Forgotten Hill Disillusion

Forgotten Hill Disillusion

42 ratings
Forgotten Hill Disillusion Achievements + 100% Walkthrough
By alphabetsoup
2
6
   
Award
Favorite
Favorited
Unfavorite
Achievements
Forgotten Hill Disillusion features 27 achievements:
  • 18 story achievements
  • 2 death achievements
  • 1 collectible achievement
  • 5 ending achievements
  • 1 no-hint achievement
2 death, 1 ending, and the 1 no-hint achievement will require a brand new playthrough if missed.

Achievements
Achievements are listed in the order they become relevant throughout the course of the game, with the ones spanning the full game listed at the beginning.

Brainiac
Complete the game without using any hint
[MISSABLE] Simple enough. Hints are accessed via the question mark in the upper right corner. Don't use it.

Bibliophile
Collect all documents
30 readable documents are scattered through the museum. They are all numbered in the walkthrough below and I don't believe any of them can be missed.

Welcome
Welcome in Forgotten Hill Museum
Storyline achievement. Unlocks upon passing the tutorial at the beginning of the game.

Cheers!
Make your new friend drink
Storyline achievement. Unlocks upon completing the required task for Jonah Thompson.

Ouch!
Get killed by a bug
[MISSABLE] When catching the insect in the kitchen in the Library, try to pick it up before killing it.

Flora & Fauna
Show the ticket for the Flora & Fauna section
Storyline achievement. Unlocks upon showing the ticket to the guard at the entrance to the Flora & Fauna section of the museum.

Bird catcher
Deliver the precious bird
Storyline achievement. Unlocks upon completing the required task for Abigail Blumenthal.

Sea Mysteries
Show the ticket for the Sea Mysteries section
Storyline achievement. Unlocks upon showing the ticket to the guard at the entrance to the Sea Mysteries section of the museum.

Fish catcher
Deliver the tasty fish
Storyline achievement. Unlocks upon completing the required task for Adam Drake.

Sculptural Art
Show the ticket for the Sculptural Art section
Storyline achievement. Unlocks upon showing the ticket to the guard at the entrance to the Sculptural Arts section of the museum.

Long live Opera!
Put some good music on
Storyline achievement. Unlocks upon driving Gustav Mellor from his room.

New reality?
Travel to a different reality
Storyline achievement. Unlocks upon completing the stopwatch and discovering its secret.

Feeder
Feed a stone monster
Storyline achievement. Unlocks upon feeding the lizard for the first time.

Phantom of the Opera
Send a crazy psycho to hell
Storyline achievement. Unlocks upon defeating the boss of Sculptural Arts.

Surgeon
Use the scalpel properly
Storyline achievement. Unlocks upon using the scalpel.

Sea Fruits
Send a stinky crawfish to hell
Storyline achievement. Unlocks upon defeating the boss of Sea Mysteries.

Scarecrow
Make a scarecrow
Storyline achievement. Unlocks upon completing the scarecrow.

Devil's Granny
Send a wicked old bat to hell
Storyline achievement. Unlocks upon defeating the boss of Flora & Fauna.

Legendary Swordsman
Use the legendary sword
Storyline achievement. Unlocks upon using the "The Eyepiercer" sword.

Mulled Wine
Send a mad killer to hell
Storyline achievement. Unlocks upon defeating the boss of The Library.

Dead
Get yourself killed
[MISSABLE] Let yourself be killed by the guard.

Killer
Kill the guard
Storyline achievement. Unlocks upon finishing the aiming minigame with the guard.

Fugitive
Get out!
Storyline achievement. Unlocks upon opening the exit and leaving the museum.

Good but not great
Get out and save some Nynchkuddys
[MISSABLE] Save some, but not all the children before exiting the museum.

Witch Hunter
Get out and save every child
Save all twenty children before exiting the museum.

Fair Play
Do not steal
Leave the museum with an empty inventory.

Carpenter
Make the first step in your future occupation
Leave the museum with a saw, hammer and drill in your inventory.
Chapter 1 – The Library
Before we begin, do not use any hints! There's an achievement for completing the game without hints.
  • Start a new game.
  • Talk to the guy in the ticket booth and give him the ticket in your inventory. Receive document 1/30.
  • Head inside.
Achievement Unlocked: Welcome - Welcome in Forgotten Hill Museum (1/27)
  • Read the poster on the left for document 2/30.
  • Examine the mosaic puzzle on the right. Solve it by swapping the pieces and take the key.
  • Pan right (two doors + skull painting) and note the arrangement of the eyebrows on the skulls.
  • Enter the left door to the Library.

  • Take the library map on the desk for document 3/30.
  • Pan left to exit.
  • Pan right again (two doors + statue) and enter the left door again.

  • Take the sleeping draught and read document 4/30 on the desk.
  • Zoom in on the code on the desk. The solution is the number of sides on each shape by largest to smallest: hexagon, pentagon, diamond, triangle.
  • Read the book in the panel that opened for document 5/30.
  • Exit.

  • Open the panel under the statue. Take the book for document 6/30.
  • Take the piece of paper in the statue's hand.
  • Pan right.

  • Talk to the man (Jonah Thompson). He wants a glass of wine.
  • Pan back left and enter the door on the right to the dining room.

  • Open the lower cupboard with the key and take the sweetener and closed bottle of wine.
  • Place the wine in the opener on the cupboard.
  • Zoom in on the opener. The solution to this puzzle is the eyebrows on the skulls previously mentioned: middle/middle, up/down, middle/up, down/down, up/up.
  • Take the opened bottle of wine.
  • Use the wine on the glass on the table. Add the sleeping draught as well. Take the glass of wine.
  • Take the book in the cupboard for document 7/30.
  • Exit.

  • Pan right and give the Jonah the glass of wine. He wants a crispy snack now and gives you a key.
  • Pan left and re-enter the dining room, then right to the kitchen.

