Tiny Room Stories: Town Mystery
Chapter 9: The fragments
Zoom in on the gates and click the car; the detective rams them and drives in. Go into the free-standing building.
Go to the desk and take the CONTAINER KEY. Read the notes on the desktop. Note the mention of the old logo being replaced by the company’s new one, the new logo itself, and the company name in the top left corner.
Look at the safe on the opposite wall; it needs a password. Turn to the dartboard, which has six knives stuck in it. Each knife handle carries its number. See which number on the board each knife corresponds to and you get the safe password:
1, 17, 5, 4, 8, 3
To enter it, turn the dial right and set 1, then turn the dial left and set 17, alternating direction for the remaining numbers. Take the TABLET from the safe; you need a hint to switch it on. Go outside.
Look at the company billboard at the entrance: the detective notices there is another board behind the one installed, but he needs a ladder to reach it.
Go to the fire box by the corner door into the central warehouse. Open the lid and take the CROWBAR. Go round the building. Climb the ladder onto the roof of the single-storey annexe and lever the window open with the crowbar, then climb in.
Open the door behind the shelving and go into the next room. Take the LADDER and open the door that was blocked from the inside.
Go outside and set the ladder under the billboard. Climb up and tear the upper board off with the crowbar. Note the arrows shown on the old board, then open the tablet.
From the starting point in the bottom left corner, turn the pointers along the arrows from the board: up, right, down, right, up. Press Apply to open the tablet’s contents. Study the “Cargo contents” file, which shows the arrival dates of numbered containers.
Go to the container yard and open them with the container key; they are all empty. Only container No. 8 has the name NEXT.Lab on its wall. Remember that number.
Open the tablet again and try to view the database: it is not synchronised.
Go into the warehouse through the corner door. Go to the battery charging unit and open the electrical cabinet, taking the FUSE from it. Go outside and round the building. Zoom in on the panel on the annexe’s front door.
Press the buttons to reproduce the company’s new logo. Open the door and go in. Take a FUSE from the shelving and open the power panel. Remove the blown fuses, fit the new ones and the power is restored.
Go outside, round the building, and into the warehouse through the corner door. Go into the warehouse area and up to the office door. Zoom in on the code panel and enter 47432355, which spells the company name GRIDCELL. Go in and study the notices on the board: company codes by name, and the database format.
Zoom in on the computer; it needs a password. Go out through the door on the left and zoom in on the scraps of paper on the floor. Piece them together to get the password 35986. Go up to the office and enter it.
Read the mail: there is a delivery notification from NEXT.Lab and an instruction to send cargo to 57 Royce Street. The detective decides to visit that address. Synchronise the database.
Note the sticky note on the monitor: NEXT.Lab’s number has been changed to 51.
Open the tablet. In the “Cargo arrivals” file, note the arrival date of container No. 8, the one marked NEXT.Lab, and find the matching database entry to get its waybill number. The mail also tells you two containers arrived for NEXT.Lab, on 24 and 27 April. Look those up in the database, remembering that at that time NEXT.Lab’s number was 24, and note the waybill numbers for those deliveries.
Open the electrical panel and take the FUSE from it. Go out through the door to the left of the computer and down to the charger’s power cabinet, then fit the fuse.
Interact with the cargo release panel and enter each waybill number in turn, levering each arriving container open with the crowbar:
- GC0000053151 gives CRYSTAL CASE 1
- GC0000053156 gives CRYSTAL CASE 2
- GC0000053168 gives CRYSTAL CASE 3
Go through the door on the right into the warehouse area. Take the FLAT BATTERY off the forklift and carry it to the charger room. Put it in the cradle, wait for it to charge, then carry it back and fit it to the forklift.
Click the forklift and it lifts a container off the racking. Lever it open with the crowbar and take CRYSTAL CASE 4.
Open the roller shutter and leave the warehouse. Open the car boot, load the cases, get in and drive away.
Chapter 10: True detective
The mayor’s house is locked.
Getting in
Go to the pool. Something is on the inflatable mattress floating in it but you cannot reach. Go to the canopy and take the LONG POLE, then use it to pull the mattress to the poolside and take the RED KEY. Unlock the pool house with it.
Take the HAMMER from the dryer beside the washing machine. Return to the house and break the window to the right of the entrance with the hammer, then climb in. The alarm goes off.
