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Tiny Room Stories: Town Mystery

by lenin 17 55 sections about 75 minutes to read

A complete walkthrough for Tiny Room Stories: Town Mystery, covering the prologue and all fifteen chapters across the game’s three acts. A detective arrives in the town of Redcliff to answer his father’s call and finds the place deserted. Written against version 2.018.

A note on codes

Several codes in this game are generated at random for each playthrough, so the guide flags those rather than giving a number that will not work for you: the gatehouse computer password and roof hatch code in the prologue, the position of the matches and the token in the forest, and the word-guessing hack in chapter fourteen. Every other code given here is fixed.

How the game plays

  • Left click: act or select. Hold left button and move the mouse: rotate the scene. Right click: zoom out.
  • The menu is the lines icon in the top left.
  • The inventory is always open. To use an item, click it, then click the object on screen.
  • Saving is automatic. On Windows the saves sit in the hidden folder C:\Users\<your name>\AppData\LocalLow\Kiarygames\Tiny Room\slotB.

Prologue: the barrier

The detective pulls up at a lowered barrier and needs it raised. The opening minutes teach the controls; follow the prompts on screen and you end up inside the gatehouse.

Zoom in on the desk with the computer and interact with the keyboard: there is no power.

Restoring the power

Rotate the scene twice and zoom in on the sparking electrical panel. Push the lever up to switch it off. Zoom out and turn to the cupboard. Open the doors and click the toolbox to take the TOOLS. Zoom out, return to the panel, use the tools on it and push the lever down. Power is on.

Rotate twice and zoom in on the computer: it wants a password.

Getting into the computer

Slide apart the sheets of paper on the left to find the PASSWORD. It is randomly generated. Entering it as written fails. Push the keyboard aside and take the HINT, then enter the password with the digits swapped as the hint says.

Drag the slider at the bottom of the screen left and click the barrier icon: the barrier is not connected to the mains.

Getting onto the roof

Zoom out and rotate left. Climb the ladder and find the roof hatch locked with a code. Come back down and log into the computer again. Click the notebook icon to find the hatch code. This may also be randomised.

Go back up, enter the code and climb out. Zoom in on the power cabinet and click the right-hand door: it is locked.

Connecting the barrier

Go back inside and zoom in on the table with the coffee machine and microwave. Pull out the top left drawer and take the KEY. Zoom out, rotate, go up to the roof, unlock the right-hand door of the power cabinet with the key and reconnect the disconnected wire.

Go back down, log into the computer and open the barrier. Leave the gatehouse and get into the car.

Act I

Chapter 1: The start of the road

The front door is locked.

Getting into the house

Pick up the LADDER lying on the lawn and lean it against the wall to the right of the porch. Climb to the roof and take the KEY from the mailbox up there. Come down and unlock the front door.

Inside is a mess. The bookshelves are missing their red and green books.

The red books

Take BOOK 1 from the bottom right cabinet. Push the sofa aside and find a patch on the back of it. Go to the kitchen and take the KNIFE from the knife block. Return to the main room, zoom in on the patch and cut it open with the knife for BOOK 2.

Take the red-headed KEY from the ashtray on the cabinet. Unlock the door with the red lock and enter the bedroom. Open the wardrobe for BOOK 3, then lift the linen for BOOK 4.

The green books

Take BOOK 1 from the bed. Go to the main room. Take BOOK 2 from under the table, and BOOK 3 from the top drawer of the cabinet on the left. Go to the kitchen and take BOOK 4 from the table.

Put the books on the shelves and nothing happens: they need a particular order.

Finding the book order

Go to the kitchen and zoom in on the electric hob knobs. Turn them so the pointers rest on the dots and note the positions: 9 o’clock, 3, 6 and 9. Go to the main room and pull out the bottom drawer of the cabinet on the right. Set its pointers to the same positions and take the hint PAGE.

Go to the bedroom. Take the SCREWDRIVER from the middle drawer of the bedside table and pick up the REMOTE from the floor. Unscrew the wall light’s shade with the screwdriver and remove the bulb; the room goes dark.

Use the remote on the television to switch it on, and note the symbols that show up in the dark on the drawers of the cabinet beneath it.

Using the hint, enter the first combination on the remote, 234, and note which drawers slide out. Check the hint again: the first symbol is II, the second is a triangle. Enter 563 and note the order of the symbols on the drawers that open: + is 3, square is 4. Enter 221 and note Z is 5 and square is 6.

Go to the kitchen, take the LAPTOP from the table and enter the symbols you found: II, triangle, +, square, Z, square. Click the camera icon and note the book positions:

  • 5-3, 4-4
  • 3-5, 1-7
  • 6-2, 7-1

Opening the corridor door

Go to the main room and arrange the books as the photo showed. Something opens. Zoom out and go through the new door on the left.

In the corridor, note the empty space for a picture and the scratches on the floor. Take the CROWBAR leaning against the wall and go outside. Climb the ladder to the roof and lever the window open with the crowbar, then climb into the attic.

Slide the crate off the hatch cover and open the hatch. Look at the plan on the bench: the house has a basement. Take the PICTURE and climb down through the hatch.

Hang the picture in the empty space, then click the pictures to line them up straight and go through the door that opens. Click the red dot to turn the light on.

Turn the valve on the pipe to shut off the water. Zoom in on the framed photograph on the table and look at its back: the date 19.01.85.

Zoom out and turn the third spanner in the top row on the board; the board lifts to reveal a safe. Enter 190185 and take the blue-headed KEY, a safe deposit box key.

Leave the basement, go outside and get into the car.

Chapter 2: The money trail

The bank’s front door is locked. Roll the rubbish bin under the ladder and climb to the roof.

Zoom in on the green power cabinet; it is locked. Take the CROWBAR from the ventilation pipe on the right and lever the cabinet doors open. Three devices are missing.

Find the parts: under the pallets, on the break table, and on the air conditioner. Fit them and build the electrical circuit, then go through the door that opens.

