CASE INDEX
CHAPTER 2 · ALEX

Locker room: the crate shape padlock

Crate padlock with three number wheels beside a yellow circle, a blue square and a red triangle, all set to 1
Opening state of the crate's shape padlock.

The abstract painting is the key to the padlocked crate in the locker room.

Abstract painting of overlapping red, blue, green and yellow circles, squares and triangles, pinned beside the locker-room crate
Clue: the abstract painting. Count its yellow circles, blue squares and red triangles.
  1. Set the crate padlock's circle, square and triangle wheels to how many yellow circles, blue squares and red triangles appear in the abstract painting. In the recording 3 / 3 / 3 and 3 / 4 / 3 did not open it; it opened at 3 / 5 / 3. Inside ("Lasciate ogni speranza voi ch'entrate") are the electric plug and the fuse set. Keep the fuse set and send the plug to Anna.CODE3-5-3
    The crate padlock with its shackle sprung open, wheels reading 3 for the yellow circle, 5 for the blue square and 3 for the red triangle
    The padlock opening at 3 / 5 / 3 in one playthrough.
CHAPTER 2 · ANNA

Museum pinball: exactly 25 points

Museum pinball table with four red skull bumpers, two flippers, the spring plunger on the left and a counter showing 25, under the text 'Score 25 points. Just that.'
The museum pinball at the start, the counter on 25.

The spring from the fortune-teller's chest becomes the plunger of the museum pinball machine.

  1. As Anna, fit the spring to the museum pinball as its plunger. "Score 25 points. Just that.": the counter starts at 25 and counts down as you score, so stop when it reaches exactly 0. Take the black card with a red skull and send it to Alex.CODE25
CHAPTER 2 · ALEX

Gym screen: guiding the blind woman

5 by 5 dark grid on the gym screen with the woman on a green square in the bottom-left corner, a red X on the right side and turn-left, forward and turn-right buttons below, under the text 'Take the woman to the exit. Enter directions in order.'
Opening grid of the blind-woman route game: start bottom left, exit at the red X.

The microphone starts a route-planning game on the gym screen; afterwards the pinball card works the gym winch.

  1. As Alex, put the microphone in the gym screen. "Take the woman to the exit. Enter directions in order": queue turn-left, forward and turn-right commands to walk the blind woman from the bottom-left corner to the red X, then play them. Plan the route on the grid first. The screen then blows up; take the piece of plastic that flies out.
  2. Put the card with the red skull in the slot of the gym winch. Its light turns red and the winch turns; Alex tells Anna that something has dropped on her side.
CHAPTER 2 · ANNA

Museum chandelier: light all the lamps

Hexagonal tile board in the museum with red line segments on each tile, one lit bulb on the left and five unlit bulbs around the edge, instruction 'Light all the lamps.'
Opening layout of the chandelier lamps: only the left bulb is lit.

The museum chandelier has come down, and its hexagonal tiles must carry light to all six bulbs.

  1. As Anna, go to the museum: the chandelier has come down. "Light all the lamps": rotate the hexagonal tiles until a path of light runs from the lit lamp to all six bulbs. The lit chandelier casts symbol shadows on the carpet; note them for Alex's crypt later.
    The hexagon board with a connected path of green tiles reaching all six bulbs, every bulb lit
    Solved: one tile arrangement that lights all six lamps (example from one playthrough).
    The lowered golden chandelier with six lit bulbs casting four shapes of light onto the red museum carpet
    Clue: the four light symbols the chandelier casts on the carpet. Note them for Alex's crypt.
CHAPTER 2 · ALEX

Locker room: the handle board

4 by 4 board of metal handles in the locker room, only the top-left one vertical and the rest horizontal, under the text 'Do you recognize? All handles should be vertical.'
Opening state of the handle board in one playthrough: only the top-left handle is vertical.

The weird pen from Anna lets Alex work the handle board in the locker room, which opens the fridge.

  1. Send the weird pen to Alex (it is in Anna's inventory by now; see the creature step). As Alex, use it on the handle board in the locker room: "All handles should be vertical." Tapping a handle turns every handle in its row and its column. Work row by row and use the row-and-column overlap to flip single handles. When all are vertical the fridge opens; take the small corked vial (formalin) and send it to Anna.
CHAPTER 2 · ANNA

Workshop: the dollhouse

Six-room dollhouse with all six family members standing in the bottom-left room and a rules poster of likes and dislikes on the right, under the text 'Each family member lives in their own room. The doll likes the heart, the doll doesn't like the lightning.'
The dollhouse before solving: every figure still in one room, rules poster on the right.

Seating the homunculus completes the tea party; then the dollhouse needs each family member in a room they like.

