The Lost Crown

The Lost Crown

25 ratings
Complete Walkthrough with All Achievements
By Ulyss3s
This is an all-inclusive walkthrough, including how to unlock all achievements.
2
6
   
Award
Favorite
Favorited
Unfavorite
Introduction
Welcome

This guide is a complete walkthrough, giving all item locations, puzzle solutions, and puzzle rationale. The guide also includes how to unlock all achievements.

Please do not copy this guide or publish it elsewhere without my permission.

Many achievements must be unlocked at specific points throughout the game. It is recommended that you make several save files at different points, in case you need to go back to an earlier point. Three achievements involve collectibles of sorts (Phantom Photomaster, Spirit Voices, and Good Listener). These locations will be demonstrated in the guide as they are available. Many must be collected at certain points in the game.

Please be aware that two achievements are bugged (Phantom Photomaster and Saxton Sherlock). There is a way to get around the bugs. This will require some strategic save points late in the game. See Day 5 of the guide for exact locations of where to save. (Or just make sure to save at the beginning of Day 5.)

Keep in mind that many players have had bad luck with some achievements unlocking or have found they unlock several minutes after completing the requisite tasks.


Navigating the Game

The Lost Crown's mechanics are fairly standard for adventure games. There is even an optional tutorial in the beginning. Some aspects of game play are not as intuitive or standard.

For example, the menu is noticeably lacking "Save" or "Load" buttons. When you start the game, the "Tarot" card at the bottom pulls up the menu. "Begin Your Quest" acts as "Start New Game." "Relive Your Past" acts as "Load." "Save Your Future" acts as "Save." "The Options" pulls up the options menu.



Quitting the game can also be a bit unintuitive, depending on your setup. While playing the game, you can press "P" to be asked if you want to quit. Alternatively, in the menu, press the "Go Back" button in the bottom-right to make the cards go away. Then you can press the "Quit" button.

While playing the game, we can occasionally interact with objects. If you are able to use an item in your inventory on a certain object, the cursor will look like this. If your cursor does not look like that dog-bone-thing, you cannot use an item on that object.
Day 1 - On the Run
Sedgemarsh Train Station

After the opening credits and beginning the game proper, you will see a woman walking as though she has water in her shoes off to the left. (We'll assume you are not using the tutorial.) After a brief chat with Station Master, you’ll be free to follow after her. First however, open your inventory and examine the three documents and two photographs. You can examine by right-clicking on them.

Achievement – Holistic Detective - Study the documents and photos stolen from Hadden



Also examine your Hadden Industries ID card. Nigel will notice a phone number written on it. Try progressing down the path; Nigel will refuse to move forward. Return and talk to Station Master again. Ask him where the path goes. Saxton. And we cannot take the train there because of reasons. Station Master will give you a wallet dropped by the strange-walking woman.

The Fens

We are given our first task. We need to hide from Hare and Crow. Saxton seems like just the place. Navigating the Fens is fairly straightforward; it is essentially a loop. However, for achievement purposes, we will go right. Feel free to annoy the man with the binoculars. Take the top-right exit to the next screen. Notice an out-of-place scrap of metal in the sand. Examine it to see it is a fragment of a sign. Make sure to pick it up. Now, examine the sea/sky twice to say hello to it.



Achievement - Intrinsic Isolation - Call out to the sea more than once in the Fens



Return toward binocular man and take the path heading up. Take the path down and continue on. Eventually, Nigel will stop and notice someone in the marsh. I guess paths are for losers? Head back up and across. You may notice a frog jump into the water. Keep that in mind for later. Now, at the fork, take the left path and continue left. Follow the path past the map and around the tower (Martello Tower). At the bottom of the screen, you’ll find another sign fragment to pick up. Ignore the foreboding cave for now and move past it to the right. You’ll see a sign fragment prominently displayed, waiting to be picked up. Back at the cave, you’ll see a sign fragment. Click on it for our first puzzle, of sorts. Put your three sign fragments into position. We’ll need to rotate them to make the sign readable. You need to be fairly exact. Once in place, you’ll get your next achievement.





Achievement - Undying Undercurrents - Fix the warning sign near the Fenland Eye



We can now enter the cave. We will begin to call this cave “The Eye” or “The Fenland Eye.” Enter the dark space on the left to hear Nigel’s catchphrase. Nigel will notice a small dump and local newspaper. Apparently, there is treasure to be found! And we can reduce our flesh, whatever that means.

Saxton Shore

Exiting the cave, we will want to head to the left. (An impenetrable tricycle blocks our path right, anyway.) Approach the dog and his human. During your conversation with psychic woman, named Nanny Noah, you’ll want to choose every option. Doing so, will get you another achievement.



Achievement - Chatter Box - Fully talk with Nanny Noah on Saxton Shore



Nanny Noah will tell you that you’ll find lodging at The Bear in nearby Saxton. Once you’ve tired of the dog’s owner, head back the way you came to notice the tricycle is gone. We’ll come to an open beach, which is structured in a loop. Choose to walk right, simply so that you pass the Saxton Caverns entrance, which we will be coming to later on. Head up the stairs and to the right.

Saxton

You’ll nab a missing cat poster on your way. You’ll pass under a sign for The Bear. Let’s head on in. Before talking with the woman, let’s get another achievement. Head into the back and to the right. In the room with the broken clock, head to the right. If you want to add more to your inventory, snag one of the Saxton Snappers flyers. At the top of the screen, you should see a lobster tank. Approach it and examine the lobsters disapprovingly. Walk away and re-examine the lobster over and over again. After declaring a dislike for lobster ten times you’ll earn your achievement.





Achievement - Lobster Potty - Visit the lobster in The Bear



Now we can talk to the woman (Morgan Mankle) at the bar. For some reason, Nigel asks for a bottle of water. Request a room. There is no room at the inn. Rather than a stable, you get a haunted cottage instead. Exit The Bear. Feel free to talk to the man for a pointless conversation. Head to the left to be beckoned by the Indiana Jones Wannabe, Professor Hardacre. Make sure to exhaust all conversation options with him, for achievement purposes. (I think you have to anyway to leave the conversation.) After being chided, approach the door in the middle of the screen. Use your key on it to enter your new temporary home.

Achievement - Home Sweet Home - Find new accommodation in Saxton



Harbour Cottage

To make the story progress, we need to investigate a few key areas. But first, an achievement needs unlocking. Head toward the upper left into the hallway and then into the bathroom. In the back is a mirror. Look at it. Step away from the mirror and re-investigate five times.

Achievement - Narcissist - Look in the Harbour Cottage mirror 5 times on Day 1



Go back into the hall and to the far left. Investigate the wall at the end. Head back toward the main entrance only to be stopped by a sound. In the kitchen, you’ll find a a broken plate, clearly pushed by that book. Read it. It is part of Eduardo De Molina’s journal. Return to the cottage entrance and investigate the phone. It’s disconnected. Head upstairs and open the cabinet. You’ll dump some of your inventory. We’ll never look at these again.

After enough investigating, you’ll hear some rumbling and meowing in the bedroom. First, examine the deer head mounted on the wall. You'll find a key. Use the key on the chest. Bummer. But now we can head to bed and move time along.
Night 1 - First Impressions
Harbour Cottage

We have more tasks. I guess instead of hiding from Hare and Crow, we’re treasure hunting now. Go downstairs to discover that maid service came while you were asleep. To be fair, we didn’t put a “Do Not Disturb” sign on the door.

Now this is very important for achievement purposes. It needs to be done now. Investigate the phone and pick up the receiver. After about ten seconds, you’ll hear a faint male voice begin a story with “Is anybody there?” It’s a short story. Let’s go outside.

Phone Story 1/4 - Listen to the phone during Night 1.

Saxton

We need to follow phantom Professor Hardacre. He’s easy to trail. Follow him out to the quay and talk to him. Make sure to exhaust all conversation options with him. What a pleasant fellow.



Achievement - A Warning to the Curious - Listen to all of Hardacre's dire warnings.



With Professor Hardacre gone, we are free to do as we please. One of our tasks is to explore the town at night for some reason. Let’s go do that. Head back, past The Bear. There is an open PDA. Remember those? It belongs to an Alex Spitmoor. It was his fault for leaving it unlocked. So, snoop away. I’m not sure why it would be from a person named “Contact in Address Book,” but I guess we’ll have to wait to find the sender. Continue on.

You can talk to the man on the ladder if you want, but we need to head to the right past the black cat. Go to the upper-right path. You need your mouse pretty far to the right to have the movement cursor available. Follow the sign for the Coast Path. Our funny-walking mystery woman is conveniently by the phone booth. Obviously, this Lucy Reubans will be an important character. Give her the wallet. Now use the only known phone booth still in existence. You’ll snag Alex Spitmoor’s press pass, which is completely useless and will never leave your inventory. Use your work ID on the phone to call your work. (Make sure you’ve noticed that the number is on the back first.)

Night 1 - A Pawn in Hadden's Game
Harbour Cottage

If you haven’t already, pick up the phone and listen to the story. Go into the bathroom and turn on the light. We have our mirror for scrying right here. However, we can’t select the faucets for some reason. So, we need water. Fortunately, Nigel asked for a bottle of water when he wasn’t thirsty, for some reason. We’ve found the reason. Use the bottle on the mirror.



Achievement - Mirror Mirror - Successfully call up the ghost in the Mirror



Nigel is handling this situation a bit too comfortably. Next, we need to conduct a séance. Investigate the teacup on the table in the entrance room. Exhaust the options until the ghost decides Nigel is too boring to talk to. Before Nigel will agree to go to bed, we need to find more paranormal activity. Return to the mysterious wall in the hallway to discover that it now has a door outline. Next, in the bathroom, investigate the bathtub to see that someone got a haircut while you were out. This should satisfy Nigel, allowing you to get him to bed again.
Day 2 - A New Face in an Old Town
Harbour Cottage

You’ll pick up the useless newspaper and psychopath letter.

