Control Panel




The Devil’s Shroud 4 – Walkthrough (Ketmaier/2010)

By Leon | April 15, 2011

The Devil's Shroud 4 Walkthrough Warning! This page contains the complete solution or walk-through to this game. Reading this page can spoil the challenge to complete the game by yourself. Please consider this when reading on. The walk-through of this game given here might not be the optimal solution, it’s a solution. Just to prove that the game can be finished. If you want a section of the walk-through or just a hint, send us an email with the part where you’re stuck, we’ll send you the section of the page you’ll need.



The hotel:

Use the laptop on the desk to realize it needs some power. Look through the suitcase on the chair to find a digital CAMERA. Look again and find a TORCH. Look a third time to get Galina’s BOOK. A fourth time will reveal a WALKMAN and a fifth and final time will get you a NOTEBOOK CABLE.

Use the cable on the notebook to give it the power it needs. Use the drawer of the desk and look inside to find a piece of CHOCOLATE and a MAP of Vaduz. From your inventory look at Galina’s book and look at the picture on the first page. So the book is needed in the ritual. Close the book and use the door to go outside. Walk to the left twice and enter the bar.

The bar:

Talk to the man behind the bar and ask for ‘castle’ and learn about the current status. Ask about ‘suicide’ but the bartender can’t be of any help with that. Leave the bar and walk to the left. Use the door on the right to enter the library.

The library:

Look at the panel to learn about the library rules. Take one of the FORMS to the right of the librarian and in your inventory use the pen with the form. As title, enter ‘Vaduz News’ and as year enter ‘1966’, then month ’06’ and the day ’07’, the day after the suicide.

Give the form to the lady behind the desk and she’ll give you the NEWSPAPER. In your inventory look at the paper to learn about the suicide and the missing family member. Leave the paper and give the paper back to the lady behind the counter. Leave the library on the left and walk north towards the castle.

There’s a chestnut seller sitting on the ground. Talk to him about ‘chestnuts’ and he’ll give you some CHESTNUTS. Walk north three times to find the entrance of the castle.

The castle:

Look at the gate, the roses and the rose standing alone. Walk north to the tower and to the left twice to follow the sign to the cemetery. Then to the lower right to reach the graves. Look at the chapel, the cross above it, the gate and the lock next to it and the tomb.

Walk north and to the left and then north between the two towers to find the green keeper. Talk to him about ‘castle’ and you’ll learn about the state of the castle, where to get more information and when the keeper will be off duty. So you need to go back to the estate agency.

Walk north to the main path and south three times to return to the village. Walk to the right twice to the square and north through the door of the land agency to enter.

The estate agency:

Talk to the agent and ask about ‘castle’. He’ll tell you about the castle and show you which key is needed. He’ll give you a tour and tell you about the planimetry, a map of the castle. When you’re back at the agency again, walk to the left to leave and outside walk to the left again. Walk north into the bar.

The bar:

Sitting at the bar there’s an ashtray on your right. When the bartender walks to the left, take the ASHTRAY from the bar. Leave the bar and walk to the left twice. Go north into the hardware store.

The hardware store:

Take the GYPSUM POWDER left in the isle and pay for it. You’ll hear a loud bang but the shopkeeper isn’t really surprised. Behind the shopkeeper is a bobbin of TIN. Take it and you’ll automatically buy it. Walk south to leave the store and to the right four times to reach the hotel with the fountain in front. The next sequence needs to be done quickly:

In your inventory add the gypsum powder to the ashtray. Hold the ashtray in the fountain to soften it. Walk to the left and enter the land agency.

The estate agency:

Talk to the man behind the desk and ask for ‘planimetry’. He’ll search the archives and while he’s busy, take the KEY from the board. In your inventory put the key in the ashtray with gypsum powder and return the key to the board. When the chalk is hard already, you need to buy some new and repeat the procedure. The agent will give you the PLAN of the castle. Walk to the left to leave the agency.

In your inventory use the lighter with the tin to melt it and pour the molten tin in the ashtray to cast a tin castle KEY. In your inventory use the map (not the castle plan) to travel to the castle (north spot). You’ll arrive at the gates.

The castle:

Walk north into the castle and to the left to see the two wings. Use the key you made earlier on the left door to enter the castle. Look around and walk to the left. Look at the paintings, the armour and the sculpture. Look at the fireplace and the bas-relief. Go back to the right and use the door to enter the next room. Look at the armour again, the lance he’s holding and the chess board. Walk through the door again to return to the entrance hall and go up the stairs.