Disabling the alarm
Go to the hall and zoom in on the alarm panel by the entrance; it needs a password. Go through the sitting room and out to the garden. Break the window to the left of the front door and you end up in the kitchen. Go to the fridge door.
Slide the letter magnets so they cover the shapes drawn there, giving the code 2PEU36. Go outside and climb back in through the right-hand window. Go to the hall, zoom in on the alarm panel and enter 2PEU36: the system is off and every lock is released.
Look at the enormous portrait of the mayor. Note the scales beneath it, which are missing their weights.
Collecting the six weights
Back in the hall, push the orange cushion on the sofa aside and take WEIGHT 1/6. Open the glass doors of the cabinet with the stereo and take WEIGHT 2/6.
Go to the hall, up to the first floor and into the child’s bedroom. Note the key shape built from blocks, and in particular the arrangement of the blue blocks. Zoom in on the casket on the table.
Rotate the discs so the windows show the parts making up the figure built from blue blocks. Take WEIGHT 3/6 and the TREASURE MAP from the casket.
Go out to the landing and into the bedroom at the far end. Take the BLUE KEY from the shelf on the left wall. Go to the hall and unlock the door to the right of the stairs with the blue key, then go down to the cellar.
Switch the speaker on and look at the wine racks. Note the shapes of the lower shelves: X, inverted triangle, square, square, rhombus, X. Go up to the hall.
Go to the door to the left of the stairs and press those shapes on the panel to open the garage.
Zoom in on the workbench and read the NOTE on it, a hint for switching the DVD player on. Pull the cabinet out from under the bench and take WEIGHT 4/6. Take the SCREWDRIVER from the tool board and go up to the hall, then to the first-floor bedroom.
Open the book on the bedside table and find a code lock inside it. Note the shirt on the bed numbered 6, on a hanger with 3 notches. Go into the dressing room and note that all the numbered shirts hang on hangers marked with notches.
The notches are the position and the shirt number is part of the password. Hanger 6 is empty, but shirt number 1 is on the ironing board, so it belongs there. Go back to the book and enter 796 215 to get the RED KEY.
Go to the hall, through the sitting room, and unlock the study door with the red key. In the study, pull out the top right drawer and take the PURPLE KEY. Go to the hall and down to the garage.
Unlock the car boot with the purple key and take the SPADE. Go up to the hall, through the sitting room and out of the window.
Study the treasure map, dig under the tree it marks and find a casket. Take WEIGHT 5/6 and the “Letter to myself”.
Climb into the kitchen through the window to the left of the front door. Open the leftmost wall cabinet, move the jars aside and take WEIGHT 6/6.
Go out of the window and back in through the right-hand one. Go to the study and sit at the computer.
The mayor’s computer
Click the screensaver: you need a login. Note the screensaver itself, which is a hint for arranging the weights on the scales. The hint for the login is in the garage, where the smug mayor’s number plate reads KING. Enter that, and now you need a password. Click Forgot password? to start recovery, which asks a series of questions.
- What instrument did you play at college? The answer is in the bedroom wardrobe: GUITAR.
- Previous home address (house number) Pull out the bottom right drawer and find a To-do list among the folders. The second item, “Collect things from the old flat”, is ticked. Look in the car boot in the garage to see a box addressed 12 Cardona Street. Enter 12.
- Favourite sport Also in the garage, a football on the shelving. Enter FOOTBALL.
- Favourite grape variety In the wine cellar, only one bottle of Merlot is left. Enter MERLOT.
- Daughter’s date of birth The “Letter to myself” from the casket is dated 2 June 2019 and says “my birthday was the day before yesterday”, giving 31 May. In the kitchen, count the candles on the half-eaten cake: 7, so the year is 2012. Enter 31.05.2012.
- Pick the odd one out Read the list and compare it with the drawings in the child’s bedroom: there is no fairy. Enter FAIRY.
- Wealth is? In the bedroom’s bathroom, note the bath made of gold. Enter GOLD.
- Banknote number See below.
The scales and the safe
Go to the hall and to the scales under the mayor’s portrait. Place the weights on the pans, left to right: 3, 0, 1, 3. The picture slides aside, giving access to a safe.
