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The Samaritan Paradox: a Walkthrough
By traveltissues
This is a brief walkthrough for The Samaritan Paradox. I have attempted to divide the game firstly into three chunks. I then subdivided it into locations in a possible order. Hopefully this proves to be useful to some.
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Part 1
Ord's Apartment
  • answer your phone
  • pick up the book from your bed
  • examine the book, turn it over and examine the ISBN tag on the back
  • examine the newspaper on your table
  • examine your bookshelf then examine the “basic chemistry” book
  • click elements on the table with atomic numbers matching the digits of the ISBN tag (this information is contained in your notes including the correct length of the numbers), the message reads “ThErEsONeMoRe”
  • use your phone
The Bergwall Estate
  • examine the letter in your inventory including the back
  • pick up the horse figurine located right of the fireplace
  • use the door at the right-hand side of the room
  • pick up the “letter opener” from the desk at the right-hand side of the room (this will be renamed to “paper knife” in your inventory)
  • pick up the mini-fan from the far left-hand side of the room (it's next to the piano)
  • ask Veronicka (the woman watching television) about Signe
  • leave and use the door right of the fireplace to enter the study
  • pick up the “boring book” from the desk
  • search the bottom of the bookcase holding the fishtank to get the LP of military signals
  • leave the study and return to the piano room
  • use the LP on the phonograph and use the handcrank
  • use the horse figurine on Signe (she will recite a poem containing the solution for the pedestal puzzle)
  • leave, go to the hall and then to the library
  • pick up the compass from beside the globe
  • return to the living room and use the horse figurine on the pedestal between the door to the study and the door to the living room (you may use the compass on the horse figurine at this point to determine the starting position of the horse and to further determine the four directions the horse can point: “into the screen” is north, “right” is east, “out of the screen” is south, and “left” is west)
  • complete The Pedestal Puzzle
The Pedestal Puzzle

  • the objective is to rotate the horse in a particular sequence as if operating a dial-type combination lock, alternately turning the horse clockwise and counter-clockwise, so that it faces south, east, west and finally north.
  • to complete this puzzle, use the horse figurine and turn it without exiting the interaction: clockwise, clockwise, clockwise, counter-clockwise, clockwise, clockwise, counter-clockwise, counter-clockwise, counter-clockwise

End of The Pedestal Puzzle
  • examine the lit area of the wall
  • use the phone at the left-hand side of the room to phone Sara, ask her about the missing painting
  • leave the estate and go to the gallery
The Art Gallery
  • use the “boring book” on the “visitor” (the man sitting down in the gallery)
  • use the red rope visible next to the silhouette of the urn at the far right-hand side of the room
  • pick up the saw on the workbench and prepare it in the inventory (click on it and then hover the mouse over the painting above the visitor so that the cursor tip reads “use saw with behind painting”), interact when the visitor snores
  • “use the paper knife with behind painting” to collect Chapter I
  • start reading
Chapter I
  • collect the sail from near the wreck (it is floating in the surf)
  • search the charred weapons and collect the shield from the right-hand edge of the pile
  • go to the cove (the path is next to the lighthouse)
  • collect the moss from a rock to the right of the entrance
  • use the dagger on the rope mooring the small boat
  • check the small boat to find a ruby ring (thanks to bigh for catching this omission)
  • return to “the big beach”
  • use the moss of the “sooty shield” to obtain the “shiny shield”
  • walk right and click on the tall mountain visible in the background to go to the “cliff”
  • use the dagger on the tree, then use the rope on the chunk of resin which has formed on the tree
  • go to the big beach and interact with the wreck to view the remnants of a smashed cabin
  • use the rope with resin on the brown water flask visible on the bed
  • return to the big beach and enter the lighthouse
  • use the shiny shield with the fence at the left-hand edge of the top of the lighthouse to light the signal fire, then use the sail with the fire to create a smoke signal (this begins the “well hierarchy puzzle”)
The Well Hierarchy Puzzle