Here is another important phone pit stop. For achievement purposes, pick up the phone receiver again and wait until the story plays and completes. You can do this at any point during Day 2, but we may as well do it now.

Phone Story 2/4 - Anytime during Day 2

Saxton

The first item on our agenda is to track down the old woman. Leave the cottage and move to the right past the tern/seagull. We want to head up and to the right again. This time, we’ll take the Museum path. Feel free to stop in the Lighthouse Café for a useless item. Continue on to find your mark. Exhaust dialog options with her. She’ll inform you of a museum that is conveniently closed until a certain plot point. She’ll also direct you to Bob Tawny and instruct you to return in the afternoon for tea.

Now, let’s go get an achievement. Return to the sign and take the Coast Path. Ignoring Alex Spitmoor, enter the phone booth. Use the Cat Watch poster on the phone. Feel free to blame whomever you’d like. Repeat this process a total of six times. It does not matter whom you accuse nor whether you accuse a person more than once.



Achievement - Cat Watcher - Provide Cat Watch with the names of 6 Saxton citizens



Now for another achievement. Outside the phone booth, continue to the right. You’ll be at Bob Tawny’s shop. Enter the door closest to Nigel to meet your new best friend – Cairan.



Investigate the wooden beam of his pen. Some bread has mysteriously been put into your inventory. Place it on the wooden beam. Do this no fewer than twenty times.



Achievement - My Porcine Friend - Feed Cairan the pig over 20 times



Now head into Bob Tawny’s shop to talk to him. He’ll tell you he’s busy and will meet you at the pub at night. He’ll also inform you that he’ll be this game’s repairman for when we’ll inevitably get broken objects. We will. It’s an adventure game.

Now here is a frustrating thing about adventure games. Sometimes doing something will trigger something to happen in a location we wouldn’t think to go back to for a while (or ever). We’ve triggered one of those events. Return to Harbour Cottage. At the door, you should see an envelope stuck behind a pipe. Give it a read. Go around the backside of the cottage to meet Lucy. Talking to her will reveal that Professor Hardacre went to the Saxton Caverns on the beach with a bunch of equipment. That sounds like our next stop.

Go past The Bear to the beach. The Saxton Caverns entrance is one screen to the left of the stairs.

Saxton Caverns

Inside, you can talk to Professor Hardacre. Make sure to explore the path to the right of him and go as far as Nigel will allow. This will trigger an event with Professor Hardacre as you leave the caverns. Hadden’s promised package has arrived at the Saxton Station.

Saxton

Are you tired of backtracking through Saxton yet? Tough. Head back to town, past The Bear, and to the right. Instead of heading to the right where the museum and such are, take the left path. Despite the antique shop being open and Nanny Noah’s warning, we aren’t allowed inside yet. So, go past it to the station.

Inside the station is tricycle boy trying to win the Saxton Snapper competition. We will destroy his dreams in due time. Investigate the wooden box on the chairs and pick it up. Talk to Station Master thoroughly if you’d like some town backstory. Return to the cottage. Once inside, you’ll be able to open the box and retrieve your new toys.
Day 2 - We Have the Technology
Harbour Cottage

Let’s try out some of our gadgets. There are two big collection achievements to be obtained throughout the game. We need to take some pictures and record some audio tapes. Fortunately, the first two are in this very room. Generally, you will hear a ghostly voice saying something like “here” when you are near an object where we can get a photograph or audio recording.

Picture 1/24 - Take a photo of the armchair in the cottage living room.



Audio recording 1/16 – Use the recorder on the armchair in the cottage living room.



Go into the bathroom for more collectables.

Picture 2/24 – Take a photo of the mirror in the bathroom. This must be done on Day 2.




Picture 3/24 – Take a picture of the bathtub in the bathroom.



Picture 4/24 – Take a photo of the strange wall at the end of the hallway.



Picture 5/24 – Head upstairs. At the top of the stairs, investigate the ceiling. Take a picture of one of the beams.



If you do not want to carry around your new collectibles, investigate the table in your bedroom. Nigel will automatically place them there.

Now the question is where to go next. One of our tasks is to “Find some locations to use the ghost-hunting equipment.” Remember that dark area of the Saxton Caverns? We have a night-vision camera to help with that. Exit the cottage and return to the Saxton Caverns.

Saxton Caverns

Head past Professor Hardacre, ignoring him lest you’re in the mood for his usual vitriol. Use your new fancy camcorder on the darkness at the back of the cavern. Nigel will automatically venture forward.

You will encounter a number of these first-person night-vision sequences in this game. Think of these areas as a set of spots. In each spot, we can turn and face four directions. If there is a path forward when facing a certain direction, we can move to that spot. This first sequence is fairly straightforward. Proceed forward four screens. (You can turn and investigate the ancient carvings to your sides along the way if you want.) Turn to your left. Grab one of these boards. Turn back to the right and proceed one screen. When you hit a wall, turn to the left and proceed forward. Then turn to the right. You should see a beam of light. This area is called the Tidal Chamber.



Proceed toward it and talk with the beam of light, exhausting all options. Nigel will ask it to show itself. When it does, take a picture of it. Then use your recorder on it.

Picture 6/24 – Take a picture of the spirit in the Tidal Chamber.



Audio recording 2/16 – Use your recorder on the spirit in the Tidal Chamber.



Leave the spirit. Turn around and proceed forward to the wall. Turn left. Proceed forward two screens. Nigel should comment on a large chasm to his right. Go forward one screen and then turn right. We can’t cross because of the chasm. Look at the bottom of the screen. Place your new fancy board over it. We can now go “safely” across.



Now for the unintuitive part. Turn around and pick up your wooden plank. We are hindered by some rubble that needs some clearing. (You can venture down to the right, but it’s a dead end.) Since we don’t have explosives, we’ll have to use our trusty wooden plank. Proceed left into Smugglers’ Cave. Time for more collectibles.

Picture 7/24 – Take a picture of the campfire in Smugglers’ Cave.



Audio recording 3/16 – Use your recorder on the campfire in Smugglers’ Cave.



There isn’t much in Smugglers’ Cave except a wooden chest with a numeric padlock. The combination is nowhere to be seen. Fortunately, the ghosts really want us to open that chest. We’ve yet to use our almost-useless EMF meter. Let’s give that a try. Use it on the campfire. It’s providing a sequence – 2513. Thank you, ghosts!



Use your code on the wooden chest to be able to read the logbook of Captain Spivey. We learn of a person named Gruel who betrayed Spivey. Nigel wants to find a descendant of this Gruel.

Reading the logbook will trigger an oar to fall near the bottom of the screen. Investigate and pick it up.

We need to escape the caverns. Now we could just jump across that three-foot chasm, but Nigel is more about needless danger. Instead, returning to the chasm, look up rather than down where we placed the board. There is a hook placed in an irrationally-convenient place. What else could we use the oar for other than swing across a deep chasm?



Once across, turn left and go forward two screens. Turn left and move forward six screens. We’ll be back in Professor Hardacre’s area of the cavern. Head outside into the sweet, sweet sunlight. Or cloud-covered sky.
Day 2 - A Link to the Legend
Saxton

Nigel wants to find a descendent of this Gruel character. You may remember that name from earlier exploration of the village. Outside the antique shop was a spinning sign with the name “Gruels.” So, head back through the village to the antique shop. The shop is structured as a small loop with a small side area where the shop owner awaits his customers.





This Gruel character isn’t going to be much help with finding the lost crown, seeing as how he’s… him. We want to find a connection to Captain Spivey. Of course, that connection is sitting under Gruel’s watchful gaze. Fortunately, Jemima won’t say anything if we “borrow” the book. So, pick up that grey book when Mr. Gruel covers his face with Jemima. You may need to leave the area and return to get Mr. Gruel to start covering his face again. (Could Nigel at least have offered to pay for the book? It is an antique shop.)

Nigel wants privacy as he peruses his contraband, which would indicate to return to Harbour Cottage. However, if you first inspect the book, you’ll find that it is locked. So, it’s time to visit this adventure game’s obligatory repair man, Bob Tawny – Mr. Tawny now. Recall that his smithy is along the Coast Path direction. Talk to Mr. Tawny about the book. He’ll open it for you, no questions asked. And apparently for free. However, we’ll need to wait until we trigger some event.

Be prepared for the scariest, most nightmare-inducing part of this game as you exit the shop. What is wrong with that cat? It looks animatronic.



You’ll be taken to Celtic Corner. This place serves two purposes. One is that you can submit photos here for the Saxton Snappers contest. The other is for a particular book we’ll need much later in the game. For now, go to the bookshelf and read all the available books. Make sure to examine the pages. This is for an achievement that we will unlock later.

Photo Contest

At any point before the end of the game, you can submit a non-essential photograph. The box is located at the back of the Celtic Corner shop. Any photograph should win you the contest. Make sure to drop in at least one photo before the end of the game. We’ll be taking some non-essential photos later, which you can use.

Exit the shop and proceed through the upper part of the screen and along the path. You’ll see the cutest little lighthouse in the world. Go to it and inspect the ocean. Nigel will call out to it, triggering time to move forward. Return to Mr. Tawny and claim the opened stolen book.

Harbour Cottage

Nigel wants his privacy. Fortunately, Nigel will teleport to Harbour Cottage for you to read the book. Make sure to inspect all parts of the pages as possible. The journal talks about an Emily and her desire to see a Pasque flower. That will become relevant much later. Now we are after information on this William Ager, whom may have lived “Along the track.” We’ll need to head back to the Sedgemarsh Station, where we began the game. First, if you’d like, deposit any tapes or photos on your evidence table. If you haven’t on this day, listen to the story on the telephone.

The Fens

Head through the town and across the beach to the Fenland Eye (the cave connecting to the swamp). There are photo and recording opportunities that are very easy to miss here. Move your cursor to the left of the screen. You’ll be able to find a little alcove area.



Picture 8/24 – Take a picture of the gate.