In the to-do list, note the reminder: “Mark the map so I don’t forget the safe password.” Look at the map on the study wall; the marks alone give nothing.
Also in the to-do list, note “Sort out the presentation on the DVD”. Lever the top left desk drawer open with the screwdriver and take the DVD. Go to the sitting room.
Take the TV REMOTE from the right compartment of the stereo cabinet. Put the DVD in the player under the television and switch the set on: it reads “Maintenance”. Use the gardener’s note, which gives the access code 853.
Enter it on the remote and look at the altered map markings: the format has changed from letter-and-digit pairs to pairs of numbers, and counting starts from the horizontal axis.
Return to the study and look at the map. Substitute numbers for the letters to get 323362, then enter it on the safe and take the BANKNOTE.
At the study computer, enter the banknote number 5425156. You are in; read the mail, including the letter suggesting you go down to the basement, and open access to the shelter.
Finding the shelter
Zoom out from the computer and turn to the bookshelves. Note the books with yellow stripes on their spines and press them in the order 3, 6, 2, 1, 5, 4; the lift entrance opens. Go down to the shelter.
Take the CASE from the sofa and put the CRYSTAL FRAGMENT in it. Take the lift back up, put the case in the car boot and leave the mayor’s house.
Chapter 11: The trail of trials
You are in front of a collapsed cave. Go right. Go to the table under the awning and take the MATCHES and the diary “Ancient Redcliff”. Zoom out and light the bonfire.
The detective hints: “Now I can wait by the fire for the right time of day.”
Notice a drawing on the slab of the broken arch. Go to it and click it; the detective copies it into the diary. Zoom out and go to the paved area of stone slabs.
Note the times of day drawn on the slabs, in the sequence the diary describes: Day, Sunrise, Night, Sunset.
Turn the wheel: it moves the column from one slab to the next through that full cycle. Set the column opposite the drawing for day, the full sun.
Zoom out and click the bonfire twice so day arrives.
Go to the column. Note which square the beam passing through the crosshair on its top falls on, and note the position of the white arrow in the corner of the grid. Zoom out and zoom in on the face of the panel under the broken arch. Orienting yourself by the arrow in the corner, press the square the beam fell on.
Click the bonfire three times to change the time to sunrise. Move the column to the sunrise drawing, note the square the beam falls on and mark the same square on the panel. Repeat for night and for sunset.
Go down the staircase that appears. Pick up the TORCH from the steps and light it with the matches.
Examine the statues in the four niches: each pedestal carries a time-of-day symbol. Note which symbol belongs to which statue. Turn to the rotating stone blocks showing pictures of the statues and set them in the same sequence: Day, Sunrise, Night, Sunset. Go through the door.
Enter the round room with four columns. Go on and you reach a disc blocking the way. Go right and pick up DEVICE PART 1/3 from the floor, then carry on into the tomb.
At the far end, find DEVICE PART 2/3. Look in the niches for DEVICE PART 3/3.
Go four screens left and zoom in on the wall. Fit the missing parts and check against the drawing in your diary, then rotate the circles to recreate the drawing from the slab under the broken arch. You hear stone moving.
Return to the room with the round disc, which has rolled aside, and go through the passage.
Study the drawings on the two walls of the room you enter. Read the entry in the book on the pedestal and look at its pictures. Note the rotating circles to the right of the door: you have to set the right symbols in their slots. Go down twice.
In the room with the day symbol, note the four columns standing in a drawn square. Return to the room with the drawings, find the tile on the right wall with that same picture, turn it and note the new symbol. Turn to the circles and you will see that symbol is already set in the first one.
Zoom out and go one screen down and one left. In the room with the sunrise symbol, three columns stand in a circle. Find that picture on the left wall, turn the tile, note the new symbol and set it in the second circle’s slot.
Look at the drawing in the book, which shows the night symbol. Find that picture on the right wall, turn the tile and set the new symbol in the third circle.
Go one screen down and one right. Look at the column arrangement in the room with the sunset symbol and find that picture on the left wall. Set the fourth symbol in the fourth circle, then go through the door.
The moment you step onto the bridge the door closes behind you. Cross the bridge and go through the arch. In the next room turn left. Zoom in on the tablet lying beside the skeleton and click it to copy the drawing into your diary.