Go down to the first-floor landing. Note the words “Time is money” on the wall. Zoom in on the clock: you can move the hands to set a time.

Go down to the ground-floor hall and look at the clock there: 15:45, which the detective notes is wrong. Go back up and set the landing clock to 15:45, then go through the door that opens into the meeting room.

Zoom in on the cabinet: the right half is missing objects needed to mirror the left half.

Take the toilet KEY and a red FOLDER from the table. Push aside the chair at the computer desk and pick up the TOY. Go out and unlock the toilet.

Open the right-hand cubicle and take a red FOLDER. Take the KEY from the basin. Go out and down to the ground-floor hall. Take a green FOLDER from the bottom drawer of the cabinet on the left, and a NECKLACE from the middle drawer of the cabinet on the right.

Return to the meeting room, zoom in on the cabinet and arrange the objects symmetrically with the left half, remembering to rotate the model aeroplane. Press the button in the compartment that opens and the cabinet rotates. Take the SCREWDRIVER stuck in the keyboard.

Go down to the ground-floor hall and unlock the door to the left of the clock with your key. Enter the store room and take the LADDER. Zoom in on the shelving, push the boxes aside and take two VALVES.

Go to the toilet. Set the ladder under the ventilation grille and remove the grille with the screwdriver. Take the hint page from the duct and note the square circled on it.

Slide the right-hand picture on the wall aside and zoom in on the pipes. Fit the valves to the cold and hot water pipes and turn the hot water valve. Move to the basin and run the hot tap. On the steamed mirror you see a clock face reading 18:55.

Go to the first-floor landing and set the wall clock to 18:55. The compartment that opens shows the sequence 59047.

Go to the meeting room, zoom in on the mangled keyboard and enter the code by pressing the keys: 48936. Take the FINANCIAL REPORT from the safe. Note the bar chart on page two and the column heights: 9, 2, 7, 8, 4.

Go to the ground-floor hall and switch the monitor on. Build the chart by pressing:

  • 1 nine times
  • 2 twice
  • 3 seven times
  • 4 eight times
  • 5 four times

Press Open to open the way to the vault. Go in and take the gold-headed KEY from the table. Open the hint page you found in the ventilation.

Solve the sudoku to get the values in the empty cells. Turn to the code panel and press the buttons in order 1 to 6 following the digit positions from the sudoku square; the barred door opens.

The vault itself needs another code. Return to the meeting room, press the button to rotate the cabinet, put the vault key in the lock and open the left bureau. Take the hint PAGE.

Note the hint flashing on the monitor, then return to the vault. Look at the hint again and line the lines up to get the code 053926. Enter it and go through the armoured door.

Study the plan of the boxes, remembering that your key is numbered 1302. Zoom in on the cabinet, open your box and take the cheque for $50,000 written by Peter Stone to the Redcliff church.

Leave the vault, go outside and get into the car.

Chapter 3: The church

Walk round the church by rotating the scene twice and note the billboard, remembering the phone number (9131) 2523. Go inside.

Click the switch on the wall to the left of the crucifix to turn the lights on. Note the Bible on the lectern, which has a lever inside it. Take CANDLE 1 from the bookcase shelf by the left wall and CANDLE 2 from the piano in the right corner. Open the door to the left of the crucifix and go into the inner room.

Turn the light on. Note the painting: it shows the same car as the billboard behind the church. Open the top right drawer of the cabinet for CANDLE 3, and take CANDLE 4 from the table. Zoom in on the door under the stairs, slide the bolt and go into the store room.

Turn the lamp on and zoom in on the round table. Open the drawer for CANDLE 5. Note the locked chest here. Return to the inner room and zoom in on the monitor.

Enter the billboard’s number 2523 and open the Control folder. Give the Open command; a panel opens somewhere in a corridor. Go into Mail and command it to print the changed access code. Take the printed PAGE from the printer: it shows a piano keyboard with the order to press the keys. Note the book beside the printer about making luminous ink at home. Go to the hall.

Zoom in on the piano keys and press the keys shown on the printout. Take CANDLE 6 from the cupboard that opens on the left. Go to the inner room and up the stairs.

Note the floor candelabrum, which is missing candles. Take CANDLE 7 from the wooden box on the top shelf of the shelving on the left.

Zoom in on the candelabrum and fit the candles. If a holder sinks when you place a candle, leave it; if it stays put, take the candle back and try another holder. You need four candles in the top row and three in the bottom. Zoom in on the box that opens and take the KEY. Go down to the inner room and into the store room.

Unlock the chest with the key. Take the page marked with a green tick, showing the arrangement of the benches in the hall, and the casket closed with a combination lock. Go out to the inner room.

Examine the casket: rectangles are scratched on its back. Note the paintings on the wall, which have similar outlines. Enter 4132 on the casket, counting the lines on the matching paintings, and take BLACK KEY 1. Push the armchair by the stairs aside and pick up a hint PAGE. Go to the hall.

Note the box to the right of the entrance with a code lock. The code uses symbols, some of which appear on the paintings in the hall. Zoom in on the painting showing a + and touch it; you glimpse an arrow pointing left behind it. Take the + as your starting point and note the symbols on the paintings running anticlockwise from it.

Zoom in on the box, set those symbols and take BLACK KEY 2.

Go to the cupboard you opened with the piano. Look at the books on its shelves: their covers show a square of dots. Remember the book about luminous ink. Turn the hall lights off and look again: some dots now glow.

Work out which four books have glowing dots forming the same line patterns as the handles below. Set those lines to match, remembering that if the dots are on a book’s back cover the pattern must be mirrored. Take BLACK KEY 3 from the compartment that opens.

Go to the inner room, up the stairs and into the bell tower. Pull the rope attached to the bell’s clapper three times and the bell falls. Go right and take a hint PAGE from the shelving; note that this one is marked with a red tick. Go down to the hall.

Take a hint PAGE from the fallen bell, marked with a green tick. Study the pages you have collected.