Audio recording 4/16 – Use your recorder on the gate.



It is time for two quick achievements. Head through the Eye into the marsh. Move along the planked path until you reach a fork. You’ll want to use the southern route. When you get to the next screen, be careful not to move. You may have encountered a toad jumping into the water when last here. We want a picture of that toad. If it isn't there, leave the screen and try again.





Achievement - Environmentalist - Photograph the rare Natterjack Toad



Go back the way you came and take the northern route (or continue on around the loop). We’re after binocular man. Inspect his bird-watching port to see a lovely heron. We need the heron to be in a photogenic mood. If it is behind the reeds, leave the bird-watching station and re-enter until the bird is in a prime position. Take its picture.





Achievement - Bird Watcher - Successfully photograph the Heron in Saxton Fens



Now, head to Sedgemarsh Station and move to the platform. There is a ramp next to the “Beware of the Trains” sign. Go on down. On the next screen, you should see a wooden approach warning signal that had way too much coffee. You’ll pass directly under it and cannot miss it. It’s just begging for a photograph.

Picture 9/24 – Take a picture of the railway approach warning signal.


Proceed forward into the forest.

Raven Lane

Move along to the next screen. Near the center-left of the screen will be a small path you can take into the woods. Proceed along Raven Lane to the far left. We’ll explore the other paths later. As you progress, Nigel will read a note from a guy who’s never been told “no” before. Apparently, his will is really hard for a woman. Continue on to reach a country house.
Day 2 - Hedge Wych Achievement
Raven Lane

At Ager House, you’ll see a woman. To reach her, you’ll need to walk around her garden to the left. Talk to her completely. We’re going to get pigeon stew! In her house, find the recipe book to the left of the stove. Read it for the recipe. You can also read the extra note to learn that the Anglo-Saxons interpreted winter as the first season of the year.

There is an achievement regarding this recipe, which is a little bugged, but still obtainable. To get the achievement, we need to find ten different plants, have them in our inventory at the same time, and re-enter Ager House.

Exit Ager House and move to the path on the upper-right. You can talk to Robert in the shop, but he isn’t much help until he’s had his pigeon. We want the ivy next to the door.



Head back past the main entrance. At the area with the horse, go off the left side of the screen. There are two plants to gather here – a pink flower and some chives.



Go back and return to the very front of the house, in front of the garden. There are two plants to pick – a daisy and a dandelion.



Exit the Ager house area and move back toward the Raven Lane sign. In the area before reaching it, be sure to grab a tasty fern leaf.



Now, move along to the Raven Lane sign area and take that path leading up into the dense woods. This dark area is Carrion Woods. We’ll explore this area in more detail later. Nigel will walk up a path automatically. In this new area, pick up some woodland mushrooms.



Exit the creepy woods the way you came. Take the southern path to return toward the tracks. There are two more plants for us here – cobnuts and wild garlic.



We still need the tenth. Unfortunately, we don’t know what it looks like. This is where the achievement gets a little weird. Go back to Ager House. Catherine can tell us about the last plant. However, she wants you to put the ingredients we have in the pot first. Yes, this will move us further from the achievement as we need all ten in our inventory, but trust me. Use the cutting board in the kitchen to chop the mushroom, garlic, and chives. Use the cobnuts on the mortar and pestle. Throw these four prepared ingredients into the pot on the stove. (The other five are poisonous.)

Catherine wants to lovingly drug her husband with hedgerow balm. She sends you to her bedroom to look at a painting of it. Do so. It is to the left of the window. Return to the very front of the house to claim the hedgerow balm.


We’ve collected all the ingredients, but the achievement will not unlock as we need all ten simultaneously. Fortunately, we can re-claim the garlic, cobnuts, chives, and mushrooms. Return to those locations and re-gather them. Once you have all ten ingredients in your inventory, return to the kitchen. The achievement should unlock when you enter the kitchen.

Achievement - Hedge Wych - Pick all available plants and flowers in the country lane



Throw the hedgerow balm into the pot to receive your well-earned pigeon stew. Exit the kitchen and return to Robert’s shop next door. Talk to him completely to learn of the existence of Northfield Church. He’ll also tell you that the millstones in the Carrion Woods rotate. Before leaving, make sure to grab the oak sticks beside the workbench.
Day 2 - Carrion Wood Puzzle
Raven Lane

The game has been fairly puzzle-less so far. We need to change that. First, make sure to grab the oak sticks from Robert's shop, if you haven't already.

Now Nigel could say to Robert, “This Northfield Church sounds like my jam. Where might I find it?” Our man Nigel really isn’t about the easy path. He prefers the use of an ancient Anglo-Saxon overly-complicated system of locating churches. If you examine the millstones in Carrion Woods and rotate them, you’ll notice two things. The three stones still standing have a single dot, two dots, and three dots, respectively. There are also symbols on the stones, that may look familiar. The idea of the puzzle is that we need to spin the millstones in the proper direction. The dot numbers represent an order. We just need to figure out the order of the symbols. There are four symbols in all, and they can be found around Ager House. We should go inspect them.

Our first symbol is to the left of the entrance to Ager House. Inspecting it will cause Nigel to relate it to the spring rains. This Triforce-looking symbol is our spring symbol.



Another symbol is to be found to the right of the stove. Inspecting it will make Nigel associate with winter. This is the winter symbol.



Return to the bedroom upstairs. On the window sill is the third symbol. This is the summer symbol.



Now sweet process of elimination would mean that the missing symbol must be the autumn symbol. For the sake of completion, let’s go find it anyway. Go to Robert’s shop and inspect the table. Look in the wooden box to find our last symbol.



However, Nigel does not comment on it. To figure out what the symbol means, look in the microscope. Adjust the left and right dials once each to note that there are autumnal berry juices on the sample. So, this is the autumn symbol.

Read the notes on the table to snag a map of Carrion Wood and some more musings by Robert on the four symbols. The map marks the order of the four stones, in case you miss the dots on them. There is a fourth stone, but Robert destroyed it. It’s time to head to Carrion Wood to rotate some stones.

We have the four symbols and their meanings. We have the order of the stones. We just need to know which season goes first. That note in Catherine’s cookbook gives the answer. Winter is the first season. In order to spin millstone one, you’ll need to insert the oak sticks into the holes first. Spin millstone number one so the winter symbol is showing.





Take the right path to the second millstone. Spin it to the next season – spring.



Continue on to the right two screens. At the third millstone, spin it to summer.





Fortunately, as Robert broke the last millstone, we do not need to worry about it. To complete the puzzle, return to the first millstone and look into the hole at the top of it. Somehow, Nigel now knows exactly where Northfield church is.

Return to the Raven Lane sign area and take the upper-right path, which Nigel refused to use earlier for adventure-game-logic reasons.
Day 2 - The Last of Northfield
Northfield Church Exterior

Proceed toward the graveyard. In the first area, there is a grave you’ll want to inspect. Grab the metal letter (n) from it.



In the next area, inspect the area at the bottom-right of the white door for another metal letter (O). And a book.



Go to the right of the white door. Proceed along until you enter an area with a crow on a grave and a door at the center of the screen. Go to that door and inspect the gravestone to its right for another metal letter (T).





Return to the main path and continue on to the right two screens. Here, you’ll find the home of these strange letters. Feel free to inspect the gravestone now, if you’d like.



Proceed to the next area. In the corner being watched by a crow, you’ll find the ultimate ghost-destroying device. Oh, wait. It’s just another metal letter (m).



Move ahead one more screen and follow the sign for North Yard. You’ll meet the gravedigger here, Mr. Russett. Talk to him and agree to put Tom back together again. Inspect his bucket and move the jaw to find another metal letter (H).



Exit the North Yard and continue up along the path. At the area with the metal door, inspect the corner to find our final metal letter (e).



Return to Tom’s gravestone and place the six letters.



Return to the gravedigger and get permission to return to the church at night to hunt ghosts. It’s time to explore the church interior. Go to the big metal door and enter.

Northfield Church Interior

Once inside the church, inspect the table on the left. Place your camera on it to set it in motion-capture mode. This will get us another picture later. Head left two screens to be in a section with pews and choir stalls. You should hear the ghostly “here,” indicating that a collectible is nearby. First, use your camcorder on the pews to see Mr. Thomas Ager waltzing about. Use your recorder on the pews in the center of the screen. Note that you have to be at the forefront of this screen in order to be able to check the pews for the recording.

Audio recording 5/16 – Use the recorder on the pews.





Now, there is a path off the screen you probably don’t see. It’s to the left. (You can just see the edge of the door frame.) Go in to meet the vicar. He has lost something, and we’ll need to help him in order to get him to talk to us. He doesn’t know what he’s lost, but he knows he lost it sometime between Wednesday and Friday. (The riddle feels reminiscent of Lewis Carroll.) To find the missing item, head back to the entrance to the entryway. There will be a noticeboard on the wall. There is a large flyer with “Thursday 4th May” on it. Grab it. Return to the apparently-crazy vicar. Exhaust the conversation to learn that Thomas Ager was a rector, and the Ager family line ended with William.

Exit to the right. Now take the upper-right path. Here, you’ll be standing in front of a list of rectors. Inspect them and make a recording.

Audio 6/16 – Make a recording at the list of rectors.





Move to the top of the screen to reach an area with a tomb. You can inspect the statue on top to see it has no hands. Doing so will trigger your camera. Head back to collect your photo.

Picture 10/24 – Use the motion camera feature at the entrance to the church.



Before Nigel will let you leave the church, you need to find enough stuff to investigate. Make sure you’ve done the following:

• Exhausted Mr. Russet’s dialog and have permission to return at night.
• Examined William Ager’s gravestone in the graveyard.
• Took a picture of Thomas Ager by setting your camera on the table at the entrance and then examining the tomb.
• Used the camcorder on the pews to see Ager walking around.
• Used the camcorder on the names of rectors to see Thomas Ager’s name highlighted.
• Used the camcorder on the portrait of the man in the room with the vicar. Be sure to get a close up and notice the “pure hatred.”
• Find the vicar’s Thursday and then exhaust his dialog options.
• Used the camcorder on the tomb to see orb activity.
• Used the camcorder on a picture in the area to the left of the entrance. Thomas Ager will briefly photo-bomb it.