  • Read the recipe book in the shelf on how to make a crispy snack and document 8/30.
  • Pick up the mouse trap on the floor.
  • Exit the kitchen and go back to the two doors + skull painting area and unlock the right door with the key.

  • Place the mouse trap besides the mouse hole.
  • Slide the projector along the top of the screen to the right side. Press the red button to switch it on.
  • Rearrange the stuff in the shelf to match the projection. Take the key that appears.
  • Exit and return to the dining area

  • Unlock the remaining cupboard. Take the cheese inside.
  • Exit and return to the mouse hole.

  • Place the cheese on the mouse trap.
  • Leave and return.
  • Take the dead rat.
  • Return to the dining area.

  • Place the rat on the dish on the cupboard. Take it back for the oven dish with rat.
  • Go right to the kitchen.
  • Open the oven and place the rat inside.
  • Zoom in on the dials. Refer to the recipe book for the solution. Temperature: 180, Time: 15, Mode: the bottom one without the fan. Switch on the oven.
  • Take the crispy snack.
  • Exit.

  • Give the snack to Jonah.
Achievement Unlocked: Cheers! - Make your new friend drink (2/27)
  • He falls asleep, so take the gear that was in his hand.
  • Also take the book on the table for document 9/30.
  • Open the stopwatch in your inventory and use the gear on it.
  • Return to the library.

  • Pan right and zoom in on the shelf.
  • Place the four books in the shelf.
  • Look at the piece of paper that was in the statues had for the proper order:
  • Enter the passage that opens.

  • Take the camera on the safe to place it permanent slot in your inventory and receive document 10/30. The main use of the camera is to spot hidden items through the lens. Photos can be taken at any time to jot down combinations and sequences, but no photos are essential.
  • Using the lens, look at the five circles picture and use that code on the safe to unlock it.
  • Take the scissors and spade inside.
  • Exit the library.

  • Six symbols are hidden under the four skulls painting when looked at through the camera. Take a photo if needed.
  • Pan right and enter the left door.

  • The six symbols on the cupboard here also change when looked under the camera. Rearrange them to match the symbols under the skulls painting:
  • Take the hammer.
  • Exit.

  • Pan right of Jonah Thompson.
  • Use the camera and look under the paining to find a red X.
  • Repeatedly use the hammer on this spot and take the hearts and piece of paper in the compartment.
  • Return to the room where you just got the hammer.

  • Zoom in on the desk code again and this time use the code on the piece of paper: triangle, triangle, pentagon, diamond.
  • Take the sharp pencil.
  • Return to Jonah Thompson.

  • Use the camera on his coat pocket to see a diamond. Use the scissors on the pocket and take the diamond.
  • Go to the kitchen.

  • Zoom in on the bug on the wall spray the sweetener on the wall.
  • Click on the bug.
Achievement Unlocked: Ouch! - Get killed by a bug (3/27)
  • Respray the sweetener and use the pencil on the bug. Take the Arachnide Pulxis.
  • Return to the librarian’s study (room with the desk code and six symbol cupboard).

  • Zoom in on the picture above the desk.
  • The solution is to point all six swords to the centre. Clicking a sword will rotate the sword it's pointing at.
    1 6 2 5 3 4
    • click 5 so 2 points to 3
    • click 2 so 3 points to centre
    • click 3 so 6 points to 1
    • click 6 so 1 points to centre
    • click 1 so 4 points to centre
    • click 5 so 2 points to centre
    • click 3 so 6 points to centre
  • Take the coin and zoom out.
  • Use the camera on the coin-less picture now and see a silhouette of a bug, so put it in the slot.
  • Take the club that's revealed.
  • Return to the wall you destroyed earlier.

  • Put all four suits into the door here to unlock it.
  • Use the coin on the machine.
  • Zoom in on the machine. The solution to this puzzle is to count the lights and type the correct maths equation. Solution: 6 lights = V+I; 4 lights = V-I, 8 lights = V+III, 10 lights = V+V, 2 lights = I+I.
  • Take the Flora & Fauna Ticket.
  • Enter the door.

  • This is a hub area for the entire museum. Read the poster on the right for document 11/30.
  • Click on the door and give the guard the ticket.
Achievement Unlocked: Flora & Fauna - Show the ticket for the Flora & Fauna section (4/27)
  • Enter.
Chapter 2 – Flora & Fauna
  • Take the Flora & Fauna map from behind the stork painting for document 12/30.
  • Use the camera on the stork painting to see a candle. Press the red button to see each symbol correspond to a different length of candle. Longest to shortest is: circle, triangle, cross, circle plus, square.
  • Pan right to the very end. Along the way read the signs on the two skeletons to find underlined letters that spell DYI and NG.
  • Click several times on the cross with the key engraving to drop a key. Pick it up.
  • Enter the ticket room door on the right.

  • Rearrange the five insect frames based on the candle length under the stork painting: circle, triangle, cross, circle plus, square.
  • Take the owl's wing.
  • Take out the camera and note the order of the colours of the insect frames: green, yellow, red, blue, grey. Also note the colour of the symbols: red, grey, green, yellow, blue.
  • Exit and enter the other door this time.

  • Talk to the bird lady here (Abigail Blumenthal) who wants her bird back. Take the empty cage from her.
  • Read the book in the shelf for document 13/30.
  • Exit.

  • Pan left three times and hang the cage on the rope hanging from the ceiling.
  • Use the key to unlock the door here.
  • Enter the janitor's closet.

  • Take the broom, bucket, and screwdriver. The bulb is too hot to take.
  • Exit.

  • Pan right twice and enter the owl room
  • Read the book on the table here for document 14/30.
  • Pan right.
  • Place the broom in the rings hanging from the ceiling and pull on it to pull both chains simultaneously. Take the gear from behind the picture.
  • Use the screwdriver to wedge the eye out of the skeleton.
  • Pan back left.
  • Use the eye and wing on the owl statue.
  • Exit.

