Escape Simulator

Escape Simulator

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Escape Simulator - Full Walkthrough (+DLCs) + 100% Achievements
By 🍒 Lilly (🌸◠‿◠) and 1 collaborators
This guide provides a full walkthrough of the game, together with the locations of all collectibles, plus how to obtain achievements that require specific actions.

IMPORTANT NOTE: The developers are constantly changing the logic behind some of the achievements or the position of some tokens, therefore it can happen that this guide contains inconsistencies. Please help us uncover them so we can update the guide accordingly.

ATTENTION! This guide is spoiler-heavy!
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General Achievements
🏆 Escape Room
Finish any room playing solo.

🏆 Escape Together
Finish any room playing co-op.

🏆 First in Collection
Collect any token.

🏆 Great Tower
Stack items into a tower. Try doing this on Edgewood Mansion: The Library, where you have over a hundred books available, and can use bigger items to keep your construction from toppling over.
Alternatively, some people reported that they managed to obtain the achievements by dropping items on one of the wooden beams from Labyrinth of Egypt: First Chamber.
Example: https://i.imgur.com/xiNk2hU.png (credit goes to Masu for the image)
The developers announced their intention of modifying / reworking this achievement in the future.

🏆 Pockets With Holes
Drop 10 objects in 5 seconds
Have at least 10 things in your inventory, then hammer Q repeatedly to drop items.

🏆 Good Throw
While holding an item in your hand, hold down left mouse and let go after a while to throw it.

🏆 Destroyer
Destroy all breakable objects in a room. Very easy on Labyrinth of Egypt: First Chamber.

🏆 Cleaner
Collect all items from a level and throw them into the trash (hammer T repeatedly while aiming at the trash can).

🏆 Clumsy Escapist
Break 7 objects in 5 seconds. Easy on Labyrinth of Egypt: Gold Chamber.
Pick up breakable objects like vases, then hammer T repeatedly to throw them.

🏆 Break Out
Throw an object out of the level boundaries. Easy on Labyrinth of Labyrinth of Egypt: The Top if you throw the flask (or another heavy object) over the side with the lights pillars and let it slowly roll outside the level.
If this doesn't work, you can try throwing something out of the window in Edgewood Mansion: Lost Spirits (devs' recommendation).

🏆 Make it yourself
Create a room in the level editor. (Main menu -> Workshop -> Create -> Place an object -> Save)
Level-Specific Achievements
🏆 Uber Skull
Can only be achieved on Labyrinth of Egypt: Chamber of Danger. Take the skeleton's skull and chuck it into one of the fires.

🏆 Holy Mug
Can only be acquired on Adrift in Space: Emergency Awakening. Save all three mugs from destruction by hiding them in the trash bin (or your character inventory). If you just turn on gravity quickly without moving the mugs or hitting them with other floating items, they also don't break. Achievement unlocks on level completion.

🏆 Don't Look at The Sun!
Can be acquired on Adrift in Space: Emergency Awakening and on Adrift in Space: Space Walk.
Use the zooming in function (middle mouse key).

🏆 Mystic Toy
Can only be achieved on Adrift in Space: Emergency Awakening. Replace the corroded battery in the robotoy with a fresh one, and press the power button a few times to hear a special line.

🏆 Safety Precautions
Can only be acquired on Adrift in Space: The Lab. After you finish using the blowtorch, drop it in the sink and turn on the water. This breaks the blowtorch.

🏆 Writer
Can only be acquired on Edgewood Mansion: The Attic. Fill an entire sheet of paper on the typewriter. Find paper in the right drawer below it.

🏆 Jack Beanstalk
Can only be acquired on Edgewood Mansion: The Underground.
Look up in the center of the level, to 'where the beanstalk ends'.
Use the zooming in function (middle mouse key).

🏆 D'oh!
Can only be acquired on Adrift in Space: The Lab while wearing the yellow character skin (change it from the character customization screen).
Collect the doughnut that is located in the left drawer under the fabricator.
Completionism Achievements
🏆 Egypt Escapist
Finish all five Egypt levels in under 15 minutes each (having a trophy award on each of them).

🏆 Space Escapist
Finish all five Space levels in under 15 minutes each (having a trophy award on each of them).

🏆 Victorian Escapist
Finish all five Mansion levels in under 15 minutes each (having a trophy award on each of them).

🏆 Egypt Collector
Find all tokens in Egypt levels.

🏆 Space Collector
Find all tokens in Space levels.

🏆 Victorian Collector
Find all tokens in Mansion levels.
Tutorial (new)
Pass through the tutorial rooms until you reach the kid's room.

⏹ Token 1 / 8 - on the carpet, in front of the bed:


🏆 First in collection

⏹ Token 2 / 8 - behind the trash can:


⏹ Token 3 / 8 - open the window and interact with the bird cage outside; open it to find a token:


⏹ Token 4 / 8 - on the mouse toy in the bottom drawer of the blue dresser:


⏹ Token 5 / 8 - on the basketball (located inside the basket on top of the wardrobe):


⏹ Token 6 / 8 - place either the red or the blue car on the parking spot sign between bed and wardrobe, wait till it drives under the bed and comes back with a token:


⏹ Token 7 / 8 - revealed after sticking all 6 tutorial pages to the board on the wall (two are already attached, one is on the nightstand, one on the desk, one on the dresser, one in the top shelf of the dresser):


Use the code 247 to open the wardrobe (Hint: press the button on the lamp on the desk).

⏹ Token 8 / 8 - on the mysterious toy in the wardrobe, revealed after picking up the small square tile and placing it in the slot on the top of the toy:


Use the code 5634 to open the green chest (Hint: route from police station to hospital on the city traffic playmat).

Collect all jigsaw puzzle pieces:
- under the pillow on the bed
- top drawer of the nightstand
- on the desk
- inside the green chest
- inside the wardrobe

Assemble the jigsaw puzzle on the wooden box on the desk to obtain the key for the exit. Take this key and use it on the exit door.
Tutorial (old)
⏹ Token 1 / 8 - on the painting:


🏆 First in collection

⏹ Token 2 / 8 - under the right wing of the airplane hanging above the bed:


⏹ Token 3 / 8 - under the blue car:


⏹ Token 4 / 8 - at the window:


⏹ Token 5 / 8 - at the edge of the bed:


⏹ Token 6 / 8 - on the map:


⏹ Token 7 / 8 - block from the top shelf:


⏹ Token 8 / 8 - under the chair (use physics = drag into other objects to flip it):


Drag the pillow on the bed away, pick up the Winding Key.
Inspect the blue car. Drag the Winding Key on the top of the blue car and pick up the key from inside the car.
Use the key in the door.
Labyrinth of Egypt: First Chamber
🏆 You can easily get the Destroyer achievement here by breaking all objects.

⏹ Token 1 / 8 - in the beak of the rightmost bird:


⏹ Token 2 / 8 - set the dials to 2-2-6-3 to reveal the token (hint from the cover of the blue book):


⏹ Token 3 / 8 - move the leftmost hanging plant pot, and the token will fall down:


⏹ Token 4 / 8 - inspect the flask, remove its lid, then rotate the flask to find a token inside. It requires either filling the flask with water, or another player rotating the flask to be able to click it:


⏹ Token 5 / 8 - using the shovel, break the left part of the stone to reveal a token:


⏹ Token 6 / 8 - move the piece on the floor (between the rightmost two flower pots) to reveal a token:


Break this vase to reveal a red base pyramidion part:


Break the other vase as well for an achievement:
🏆 Destroyer - Destroy everything in room

Open the suitcase, pick up the brush.
Use the brush to remove the sand on the stone box, revealing Egyptian numerals. Using the red book from the suitcase, you can see the number is 3x 1000 + 4x 100 + 2x 10 + 6x 1 = 3426.
Enter 3426 on the wall lock to get a key.
The key opens the stone box. Inside, there is a red pyramidion part and a number of coins.

⏹ Token 7 / 8 - use the brush on the base of the central pillar to reveal a token:


⏹ Token 8 / 8 - pick up a coin from the stone box and throw it into the water:


Press this tile to open up a niche, then place the Sphinx inside. the Sphinx transforms.

Place the golden Sphynx in the water basin to obtain the fourth pyramidion part.

Connect the 2 base pyramidion parts and place them on the central pillar. Add the two others on top. This reveals a door key.

Insert the door key into the leftmost (or any) door.
Puzzle (path to the exit):


Insert the door key into the middle (or any) door.
Puzzle (spell symbol that can reach the middle):


Insert the door key into the right (or last remaining) door to exit the level.
Labyrinth of Egypt: Chamber of Dead
⏹ Token 1 / 8 - move the scroll to reveal a token in the sand behind it:
E02T01 img

⏹ Token 2 / 8 - above the previous scroll, the top left scroll contains a token (inspect, double-click to unroll, then take the token):
E02T02 img

⏹ Token 3 / 8 - further above next to the flower pot is the third token:


Solve the scarab puzzle at the sarcophagus to receive a heart:


Put the heart on the left hand of the jackal statue.

Press the buttons with the symbols shown inside each sarcophagus (you can open the vertical ones with the crowbar) on the box surrounded by four golden sarcophagi. You receive a human-headed lid


⏹ Token 4 / 8 - hidden on the top part of the rightmost sarcophagus:


⏹ Token 5 / 8 - on the bottom of this plant pot:


⏹ Token 6 / 8 - on the top area of the level:


The scroll near the scales contains a key. (Inspect, double-click to unroll, then take the key)
Insert the key into the stone box to receive a Baboon-Headed lid.

⏹ Token 7 / 8 - use the crowbar to open the wooden boxes:


⏹ Token 8 / 8 - between the wall and the puzzle area:


You can use the scale to deduct the numbers corresponding to the red round stones.
Water = 2
Snake = 4
Bird = 6
Use the numbers obtained above to solve the puzzle (6-2-4) & get a jackal head:


Place the jar lids on the corresponding jars and then place the jars in the correct circles:
Baboon - Lungs jar - North circle
Falcon - Intestines jar - West circle
Jackal - Stomach jar - East circle
Human - Liver jar - South circle



Pick up the feather and put it on the right hand of the jackal statue to finish the level.
Labyrinth of Egypt: Gold Chamber
🏆 You can easily get the Clumsy Escapist achievement here by throwing at least 7 of the vases within 5 seconds.

⏹ Token 1 / 8 - on the frame above the door:


⏹ Token 2 / 8 - inside the bean can at the rotating discs puzzle:
E03T02 img

⏹ Token 3 / 8 - inspect the radio and set it to about 97 MHz (flip the switch to turn it on, the move the dial on the right side upwards)
E03T04 img

⏹ Token 4 / 8 - on the bottom of the large pyramid:


⏹ Token 5 / 8 - on the back of the red chest at the pyramids puzzle:
E03T03 img

⏹ Token 6 / 8 - on the side of the timer:


Smash the vase to reveal a golden artefact (ankh):


Place the disks like so (the hint for the correct combinations is on the red chest with inscriptions) and pick up the key:


Use the key on the red chest with inscriptions. Pick up the golden artifact (bird).
Pull out the pin from this chest to reveal a key.
Use this second key to open the other red chest, revealing another golden artifact (chalice).

Pyramid size/balls puzzle: count the golden balls inside the three small pyramids on the level. From biggest to smallest, the puzzle solution is:
3 - 8 - 7


This provides another golden artifact (horned animal head).

Rotating discs with falcon head:
The number of coloured gems inside the first red chest:
2 blue - 5 clear - 3 red
This gives a golden artifact (falcon head).


⏹ Token 7 / 8 - inside the previous puzzle socket:


Now you can pull the two levers (left all way down to the 4th position, right at the 2nd position), giving you access to the fiery bowl into which you must deposit the five golden artifacts.
In co-op, two players hold them in those positions.