Exit the church. If Nigel is satisfied, he will say as much. If he doesn’t, you need to investigate more. Not all of the above are necessary, but doing them should get you permission to leave. Head out of the church and return to Raven Lane.
Day 2 - Research is Key
Saxton

Now head all the way back to Saxton. On foot. With no fast travel.

Nanny Noah promised us that the museum would be open in the afternoon. It’s the afternoon now. So, it’s time to get our museum on.

Museum

Head through town and follow the sign for the museum. Inside, speak with the museum curator, Dr. Oogle, to gain admittance. You’ll automatically pick us a museum map.

We have three achievements to take care of. Two are straightforward. Let’s get the easy one first. We need to find the library. It’s the area with the books (obviously). It is hard to miss as you walk by. It may help to orient yourself on your map.



In this little book-filled alcove, you want to examine and read all the interactable books. I believe there are five. Reading them all will get you your achievement.

Achievement – Bookworm - Read the books in Saxton Museum's Library and Celtic Corner




Note that if it does not unlock, you may not have read all the books at the Celtic Corner. You can return there and read those.

Let’s move on to the second achievement. There are three movies that you can watch around the museum. You get an achievement for watching all of them entirely. The videos aren’t exactly blockbusters, but they are still a bit lengthy. Be prepared. The first is in the room with the butterflies and helmet. Touch the screen and watch the video until it repeats. The second is in the room off this one next to the video camera on the left. When you enter the room, the movie will automatically start. Watch until it repeats. The last is on the upper floor. To reach the elevator, head left from the butterflies and past the cabinets. Watching the last video will get you the achievement.







Achievement - Film Buff - Watch the films in Saxton Museum in their entirety



Before we take on the third achievement, let’s grab collectibles. Unfortunately, photos are not allowed. So, we’ll only get audio recordings. The first recording will be at the noose in the display cabinet between the butterfly room and the elevator.

Audio recording 7/16 – Use the audio recorder on the noose.



The next will be at the Saxton skeleton.

Audio recording 8/16 – Use the recorder on the Saxton skeleton.



The last recording is on the second floor at the end of the hall. Use the recorder on the mysterious painting of the large tree.

Audio recording 9/16 – Use the recorder on the mysterious painting on the second floor.



Okay. Now for the third achievement. This may be the one that will make you say, “Meh, I don’t need to 100% this game.” We need to examine all the exhibits. That doesn’t sound so bad. The thing is that examining all the exhibits probably will not unlock the achievement. What actually unlocks the achievement is a bit of a mystery. For me, it unlocked as I moved from one room to the next. I also know I examined many objects multiple times. You may simply need to examine a certain number of times or spend a certain amount of time in the museum. Check everything. Visit everywhere. Re-check everything. Keep in mind that many of the panels can be investigated in multiple locations. Eventually, the achievement will unlock. Be sure to unlock it before proceeding through the game. It needs to be unlocked during this segment of the game.

Here is a list of interactable objects/exhibit’s I’ve found.
-Entrance with Dr. Oogle: Exhaust Dr. Oogle’s conversation, pick up map
-Room with Three Kings: Facts about museum (above chariot model), binoculars, fish, Three Kings statue, Three Kings sign, painting of woman, vent
-Butterfly room – Video (watch entirely), helmet (can attempt to use devices), helmet sign, check locked door, telescope sign, butterfly cases, surveillance camera
-Room with projector: Video (watch entirely)
-Room with boat: Fossil (can attempt to use devices), fossil sign, painting above fossil, painting on right side of library.
-Library: Five books to read
-Hallway with glasses: Glasses, glasses sign, Saxton Caverns sign, customs and superstition sign, Emily Travers sign, Emily Travers sign (second part), Life & Times of a Saxton Building sign, Life & Times sign (second part), a death at Harbour Cottage sign, Harbour Cottage sign (second part), map (take photo of it), hidden treasures of the Anglo-Saxons sign, hidden treasures (second part)
-Room with skeleton: Examine three objects in glass cases on right (and read the book, prompting Nigel to speak), Saxton Skeleton information panel (read all four pieces), skeleton (take audio recording)
-Hallway with horse statues: Northfield picture, portrait of man
-Room with display cases: There are eight display cases to examine. Be sure to listen to all eight recordings, take audio recording of noose
-Room with elevator: Painting of three men, painting of crows
-Basement: Discover you can’t do anything here
-Second floor elevator room: Painting of harbor, painting of Saxton
-Second floor hallway: Three crowns at top-right of screen, dishes, painting of woman and baby
-Second floor room with video: Bust of ancient Egyptian, symbol card next to bust, video (watch entirely), painting of tree (take audio recording), tree painting sign


Achievement - Swot - Thoroughly explore the Saxton Museum



Whether or not you try to unlock the Swot achievement, you will need to investigate the museum until it closes. When you’ve investigated enough, Dr. Oogle will notify you with a ten-minute warning. Don’t worry. This is like Dragonball Z’s Frieza’s five minutes. It goes on forever. Keep investigating to your heart’s content.

Make sure to investigate the panel next to the skeleton. This will add a phone number to your inventory for an achievement at the end of the game.



Once you get the Swot achievement or give up on it, exit the museum. We’ll need to come back and take pictures, which means an after-hours visit.

Saxton

On your way back to town, you’ll hear George bark. It’s time for your tea date with his owner. Knock on her door and speak with her. Enjoy the amateur-film-student-like sequence. Exhaust her dialog options to receive the charm. Make sure to give her the flyer from the church. With your business with Nanny Noah complete, we head back to the cottage. Once there, climb into bed. We’re finally done with Day 2!
Night 2 - A Return To Carrion Woods
Harbour Cottage

We need to find the source of the knocking. Investigate the bathroom door and look in the keyhole. Going inside seems like the sensible thing to do now. There is something in the sink for us to investigate. While we’re here, look in the mirror and take a picture.

Picture 11/24 – Take a picture of yourself in the mirror during Night 2.



Return to the entrance room and photograph the armchair again.

Picture 12/24 – Photograph the arm chair in the cottage on Night 2.



Now, return upstairs. On the landing, look at the ceiling. Take a photo of one of the beams.

Picture 13/24 – Take a picture of the beam in the cottage on Night 2.



Now for a recording. Return to the mysterious wall downstairs. Make another recording at the wall.

Audio recording 10/16 – Make a recording at the mysterious wall in the cottage on Night 2.



If you haven’t, make sure to listen to the story on the telephone. With your collectibles obtained, it’s time to return to the church. However, Station Master has invited us to the town station.

Saxton

Proceed to Saxton Station (just past the antiques shop). Despite Station Master’s attempt to be helpful, there isn’t anything here that will lead us to the crown. However, there are some collectibles.

Audio recording 11/16 – Use the recorder on the picture in the back wall of the station.



Use your camera on the same picture to get our next picture.

Picture 14/24 – Take a photo of the picture on the back wall of the station.



You can also use your camcorder on the same wall to see some more photobombing ghosts.



That’s all there is to the Saxton Station tonight. It is time to head back to the church, but we promised to meet Mr. Tawny at The Bear. I guess his name’s Bob now. He will give a book giving some of the backstory lore. Now we’re free to go to the church.

Sedgemarsh Station

Make your way to Sedgemarsh Station. Fortunately, the game will give us a little bit of a break on the backtracking. Save your game at the station or just after the ramp. A one-attempt achievement will occur at the broken signal. You get the achievement for succeeding at a mini-game in one attempt.

Ghostbuster Achievement

Save your game before broken signal.



With your game saved, make sure your inventory has Nanny Noah’s charm available for easy access. You’ll need to use it very quickly. When you are prepared, approach the signal. Nigel will exclaim that he needs to think fast. As quickly as possible, use Nanny Noah’s charm on the darkness on the right of the screen.



Now to begin the actual mini-game. Ghosts will appear out of the darkness, charging you. Your charm will already be out. So, just click on the ghosts as they approach to make them retreat.



After six or so ghosts, the darkness will recede. Assuming you did everything without being slimed by the ghosts, you’ll get your achievement. If not, reload and try again.

Achievement - Ghostbuster - Vanquish the train track ghosts on the first attempt



With our shiny achievement, proceed through Raven Lane to Northfield Church.
Night 2 - A Return to Carrion Woods (Part 2)
Northfield Church Exterior

If you try to progress to the church, Nigel will comment on the darkness. This means another night-vision camcorder sequence is coming. Use the camcorder on the darkness to proceed.
This area is even more linear than the caverns. However, we will need to explore each screen more thoroughly. Do not approach the white door, if you see it. There is another one-attempt achievement regarding that door.

We are going to collect some needed plants for this upcoming puzzle/achievement. We are also heading to the church interior to learn how to handle this upcoming puzzle.

On the first screen, turn left twice. You should see a plant sticking out from the lower pant of the screen. This is Wych’s Bane. Grab a sample.



Turn to the left. You’ll see the church in the distance. Move forward. Turn left to once again see the church. Move forward. Turn to the right. There is a plant on the ground. Grab a sample of this Ash Thorn.




Turn back to the left toward the church and move forward. Turn to the left to see our third plant, Preacher’s Fear.



Turn back to the right. Move forward. You’ll notice a pile of rubble with some hands sticking out. Inspecting will cause us to see some black mist guarding the hands. We’ll need to come back. Turn to the left and move forward. Turn right twice. You should see our fourth plant, Binding Nightshade.



Turn left once and move forward. Turn left right and move forward. (If you mistakenly face the white door, do not approach it!) You should be at the entrance to the church. Before going inside, turn to the left. Our last plant, Creeping Ivy, is there.