  • Pan left and enter the plant exhibit.
  • Use the camera and take a photo of the picture on the right. It should be a skeleton when looked at from under the lens.
  • Exit and right to the second skeleton.

  • Rearrange the skeleton to match the photo using the three ropes hanging from the ceiling. It should be: 1x middle, 3x left, 5x right.
  • Press the red button.
  • Take the key and owl's wing.
  • Pan left back to the first room and enter the insect exhibit.

  • Unlock the display case with the key.
  • Unlock the five letter cabinet with the code DYING that we saw earlier. Take the gloves.
  • Use the gloves to get the beetle: Coleoptero Detonantius.
  • Return to the plant exhibit.

  • Feed the beetle to the plant.
  • Take a photo of the left picture this time.
  • Use the bucket to collect some of the liquid dripping from the plant and get full bucket.
  • Click on the second plant and get the mandrake.
  • Exit.

  • Rearrange the first skeleton to match the photo. Same deal as before, it should be: 4x middle, 1x left, 1x right.
  • Press the red button.
  • Take the poster and knife.
  • Enter the janitor's closet.

  • Use the gloves to take the bulb.
  • Use the poster on the wall.
  • Look through the camera to see 5 numbers: II, 3, 7, V, 9.
  • Return to the insect exhibit.

  • Hang the bucket on the hook on the right to raise the middle frame.
  • Take the gear.
  • Return to the plant exhibit.

  • Enter the room on the right.
  • Hang the mandrake on the hook.
  • Use the bulb on the lamp.
  • Stab the mandrake with the knife.
  • Take the pear: Allium Infantiensis.
  • Exit.

  • Pan left and place the pear under the cage.
  • Pan right twice to find the sparrow. Click on it.
  • Enter the owl room.

  • Zoom in on the five-digit code. Enter the code from earlier: 23759.
  • Take the eye.
  • Use the eye and wing on the owl.
  • Zoom in on the coloured panel.
  • Rearrange the coloured panels according to the insect panels in the ticket room: green, yellow, red, blue, grey. And then coloured circles with the colour of the symbols: red, grey, green, yellow, blue. Finally, swap the two rows so the panels are at the top and circles at the bottom.
  • Take the final gear.
  • Exit.

  • Pan left twice to find the sparrow enjoying the pear.
  • Click on the panel above the button.
  • Rearrange the gears to fix the button:
  • Press the red button to trap the bird and take the cage with a bird.

  • Return to Abigail and give her the bird. She gives you a key.
Achievement Unlocked: Bird catcher - Deliver the precious bird (5/27)
  • Take the cog hanging from the skeleton as well. Use it on your stopwatch.
  • Go to the owl room.

  • Place the key in the hole and zoom in on the owl.
  • Click on the owl and it moves its wings in a sequence: down/down, up/up, up/middle, middle/down.
  • Go to the ticket room.

  • Rearrange the dials according to the owl's wings. Top to bottom should look like: / \, \ /, \ —, — \.
  • Press the button to print the Sea Mysteries Ticket.
  • Return to the hub area.

  • Pan right and read the poster on the right for document 15/30.
  • Click on the door and give the guard the ticket.
Achievement Unlocked: Sea Mysteries - Show the ticket for the Sea Mysteries section (6/27)
  • Enter.
Chapter 3 – Sea Mysteries
  • Take the Sea Mysteries map from shark tooth skeleton for document 16/30.
  • Pan right and enter the jellyfish exhibit.

  • Pick up the tooth on the floor.
  • The power needs to be restored before anything works.
  • Exit.

  • Pan right and open fish door. The man (Adam Drake) wants his fish.
  • Pan right again and use the camera on the picture here to see three sets of rotations: clockwise once, anti-clockwise twice, clockwise twice.
  • Enter the skeleton exhibit.

  • Take the crank handle and tooth on the skeleton. The tooth is the back fin.
  • Exit.

  • Enter the other door to the janitor's closet.
  • Take the jar with worms on the table and the pincers on the rack.
  • Use the crank and worms on the mincer.
  • Zoom in on the crank. Rotate according to the combination earlier: clockwise once, anti-clockwise twice, clockwise twice. It must be done in one motion without lifting the mouse key.
  • Take the bowl.
  • Exit.

  • Pan right.
  • Pick up the tooth behind the coin machine.
  • Enter the fossil exhibit.

  • There's nothing to do in the first room with the blue fish. Enter the room on the left.
  • Pick up the tooth on the floor.
  • Exit and return to the shark tooth skeleton.

  • Use the pincers to cut the chain locking the power room and head inside.
  • Use the bowl on the generator and flip the switch to restore power.
  • Zoom in on the safe. The solution is to make all slots green. Start clockwise and make four slots green, then anti-clockwise until an additional six slots are green (so ten total now), clockwise for six more, anti-clockwise for four more, and clockwise for the last four.
  • Take the tooth, bottle with water, book (document 17/30), and wiring diagram from the safe.
  • Exit.

  • Pan right until you are outside Adam Drake’s room.
  • Open the electric panel.
  • Follow the wiring diagram and rearrange the nine red fuses correctly.
  • Flip the black switch so power is directed to the aquarium room.
  • Enter the aquarium.

  • Click on the red curtain to raise it.
  • The solution of this puzzle is to read the Creatures of The Deep book and figure out what preys on what and leave a fish in the aquarium for you to catch. The correct sequence is: bottom right, top left, top right, bottom left. Click the centre button to harpoon the fish and take the Lophius Cacciatorius.
  • Exit.

  • Open the fish door and give Adam the fish.
Achievement Unlocked: Fish catcher - Deliver the tasty fish (7/27)
  • Enter the room (fish exhibit) after him.
  • Take the cog hanging from the left fish. Add it on your stopwatch.
  • Take the map from the left fish's eye.
  • The prisoner trapped inside the right fish wants a drink. Give him the bottle of water. He gives you a tooth but wants more. You should have six teeth.
  • Exit and return to the shark tooth skeleton.

