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ShowGamer.comWalkthrough Goetia



Walkthrough Goetia

Goetia - unusual game published by Square Enix.

Chapter 1. The Awakening

Blackwood Mansion

After watching the video you will see the location from the tree and cross grave. The main character in the game is a flying ball of light, a ghost. When you will see the prompt in the upper left corner, then click on the J key to open the magazine and read the first entry: "I'm Abigail Blackwood. Daughter of Abraham and Helena Blackwood, Sister Annie ... That's all I remember until the fall, my last nightmare. I really do not understand who I am or what happened ... I must find help. I have to find my family." Hold down the CTRL key and you will see all active points on location . There is a grave cross, the tree and the two transition points - left and right. Aim at the cross or the tree and click the left mouse button. You will see a window with three images - magnifier, some terms and eyes. Icon "eye" allows you to see the object, and the "magnifying glass" - interact. Here, you can only view a cross and a tree. You can't go left, therefore, move to the right. The following locations can view the statue and try to open the gate. Either way, you're a ghost, and you can just move through the gate. You will be to the courtyard of the mansion Blackwood. 1 Press the Tab key to open the map. Click on a particular spot on the map, you can quickly move there. So far you have shown on the map only tree in the courtyard of the mansion. Fly inside the mansion, right. Open the cabinet near the stairs on the right side, and interact with the card. 2 You are in the lobby, on the map - HALL. Hall is not marked in any color, but there are rooms on the mansion, which are highlighted in red, blue, orange and other colors. Press the C key when close the map. You will see a kind of code. The code contains all the results and previously viewed documents. Map is no exception, and you can see its in the code in the upper right corner. Click the left mouse button at any time convenient to you, you open the map. From the next room (sofa on the map), you can only go up. Generally there are way down, but it block by blue runes. The path to the right leads to the studio Abigail's father, but the girl does not know how people will communicate with her. Upstairs, inspect the piece of paper on the table. It depicts some characters. The central image is marked with a question mark. On the left side is a cabinet. At its top is a hat. In addition to the hat is where you'll find a book with a note. This is collectible items. Way up is blocked by blue and yellow runes. Move to the right side and see a box with keys on the wall. Open the box, and then inspect hidden in a niche statue. Select the third character interaction. This symbol "circle and a line with an arrow" allows Abigail to move into those or other items. Now, you can move into the statue and move it. Remove it from the niche. Inside the niche, behind the statues was a hidden switch. Click on it and a box will open below. Inside the box, inspect all documents. This is a death certificate in the name of ... Abigail's father. What happened to the girl? Why did her last memory dates back to 1902, while the certificate has been issued in 1939? Now you can go down and fly out of the room with a sofa right in the workshop of his father. 3 Examine the diary on the floor, fly right and see the desktop. Read the note on a table. Examine the records on the table, in which colored five characters depicted. Above the note is box with glass doors. You can't open it, but inside there is a subject in which you move into. Continued on next page From here you can fly to the right like on the top and on the bottom floor. In any case, you will be in the same room. There will need to talk to the big bird on all topics. Fly down and click on the switch near the sink. Open the door in the wall, but in a niche will be nothing. Learn all the portraits - in the center picture shows Anne, sister Abigail. Fly to the right and go across the bottom to a new location: 4 There is a box with the statue of the bird on the table. Examine the box - here you need to enter the code of four letters. Nearby there is a book with pages torn out. On other pages have no entries. Return to the room with the portraits and fly down to the new location. It's a kitchen. Interact with the objects in the fireplace in front of him and see pieces of paper. Collect one note. 5 The path to the left is blocked by the wall. Interact with it and see the coded lock. The code must be entered - 1908. When you go down to the kitchen, you can click on a piece of paper on the wall. On it appears: "Birthday of the oldest." Above there are pictures from the four sons of Annie. They are all one and the same date - 1939. This is the date when the portraits were painted. Also, there are number of years. So the oldest in the picture is for 31 years. So we decide: 1939 - 31 = 1908. In the room you can read a note lying on the floor. There are four supports on which the light falls. Each stand has four letters - A, G, E, R. These are the first letters of the four sons of Annie - Alexander, Gabriel, Edward and Robert. Fly back to the box with the letters. Pass to the right leads to the street, but there is nothing yet to do. In the box, enter the code - JOHN. There is a small picture near the stairs in a room with a sofa. There is an old man in a hat with a beard on this picture. See on signature in the lower right corner - John Falco. You need to find a clue on the top cover shelf on the wall at the desktop. There is still a statue of Pegasus. Find all these tips not necessarily to enter code! Inside you will find a sheet with a map of the house where noted Room, located on the right side of the kitchen with a fireplace, where you collected the note.