Look at the armour again and look at the lance. Use the door on the right to enter the bathroom and examine everything carefully: the tub, the cord, the curtains, the mirror and the toothpaste. Then walk to the left to enter the bedroom. Again look at everything: the painting with the hollow, the mirror and the chest of drawers. Open the top drawer and look inside to get a CHESS PIECE and a DIARY. Reading it you’ll learn about Immanuel. Look at the bedside table and the alarm clock on it. Then take the NEEDLE AND THREAD from the stool.

Leave the room on the lower left and walk to the right twice to go outside. Walk to the left twice to reach the main road and to the south twice to return to the chestnut seller. Talk to him and ask about ‘Immanuel’. He’ll tell you all he knows. Walk south, to the left and enter the woods on the far left.

The forest:

Walk north and your path will be blocked by a wolf. Go south twice to leave the forest and talk to the child next to the hardware store. Ask her about ‘bomb’ and she refuses to tell you because she’s hungry. Give her the chestnuts and talk to her again about the ‘bomb’. She’ll tell you all you need and instructions to make a bomb.

The hardware store:

Enter the hardware store and take the MURIATIC ACID from the shelf on the right. Walk south to leave the store, to the right twice and north into the bar.

The bar:

Talk to the barman and ask for a ‘bottle’. He’ll give you a BOTTLE of mineral water. Leave the bar and walk to the left twice. On the far left walk into the forest.

The forest:

Walk north until you see the wolf again. From your inventory eat the chocolate so you’ll keep the FOIL. Combine the foil with the bottle and add the acid to it. Then throw the bottle at the wolf. Walk north again to see the wolf is gone and proceed to the right. Walk towards the house and use the door to enter but no matter how hard you knock, there won’t be an answer.

Walk south and north further into the forest. In front of you will be some WOOD. Return south and to the right, back to the house. The the right of the front door is a niche. Put your wood in there and light it with your lighter. The smoke you’ve created will make the monk get out of his house. Talk to the monk about ‘Virginia’ and the ‘antichrist’.

The monk will tell you what you need for the anti-rite. Use the map in your inventory and travel to the castle.

The castle:

Walk to the right and follow the path between the two towers to the right. In the building on the right is an open window so use the tree to climb to the ledge and use the window to enter the loft. Look at everything, especially the doll left of the little table. Looking closer you can see she has a CHESS PIECE you can take.

Walk to the left and down the stairs and look at the statue. Use the door left of the stairs to enter a small room. Look at the pictures on the wall, especially the one on the right to see the magic circle as described by Immanuel. Open the cabinet on the left and take the HORSESHOE from the bottom shelf.

Use the drawer on the right in the dresser under the painting to find another CHESS PIECE. Use the door on the right to leave the room and use the door half way up the stairs. You’re now on the walkway in the room you left earlier. Use the door in the middle of the walkway to enter another hall.

There’s a wooden footbridge but where does it lead to? Look at the floorplan of the castle in your inventory and see that there should be another room behind the wall. Use the floorplan on the wall in the corner to realize that there should be a door and then use the wall to discover the hollow space behind it.

Leave the wall for now and use the door on to the lower right to enter the kitchen. On the utensil rack on the right you can find a KNIFE. Take it and leave again on the left. Use the door half way up the stairs and on the walkway use the door on the right to return to the hall.

Use the bolt on the door on the left to unlock it and use the door to go outside. Use the door on the left to enter the left wing (saves you from walk around). Use the door on the right of the stairs and look at the chess board again. During your wandering around you’ve seen statues of horses and knights. Put them virtually on the floorplan, keeping the towers in mind  and create the same positions on the chess board.

Number the squares on the board from 1 to 64 from left to right and from top to bottom. Put the knight on square 46, a knight on square 37 and another one on square 43. A compartment will open and you can take a KEY out. Leave the chess board and walk through the door on the left to leave.

Walk to the right to go outside and use the door on the right to enter the right wing. Open the door half way up the stairs and use the key you just found on the door on the left. Walk down the stairs and towards the bed. In front of the bed is a carpet on the floor and when you walk over the corner you notice something under your feet. Use the carpet to move it and use the carpet again to feel that there’s something inside the carpet. Use the knife you took from the kitchen on the carpet to cut the KEY out.

Walk up the stairs again and leave on the right. Walk across the walkway to the right and use the door to enter the entrance hall again. Use the large door on the left to go outside and walk to the lower left towards the cemetery. Walk to the lower right to see the chapel and use the horseshoe on the lock left of the chapel door to unlock it. Then walk into the chapel.