Move right and up. Rotate left and go left and down. Rotate left. Press the protruding brick and more bricks push out of the wall. Keep pressing the protruding bricks until the wall facing collapses, revealing a symbol. Copy it, rotate right, move right and up, rotate right, go right and down.
Back in the room before the bridge, follow the lower arrow right and down twice to come out on a balcony. Take a TORCH from the pile and throw it into the darkness until you light the lamp; there is no limit on attempts. Rotate right and copy the third symbol.
Return to the room before the bridge and follow the upper arrow right and down twice into a small maze. Move:
- right and down, left and down, right and down, right and up, right and down, right and down, right and up, right and down, left and down, right and down;
- from the crossing, right and up, then right and down.
You find what is left of Indiana Jones. Rotate the scene and copy the fourth symbol.
Retrace your steps in reverse. Back in the room before the bridge, take the passage ahead. Zoom in on the column with the symbol drawings, set the symbols you copied and go through the door.
Go to the panel of stone buttons and press them in the order that leaves them all depressed:
- A1, D1, D4, A4
- C1, D3, B4, A2
- A1, D1, D4, A4
Go through the passage into the chamber where a giant crystal hangs. Put the fragments from your cases into it. Click the map that opens in front of you and go out through the portal door that appears.
You are back in front of the collapsed cave entrance. Return to your car, now its own colour again, get in and drive off.
End of Act II.
Act III
Chapter 12: A cultural education
Go into the museum and look around the lobby. Note that the door to the office wing is locked.
Opening the management wing
Go into exhibition hall 1. Pass the hall of Russian art and the Vasnetsov and Shishkin halls, and enter the Roerich hall. Take the KEY from the cleaner’s trolley. Return to the lobby and go into exhibition hall 2.
Unlock the toilet with the key and go into the ladies’. Open the fourth cubicle from the left and look in the handbag hanging on the door. Take the NOTEBOOK with blank pages and return to the lobby.
Go behind the reception desk and pull out the drawer of the desk on the left. Take the sheet of paper with number sequences on it. Trying them as the computer password gives you a blue screen of death.
Move to the desk on the right and touch the marker in the mug: the detective notes it is a special invisible-ink marker. Switch the desk lamp on and he remarks on its odd pink light.
Put the blank notebook in the pool of lamplight and leaf through the pages to find a number sequence on one of them. Enter the password 427518 in the computer and read the letter in the mail. The detective decides to visit the park it mentions.
Leave the museum, cross the street and go into the park. Go to the table with a case on the chair in front of it. Read the NOTE on the table, which talks about a favourite painting. Take the CASE, locked with a code, and return to the museum.
Go into exhibition hall 1 and find the Aivazovsky hall, the next one after Roerich. Look at the painting The Ninth Wave and read the date on its label. Enter 1850 on the case and open it.
Lay out all the objects from the case and find the ACCESS CARD. Return to the lobby, use the card on the scanner and open the door to the management wing.
In the corridor, note the “June exhibitions” posters. Looking at the poster on the right, the detective realises the same image was in the church, and guesses it is what the crystal needs. Go through the door at the end of the corridor.
Zoom in on the code panel of the director’s office door, on the left of the entrance. Open the case, take out the reproduction of the painting and look at its back. Note the arrangement of symbols and enter them on the panel.
Zoom in on the cabinet with numbered objects on its shelves. Open the case and take out the objects inside, then match them against the objects on the shelves and count them:
- Diploma: 3
- Scissors: 0
- Floppy disk: 1
- Calculator: 8
- Pills: 2
- Sticky notes: 3
Note the arrow on the left wall of the cabinet. Arrange the objects as the hint indicates to get the sequence 031283, and enter that as the password on the director’s computer.
Press Open safe, zoom out and take the ACCESS CARD. Take the NOTE “Open safe” from the desk, then interact with the monitor again and read the mail.
Note that the password for every employee’s computer is their date of birth in day, month, year format, except David, whose password is his internal employee ID.
Leave the office and go through the open door on the right. Note the flowers on one of the desks; the monitor tells you it is Katrin’s. Leave and go through the door opposite.
Note the birthday greeting for Katrin. Zoom in on the birthday cake and see the number 37. Go to the corridor leading to the management wing, where the calendar on the wall shows the 2nd of an unnamed month in 2019. The posters opposite say “June exhibitions”, so today is 2 June 2019.