Chapter 2. The Banishing of Malphas

I will dwell in the luminous sphere, to improve their skills. Back in the hall, the first room of the house. Find a tall cabinet. At one of its five shelves is a hexagonal or square tile depicting the "tree". Look at it, then moved in. Try to fly out through the door on the left, but it closed. Fly to the right and open the door to the next room. By doing this, you will find yourself in a familiar environment. There is a hole on the left side of the room in the wall. Look at it, and then fly inside. Fly to the left along a narrow corridor until you reach the street. Move beyond the mansion and on the left side of the gate; click the left mouse button over the hole in the base of the statue. You put that same tile and open the passage down. Get down below. 6 Examine the key on the shelf, I will dwell in it and fly upwards. Go back to the house on the right, but the front door, you cannot fly. Place your cursor over the balcony to climb up to the sky. You will be on the second floor of the mansion, and in fact there is an open window. Fly to the house through the window and go down to the first floor. Continued on next page Fly right into two rooms forward. Find a safe on the wall, and click on it, use the key. Open the door, read the red book about the different characters and five different colors. These colors and symbols block your passage in different parts of the house! Do you remember the place where you saw the bird? fly there. Now you can go higher, because you do not interfere with the characters. Fly up and find yourself in a new room. Look at it and at the cabinet on the left find a screwdriver. You can dwell in this screwdriver, but so far it is you do not need. Fly to the left in a small room. In the wall there is another niche. Click on it to open. Look - this is a glass tube with a kind of cylinder inside. Click on the button "2" or "3", you will see how the cylinder goes up. While that is you do not need. Return to the room with a screwdriver and fly to the top. There are two items - a piece of the picture and the tube. The handset has a mechanism that you can rotate. But that is you do not need. I will dwell in the piece of the picture and fly into the room on the right. Above the bed is a torn picture. Attach it to this part, which you dwell in. Click on this picture, you move to a strange place.

Silver maze

Each location is divided into one or two rooms. The rooms have new paintings, in which you can dwell and move to other places. Try to understand what can be done here. Fly in the house on the right. Please note that on the walls there are three paintings, in which you can move into - two next to each other and a little further to the right. There is some wooden box with a picture of the animal on the floor under the far right is a picture. Remember it. I will dwell in the first picture from left to right. Fly inside a wooden shed on the right and look around. On one of the shelves is the same wooden box that you saw a minute ago! Examine the hammer and glasses on the table on the right. In them you can dwell. I will dwell in one of the items, click on the box on the shelf to put this thing inside. Return to the previous location, you can get this thing out of the box. But it is not clear what requires a hammer and glasses. Go back to the first house with three paintings. I will dwell in the central picture, next to the extreme left. You will find yourself in some kind of upside-down world. Look: read the note in the upper right corner. Go down into the room below and read another note in the same upper-right corner. On the left there are two paintings and the empty space between them, as if there was a third picture. Fly up and to the left of get the picture, which you can dwell. fly there. This world consists of one room with a piano: 2 Look at the notes on the piano and you'll see the name at the top of each note on the letters (for example, "up" is the C "D" - the D, and so on). You can play the piano. But what is the tune? Go back to the first house with three paintings. Fly to the picture at right and see that it is smeared. Move to it and read the inscription: "I do not see anything." Do you understand the hint? You need glasses! Fly in the first picture of the three in the previous house. Follow the barn, I will dwell in glasses and apply them to the box on the shelf on the left. Return to the house and find the box on the right. Pull glasses and apply them to the smeared picture. You will see the following: 3 According to these figures you need to interact with these elements inside smeared room. Open a secret alcove with a painting. Click to move to the new location. Read the note and fly into the picture on the left. Examine the grave cross and fly to the right of the cave. look at the picture. Click on one of the towers. You can move it, but where is? Go back to the house with three paintings. Click on the middle frame picture and select the symbol "magnifier". You turn over the painting. Fly into it and you will see that this time the room is in the correct position, it is not inverted. Continued on next page