Once in the church, find the book and letter on the table where we left the camera previously. Read the book. It tells us how to beat the wraith haunting the place and get rid of the black mist.



You can try to navigate the church, but there is black mist blocking you. We need to follow the book’s guidance and vanquish the evil spirit of Thomas Ager. Fortunately, we already have the plants.

Vanquishing Thomas Ager

Exit the church and re-enter first-person-night-vision mode. Now save your game!

After you’ve saved your game, move forward. Now turn left twice. You will be facing a white door. When you approach this door, you will be put into a timed mini-game. As seen in the book, we need to place the leaves in certain positions around the door. Wych’s Bane (number IV) goes on the far left. Ash Thorn (number V) goes on the top-left. And so on. It is easier to just see the solution below. And follow it. You do have enough time, but you need to be quick. If you do not do it on your first attempt, reload your save. If you complete it on the first attempt, you should get an achievement.



Achievement – Grave Dweller - Defeat the Darkness on the first attempt at Northfield



Thomas Ager is dead! Again! Now that the wraith is gone, we can pick up those hands from the nearby rubble. While facing the white door, turn right and move forward. Left once more and forward. The pile will be on your left. Grab the stone hands. Return back to the church interior.

Northfield Church Interior

You may recall that the tomb on the far end was missing its hands. Return to this tomb. By now, you should have read that the tomb belongs to Mr. Nicolas Gurney (Thomas Ager’s victim). Before returning the hands, use your camcorder on the tomb. The spirit will tell you that those darn kids stole his hands and his arms. However, his arms seem to be very much intact.



Well, we can return his hands. Place your newly-acquired stone hands in their rightful place.
What about the not-missing missing arms? Look at the bottom of the tomb. You’ll see three clover-shaped indents with shields in the middle. We can apparently interact with these. Gurney wants his coat of arms. Oh, I get it!

The missing coat of arms are about the church. However, we cannot pick them up. Fortunately, Gurney is the Kardashian of ghosts and only cares about looks. So, placing photos of the arms is plenty enough for him.

While facing the tomb (the angle with the whole tomb visible), your first coat of arms will be on a pew on the left. Take a picture of it.



Next, go to the area with the list of rectors. Above them is your next coat of arms.



The last coat of arms is right next to the tomb (angle where only the upper part is showing). Above it is a stone tablet. Inspect it to find the last one.



Place the arms on the three shields on the tomb. (Nigel won’t let you place them in the wrong location. So, don’t worry about that.) With his hands and arms, Nicolas Gurney will be more talkative. Use that camcorder on the tomb again to have a heart-to-heart. To thank us for returning his stuff, he gives us a riddle instead of being straightforward. Fortunately, it’s an easy one.
Night 2 - Seek the Tree
Saxton

Thank goodness, Nigel finds his own way back to town without backtracking. He also basically solves the riddle for us. We want a painting that has to do with a tree. He also wants to go to the museum. The painting must be there. And you may remember it.

Head back toward the museum. Of course, it is closed. Dr. Oogle wasn’t kind enough to leave it unlocked for us. We need an alternative entrance. Back on the path, across from Nanny Noah’s, is a lighted window. This will be our way in.



We need a tool to pry it open. Fortunately, it isn’t far. Check Nanny Noah’s stoop for a spade. (I hope you didn’t take nearly as much time as I did looking for that.) Use the spade on the window to gain entry.

Museum

Once in the museum, check the shelves on the right side of the screen. On one shelf is a box of fuses. Grab one. There must be an obligatory fuse-replacement puzzle ahead. Walk out into the hallway. You’ll see a bathroom sign. Take a look inside. In the bathroom, there is a mirror on the wall at the bottom of the screen, which is pretty easy to miss. There are two collectibles here. Take a picture and an audio recording here.

Picture 15/24 – Take a photo of the mirror in the museum bathroom.



Audio recording 12/16 – Use the recorder on the mirror in the museum bathroom.



Exit the bathroom. In the hall, take the upper-most path to the elevator. It has been rendered out of service. (You need to see this in order to progress.) Return the way you came. Exit at the bottom of the screen and walk down the hall. At the end is a security room. On the right is a fuse box. Unfortunately, that box requires a code. Let’s see if Dr. Oogle left it lying around. Check the security system. The third button from the bottom on the left will show you the feed from the cashier’s desk. Watch for a while until the camera focuses in on the clipboard. There is our code. 4581. Enter the code into the fuse box and replace the fuse.



With the fuse replaced, we can take the elevator up to the main museum. You can try to go up the second floor to the main objective, but our friend is having none of that. So, we get to explore the first floor. We have collectibles to get anyway.

If you head away from the elevator, you will be in the area with the display cabinets. The noose is our first stop.

Picture 16/24 – Take a picture of the noose in the museum.



Continue on to the left. You’ll be in in the room with the butterfly displays. From here, move right three screens to the skeleton. Mr. Bones is our next stop. (If you didn’t get the Bookworm achievement earlier, you can stop by the library on the way to read the books.)

Picture 17/24 – Take a photo of the skeleton in the museum.



From the skeleton, move two screens to the right. This room contains our next achievement. You want to examine the rotating three kings and take a photo while they are facing you.



Achievement - We Three Kings - Successfully photograph the statue of the three Saxon kings



We’re ready to proceed with the main objective. In this same room with the three kings, examine the left wall for a vent. Examining it closer will trigger a reuniting with your best friend (second to Cairan). After the conversation, we’ll finally be able to enter the storage room, beside the telescope.

In the storage room, examine the picture frame near the center of the screen to find plans for the Net Hut. This will trigger your ability to move the cabinet to the left, revealing a not-so-secret door. In the secret hall, take the left path first. Inspect the box on the floor to find a book with newspaper clippings, giving us information on our child poltergeist. You can take the right path now, but there will not be much of interest. Head back toward Lucy only to be stopped by a sound. Examine the holes in the wall to hear a conversation.

Now that we have some knowledge of our elevator prankster, it’s time to talk some sense into her. If you took the picture of the bathroom mirror, you may have seen that she is hanging out there. So, return to the elevator and take it to the basement. Once in the bathroom, use your camcorder on the mirror and exhaust the dialog options. (For the disbelieving Lucy, I’d actually use the camcorder to record this interaction as proof. To each their own, I suppose.)

With girl Casper dealt with, we can finally make it to the second floor. Use your camcorder on Gurney’s tree painting to make a symbol appear. As suggested, take a picture of it to complete your second museum adventure.

Harbour Cottage

If for some reason you haven’t, you can listen to the second part of the story on the telephone. Proceed into the kitchen and check Edward de Molina’s journal. This will trigger a knock on the door as you head back to the entrance. Check the Hadden Corp. Environmeter on the table and click on it a couple times to enter a strange virtual mini game.

Camera 1 – Select the upper-left screen to begin. The top-left of the screen will have a 3x3 grid. In the bottom left will be movement options. You want to get the cursor in the bottom-right square. This will allow you to now fine-tune the camera with the same process. This time, move the cursor to the center-left space.

Camera 2 – First get the cursor to the top-right. Then move it to top-left.

Camera 3 – First get the cursor to the bottom-left. Then move it to the center-left.

Camera 4 – First get the cursor to the top-left. Then move it to the bottom-right.

Now begins our ghost hunt. You will watch the cameras. You want to wait until the bars on the right of one of the screens becomes close to full. When it does, select that camera to be treated to a short bit of poltergeist activity or some task that you will need to complete.



Camera 2 task – You have a timed game of “find the differences.” You can look at the previous state of the room as many times as you’d like, but you need to find all the differences in the short span while the footage plays. There are six in total. Here they are:

-The plaque on the deer head is missing. The shadow of the deer head is doubled. The drawers of the cabinet are open. The coin on the table has moved. A ghostly figure (Christina) is standing at the foot of the bed. The markings of a frame are to the left of the deer head and ghostly figure.





Camera 3 Task – Here, Nigel will comment on orb activity. You need to select five orbs to continue. You may have to wait a few seconds between them.



At some point, camera 4 will go nuts. Lucy will investigate. Exhaust the dialog options. Lucy will be satisfied and finally let you sleep.

Before going to bed, investigate the window sill in the bedroom. Place your camera on it to catch any pervy intruders watching you sleep.

Picture 18/24 – Place your camera on the window sill at the end of night 2.



You may also want to deposit your evidence on the table to whittle down your massive inventory a bit. You are finally free to let Nigel enjoy another night of night terrors.
Day 3 - Deception (Part 1)
Harbour Cottage

Collect your camera to receive your next picture.



Before doing anything, pick up the phone for the third part of the story.

Phone Story 3/4 – Use the phone at any time during Day 3.

We need to find our gadgets. The EMF meter is located in the bathtub.



The cassette recorder is in the kitchen. Open the left drawer under Molina’s journal.



We are now free to leave the Cottage.

Saxton

You should see Nanny Noah to the left. Since she is this game’s sage-like person, we should probably talk to her. She points us to the Coast Path. However, that is not where we should go. Instead, we’ll want to head through town, back toward the Fens. As you exit the Fenland Eye, you’ll see Lucy talking atop Martello Tower. Let’s eavesdrop. Walk around the tower and investigate it to listen.

Now we can go to the Coast Path. Head all the way back through town and take the Coast Path direction. (You can talk to Nanny Noah along the way.) If you’d like, stop into Celtic Corner to read any books you haven’t or to put a picture into the photo contest box. However, Lucy will not be here as the sage promised. Continue along the Coast Path until you cannot go any further. At the end of the path are some pink flowers. Snap a photograph of them.



Return to Nanny Noah at the quay. Ask her to talk about an item and show her the flower photograph. This will cause her to think Nigel is twelve and ask him to do a scavenger hunt. She will also identify the flower as a Pasque flower, whose name may sound familiar.

Clue 1 – Even though the clue uses the terms “clackety clack” and “rolling down the track,” the clue talks about previous staff. So, we do not want the active train station. We want to head to the Saxton Train Station, which has photos of previous workers. Do so and investigate the photos in the back for the next clue. You’ll pick up a map on the way, which I guess isn’t stealing?