⏹ Token 8 / 8 - on the statue's right palm:

Labyrinth of Egypt: Chamber of Danger
🏆 Level-specific achievement: Uber Skull
Take the skeleton's skull and chuck it into one of the fires.

⏹ Token 1 / 8 - on the beetle:


⏹ Token 2 / 8 - use the pickaxe to break the bottom of the wall in order to reveal the token:


⏹ Token 3 / 8 - inside the scattered coins:


⏹ Token 4 / 8 - inside the skull:


Camel / scorpion / sun puzzle (the three have to be moved according to the notes below):
Stage 1:
Move the red lever to the right side.
Press the camel button twice.
Move the red lever to the left.
Press the scorpion button once.

Stage 2:
Press the camel button once.
Move the red lever to the right.
Press the sun button.
Press the scorpion button once.

Stage 3:
Move the red lever to the left.
Press the sun button twice.
Press the camel button once.
Press the scorpion button twice.

You receive a red ball.

⏹ Token 5 / 8 - on the sun:


Rotate the dials like so to receive a golden ball:


⏹ Token 6 / 8 - crouch where you took the golden ball:


⏹ Token 7 / 8


Character puzzle
The lights that appear when you press the yellow button show you in which order to press the buttons. Two lights appearing together means a human-animal hybrid.


You receive a black ball.

⏹ Token 8 / 8 - behind the rightmost pedestal:


Place the 4 balls like this:


Pick up the mirror and place it in the central hole. Solve the maze puzzle from the outside ring.
Labyrinth of Egypt: The Top
🏆 You can easily get the Break Out achievement here if you throw the flask (or another heavy object) over the side with the lights pillars and let it slowly roll outside the level.

⏹ Token 1 / 8 - on a platform below:


⏹ Token 2 / 8 - on one of the light pillars:


⏹ Token 3 / 8 - on the side of the beam's pyramidion:


⏹ Token 4 / 8 - pick up the lighter and turn it on, then use it on the unlit fire to reveal a token:


⏹ Token 5 / 8 - behind another fire pillar:


⏹ Token 6 / 8 - on the head of this statue:


⏹ Token 7 / 8 - in the sand, next to the statues puzzle:


Light up the following pillars:


Middle pillar puzzle:
top disc - sideways lines & circles below
bottom disc - ankh


Rotate the cubes in the middle like so (matching the left solution):
from top to bottom, facing up: bird - house - water bowl


Now rotate the cubes like this (matching the right solution):
from top to bottom, facing up: house - house - lion


This opened boxes at the base of the pillar containing a square knob for the left and a round know for the right outside pillar – insert these.
Moving the knobs, you get two more pyramid statues and three more statuettes.

Insert the pyramid statues like the towers of the building in the background:


Insert the statuettes like the big statues in the background, afterwards rotating with space as needed:
(if you are missing a statuette, one of them is slightly hidden behind the folding chair)


⏹ Token 8 / 8 - under the drawer of the statues puzzle:


Order the stone plates like the buildings in the background surrounding the pyramid:


Press the following plates on the pillars matching the star constellations in the sky to finish the level:


Adrift in Space: Emergency Awakening
🏆 Level-specific achievement: Holy Mug
There's three floating mugs in this level: initially two of them are on the left of the PC and one on the right side of the screen. You earn this achievement if you finish the level with all of them still intact. You can save them from possible destruction by hiding them in the trash bin (or your character inventory). If you just turn on gravity quickly without moving the mugs or hitting them with other floating items, they also don't break.

🏆 Level-specific achievement: Don't Look at the Sun
Just stare out of the open window for a while.
Use the zooming in function (middle mouse key).
Can also be obtained in Adrift in Space: Space Walk.

🏆 Level-specific achievement: Mystic Toy
Replace the corroded battery in the robotoy with a fresh one, and press the power button a few times to hear a special line.

⏹ Token 1 / 8 - in a corner, on the right side of the main door:


⏹ Token 2 / 8 - behind the trash can, under the desk:


⏹ Token 3 / 8 - on the flying hat:


⏹ Token 4 / 8 - on the top-left corner of the bed:
S01T01 img

⏹ Token 5 / 8 - inside the lock of the locker:


Break the glass on the right side of the door and pick up the wrench, then use it to remove the screws on the illuminated power panel on the floor.

Rotate the power wheel so that it points to A - B - C - F positions at the same time, then pull the lever. (As explained in tablet PDA, to restore gravity)

Access the computer using the security hints found on nearby objects (Rocket with 7, trophy with star, dog projection 'ODIN')


In the cogwheel menu, use the middle button to have the blinds come down, as this will let us access another token.

⏹ Token 6 / 8 - on the left side of the window blinds:


⏹ Token 7 / 8 - after the light turns on, it's much easier to see the next token:


⏹ Token 8 / 8 - in the locker above the bed, inside the grey sheet from the compartment above the dog picture:


On the computer cog menu, click the door button (leftmost) five times to activate the door override.
Open the toolbox, pick up the triangle shaped tool. Insert this into the port on the left of the door. The lid opens and reveals space for three batteries.
One battery is floating initially, one can be found in the drawer on the right of the PC, while the third has to be taken from the battery compartment of the robotoy in the left drawer above the bed. Don't accidentally use the corroded battery.

Press on the fingerprint scanner to end the level.
Adrift in Space: Hallway Accident
⏹ Token 1 / 8 - on one of the cables:


⏹ Token 2 / 8 - on the back of the drone:


⏹ Token 3 / 8 - behind the cables above the power box:


⏹ Token 4 / 8 - inside the fingerprint locked locker, at the top of the lowest shelf:


To repair the metal replicator, take a panel removal tool and three connector pins from the toolbox behind the fingerprint lock, removal all floor panels, and take another connector pin from a connection under a floor panel.
Turn off the power, place them so that the cables connect from the power box to the metal replicator then turn the power on again.


⏹ Token 5 / 8 - flip this panel to reveal a token:


Insert a metal piece or rod into the replicator, and configure it as follows to create a drone thruster (step-optimized for only two program cycles):


Insert another metal piece or rod, and configure it like this to create a drone cone (step-optimized for only two program cycles):


⏹ Token 6 / 8 - after you have created either a drone cone or a thruster with optimal step count, you will find a token under their spawn point:


⏹ Token 7 / 8 - inside the outbox of the metal replicator, at the top:


Attach both parts (thruster below, cone on the 'nose') to activate the drone.

Orient the drone towards the exit door (mode: rotation) and press the laser button to melt the metal pieces blocking it.
Repeat for the door opposite of the exit door.

Now you can use the fingerprint scanner and reveal a hard to spot token on the ground behind the glitchy door.

⏹ Token 8 / 8 - behind the glitchy door:


Insert the red card into the card programmer and set the numbers as below (this is the result of the combined readings from the 2 other damaged cards, which are incomplete – you can find the damaged cards on the floor and under one of the movable wall pieces).


Finally, insert the rewritten red card into the the exit panel to finish the level.
Adrift in Space: The Lab
🏆 Level-specific achievement: Safety Precautions
After you finish using the blowtorch, drop it in the sink and turn on the water. This breaks the blowtorch.

🏆 Level-specific achievement: D'oh!
Can only be acquired while wearing the yellow character skin (change it from the character customization screen).
Collect the doughnut that is located in the left drawer under the fabricator.

⏹ Token 1 / 8 - in the cabinet:


⏹ Token 2 / 8 - under the hand sanitizer:


⏹ Token 3 / 8 - above periodic table on the right:


⏹ Token 4 / 8 - behind the fabricator (right side) that's left of the periodic table:


⏹ Token 5 / 8 - under the movable chair; it has to be flipped using physics interaction:


The keypad lock below the hand sanitizer requires the odd one out of each element among the three molecular models in the level. The hint is given by the tablet above the metal recycling drawer.
The correct solution is 2-3-3.

Take the now-accessible controller from the cabinet, unlock it using the code 1-3-6 (periodic elements on the back form ONeThReSIx).

Using the blowtorch (turn it on in inspect view first!), you can remove the panels of the two lower vents (storage room door, 1 under the chemical combiner, and the left ventilator vent) by dragging it in a square shape around their edges.

⏹ Token 6 / 8 - fell down from the left ventilation grille:


⏹ Token 7 / 8 - inside the floor height vent tunnel:


⏹ Token 8 / 8 - inside the supply cabinet room, very sharp angle:


Using the controller, drive the robot through this vent tunnel and knock off the table with the nitrogen vials by bumping into its leg. You can then pick them up through the door opening.

In the fabricator, use the helium that's right next to it to create coolant.


In the chemical combiner, create sodium aluminate by combining sodium hydroxide (in the right drawer below the fabricator) in the canister slot and a piece of aluminum from the metal recycling drawer in the material slot.

In the fabricator, combine sodium aluminate and nitrogen.


Insert the coolant into the lower port on the central tank, then adjust the crystal device until you have the correct height (move it up until the text changes), and then insert the crystal into the upper port.
Adrift in Space: Decompression Chamber
⏹ Token 1 / 8 - on the top right corner of the top right vent:


⏹ Token 2 / 8 - below the former, on the left end of the bench:


⏹ Token 3 / 8 - under the ship status terminal:


⏹ Token 4 / 8 - inside the locker on the right end of the bench, in the lowest section:


⏹ Token 5 / 8 - inside the gas bottle holder on the right of the space suit (bottom hole):


Opposite the bench, take two fuse-15 from the right drawer, remove the service panel in the middle, and insert the two fuses (drag into the available spots).

⏹ Token 6 / 8 - on the top right of this service panel:


The keypad above the left drawer takes a code derived from the safety protocols: 3-8-4 (hint PDA in the draw below; safety protocol poster opposite to it)

Take the tools from the toolbox inside.

⏹ Token 7 / 8 - on the back of the toolbox:


From the toolbox in the keypad drawer, use the tool with a square with rounded edges to remove the pressure panel cover above the bench.

Now you can set the correct pressure:


Use a code derived from the projected hint in front of the space suit to access it: 2-4-8-5
Attach the display from the keypad drawer, the safety tether from the rightmost drawer, and the helmet & toolbag from the safety rules locker. From the toolbag, take the screwdriver.

Use the screwdriver to open the power panel above the space suit. Remove the broken fuse-45 and one of the fuse-15. Insert the fuse-25 from the exit panel, the fuse-30 from the left bottom drawer, and a fuse-20 from the safety rules locker. Now put on the space suit, and move the fuse-25 back to the exit panel.

⏹ Token 8 / 8 - under the space suit:
Adrift in Space: Space Walk
🏆 Level-specific achievement: Don't Look at the Sun
Just stare out of the open window for a while.
Use the zooming in function (middle mouse key).
Can also be obtained in Adrift in Space: Emergency Awakening

⏹ Token 1 / 8 - under the (right) fuel tank monitor pipe:


⏹ Token 2 / 8 - inside the '8' of the space vessel name:


⏹ Token 3 / 8 - left of the E1 engine:


⏹ Token 4 / 8 - behind the control panel, on the back side of the top:


⏹ Token 5 / 8 - on the crane:


⏹ Token 6 / 8 - floating freely in space, looking straight ahead from the keypads:


⏹ Token 7 / 8 - on the fuel pipes:


Pull down the E1 and E2 levers and use this order to plug in the cables on both sides: blue, red, yellow, green


Left keypad 1531 (hint in drawer below)

Right keypad 2357 (worn out buttons in ascending order)

Use crane to pick up the battery with a red glowing light and drop it in the player area, then remove top disc (has an error status), and insert the purple laser element from the right keypad box. Put the disc back into the battery. Use the crane to put the batteries into the E1 and E2 engines.