Back at the mansion

Follow back to the estate, you will go down to the kitchen and fly to the left, in a room with four columns A, G, E, R. Now you can visit the room on the left side, because the protection of blue characters here. Fly to the left in the cellar with barrels of wine and go down to the bottom. On the table is an empty canister of milk. On the wall there is a torch, which you can draw. Open passage to the right, on an unspecified map. In fact, there are portraits of all game developers in the right areas - it's like a bonus. Fly to the left door and find yourself in a cave. There is a portrait of the main character on the left side of the pit. There is opening amulet on the floor. Inside, there is not a single photograph. Get down into the pit to get to a new location.

Fields of Stone

Fly down by a fallen elevator. Read the poem on the table and examine the big white poster on the wall. Open the cabinet in the table and click on the red button. Look in the closet with shelves and boxes to the right. In one of the boxes of paper (the only one with which you can interact) is the inscription: "Suitcase (reminder): Mom, Edward, Dad, Robert." Move the curtain to the right and see a hole in the wall, resemble the amulet. Fly up to the portrait of the main character, I will dwell in the amulet and move it to this hole in the basement of the new location. Insert an amulet in the hole, you will pass on the right. fly to: 1 Everywhere is dark. Follow the right-hand side in the narrow space of the three tiers. On the right side wall is a barrel of fuel. Fly into two levels below and see the generator. Look at it - in the tank is empty. Climb back to the place where you saw an empty canister of milk. I will dwell in it, and move to the generator. But first it will be necessary to apply to the fuel canister cask into two tiers above the generator, on the same screen. Fill the canister with fuel, apply it to the generator. Now it's running! Fly up into the first dark room, which comes after the room where the paper box with a prompt. There is a control panel on the wall - check it. One of the seals is movable and you can move it to any position. There are three positions for this seal - a corridor (and where you are), a workshop (which is now the seal is installed) and ext1. Move the seal on the corridor to turn on the lights here. Read the note about the suitcase. You need to enter any four-digit code on suitcase. But what is? Tip it is on paper box, which you saw in the left room. Enter the code - 4202. After opening the suitcase, you will see the family tree. 2 Fly to the right of the suitcase on the floor and see the active point. Interact with it to open a secret passage down. Slide the seal back to the workshop to include just the same light in the room below. There is another seal on a pedestal to the right in this room. Move into it to move back to the control panel and insert it into the cell. So you can turn on the light in the two areas at once. Insert the seal in ext1 cell. Fly to the generator and the room on the left. In this room there is a table with some flasks. Look at all the items and you will realize that you may dwell in the flask on the table and a book on a pedestal on the right. There are three cuts of different forms on the left wall - a key and so on. Interact with them, you hear a click. There are two more symbols on the gravestones in the left room. What should you do with them? HI PEOPLE! WE ADDED ANOTHER WALKTHROUGH GOETIA. READ BELOW ON THE NEXT PAGES!!!