  • use the water flask on the bowl
  • use the water flask on the first well (the well on the big beach)
  • use the stone table and wait until dusk
  • quickly use the water flask on yourself and then either wait or use the bowl on the dragon
The Logic: Firstly, Semita would only ever give you poison which you cannot neutralise. Since you have no access to well 3 then Semita can either give you water from well 2 or water from well 3. The only way to survive this is to ensure that the water offered is an antitoxin instead which you can do by poisoning yourself just before the exchange. Secondly, The only way to ensure Semita is fatally poisoned is to administer a poison she cannot neutralise. Since Semita has access to well 3 and expects you to give her water from either well 1 or well 2 then instead you should give her drinking water and allow her to poison herself.

End of The Well Hierarchy Puzzle
  • pick up the shed skin (next to the nest), the brimstone crystal (from the firepit) and the shiny horn (visible towards the back of the cave)
  • use the rope with resin on the dagger to produce a giant sewing kit
  • use the giant sewing kit with the shed skin to make a “contraption”
  • walk out onto the landing platform
  • observe the stars (thanks to bigh for catching this omission)
End of Chapter I

End of Part 1
Part 2
The Cabin
  • take the ferry to Fardo and go to the cabin (take the path on the right-hand side of the port screen and use the key on the door)
  • pick up the calendar and examine the front cover and the last day entry
  • examine the telescope then check your notes to see entries for six constellations: chimera, harpy, hydra, manticore, minotaurus and unicorn
  • examine the locked chest
  • examine the chessboard on the stone table and use the white queen pieces to recreate the harpy constellation, then interact with the black king to obtain the strange key
  • examine the locked chest, input 4,8 in the combination lock and use the strange key with the keyhole
  • search the secret compartment to obtain the brochure and the business card, examine both of these then sleep in the bed
Ord's Apartment/The Bergwall Estate
  • phone Jorgen (the number found on the business card, the option is automatically added to the phone directory)
Cooper Street
  • go to Jorgen's apartment
Fardo Port
  • return to Fardo and exit the port at the bottom-right of the screen to go to the church hall
  • talk to the waitress (ring the bell on the counter if she isn't visible), ask about the man in the suit
  • examine the Latin book she gives you and remove the bookmark (a faxed letter), examine the faxed letter
  • give the Latin book to Stig (the man in the suit)
  • walk right and use the faxed letter on the “big modern bible” by the candles
  • go into the church and then through the next door into the sacristy, repeat the phrase found in the book of Job to the priest
  • re-enter the sacristy and ask the priest about your appointment time, while he is looking in his records quickly take the small key on the desk at the left-hand side of the room
  • back in the church, interact with the candle in the holder to blow it out
  • use the mini-fan with the candle holder
  • unplug the power cable by the door to the sacristy
  • use the small key with the panel at the right-hand side of the screen
  • plug the fan into the extension cable (the hotspot is directly to the left of the end of the fan plug)
  • re-enter the sacristy and ask the priest about the appointment time, while he is looking in his records, use the key with the desk you took it from to replace it
  • interact with the panel you opened with the small key and quickly walk left and behind the open door of the cabinet
  • the priest will enter from the sacristy, interact with the unplugged power cable as soon as he is off-screen
  • use the camera on the books on the priest's desk
  • interact with the button by the private entrance (on the right-hand side of the room next to the door)
  • open the door of the confessional and walk in, then wait
  • exit through the private entrance
  • leave the church hall, talk to the activist and examine the flyer
Ord's Apartment/The Bergwall Estate
  • phone the activist
Iron Square
  • go to iron square and then into Glenn's (the small green sign directly left of the fountain)
  • talk to the activist
Cooper Street
  • go to Cooper street and talk to Jorgen
The Bunker
  • return to Fardo and go to the bunker, observe the "roof" of the bunker to discover a sun dial inscription then use the cane with the roof of the bunker and enter the combination (this is the beginning of The Calendar Riddle) taking care to wait for confirmation after entering each number
The Calendar Riddle

  • the puzzle is solved by inputting 7,4,12,8 (VII, IV, XII, VIII)
The Logic: The combination for the bunker is on the front cover of the calendar which is found in the cabin. Each stanza expresses a single number and the order in which they are read as well as the first word of each stanza indicate that number's position in the combination. The first stanza relates to “wonders of the world” of which it is popularly said there were 7. The second relates to the horsemen in the book of revelation of which there were 4. The third relates to the labours of Hercules of which there were 12. The final stanza indicates a full octave (“missing no note, losing no key”) and so 8.