  • Use the six teeth on the skeleton and take the drill.
  • Go to the aquarium where you harpooned a fish earlier.

  • Pan left and remove the curtain to a second aquarium with a crab and a key.
  • Use the drill in the lower right corner.
  • Use the bottle on the leak to get a bottle with water.
  • Press the green button to get the key.
  • Go to the fish exhibit.

  • Give the prisoner more water. He tells you: "The fish next to the octopus run away from it. The fish above the octopus run portside."
  • Exit.

  • Pan all the way right to the coin machine.
  • Use the key to unlock the panel in the middle. Take the fossil.
  • Enter the fossil exhibit.

  • Use the map on the blue fish's tank in the first room.
  • Click on the map and the fish will light up the six symbols in sequence. It's more or less: rectangle, triangle, vertical circle, cross, horizontal circle, flat line.
  • Go left.
  • Use the fossil on the upper left display and solve the jigsaw puzzle.
  • Remember the prisoner's hint. Face the bottom fish away from the octopus and the top two left.
  • Take the bone.
  • Exit the exhibit.

  • Pan left and use the electrical panel to redirect power to the left (to another electrical panel).
  • Pan left again to outside the jellyfish exhibit.
  • Zoom in on the left panel and enter the sequence from earlier:
  • Take the eye and fuse.
  • Open the electrical panel on the right.
  • Put the fuse on the slot on the right.
  • Click on the arrows to rotate them: middle thrice, bottom twice. Should look like this:
  • Double check power is being directed to the hammer symbol.
  • Go to the jellyfish exhibit.

  • Pan left to another aquarium. Raise the curtain.
  • Press the buttons to hammer the eye sticking out from the jug. You need to quick enough so the eye doesn't retreat back into the jug and I believe the sequence is random. Eventually the last jug breaks. Look at the bubbles: large, small, small, large, small.
  • Go to the fish exhibit.

  • Use the eye on the blue fish for another hint. It’s a fish with its mouth open and III.
  • Exit.

  • Use the first the electrical panel and redirect power to the aquarium.
  • Enter janitor's closet.
  • Input the bubble sequence with the green buttons: bottom, top, top, bottom, top. Four coloured bulbs turn on: blue, green, yellow, red.
  • Exit.

  • Use the first electrical panel and redirect power to the second panel.
  • Use the second electrical panel and redirect power to the jellyfish exhibit.
  • Enter the jellyfish exhibit.

  • Rearrange the coloured wires above the jellyfish tank so it's the same as the bulbs earlier. Press the red button for a new sequence: blue, red, yellow, green.
  • Enter the skeleton exhibit.

  • Remember the hint we got from the blue fish? Choose the fish shown in the hint with the top button (should need to press twice) then press the bottom button three times.
  • Take the pearl.
  • Place the bone in the fish skeleton.
  • Play the bone xylophone according to the jellyfish colour sequence: blue, red, yellow, green. Four new dials stick out from the skeleton.
  • Use your camera to look at the new dials to see they're coloured and point up.
  • Go to the fossil exhibit.

  • Walk left to the fossil room.
  • Zoom in on the four dials to see they're coloured. The objective is to have them all point up. Press: yellow, green, green, red, red, red.
  • Take the coin from the clam.
  • Place the pearl in the clam.
  • Take the key.
  • Exit.

  • Use the key to unlock the coin machine and use the coin on it.
  • Click on the puppet show.
  • The answers should be: II, spider (middle picture), II I, I.
  • Take the Sculptural Art Ticket.
  • Return to the hub area.

  • Pan right and read the poster on the right for document 18/30.
  • Click on the door and give the guard the ticket.
Achievement Unlocked: Sculptural Art - Show the ticket for the Sculptural Art section (8/27)
  • Enter.
Chapter 4 – Sculptural Arts
  • Pick up the Sculptural Arts map from behind the sculpture on the right for document 19/30.
  • Enter the door to the music (guitar) exhibit.

  • Take the cloth from the right cherub.
  • Exit.

  • Note the statue on the left through the camera - specifically the symbols on its chest.
  • Pan right to the last room and input the statue combination into the pillar.
  • Take the card from the statue's mouth.
  • Pan left three times and enter the projector room.

  • Zoom in on the screen and use the card on the projector with two circles.
  • Take the oil from the panel that opens.
  • Exit.

  • Pan left to the large statue blocking the door.
  • Use the oil to loosen the wheels and move it aside.
  • Enter the Eye room.

  • Use the cloth to cover the "I See You" statue’s face. Take the five marbles from its hands.
  • Exit.

  • Pan right and enter the lizard room.
  • Use the camera on the statue in this room to see five slots that don't have eyes. Use the marbles on each. This produces another card.
  • Use the new card on the corresponding projector in the projector room to open a panel with a key.
  • Exit.

  • Pan right twice and use the key to unlock the door on the left which leads to the child statue room.
  • The solution to this puzzle is to place the statues in the correct order. I think it's by weight:
  • Take the eye and card.
  • Exit and enter the other room (Gustav’s office).
  • See Gustav Mellor torturing a boy.
  • Use the camera on the table the boy is sitting at for a 2x3 symbol combination.

  • Exit and return to the lizard room.

  • Use the eye on the lizard's eye slot. Pull the rope.
  • Enter and take the elevator to Floor -1.

  • Read the book on the table here for document 20/30.
  • Pan left.
  • Take the jar on the table.
  • Zoom in on the puzzle in the middle. The solution is: 99+8+7+5+4 = 123.
  • Take the card.
  • Take the elevator back up to Floor 1.

  • Enter the projector room and use both cards on the remaining projectors.
  • Take the sheet.
  • There are two statues in this room labelled I and IV. Remember their poses.
  • Exit.