Chapter 1: Manor, First Areas

Fly to the right and through the door to enter the manor. Open cabinet near front door. Codex: Spirit map Continue flying right until you worry what your father will think when he sees you. head upstairs. Codex: Alice In Wonderland note. Codex: Sigil doodles. open key collection. Move Virgin Mary statue. Flip switch behind statue. Codex: Death certificate. Father's lab now accessible. Go there. Codex: Story of Icarus. Codex: Mother, listen to reason letter Codex: Demon notes journal. Exit right and fly up to the second floor. continue right. Meet Malphas. Steam Achievement: "First encounter, Make contact with a demon." Head down, down below the floor to the kitchen. Note blank(?) page. Note combination lock on left. Fly back up to dining room. Open dumbwaiter. Carry box of powder (one screen to the left) into dumbwaiter. Fly down to kitchen. Call dumbwaiter. Carry box of powder to blank(?) page and use it. Note clue. Fly to dining room. Examine paintings, note ages. Do math. Solution: Enter 1908 into kitchen door lock. Fly left into new area. Codex: Note to Alexander from Annie. Hear a noise in the upstairs hall. Note broken crockery near front door. Find hexagonal shape. Open door to the right. Carry hexagonal shape to the right, through the door, and out the hole in the wall immediately past the doorframe. Fly left until outside. Use hexagonal shape on pedestal outside the gate. Fly down into graves. find key. Fly key up to the second floor and in through open window. Fly through the hole in the floor down to the first floor, then to the right. Open doors as needed while flying. Stop at desk underneath locked cabinet. Use key to unlock cabinet. Codex: Malphas, opposite sigil. Steam Achievement: "Apprentice exorcist First attempt at banishing a demon." You may now fly through walls previously blocked by blue symbols. Fly right into new area. Fly up and left into billiard room. Codex: My dearest son letter. Oakmarsh village now accessible. Fly right into statues corridor. Take screwdriver. Fly back to billiards room. Use screwdriver on panel. Find safe. (Locked for now.) Fly right to end of area. Codex: Forest painting. Forest now accessible. Return to stairwell and fly up and to the right. enter darkroom. Codex: Eureka! Picture (in this room) now accessible. (Ignore for now.) Complete the puzzle in the fireplace in the manor kitchen. Make sure that the game clearly indicates it as done. (Journal will flash). (Paper Chase Part One.) Codex: Ben Hur book (Above front door). (Paper Chase Part Two.) Codex: Drawing of sleeping cap. (Paper Chase Part Three.) Examine painting matching that silhouette in first floor hallway. (Paper Chase Part Four.) Fly down to first floor and exit right, to office with crows. Note puzzle box with four words: JADE, LOVE, MOTH, SNOW. Solve puzzle box. Solution: JOHN Sealed room is now accessible. (Paper Chase Part Five.) Fly to sealed room. (A little to the left and down.) Absorb powerup. Steam achievement: "Clear-sightedness Discover the power of Vision." Fly up and to the left. Pick up Quill pen. fly up. Secret panel now revealed. Examine contents. Return to office with puzzle box. Pick up journal. Carry journal outside, towards the forest. Secret brick now revealed. Codex: I caught her going through your room.

Chapter 2: Oakmarsh

Fly left into first house. open cabinet. Codex: Dunchurch Dance Brochure. (REMEMBER THIS.) Fly up to second floor. Codex: Sister to brother letter. Fly up to attic. Examine Ouija board. Get hint to box: "To the stars" Note that the journal recommends you attempt to guess identity of this spirit. Fly left, then down. open cabinet. Codex: George Stanford journal. Read carefully. Fly up and identify Ouija spirit. Letters briefly light up if you placed the pointer on them well enough for the game to notice. Solution: ABRAHAM Chase spirit down, down, down. Solve vague puzzle. Objective: Pile items on the scale until the weight is JUST BELOW the mark. One Solution: Box, ink stamp, knife, feather. Absorb powerup. Steam Achievement: "Crossing the Styx Discover the power of the Ferryman." Fly back to room with George Stanford journal. Examine box. Recall hint: to the stars. Gentle hint: How might these creatures rank, in terms of going to the stars? Medium hint: How might these creatures rank, in terms of going to the stars? Solution: Pisces, Delphinus, Serpens, Canis Major, Aquila. Read note, take tape Fly right, down, left. Drop tape. Close door, turn on lights. Codex: Key note. Fly left into store. Fly up to the floor above the store. Codex: Corpse note. Fly back to store. Take key described in earlier note. Fly key back to locked kitchen door. unlock door. Pick tape back up, fly it into the well to the left. Drop it. Pick up handle. Use handle on cracks. Drop handle. Pick up tape. Continue to the left. Codex: Logbook. Fly tape up and to the left. Use tape on player. Listen to clue. Fly up and to the left. Pick up saw, fly it right, use it to open hatch to the tape player. Fly right and down. find radio. Spin right dial until you can hear your own voice. (Location noted in spoiler pic.) 1 Carry radio up to the microphone door. Use radio on door. Solve puzzle. Gentle hint: Do what the tape says, remembering the brochure from earlier. Solution: Type: "Sally Dunchurch". Drop radio. fly left. Codex: Paimon counter-sigil. Steam Achievement: "Ghost town Find Paimon's opposite sigil in Oakmarsh." Yellow-sealed walls are now accessible.

