CASE INDEX
CHAPTER 1 · ALEX AND ANNA

Lab drawer room symbols and the item exchange

Alex's lab drawer panel with a three-by-four grid: room icons in the outer columns (bust, cell, tent, EXIT, cabin house, lion) and changeable symbols in the two middle columns; instruction 'Click to change symbol'
Opening state of the lab drawer lock: room icons on the outside, symbols to change in the middle.

A drawer in Alex's lab connects to a drawer in Anna's mirror room so they can pass items. First Alex must unlock it with the room symbols.

  1. Put the panda figurine on the zoo world map.
  2. As Alex, open the drawer in the lab. Each room icon must be paired with the symbol painted somewhere in that room (look at the walls and objects in each room). Tap symbols to change them until every pair lights green: bust - star, EXIT - spoked wheel, cell - arrow, cabin house - triangle, tent - diamond, lion - six-pointed star.
    The lab drawer panel with all six room icons lit green and the middle symbols set: bust with star, EXIT with spoked wheel, cell with arrow, cabin house with triangle, tent with diamond, lion with six-pointed star
    Solved: every room icon lit green next to its symbol.
  3. Exchange items through the drawer (put an item in, switch characters and take it from the other drawer). Send the spectrogram to Anna; Anna sends back the laser pointer.
CHAPTER 1 · ALEX

Laboratory: the laser mirrors

The laser pointer behind the lens shining a green beam onto a round metal plate with concentric rings and several small mirrors, with the target button at the top right; instruction 'Hold and drag to move the circle'
Opening layout of the laser mirror puzzle; the target button is top right.

The laser pointer on the lens desk aims a beam through a set of rotating mirrors.

  1. Put the laser pointer behind the lens on the right-hand lab desk. Drag the mirror circles so the beam is reflected all the way to the button at the top right. Take the jade rod.
    The laser puzzle solved: the green beam bounces between several mirrors around the plate and ends on the lit red button at the top right
    Solved: the beam reflected all the way to the button. Example from one playthrough.
  2. In the mortuary fit the vice handle to the vice on the side table, open it and take the green square piece. Put it in the square slot on the lab's left wall.
CHAPTER 1 · ALEX AND ANNA

Reception: assembling the torn photo

Torn black-and-white photo scraps of a frowning boy's face spread over a wooden reception table, with the instruction "Drag and drop the scraps to assemble the photo."
Opening layout of the torn photo on the reception table.

The two photo fragments complete the torn photo on the reception table, the last picture for the cabin photo wall.

  1. In the reception office put both photo fragments on the torn photo and drag the scraps into place to complete it: the "Angry boy" photo. Send it to Anna through the drawer and place it on the cabin photo wall.
CHAPTER 1 · ANNA

Cabin photo wall: the face-sorting game

Cabin photo wall with twenty face photos in a grid, two yellow round buttons on the right, green and red indicator lights, and the instruction "Click on the buttons to solve the puzzle."
Opening state of the face-sorting game on the completed cabin photo wall.

With all four photos in place, the cabin photo wall starts a reaction game.

  1. The completed photo wall starts a sorting game: photos scroll upward; press the upper button for a smiling or laughing face and the lower button for a sad or angry one. Winning releases another red part; put it on the mirror-room exit door.
CHAPTER 1 · ANNA

Zoo: the wind-up rabbit

The hexagon board on the zoo's round table with the wind-up rabbit near the middle and a few grey blocked cells; instruction 'Click to activate the piece. Hare won't be able to step on it'
Hexagon board early in the rabbit puzzle; grey cells are blocked.

The winding key from the lab starts a wind-up rabbit on the zoo's round table.

  1. Have Alex send the winding key through the drawer. In the zoo, use it on the round table. The rabbit runs around a hexagon board: tap cells to block them and box the rabbit in before it reaches the edge. Take the rabbit figurine.
CHAPTER 1 · ANNA

Clearing stump: the radar rings

Green radar screen on the clearing stump with coloured partial rings, a dark centre bar, the dot at the bottom and four arrow buttons, with the instruction "Move the dot to the middle of the screen."
Opening layout of the radar rings on the clearing stump.

The rabbit figurine activates a radar puzzle on the stump in the clearing; it gives the key to cage 3.

  1. Put the rabbit figurine on the stump in the clearing. A radar screen appears: use the side arrows to rotate the rings and shift the centre bar until the dot can slide to the middle. Take the key to cage 3.
    The green radar screen at the stump with coloured ring arcs rotated so the dot has slid into the centre; rotate and shift arrow buttons on both sides
    Solved radar: the dot in the centre after rotating the rings. Example from one playthrough.
  2. Open cage 3 in the zoo, throw the tarp over it so the raven cannot attack, and take the bottle of blood and the guest card.
CHAPTER 1 · ANNA

Zoo: the world map habitats

The zoo world map with animal figurines on the wrong continents and four red score boards reading 0:0; instruction 'Click on one figurine, and then on another, to swap them'
Opening layout of the world map, all boards at 0:0.