Clue 2 – If you listened to Dr. Oogle or read it elsewhere, you’ll know that the museum was the old town hall. Also, the “flutter-by’s” should remind you of the butterfly exhibit there. Go to the museum and return to the scene of your crime. In the room with the butterfly exhibit, examine the left of the butterfly case for the third clue.



Getting the Telescope

Nigel is no stranger to stealing. What’s another priceless village heirloom? We’re going to fool whomever watches the camera by making it look like the telescope is still there. You’ll notice there is a large space to the left where you can use an item. Use your camera in this area to take a photo of the telescope. You’ll also now have wire in your inventory through magic. Inspect the surveillance camera. Use the wire and your photograph. You are now free to pull a reverse Indiana Jones and steal from the museum. If you inspect the telescope, you’ll find that it’s broken. It’s time to visit Bob – er – Mr. Tawny. Go to his shop and ask him to repair it. (Does anyone in this town collect money? It’s like the Smurfs.)

Clue 3 – The false light on the hill refers to the lighthouse on the Coast Path. Return to the Coast Path and investigate the light house.



Clue 4 – This one may be a bit tricky. Nanny Noah is referring to the Celtic Circle. Investigate the stone snake in the shop to find the next clue. If you haven’t, drop a photo into the contest box in the back of the shop.



Clue 5 – Ah, yes. Where better to send children on a scavenger hunt than a pitch-black, haunted cavern with deep chasms and sharp stalagmites? Clue 5 sends us to the Saxton Caverns on the beach. Head on over. At the entrance, you’ll see the elusive sixth clue flutter by.

Saxton Caverns

Use your camcorder on the darkness to enter first-person night-vision mode. Proceed forward two screens. Turn left. Move forward seven screens. At the wall, turn left. Move forward and then turn right. You’ll be back in the Tidal Chamber. Approach the light and exhaust the conversation. You may recall that one of the victims of the Agers liked Pasque flowers. This is that victim, Emily. Once the spirit shows itself, investigate the rocks on the bottom left of the screen. Place the picture of the flowers on the rocks. As a reward, Emily gives you another symbol to photograph. Take a picture of it.



Turn around and exit the caverns the way you came. At the exit, you’ll find the sixth clue tucked behind a rock and not blown into the cavern as it appeared. Lying clue. Nigel will read it automatically. We beat the children’s game!

The Pinnacles

Remember Professor Hardacre? Apparently, he’s still in the game. Go follow him through the Fenland Eye. Upon exiting, follow to the right. From here, if you go right, Nigel will complain about having lost Professor Hardacre. So, go back and take the lower-left path. He’s easily trackable from here. Talk to Professor Hardacre as he fiddles with his theodolite to learn of a life bell that Nigel just needs to ring. However, it is missing its crank.

From Professor Hardacre, take the following paths to the crank: Right, lower-right, right, lower-right, upper-right. Examine the hole in the rocks. Detritus covers the ground. Remove it in four locations to reveal the mythic crank.

From the crank, exit to the right. Now move up and upper-left to the life bell. Install your garbage crank. Nigel got his bell fix. Now, he needs to enjoy the ride. From the bell, move upper-left and then upper-right. This should trigger a scene. If not, re-ring the bell and try again.

After you and Ganwulf ride the cotton bell pony together, return left to see Professor Hardacre. Venture left several screens to return to Professor Hardacre’s camp. We get to use the theodolite. Click on the +135 angle to see Lucy at the Net Hut.

Use the walkie-talkie in your inventory to be taken to the Net Hut automatically.

Day 3 - Deception (Part 2)
Net Hut

Talk to Lucy and exhaust the options. Before going to investigate, examine the rocks on the right of the path. See the blood. This is necessary for plot advancement. Now head down the path on the left toward the open lower door. Investigate everything in this room. Now return to Lucy to report your failure as an investigator. As punishment, she will take your night-vision camcorder. Sulk back to the lower level.

Lucy will guide Nigel, and you need to direct what Lucy says. She will automatically send him forwards. Here is the next sequence:

Turn left, Forwards, Turn right, Forwards.

We need to retreat. Next:

Turn left, Turn left, Forwards, Turn Left, Turn Left, Forwards, Turn Right, Forwards.

Lucy will ask for advice. Tell her to run to the other side of the balcony.

When directing Nigel again, here is the next sequence:

Right, Right, Forwards, Left, Forwards, Left, Forwards, Forwards.

When Lucy directs Nigel to run, click on the chain near Nigel and interact with it. Pull the crank on the right to open the windows and push back the wraith.







With the shade gone, you are free to descend the ramp and enter the locked door. (I could have gone my life without seeing that.)

Look at the photos on the right. They’re chronologically a little weird (as in some appear to be from the future). If you inspect all seven groups of photos, you’ll get an achievement.

Achievement - True Detective - Study all of the photographs on the wall in the Nightmare Room



Grab the red key from under the upper-left batch of photos. Proceed to the left. Investigate the desk and use your new key on the lock of the middle drawer. Apparently, the wraith wants his privacy. When in control of Nigel again, return to the door. Nigel will call to Lucy. She responds on the walkie-talkie. Open your inventory and use yours. (She didn’t even try the lock.)
Lucy will automatically take a picture of the photos on the wall. This counts as one of our collectibles. It does not appear in your inventory, however.

Picture 19/24 – Taken automatically in the cat-killer room.



Return to the desk. Frederick Ager’s picture is crossed out. Apparently, Jean-Lucy Van Damme vanquished him with her kick. Much easier than Thomas. On the right is a book on the bookshelf that wasn’t there previously. Grab it. Now, inspect the books in the desk of the drawer. Talk to Lucy to proceed with the story.

Saxton

Talk with George’s owner and watch the student film again. Exhaust the options. She will give you a “lucky” ticket. Enjoy the tasseography. Return to Harbour Cottage and head to bed.
Night 3 - Nocturnal Surveillance
Run downstairs and answer the phone to listen to a fairly-unintelligible message. The Hadden Corp. Environmeter starts being needy. So, interact with it. You will need to watch a variety of scenes and complete a couple of tasks. To be safe, do not leave the Environmeter after completing the tasks. There is an achievement for watching twenty poltergeist phenomena.

Camera 1 task – This is another orb-finding task, same as the previous night. Find the five orbs, and you’re good. For me, one of the orbs was very faint.



Camera 4 task – When you click on parts of the screen, a ghostly voice will say a certain word. The idea is to make the ghost say a somewhat-coherent sentence. The sentence you want is “Evil Witch Lives Within The Walls.” On the screen, this is Top, Bottom, Left, Center, Right, Top-Right.



Once you have seen twenty poltergeist activities (not necessarily different), you will get an achievement. The game does not seem to progress until after you do. So, the achievement may not be miss-able. Just to be safe, keep watching ghost activities until you get the achievement.

Achievement - Ghosthunter - Detect over 20 paranormal events in Harbour Cottage on the Environmeter



Once you’ve done enough on the Hadden Corp. Environmeter, we can proceed into the hall. You’ll get a call. Answer your walkie-talkie to get your partner in sleuthing back.

When in control of Nigel again, head into the bedroom and watch. Then go to the mysterious wall and watch. Now into the bathroom and watch. Finally, head upstairs again. You’ll look at the beams. (You may be teleported back to the entrance. Go back up if you do.) Use your recorder on the beam.

Audio recording 13/16 – Use your recorder on the beam on Night 3.

When you listen to the recording, you will be given a sequence of numbers: 3418. Hm, must be a completely random sequence with no use whatsoever. With Lucy gone, Nigel will go back upstairs. Before going to bed, place your camera on the windowsill again.

Picture 20/24 – Place your camera on the windowsill at the end of Night 3.

Place new evidence on the table. (Nigel won’t go to bed until you do.) Go to sleep to mess up time. Once in control of Nigel, return to the mysterious wall and inspect it.
Day 4 - May Day
Harbour Cottage

Pick up some of your gadgets from the windowsill. You will get your twentieth picture.



Before we forget, let’s go listen to the phone for the final part of the story. This will get us our long-awaited achievement.

Phone story 4/4 - Anytime during Day 4.

Achievement - Good Listener - Listen to the story on the Harbour Cottage telephone every day or night




One of the missing gadgets will be in the bathroom again. This time, it is in the linen cabinet.



The next one is a bit more well-hidden. Go to the mysterious wall – er – mysterious hole. Inside this new area, use the panel on the far wall to turn on the lights. Before interacting with the obvious safe, inspect the lower-left corner of the screen. Take a photo of the closed-up wall.

Picture 21/24 – Take a photo of the bricked doorway in the cellar.



Now, inspect the safe. We need a combination. I guess those numbers weren’t random. You can re-listen to the recording upstairs. Or I’ll just remind you: 3418. (Press the little windmill after.) Make sure to take a picture of the drawing.

Picture 22/24 – Take a photograph of the drawing in the safe.



Collect your EMF meter and read Molina’s journal. Here is something you may not have thought of. You need to use your camcorder on drawing. This will get you your third mystery symbol. (Take a picture of it.) With it, you are free to leave the cottage.



Saxton

Blue!

Go to the beach to find the May Day Fayre. Our first stop will be two screens to the right. Next to Mystic Morgan’s wagon is a barrel. Inspect it to find the un-Lucky Dip game. Keep selecting items until you get an achievement.

\

Achievement – Lucky Dipper - See all the items in the Lucky Dip



Next, move one screen to the right. You will see Lucy in front of the Ghost Train. Talk to her to ride the attraction. Ride it five times in a row to get your next Fayre achievement.



Achievement – Retro Horror - Travel on the Ghost Train 5 Times



Let’s get one more achievement. To the right of the Ghost Train is a puppet show. Our Saxton Snapper rival is watching the inappropriate material. Your task is to watch it. For five minutes. Five long minutes. Have fun.