2019 minus 37 gives 1982, so Katrin was born 02.06.1982. Enter 02061982 on her computer and read the letter from Mark. Zoom out and go to the neighbouring office.
Go to the desk with drinks cans on it; the screensaver tells you this is Martin’s. Pull out the top drawer and take the NOTE “Key model for the 3D printer”. Return to the office with the printer and zoom in on it.
Enter the item number AC00015, print it and take the KEY.
Go back to the neighbouring office and sit at Ashley’s computer, the one with the printer on her desk. Unlock the top drawer with your new key and take the FLASH DRIVE.
Go to Katrin’s desk, put the flash drive in the tower and print the data Mark sent. Go to the break room and find the RED KEY under one of the cakes. In the hall, unlock the door with the red handle.
In the print room, go to the printer and insert the flash drive. Printing needs the special paper Mark wrote about.
Look at the pigeonholes for correspondence. Use the “Open safe” note you found in the director’s office: on his desk you can see a weekly pill organiser with one unused tablet left, meant for Sunday, which means today is Sunday. Note the symbols in the second row from the bottom.
Turn to the safe and press the keys: dot, parallel lines, X, square, inverted triangle, circle. Take the PAPER from the safe, load it into the printer and take the printed TICKET. Zoom in on the switches and turn the handle for the first floor.
Take the HAMMER from the shelving by the door and go to the lobby. Go into exhibition hall 2 and up the stairs.
Turn the wheel to open the door into the Dawn of Piracy hall.
Look at the poster of Captain Jack Sparrow on the wall and note the height of the gallows nooses above it. Pull the nooses above the door so they hang at the same heights, then go into the games room. Hold the ticket to the screen and play “Find the treasure”. Whatever the result, leave the hall.
Push the trolleys aside and open the door into the Gold Rush hall.
Look at the cards on the table: 3 of clubs, 7 of diamonds, 4 of hearts, 2 of spades. Note that:
- on the piano, spades sit in the third square;
- on the back of the railway buffer’s fence, clubs are in the fourth square;
- on the back of the safe, hearts are drawn in the first square.
From that you get the password by placing the suit values. Enter 4723 to open the safe and take the KEY, then unlock the games room door with it. Hold the ticket to the screen and play “Duel”. To improve your result, open the settings with the cog icon in the top right and switch the difficulty from Insane down to easy. Whatever the result, leave the hall.
Raise the barrier and enter the Second World War hall. Open the window shutters and go through the door that opens. Hold the ticket to the monitor and it reports the terminal is temporarily unavailable. Leave the hall. Draw the curtains apart and enter the Treasure of Redcliff hall.
Press the emblem on the display and a model appears under a glass dome in the centre. Break the dome with the hammer and find the number FG 567325 on the model.
Go to the stairs, down, and to the office with the 3D printer. Type that model number on the keyboard to learn David’s ID.
Go to the neighbouring office and find David’s desk. Enter the password 115578 and read the letter from the director in his mail.
Close the blinds in both offices and go out to the hall. Note the symbols on the blinds. Zoom in on the panel beside the last locked room of the management wing and enter the code: square, circle, triangle, dot, inverted triangle.
In the garage, go to the lorry and use the access card on the scanner. Open the doors, climb into the van, enter the code 911556 from the director’s letter on the container and take the ANCIENT ARTEFACT.
Leave the museum and get into the car.
Chapter 13, part one: the house on the shore
A task list opens at the start of this chapter; work through it in order.
The front door is boarded up.
Getting into the house
Walk round the house and find the CROWBAR in the back yard. Come back and lever the boards off the door, which turns out to be locked as well. Look in the second flower basket from the left and find the KEY, then unlock the front door.
Go in and find the house has no electricity.
Restoring the power
Go outside and round the house to the hatch, which has a code lock. Note the marking D3 on the panel beside it, part of the password.
Go to the canopy, use the axe to split logs and take the FIREWOOD. Note the marking C8, another part.
Look in the boat at the jetty, which adds tasks, and note the marking B9. Look in the back of the lorry and note A4.
Return to the hatch. Replacing the letters A, B, C, D with their values in that order gives the password 4983. Enter it and go down to the basement.