Look at the benches in the hall and arrange them as shown on the pages marked with the green tick. Go to the Bible on the lectern and turn the lever inside it, then go down through the passage that opens.

Zoom in on the panel you opened from the computer, insert all three black keys and turn them. Go through the door.

Take the drawing off the wall. Take the MATTOCK from the shelving and break through the wall where the drawing hung. Climb down through the breach into the underground.

Chapter 4: Underground

Read the note on the notice board. Slide the mat aside, take the KEY from under it and unlock the door. You come out at a junction of corridors. Use the plan you have for orientation.

Move left and rotate right: you are by the store room. Zoom in on the panel and press the keys: bottom right, top left, bottom left, top right. Go through the door.

Zoom in on the panel on the box door. The task is to turn every square green by pressing arrows that affect particular squares. Press: far right bottom, far right top, far left top, far left bottom, then work along the row of arrows in turn to fill the whole field.

Open the door and take the BLACK KEY. Zoom out and look in the wooden box on the shelving for the MATCHES.

Note: the matches are placed at random. They may be in the boxes on the shelving, in the pile of rubbish, or in the toolbox.

Leave the room facing the way you came in and rotate left. Zoom in on the valve on the pipe and turn it three times, until the gauge needle sits at the far left. Zoom out and go left and up. At the crossing go left and up again; at the next junction rotate right and go right and down. Rotate right and unlock the door to the break room with your black key.

Rotate right and zoom in on the table with the chess set. Read the note beside it and compare it with the position of the pieces to get the moves played: E4, H5, H5, F6. Turn to the box beside it, enter that code and take the BLUE KEY. Zoom out, rotate right and zoom in on the table with sheets of paper.

Solve the nonogram. Zoom out, rotate right, clear the furniture blocking the room’s second door, open it and go out to the corridor.

Go left and up, rotate right and zoom in on the door panel. Use your nonogram solution: fill the same squares on the panel. Go through into the gas supply room.

Turn each of the three valves three times to shut the gas off. Rotate left and take the VALVE from the wall cabinet. Rotate right and go out to the corridor.

Go right and down. Rotate right twice and zoom in on the two valves. Turn each three times to shut off the gas. Zoom out and rotate left once. Move left and up, left and up, right and up, left and up. Rotate right, fit the valve to the pipe and turn it three times; the flame bursting from the pipe goes out. Zoom out and go through the door on the left.

Unlock the power cabinet with the blue key and find the third switch is missing its handle. Turn to the control panel: you need a system code. Note the four objects on the table. Zoom out and rotate right twice.

Open the cabinets and count the objects inside. Add the number of objects on the table to that total to get the code 4958. Rotate left twice, zoom in on the panel and enter it.

Move the ventilation control lever to B2 to shut down system F2. Zoom out, leave the room and move right and up, left and up.

Rotate left and go left and up twice. Take the PALLET and go back one step. Rotate right, put the pallet in the water, move the far pallet, reach the fan and take the HANDLE. Zoom out and go left and down, right and down, left and down into the power control room.

Fit the handle to the third switch and push it down. Move the control lever to C2 to shut down ventilation systems F4 and F5. Zoom out and leave.

Move right and up, left and up. Rotate left and go left and up three times. Climb into the ventilation duct and you reach the ventilation room. Open the first aid cabinet and take the YELLOW KEY. Note the patch of wall with no plaster. Zoom out, rotate left, remove the board blocking the door and go out.

Go right and down, rotate right and unlock the door with the yellow key. Rotate left and take the PROPANE cylinder from behind the large gas tank. Rotate right, leave, and go to the ventilation power control room: right and down three times, then left and down.

Rotate right, zoom in on the control panel and set the lever to C1 to shut down F6 and F7. Leave and move right and up three times, then right and down. Enter the fan room and climb into the duct on the right, then up the red ladder.

Zoom in on the control panel. You cannot switch the fan off because the right lever is welded, so increase the load to maximum and the system fails. You are pushed back from the exploding panel automatically. Return to the room below.

Rotate left and use the propane on the unplastered patch of wall, then light the gas and go through the breach.

In the new room, light the wall torch with the matches. Turn each statue so you can see the letters naming the points of the compass. Turn to the ring of figures in the centre of the room: they are copies of the statues.

Arrange the figures, taking the view from the door:

  • outer ring: south
  • second ring: east
  • third ring: north
  • inner ring: south-west

Go through the door that opens. Light the lamp in the centre of the room with the matches. Zoom in on the mosaic on the wall and read the note under it. Take the PASS. Note the place marked on the map in the mountains.

The detective decides to go back to the car. Zoom out and rotate left. Lower the torch holders on either side of the door and go through. Leave the church and get into the car.

Chapter 5: Project Olympus

The gates are shut. Go into the gatehouse.

Take the ANGLE GRINDER from the table on the left; it needs a battery and a cutting disc. Zoom in on the metal cabinet on the right and take the PLIERS from the second drawer. Zoom out and zoom in on the power panel, then remove its door with the pliers.

Click the switches in this order: 4, 2, 5, 1, 2, 3, 5. Zoom out and rotate left.

Take the hint NOTES from the waste basket. Zoom out and switch the projector on the table on. Look at the screen and take another hint NOTE from it. Note the projected image: the largest shape is a square, and inside it fit a circle, a triangle, a square, a triangle, a rhombus and a cross. Use the notes from the basket to substitute numbers for the shapes and get the code. Enter 750718 on the monitor and open the gates from the Control file.

Note the battery charger to the left of the monitor. Leave the gatehouse and go through the open gates.

Zoom in on the table to the right of the gates. Open the toolbox on it and take 3 JUMPERS. Zoom out and note the lorry with a closed container on its bed. Go on along the road.

Zoom in on the building’s front door. Lift the stone and take the KEY from under it, then unlock the door and go in.

In the corridor, go to the notice board at the far end and read the note for Harry. Take the BLACK KEY from the board. Look at the trolleys on the right: take the Project Olympus NOTE from one, and 3 JUMPERS from the top drawer on the second.