  1. As Anna, seat the homunculus on the empty chair at the workshop tea table. Then solve the dollhouse: each family member must live in its own room, and the poster shows which symbols each one likes or dislikes. The final arrangement was: top left the woman in the yellow dress, top right the girl in pink, middle left the white dog, middle right the ghost, bottom left the blond boy and bottom right the boy with the knife. The ferret is freed; take the ferret and the roll of tape.
    Dollhouse with two columns of three rooms: woman in yellow and girl in pink on the top floor, white dog and ghost in the middle, blond boy and boy with a knife at the bottom, with the rules poster of likes and dislikes pinned on the right
    Solved: the dollhouse arrangement, with the rules poster on the right.
CHAPTER 2 · ANNA

Corridor track board

Corridor track board split into four quadrants, each with a curved dark track, a silver token (raven, cat, rat, A) and a small brass dial, with an iris disc in the centre and the instruction 'Place the jas in the right position.'
Opening layout of the corridor track board, with the raven, cat, rat and A tokens at their starting ends.

The jars with animals add tokens to the pipe board in the corridor, which holds the wolf medallion.

  1. Put the jar with a bird and the jar with a rat on the corridor track board; they add the raven and rat tokens to the cat and A tokens. The tracks themselves are fixed: turn the small brass dial in each quarter to slide its token along its track. Move each token to the right end of its track so that the centre slot opens; in the solved board the raven, cat and A tokens sit at the inner ends of their tracks and the rat at the far left of its track. The sketch papers on the walls (cat, A, rat and raven) show the targets. Take the wolf medallion.
    The track board after solving: the raven token at the inner end of the top-left track, the cat at the inner end of the top-right track, the rat at the far left of the bottom-left track, the A token at the inner end of the bottom-right track, and the wolf medallion now in the centre
    Solved: the four tokens in their final positions and the wolf medallion in the centre (example from one playthrough).
CHAPTER 2 · ANNA

Shield door: the hexagon dots

Hexagon panel on the museum shield door: numbered hexagons with black dots on their edges and three blank grey hexagons, only the 0 hexagon green, under the instruction The number of dots should be as many as the number on the shape
Opening layout of the hexagon dots panel (example from one playthrough).

With the fourth shield in place, the museum's shield door shows a hexagon panel.

  1. Give the wolf medallion to the red-masked knight. All four shields on the door light up and a hexagon panel appears: drag the hexagons so the number on each equals the number of dots touching it. When every hexagon is green, the passage opens into the gallery.
    Hexagon panel with nine green numbered hexagons (3, 3, 3, 1, 4, 7, 0, 5, 1) and three empty grey slots, each green hexagon touching as many dots as its number, instruction 'The number of dots should be as many as the number on the shape.'
    Solved: every numbered hexagon is green (example from one playthrough).
CHAPTER 2 · ANNA

Gallery: the plus and minus magnets

Gallery magnet board: grey square plus magnet in the centre, red plus and blue minus magnets at the sides, four empty purple circles in the middle, instruction Minuses attract. Pluses repel.
Opening layout of the magnet board with the square magnet placed.

The square magnet completes the gallery magnet board, which stops the saw trap in the corridor.

  1. Put the square magnet on the gallery magnet board ("Minuses attract. Pluses repel."). Move the grey block so it pushes the red plus magnets and pulls the blue minus magnets into the four purple circles. The saw trap in the corridor stops; take the key head (a bird keychain) lying on the blades.
    Magnet board with green blocks around the edge; two red plus magnets and two blue minus magnets form a square in the middle, with the grey plus block beside the right minus magnet, instruction 'Minuses attract. Pluses repel.'
    Solved: the two plus and two minus magnets cover the four purple circles in the middle.
CHAPTER 2 · ANNA

Gallery window: the keys maze

Keys maze on the gallery window padlock: white, green, cyan and orange keys on a dark brick grid with padlocks of matching colours, the move counter at 46, instruction Keys pass only through their own color and open their own locks
Opening layout of the keys maze, with 46 moves on the counter (example from one playthrough).

The padlock on the barred gallery window is a sliding-keys maze with a move limit.

  1. Tap the padlock on the barred gallery window to start the keys maze: "Keys pass only through their own color and open their own locks." Slide the keys so each reaches the lock of its own colour before the move counter runs out. Plan each key's route before moving, because keys block one another. The window opens into the furnace room.
CHAPTER 2 · ANNA

Furnace room, the chemistry room and the hidden equation

Furnace room: a fire cage with flames at the left, a chest with eye patterns, a hanging cage over a shattered glass floor panel, a red puppet theatre at the right and a knife lying on the floor
The furnace room on arrival, with the knife still on the floor.

The furnace room smells of sulphur. It has a fire cage, a chest with eyes on it, a puppet theatre, a hanging cage, a key-cutting bench, a passage of moving gears and a brick side room.

  1. Pick up the knife lying on the furnace-room floor ("Now this will definitely come in handy!"). In the passage of moving gears take the spiral card from the square panel. At the key-cutting bench take the key with a blue skull hanging under the machine.
  2. Open the blue-skull door in the gallery with the key with a blue skull. In the chemistry room take the black cloth (the empty sheet) lying on the table in front of the machine.
  3. In the laboratory pry open the dog creature's ribs with the knife and take the note hidden inside. Send the note with the equation MAM + MAT + MTT = 341, the spiral card and the empty sheet to Alex.CODEMAM + MAT + MTT = 341

In this part