  • Pan all the way right and note the poses of the statues II and III.
  • Pan back left twice.
  • There are four statues here which change pose each time they're offscreen. Use the sheet to hide each one individually so all four are posed the same as the numbered statues:
  • Take the (marked) sheet.
  • Return to the projector room.

  • Zoom in and move the four projectors to recreate the pattern on the sheet:
  • Take the mandolin and key.
  • Exit.

  • Pan left to the collapsed statue and use the key to unlock the panel.
  • Use the combination we found in Gustav's office to open the compartment.
  • Take the piece of paper.
  • Pan right three times to the hanging statue holding a bowl.
  • Use the jar on the bowl to receive a jar with meat.
  • Enter the child statue room on the left.

  • Look at the piece of paper. We need to recreate it using the statues in the room. Feeding a statue (with the jar of meat) will lower the statue one step. So from left to right, feed the statues the following times: thrice, once, twice, twice, thrice, once, none, twice.
  • Take the talisman.
  • Return to the projector room.

  • Recreate the talisman using the projectors:
  • Take the key and flute.
  • Go to the Eye room.

  • Unlock the door here with the key.
  • The poster here says truth = triangle and false = eye. Use the camera to look at the statue's forehead. If it's a triangle, the statue is pointing at the 'correct' door, and an eye means it's pointing at the 'incorrect' door (i.e. the other door is 'correct'). Finally, if the symbol is a spiral triangle, it's a repeat of the previous symbol. Follow all the 'correct' doors.
  • Zoom in on the puzzle.
  • You need to rearrange the faces so the same ones are in the same column, and the column order is determined by the faces on the sides:
  • Pick up the statuette from the panel that opens.
  • Exit and re-enter the truth/false statue room.
  • If you read the sculptures book it tells you that this is the Sincere Cheater and that: "Truth is not always the only right way," so this time follow all the 'incorrect' doors.
  • Pick up the Amanita Paralucidum from the table.
  • Return to the projector room.

  • Recreate the statuette using the projectors:
  • Take the tambourine and key.
  • Exit and take the elevator in the Lizard room to Floor -2 (unlock it with the key we just picked up).

  • Pan left and take the pickaxe from the statue.
  • Take the elevator back up to Floor 1.

  • Exit and use the pickaxe to decapitate the fallen statue and receive head.
  • Pan right and place the head on the stake under the picture.
  • Take the music score that appears.
  • Return to the music room.

  • Use the flute, tambourine, music score, and mandolin on the cherubs.
Achievement Unlocked: Sculptural Art - Long live Opera! - Put some good music on (9/27)
  • Return to Gustav's office to see him leave for his studio.
  • Give the child the mushrooms to ease his headache and receive a coin.
  • Exit.

  • Pan right and use the coin on the machine.
  • Zoom in on the machine to start a puzzle. This is basically a variation of Red Light, Green Light. Use the arrow button to turn on lights, but only do so when the eyes aren't open. Get caught and you have to start again.
  • After the puzzle, it wants to "hear the right ticking" so take out the stopwatch.
  • Enter the passage that's revealed.

  • Read the book for document 21/30.
  • Take the cog that was behind it. Use it on the stopwatch.
  • The whole scene changes.
Achievement Unlocked: New reality? - Travel to a different reality (10/27)
Chapter 5 – Beyond Sculptural Arts
While in this dimension, I'll still use the same made-up names for all the rooms even though they have very different things in them now. Also, I'll call the two dimensions light and dark. Switch between them using the stopwatch.
  • Exit the room.
  • Read "The Increbile inventions of Mr Clockwork" and learn how the Code Generator works. Use it to create any four-digit code on the machine here.
  • Pan left to the fallen statue and input the code you created into the panel here.
  • Take the sickle.
  • Enter the eye room and take the cloth covering the statue.
  • Exit the room.

  • Pan left to the first area and cover the statue on the right with the cloth.
  • Pick up the tentacle.
  • Pan right twice and enter the lizard room.

  • Pull the rope to lower the lizard.
  • Feed it the tentacle.
Achievement Unlocked: Feeder - Feed a stone monster (11/27)
  • Pick up the poo.
  • Pull on the rope again to raise the elevator. Take it down to Floor -1.

  • Read the book on the table for document 22/30.
  • Pan left.
  • Switch to light dimension to see the poo has turned into a sapphire. Use it on the slot where the blue painting was in the dark dimension.
  • Switch to the dark dimension and take the yellow card.
  • Take the elevator to Floor -2.

  • Read the letter on the table for document 23/30.
  • Take the elevator back up to Floor 1.

  • Switch to light dimension and go to the music room.
  • Switch to the dark dimension and use the yellow card on the left cabinet.
  • Take the brain.
  • Switch to light dimension and go to the lizard room.

  • Switch to the dark dimension, lower the elevator and feed the lizard the brain.
  • Take the poo.
  • Take the elevator down to Floor -1.
  • Pan left, switch dimensions, place the now Topaz into the appropriate slot.
  • Switch back, get the green card.

  • Return to the music room in the light dimension.
  • Switch to the dark dimension and use the green card on the middle cabinet.
  • Get the heart.

  • You know the drill. Feed the heart to the lizard, get poo. Switch to light and insert the emerald into the slot for red card. Use the red card in the music room in the dark dimension for fingers.
  • Repeat one final time. Feed the fingers to the lizard, get poo. Place the ruby in the appropriate slot.
  • Use the camera to snap the code in the cabinet that opens. Use the camera in the light dimension, so it takes a photo of the dark dimension.
  • Return to Floor 1 and pan right twice to the hanging statue holding a bowl.

  • Use the sickle to cut the rope holding the statue up.
  • Switch to the dark dimension and take the piece of paper.
  • Switch to the light dimension go to the Projector room.