Fuel tank monitor: 4 O, 6 Ix, 2 N (hatch monitor -> sensors)


Hatch monitor menu grid: B04 to unlock a floor panel (from PDA in the drawer under the left keypad)

⏹ Token 8 / 8 - if you input the code C06 in the hatch monitor menu to unlock a different floor panel:


Fill the three accessible floor pipe puzzles as follows (extra pipes in left keypad box):
(Alternatively you can also route it through the B-D connection.)


Pull the hatch switch and click the exit.
Edgewood Mansion: Brain Checkup
If you are just looking to complete the level, it's enough to get the level exit key from the last step. Some of the optional tasks are required to get the tokens, and doing all is best to understand the whole level.

⏹ Token 1 / 8 - top left of the doorframe:


⏹ Token 2 / 8 - at the left of the flower pot at the window:


⏹ Token 3 / 8 - on the bottom of the ceiling lamp:


⏹ Token 4 / 8 - on the soil of the flower pot to the right of the sofa:


⏹ Token 5 / 8 - inside ink bottle in cabinet above the desk (left of head statue):


**Optional / token** Take the key from behind the right pillow on the sofa
⏹ Token 6 / 8 - inside hat in bottom right locked compartment:


**Optional / token** Clock puzzle: put the pendulums in order: static in the center (idle), all the way left or right (full swing), and diagonal (half swing). The solution stems from the newspaper on the sofa.


⏹ Token 7 / 8 - under clock puzzle drawer:


**Optional** IQ lock (right lock on the right drawer of the desk); the solution is from clock puzzle drawer:
2-32-3

**Optional** Books lock (left lock on the right drawer of the desk)
Code 4-4-7-7 from the numbers of book symbols inside the dark red books; two of them inside bottom left key-locked compartment, one on the desk and one on a shelf above the desk (taken in the order of the tomes).

** Optional / token** Safe behind right movable painting: code 2-9-5 (from Rorschach test sheets, two inside IQ lock and one right above)

⏹ Token 8 / 8 - inside this safe:
M01T08.jpg

Phrenology head, above the desk: 6-3-5-9 (from notes in wall safe & IQ drawer book)
This provides you the key to exit the level (use it in the door lock).
Edgewood Mansion: The Library
Like in the previous level, doing the very last step is enough to finish it. The other ones are partially required for tokens, and are of course recommended to experience the entire level.

⏹ Token 1 / 8 - above the desk:


⏹ Token 2 / 8 - on the painting of a woman that's behind the two birds:


⏹ Token 3 / 8 - inside the fireplace, visible only at a sharp angle:


⏹ Token 4 / 8 - left of the clock, behind three dark red books on the right side of the top shelf:


⏹ Token 5 / 8 - under the clock (more easily reachable at the end of the level):


⏹ Token 6 / 8 - inside the gramophone horn:


**Optional** Take the key hanging behind books in the cabinet to the bottom right of the desk.
**Optional** Open the the cabinet on the other side of the desk with it and pick up the box.

⏹ Token 7 / 8 - on the backside of the box inside:


⏹ Token 8 / 8 - behind the cabinet under the butterfly paintings (on the right side):


**Optional** Use the key from one green book to open the lock on the other green book, revealing the code to the box from inside that cabinet.
Open the box by entering D-R-E-A-M and take the thermometer inside.

**Optional** Pick up the 3 butterfly paintings from the bookshelves and complete the butterfly puzzle in order 3-8-5-7-2 (hint: connect identical wings)


**Optional** Use the butterfly combination (3-8-5-7-2) to unlock the cabinet under the butterflies paintings.

**Optional** Connect the vinyl pieces: two from the butterfly lock cabinet (one under a book on the left side, the other one the right), and the last one from the right drawer above it. Placing the vinyl on the gramophone and playing it reveals the right order for the lock below it, which also requires a bird from the butterfly cabinet to understand.

**Optional** The bird lock under the gramophone opens with 9-3-9-1 (and can sometimes be broken with buggy physics too...). Take the matches inside, and interacting with the matchbox, take out a match, light it on the side of the matchbox, and use it to start a fire in the fireplace.
Place the thermometer inside the fire to have it open up.

To finish the level, set the clock in the following way, as hinted by the unlocked thermometer: full moon, both clock arms to midnight, and the 3 levers from left to right: middle height, bottom height, top height.
Edgewood Mansion: The Attic
🏆 Level-specific achievement: Writer
Fill an entire sheet of paper on the typewriter. Find paper in the right drawer below it. Insert paper into the typewriter and press any random buttons on it until you are done.

⏹ Token 1 / 8 - on a ceiling bar:


⏹ Token 2 / 8 - inside the left wall lamp on the side with the male portrait:


⏹ Token 3 / 8 - on the bottom of the clock on the desk:


⏹ Token 4 / 8 - inside the purple jack in the box to the right of the previous token:


⏹ Token 5 / 8 - to the right of the previous, on the bottom left side of the projector cabinet:


⏹ Token 6 / 8 - on the doll house (on top of the dresser), in the upper part of the window:


⏹ Token 7 / 8 - inside rabbit lock box drawer, in the top right drawer of the dresser:


⏹ Token 8 / 8 - inside "babushka" matryoshka in the bottom right compartment of the dresser:


Open the globe by clicking locations in this order: China -> USA -> Brazil -> South Africa -> England. You receive a light bulb.

Open the rabbit lock box in the right dresser drawer using the code 2-4-8-1 (obtained by typing the code 5-3-9-7 on the lockbox proper using the typewriter and paper). Take the projector lens.

Open the lock on the left dresser drawer: 2-7-5 (solution from counting the lit windows on the doll house above). Take the first film reel.

Open the toys box using the jack in the box codes: 2-4-6 (solution from "beloved children" letter and trying after how many rotations the different jack-in-the-box toys pop out). Take the horse toy.

Take the key on the back of the mirror on the dresser; this opens the left drawer under the typewriter. Take the second film reel from that drawer.

Assemble the projector: one film reel from the desk, the other one from the dresser drawer; the light bulb from inside the globe, and the projector lens from the rabbit lock box in the top right drawer of the dresser.

Insert the toys as follows to finish the level (solution from the family portrait left of the typewriter):
Edgewood Mansion: Lost Spirits
⏹ Token 1 / 8 - shake the chandelier and it will fall on the table around G/H letters:


⏹ Token 2 / 8 - under candelabra on table:


⏹ Token 3 / 8 - on the bottom left the wall painting:


⏹ Token 4 / 8 - in a tiny crevice on the bottom left of the sofa:


⏹ Token 5 / 8 - under the lantern on the right of the painting:


⏹ Token 6 / 8 - outside the playable area (view from the balcony), on a window:


**Optional** Cauldron cooking: use the compartment under the grinder to access cooking ingredients, and take the morning bell flower in the top right, the mandragora leaf in the bottom left, and the almond in the bottom middle. Grind the almond using the grinder. Insert the ingredients into the boiling coals in the above order to reveal the code 249.

Open the lock with circle using the cauldron code 249 and pick up the E/F board piece for the oujia board.

Open the bottom drawer of the "hands of cosmos" station with the mannequin code 1-8-2 (solution: mannequin body postures form numbers) to get two planets. Insert all planets into hands of cosmos panel (Saturn from the top drawer of the same place, Jupiter and Mars from its locked bottom drawer, and Earth from the table on the left of it).
The hands of cosmos puzzle asks you to click one planet on each hand as shown on the panel; the papers on the sides explain the correct spots to click.


⏹ Token 7 / 8 - inside hands of cosmos compartment, behind the paper on the right side:


Take the key and use it to open the compartment under the grinding station.
Take the Y/Z ouija piece.

The combination for the tarot card lock left of the hands of cosmos station is 5-8-0-3 (based on the tarot cards and note from the key-locked compartment). Take the L/M ouija piece.

The zoetrope lock is below the zoetrope itself. The combination is 8-6-3 (based on inserting the differently coloured stripes and watching the "video" through the cylinder cuts). This gets you the last ouija piece, S/T.

Place all the ouija pieces and then spell V-O-I-D to finish the level (this is the code that lights up where the painting used to be).

For the last token, press Stay to keep playing.

⏹ Token 8 / 8 - under the foot of the table, visible after it starts floating:
Edgewood Mansion: The Underground Lab
🏆 Level-specific achievement: Jack Beanstalk
Look up in the center of the level, to 'where the beanstalk ends'.
Use the zooming in function (middle mouse key).

⏹ Token 1 / 8 - under a leaf at the tree base:


⏹ Token 2 / 8 - on the deer dial:


⏹ Token 3 / 8 - under the Species shelf:


⏹ Token 4 / 8 - take the trowel and dig into the left rectangle plant pot:


⏹ Token 5 / 8 - right in the middle of the clock:


⏹ Token 6 / 8 - in the lion's teeth:


⏹ Token 7 / 8 - on the back of one of the purple butterflies (it can be in the other plant pot too, since it flies back and forth between them):


⏹ Token 8 / 8 - on the door's hinges:


Staring Eyes:
Press the tiles in the following order (hint from red book with compass symbol):
Gold (bottom left)
Blue (top row)
Big black circle (bottom row)
Gives second exit key.


Butterfly clock:
Match the clock arms with the butterfly colours and the pattern on their pots. You get the fourth exit key.
3, 6 = purple
9 = green
12 = blue / yellow


Paw prints:
Set the dials as follows (hint from number of paw prints on walls, floor and ceiling):
Zebra 3
Elephant 6
Deer 4
Lion 6
Flip the switch with the light bulb that the floor hoses connect to.
You get the third exit key.

Zebra / deer lock:
Use 5 - 4 - 1 - 3 to unlock it (hint from the green stripes on deer figurine in the order given by the numbers under the hooves).
Gives rat man box (and note piece to solve it). The code is 8-6-3, namely the rat man's limbs, the amount touching the circle, and the ones pointing to the left. Inside you find the first exit key.

Species:
Place the tiles in the following order:
Rose (found in corner of the room, in front of the deer door)
Fly (found under the elephant model)
Frog (found at the clock)
Snake (found on the right of the eyes panel)
Eagle (found inside deer lock compartment).
Gives the fifth exit key.
Omega Corporation: The Lobby
⏹ Token 1 / 8 - on the window bench:


⏹ Token 2 / 8 - in the O letter of the Omega Corporation:


⏹ Token 3 / 8 - inside the left side of the X-Ray tray:


⏹ Token 4 / 8 - inside the left foot boot:


⏹ Token 5 / 8 - under this plant pot:


⏹ Token 6 / 8 - inside the bottom drawer of the cabinet:


⏹ Token 7 / 8 - on the side of the security camera (wait on the left for the camera and then run to the right – zooming with middle mouse might be helpful; in multiplayer, it follows the host player, so you don't have to be fast):


Rotate the computer monitor so that it faces you, then enter the code: 30-53-98
(hint when pressing "Forgot Password": age from the brithday card inside the drawer = 30, pink favorite beauty = car picture on the desk = 53, numbers on the soles of the left then right shoe = 98)

On the Security Clearance tab, select the the following symbols: cigarette - shopping cart - pistol
(hint from the sign panel next to the desk)


**Optional** Unlock the drawer lock with the code 4-5-8-0 (clue: "Escape from Office B-4" on the above room floor plan, imagining the rooms on the floor plan were the digits of the keypad) to get a metal detector.

Open the safe using the code king, queen, bishop (from using the metal detector on the "omega clock")


⏹ Token 8 / 8 - inside the safe, on a shelf:


Open the briefcase using the code 619-916 (code visible on bracelet with briefcase in metal detector)

On the Security Clearance tab, enter the employee number 042 (from the employee ID card inside the briefcase) and set the security clearance at least to level 3.