Unlock the second door from the left with the black key and go in. Look in the boxes on the shelving by the left wall for 4 more JUMPERS. Take the BLUE KEY from the control desk. Note the information on the screen and go out.

Unlock the first door on the left with the blue key. Take the LADDER leaning against the cabinet. The cabinet itself is locked with a code. Turn to the shelves and take 3 JUMPERS from the right one.

Slide the books on the left shelf to find digits of the cabinet code, and the books on the right shelf for two more. Turn to the cabinet and enter 6138. Take the NOTE with a dot pattern on it. Leave the room and the house.

Go back to the lorry and climb onto the bed. Unlock the container with the black key and take the BATTERY. Go to the gatehouse, put the battery in the charger, press Start, and when it is charged take it and go to the house.

Lean the ladder against the wall and climb to the roof, then go down into the building through the accessible hatch on the right.

Move the cardboard boxes away from the wall and find the GREEN KEY under them. Look in the boxes on the shelving for 4 more JUMPERS, and find the METAL CUTTING DISC in the cabinet on the right. Go out to the corridor through the door that was bolted from the inside.

Unlock the third door on the left with the green key. Take 2 JUMPERS from the table. Under a pillow on one of the beds, find a hint NOTE. Note the case under the bed with a code lock. Go out to the corridor.

Note that each door has a window of a different size and a number. Match that against the hint you just found to get the case code. Go in, enter 5279 and take the ACCESS CARD. Zoom out and go to the roof up the ladder in the far right room.

In your inventory, fit the battery and the metal disc to the angle grinder, then use the grinder to cut open the power cabinet doors.

Press the arrow buttons:

  • 6 three times
  • 8 three times
  • 3 three times
  • 1 three times

Climb down the outside ladder and up the mast. Open the panel cover and insert the access card. To get the access code, look again at the hint about safe passwords, then ignore its advice and enter 123456789.

Come down from the mast, go into the house and through the second door on the left. Zoom in on the monitor and press Repair, then turn to the panel that opens.

Use the note with the dot pattern and build a circuit from the blue terminal to the red one with the jumpers.

Reread the second page of the Project Olympus notes and turn to the panel on the left. Set the toggles to the required positions and enter the code given. Click the squares according to the notes, then press the red button on the right: the device is active.

Go outside and to the cave. Insert the access card in the scanner, go in, throw the switch lever, turn the lights on and go into the tunnel.

Chapter 6: In the cave

Go through the open stone door. Interact with the statue in the centre of the corridor: turning it opens the door its gaze falls on.

Turn the statue to face the door to the left of the entrance. Take the DARK STONE CUBE from the column in the centre of the room.

Go out, turn the statue to face the door opposite the entrance. Take a DARK STONE CUBE from behind the column on the left.

Go out and take the LIGHT STONE BLOCK lying at the statue’s base, then turn the statue to face the right-hand door.

Go in and take two DARK STONE CUBES and five LIGHT STONE CUBES off the pegs. You should now have 4 dark and 6 light cubes.

Note the shadows on the walls and use them to thread the cubes:

  • 1 dark cube on the first peg, counting from the left with your back to the door
  • 2 light cubes on the second peg
  • 1 light, 1 dark, then 1 light on the third peg
  • 1 dark, 2 light, then 1 dark on the fourth peg

Levers appear where the pegs were. Turn them:

  • 4 five times
  • 3 four times
  • 2 five times
  • 1 once

The room shakes and the light goes out. Note the symbols that light up on the column and which way they point.

Go out, turn the statue to face the left-hand door and go in. Look at the stone circles with holes in the top and turn the levers:

  • 1 six times
  • 2 six times
  • 3 seven times
  • 4 seven times

The room shakes. Go out, turn the statue to face the door opposite the entrance, go in and through the new door.

A reboot begins. You are in a room flooded with white light with a door in the centre. Click the door once and it takes on colour; click again and it opens; click a third time and go through the portal.

Go through the red door on the left and look at the columns moving up and down. Click each column at the moment when only its black segments show at the top. Go out through the door that opens.

Open the second door on the left and look at the closed doors. Rotate the scene and open the seven free-standing doors and the two doors in the plinth the portal stands on. Go out.

Open the third door and look at the scattered door parts. Rotate the scene and assemble the door, then open it and go out. Go through the coloured door on the right, now active.

The cave entrance collapses behind you. Head for the lorry. The detective notes the NEXT logo on it and decides to go there. Go to the gatehouse and get into the resprayed car.

End of Act I.

Act II

Chapter 7, part one: a walk in the woods

The car runs out of petrol at the river. You need to get across to the filling station on the far bank.

From the car, walk along the bank. Take the CONTROL TABLET from the chair and use it on the quadcopter lying on the large rock to get a map of the area.

From the quadcopter, go to point 2, the car. Look at the table under the awning and take the note. Now go looking for the lost phone: move to point 3.

Zoom in on the flat rock and pick up the PHONE. Press the power button and tetris-style shapes appear; click them until they form a square. Move to point 4. Rotate the scene, click the dry trunks and break off a STICK.

Go from one bird’s nest to the next, knocking them to the ground with the stick and searching them for the TOKEN. Its position is random.

On the phone screen, recreate the same pattern as on the token. Look through the notebook to find the suitcase lock code. Go to the car at point 2, zoom in on the suitcase, enter 7359 and take the KEY. Go to the boot, unlock it and take the AXE. Move to point 5.

Fell the dead tree with the axe and cross the river.

Chapter 7, part two: at the filling station

Zoom in on the payphone to the left, by the wall, and take the COINS from it.

Read the note pinned to the front door. Move to the snack machine, drop three coins in the slot and take the DOOR REMOTE. Use it on the door and go in.

Zoom in on the display case in the centre of the shop and take 2 SHOTGUN SHELLS from the top shelf.

Go behind the counter, take the SHOTGUN and load it. Take the NOTES, a purchase log, from the counter. Note the terminal, which needs a password.