  • Recreate the piece of paper using the projectors:
  • Switch to the dark dimension and input the code we snapped earlier.
  • Enter the passage.

  • Talk to Gustav Mellor to play a game called The Devil's Game.
    • Round 1: move diagonally left down twice, shield off the two slots around you.
    • Round 2: move right down, shield up right, move right, shield up right, shield left, shield down down left.
    • Round 3: move left, shield left down, shield down, move left, shield right, shield last two slots
Achievement Unlocked: Phantom of the Opera - Send a crazy psycho to hell (12/27)
  • Return to the hub area.
  • On the way out, read the poster on the right (just outside Sculptural Arts) while in dark dimension for document 24/30.
  • Pan left to Sea Mysteries.
  • Before entering, read the poster on the right for document 25/30.
  • Enter.
Chapter 6 – Beyond Sea Mysteries
  • Pan right to find two puzzles.
  • Click the left one. The solution is simple: click each eye once in any order.
  • Take the crowbar.
  • Pan right to the end enter the fossil exhibit.

  • Switch to light dimension and enter the fossil exhibit itself.
  • Use the crowbar to open the clam.
  • Switch to dark dimension.
  • Click on the eye and it'll look at the four panels in a sequence. Repeat the sequence on the panels themselves: lower right, upper right, upper left, lower left, upper left, upper right, lower left, lower left.
  • Remember the orientation of the four triangles.

  • Switch to light dimension and walk to outside the fish exhibit where there's an electrical panel.
  • Switch to dark dimension and rotate the four triangles in the electric panel spot: top two face away from each other, bottom left points lower left, bottom right points upper right.
  • Take the diapositive and piece of paper.

  • Pan left and zoom in on the other puzzle.
  • The piece of paper shows the solution to the rotating puzzle.
    • Press the buttons in the following order (thanks shien):
      12344-43334-22444-11333-42344-42333-22244-22244-32113-33113
  • Pick up the key afterwards.
  • Enter the jellyfish exhibit.

  • Use the key on the panel.
  • Turn it and memorise the sequence: blue, yellow, red, green, red, blue, yellow.
  • Go to the fish exhibit.

  • Use the slide on the hanging light and take note of the symbols that appear.
  • Enter the skeleton exhibit.

  • Click the dials in the order the jellyfish were shocked: blue, yellow, red, green, red, blue, yellow.
  • Take the scalpel.
  • Go to the power room.

  • Use the scalpel on the creature’s red/green lights to get two lamps.
Achievement Unlocked: Surgeon - Use the scalpel properly (13/27)
  • Return to the light dimension and enter the janitor closet.
  • Switch back to the dark dimension and read the newspaper article for document 26/30.
  • Memorise the picture here with the four fish and numbers/circles. Left to right: #12 fish (upper right circle), #50 fish (lower left), #34 fish (lower right), #87 fish (upper left).
  • Switch to the light dimension and exit.
  • Switch to the dark dimension and enter the aquarium where we harpooned a fish.
  • Solve the puzzle with the picture in the janitor's closet. Type 12 into the numbers display and press the top right button to move the #12 fish to the far left slot. Repeat with the other three fish and move them into their respective positions.
  • Take the saw.
  • Go to the shark tooth skeleton.

  • Use the saw on the teeth to get four stakes.
  • Pan to the far right and enter the aquarium in the fossil exhibit.
  • Plug the four holes with the symbols (seen in the light dimension) corresponding with the photo we took earlier. The solution is to plug the left/middle four.
  • Switch to light dimension and take the starfish.
  • Go to the aquarium where the crab had a key and we drilled a hole in the tank.

  • Switch to dark dimension.
  • Place the two lamps into the slots, and the starfish in the door that appears.
  • Enter.

  • Speak to Adam Drake for another round of The Devil's Game.
    • Round 1: move right, move right down, shield right up up, move right up, shield left down, shield right up, shield left down down.
    • Round 2: move right down, shield left up up, shield left up, shield left, shield left down down, shield left up x4.
    • Round 3: shield left, shield up, shield down, shield right.
Achievement Unlocked: Sea Fruits - Send a stinky crawfish to hell (14/27)
  • Return to the hub area.
  • Pan left to Flora & Fauna.
  • Before entering, read the poster on the right for document 27/30.
  • Enter.
Chapter 7 – Beyond Flora & Fauna
  • Pan right.
  • Zoom in on the puzzle on the wall. This is a memory match game and the cards move after every turn. The solution is actually very simple: reveal the top left and bottom right cards every turn.
  • Take the gears and empty bottle.
  • Pan right twice and enter the owl room.

  • Use the gears on the owl and zoom in. Like before, it moves its wings in a sequence: down/up, up/down, middle/down, down/middle.
  • Exit the room

  • Pan right to find a child crucified on the wall.
  • Enter the owl code using the child's arms, pulling the rope between each entry. So move the arms to a down/up position, pull the rope, move the arms to the up/down position, pull the rope, etc.
  • Take the piece of paper.
  • Pan all the way left and enter the insect exhibit.

  • Zoom in on the cabinet on the right and use the piece of paper for the correct sequence. Move the gears with the buttons on the sides and the button on the gear to confirm. Solution:
    • lower right twice, upper left once, confirm
    • upper right, lower left twice, confirm
    • lower right twice, upper right, confirm
    • lower left twice, upper right, confirm
    • upper right twice, confirm
  • Take the axe.
  • Use the axe twice on the test tube chamber in the same room.
  • Take the human fetus.
  • Go to the owl room.

  • Use the axe to lop the skull off the skeleton. Collect it.
  • Go to the plant exhibit.

  • Switch to the light dimension and collect sap with the bottle for bottle with sap.
  • Switch back to the dark dimension and place the skull on the plant that leaked sap in light dimension.
  • Pick up the garden scissors.
  • Switch to light dimension and use the garden scissors to collect the pumpkin.
  • Enter the room on the right.