Placing every figurine on its home continent turns the map score boards into the song order for the bird tree.

  1. Have Alex send the puma figurine and the first letter fragment through the drawer. Put the puma on the world map, then tap two figurines to swap them until each animal is on its home continent (puma and eagle in North America, tapir in South America, panda and the orange bird in Asia, koala in Australia). Every score board turns green: North America 1:6, South America 2:5, Asia 3:8, Australia 4:7.
    The solved world map: puma and eagle in North America, tapir in South America, orange bird and panda in Asia, black bird in Europe, gold bird in southern Asia, koala in Australia; green boards read 1:6, 2:5, 3:8 and 4:7
    Solved: every board green (North America 1:6, South America 2:5, Asia 3:8, Australia 4:7).
CHAPTER 1 · ANNA

Goat camp: the singing birds

Four mechanical birds (orange, black, white, gold) on a ring around the hollow tree at the goat camp, with the instruction "Press the bird to sing."
The bird tree before the song is played.

The score boards on the world map give the order in which to press the birds on the bird tree.

  1. The board numbers are song positions. At the bird tree press the birds in this order: orange, black, gold, white, black, orange, white, gold. An owl comes out of the hollow with a red square piece; take it.CODEorange, black, gold, white, black, orange, white, gold
CHAPTER 1 · ANNA

The fake sacrifice and the treehouse dolls

Four dolls hanging on the treehouse wall in neutral poses with limbs down; instruction 'Click to change the position of the limb'
Opening poses of the four treehouse dolls.

The altar wants a goat sacrifice. Anna fakes it.

  1. Pour the soporific onto the moss to make hypnotic moss and give it to the goat. When it is asleep pour the bottle of blood over it, then put the broken knife on it to fake the sacrifice. Study the altar drawing of the dancing figures.
    The goat asleep on the altar with blood on its neck and the broken knife stuck in it; above it the red drawing of four dancing stick figures around a horned figure
    The fake sacrifice done. The red dancers drawn on the altar are the pose clue for the dolls.
  2. In the treehouse tap the dolls' limbs to change their positions until every doll copies the pose of its figure in the altar drawing. Take the devil statue that appears.
    The four dolls posed like the altar dancers: the left doll with one arm up and a leg kicked back, the blonde doll reaching forward with a leg raised, the baby doll with arms bent, the dark-haired doll reaching up with a leg kicked back
    Solved: each doll copies its dancer from the altar drawing.
  3. Put the devil statue on the altar and take the mysterious charm.
CHAPTER 1 · ALEX

Ball-drop pipes and the reagent

The ball-drop panel on the lab wall: eight ball tubes above a triangle of coloured pipe segments, five bins at the bottom labelled 0, 2, 1, 4, 1, and a red barrier bar; instruction 'Drag the segments to swap them'
Opening layout of the ball-drop pipes; the bins need 0, 2, 1, 4 and 1 balls.

The red square piece completes the ball-drop panel on the lab wall.

  1. Send the red square piece to Alex. Put it on the lab's left wall. Each bin at the bottom shows how many balls it needs (0, 2, 1, 4, 1 from left to right). Drag pipe segments to swap them so the routes deliver the right numbers, then pull the barrier left. Take the reagent and put it on the central desk with the other chemicals.CODE0-2-1-4-1
    The ball-drop panel after the release: no ball in bin 0, two balls in the second bin, one in the third, four in the fourth and one in the last
    Solved: balls land 0, 2, 1, 4, 1. Example segment layout from one playthrough.
CHAPTER 1 · ANNA

Iron maiden snake and the display case

The iron maiden snake puzzle: six round engraved discs with black path segments on the left and the snake coiled in its round den on the right, red lights unlit; instruction about the snake leaving the den and going through all circles
Opening layout of the snake puzzle, the snake still coiled in its den.

The mysterious charm opens a snake puzzle inside the iron maiden.

  1. In the mirror room insert the guest card into the token machine (it needs a password later) and put the steak knife on the cutlery table.
  2. Put the mysterious charm on the iron maiden. Rotate the round charms and drag the snake so it leaves its den completely and passes through every circle. Take the severed hand.
    The snake puzzle solved: the snake has left its den and its body runs through all six discs, with every lamp lit green
    Solved: the snake out of its den and through every circle. Example route from one playthrough.
  3. Press the hand onto the scanner in the middle of the torture chamber to open the display case. Take the fish knife and the jar with eyes.

In this part