Interact with the generator: it is out of fuel. Go outside to the workshop, take the JERRY CAN and go to the petrol tank beside the canopy. Fill the can with FUEL, carry it back and pour it into the generator, then press the start button. Power is restored.
Finding the boat keys
Go into the house, through the kitchen and up the stairs to the first floor. Look at the desk, push the chair aside and find a locked safe. Note the sticky note on it: “Last digit.” Unfold the folded paper on the desk, which shows outlines of mailboxes.
Go down and outside to the ranch entrance. Look at the mailboxes and note the last digits of their numbers. Return to the safe, enter 0952 and take the BOAT KEYS.
Assembling the outboard motor
Go down to the workshop and click the dismantled motor on the table; the detective says he needs assembly instructions.
Go to the living room and take the TABLET from the coffee table; its battery is flat. Go to the kitchen and take the KEY from the ashtray on the cabinet under the stairs. Go to the workshop and unlock the toolbox on the table, taking the GREEN KEY. Go to the kitchen and up to the first floor, unlock the door with the green handle and enter the bedroom.
Put the tablet on the charger on the bedside table, then take the charged tablet; it needs a password. Note its wallpaper, an army photograph.
Leave the bedroom and go down to the kitchen. Zoom in on the photographs on the stairway wall and click the army photograph three times to spot the hint.
Return to the bedroom and go into the bathroom. Take the DOG TAG from the top drawer of the cabinet under the basin. Examine it and match it against the hint on the back of the photograph. Enter 3593 on the tablet to open the instructions for dismantling the motor.
Go down to the workshop and assemble the motor by clicking the parts on the table in the reverse order of the dismantling instructions. Carry the assembled MOTOR to the jetty and fit it to the boat.
Fuelling the motor
Go down to the basement and take the JERRY CAN you left by the generator. Go up to the petrol tank, fill it with FUEL and fuel the outboard motor.
The diving gear
Fins: go into the house, up to the first floor, into the bedroom and the bathroom. Open the cabinet and take the FINS.
Mask: go down to the kitchen. Go to the sink and open the left wall cabinet. Lower the lever you find, then turn to the panel that slides out at the bottom right. Pressing the yellow buttons extends the bars at the top by particular amounts.
Go to the living room and examine the trophy above the “Golden Button” diploma for Redcliff’s best angler. Note the arrangement of the fish skeleton’s bones, then return to the kitchen and press the yellow buttons, left to right:
- 1 three times
- 2 zero times
- 3 twice
- 4 three times
- 5 twice
- 6 once
Take the MASK.
Oxygen tank: in the bedroom, take the KEY from the middle drawer of the bedside table. Go outside and down to the basement, unlock the workshop door and search the cylinders on the shelving for the OXYGEN TANK.
Torch: take the TORCH from the shelf of the shelving by the door.
Wetsuit: go up to the bedroom and pull out the box with dialled discs showing animals from under the bed. Since the owner is a keen angler, the code images are fish. Set the different fish pictures and take the WETSUIT from the container.
The detective notes you can set out now.
Optional side tasks
Light the fireplace. You already chopped firewood while getting part of the hatch password. In the kitchen, open the top drawer of the cabinet by the sink and take the MATCHES. Go to the living room, put the wood in the fireplace and light it. The detective declares he could watch a fire for hours.
Wash the dishes. In the kitchen, run the tap to fill the sink, add the washing-up liquid standing there, take the sponge and wash up.
Do the laundry. Go down to the basement and into the workshop. Take the washing powder from the shelving and go to the washing machine. Take the laundry basket, open the machine, put the washing in and close the door. Pull out the drawer and add the powder. Switch the machine on and wait 60 seconds, then take the basket, unload the clean washing into it, go outside and hang it out to dry.
Get into the boat and sail out to the bay.
Chapter 13, part two: secrets of the deep
Click the yellow tank so the detective is ready to dive, then click the indicator to descend.
The seabed is a 3 by 3 grid of nine sections.
Swim left and up. Rotate right and open the chest lid: empty. Rotate left and swim right and up, open that chest: empty. Swim two screens right and down to return to the start, then move two screens right and up. Rotate right, open the chest and take the OCTOPUS-SHAPED KEY.