Chapter 3: Eldwitch Forest

Fly through the manor all the way to the right and leave the grounds. Codex: Tombstone. Read carefully. Fly down into grave. Pick up stone wedged in corner. Remove it to the left. Pick up dowsing rod. Fly it up and out through the stone's tunnel. You can optionally use dowsing rod with the upcoming puzzle box, it will shake when pointed to correct images. (Thanks, Alasher!) Continue all the way to the right. notice forest is inaccesible. Retrace steps left. notice portal. (Portal only present if you have the needed powerup.) Enter portal. Look around. Note what's in the forest. Search grass in front of archway. find box. Solve box puzzle. Gentle hint: Combine nearby tombstone text with observations made while in portal. Solution: Logs, Skull, Cross, Dead Tree, Stone. Deep forest now accessible. Fly all the way right, into the chapel Codex: Anton at it again letter. Codex: Whitegate cornerstone. Cutscene. Fly up above the chapel. Examine bell. Note markings. Codex: Progress journal Fly down and to the right. Codex: Sigil notes. Read carefully! open cabinet. Code: Register. Read carefully! take hook. fly right. CAREFUL: AT THE TIME OF THIS WRITING, IT IS ALL TOO EASY TO DROP HOOK BENEATH FLOOR IN NEXT AREA. THAT WOULD BE BAD. FLY HIGH. Drop hook on the stair landing in next area. Pick up cloth. Use cloth on hook. Fly up to next area. Use unlit torch on lamp. Use lit torch on rope. Drop torch. Codex: Whitegate birthday Fly up. Codex: Zodiac notes. Fly down, down, down. Codex: Christian J stone. Fly down more. Make careful note of symbols carved at bottom. Failing that, see screenshot: 2 Return to area with sigil notes. Examine religious books puzzle. Solve puzzle. Failing that, see screenshot and swap last two books with each other to finish: 3 Chase spirit to the right, down, to the left. Under tower now accessible. NOTE: AT THE TIME OF THIS WRITING, THAT WALL IS BUGGED. IT IS POSSIBLE TO TAKE ITEMS FROM UNDER THE CHAPEL INTO THE UNDERWATER AREA. DO NOT DO THAT, UNLESS YOU COMPLETED THE HATCH PUZZLE EARLIER, OR STILL CAN (DID NOT DROP HOOK INTO WATER AREA). fly left. Cutscene. Solve sigil puzzle for spirit who forgot his name. Gentle hint: It's Anton. Moderate Hint: Combine register (full name & date of birth) with zodiac notes with sigil notes with alphabet notes from various sources. Solution: Combine register (full name & date of birth) with zodiac notes with sigil notes with alphabet notes from various sources. 4 Give Anton's sigil to Anton. Solve sigil puzzle for church founder. Gentle hint: It's William Jeremia Cecil Whitegate. Moderate Hint: Combine cornerstone (full name) with zodiac notes with tower notes with alphabet notes from various sources. Solution: Clockwise, WJWC with Leo pointing NE, or see pic 5 Fly down new passageway. Absorb powerup. Steam Achievement: "Strength of character Discover the power of Strength." [Author's note: the need for this powerup is why this guide has been putting off exploring the house. We're now at full power, and able to actually do everything.] Fly up and to the left, through Anton's door. fly up and examine branch. Assuming you are powered up, you are now strong enough to pull it free. Do so. Drop branch, fly down, pick up candlestick. Complete candlestick pair on altar. Fly down into new area. Codex: Foras counter-sigil. Steam Achievement: "Fallen leaves Find Foras' opposite sigil in Eldwitch Forest." Walls blocked by green are now accessible.