Use the employee ID card (from the briefcase) on the exit door and enter enter fruit password:
apple - banana - cherry
(from tree decoration and computer LED Display Controls tab "*Important" = 011 101 001, using zero to take left and one to take right branches).
Omega Corporation: The Office
⏹ Token 1 / 8 - under the whiteboard:


⏹ Token 2 / 8 - under the slidable window blinds (left side):


⏹ Token 3 / 8 - upon pressing the 'O' button on the keyboard (token drawer toggle):


⏹ Token 4 / 8 - behind the PC monitor:


⏹ Token 5 / 8 - after using the watering can on the plant pot:


⏹ Token 6 / 8 - accessible for a short period after pressing the air conditioner switch, the left of the two buttons right of the exit (flap opens and closes again):


Take the blue DDR4 RAM stick from under the drawer with a lock, to the right of the whiteboard.
Take the screwdriver from the desk drawers (bottom drawer under the shredder).
Use the screwdriver to remove the two screws from the PC case and drag the DDR4 stick into one of the blue RAM slots.

⏹ Token 7 / 8 - hidden inside the PC (can only be acquired before PC is turned on):


Use the power button on the front of the PC to turn it on.

**Optional / Token** Open the fridge lock with code H-B-F (from the colours of the stickers on it that represent the folders around the room, which in turn contain numbers to combine with the ASCII table near the desk). Inside you will find the food that provides the code for the next lock. Also take the key from the green watering can and open the drawer with a lock next to the fridge to get the menu. Sum up the prices for the combined dish to get the code.

⏹ Token 8 / 8 - inside the fridge:


Open the keypad on the cabinet near the exit door with the code 1220, obtained from the optional step right before. Take the USB stick inside, and rotate its blocks so that each side contains the same symbol.

**Optional** Flip the white board and erase the chart. The remaining lines show the pattern needed to unlock the phone. The phone contains a hint explaining the TQ code to access the PC.

Use 930 378 to unlock the PC. (code from TQ code part pages inside shredder, combined with explanation from phone)
Insert the USB stick into the PC and solve the puzzle the following command order:

↑ → ↓ ← ↑ ↑ ↑ ↓ →
(up, right, down, left, up, up, up, down, right)

Pick up the USB from the PC and plug it into the exit door to finish the level.
Omega Corporation: Executive Office
⏹ Token 1 / 8 - on the wall behind the CRT monitor with a blue desktop background, left side:


⏹ Token 2 / 8 - inside the lamp:


⏹ Token 3 / 8 - under the desk on the right side:


⏹ Token 4 / 8 - hidden at the bottom of the right curtains:


⏹ Token 5 / 8 - hidden under the big flower pot; knock it over using physics:


Floppy disks computer
**Optional**
Take the key inside the right flower pot on the desk.
Use the key to open the lock on the cabinet with three drawers. Take the red floppy, insert it into one of the two floppy drives on the PC to the left.
On the PC on the right of the cabinet (purple monitor), press the eject button to get the blue floppy, and insert it into the other floppy drive.
Unlock the floppy analysis code by matching the game company parodies found around the level:


Use the floppy analysis tool to get the code for the next step. Combine each of the three bad sector pairs in the floppy analysis tool to form drawn numbers.

Mandatory:
In the 'Unlocker' application, insert the code 2-8-7 that you get from the analysis tool.
Take the quantum chip.

Purple screen computer:
Step 1:
Dial the BBS number found on a billboard outside: 555-256-222
Step 2:
Enter the code 2-6-8 from the numbers written with lit up windows on the buildings outside.
Take the quantum chip.

Colour puzzle computer
Level 1:
PRINT "HELLO"
PRINT "WORLD"
RUN CODE

Level 2:
TXTCOLOR(2)
PRINT "HELLO"
TXTCOLOR(5)
PRINT "WORLD"
TXTCOLOR(2)
PRINT "HELLO"
RUN CODE

Level 3:
FOR I = 1 to 3
PRINT "HELLO"
NEXT I
FOR I = 1 to 5
PRINT "WORLD"
PRINT "WORLD"
NEXT I
RUN CODE

⏹ Token 6 / 8 - on the keyboard after solving the puzzle, below the instructional paper:


Take the quantum chip.

⏹ Token 7 / 8 - hidden behind this quantum chip:


Casette computer
The desk's top drawers open when you press the two hidden buttons on each side of the desk in quick succession. Left side: token; right side: cassette.

⏹ Token 8 / 8 - on the side of the leftmost desk drawer:


Take the cassette from that drawer, and insert it into the tape deck at the turned off monitor. Then from the lowest drawer of the cabinet at the first two PCs, take the screwdriver box, and open it to find a screwdriver and 3 heads. Attach the square head to the screwdriver and insert it into the square hole on the tape deck. Adjust the screwdriver rotation until the screen stops flickering and gives a blue image, unlocking the computer.
Play the mini-game of approximating your way to the right (random) number between 1 and 100 to open the compartment below. You have to do this within 7 steps.
Take the quantum chip.

Quantum computer
Unlock the quantum computer chip slots by selecting the patterns & colours on the three ties found around the level (one in the middle drawer of the cabinet, one on the office chair, and one on the desk): the 2nd, 3rd and 6th tie.
Insert the four quantum chips into the device to get the exit key. Insert it on the right of the door to finish the level.
Omega Corporation: The Elevator
⏹ Token 1 / 8 - on the ceiling:


Open the briefcase, press the secret button in the top left under a sheet of paper, and if desired take the orange hint sheet for Floor 2. The button opens a compartment with a key – take this key.

⏹ Token 2 / 8 - inside the left pocket of the briefcase:


⏹ Token 3 / 8 - on the left end of the metal bar at the wall with a window:


⏹ Token 4 / 8 - inside the rag in the cleaning bucket:


⏹ Token 5 / 8 - on the inner side of a wheel of the cleaning bucket:



Floor 7
Open the compartment that appears on floor 7 using the code 6-7-4 to receive a central key part. (Code obtained from combining the orange symbol, the reverse L, with each of the other symbols above the compartment, and then identifying the matching digits from the elevator buttons.)
Take the central key part.

Floor 6
Use the mop to remove the stains on the floor and reveal the pattern you have to replicate on this floor.
We call the rotatable knobs A, B, C, D, and specify how many steps to rotate them clockwise, by holding down the mouse and moving it according to the edge you are holding.

A5, B3, A3, D2, B1, C2, B4, C2 (all clockwise)
















Take the key part.

Floor 4
Enter the code 2-6-8-0 that you can see through the window on floor 4 and below it (you can see the digits arranged from top to bottom when the elevator moves from floor 4 to floor 2).
Take the key.

Floor 2
To reach floor 2, press the '2' button three times, followed by the '-1' button below. (explained by the hint inside the briefcase)
The symbols on this board correspond to tiles on the ceiling. Leaving only omegas solves it.
Match the following pattern to get a key part:


Floor 0
Enter the floor numbers missing from the elevator panel as the code: 5-3-1.
Take the key part.

⏹ Token 6 / 8 - while the elevator doors are open, there's a token on the very top right:


⏹ Token 7 / 8 - while the elevator doors are closed (and the elevator is moving) you can pick up a token on the bottom left of the closed doors; longer journeys give you more time for this:


Click the letters in the Omega Corporation name on the back wall to toggle their colour until E-A-C-R-N are red (hint: 'CRANE' in red on the opposite side of the room).
Insert the key from Floor 4 and the key from the briefcase into the bottom of the Omega cylinder.
Take the key part.

⏹ Token 8 / 8 - after opening the cylinder, under it on the right side:


Assemble the key by attaching all other parts to the central key part from Floor 7. Insert the key into the hole on the elevator panel and click the -1 floor choice to end the level.
Omega Corporation: Metaverse
⏹ Token 1 / 8 - above the illuminated panel, between the D and E server racks:


⏹ Token 2 / 8 - in the bottom left corner of server rack F, to the right of the VR set:


⏹ Token 3 / 8 - under the yellow safety helmet, you can either see it from the side or remove the helmet:


⏹ Token 4 / 8 - in the notebook holder on the wall, there's a hidden token:


⏹ Token 5 / 8 - Token in the bottom right disk storage unit that held TG61:


Disk storage unit, between A and B racks
If you insert EA7C, it tells you that the disk is corrupt and you should insert the backup. The backup, as the wall-mounted notebook explains, is every digit and letter incremented by one – hence FB8D, which you find near the taped 'X' on the floor.
As B24D is unreachable, insert C35E that's already waiting in the storage unit (again incrementing all characters).
Solve the binary tree puzzle as follows, combining the lower symbols to form the ones above:



Take the USB key that's given to you.

On the wall with the timer, press the 'open' button to reveal a laptop. As you see it slide out, you can already see a token behind it.

⏹ Token 6 / 8 - behind the laptop, on the left:


The toolbox on the floor contains a panel remover tool, electrical tape, and a battery. Take all.
**Optional** Use the panel remover on the orange floor panel, pressing down on both sides, and use the electrical tape to repair the cable damage below it. This starts a projection. Standing in the right spots (X / Y mark the spot!), the blue bars form the number 50, and the red ones 74.
The laptop code is -> X*Y=3700.
Take the USB key that's given to you.

⏹ Token 7 / 8 - below the floor panel:


Type ACFEDB into the server status panel. (The code is the order in which the server racks are affected by a virus, shown by a red light, as explained by the sticky note next to the panel.)
Take the USB key that's given to you.

Insert the three USB keys into the ports above the VR set.

⏹ Token 8 / 8 - at the top of the VR set compartments


Insert the battery into the back of the VR set to begin the VR puzzle route.

First VR puzzle






Second VR puzzle
Move the right mirror into the blue beam, and the left mirror into the red beam so that it's hit by both green and red. Leave the other mirror untouched.


Third VR puzzle
Beat the CPU opponent at free-floating connect four as follows, ending the level (don't miss the animation!)
You can use the following steps (the O's can be slightly different, but this tactic always works for a win):
Extra: Santa's Workshop
Technically everything before crafting the exit key is optional, but where's the fun in that?

⏹ Token 1 / 8 - on top of this present box (pull it down):


⏹ Token 2 / 8 - on the left of the mailbox:


⏹ Token 3 / 8 - loosen the woodworking vise (clockwise) to see it:


⏹ Token 4 / 8 - inside the locomotive that is already placed on the train tracks on the desk:


⏹ Token 5 / 8 - take cheese from the desk drawer (yellow, middle row) and place it in front of the "trades only" mouse door in the toy making corner to receive a token:


⏹ Token 6 / 8 - open the following drawers to reveal a token (the hint is given by the left tree drawing above the desk):


⏹ Token 7 / 8 - on the side of the Christmas tree:



Unlock the QA station by aligning the stars how the stars appear in the telescope:
down-right, up-right, up, up


⏹ Token 8 / 8 - using the QA station, send a gingerbread cookie from the plate on the desk (the cookie won't come back down again):


Press the button on the mailbox three times to receive 3 letters that will show you what toys to craft. They don't have to be done in order.


Robyn's toy
Build the steam train by placing the wagons in the following order from left to right:
locomotive from the desk's lowest green drawer
passenger wagon from the cabinet's drawer
wood wagon from the desk
coal wagon from bottom right drawer under the desk



When you combine the right wagons, you get a train box to put into the QA station next to the toy maker. Pull the lever to send it up.

URL-decoding toy
X04 5W2 means plush bear (explained by the paper note behind the telescope & optionally hinted at by the URL decoder from top left drawer below the desk). The bear is found on the top shelf of the cabinet, and the needle and thread to repair it is in the top right shelf below the desk, which you access by opening the following drawers:


Use the needle and thread to repair the teddy bear, and put it into the QA station. Pull the lever to send it up.