Leave the shop and go round to the back yard. Zoom in on the back door and shoot the lock off with the shotgun.

In the back room, take the NOTE headed “Today’s password” from the cabinet with the code lock; it gives today’s date. Look through the purchase log for today’s receipt. Enter 999112 and take the JERRY CAN from the cabinet.

Take the NOTE “Don’t forget the discount” attached to the safe. Remove the board blocking the door and go through into the shop.

Find the five items shown on the discount note and check their prices. Substitute the numbers for the pictures to get the code. Return to the back room, enter 911 321 on the safe and take the ACCESS CARD. Go out to the pump.

Insert the access card, put the jerry can on the ground and put the nozzle in it. Return to the shop.

Note the “Today’s password” sign attached to the till. Follow the arrow on the note to the bottles on the shelf. Turn them so you can judge how full they are. Using the bottle on the left with the graduated label as your reference, you get the sequence 40213. Enter it on the till to switch the pump on.

Go out and take the FULL JERRY CAN. Go to the car and fill it.

Chapter 7, part three: home sweet home

Look in the mailbox and take the KEY. Unlock the front door and go in; everything in the house has changed.

Push the sofa aside. Take the RED BOOK from the table, and a BROWN one from the cabinet and from under the sofa. Go to the kitchen.

Take the GREEN BOOK from the table. Pull out the top drawer of the left cabinet and take the TORCH; it has no batteries.

Return to the main room and go into the corridor. Go to the little table, open the drawer and take the SCREWDRIVER. Climb the ladder standing here to the attic.

Take the PICTURE leaning against the wall and the RADIO from the table. In your inventory, unscrew the back of the radio with the screwdriver and take the BATTERY, then put it in the TORCH.

Come down and go to the bedroom. Open the cabinet under the television and take a RED and a GREEN BOOK. Take the REMOTE from the cabinet and go to the main room.

Zoom in on the bookcase and put the books you have collected on the shelves. Note the yellow stripes on the spines, at different heights on different books. Arrange the books so every stripe sits at the same height. Take the NOTES from the cabinet that opens.

Turn to the picture on the wall here. Find the active spot on its left side and press it: the picture splits in two, revealing a safe with a five-digit code.

Look carefully at the number sequences in the notes: at the top of each page is its page number, then a single digit, but each sequence has a different digit slipped into it. Note that pages 4 and 5 are out of order. That gives the code 61394. Enter it and every lock opens.

Go out to the corridor and through the secret door that has opened. The switch does not work, so use the torch. Look at the workbench and read the note on it. The detective remembers he liked switching the bedroom light on and off as a child.

Go to the bedroom, close the curtains and turn the light off: a number sequence appears on the wall. Go to the basement and enter 882255 on the safe, then take your FATHER’S LETTER.

The detective decides to go to NEXT Lab. Go outside and get into the car.

Chapter 8: NEXT Lab

Open the door and go into the administration building. Note that the security room door opens with a fingerprint.

Go behind the reception desk. Take the KEY and the TAPE from the desk drawers. Look at the mug on the desk on the right, rotate it and find a fingerprint. Use the tape on it for FINGERPRINT 1. Lift a print from the mug on the right the same way for FINGERPRINT 2. Go to the coffee table and lift FINGERPRINT 3 from the mug there.

Unlock the toilet door with your key and go in. The store room door is locked. Go into the gents, the middle door, run the water and lift FINGERPRINT 4 from the mirror. Return to the hall and hold each fingerprint to the scanner by the security room door until one works, then go in.

Open the wall cabinet and take the RED KEY. Look through the documents in the filing cabinets to find the NOTE “Reception password”, giving 37825.

Go to the hall and enter that password on the receptionist’s computer. You can raise an access level with it, but you need the card itself.

Go to the toilet and unlock the store room with the red key. Take the SCREWDRIVER from the shelving. Go out through the hall and leave the building.

Go to the blue car in the car park. Lever the glovebox open with the screwdriver and take the LEVEL 1 ACCESS CARD. Go back to the hall and behind the reception desk. Put the card in the reader, interact with the monitor and get the LEVEL 2 ACCESS CARD.

Take the lift to the third floor, the biological laboratory. Note the tree that can be watered and the locked hatch in the floor. Use the access card on the scanner and enter the laboratory, then go through the door on the left into the office.

Take the GREEN KEY from the desk to the right of the door. Read the NOTES “Experiment No. 000013”. Note the monitor you can interact with and the document folders with drawings on their spines. Go to the second desk.

Note another folder with a drawing and a computer that needs a password. Zoom in on the monitor and press the question mark for the hint: “Tree + water”. Return to the first desk and interact with the monitor. Analyse the drawings on the folders, then press the squares on the monitor to reproduce them. Read the synthesis instructions that appear. Go out to the corridor.

Unlock the floor hatch with the green key. Turn the valves on the second and third pipes. Note the arrows on the pipes.

Go to the watering panel and switch the watering on: as the water level rises it reveals the sequence 193757. Go to the office and try it on the second desk’s computer; it fails. Remembering the arrows on the pipes, enter it backwards: 757391. Study the spectral tables and go out to the laboratory.

Touch the large monitor above the console and choose the waveforms using the spectral tables.

Turn to the console controls and recall the information from the first computer:

  • ”A is the number of positive peaks in the spectrum.” Count them and set 4 on the first dial.
  • ”B is the number of negative peaks.” Count them and set 3 on the second dial.
  • ”C: do not touch.” Leave the third dial alone.
  • ”1, 2, 3, 4: maximum.” Push all four sliders to the top.

Pull the blue lever down to unlock the doors to the working area. Zoom out and go through the door whose red lamp has gone out, pass through decontamination and enter the working area.

Go quickly to the table, since the detective struggles to breathe here, and take the LEVEL 3 ACCESS CARD. The lab mice have escaped. Return to the laboratory.

Take the lift to the fourth floor, the main laboratory. Use the access card and go into the assembly hall.