Have a good look around, although the glass wall is preventing you from going any further. Look at the bas-relief on the floor to notice the hole in the middle.Leave the crypt and walk north twice, back to the castle wings. Enter the one on the right. Walk all the way up the stairs to reach the attic. Use the key you got out of the carpet on the trunk on the right and take the RECORD from it.

Pick up the gramophone to put it on the table and put the record on the gramophone. It doesn’t work, there’s no sound. Take the hat from the doll on the far left to realize it’s sewn to the doll. Use the knife to cut the HAT off and use the hat on the gramophone as well. Again, no luck.

Walk to the left to leave the attic and use the door half way down the stairs. Use the door in the middle of the walkway and enter the kitchen using the door on the lower right. Take the HANDLE from the coffee grinder and take the POKER from the fireplace. Leave the kitchen on the left and use the door half way up the stairs to return to the walkway.

Use the door on the right to leave and climb the stairs further to the attic. Use the handle on the gramophone and listen to the strange sound it makes. It seems like a sound playing backwards. Use the recorder from your inventory on the gramophone to record the sound. Walk to the left to leave the attic and  down the stairs. Use the door on the left to go outside. Look at the map in your inventory and travel back to the centre of Vaduz (on the right).

The hotel room:

Walk to the right and enter the hotel. Use the notebook and start the audio application. Click on the ‘A’ button to acquire a sound and select the recorder from your inventory. Press the ‘R’ button to reverse the sound and press the ‘play’ arrow to hear the message: ‘Only who honours our name can enter the crypt’. Close the notebook and use the door to leave the room.  Outside use the map to travel to the castle.

The castle:

Look at the rose left of the entrance to realize the honouring of the name.  Pick up the ROSE. Walk to the lower right three times to reach the crypt and go inside. Put the rose in the hole in the bas-relief and a secret passage will open. Use the opening to go inside and look around. Use the poker on the coffin on the right to pry it open and find Virginia inside. Around her neck she’s wearing a LOCKET. Take the locket and leave the secret passage again. Walk south to leave the crypt.

Outside it’s dark now. Walk north twice and enter the left wing of the castle. Use the door on the left to enter the bedroom and look at the painting of Virginia. Use the locket on the hollow in the painting and a secret drawer will open. Look in the drawer and you’ll find a piece of PAPER. In your inventory look at the piece of paper.

Look at all the elements on the paper, they give you a lot of cryptic information. Leave the room on the lower left and walk to the right down the stairs. Use the door to the right of the stairs to enter the study and use the doors in the back to enter the garden. On the right is a locker but it is locked. Use the muriatic acid from your inventory on the lock to melt it and open the locker.

Take the SHEARS, the PICKAXE and the SHOVEL from the shed and the KEY from the door. Walk north and to the right to overview the towers and look at the shadow. Use your spade at the top of the shadow (first hint from the paper) and dig a hole. In the hole you’ll find a PENDANT in the shape of a satanic symbol.

Walk to the lower right and enter the crypt. Use the pickaxe on the glass wall and take the ROD from the statue behind it. Leave the crypt on the south and look at the circle of grass. You can see some faint symbols. Use the shears on the grass to cut it and make then easier to see: it’s the circle for rituals.

Use your notebook on the circle to copy the drawing. Walk north twice and enter the left wing. Walk to the left and look at the bas-relief in the chimney again. Push the right buttons so they form the shape of the pendant: push only the bodies and both front legs of the dogs. Then insert the pendant into the bas-relief (second hint from the paper) and a secret passage will open.

Use the passage to go through and find the elevator. It doesn’t work until you push all the panels in the right order: 666. Translated to Roman that’s DCLXVI (all available numerals in order) so push the outer left one first, then the inner right one, then the inner top, opposite the C. Then the X on the outer right, the L on the outer top and finally the I on the inner right. Use the elevator and press the down button.

It’s pitch dark so use the torch from your inventory to have a look around. Look at the painting on the left. It’s Earth. Walk south, use the door on the right, the the door on the left to find the second painting. Look at it to discover Fire. Notice the panel to the right of the painting. It has four holes so you need to get four stones…

Use the door on the right, then the door on the left followed by the door on the right again to see the third painting, this time ‘Water’. Walk south, use the door on the right, the door on the left, the door on the right, the door on the left and the door on the right again to find the ‘Air’ painting.

Walk south and repeat the last door sequence (right, left, right, left, right) to reach the elevator on the right and return to ground level. Walk south on the right to leave the secret passage and use the map to travel to the main entrance of the castle. Walk north and look at the basin to realize you can’t see the bottom. Use the key you got from the shed on the door of the tower on the right. Inside use the faucet to stop the water and leave again on the left. In the basin you can now see an object glittering.