Chapter 4: Fields of Stone

Return to the pedestal room unlocked next to the kitchen, in the manor. Fly left and down. "Use" torch on wall to reveal hidden room. Explore hidden room. Return to stairwell. Pick up jug. Carry jug left, down, to the right. Drop jug for now. Codex: Suitcase reminder. Codex: Alchemy symbols. Codex: Yeats poem. Fly back to top of elevator and pick up pendant. Drop pendant next to jug at end of passage. Open cabinet in desk. Press button in cabinet. Use pendant in newly opened-recess. Pick jug back up. Fly all the way to the right. Use jug on petrol Fly down to bottom. Use jug of petrol on engine. Drop jug of petrol. Return to start of red hallway. Fusebox now lit. Switch fuse from workshop to corridor. Code: Misc. underground notes. Solve briefcase puzzle. Gentle hint: Solution: Codex: History of Blackwoods Fly right. Open trapdoor in floor. Go down it. Grab fuse. Fly fuse to fusebox. Set fuses to "ext. 1" and "workshop." Fly down and to the left into workshop. Codex: Protection notes. Note that codec notes suggest trying with "triangle." Gentle hint: Recall alchemy notes. Upcoming puzzle partial solution: Pick up nearby book and place over air vent in this area. Note switches on wall, attached to timers. fly left. (Area should be lit if fuses set correctly.) Tombstones should also be attached to timers. Solve timer puzzle. Gentle hint: Look at the page with the leaf on it. Read some Yeats. Solution: Cat, full moon, crescent, crescent, full moon. Fly down into new area. Codex: A_L_C_R Notes Fly right. Codex: Map of caves Pick up magnesium Fly left. Use magnesium on camera. Drop magnesium. Continue left. Pick up rock. Combine rock with glowing thing. Fly all the way back right. Holding the glowing rock, you can now enter the well. Enter the well. Drop the rock. Codex: Bune's presence. Cutscene. Barrier Solution 1 (Only If Powered Up to Be Strong): Return to table where Magnesium was. open drawer. Take tracing paper. Use tracing paper on map on table. Solve puzzle. solution: 6 Mentally combine solution with A_L_C_R Notes. Solve wall brick puzzle. (If you've read this far, it should be fairly obvious by now.) Take gold ring. Bring gold ring down to Roman statue, place on finger. Take the amulet. Use on barrier. Drop amulet. Barrier Solution 2 (Mandatory if not powered up to be strong.): Be sure you put book over vent (provided air downstairs). Fly back to the workshop and pick up flask with barrier symbol. Open vent in front of barrier. Use flask on barrier. Paths Merge Back Together: Fly left. Examine Bune counter-sigil. Steam Achievement: "Buried whispers Find Bune's opposite sigil in the Fields of Stone." Red walls now accessible.

Chapter 5: Silver Labyrinth

Return to the top of the stairs, next to the darkroom. close suitcase. Pick up partial photograph. fly right. Combine partial photograph with larger chunk, hung on wall. Enter completed photograph. (Note: you can enter the partial, you just can't finish this area like that. Sections will be missing.) Fly right. Codex: Gabriel notes. Enter trees photo. fly right. Pick up hammer. Fly back left. If powered up (Vision), see note on stone. fly right again. Pick up glasses. Put glasses in nearby box. Fly left and return to first house. fly right. Remove glasses from duplicate box. Use glasses on burry photo. note order. Solution: 4123. Enter blurry photo. Interact with blurry hotspots in order, as revealed above. Solution: Right switch, wheel, lever, left switch. Enter revealed photo. Codex: Feeling my way through. Recall rock message. Solution: Fly up, up, up, up. Codec: I gave orders... Return and enter gravestone photo. fly right. Examine "inactive" photo. Final area solution: Pick up and move the "odd" column. Backtrack to first house. Enter upside down bunker. Note surroundings. Solution: 2-CBB. Codex: First of all... Fly "down" to top of area. Codex: My dear parents Enter piano room photo. Codex: Nocturne Backtrack to first house. Upright the bunker photo's frame with glasses (or hammer). Enter upright bunker. Note surroundings. Solution: 1-DAF#. Mentally solve musical notes sequence. Solution: D,A,F#,C,B,B. Return to piano room. Play musical notes sequence on piano. Musically-disinclined solution: From the left: Second white key, second to last white key, middle black key, first white key, last white key, last white key. Return to bunker. Pick up newly-accessibly photo. Fly new photo up to top of bunker. Place in the center of the series. Enter left photo. Pick up developer. Carry developer right, right, right through newly-placed photo. Use developer on right-most photo. Enter developed photo. fly right. Enter darkroom photo. (Note: if darkroom photo is not present, return to the "inactive" photo and re-move the "odd" ruin until it is.) Note box hiding spot in darkroom's past. Enter manor photo. Return to original darkroom. Move uninteresting box from in front of hiding spot. Counter-sigil of Niberius. Steam Achievement: "Scattered memories Find Naberius' opposite sigil in the Silver Labyrinth." Purple walls now accessible.