  • Switch to dark dimension.
  • Use the garden scissors on the plant with the yellow/white face for the Prunus Bipertitus.
  • Use the axe to collect the arm.
  • Lastly, note that the 2nd and 6th hooks are circled on the desk. This is a solution for a later puzzle.
  • Switch to the light dimension to exit.
  • Switch back to the dark dimension and go to Abigail’s (the bird lady) room.

  • Use the bottle of sap on the plant here.
  • Collect the plant fetus with the garden scissors.
  • Read the letter on the table for document 28/30.
  • Use the sun/moon face on the poster in the background.
  • Collect the shirt that lowers.
  • Go to the owl room.

  • Enter the room on the right.
  • Place both fetuses on the scales.
  • Take the piece of paper and key.
  • Go back left.
  • Use the key to unlock the cupboard below the owl.
  • Take the hat and gloves.
  • Enter the janitor's closet.

  • Take the tentacles using the gloves.
  • Exit and pan all the way right to the ticket room.

  • Place the pumpkin, shirt, tentacles, arm, and hat on the cross in the background.
Achievement Unlocked: Scarecrow - Make a scarecrow (15/27)
  • Pick up the socket wrench left behind.
  • Return to the janitor's closet.

  • Use the wrench to unlock the vent.
  • Take the dead frog.
  • Go to the insect exhibit.

  • Zoom in on the insect puzzle. The piece of paper shows the correct sequence. Press the buttons in the following order: 12313424.
  • Take the dead frog.
  • Go outside the plant exhibit.

  • Note the three hooks on this screen and the three on the next.
  • Hook the frogs on the second and sixth hooks as indicated earlier.
  • Take the ornament that lowers.
  • Go to the ticket room.

  • Use the ornament on the door here.
  • Enter and speak to Abigail Blumenthal for the next round of The Devil's Game.
    • Round 1: move right up, move right up, shield right down, shield left down, shield left, shield right.
    • Round 2: move left down, move down, shield right up, shield up, shield up left, shield left.
    • Round 3: move right down, move right, move right down, move down, shield up.
Achievement Unlocked: Devil's Granny - Send a wicked old bat to hell (16/27)
  • Return to the hub area.
  • Pan left to the library.
Chapter 8 – Beyond The Library
  • Pan left again to where Jonah Thompson sat earlier.
  • Take the piece of paper on the table.
  • Pan left and take the mandrake from the statue's arms.
  • Switch to the light dimension and enter the librarian’s study through the door on the left.

  • Switch back to dark dimension and pick up another piece of paper on the desk.
  • Exit the room by switching dimensions.

  • In dark dimension, pan left and press the upper right symbol three times (as shown on the piece of paper).
  • Take the photo.
  • Pan left again and read the poster on the left for document 29/30.
  • Zoom in on the panel on the right.
  • Use the piece of paper on the slot at the top.
  • Drag the magnifying glass to determine which symbols in each column are 'moons'. From left to right, it's the first, fourth, second, third, fifth rows.
  • Zoom out, and pan right twice to the small statue.
  • Zoom in on the panel underneath and drag each symbol to the correct row. As earlier: from left to right, it's the first, fourth, second, third, fifth.
  • Take the urine.
  • Enter the room with the mouse hole (it's next to the library).

  • Read the newspaper on the shelf for document 30/30.
Achievement Unlocked: Bibliophile - Collect all documents (17/27)
  • Use the urine on the middle shelf.
  • Drag the light to the left side.
  • Switch to the light dimension and use the button to turn the light on.
  • Switch to the dark dimension to reveal a symbol telling you to swap the sun and moon.
  • Return to the room where Jonah Thompson sat earlier.

  • Take the sun picture off the wall.
  • Enter the dining area.
  • Take the moon picture off the wall.
  • Place the sun picture in its place.
  • Return and place the moon picture where the sun picture was.
  • Take the key that lowers.
  • Go to the urine smelling room.

  • Turn the lock and memorise the II card.
  • Go to the kitchen.

  • Put the mandrake in the oven.
  • Refer to the recipe book on how to make Mandrake Bread. Solution: time: 90; temperature: 120.
  • Zoom in on the dials. Input temperature: 120; time: 90; mode: third one. Start cooking.
  • Take the mandrake bread.

  • Exit the dining area and give the bread to the small statue.
  • Memorise the III card.
  • Pan left and enter the library.

  • Go further in to the secret room.
  • Place the photo on the wall.
  • Take "The Eyepiercer" sword.
  • Exit the secret room and piece the eye above the passage.
Achievement Unlocked: Legendary Swordsman - Use the legendary sword (18/27)
  • Memorise the I card.
  • Pan back left and zoom in on the map on the desk.
  • Click the three panels you memorised. They are (left to right, bottom to top): (5,2), (3,1), (4, 4).
  • Enter the passage.

  • Talk to Jonah Thompson for the final round of The Devil's Game.
    • Round 1: move left down, move left, shield down, shield right, shield right up, shield up.
    • Round 2: shield left left, shield left left down down, shield left left up up, shield left left up up up, shield left left down down down
    • Round 3: move left, shield down, shield right up, shield right, shield left
Achievement Unlocked: Mulled Wine - Send a mad killer to hell (19/27)
  • Take the gun off the wall.
  • Exit the library.

  • Don't shoot the guard. Let him hit you.
  • Keep switching between screens until you run into him again. I believe the locations he pops up in are random. Let him hit you twice more.
Achievement Unlocked: Dead - Get yourself killed (20/27)
  • Continue.
  • Keep switching between screens until you run into him again. Shoot the guard by clicking the crosshair.
  • Shoot him five more times to kill him.
Achievement Unlocked: Killer - Kill the guard (21/27)
  • Take his key.
  • Return to the room where Jonah Thompson sat and use the key to unlock the door and go inside.
Chapter 9 – Save all the Nynchkuddys
Welcome to Lost & Found. We now have access to all the items we used previously. We can only take three at a time, and they must be returned if we are to take others. Also, we can only take one key at a time. The task at hand is to save 20 children who are trapped throughout the museum. I assume you know your way around the museum by now, so I'll be brief.