Sally's toy
Use the rocking pony instruction code with the toy maker and then put the pony into the QA station on the right of it. Pull the lever to send it up.


Pick up the blueprint from the QA station and create the exit key according to the pattern:


Insert it into the big red door to finish the level.
Extra: Graveyard
Go to the acolyte statue with three stacks discs. Turn the first disc counter-clockwise as long as the cylinder in the middle keeps rising. Repeat this for the other two discs. Take the magic wand.
Take the bat stone slab from the base of the statue.

Use the magic wand on the altar with a spell book on it to draw the following shape (hint from the spell book: inverted

Take the potion stone slab from this altar.

⏹ Token 1 / 8 - on the chest of the acolyte statue:


⏹ Token 2 / 8 - inside the unlit lantern left of the acolyte statue:


⏹ Token 3 / 8 - left of the exit gate:


⏹ Token 4 / 8 - on the right of the gargoyle statue altar:


⏹ Token 5 / 8 - to the right of the altar with the spell book, there's an owl sitting on a tree; wait for the owl to spread its wings, the token is under its left wing (from your view: right):


⏹ Token 6 / 8 - to the right of the altar with the spell book, take the lantern, click on its left (twice) to open the enclosure, click the candle to take it; then, equip the candle and hold it at another burning candle to reveal the token inside:


⏹ Token 7 / 8 - cast the rain spell, then look on the right of the "761" grave, the token is inside the stone vase



Take the feather stone slab from the ground in the area in front of the altar.
The fourth stone slab, cards, is at the grave between gargoyle statue and exit door.

On the grave 761 ("The length of her life"), enter the code 799
Hint from the epitaph: look behind the grave, the branches of the big tree form '3' and '8'; 761 + 38 = 799.

On the grave 682 ("Tangled flies.."), enter the code 765.
Hint from the fly symbols below the numbers and the spiderweb with flies on the left of the gargoyle statue.

⏹ Token 8 / 8 - click the broken off gravestone piece:



**OPTIONAL**
To the right of the altar with the spell book, on the ground, insert the four stone slabs in the following order: Cards (crystal ball field), feather (bird field), bat (coffin field), potion (cauldron field). Inside are hint items for the next two graves.


On the ??91 grave ("Lived for the candy, died for the candy" 🍭🍬🍫!), enter the code 1662.
Hint from the symbols below the dials on the grave, combined with the numbers of different candies on the candy bowl in the stone chest. There is one diagonally striped candy, five with dots, four with spirals (among those: one eaten), and two of the braided ones.


On the grave on the right of the spell book altar ("Since birth..."), enter the years (8)92 and (9)84.
(Hint from the angry (bone in the stone chest) / sad (witch hat in the stone chest) / happy (full moon) pumpkins on the ground, as well as casting the full moon spell using the magic wand.)



After you complete the four graves, the gargoyle statue rises up and offers the next puzzle.
You need to match the clothes and accessories of the four ghosts. Each is in one column. See the hint.
First (765): top hat, male parted hair, tie (hint: earliest death)
Second (1662): cowboy hat, female ponytail, earrings (hint: grave position)
Third (799): rose, female short hair, glasses (hint: grave position)
Fourth (984): no hat, male Elvis hair, bowtie (hint: longest life)



Take the key and exit the level.
Extra: Cats in Time
⏹ Token 1 / 8 - on the bulletin board to the right (with postcards pinned to it):


⏹ Token 2 / 8 - to the left of the previous one, in the power outlet next to the radio:


⏹ Token 3 / 8 - inside the wooden / red tool box (above the blackboard); also take one of the screwdrivers inside the box for the next token:


⏹ Token 4 / 8 - open the right green cabinet door under the red cupboard to reveal a fan; use a screwdriver from the wooden tool box to stop the fan so you can grab the token:


⏹ Token 5 / 8 - on the collar of the cat plushie from the box above the red drawers:


⏹ Token 6 / 8 - use the blue button next to the garage door and look up:



**Optional very first step, but fun!**
Set the sink water temperature to 34.8° (the hint is the Fibonnaci sequence from the book found behind the cabinet door on the right of the red drawers).
This reveals the solution for the four pins under it.



Safe combination: 4 11 29 (the hint is the Lucas sequence from the same book found behind the cabinet door on the right of the red drawers).
Take the key and use it to open the battery storage box located in the first of the red drawers (to the right). Take the battery.

⏹ Token 7 / 8 - inside the battery storage box, after removing the battery:



Set the clock above the red drawers to 1:15 p.m. (hint from the diary in the bottom-most red drawer, as Mr. Wiggles' playtime).
Enter the configuration you see after clicking on the alarm clock under the sink. The puzzle toggles two tiles at a time, so position the dial as follows:

Take the battery.

**Optional until U-Lock**
Use the light switch under the red cupboard to make the circular dials appear and set them as follows (hint is given by activating the circular device hidden in the cabinet under the bulletin board by pressing its button):

Left side:


Right side:


This makes the plant scanner appear.
By inserting the correct plant (the one near the bulletin board) and rotating the scanner, you get the code 3026. There's a hint for this in the computer (mentioned later), too.

**Mandatory**
Open the U-Lock on the left door of the green cabinet under the bulletin board with the combination 3026 from the previous step.
Pick up the battery.


**Optional until U-Lock**
Use the vise at the desk to reveal the computer.
Code: 5141 (from hint October, on the calendar that switches months when clicked)
Switching the lamp to infra blue using the PC reveals the following code on the blackboard: 6255

**Mandatory**
Open the U-Lock on the big locker with the code 6255 from the previous step.
Copy the configurations from the time machine server behind the big garage door (button on the left of it) to the locker puzzle to obtain a sync chip.


Take the chip and insert it where it says 'sync chip missing'. This makes the time machine on the other side accessible.
Insert the three green charged batteries into the time machine, and set the year 1921. Press the red button to time-travel!


Second part of the level
⏹ Token 8 / 8 - on the left side of the space style door (behind the garage door):


Retrieve the three now empty (red) batteries from the time machine.
From around the painting, take the key and the mirror.
Insert a battery into the charging station at the open window, and insert the key. Retrieve the kite from the compartment that opens below. Mount the kite onto the key in the charging station.
Take the recharged battery.

Insert a battery into the space charging station.
Choose 1: roots, 2: stem, 3: leaves.
(Solution given by the tablet in the bottom right compartment: stem of the plant with complex roots, root of the plant with malformed circular leaves, leaves of plant with circular leaves.)
Take the recharged battery.

Insert a battery into the Egyptian charging station. Insert the missing mirror.
Make the mirrors face each other, pull the lever, and click on the prism (scarab gem) 3 times.
Take the recharged battery.

Re-insert the batteries into the Cats in Time time machine and press the red button to finish the level.
Extra: 70's Room
⏹ Token 1 / 8 - on the left of the dartboard:


⏹ Token 2 / 8 - on the middle painting left of the clock:


⏹ Token 3 / 8 - under the third (blue) cocktail glass; you have to break the glass to take the token:


⏹ Token 4 / 8 - on the illuminated cocktails sign:


⏹ Token 5 / 8 - upstairs, press the button on the polaroid camera, don't get blinded by the flash, and take the resulting picture:


⏹ Token 6 / 8 - upstairs, on the bottom of the medium elephant statue:


⏹ Token 7 / 8 - upstairs, take the ball from the fish bowl using the dial on the stand and open the lid for a token:


** OPTIONAL **
Unlock the cabinet below the cassette player by pressing the following buttons (hint given by the symbols of the carpet, which are connected through thick lines):


Under the kitchen counter upstairs, open the "cheap -> expensive" lock using the code 5, 1, 2, 4.
(The hint is the number of fingers on the covers of the vinyl records under the cassette player downstairs, ordered by their prices.)
Take the "Burst Out" video game cartridge.

Television:
Plug in the power cable on the left of the TV set by clicking the plug.
Insert the "Burst Out" video game cartridges into the console, turn on the TV with the dial in the top right, and move the joystick to play and win the game. The "Burst Out" game is breakout/arkanoid.
Reward: a compartment on the console opens with a cassette. Take it.

For a token, also play the "Invasion" video game cartridge stuck between the pillows of the orange couch, on the far right side of it. This is space invaders.
⏹ Token 8 / 8 - on the win screen of the game:


Lock below TV set:
Use the code 6 - 3 - 5 to unlock the compartment below the TV set (given by the number formed by the bubbles inside the 3 lava lamps, in the order big - small - medium; the small orange lava lamp also has to be plugged in to the right of the TV set).
Take the cassette.
Pick up the 6 darts in the TV table compartments. Place them on the dart board so that blue scores 97 and yellow scores 107. The outside ring colored field score is doubled, the inner ring colored field score is tripled, and the middle awards 50 points. Example:


(The hint for the right value of blue = 97 & yellow = 107 is given by the chalkboard in combination with the calculator in the lowest of four drawers in the upstairs kitchen area. Access the calculator's secret mode by entering these calculations:
3+8=
33x2-4=
6888/123=
The hint for unlocking the calculator mode is found on the note in the locked compartment below the TV.
The hint for scoring the dartboard is right next to it.)

Take the cassette from the dartboard compartment.

Telephone upstairs:
Dial C-A-L-L-M-E by performing a clockwise rotation from the numbers 2, 2, 5, 5, 6, 3.
(hint from 'Cookie Squares' cereal box below the kitchen counter, combined with the nearby wall artwork).
You receive another cassette.

Open the top of the cassette player and insert the four cassettes.
The disco ball light will show you the four symbols you need to click on top of the cassette player: telephone, clock, cherry, dartboard.
Take the exit key, walk to the door upstairs, and finish the level.
Extra: Leonardo's Workshop
⏹ Token 1 / 8 - on the bottom of the flying machine model, located on top of the mirror cabinet:


⏹ Token 2 / 8 - top left corner of the 'Buonarotti Draft Company' painting with movable ruler:


⏹ Token 3 / 8 - move the bigger stone of the ones found on the floor next to the sculpture table to reveal a token:


⏹ Token 4 / 8 - on the back side of the easel:


⏹ Token 5 / 8 - on the bottom of the skull on the shelf with the mixing colors instructions:


⏹ Token 6 / 8 - back left leg of wooden box under the mixing colors poster:


**Optional puzzle step**
Use 85253 to unlock the chest under the mixing color instructions. The combination is given by the digits inscribed on the sphere at the mirror cabinet (openable by sliding the lever under it then rotating it's cover to reveal different sides of the sphere), combined with the order shown on top of the box with the lock (left = 8, up = 5, right = 2, center = 5, down = 3). This reveals a small cannon. Moving the slidable wall it faces up and rotating the trigger mechanism several times reveals the solution for the following section.



On the left side of the mirror cabinet, flip the squares between damaged and undamaged as follows, matching the cannon impact pattern from the previous step.


Take the fighting vehicle model. Take one gear from the right of the mirror cabinet. Inside its top right compartment, press the red button to open a hidden drawer with another gear. Take the third gear from the shelf under the mixing colors poster.
Extend the following retracted cannons to match the Fighting Vehicle Design note lying on the left side of the mirror table.


Then apply the three gears on the available bolts and press the blue button in the center. This transforms the model into a key you can insert into one of the four key holes on the stone table in the center of the room.


**Optional puzzle step**
Take the three hourglass stone plates from the (middle right of) the bookshelf, the small wooden box under the 'how to sculpt' instructions, and the left drawer below the mirror cabinet. Insert them above the fireplace.



