News: Sheriff Claude initiates the game with a plea for your help in tackling a perplexing case unfolding at the Tulip Inn on Sun Dew Avenue. Upon reaching the scene, you stumble upon the silhouette of a lifeless form in a room that demands thorough investigation.
Within this segment, players acquire the skills to navigate the room and engage with diverse items. Their mission involves gathering a handle and a variable resistor item.
Players receive instructions to inspect a case on the floor and manipulate the dial to unlock it. Their objective is to retrieve a metal strip from within and take note of a telephone number (9527). Transitioning to the desk, players observe the phone and input the telephone number, consequently revealing a drawer containing another puzzle.
Within this puzzle, players are tasked with rearranging the pieces to align with the provided symbols. Upon successfully completing the puzzle, opening the phone reveals a metal tray.
Within this puzzle, players are tasked with rearranging the pieces to align with the provided symbols. Upon successfully completing the puzzle, opening the phone reveals a metal tray.
Players manipulate the three sections to align with the shape of the metal strip, enabling them to collect a triangular metal block. This block can be rotated to create an irregular gear. By placing the gear on a threaded bolt and turning the handle on the case, another compartment is opened.
Players slide the red switch, turn the handle, and acquire an electronic prop. By incorporating this prop into the puzzle on the top section of the case, they adjust sliders to align with the red-circled numbers.
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Upon collecting the uncovered semi-circular metal piece, players can open it in their inventory to reveal a sundial compass. Placing the compass in the case exposes a metal tray containing a block at its center.
Within this segment, players are tasked with solving a puzzle located on the bottom right panel of a table to acquire a key and a trunk. Utilizing the key on the door lock unveils a washroom, where players must tackle the sink puzzle to discover a concealed key. Opening the wall cabinet above the sink with the key reveals a metal ball containing a coin inside.
Players incorporate the coin into a safe and solve the block puzzle within it to retrieve an eyepiece. Adding the eyepiece to the case triggers the opening of a drawer containing a cassette tape and a resistor. The key, when used to unlock the desk drawer, exposes a radio tuner.
Players configure the radio receivers to FM: 98 | AM: 110. Once the cassette tape is inserted into the deck, it unveils a decorative slider.
Players navigate through puzzles in the bathroom, successfully obtaining a key and a decorative slider. Integrating the slider into the panel in the main room exposes a red slider and a shield.
Players add the shield to the lock on the table and collect the cross wrench. Opening the side panel using the cross wrench reveals a piston puzzle, which they must solve to obtain a number cube. Using the cube in the washroom and aligning the numbers reveals a clue: “Churchill’s Piano Teacher.”
Chapter 2 begins with players entering a new room and finding an ornate box. They open the box and solve three puzzles involving butterfly boxes to obtain a key.
Players use the key to open the door and enter the second room. They zoom in on a safe on the floor and solve a safe code puzzle to collect a password cylinder and a metal decoration.
Players add the metal decoration to the puzzle box’s top and rotate to align arrows. They slide pieces together on the other two panels and open the box to reveal a church model.
Players adjust the spires on the church model to match a clue and collect a cross star carving. Adding the carving to the church model reveals a stained glass puzzle.
Players rotate circles to match the design with the reversed correct image. They collect the key that lowers.
Using the key, players open the door on the left and collect a pointer. They reveal another puzzle box and solve it to collect a fan-shaped metal piece. Unfolding the metal piece reveals a circular metal piece.
Players align gears by rotating the center dial and collect the key after solving the puzzle.
Using the key, players open a door and discover a back room. They collect a crank lever and handle from the desk and box.
Players add the crank lever to the wheel on the desk and turn it to reveal a panel. They collect a statue and place it on the lighthouse model.
Players rotate sections to match a clue on the wall and collect a metal disc from the top section.
Players add the metal disc to the church model and turn circles to align arrows, solving the puzzle. They collect the key that opens a door to a new area.
Players collect a handle from the desk and the crank lever from the box on the bed. They unlock a box on the bed, obtaining a lighthouse model. Placing the lighthouse model into the desk reveals a stained glass puzzle.
Players solve the maze puzzle by using the gemstone slider and turning the wheel. They collect a small spring (clockwork key) and gemstone slider.
Players solve the puzzle on the automaton’s arms by aligning red sections. They collect a note with the clue “Memory will no longer be Memory.”
Players add the small spring to the musical box and wind it up. They hit teeth to play notes and move the ballerina, completing the puzzle. They collect a note from the automaton’s arm.
Chapter 2 concludes with players obtaining a clue and setting the stage for Chapter 3.
In Chapter 3, players are tasked with investigating a boat at St. Catherine’s Dock, where their colleague Pete was last seen. They encounter puzzles, such as the gear shift puzzle, gramophone puzzle, and various others, to progress through the chapter.
Chapter 4 takes place in a train carriage. Players must solve puzzles involving a gramophone, a monkey puzzle, a handle puzzle, a maze puzzle, a slider puzzle, and many more to complete the chapter and move on to the next.
In Chapter 5, players find themselves at a lighthouse on Greenwich Pier. They explore the surroundings, solve puzzles involving a head, a music box, decorative columns, a bird cage, a star map, and more to reach the final scene and complete the game.
Across the entirety of the game, players are required to employ keen observation skills, intellectual acumen, and problem-solving abilities to advance through each chapter, culminating in solving the overarching mystery. The game offers a captivating and immersive experience, allowing players to gradually unravel the intricacies of the detective story.
Q: What is the goal of the game?
A: The objective of the game is to solve puzzles, crack codes, and unravel mysteries as a detective in 1930s London.
Q: How many sections does the game consist of?
A: There are five chapters in the game, each with its own unique setting and set of puzzles to solve.
Q: Is it possible to play the game on a mobile device?
A: Yes, the game is compatible with mobile devices, providing a convenient and immersive gaming experience.
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