Study the drawings on the board. Zoom in on the shelves of folders and find the NOTES “Emergency object extraction” and “System configuration”. Note the remark in the second one, and note the code lock on the main laboratory door.

Take the lift to the fifth floor, the control room. Use the level 3 card to enter Peter Stone’s office.

Zoom in on the desk and open the case lid; it is for carrying crystal fragments. Take the CASE. Look at the framed photograph: the detective spots the date and realises it is the password. Enter 190185 to log into his father’s computer. Put the level 3 card in the slot to upgrade it and take the LEVEL 4 ACCESS CARD.

Read the mail; the detective realises he has to collect every fragment of the crystal. Note the partly rubbed-out drawing on the board. Take the lift to the ground floor.

Go into the security room and use the level 4 card on the surveillance monitors. Note the monitor showing the feed from Stone’s office: the drawing on the board is complete there.

Take the lift to the fourth floor and go into the assembly hall. Zoom in on the door panel for the main laboratory and combine what you saw on the security feed with the partly rubbed-out drawing. Press the shape keys:

  • triangle twice
  • circle three times
  • parallel lines once
  • square five times
  • cross four times

Enter the main laboratory. Interact with both control panels to start the crystal extraction. Leave, take the lift to the fifth floor and use the level 4 card to enter the control room.

Zoom in on the control console and use the hint from the emergency extraction notes to set the levers to the positions given. Then use the “System configuration” note, bearing its remark in mind, and set:

A = 4, B = 7, C = 0.7

Press the red button. Hurry to the lift, go down to the fourth floor, into the main laboratory, and put the CRYSTAL FRAGMENT in your case.

Take the lift to the ground floor and run outside. Watch the explosion shake the building, then get into the car and drive away.

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.

Finding another way out

Open the top drawer of the right-hand desk behind the duty officer’s counter and take the RED KEY. Return to the corridor and unlock the break room with it.

Take the LEVEL 2 ACCESS CARD from the table nearest the door. Look at the picture of doughnuts and note where the bites have been taken. Go out to the corridor.

On the gym door panel opposite the break room, enter the code the doughnut picture gives you. Go into the changing room. Study the list to learn that Richard’s locker is number 4, go to it, enter the code from his letter, 08642, and take the FOLDER of documents.

Go out to the corridor. With the level 2 card, open the lift door to the right of the office exit. Get in and go down to the garage. The detective decides he can leave if he opens the gates and finds the car keys.

Clearing the road blockers

Take the lift to the ground floor. Use the level 2 card to open the control room door, to the left of the break room. The main terminal is dead, so turn to the server.

Pull out the fourth block from the top of the left server rack and take the FOLDER with the server connection routing instructions. Study them and note the underlined items. Turn to the server control panel in the second rack and compare its state with the instructions: you need the indicators on the right to light green.

Press the buttons 1, 5, 2, 2, 4, 4 and the connection is restored.

Go to the main terminal and follow the memo: enter the password cmdhack.

Pick a word from the list on screen and see how many letters match, then pick the next. The words are random. You get five attempts; if you use them all without cracking it, the system reboots and you choose from new words.

With the system cracked, look at the monitor showing the camera feeds and clear the blockers in the garage.

Finding the car key

Reread the note from the captain, which mentions the photography room. Look at the monitor at the bottom left and open the cameras in the photography room. The note also says your task is to find the case number in the system, which will be the password for Ryan’s laptop.

Look at the feed from the briefing room. Note the colours of the tables and their arrangement. Go out to the corridor and to the hall, go to the briefing room and enter the colour code matching the tables you saw, writing W for white and B for black:

  • W B, W W
  • B W, W B
  • B W, B W

Go in. Take the PROJECTOR from the shelving and put it on the stand between the rows of tables. Lower the screen, turn the lights off, switch the projector on and read the next hint.

Take the SCREWDRIVER from the shelving and go out to the hall. Through the opposite door you reach the evidence store.

Zoom in on the panel on the barred door. Undo the fixing screws with the screwdriver and remove the cover, then look at the code panel’s innards.

Look at the yellow lines running from the window of the password’s first digit: two lines left, one up and one right. Find the same lines in blue and you learn the first digit is 1. Work out the rest the same way and enter 15496, then go through the barred door.

Take the evidence log from the table, look through it and go into the store proper. Find shelf E2 and take the KNIFE. The tag on its handle shows it is evidence No. 000992423, and the log tells you it was registered on 17.05.19.

Leave the evidence store and go to the office. Note the clock on Otto’s desktop wallpaper. Go out to the corridor and look at the wall clocks showing time zones. Work out the difference between each zone and Redcliff’s time, then return to Otto’s computer and enter the password 7351.

To open the “Forensic reports” folder you need a date: enter the evidence registration date, 170519. Print the four reports registered that day. Note report 4, which describes multiple stab wounds to a male victim aged 45 living at address D.

Recall the captain’s note again, which said Ross knew the victim because he had arrested him, and suggested going to the photography room. Go there.

Look at the camera locked in the safe. Note the device on the left with star-shaped holes. Pull out the top right desk drawer and take STAR CYLINDER 1/5, then fit it into the device; it seats perfectly.

In one of the cells you see the words “The cake is a lie” on a bench, and in the second the cake itself. Now go and find the other cylinders:

  • STAR CYLINDER 2/5 is in a cabinet drawer in the break room.
  • STAR CYLINDER 3/5: in the gym, look at the prize Harry won for a result of 143.25kg. In the changing room the list shows Harry’s locker is number 5. Enter 14325 and take it.
  • STAR CYLINDER 4/5 is in the SWAT van in the garage.
  • STAR CYLINDER 5/5 is on shelf C2 in the evidence store.

Fit all the cylinders into the device’s holes and they each settle at a different height. Turn to the rotating handles on the safe and extend the bars to lengths matching the cylinder heights: 03514.

Open the door and take the camera. Leaf through the photographs and find the picture of the victim, 520: Joe Fisk. Press the i key to get Fisk’s address, 378237.