Solve the sliding puzzle below so that the digits are placed in the following order (given by the time it takes to move the sand to the bottom of the hourglass after pressing the button):
21343

With the tiles marked as in the picture below, follow these steps:

2 from I to E
1 from D to I
4 from B to H
3 from A to F
2 from E to A
4 from H to E
1 from I to D
4 from E to I
1 from D to E
3 from G to H
3 from F to G
2 from A to F
1 from E to A
3 from G to C
4 from I to D
3 from H to E
1 from A to B
2 from F to A

Pick up the hammer, the file and the polisher from the newly revealed spot on fireplace.

⏹ Token 7 / 8 - interact with the stone on the bookshelf (there is a token marking on the stone) and drag the hammer from the previous step onto it to reveal the token:



**Optional puzzle step**
Use the hammer on the stone block located under the "How To Sculpt" poster (you'll use it 5 times). Then use the file four times on the resulted sculpture. Finally, rub it with the polisher until some numbers are revealed.

Enter the code 592 from the sculpture into the lock below it. Open the drawer, take the sculptors key and insert it into the stone table in the center of the room.


Collect the paint brush and all three types of paint from across the room: take the Piero brush from inside the small chest on the bookshelf, red paint from the lower left part of the bookshelf, yellow paint from the top right of the mirror cabinet, and blue paint from near the canvas.
The 'dear apprentice' note on the right of the canvas explains how to paint the different canvas symbols, and the mixing colors chart to the left of the canvas lists color combinations.
Interact with the Piero brush and place the red paint onto the hole on the top side. Press the circular button to apply it. Then swipe the brush across the star shape canvas square.
Next, press the 'X' button to clear the assigned color, and apply blue and use it to color the heart shape canvas square. Add yellow to the blue brush to get green, and paint the moon shape canvas square. Finally, add red to the green brush to get brown, and use it to paint the flower shape canvas square.

This reveals a Mona Lisa painting with a lock. Count the hearts, roses, moons, and stars to get the code: 5316.

Take the paintsmans key and insert it into one of the four key holes on the stone table in the center of the room.


The bottom right of the bookcase holds the next puzzle, with solution being provided by the nearby 'ideal human anatomy' poster and the 'Buonarotti Draft Company' painting in an alcove on the other end of the room. Match the human body parts to correspond to what is found at those coordinates on the painting.
top: blonde with braided ponytails (15 / 25)
middle: red top with blue skirt (13.5 / 15)
bottom: golden greaves (5 / 2.5)


Take the draftmans key and insert it into the table in the middle of the room.
This reveals a character to architecture matching puzzle that also contains a token.


⏹ Token 8 / 8 - open the little hatch on the side of the architecure model:


Swap the name plates so that they match the name of the building type and the name of the architect. (The solution is provided by the architecture book and architecture paper, both on the right of the mirror cabinet.)
The side with three arches: Palazzo Uffizi, Giorgio Vasari (16th century)
Flat side with circular window: Santo Spirito, Antonio Manetti (last one unassigned)
High tower: Palazzo Vecchio, Arnolfo Di Cambio (did not finish cathedral)
Rounded domes: The Duomo, Brunelleschi (unfinished project of Cambio)



Finally, you receive the level exit key.
Extra: Treasure Island
Pick up one of the shovels around the spawn point.

⏹ Token 1 / 8 - on the fin of the shark circling the island; zoom in to see it better:


⏹ Token 2 / 8 - on the side of a crab that moves around the dark rock (on the right side of the sea rock with a skull marking):


⏹ Token 3 / 8 - on a ceiling rock of the passage next to the makeshift bed:


⏹ Token 4 / 8 - dig behind the chest that's next to the bed (hint: right map fragment, there's a faint token sign at this location):


⏹ Token 5 / 8 - pick up the brown coconut and smash it on the rocks nearby; the token will be inside one of the two halves:


⏹ Token 6 / 8 - at the bottom of a partially submerged barrel visible from the previous token, left of a rock with rope going over it:


⏹ Token 7 / 8 - climb the ladder, looking down the left side of the rock with white chalk writing you'll find the token hidden on one of the lower flowers:


**Optional**
Go to the X spot shown on the map fragment found among the boat debris at the spawn point. Use the shovel to dig a treasure chest. Inside it you will find a second map fragment (you can combine them in your inventory, if you so wish).


**Mandatory**
Go to the right side of the island and dig at the X spot shown on the second map fragment, in front of the anchor.
Pick up the Anchor Medallion from the chest and the paper about the six sigils.





>> Digging the first 5 sigils is optional, only the last sigil is mandatory<<

**Optional** (needed if you want to do the next 5 steps)
Pick up the Pathfinder behind the campfire, near the spawn point.

**Optional**
#1: Dig in this location, it's slightly to the left of where you found the second map fragment, around the waterfall (hint: note with six sigils, "gazing through a white circle until you see the whole isle").


**Optional**
#2: Dig in this location, it's slightly to the left of the spawn point (hint: note with six sigils, "to find the second take a stride 3 steps northeast and 14 steps to where the sun sets"; use the pathfinder item to see the direction and to count the steps)


**Optional**
#3: Dig in this location, it's halfway between the rock with a skull mark and the nearby dark rock with a hole (hint: note with six sigils, "find your way north for 16 steps, then halfway to the darkest rock third hides"; use the pathfinder item to see the direction and to count the steps).
In this location you will find the other half of the note about the six sigils.


**Optional**
#4: Dig in this location, it's a few steps to the right of the previous one, right in front of the same dark rock (hint: note with six sigils, "gaze through the dark circle...").


**Optional**
#5: Dig in this location, it's right next to the 4th skull, on the right side of the dark rock (hint: note with six sigils, "turn your back precisely").


**Mandatory**
#6: Dig in this location, it's on the right side of the level timer (hint: note with six sigils, "final hides the treasure...").


On the 6th skull sigil, turn all teeth to white apart from:
top row: 6th 8th
bottom row: 3rd 6th
(Hint: pattern given by the previous 5 skulls,
where the top row shifts one position to the right: 1 3 -> 2 4 -> 3 5 -> 4 6 -> 5 7,
and the bottom row alternates between 4 5 and 3 6, like so: 4 5 -> 3 6 -> 4 5 -> 3 6 -> 4 5)

Pick up the Cursed Compass and the Compass Medallion.



In the waterfall area, you can find a makeshift bed.
Use code 8-6-3 to unlock the chest.
(Hint given by the number of petals that the red flower has on each of the 3 levels, as indicated by the book located on the makeshift bed: top level: 8 petals, middle level: 6 petals, ground level: 3 petals)

Use the lockbox in the chest.
Set the labels as follows:
S - dolphin
E - mermaid
N - skull
W - kraken
(Hint given by the symbols found on the big sea rocks at the outskirts of the island)
Pick up the Iron Key.



**Optional**
Collect all the Cursed Crystals. (Later in the level, the Cursed Compass points at the Cursed Crystals until you have found all three.)
One is in the flowers next to the level timer.


One is under the bed.

One is at the base of the bent palm tree with a rope around it near the waterfall.


Place the three Cursed Crystals on the Cursed Compass.

**Mandatory**
The compass now points at a spot right next to the spot to smash a coconut for Token 5. Dig there, open the chest, and take the Diamond Medallion.




On the left side of the stone passage harboring the makeshift bed, there's a wooden box.
Tied to it you can see a rope. By following it you will be able to find the 4 metal tiles needed to fill the empty space on top of the box.

Locations for the metal tiles:
1st (bottom left): from the box, follow the rope towards right to the waterfall area. The first metal tile is between a partially submerged barrel and wooden box.

2nd (bottom right): underwater, among the debris of a sunken boat, tied with a rope to its inner walls; the boat is located midway between the waterfall and the hint button.

(If you have not picked token 6 yet, it can be found inside a barrel between these two metal tiles.)

3rd (top right): hidden behind the furthest-out large rocks at the spawn area (North from the ladder).

4th (top left): hanging on a tree in the NE part of the island on the right side of the rock with a skull mark on it, you can identify it based on the fact that it has some ropes on it; following any rope found on the shore will lead to it.

Place the 4 metal tiles on the wooden box, forming the image on an anchor.
Pick up the Golden Key from inside.



Dig in front of the rock with a white marking on it near the ladder (hint: from the top platform, position yourself so that the markings on the rock, the tree and the edge of the fence form an X):


Take the Keys Medallion.



Climb the rope ladder at the campfire / spawn and insert the 4 medallions based on the riddle found in the chest that contained the diamond medallion, as follows:

keys compass
anchor diamond


Take the ship wheel. Go to the waterfall, attach it and use it there.

⏹ Token 8 / 8 - remove some coins at the level-exiting chest to reveal it:


Use the golden key and the iron key to open the chest and finish the level. If you choose to stay, you teleport back to the beach.



**Easter egg:**
- The boat for the second metal tile also contains a plastic duck. There's a QR code on the bottom of it, which at the time of writing leads to an Alestorm music video on YouTube.
Steampunk DLC: The Crew Quarters
TOP FLOOR

In both stages of this level, only the last steps are strictly necessary.

⏹ Token 1 / 8 - on the painting of steampunk ship above the desk:


⏹ Token 2 / 8 - break the poor innocent tea pot found on the desk:


**Optional**
Open the locker using 6-8-7 (code taken from the terarrium label, plus the hint from the letter on the desk that the digits are turned 90 degrees to the left)

**Optional**
To open the safe above the desk, move the colourful fabric-covered buttons so they match the diagram of the gentleman inside the locker. The hat is blue inside, the right glove (on the left) has white fabric, the left glove (on the right) has red fabric, the shoe has green fabric. Two of the items are inside the locker, while the other glove is in the middle box under the bed and the boots are under the desk.


**Optional**
Interact with the puzzle box found inside the safe. Start at the top by moving both rectangular pieces towards the inside. Then each connecting piece can be moved in turn towards the now free space. After moving all the pieces, the two golden gears will no longer be blocked.
Rotate the gear with a pin clockwise until the other gear reveals a small lever. Click on it to take it.
On the opposite side (with a circular grid), drag the lever onto the pin, and turn it clockwise until it opens. Take the bulb. There is also a token here.

⏹ Token 3 / 8 - inside the puzzle box, after solving the last step and removing the bulb:


**Optional**
Unlock the chest on the bed with the code C-O-G, which matches the morse code (hint book in box under bed) outputted by the radio system with three levers near the level timer. The circle sizes on the lock indicate the order of the characters/speakers.
(big speaker switch: - - . = G
medium speaker switch: - . - . = C
small speaker switch: - - - = O)

⏹ Token 4 / 8 - after opening the chest, rotate the rightmost gear for a token:


**Optional**
The middle gear on the chest shows a 2:30 clock hand position. Use this knowledge to set the clock on the desk to 2:30 by alternately moving the left knob up and the right knob down, as the left one makes the minute hand move faster.
Take the tape from the compartment that opens.

**Optional**
Use the Illuminator inside the locker.
Remove the broken bulb at the top, drag the bulb from the puzzle box in as a replacement.
Drag the tape onto the broken side of the illuminator to fix the cables.

**Optional**
Turn on the illuminator by pressing the red button. Arrows light up indicating the correct positions for the 3 small levers.
Move the levers like so: left down, middle up, right down
Press the red button again to receive the solution 4-6-3-8 for the hatch door.

**Mandatory**
Open the hatch with the code 4-6-3-8 and head down.

——————

LOWER FLOOR

⏹ Token 5 / 8 - on the bottom left cargo crate:


⏹ Token 6 / 8 - in the box in the back left, on the bottom of a baked beans can:


⏹ Token 7 / 8 - on the pipes to the left of the level timer


⏹ Token 8 / 8 - on the big right side cogwheel of cannon 3:



To open the chest, press the buttons so that their symbols combined form the circled diagram painted on the door: press top row middle button, bottom row left button, bottom row right button.
Take the two lighters from inside the chest.