End of The Calendar Riddle
  • use the opening of the bunker and then use the hole to enter the bunker
  • use the poster of the rose to reveal a hidden compartment
  • search the compartment to obtain a cassette and Chapter II, start reading
Chapter II
  • pick up the pebbles
  • use the pebbles on the red bird visible through the overhead grate then quickly interact with the bowl next to the prisoner
  • talk to the prisoner until you get the dialogue option to ask him about his fear of your powers
  • tell him that you have the power to control him with your voice
  • quickly walk to the bottom right of the room, behind the door
  • search the bag by the table and then search the crow and examine the message
  • leave to the right and use the cottage door (pet the goat first for bonus points!)
  • take the milking bucket found to the right of the door
  • leave the cottage and use the milking bucket on the goat
  • go to the village and talk to the guard at the gate
  • go to the inn (the black door to the right of the gate) and ask the innkeeper about Jonar
  • go to the scriptorium (the brown door to the left of the gate) and examine the note on the table. NB: "Jonar" is the disciple in this room
  • return to the inn and ask the innkeeper about the milk of capricornus
  • return to and enter Torgav's cottage
  • find the vegetable stash in the back of the cottage, pick up and use the following with the milk in the milking bucket: himrian beet, deep berries, and round root
  • head back towards the village but stop at the watchtower
  • use the brimstone on the smoker and then use the milk on the smoker, interact with the smoker again to retrieve the milk
  • return to the scriptorium and talk to Jonar until you get the option to ask if he is really so clever (this begins The Riddle Puzzle). (NB: if this option does not appear then check that you have examined the gate and asked the innkeeper about it. Thanks to TITOMOSQUITO187 for extra clarification.)
  • return to the gate and complete The Riddle Puzzle to enter
The Riddle Puzzle

  • Jonar will recite 4 riddles. The answers to these is the combination to the gate lock. The order of input is unambiguous since each slider only holds one relevant pictogram. Align the correct answers with the red arrows.
  • The answers to Jonar's riddles in order of recitation are as follows: a secret (portrayed as a question mark character), a bed, a candle, a coffin.

End of The Riddle Puzzle
  • use the large gate
  • examine the book
  • leave through the door
End of Chapter II