Go to the control room and use the main terminal. Enter the city camera details: D378237. Press the threat analysis button and you see “suspicious activity” from a car at the kerb. Zoom in to get its registration and print it.

Go to the office and use Ross’s computer, which holds the registration database. Enter the number from the photograph, 536712, and print the owner’s details.

Go to the control room and use the main terminal. Enter the victim’s name JOE FISK and the suspect’s name CRIS RIDS to get the case number, 5637281.

Go to the office and enter 5637281 as the password on Ryan’s laptop, then look through the notebook entries. Note the password for Ryan’s gym locker, described as “police second”. Go to the changing room.

The list shows Ryan’s locker is No. 2. Enter 14837 and take the LOCKPICKS. Go to the hall.

Zoom in on the key cabinet on the wall and use the lockpicks on the lock. By trial you find the solution: raise the pins to 4, 3, 1, 2, 0. Take the KEY.

Go down to the garage and use the key on the police saloon.

Chapter 15, part one: the crystal

Follow your father, now materialised as a sphere of flame, into the cave. Wait while he activates the crystal and you move into the zero zone. Listen to his explanation: you must recover the artefacts and activate the crystal. Return to reality.

Leave the cave and find your car gone. Go to the gates and see army lorries. Go to the house and inside.

In room 5, find and take the LADDER, then go outside. Lean the ladder against the wall and climb to the roof. Take the KEY from the table up there. Climb down and go to the gates.

Get into the jeep, put the key in the ignition, choose the navigator on the tablet, plot a route and drive away from the cave.

Chapter 15, part two: the military base

The base has five locations with the objects that matter to you:

Location 1: watchtower (1), checkpoint (2), headquarters (3), Captain Nixon’s car (4).

Location 2, north of location 1: fuel tanks (5), hangar (6), rubbish yard (7).

Location 3, east of location 2: firing range (8). Optional; you can just practise shooting.

Location 4, south of location 3 and east of location 2: bunker and satellite mast (9), lorry (10).

Location 5, south of location 4 and east of location 1: latrines (11), infirmary (12), canteen (13), personnel tents (14).

Go to the infirmary and take the ACCESS CARD from the table, then return to the headquarters front door. Use the card on the scanner and go in. Note the dead terminal reading “No connection”.

Trace the power cables running from the terminal: they pass under the door with the blue handle.

Go outside and into the checkpoint’s open door. Move the plant pot on the desk and take the WC KEY. Go to the latrines, unlock the far left cubicle and take the BLUE KEY from the case.

Return to headquarters and unlock the door with the blue handle. Go down to the basement and find it flooding from a leaking pipe. You cannot reach the pipe because the damaged insulation on the cables here creates an electromagnetic field. Click the switch to cut the power and it goes completely dark, so turn the light back on. Leave the basement and go outside.

Climb the watchtower and take the NIGHT VISION GOGGLES. Come down and go to the basement. Cut the power, put the goggles on and approach the leaking pipe: it has no valve.

Go outside and to the hangar. There is an open window but it is too high. Go to the satellite mast and click the lorry; the detective thinks he could get into the hangar if he drove it under the window.

Climb into the cab, flip the sun visor down and take the KEY. Put it in the ignition and try to start the engine: no petrol.

Go up to the first floor of headquarters, push the cleaner’s trolley aside and pick up the NOTE for Phil from the floor. Leave and go to the infirmary.

Pull the curtain aside and go to the filing cabinets. Count 3 folders in cabinet A, 4 in cabinet B and 2 in cabinet C. Note the cabinet with a code lock at the top left, marked with officers’ stars. Take the SCRAP of paper from the board on the left; the detective reckons the rest were thrown away.

Leave the infirmary, go to the hangar and on to the rubbish yard. Take the SCRAPS out of the rubbish and assemble them into a drawing. Return to the infirmary and look at the mannequins, which are missing body parts. The detective notes they are “strange”.

Match them against the assembled drawing, bearing in mind the drawing shows a rear view:

  • The first mannequin is missing a foot: 6.
  • The second is missing the left hand (9), elbow (8) and forearm (7), and the right forearm (7), elbow joint (8) and hand (9).
  • The third is missing its head: 1.

Enter the resulting sequence 69877891 as the password and take the officers’ medical records from cabinet 4.

Reread the note for Phil. The “ABC sequence” means the number of folders you counted in the infirmary cabinets: 3, 4, 2. The officer count comes from the officers’ medical records you just took: 4. Go to headquarters.

Go up to the first floor, enter the password 3244 and go into Captain Richard Nixon’s office.

Open the top right drawer of his desk and take the KEY. Leave, go down and outside. Unlock the captain’s car door with the key, sit at the wheel and turn the ignition. On the screen choose Settings and open the boot. Get out, open the boot and take the JERRY CAN. Go to the hangar and the fuel tanks.

Fill the can with petrol and go to the satellite mast. Pour the petrol into the tank, climb into the cab and start the engine, then drive to the hangar.

Get out and try to climb through the window: still too high, and the detective needs a rope. Go to the canteen.

Zoom in on the cupboard behind the servery, which has a code lock. Open the left door of the left cabinet to see the hint: a drawing of a spoon, a fork and a knife. Count how many of each are in the servery drawers and on the tables in the hall, enter the resulting sequence 6107 and take the ROPE.

Return to the hangar, use the rope on the open window and climb in. Take the VALVE from the boxes. Press the button to open the doors. Go to the basement, fit the valve to the pipe and turn it to shut off the water. Move the boxes to clear the drain and the water runs out of the basement. Look in the power cabinet: you need a tool to repair the wiring.

Go to the hangar again. Take the LADDER and note the case lying on the raised tank. Go to headquarters, round to the rear of the building, and prop your ladder against the roof ladder. Climb up and take the TOOL from the toolbox.