** OPTIONAL solution acquisition **
If you are playing co-op, have one player hold down the lever on the top floor, so that the lamp glows green, which unlocks the bottom floor compartment holding a journey log (between the ladder and the cannons). Quickly pick up the journey log so your friend's finger doesn't fall off.
In single-player you only need the bottom floor lever.
The journey log requires you to input a journey date.
The directional lock on the red-outlined safe has as its hint a certain arrangement of flame, flower and army star symbols. The grid for the cargo boxes can be deduced from the 'A2' and 'D1' painted on two of the boxes. The sought boxes are D2, D3, E2 (the required army star box is pulled out). According to the cargo log in the empty E2 slot, this corresponds to the journey on 03 May.
The journey date of 0305 gets you the code for the directional lock: 2 North, 1 West, 1 North, 3 East.


On the red-outlined safe with directional lock, enter the code 2 North, 1 West, 1 North, 3 East in this order. Take the four cannonballs.
Open the back of each cannon and insert the balls.

You'll see based on the fuse lengths in what order to light them: longest first.
Light the lighters from earlier (in co-op, split them among players). Holding the lit lighter in your hand, you see the outline of it appear at a fuse. Click the fuses in the correct order to shoot all cannons at the same time.

Firing the cannons at the same time unlocks the red key for the door with the circular symbols that lets you exit the level.
Steampunk DLC: The Engine Room
Remove the fire hydrant from its wall compartment. Pull the safety pin and click the pressure valve to enable its usage. While holding it, hold down left-click to make all the fires go away.
(It's easier to see these tokens with the fire put out.)

⏹ Token 1 / 8 - inside helmet hanging on the wall:


⏹ Token 2 / 8 - on the left edge of the door:


⏹ Token 3 / 8 - on the left side of the compressed fuel engine:


⏹ Token 4 / 8 - the yellow rotating cogwheel part of the drone stand has a token in one spot:


You can click on the door opposite the exit timer to open it. This lets you access the furnace room.

⏹ Token 5 / 8 - on the tool panel in the second room:


⏹ Token 6 / 8 - through the door to the second room, pull the lever right next to it:


⏹ Token 7 / 8 - the shovel closer to the furnace has a token on it:



Compressed Fuel Engine:
From the second room, grab the fuel tank and insert it into the compressed fuel engine's dock. Move the contents of the 3 tanks until you obtain weight 4 in the middle one. The small red valve fills the drone fuel tank, which you can then take again. Here are the steps needed:
8 to 5, 5 to 3, 3 to 8, 5 to 3, 8 to 5, 5 to 3


Right desk:
Place a red crystal on the outside node of the left cogwheel, a white crystal on the inside of the middle one, and a right crystal on the outside of the right one. The crystals can be found in the left and right drawers of the same desk. When you flip the levers, this will draw a pattern matching the papers in the desk drawer of the left desk and unlock the propeller. Take the drone propeller.


Drone Landing Zone:
Open the drone's compartment with the red button. Insert two resistors with a combined resistance of 30 (= 120 Volt / 4 Ampere = 30 Ohm). These are the first and fifth in the resistor box on the left desk: black + cyan, red + red.
Attach the drone fuel tank and propeller from the steps before.

Using the 15 available drone fuel points, plot a path that reaches all three red objectives in need of repair. The middle knob selects a movement direction, the right button confirms moves.



Head into the furnace room.

⏹ Token 8 / 8 - after a while, the drone returns to the furnace room and has a token for you:


Unlock the furnace using the code 4-2-6 that you get from weighing the tools described by the note on the furnace. The saw weighs 4kg, the wrench 2kg, the hammer 6kg. (The saw is wall-mounted opposite the furnace; the wrench is on a desk in the first room; the hammer is in the middle drawer of the right desk in the first room.)
Now you can use the shovels and coal heaps to fill the furnace, which makes it close again. In single player this requires five shovel loads, in two player co-op ten.


Pipes to the left of furnace:
The viewscreen can be moved on different axes using the two ropes on the side. Match the top pipes with their end points and activate the corresponding buttons.
1st pipe on top -> left side, second from the bottom
2nd pipe on top -> right side, second from the top
3rd pipe on top -> left side, middle
4th pipe on top -> right side, second from the bottom

Take the gear, and head back into the first room.

Calibrate the gears:
Attach the previously missing gear and make the connecting faces of the gears match each other:

Take the floppy disk. Insert it into the ceiling-mounted monitor (open using the red button, then drag the floppy in).


Monitor path puzzle (single-player):
This is a simpler maze and does not have gates to open.
Forwards, right, forwards, forwards, left, forwards, forwards, left, forwards, right, forwards, left, forwards, left, forwards, right, forwards, forwards, right, forwards, left, forwards, left, forwards, forwards, left, forwards, forwards, forwards, forwards (reaching the key).
Left, left, forwards, forwards, forwards, forwards, right, forwards, forwards, right, forwards, right, forwards, left, forwards, left, forwards, forwards, right, forwards, forwards, left, forwards, left, forwards, right, forwards, forwards.

Monitor path puzzle (two-player):
The second player will use a top-down view to guide the first one, and has to hold down the laser gate button to open doors.
Forwards, left, forwards, right, fowards, right, fowards, left, forwards, right, fowards, right, fowards, left, forwards, forwards, left, forwards, forwards, left, fowards, right, fowards, left, fowards, left, fowards, right (reaching the red gate).
Open the gate.
Forwards, forwards, forwards, forwards, left, forwards, forwards, left, forwards, right, forwards, right, fowards, forwards, right, forwards (reaching the key), right, right, forwards, left, fowards, forwards, left forwards, left, forwards, right, forwards, forwards, right, forwards, forwards, left, forwards (reaching another gate). Open the gate. Forwards, forwards, forwards, forwards, forwards.

This gets you a valve piece. Take it, attach it to the exit door and use it to finish the level.
Steampunk DLC: The Greenhouse
⏹ Token 1 / 8 - between the desk at the rocking chair and the pressurization desk:


⏹ Token 2 / 8 - between the pipes at the rocking chair:


⏹ Token 3 / 8 - above the level exit:


⏹ Token 4 / 8 - inside the lamp above the right desk:


⏹ Token 5 / 8 - on top of the left hanging plant:


⏹ Token 6 / 8 - inside the rightmost wooden box under the right desk:


⏹ Token 7 / 8 - break the plant pot on the right bench at the window:



Seed Box:
Use the seed box on the left table to create a seed by matching the leaves, colour and shape shown in the middle. Use the following combinations of buttons:
banana + carrot + pineapple
grape + strawberry + cherry
apple + strawberry + carrot
Pick up the seed.

Seed Electrifier:
Insert the seed, then click the symbols in the order they light up:
heart, circle, star, square, diamond, moon, triangle, hexagon

Seed Enhancer:
Insert the electrified seed, then click gold, copper and graphite, and submit (hint from the 'super plants' book on the left desk).

Growing Pot:
Insert the seed into the circular growing pot in the middle of the room.


Now you need to solve and attach the boxes spread around the level. Insert them into their corresponding slots, based on the shapes on their bottom side (slider box - circles, star box - stars, valve box - squares, chess box - triangles).


The slider box is under the left desk, where the seed box is. Solve it using the hint paper on the table near the rocking chair (D<L, S<I, E>R. none of S,L,I,D,E,R identical.)
S=5, L=2, I=6, D=1, E=4, R=3

**Optional**
Press the red button on the right bench at the window to unfold the telescope. Looking through it, use the right dial to focus on the stars.
⏹ Token 8 / 8 - after unfolding the telescope, there's a very much camouflaged token hiding on the inside of its left arm:


The star box is under the table at the rocking chair. Match the visible constellations from the telescope: click the giraffe, bow and crab symbols.

The valve box is on the left desk with the seed box. To solve it, enter the numbers from the pressurization machine above the third desk. You uncover them by moving the transparent air in place of the turquoise liquids using the radiator-style valve keys. The pressure meters are attached to the spots that have numbers in them and indicate their order from lowest to highest pressure. The code is 5-4-1-2.

The chess box is on the left bench at the windows. Match the figure positions from the chess case on the table at the rocking chair.
White bishop: E2
Black queen: C8
White rook: E1
Black knight: F4


After they're all correctly inserted, the next stage of the level starts with a tree growing out of your seed and an upper area becoming accessible.

Climb the ladder, taking note of the 'C' symbol on the tree trunk, and the pattern on the roots. Another pattern is on the branches at the top. Press the corresponding buttons on the first control panel.


The second panel requires the number of tips and vein splits of the leaves. The third desk with the pressurization machine has a paper on it that explains the math: ABCD : AB = tips * vein splits; CD = tips + vein splits. With 7 tips and 5 splits, the solution is 3512.

The third panel asks you to identify the flowers now growing on the tree. The first desk downstairs has a legend. They are Nerium Oleander, Aethericum Liliago and Zenobia Ambigua. Set the dials to their initials. Top dial: N/O, left dial: A/L, right dial: Z/A.

Now you can take a ginormous blueberry from the top of the tree, use the red button behind the books at the rocking chair to unlock the fruit energy extractor panel on the other side of the door, insert your fruit, and get a key to exit the level with.
Steampunk DLC: The Helm Room
⏹ Token 1 / 8 - below the center of the map on the table:


⏹ Token 2 / 8 - on the front of the binoculars on the table:


⏹ Token 3 / 8 - on the right side of the radar's telescope:


⏹ Token 4 / 8 - rotate the valve on the right side of the radar and the token will fall on the floor at the base of the device:


⏹ Token 5 / 8 - pull down the port engine lever (right side of the stairs) in order to stop the right engine and reveal the token:


⏹ Token 6 / 8 - on the right side of the oscilloscope:



You will have to pull four levers in the correct order. (Hint from the flying manual behind glass near the exit; in co-op one player has to hold the lever under it so another can take it.)
These levers first have to be unlocked.
In single-player, they will stay pulled.
For MP, we are assuming each player has to hold a lever to finish the level.
For 2P co-op, this means: pull the power lever, pull the radar lever, pull and hold the throttle, while another player pulls and holds the helm lever.


Power:
Go to the main power panel on the right of the room before the window.
Turn the wheel to expose the output calibration panel.
Click the three nodes at these intersections: (2, -2) / (1, -3) / (3, -4).
(Hint from the oscilloscope after turning its knob to focus the diagram.)
Now you get access to the power lever. Pull it if playing SP, 2P, 3P.

Radar:
**Optional**
Collect three magnetic spheres: from the top of the table in the middle of the room, from the left front compartment of the same table, and from the shelf behind the couch on the same left side (before the rudder).
Go to the radar on the left of the room, and in the power board under the dish, insert the three magnetic spheres. You will have to match the patterns from the coil setup cube in the back left compartment of the table.
For this, you pull the levers one, two, three, seven. (They each move two spheres.)
This unlocks the radar panel above.


**Optional**
The radar panel gives you coordinates to look at through the vizor – E0, C2, H2 – on which you see balloons with the sought patterns: E0: all outside dots, C2: 4 corner dots, H2: 3 dots horizontally in the middle.

On the radar's left panel, click the buttons matching the dot patterns.

This unlocks the radar lever. Pull it if playing SP or 2P.