Chapter 6: Manor, the Final Demon Haborym (the Attic)

Fly to the left-most room on the top floor of the manor. (Possibly inaccessible, if you're not doing these sections in order.) Examine the snake/human/cat trophy. Cutscene. Listen very carefully to his riddle. You can repeat the scene as needed. [Author's note: I find this puzzle to be unfairly under-posed. If you think you can explain the thought process better than I can, please let me know!] Look for the Shapes, First Shape: "On the first step to knowledge." Fly down slightly and to the right, into the classroom. Note the portal. (Powerup required.) Enter portal. Hint solution: VII. Examine the lights carefully. Solution: Odd lights in an "HH" shape. Look for the Shapes, Second Shape: "Where studies find the light." Find the abandoned studies in the stairwell next to the library. Examine the area carefully. Solution: Odd "drop" shape on banister. Look for the Shapes, Third Shape: "Where statues find refuge." Fly to the hallway full of damaged Roman statues. Note the solution. Solution: M-shaped archways protect the statues. fly to the right. Hint on placement. Solution: In the VII'th archway, see a cross beneath these same arches. Fly to Annie's bedroom. (Up, up, up, up, up.) Codex: I finished setting up the projector... Read all pages. notice fragments on back cover. Carry notes back to the room under the attic (fly left). Use notes on damaged medallion sigil. Solve unfair puzzle. Gentle hint: Combine the shapes the hints led you to in a meaningful way. Solution: The pieces don't fit together, and there arguably IS no meaningful way. So instead, just randomly place the three shapes until the game visibly "locks" them in to the "correct" place, which will be similar to this screenshot, but with the candle nudged left. To be fair, the cross/arches hint is clear to me, but that "drop" sure does look like a candle to me, and it's location relative to the rest comes with no hint that I see. 7 Steam Achievement: "The cleansing Clear Blackwood from its demons." Enter attic. Attempt to take violin. pull switch. Return to room below. Haborym challenges you to a game of "spot the difference." You can either keep pulling the switch until you get it or... Gentle hint: compare these two screenshots: 8 9 Solution: Skull, rotated blue butterfly, drawer below ax cabinet. Trapdoor opens. Fly back up and take the violin.