Achievement – That’s the Way You Do It - Keep watching the Punch and Judy show on Saxton Shore



We still have not seen all the attractions. We need to visit Mystic Morgan. You should have a silver spoon in your inventory from the un-Lucky Dipper. (If you do not, go to the Dipper and fish around until you get the spoon.) Inside Morgan’s wagon, give her the spoon to have your fortune read.

When you exit the wagon, you should hear an announcement of the raffle winner. Head left and talk to Dr. Oogle for your prize.

With your new drawing in hand, go left and talk to Mr. Tawny – er – Bob. Ask about “your” telescope to get it back. With your new toy, the question is where to use it. Your new drawing has the clue. We need to head to the lighthouse to see a place called Ulcombe. (We can’t ask anyone about it. You know, because of reasons.) Go through town to the lighthouse. Use your telescope on the left part of the sea. Nigel will see Ulcombe Church and will suddenly know exactly how to get to it. Now, use your telescope on the right of the sea to see the May Day Fayre. Finally, use your telescope on the center of the sea to see the ocean. This will get you an achievement.

Achievement – Spy Glass - Use the Telescope on May Day to see All views from the Little Lighthouse



Proceed along the Coast Path to reach the church.
Day 4 - May Day (Ulcombe Church)
Ulcombe Church

Proceed along the path (taking the left at the fork) until you get to the wooden door with pictures of birds on the archway. Go through this door to enter the church interior. Walk to the left to find a girl. Exhaust all the options. Agree to find her brother.

Nancy and TImmy

Leave the church the way you came. Take the right path all the way to a storage shed. Inspect the door to find Timmy (Thomas). It’s pretty pointless, but it does trigger the return of our favorite gravedigger. Go to the left to find Mr. Russet. Continue on past the church entrance. Near the center of the screen will be the “Riddle Stone” mentioned by Nancy. Read the first line to learn that Nigel never read Beowulf.

Return to Mr. Russet and ask him to translate. We’ll have to go back to the stone. Use your notebook on the riddle to right it down. Return to Mr. Russet again. He will translate the sentences for you. To solve it, we need the help of an eight-year-old. Go to Timmy. Read him the first three sentences. When it is his turn, use the translation on Timmy. Go through the next three symbols to solve the riddle. Timmy will give you the key to the tower.

Go back into the church and speak with Nancy. She will ask for help. She wants a letter. Exit the church and proceed left. Wrap around until you see the tower in the center of the screen (the screen with the fork in the path). Go right toward the tower, and use your key for entry.

Use the ladder on the right to get to the top of the tower. Use “your” telescope on the monument in the distance to see a figure. Exit the tower and proceed back toward where we first entered the church grounds. When you reach the monument, inspect it to find your letter. Use your notebook on it to record it. Go all the way back to Timmy’s tool shed. Read the letter to Nancy.

Vanquishing Nathaniel Ager

Now for the real reason we needed to come to Ulcombe Church, which isn’t that apparent. Return to the tower. Once inside, go downstairs. You should see a wheel handle on the ground. Pick it up. Inspect the metal door thoroughly. We can’t get in. If you’d like, you can ask Mr. Russet about the door and steam system in the church. Go to the storage shed. With Timmy gone, we can get in. You will pick up a journal to read. Also grab the oil can.

Go back to the tower. In the entrance, examine the machine at the bottom-right corner. Inspect the fuel box and pour in the oil. Press the upper button on the machine to get the steam system running.

Return to the church. Once you enter, proceed right to see Nathaniel’s organ. To the left of it is a small path. Inspect it. You’ll need to time your approach to avoid the steam. Just keep clicking until Nigel goes for it. Once through, use your wheel handle on the open value. This will power the organ. Now, return to where Nancy was sitting. She has left the gramophone for us to examine. We’re going to get two collectibles here. Turn the handle and take a picture. Turn it again and use the recorder.

Picture 23/24 – Take a picture of the gramophone while it is playing.



Audio recording 14/16 – Use the record on the gramophone while it is playing.



The audio recording actually isn’t optional. We need it to complete the puzzle of vanquishing the wraith. From the gramophone, move left. There will be a little book on a table to inspect. It will talk about Nathaniel Ager’s greatest hit. It looks like we’ll need to figure out how to play it. The book also labels organ keys, if you did not know what they were already.

Before we play the organ, we need to trigger something first. We need to head into the crypt to see Nathaniel before we can vanquish him. To get there, return to the tower. Go downstairs and inspect the metal door. This puzzle is about sound. We need to press the buttons in the right order. They make a higher clicking sound when the correct button is pressed. If an incorrect button is pressed, a lower sound is played. Here is the order: Top-right, Bottom-left, Middle, Bottom-right, Top-left.

Enter the crypt. Use your camcorder on the darkness to enter another night-vision sequence. Move four screens forward. Turn right. Move forward one screen. Turn left. Inspect between the bars. Pick up the candle stick. Back out. Turn right (toward the coffin) and move forward. Inspect the coffin. Use your candlestick to open it. Read the book to get the solution to an upcoming puzzle: waning crescent, sharpened scythe, darkling moon. Back out and turn right. Go forward two screens. Turn left. There are three pillars we need to rotate to match the poem. The one on the left should show a waning crescent. (Shows a little less than half of the left of the moon.) The one in middle should show a moon that looks like a scythe (a sliver showing the edge of the right). The right should be a new moon (empty). This will open a door behind you. Head on in to see some black mist blocking your path. Inspect it to confirm it’s being a jerk. Now we can go play the organ.

Go to the organ in the church. Listen to the recording from the record player. We need to play that.
The book told us the first note is an F#. If you need more help, read Nathaniel’s journal again. Notice that the snake on the second page has notes on it. However, two are crossed off. I guess if you’re hard of hearing, best of luck? Here is the sequence of notes needed: F#, A, G, B, A#, C, D.



Nathaniel is vanquished! We can return to the crypt and find that the mist is gone. Use the camera on the symbol above the body. We have our fourth and last symbol.



Exit the tower. Upon exiting, you’ll be reunited with an old friend. First, take a picture of him.



Achievement – Cat Snapper - Photograph Mr. Tibbs at Ulcombe




This next item took me far longer to find than I care to admit. To get the cat bait, return to the church interior. From the entrance, move one screen right. Examine the pews to see a mousetrap. Use your candlestick on the mousetrap to collect the cheese. Go back to Mr. Tibbs and show him the cheese.



We need to head back to Saxton with Mr. Tibbs following. However, Mr. Tibbs will regularly stop. Whenever he does, use the cheese on him again. Keep doing this until you make it back to the Celtic Corner.

Saxton

This is your last chance to enter a photo into the contest. Rhys basically told you you’re going to win if you do. Pick any of your spare photos and drop it in the box. You can put in as many as you’d like.

Remember that book I told you way back that we’d need? We need it now. Examine the book on the shelf with all the symbols on it. Use the four photos of symbols in your inventory to learn that they represent certain ideas. With your newfound knowledge, return to Harbour Cottage.

Harbour Cottage

Go upstairs and inspect the table. Open the map (in the lower right). Place the four symbol photos on the map. We need to rotate them to spell a secret message. Rotate them so we have: “Under the town, Through the Eye, Beyond the Fens, Beneath the hill.

Day 4 - The Treasure Revealed
Carrion Wood

Force Nigel to walk all the way to the Carrion Wood, past the train tracks. When you get to Raven Lane, use that entrance to the Wood. (You’ll be on the right side of the wood.) Go one screen left. Pick up a sticky pinecone. Go another screen left. Here, there will be a path to the bottom-left. (Just to be clear, most of this game has just been to get Nigel to go down this path. He could have gone there at anytime previously.)

Mine

First, inspect the barrels on the left. There is a plunger for you to pick up. Walk to the right and inspect the table. Under the table is some gelignite to grab. Leave the table and use the path straight ahead. In this narrow path, inspect a spot near the center of the screen. Place the gelignite. Return to the table. Just to show how much of a death wish Nigel has, use the plunger on the blasting machine. Go two screens into the mine. You should see a book at the bottom of the screen. Read it to make an achievement available later. (Make sure you inspect the page and make Nigel say “Alistair Farleigh.” Proceed left.

The Secret Kingdom

Inspect the decorative stone to the right of the bridge. Use your recorder on it.

Audio recording 15/16 – Use your recorder on the decorative stone in the Secret Kingdom.



Keep moving to the left and cross a second bridge. At the end of the bridge, take the left path. You should see some dripping water. Use nature’s leak-stopper on it – your sticky pinecone. Congratulations! You powered an ancient tomb with a pinecone! Return back to the bridge and take the right path.

You should see a prominent V-shape at the center of the screen. It is a button, begging to be pressed. Venture right. You’ll pass by another button. Press it. It will seem to close you in, but it actually opens a path ahead of us.

Move left across the wood walkway and past the waterwheel. In the hallway, inspect the skeleton under the pillar. Pick up the mysterious disk (disk 1). Take the left path at the end of the hall. In the next room, inspect the pillars to find another strange disk (disk 2). Go right, past a waterwheel, and through a door. There will be a snowman-looking thing in this room. Playing with it will demonstrate that it plays different sounds based on how the layers are turned. You may recognize the sound. A sequence played briefly when we made our audio recording at the decorative stone. Listen to the recording again to hear the sequence. We need to turn the layers to match the sequence. The order is, from top to bottom, two holes, four holes, three holes. After playing the tune, the snowman will melt and give us a disk (disk 3).

Go back up and through the skeleton hallway. Inspect the waterwheel to see a fish and very familiar symbol (spring).


This is a clue for an upcoming puzzle. From the waterwheel, move right. There is a small doorway at the center of the screen. (If it is blocked, return to the button in the hallway to the right and press it.) Through this door, squeeze through the debris.