Come down and go to the basement. Use the tool on the wiring in the power cabinet and turn the switch handle: power restored. Move the boxes on the shelving and find a PAGE from a book. Leave the basement and look at the main terminal: no signal from the satellite dishes.

Take the NOTE for Harry from the top right drawer of the desk by the metal detector frame at the entrance. Go to the infirmary and take the eye test chart from the board. Leave and go to the central personnel tent. Pull out the yellow box from under the end bunk.

Match the note for Harry against the eye chart and enter the code: left, up, down, down, right. Take the satellite communication setup diagram from the box and go to the mast.

Climb the mast and open the box. Set the values given in the diagram and nothing happens. Zoom out and look at the arrangement of the dishes: it does not match the diagram. By trial, work out which switch controls which dish, then set the values, left to right: 20, 10, 50, 30.

Go to headquarters and look at the main terminal: the connection is restored.

Go up to Captain Richard Nixon’s office, whose name is on the desk plate. Open his medical record and note his identification number, then enter it as the computer password: 45863923. Look through the inbox and open the hint.

Zoom out and look at the figurines on the shelves: their arrangement gives the order for entering the password. Using the hint, work out the “value” of each figurine and enter those numbers as the password 2713 to open the safe in the left pedestal of the desk. Take the CARD OF ENCRYPTED ACCESS CODES.

Click Open on the monitor, zoom out and look in the drawer that opens in the lower part of the cabinet. Take the ENCRYPTER 5000. Leave the office and go down.

Go to the server and put the card of encrypted access codes in the reader; the decrypter is ready. Go to the tents, into the central one where you opened the yellow box, and find the encryption tasks on the table.

On the Encrypter, set the value 11001011 and you get the result 11111111. Return to headquarters.

Enter 11001011 into the Decrypter 5000 and you get the password WELCOME. Go to the hangar.

Climb to the control platform. Put the torn page into the book and study the graphs. Trace the sequence of commands for lowering the winch, the third graph from the top on page two. Substitute the graphical values and press the buttons on the control panel on the left showing: circle, rhombus, circle, square, rhombus, square.

Zoom out and turn the joystick; the winch lowers the tank. Go and open the case, enter the password WELCOME in the computer inside and the tank is activated. Return to headquarters.

Note the sheet lying in front of the monitors. Turn it over, which the detective says is better, for the hint on driving the tank. Enter WELCOME on the central monitor; the system check reports that turret rotation is not active. Ignore it, press Launch and Continue anyway.

Get used to the controls and drive the tank to the bunker, then fire. Exit the controls, go to the hangar and enter the bunker.

Chapter 15, part three: the solution

You are in the corridor of the underground bunker, in front of a store room door with a code lock. Note the crowbar in the closed emergency box. Move two screens left. Turn the valve of the floor hatch and go down a level.

Move one screen right. Turn and take the GREEN BOARD, a hint. Go two screens right. Take the TOOLBOX from the crate; it has a code lock. Note the diagram attached to its underside, another hint.

Move three screens left and climb the ladder. Go two screens right and zoom in on the store room’s code panel. Note the lines between the keyboard keys. Use the hint on the green board: press the keys around which the lines form the pattern shown on the board, 37548. Open the door and go into the store room.

Open the cupboard, then open the green box inside it. Take the KEY and a HANDLE. Zoom out, go out to the corridor and move one screen left.

Unlock the electrical panel with the key and note the red figure 4 on the inside of its door. Go one screen left and down a level.

Go one screen right and unlock the panel with the key. Take the HANDLE from it and note the red figure 8 on the inside of the door.

Go two screens left. Open the door at the back of the screen, but you cannot go through: too dark.

Go one screen left. Unlock the panel with the key and turn the light on by clicking the button on the left. Note the figure 2 on the inside of that panel door.

Go left. Open the power cabinet and zoom in on it. Fit both handles you found into their sockets and build the circuit.

Move two screens right and into the room at the back of the screen, where the light is now on.

Unlock the electrical panel on the right with the key. Note the blue figure 5 and the yellow figure 7 on the panel doors. Take the HAMMER and go out to the corridor. Move one screen left and up a level. Go two screens right, break the glass of the emergency box on the wall with the hammer and take the CROWBAR. Go into the store room and one screen right.

In your inventory, look at the diagram on the underside of the toolbox. Substitute the figures you saw on the panels into the diagram, follow the arrow from the symbol on the left and you get the sequence 528742. Use it as the password to open the box. Take the BOLT CUTTER and cut the lock on the door to the right, then go right.

Lever both crates open with the crowbar and take the VALVE from the left one. Return to the corridor, go left and down to the lower level. Move two screens right, fit the valve to the hatch and go down a level.

Go one screen left. Note the drawing on the green board above the desk. Take the FOLDER with the “Pressure calculations for the experiments” from the desk, another hint. Go one screen left.

Go to the monitor above the control console and press Stop experiment; the “Pressure equalisation” section reports a fault. Press Run diagnostics and you are asked to set pressure values. Zoom out and go left.

Turn the green board over and note the drawing on it. Move two screens left. Note the drawing on the green board above the desk here too, and take the KEYCARD from the desk. Move two screens right, go to the control panel and press Extract object.

Use the hints from the drawings you have seen to set the required sequence, then take the ANCIENT ARTEFACT.

Move one screen left. Use the keycard on the scanner and go into the lift, then up to level −1.

Go one screen left and take three LEVERS from the shelving. Return to the lift and go down to level −4. Go right and fit the levers under the tubes of liquid.

Use the hint from the pressure calculations and set the liquid levels in the tubes to 6, 6 and 8. Turn the levers in this order: 1, 2, 2, 2, 3, 3, 3, 2, 2, 2, 3, 1, 1.

Go to the lift and up to level −3. Move two screens right and zoom in on the monitor. Press Stop experiment and it reports the experiment completed successfully.

Go to the lift and down to level −5. Get out, go right and enter the experiment room.

Follow the instructions the hologram of your father gives you. Then turn the handle to start the self-destruct sequence.

Epilogue

The game is complete.