Chapter 7: Manor, Enough for the Bare-Minimum (Bad) Ending

Fly straight up from the pedestal room until you enter a bedroom. Examine the drawings above the bed. Pick up the drawing made on a punchcard. Fly the punchcard right, and combine with the barrel organ. Codex: Alex, thanks for fixing my train. Fly one room down. Suggested solution: Play the gramophone until you have the tune memorized. Tone-deaf solution: I've got you covered, don't worry about it. Opening doors as needed, fly the punchcards next to the gramophone to the barrel organ. Use them on it. Fly back to punchcard bedroom. notice wheel on bookshelf. Take wheel. Fly it to and use on barrel organ. Solve barrel organ puzzle. Suggested solution: you easily memorized that short little tune and delight in the musical adventure with no help. Author's preferred solution: Swear heavily for several minutes. Note that many of those punchcards sound SUPER similar. Then just click (1,4),(3,2),(2,5),(2,4) and spin the wheel, as in this screenshot. 10 Take train. Fly to the chem lab. Codex: To the careless young man... Take the bottle of KMn04. Fly left several screens. Pour it into the charred box on the tripod. Fly to the bathroom below the chem lab. Take dropper. Fly dropper to chem lab. Use dropper on glycerol. Fly glycerol to library. Add to charred box. Note that light ends at dead end. Codex: Plants poster Codex: Bambini poster Codex: References note Fly down to bedroom with telescope. Remove lens from telescope. Fly lens to violin workshop in room above. Examine oil painting. Codex: Note from Sally. Lift note from sally out of hole to floor. Fly lens into library through hole where note from Sally was. Use lens at light dead end. Inspect pattern. Fly to bathroom. Lift tile matching library pattern. eleven Take binoculars. Fly straight up, all the way, until you're in the base of the tower. Examine rubble until an old friend arrives. Follow Seth up into the next highest room. Open box to find Seth. Codex: Labyrinth notes. Go to billiard room (or wherever you left it) and get screwdriver. Place screwdriver on metal cylinder conveyor in the staircase. (Or just carry it, but this is more fun.) Send screwdriver up to 3. [Author's note: anyone figure out where 2 is?] Pick screwdriver back up and take it to Seth. Use it to open the file cabinet so he can climb higher. Drop screwdriver. Go up to the next level. Seth follows. Codex: Misleading drawings Solve misleading puzzle. Mild hint: You can click on the underlined words. Moderate hint: Some people say that the underlined words match up to the nearby picture. Solution: Except the middle picture, which makes no sense at all. The solution is Curiosity, Righteousness, Ambition. Fly to the top of the tower. take photo. Steam Achievement: "Blackwood reunited Gather Annie's sons four objects." Enter the new passageway right now and proceed to the end to get the bad ending. It's fine if you do. The game claims that you can't go back, but it's lying. If you click continue after the credits roll, you go right back to this point. Steam Achievement: "The fall of Blackwood Finish the game without fixing Annie's sons objects."

Chapter 8: Manor, Epilogue (Good) Ending

Fly straight up from the pedestal room until you enter a bedroom. Pick up the chest and dump it in front of the bed. (Requires powerup.) Codec: The Land of Mist Puzzle solution: 5713 Opens the safe in the billiard room. Do that. Bring train wheel to train. Completes the train pedestal. Fly to the bathroom below the chem lab. Code: Cipher. Solve cipher. Solution: In the great staircase two right four left three right. Fly to the top of the great staircase, with the locked tube. Unlock tube, per cipher. Take bow. Completes violin pedestal. Fly to bedroom left of violin workshop. Pick up rocket. Fly rocket to telescope bedroom below. While holding rocket, examine periodic table. (Requires powerup.) Hidden message: Re Si La. Drop rocket. Codex: Binoculars note. Examine clock. Solve clock puzzle. Mild hint: Do, a deer, a female deer. Musically-challenged hint: Yeah, sorry. Lots of music puzzles in this game. The answer is "Re, Ti, La," which doesn't even quite line up with the periodic table from before. In other words, press key numbers 2, 7, 6. Take binoculars case. Completes binoculars pedestal. Fly to the office on the way to the forest. Enter the portal. (Requires powerup.) Note the two books indicated in the mirrors. Fly to the smoking room. (Room on the far right of the house, or straight up from here.) Locate the first book. Solution: 573. Fly to the library. Locate the second book. Solution: 401. Fly to Annie's bedroom. Open the safe using the combined solutions. Take album from safe. Completes photo pedestal. Steam Achievement: "Curiosity Solve every puzzle in the game." Complete the game with all eight objects at the pedestals for the better ending. Steam Achievement: "Epilogue Finish the game after fixing Annie's sons objects."

Chapter 9: 100% Completion & Final Steam Achievements

Enter any rooms of the manor you haven't yet passed through. Steam Achievement: "Explorator Explore every place in the game." Read any documents you haven't read yet. All have been found and listed in the previous sections. Steam Achievement: "Bookworm Read the entirety of the books, journals and notes in the game.

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