The key is always in the third chest you examine.
Zoom in on the old ship’s cannon on the sandy bottom. Note the image of two crossed swords inside a rectangle.
Zoom out and swim left and up. You are at the bow of a sunken ship. Zoom in on the name REVERACION on its side. Note the image of a sword formed by the octopus’s tentacles, and that it sits inside a rhombus.
Take out the key and set its tentacles into the same position as the image on the ship’s side. Zoom out and swim left and down.
You are at the stern. Rotate right and swim inside the ship. Swim along the corridor into the captain’s cabin. Rotate left.
Zoom in on the chest floating here and open it with your configured octopus key. Take the PUZZLE, a cylinder of six rotating sections with lines on them.
Rotate the sections to join the lines up; petals rise on the left revealing shapes. The crossing lines connect each Roman numeral on the right to one of the shapes on the left. Trace them:
- I: rhombus
- II: square
- III: plus sign
- IV: equals sign
- V: triangle
- VI: circle
Zoom out from the chest and look at the table. Take the COIN and examine it: the reverse of the round coin shows three swords.
Rotate right and swim out, rotate left, then swim right and up to the bow, then left and up. You are at the entrance to an underwater cave; swim inside. There is air in the cave, so you can breathe without the tank.
Zoom in on the device on the left. Rotating the stone blocks on the axles on the left turns a stone disc on the right. The blocks have cut-outs in geometric shapes. Recall which shapes you saw swords against, and how many:
- First block: rhombus, for the one sword formed by the octopus tentacles inside the rhombus on the ship’s bow.
- Second block: square, for the two crossed swords inside the rectangle on the cannon.
- Third block: circle, for the three swords on the reverse of the round coin.
Turn to the windows on the discs on the right, which also show shapes, and set them according to the cylinder puzzle:
- 1: rhombus
- 2: square
- 3: plus sign
- 4: equals sign
- 5: triangle
- 6: circle
Go through the gates that open. You are in a cave with a pirate hoard. Go into the dark tunnel, left and up, and you come to a giant skull.
Rotate right and zoom in on the wall panel. Press the dark squares in the right order so they all turn light:
- C1, C3, A3
- A1, B1, C2
- B3, A2
Enter the skull’s open jaws. Take the PIRATE SABRE sticking out of the sand and leave the cursed gold alone. Return to the hoard cave and go forward.
Among the pirate remains find three more PIRATE SABRES. Take the KEY from the neck of the skeleton propped against a chest, unlock the chest and take the PAPERS.
Rotate and swap the papers until their edges match up. Go through the stone door ahead.
Insert all four assembled sabres into the slots in the base of the column. Then turn the skull drawings so they sit in the same positions as on the papers, and take the cube-shaped ANCIENT ARTEFACT from the compartment that opens.
Leave the cave, return to your starting point and surface into the boat. Docking at the jetty by the house, the detective decides to head for the cave. Get into the car and drive off.
At the crossroads an off-roader rams the detective’s car.
Chapter 14: The escape
Watch the cutscene. This chapter also has a task list.
Leaving the interview room
Note the fire detector. Take the LIGHTER and the PAPER from the table. Take one of the chairs and throw it at the wall, then pick up the METAL STRIP. Use it to undo the screws holding the table legs to the floor. Move the table to the wall with the detector, stand the second chair on the table and the waste basket on the chair.
Put the paper in the basket and light it with the lighter. The detector triggers and unlocks the door.
Getting out of the building
Go through the only open door into the office. Zoom in on the desk with balloons tied to it. Put the sheets lying on it into the paper tray and take the LEVEL 1 ACCESS CARD from underneath.
Open the laptop lid and read the NOTE FROM THE CAPTAIN attached to the screen; it goes into your evidence folder. The detective decides to join the game.
Go to the office printer, open the lid and take the forgotten wedding INVITATION. Note the date and the names of the couple.
Sit at the groom’s desk, Ross’s. Enter the wedding date as the password: 04062019. Read the letter from Richard in the mail. Note the code for Richard’s locker in the changing room, and the vehicle registration database on Ross’s computer.
Go out to the corridor. The gym door has a code lock. Go to the door opposite the office marked Exit, use the access card on the scanner and go out into the hall. The main entrance is closed, so you need another way out.