Take the BLUE STONE from the basin wall and walk to the left twice. Look at the bush at the far left of the tower and search it until you find the GREEN STONE. Walk north and enter the left wing. Use the door to the right of the stairs and look at the fireplace. At the bottom there’s some ashes. Look at them to find the RED STONE. Walk through the door on the left to return to the hall and walk to the right to go outside. Enter the right wing and go through the door half way up the stairs.  Use the door in the middle of the walkway and on the other side climb the stairs further to the hidden room.

Use the pickaxe on the wall where the door should be to create an entrance and use the walled up door to go through. Have a look around and reach for the handhold above you to realize you can’t reach it. You need to get more tools. Leave the room on the right and use the door half way up the stairs. Use the door on the right to leave the walkway and use the door on the left to go outside.

Enter the left wing and walk up the stairs. Take the LANCE’S POINT from the armour and use the door on the right to enter the bathroom. Take the CORD from the light switch and walk south to leave again. Walk down the stairs and use the door to the right of the stairs. There’s another armour with a lance so take this LANCE’S POINT as well.

Walk to the left to leave the room and to the right to leave the wing. Enter the wing on the right again and use the door half way up the stairs. On the walkway use the door in the middle and on the other side go further up the stairs to enter the hidden room.  In your inventory combine the two lance’s points and add the cord to it to create a grappling hook.

Throw the hook at the hand rail and try to climb it. You need to get rid of the bat first. Use the torch and point it at the bat to scare it away. Then use the rope again to climb up. Search all the niches you can find (there are 7 in total) until you find the WHITE STONE.

Walk back to the left to the broken stairway and use the rope to climb down. Then to the right to go back inside and use the door half way up the stairs. Use the door on the right to leave the walkway and the door on the far left to go outside. Enter the left wing and walk to the fireplace on the left. Enter the secret passage and use the elevator to go down to the labyrinth again.

You don’t need to go through all the way again but only to the panel you saw earlier. Once downstairs walk south, use the door on the right, followed by the door on the left and look at the panel on the wall. Place the stones you’ve found in the panel, corresponding the locations you’ve found them on the map: green on the bottom left, blue on the bottom right, red in the centre and white at the top. The labyrinth is now lit and you can see where you’re going.

Walk south, use the door on the right followed by the door on the left to return to the elevator and use the elevator to go upstairs again. Walk south to leave the secret passage and walk to the right. Use the door on the right of the stairs to enter the room and use the doors north to go to the garden. Under the altar you can now see another passage.

Use the opening to go through and find the skeleton of Arthur downstairs. In your inventory add the three pieces of shroud together and use the needle and thread on it to sew them together. Put the shroud on the skeleton and use the magic rod from your inventory on the ground to draw a magic circle.

Climb the stairs, then walk north three times and enter the tower next to the basin. Climb the spiral stairs to the top and look at the panel you see here. Use the switch to turn on the light and press the ‘up’ button to raise the light. Leave the tower by walking down the stairs and go to the left.

Once outside, walk to the left and enter the left wing. Go up the stairs and use the door on the right to enter the bathroom. Take the MIRROR from the wall and walk to the left into the bedroom. Take the ALARM CLOCK from the night stand and the MIRROR from the dresser and leave the room on the south. Go down the stairs on the right and walk to the secret passage on the left. Go through and use the elevator to go up this time.

Use the mirror from the bedroom on the merlon to reflect the beam to the highest tower. Leave the tower on the south and go south again to leave the secret passage. Walk to the right twice to go outside and enter the right wing. Use the door half way up the stairs and on the walkway use the door in the middle. Go further up the stairs and into the hidden room. Use the rope to cross the broken stairs and walk north into the tower with the niches. Use the mirror from the bathroom on the ray to reflect the beam to the altar downstairs.

Walk to the left to leave the tower and use the rope to climb down. Then walk to the right to leave the hidden room. Use the door half way down the stairs and use the door on the right of the passageway to leave the room. Use the door on the left to go outside.

Walk to the right and enter the tower next to the basin. Climb the spiral stairs to the top and use the panel. Put the alarm clock on the panel and turn the light off. Take the needle and thread from your inventory and use it to tie the alarm clock to the light switch.

Leave the panel and go down the stairs. Leave the tower on the left and walk to the right twice. Then walk to the right between the two towers. Use the opening under the altar to go downstairs to Arthur and then use the rod from your inventory in the centre of the magical circle.

 

 

 

Game source: A copy of the game was found here on the internet.

Topics: AGS, Walkthrough | No Comments »

Hints & Tips

Hints and tips about this game can be requested by clicking this link, remarks on the game and/or walkthrough can be made below.

Comments