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You’re standing in your office. On the corner of the desk is a newspaper. Read it to learn about the new artifacts in London Museum.

Read the letter from Mr. Smythe and learn his telephone number. Open the envelope to find a mysterious letter from W.K. about a secret in the museum with 12 locations. You need to tell Mr. Smythe this!  Open the files and read #2: the codex. It mentions lost masters of the board game and their locations marked with a strange stone.

You need to call Smythe so turn around and use the door to leave the office. You’ll then realize you need to get to the director’s office to be able to call. Turn left and move forward twice to see the director’s office in front of you. Use the door to find it locked. Turn around and walk forwards three times to the other end of the hall, turn left and walk towards the double doors. Then turn left and use the door to the staircase.

On the small landing turn right and walk down the stairs. Turn around and go further down. Keep going until you find the door to the basement. Enter the basement and turn slightly to the right to find the guard behind the desk. Walk towards him and talk to him. Swanson can’t let you wander through the warehouse but he’s willing to let you have a look at the inventory book on his desk.

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Browse through the pages of the book to see what’s in stock. Leave the book and talk to Swanson again. He’ll tell you about his night shift and when you ask him to make a call from the director ‘s office he’ll give you a GREEN KEY.

Turn around and use the door on the left to return to the staircase. Climb the stairs again back to the top floor and use the door on the left to the hallway. Turn to the right, walk forward and turn right again, then walk all the way to the other end to the Director’s office. Use the key from your inventory on the door and you’re inside.

It’s very dark. Turn around and find the light switch to the right of the door. You’ll turn back automatically. Walk forward twice toward the window and look down at the cabinet underneath. Take the WHISKEY bottle from the cabinet and leave the cabinet again.

Turn around towards the door and step forward once, then turn to the right and open the double doors. Again a very dark room. Turn right back towards the doors and you’ll find the the lightswitch on the left of the doors. You’ll turn around automatically.

Walk forwards to the desk and then turn slightly left. On the left corner of the fireplace you can find a MATCHBOX. Take it and turn back to the desk. Walk behind the desk and then examine the desk. Just in front of the inkwell in the back there’s a rubber STAMP. Take it and leave the desk.

Use the phone on the right and dial 55-623 to call Smythe. He’ll tell you about the black granite sculpture. Leave the desk after the conversation and look at the bin to the left of the desk, Take the scrunched piece of paper out and from this paper you can learn that the sculpture arrived on the 1st of October and the item number: 1020624.

Leave the paper and the bin and walk towards the double doors in the back. Use the doors to leave the office (funny enough you can’t switch the lights off) and turn right towards the single door. Use the door to enter the hallway and walk all the way to the back. Turn left and walk towards the double doors. Then turn left and use the door to the staircase.

On the small landing turn right and walk down the stairs. Turn around and go further down. Keep going until you find the door to the basement. Enter the basement and turn slightly to return to Swanson. Talk to him to give him the whiskey. Use the inventory book on the desk to look up items brought in and if you flip the page you can see that on the 1st of October a sculpture went into Store D.

Turn around and use the door on the left to return to the staircase. Climb the stairs again back to the top floor and use the door on the left to the hallway. Turn to the right, walk forward and turn right again, then walk all the way to the other end to the Director’s office. Use the door to go inside and turn left toward the double doors, then turn right and walk towards the desk. Turn right to have a closer look at the desk. On the left corner of a desk is a tray with order forms. Take a form and enter the information you’ve gathered: The inventory number 1020624 in store D. Press enter and to certify the document take the rubber stamp from your inventory and use it on the form (on the locus sigilli text at the bottom). One official document!

Leave the desk and turn right, then walk forwards towards the door. Use the door to enter the hallway. Use the door to enter the hallway and walk all the way to the back. Turn left and walk towards the double doors. Then turn left and use the door to the staircase.

On the small landing turn right and walk down the stairs. Turn around and go further down. Keep going until you find the door to the basement. Enter the basement and turn slightly to return to Swanson. Look at the inventory book on the desk again and flip to the last page. Here you’ll need to learn more about the different keys and the one you’ll need for store D. The clues you can find:

– Store A needs the lock changed
– Mrs E. v. D. has items in Store B with keys attached
– Dr. Moresby has a key with green ribbon
– Store C has a new upper lock

Leave the book and turn slightly left, then examine the key box on the wall next to the door. You need the keys in the right position. The key with a green ribbon should go on Dr. Moresbys position. There’s a key with two smaller ones attached. The description in the book says keys (multiple) attached and since her items are stored in Store B, put these keys there. There’s a key with a label ‘MB’ which can be read as Main Building so put that key on the respective peg. Store C has a new upper lock according to the book so the key with the smaller one is from Store C. The shiny (silver) key resembles the temporary lock due to water damage in Store A so put that key on peg A. That leaves the final rusty KEY for Store D.

Turn around and walk towards the staircase doors but turn left in front of it and walk towards the desk. Turn right into the corridor and walk forward twice. Turn left to see the LAMP on top of the boxes so pick it up. Turn right again towards the end of the corridor and walk forward once. Turn right to face the door of Store D.

Take the key from your inventory and use it on the door to go inside. You can turn around and use the light switch on the right of the door but the light will not last long. Take the matches from your inventory and use it on the lamp to light it. Now that you can see more, you need to search the store. There’s an isle in front of you but you need to take the one left of it so turn left slightly and walk forward.

Don’t walk into this isle (there’s a ladder blocking it) but look at the corner of the shelves (with white vases and plates) and walk forward to the left of these shelves. You’ll see small boxes on the shelf in front of you so walk towards them and then turn slightly right into the isle. Walk forward twice towards the end of the isle, turn right and walk forward twice again to find the statue in question.

Look inside sculpture to see a familiar pattern. Take the STONE in the corner to see the runes on the back. You need to solve this message. Leave the statue, turn around and walk forwards twice. Turn left and walk forwards twice again. Turn slightly left and go forwards towards the door. Again slightly left and forwards and then turn right to the door. Use the door to leave the store room.

Turn left and walk three times forwards to reach the desk. Turn left towards the doors and forwards, then turn left again to use the door to the back staircase. Climb the stairs again back to the top floor and use the door on the left to the hallway. Turn to the right, walk forward and turn right again, then forward once and use the door on your left to enter your own office.

Turn slightly right and walk towards the bookcase. Standing in front of it look through the books. The green one in front of you (Linguarum) holds translation of the runes. Page through the book until you find the Hungarian Runes. Note the description next to the runes about the alternating direction. Take the stone from your inventory and translate the runes.

The first character is an E, then 1, 7 and 20. This will result in E28. The next is N, 1, 7 and 60 which will be N68. The second line is translated into OINIAV. But since the direction is alternated, you should read here VAINIO. Look at the stone in your inventory and enter the found results, followed by enter.

Turn left and walk towards the map on the back wall. Have a closer look and move the magnifying glass to the found coordinates. You can zoom in further and further until you’ve found the location: Lapland. Time to make a call again.

Turn around towards the door and walk forward twice to reach it. Use the door to leave the room and turn left in the hallway. Walk all the way to the end to the Director’s office. Turn left to the double doors and use them to go inside. Walk forward towards the desk and to the right around the desk. Then turn around and look closer at the desk. Use the phone and dial 55-623 to call Smythe.

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

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