Note on a Missable Achievement:
If you want to solve this yourself, make sure to leave once before saving all 20 children. There’s an achievement for rescuing some (but not all) children. If you rescue all 20 before leaving once you won’t be able to un-rescue one for that achievement.

Unless otherwise stated, everything takes place in the dark dimension.

Child #1 to 3 (Items: Pliers, Paint Brush, Pincers)
#1: Go to Gustav's office in Sculptural Arts (where the child was tortured) and use the pliers to remove the nails from his head.
#2: Exit and use the paint brush on the bowl the statue is holding. Enter the kitchen in the Library and ring the bell. Take the chicken leg from under the food cover. Return to the previous room use the paint brush to paint over the painting in the background. Give the chicken leg to the child.
#3: In the same room, cut the padlock on the crate with the pincers and free the child.

Child #4 (Items: Saw)
#4: Go to the librarian’s study in Library (need to switch to light to access) and free the child from his restraints.

Child #5 to #13 (Items: Big Gold Key, Knife, Sickle)
#5: Go to the first room in Flora & Fauna (with the candle) and use the knife on the candle. Unlock the panel to free the child.
#6 to #13: Enter the inner room of the plant exhibit (need to switch to light to access) and use the sickle on the eyes plant, Diospyros Ocularis. Go to Floor -2 in Sculptural Arts, pan left and give the six eyes to the four-armed sculpture. Take the key. Go to the child statue room and use the key to free all eight children.

Child #14 (Items: Small Gold Key, Pincers)
#14: Go to the kitchen in the Library and use the key to unlock the cabinet. Take the meat inside. Go to Abigail’s (the bird lady) room in Flora & Fauna and place the meat on the plate then use the pincers to free the child.

Child #15 to #19 (Items: Silver Key, Scissors)
#15 to #18: Go to the aquarium beyond the jellyfish room in Sea Mysteries. Use the scissors to free the four children. Unfortunately, there's no saving the fifth.
#19: Enter the fish exhibit and use the silver key on the lock. This reveals a code panel, where the solution is scattered around the museum. The four symbols are located (there’s no need to revisit each location, I’m just explaining the solution):
  • Where the hungry man sat in the Library - coffin child
  • Outside the owl room in Flora & Fauna - hanged child
  • Janitor's closet in Sea Mysteries - drowned child
  • Outside the music room in Sculptural Arts - puppet child
Input the code to free the child.

If you are going for 100% achievements, complete the game now for some achievements. I've purposely left the last child trapped as there's an achievement for not rescuing all the children.

Return to Lost & Found and return everything and take the crowbar. Use the crowbar to remove the panels blocking the exit. Don't leave yet! Return the crowbar to Lost & Found.
Now you can leave.

Achievement Unlocked: Fugitive - Get out! (22/27)
Achievement Unlocked: Good but not great - Get out and save some Nynchkuddys (23/27)
Achievement Unlocked: Fair Play - Do not steal (24/27)

Continue your latest save. I've left the easiest child to last.

Child #20 (Items: Sheet)
#20: Go to the library proper and cover the painting on the left. Remember to return the sheet to Lost & Found.

Take the crowbar from Lost & Found and use it to remove the panels blocking the exit. Return to Lost & Found one last time and take the saw, hammer and drill. Make sure there are 20 children at the exit and leave with those three items in your inventory.

Achievement Unlocked: Witch Hunter - Get out and save every child (25/27)
Achievement Unlocked: Carpenter - Make the first step in your future occupation (26/27)
Achievement Unlocked: Brainiac - Complete the game without using any hint (27/27)
13 Comments
Hergieburbur Jul 1, 2022 @ 6:53pm 
Awesome work! This was extremely helpful. Thank you!
Aaryioch Jun 19, 2022 @ 4:22am 
Very helpful! :steamthumbsup: Thanks!
cookielord May 29, 2022 @ 3:37pm 
Thank you so so sooo much for this walkthrough! I don't think I could have completed the game without it. I was able to solve most of the puzzles myself, but some were too tricky or I didn't think them through. The guides for the devil's game are especially helpful, I could not figure out a single one.
LichKing Feb 3, 2022 @ 11:14pm 
Thank you too:lunar2019wavingpig:
alphabetsoup  [author] Feb 3, 2022 @ 10:33pm 
Nice! I actually mention that in the guide, but it's been so long since I played the game I totally forgot.
LichKing Feb 3, 2022 @ 9:35pm 
A nice guy told me the reason is sheet, unless I return it, the sheet on the painting still take 1 of 3 space, even can't see it in my bag.
alphabetsoup  [author] Feb 2, 2022 @ 9:40am 
Sounds like a bug for sure. For example, see this user's screenshot I found in the screenshot section: https://steamcommunity.com/sharedfiles/filedetails/?id=2387077042
LichKing Feb 2, 2022 @ 5:35am 
@Demimind No, if yo click the pumpkin, you will warn yourself to keep away.
But I have another question. I can only keep 2 in my bag, is it a bug? The "Carpenter" need I take 3, the puppet said I an take 3 and stooped me at 2.
Demimind Nov 14, 2021 @ 10:57am 
I have heard that it is presumably possible to die via the pumpkin. Can anyone confirm or deny?
dardrv Nov 4, 2021 @ 7:51pm 
Absolutely perfect! Thank you so much for making this! Sometimes I feel like lately the practice of making a through written guide for a game has started to die out. It's a shame because I always find them so much more helpful than having to watch a video of someone else playing. Bravo, wish there were guides like yours for the other two games in this series that are available on steam; maybe then I'd be able to get the no hints achievements in them too.