Wheel Puzzle

We have three rings of information. The outer ring has the four seasons. Notice that the one on the right is spring. The middle right has animals. Our information from the waterwheel tells us that fish goes with spring. So, move the middle wheel so the fish are on the right, next to spring. The inner ring has the elements fire, water, wind, and earth. Since fish usually swim in water, move the water symbol (looks like lightning) to the right by the fish. This unfortunately moves the middle ring as well. Simply put fish back in their rightful place. Your prize will be the fourth disk (disk 4).



Return to the skeleton hallway. At the end, take the path right. You will be in a circular room with a black wraith in the middle, which I presume is William Ager.

Seer Pools Puzzle

If you inspect the pool just to Nigel’s left, you will see an image of the Sedgemarsh Train Station. If you inspect the pool just to Nigel’s right, you will see an image of Nigel in the Secret Kingdom. If you inspect the other seven pools, you will find you can change the images. The idea is that the pools should summarize Nigel’s journey so far, in order. Starting with the pool showing the train station, we will move in a clockwise fashion, selecting images. Here is the correct order:

Pool 1 – Train Station (done for you)
Pool 2- George (and Nanny Noah) on the beach
Pool 3 – The chest from Smuggler’s Cave in the Saxton Caverns
Pool 4 – Ager House (pigeon stew place) in Raven Lane
Pool 5 – Northfield Church
Pool 6 – Nigel in the museum surveillance room
Pool 7 – Nigel with Professor Hardacre by the theodolite
Pool 8 – Mystic Morgan’s wagon
Pool 9 – Nigel in the Secret Kingdom (done for you)

With the wraith gone, we can inspect the center of the room. (So, I guess the Ager brother/descendants are all dead? Hooray?) Inspect the floor. Place your disks into the slots. Nigel will place them in the proper order.

Disk Puzzle

We need to spin the disks so that middle disk patterns match with those on the outside. Selecting the middle disk will reset the puzzle. The issue is that spinning one of the outer disks will spin the middle disk as well. Here is the quickest solution (order doesn’t matter): Spin each disk once. Then spin the lower left again.

Hop onto the elevator to enter the tomb. At the bottom, move left. Inspect the coffin and open it. Inside the coffin, you’ll see the body light up as lightning strikes. We need to take the crown while the body is lit. Do so to complete the game’s objectives. When in control of Nigel again, exit the mine.
Night 4 - To Share a Secret
Carrion Wood

We need to return to Saxton, but spirits are not being cool. When you head up into the Carrion Wood, your path to the right is blocked. So, head left. We can’t leave the Wood through here, so circle left around the millstone. This will put us on the lower path behind the second millstone. We can now go right. Proceed right out of the Wood.

Harbour Cottage

Go all the way back to town. Fortunately, the Fens are skipped. Return to Harbour Cottage. We need to stash the crown in a safe place. My instinct was the safe, but I guess Nigel believes the chest in his room will do. Open the chest with the key that’s been hanging out in your inventory for ten hours and deposit the crown. (If you haven’t, listen to the phone for the final piece of the story.)
Before you leave, go to the bathtub in the cottage. Use your recorder and take a picture.

Audio recording 16/16 – Use the recorder on the bathtub during night 4.



Achievement – Spirit Voices - Collect all the EVP's in the game



Picture 24/24 – Take a picture of the bathtub during night 4.



(Don't freak out about not getting an achievement yet. We'll deal with that at the end of the game.)

Saxton

Now to go brag about our discovery to Lucy. Go to The Bear. Go into the far back. You’ll find that you won the Saxton Snappers contest. (In your face, little boy!)

Achievement – Paparazzi - Win 1st place in the Saxton Snappers photography competition



Harbour Cottage

When you finally get control of Nigel again, inspect the chest. Who would do this? Someone who knows about the crown, has too much interest in it, interprets Nigel as an adversary, and just isn’t a great person? Nope. Can’t think of anyone like that.

Nigel will talk to the crystal ball. Exhaust all the options to learn the identity of the thief. (I tell you that I am shocked! Shocked!)
Day 5 - A Shadow Across the Land
Saxton

Leave Harbour Cottage. You will hear George barking in the distance. To find him, go across the beach and through the Fenland Eye. As you exit, go to the right into the Pinnacle. Continue right until you find George and his owner. I guess she’s a bit angry with you. Speak with the police officer to be taken to detective Reubens. After speaking with him, head back to town.

Make a new save file here. This is for a bugged achievement later. Make a save file and do not overwrite it, ever.

To trigger game progress, you need to make a call. Go to the phone box. Use the Crime Line phone number (found by the Saxton Skeleton in the museum). Use the name Alistair Farleigh. (If you don’t have the option, you need to go back to the mine and read the book in the tunnel.) You should get an achievement here, but you won't. This is that bugged achievement and why we made a save file right before the phone call. After this, head back to Harbour Cottage. Lucy will be sulking to the left of the Cottage. Head toward The Bear to learn the identity of the cat killer. (Again, shocked!) Talk to the detective. I guess he’s all in with the ghost hunting now.

The Pinnacles

You’ll be sent back to the Pinnacle to find the crown. We know Professor Hardacre stole it and hid it. We also have been told that he left tracks on the beach. We need to learn what his tracks look like. After you exit the eye, move three screens right, and then take the upper-right path. You should see the constable. Inspect the crime scene behind him. Since we can’t disrupt the crime scene, we need to take a picture of the boots.

We need to find Professor Hardacre’s footprints. Head one screen left. Then take the bottom-right path. Now the left. In this area with all the lobster cages, look in the sand to see some prints. Use your photograph to confirm they are Professor Hardarcre’s.



After the scene, inspect the location pointed out to you. You’ll find the crown tossed in with the jetsam, as one does with priceless artifacts.

You will be taken back to Lucy to win her back. Exhaust the options to get her to agree to help.

Harbour Cottage

We need to hide the crown in a better place. Nigel finally remembers that there’s a firggin’ safe in the house. Go to the water-filled cellar and turn on the lights. Open the safe (with 3418) and place the crown.

I guess now we need to exorcize Harbour Cottage? You’ll notice that the lights have gone out. Look at the bottom-left of the screen. There is a piece of paper that was not there before. Grab it and read it.

Christina describes Eduardo’s fancy locking mechanism. The key is a windmill. First, the balcony. Second the living room. Third the foot of the staircase. Lastly, on the first floor under the bedroom. Go to the balcony on the second floor. Inspect the banister post to see a windmill design. Press it. Go to the living room. Inspect the top-left of the door-frame to the hall. Press that button. Inspect the post at the bottom of the stairs for the third. The last button can be found at the top of the doorframe to the bathroom.

The door in the kitchen has opened. Read Christina’s journal from the pantry. We did it. This house is clean.

Answer the rapping upon your cottage door. Answer the phone and watch the scene. Go upstairs to begin the séance. When you regain control of Nigel, inspect the open safe.

Ganwulf’s Tomb

First thing, save your game. Create another new file and do not overwrite it. This is for another bugged achievement.

Before we progress, we have another achievement to get. You need to inspect every one of the people here. The achievement should unlock as soon as you get the last one. So, look carefully before inspecting the tomb.



Achievement – Name Dropper - Name all the figures seen in Ganwulf's tomb



When you get the achievement, inspect the tomb. As when you stole the crown, place it on the head when lightning strikes.

You win!

Achievement – To the Future - Complete the Game
Bugged Achievements
Assuming you are playing the English version of the game, you will be missing two achievements. These are bugged. Some have found that playing the game in German will fix this. Here is how to do it.

1. Make sure the game is closed.

2. Go to where TheLostCrown game file is. On a PC, this will likely be /steam/steamapps/common/TheLostCrown. Make a copy of TheLostCrown.exe.

3. Save your copy in some other folder.

4. Go to the Steam library. Under The Lost Crown, go to Properties. Select the language tab. Change the language to German. Close out the window.

5. Wait for any downloads/updates to finish. (The game will re-install.)

6. Drag your copied TheLostCrown.exe file back into the Steam folder (/steam/steamapps/coomon/TheLostCrown). This will overwrite with your save files.

When you start the game, things will be in German. You should have two save files, if you followed this guide. We’ll be using those. For those like me who can’t read German, the “Load” tarot card is the second from the left on the menu.

Note that some have had trouble using this method. Of those, some found luck by, after loading at the strategic spots, making another save file in another save location, and then they load that file.

Load the save file made on Day 5 while in Saxton, shortly after seeing Professor Hardacre dead on the beach. Go to the telephone booth. Use the Crime Line number (or now Polizeinotruf number). Select Alistair Farleigh to free Farleigh’s soul.

Achievement – Saxton Sherlock - Successfully identify the Saxton Skeleton



Now, load the file at the very end of the game in Ganwulf’s tomb. Simply finish the game. The last achievement should unlock, assuming you found all the photos, when the screen says “ENDE.”

Achievement – Phantom Photomaster - Collect all possible Ghost Photos in the game
7 Comments
blume1307 Apr 4 @ 2:38pm 
I can't get the lobster achievement, does anyone has an idea why?
Dark_Jedi_Saner Mar 8 @ 12:18am 
Thank you for this very well written guide. You managed to make the tedious gameplay enjoyable with your comments.

One thing to add: I got 'Cat snapper' after inspecting the photo of Mr. Tibbs in the inventory.
老Van佟丶 Jun 6, 2024 @ 6:25am 
Thank♂you♂Sir!
deb Apr 11, 2024 @ 6:21pm 
I played this game a couple years ago, but missed the bugged achievements plus the EVP achievement on the first play-through. Your guide was spot on and helped me get the achievements I had missed perfectly. Thank you, well done!
Gleb Kozyrev Mar 15, 2024 @ 8:09am 
Really helped a lot. Thanks lad. :steamthumbsup:
[J7] Dsp21 May 10, 2023 @ 7:34pm 
Currently on Day 5 and the guide has been pretty much perfect, every hint is spot on and the achievements are all unlocking, masterfully put together guide. Kudos!
Dazaral Jul 31, 2022 @ 4:11am 
Спасибо, все получилось :steamthumbsup: