (if have note with librarian’s account name) bardaite.eva
- leave
Once clicked on an account name, Milda needs to input a password.
If she is accessing grandfather’s account she gets three random passwords, none of them work.
If she’s accessing librarian’s account name, she gets these options:
– password123
– 12345
– ILoveBooks
– (if she has figured out the librarian’s password) Fortuna123 – correct
– leave
Once Milda access the librarian’s account, she learns about grandfather’s book history and gets a note: „Grandfather hasn’t returned one book – Don Quixote by Miguel de Cervantes.”.
Getting grandfather’s book – manuscript
After getting the information from VU library, that grandfather hasn’t returned the book Don Quixote by Miguel de Cervantes, Milda should go back to her grandfather’s house and search through the books there. The first search doesn’t yield results, just a random book. The second search, yields results. Milda finds the book and when she opens it, she notices that it’s actually a manuscript of the architect J.C. Glaubitz. Also in the book Milda finds Chancellor List.
A2 PUZZLE 6: Note puzzle, finding the three churches
After Milda has talked to Karolis about the note, Milda needs to ask the librarian for a book with a list of churches that Glaubitz worked on. Once Milda gets the book, the player needs to click on it and Milda makes a list of 11 churches (as notes) that Glaubitz worked on. Now she needs to narrow them down to three. This is a note combining puzzle. The player has to open up notes on the phone and narrow down the list of churches to three, based on the year they were built/reconstructed, the city they’re in and the religion they represent. Most of the the clues for the conditions can be found in the old polish text.
The final list should consist of these:
- St. Catherine’s church.
- The Orthodox church of Holy Spirit.
- The Jewish Great Synagogue of Vilnius.
A2 PUZZLE 6.1: Narrowing down the catholic churches
Since there’s not enough information to narrow down catholic churches, a few of them fit the facts from the Old Polish translation note. To proceed and finish the church note puzzle, the player needs the manuscript from Grandpa’s house. Once Milda finds the manuscript and opens the page with the catholic church (it’s the one with the 8 statues of saints), she needs to compare the statues in the manuscript with the magnets she has from her grandfather’s house. The magnets are very similar, both depicting a bishop with a staff. The main difference is the staff’s top. The staffs in the manuscript match the staff on the St. Catherine’s magnet. The player needs to use the St. Catherine’s magnet on the bishop shown in the manuscript and thus Milda decides, that must be the church. From this point onward, the player may combine St. Catherine’s church note to get the final answer.
Meeting Joris
After Milda finds out all the three churches, she says she should discuss them with Joris. She can either call him, which will result in him telling her to come over. Or she can go straight to his home.
Part 2 – Joris place
Next steps
As Milda and Joris confirm the three churches list, they discuss each one.
- Talking about the Holy Spirit church, opens a new area on map.
- Talking about St. Catherine’s church also opens a new area on map.
- Joris mentions that the Jewish Synagogue has been destroyed. Milda says she’ll look for more information on it. IF the player has picked up the promotional flier which is on the table next to the bagels shop, Milda will mention here that she heard about some lecture about Jewish heritage, which could lead to more clues.
This all opens 3 paths the player can move forward with – finding a key in each of the three churches.
→ Pursuing Holy Spirit Church path
→ Pursuing Jewish Synagogue path
→ Pursuing St. Catherine’s church path (this is a dead end for now. Milda can go to the St. Catherine’s church and attempt to enter it, but is stopped by the cleaning lady and construction workers, as there is construction work being done inside.)
Part 4 – Holy Spirit Church
Milda visits the Holy Spirit Church. The priest however tells her that he is concerned with other matters at the moment and Milda learns that the Eucharistic wine has been stolen from the church. The priest says he’s too busy to discuss anything else as he is most concerned with the Eucharistic wine being stolen.
Finding the wine
In order to proceed, Milda needs to find the stolen wine. Milda needs to visit the St. Catherine Church location and notice a homeless man there. A wine bottle is seen on his bag. If Milda inspects the bottle in the bag, she can ask the man about it and learn that he in fact stole the Eucharistic wine to „wash his sins away“. Milda also learns, that the man thinks that holy wine is made by mixing red wine and holy water.
A2 PUZZLE 7: Making holy wine – street style
Milda needs to find a replacement wine for the man to get the Eucharistic wine back. First Milda needs to pick up a half full red wine bottle from Joris place (might already be in the inventory) and mix it with holy water, by using it on the holy water font in the Holy Spirit Church. Though, if Milda tries to give it to the homeless man, he’ll complain that it seems weak, as if it’s diluted. To make it stronger, Milda needs to mix in the Invisible Ink in it (since it’s made from strong alcohol). The final product then needs to be given to the homeless man. Once given, the guy says Milda can just take the Eucharistic wine from his bag.
Quick puzzle solution: mix (1) half full red wine bottle, (2) invisible ink, (3) holy water (from the holy water font in the Holy Spirit Church).
Giving back the wine
Milda can then bring the Eucharistic wine to the priest, which he will be really thankful for. Milda can then again ask him if he knows anything about keys hidden here, but the priest is not sure what she’s talking about.
Asking the priest again for information, based on reading the manuscript
The information on how to proceed is in the Glaubitz manuscript now. The player needs to drag the Glaubitz manuscript on the specific iconostasis, that is shown in the manuscript, OR inspect the iconostasis in the Glaubitz manuscript while being in the church OR drag the Glaubitz manuscript on the priest. Any of these options open a new conversation option: „Did anyone try to look behind the iconostasis?“. When asked like this, the priest mentions that indeed something was found there, but not a key, but a seal stamp of a chancellor with the symbol “W” on it. Milda also learns that it was given to the VU archives for safekeeping. Thus opening a new path.