End of Part 2
Part 3
The Bunker
  • pick up the old sack
  • search the lower left drawer underneath the switches, pick up the mace
  • leave through the door to the right
  • interact with the red button panel at the right-hand side of the room, enter 6125 (the combination is found on the wall, the 4 characters match those found in the book at the end of Chapter II)
  • interact with the fan blades to extract the panel, examine the panel and turn it over, interact with the wires
  • use the old sack with the opening of the left-hand pipe
  • use the mace with the opening
  • use the fan panel with the opening
  • return to the room with the switches and interact with them
  • return to the room with the fan and exit through the door next to the button panel
Wyvern Exports
  • pick up the roll of tape from on top of the crates to the left of the forklift
  • use the red folder on the desk, examine the files
  • be aware of the position of the girder at the right-hand side of the room (it has red marking around it and is directly above the dumpster)
  • open the lid of the long crate connected to the transport
  • use the crane controls to attach the hook to the weapon part (exit the controls and right-click the hook for detailed instructions on positioning the hook)
  • quickly lift the weapon part directly upwards until it is level with the girder
  • without exiting the crane controls, use the roll of tape on the left arrow of the crane controls
  • quickly interact with the opened crate
The Ship
  • quickly (before the door closes) use the roll of tape on the door
  • leave and go upstairs
  • quickly walk to the corner of the room directly left of the door (Ensure that you click on the floor and not the wall otherwise Ord will simply stand in front of the door with his hands in his pockets. This is not immediately apparent due to how the sprites clip through each other.)
  • enter the cabin (the black rectangle at the right-hand edge of the screen)
  • search the trenchcoat to obtain a key
  • search the side pocket of the black luggage to obtain a passport
  • interact with the porthole and then the water below
Fardo Port
  • go to Fardo port and then to the convenience store, ask the store owner about Jonatan's murder then ask to see the boat
Iron Square
  • go to the mainland and then to iron square to return to Glenn's
  • use the sofa (bottom right of the screen)
  • use the coins on the rocker (man standing by jukebox)
  • use the book on the table
  • complete the crossword (examine it in your inventory, interact with it further and type “Vikland”)
Fardo Port
  • return to the convenience store, ask the store owner to see the boat
The Boathouse
  • take the note from the wall directly left of the door
  • take the stick from the paint directly right of the door
  • interact with the burner, use the stick on the flame
  • examine Jonantan's boat
  • use the note on the scratches, use the charred stick on the scratches
  • examine the carbon copy
Fardo Port
  • go to the convenience store, ask the store owner about Jonatan's boat
  • go to the church hall, ask the waitress (Anita) about Jonatan's boat
Red Rock
  • return to the mainland, go to red rock and then to The Sea Cat
  • examine the second photo from the left
  • use the radiator (directly right of the plant in the purple pot)
  • attempt to leave the restaurant the way you entered when the Maître d' opens the window
  • pick up the prism
  • use the prism on the second photo from the left
Cooper Street
  • go to Cooper street, ask Jorgen about good samaritan
Iron Square
  • go to iron square and then to Glenn's, ask Anna about jonatan's boat (Anna will either give you Patrik's address immediately or you may need to ask her about Patrik first)
Patrik's Flat
  • go to Patrik's flat
  • use the home key on the door to flat 71
  • walk right and use the drawers
  • use the drawers again to obtain Chapter III
  • leave the flat, use the button next to the elevator, enter the elevator and wait
  • start reading
Chapter III
  • pick up the spyglass directly right of the campfire, use the spyglass on the horizon
  • use the dagger on the tent canvas (along the left edge of the tent covering)
  • use the canvas on the campfire
End of Chapter III

The Cabin
  • return to Fardo, go to the cabin
  • pick up the note from the desk
  • use Chapter III on the typewriter
  • leave the cabin
End of Part 3
26 Comments
Qonstrukt Apr 5, 2024 @ 6:16am 
After i got the unsolved crossword i couldnt use the sofa, because i already had the coins. I could use the coins on the rocker directly.
Andrew 林 Jul 5, 2022 @ 7:02pm 
The girder is at the left-hand side of the room, not the right.
Madam Fussy Britches Apr 8, 2020 @ 7:04pm 
Thank you so much for the walkthrough!!! How do I instruct the police not to investigate Veronika in order to get the got your back achievement? I can't figure out how to get that dialog started...
6lancmange Aug 14, 2019 @ 7:05pm 
How the heck did you figure out the horse figurine sequence? The poem basically says ride south (and long for me – which could mean long as in not short), ride east (but not too much), ride west until you see the north. So I'd assume, starting from W, you'd go S, then E, then back S and W, and N. Turning counter-clockwise, counter-clockwise, clockwise, clockwise, clockwise. Only five turns, unlike nine in the guide! If I'm picturing it correctly, it makes the horse turn: WNESESWSEN. That's a lot of turning! Is this supposed to be figured out just based on the poem?
Hugo Apr 18, 2015 @ 6:50am 
If you're stuck at Red Rock: you need to right-click on the note to examine it AND left-click on the message before you speak to the shop owner. Took a while to figure out.