Throttle:
**Optional with tokens**
Take the pneumatic tube canister from the back right compartment of the table.
Hint from the book in the same compartment: Click the top of the pneumatic code to select the 'request new code' command, then use the communication station in the back right of the room between the power panel and the exit to send it to Deck, Crew Quarters, and Greenhouse by inserting it into the appropriate tubes and pulling the lever left of the tubes (you can also get Token 8 already by pressing the token shaped button at the bottom of the tube canister as you do these). In the tube's central compartment receive the codes: gear, cross, star.
Change the pneumatic tube canister command by clicking until you see 'request equipment', and on the very bottom, mark the buttons: gear, cross, star. Insert it into the Engineering tube. Pull the lever to receive invisible ink goggles. If you wear the goggles, you find the following hints:
- above the left couch, at the left end of the windows: "half astern 1"
- between the power panel and communication station: "full ahead 2"
- under the right couch: "slow ahead 3"
- left of the rudder: "full astern 4"

You need the invisible ink goggles to see the following token:
⏹ Token 7 / 8 - under the right couch:


⏹ Token 8 / 8 - send the tube canister anywhere with bottom token code button pressed to have the tube canister return with a token in its storage compartment.


Set the rudder in this order: half astern, full ahead, slow ahead, full astern. This unlocks the throttle lever. Pull it if playing SP.


Helm:
Take the helm plates spread across the level. The '2' is in the compartment to the right of the rudder, '4' is on the shelf on the right of oscilloscope,
Open the chest near the exit using the code 7-3-4 you get if you turn off the starboard and port engines as well as the three ceiling fans using the panel on the front right of the cockpit near the oscilloscope (three rings is 7, ceiling fan is 3, two rings is 4). This gets you the other four helm plates.

The helm plates have to be inserted into the 'corners of the world' device up the stairs in the front of the cockpit. The right solutions can be calculated based on the note on top of the table. In clockwise order after N, they are: NE = 8, E = 4, SE = 7, S = 0, SW preset 3, W = 6, NW = 2. This unveils a helm station.

**Optional**
Using the route diary in the front right compartment of the table as your guide, and the blackboard near the exit for the distances, compute the routes to get a safe code.
Route 1, from X: 15 left, 20 down, 50 right, 10 up, 5 down: 35 / -15, which means 32 for the safe.
Route 2, from X: 50 left, 20 down, 20 right, 15 down, 15 right: -15 / 20, which means 49 for the safe.
At the safe at the front of the table, insert the code 32 49 to get a helm calibrator, which tells you how to unlock the helm.

The helm needs to be turned clockwise twice, counter-clockwise once, and clockwise three times without letting go. At each full rotation, the light in the center of the helm station flashes. Now you have the helm lever too.

If you are playing 2P co-op and pulled the power and radar levers earlier, now you just have to have one player hold the throttle lever, and the other one then pull the helm lever to finish the level.
In 3P, pull the power lever if not already done, then have one player each hold the radar, throttle, helm in that order.
In 4P, similarly send a player to power, radar, throttle, helm and hold them in that order.
Wild West DLC: The Jail
** RIGHT, left from inside, CELL **
⏹ Token 1 / 8 - at the bottom of the iron bars covering the window:


Open the cell door lock with the code 127 from the amount of days in jails (marked on the cell walls, partially obscured by the hat).

Interact with and open the flask on the shelf. Take the bobby pin inside.
Remove the right coat hanger pin and take the shiv inside the hole.

Use both the bobby pin and shiv on the jail door. (It's explained by a hint hidden inside the harmonica.) You can open the second jail door either by re-using these tools or with the key found on the desk in the main area.


** LEFT, right from inside, CELL **
⏹ Token 2 / 8 - under the bed in the right jail cell:


⏹ Token 3 / 8 - inside the cell lock:


Open the lockbox under the bed by pressing the 1st button from the center on the vultures side, the 3rd button on the snakes side and the 7th button from the coyotes side (hint: writings on the walls).
Pick up the wooden cube with a key marking on it.

**Optional (fur further puzzles that can be skipped)**
Interact with the soap on the small wooden table and take the map pin from inside it.


**** MAIN AREA***

⏹ Token 4 / 8 - inside the kettle sitting on top of the furnace:


⏹ Token 5 / 8 - in the bottom drawer under the big red chest, hiding under a can:


⏹ Token 6 / 8 - interact with the sheriff photograph on the wall, flip up the clip on the backside, slide out the back cover, remove the picture itself, and take the token from the front::



⏹ Token 7 / 8 - move the handcuffs from the central to the outside pins to reveal a token:



In case you want to speedrun the level, only the last step at the end of this level's section is truly necessary. The first optional block contains a token and could afterwards be aborted. As always, we recommend playing the game fully and properly.

**Optional with token**

To solve the gun cabinet puzzle, pull the lower rifle's trigger twice, the upper rifle's trigger twice, and the lower rifle's trigger three times. (Hint from the symbols on the plaque in combination with the hat in the jail cell, the hat in the main area, and the hat on the Gator's wanted poster.)

⏹ Token 8 / 8 - flip all 5 switches up to reveal a token:


Revolver cabinet puzzle:
Set the combination for the golden revolver (down, up, up, down, up) on the levers. Press the sheriff's badge button in the middle four times to rotate the revolver to aim from right to left.
Set the combination for the silver revolver (up, up, down, up up). Press the sheriff's badge button in the middle five times to aim from bottom right to top left.
Set the combination for the black revolver (up, down, up, down down). Press the sheriff's badge button in the middle two times to aim from the top to the bottom.
(Hint from the note under the bed in the left jail cell.)


Take the first sheriff's badge.


**Optional from here on**

Red wooden chest lock: open by moving the horse in this order: 7, 11, 2, 5. (Hint from the note from the first drawer below.)
Take the first deputy (sheriff's) badge. The liquor bottle ("2 pines") is a hint for the level-ending puzzle.



Take the map pins from the map and the middle wanted poster. With the one from the soap, you have all three now. Position them as follows (hint from the notes in the middle left and middle right drawers of the desk: Otoxoco cave bordering Abeneer; Laurilee town at three states border; Frorado train station at the sea):
W01Map

Pick up the second deputy badge.

Open the desk drawers so that they match the wanted posters above. The first right drawer, Scorpion, with all three left drawers ($3500 reward). The second right drawer, Bear, with the top and bottom left drawer ($2500 reward). The third right drawer, Gator, with the top left drawer ($500).
Take the second sheriff's badge.



Place the middle four sheriff's badges (B, C, E, F) as follows so that the puzzle area opens up to the other two exterior badges (hint from the various photographs of sheriffs and deputies, as well as the note behind one photograph, saying that you have to place the sheriff on top). If you don't place the older duo on the left as shown, you cannot use the solution provided for the next sliding puzzle step below.


You can use the following sequence to solve the puzzle:
F 9 -> 3
E 7 -> 10
F 3 -> 8
C 4 -> 3
D 5 -> 9
C 3 -> 4
B 2 -> 7
A 1 -> 3
B 7 -> 1
F 8 -> 2
D 9 -> 6
F 2 -> 8
E 10 -> 9
B 1 -> 2
D 6 -> 7

The final configuration should look like this:



** Mandatory **

Open the "vices" lock on furnace: 2-6-3-8
(Hint: Note under the exit door says that the vices order is alcohol, tobacco, gambling. Number 2 found on the alcohol bottle in the top drawer below the red chest, 63 from tobacco box found received after solving the sheriff badges puzzle, 8 from the playing card on the desk.)

Insert the wooden lockbox cube from the second jail cell into the furnace.
Take the exit key and exit the level through the door below the timer.
Wild West DLC: The Salooon
⏹ Token 1 / 8 - on the back of the metronome on the piano:


⏹ Token 2 / 8 - inside the broom, just move it slightly and the token will slide on the floor:


⏹ Token 3 / 8 - on the bottom of the right boot next to the barber table:


⏹ Token 4 / 8 - on the rotating striped cylinder above the boot:


⏹ Token 5 / 8 - move all abacus chips on the card counter on the Faro table to the outside:


⏹ Token 6 / 8 - on the right edge of the cash register:


⏹ Token 7 / 8 - take the tap handle from the top left drawer of the barber table, insert this into the beer tap, and activate the handles from right to left (1,2,3,4):


Moustache clock:
Set the time to: 2, 2.30, 4 in this order (hint: from the barber's chedule on the opposite wall, people with a mustache appointment).
Pick up the slot machine gear.
Take the other slot machine gear from the bucket under the barber table.

** Optional **

Dewey slot machine with central spin button:
Take at least three of the five coins in the machine.
At the top, insert a coin on black, and press spin.
Insert a coin on green and a coin on black, and pres spin.
Insert a coin on yellow, and press spin.
Take the poster handle.
(Hint: manual in the leftmost cabinet behind the bar counter.)

** Mandatory **

On the piano, set the metronome to the white line near 80, and click the center three times to make it swing. (Hint from the book in the locked bottom left drawer of the barber table.)
Take the piano key and unlock the piano.

** Optional with token **

Use the code 356 to open the bottom left drawer lock of the barber table. (Hint: numbers corresponding to square, triangle, circle symbols on the fan.)
Take the barber brush.

Play the piano as follows:
middle A - middle B - right E - left E - right E
(Hint from the book in the locked bottom left drawer of the barber table and the rotating goldrush poster behind the bar counter. Use the poster handle from the Dewey slot machine to interact with it.)


Take the Faro table key.
Take the shaving cream, open it, and drag the barber brush into it.

⏹ Token 8 / 8 - using the barber brush with shaving cream, unveil this token on the buffalo painting above the Dewey slot machine:



** Optional, continued **

Beer tap lock:
Enter the code 6 - 5 - 2 (hint from the note found after using the left piano compartment's key to unlock the drawer of the Faro table: Edgar wins in the second last round by betting 6 (bet value is identical to the right column), Gabe loses in the last round by betting 2 (bet value is identical to the left column) and the only card that appears 4 times is 5).

Take the tap handle from the top left drawer of the barber table and insert it into the beer tap on the bar counter.
The numbers of the back of the tap handles are connected to some barrels (1 = Undertaker, 2 = Goldrush, 3 = Bandit, 4 = Snakeoil)
Based on the barkeep notes, activate the taps in the following order (the numbers count from right to left):
3, turn off 3, 1, turn off 1, 4, 2, turn off 2, 2

Pick up the Timeless, Muerto and Liberty Bell alcohol bottles from the compartment that opens.

Collect the following other alcohol bottles from around the level: The Buffalo from the central 'faro' table, The Eagle from the barber table, War Horse from on top of the piano.
Solve the bar stocking puzzle by placing them in the following way (hint from the bar stocking note):

Left side


Right side



** Mandatory **

Playing the melody from the previous step (left G, left D, rightmost B, right E) on the piano unlocks the middle compartment with a bronze horseshoe. Take the horseshoe.
(Solution obtained using the barber brush with shaving cream on the painting of a hunt next to the moustache clock, and the hint revealed by the bar stocking puzzle.)


On the cash register, enter 9.73 using the buttons that increment each digit by 1/2. (Hint: it's the sum of all items on the services price list behind it.)
Take the service key for the Mills slot machine and the silver horseshoe.

Use the service key on the back of the machine. Insert the two slot machine gears (one was found in the bucket under the barber table, the other obtained using the moustache clock). Adjust the symbols to be identical. Insert a coin on the front of the machine, and pull the lever. Take the golden horseshoe.


Place the three horseshoes on the season winners board. A golden horseshoe for horse Sunshine (2) in first place, a silver horseshoe for horse Bolt (4) in second place, and a bronze horseshoe for horse Whiskey (5) in third place.
(Hint obtained using the barber brush with shaving cream on the horses painting behind the bar counter: '2' was in 1st place three times, '4' was in 1st place two times, and '5' was in 1st place one time.)


Take the revolver chamber from the compartment that opens.
Play the middle black piano key ten times to open the right piano compartment and receive a revolver. (Hint from faro table compartment, inside smashable bottle.)
Interact with the revolver and drag the revolver chamber into it.
Holding the revolver, shoot the lock on the exit door to finish the level.
Wild West DLC: The Bank
⏹ Token 1 / 8 - set the top row of lockers to 1, 2, 3, 4 respectively (hint from the back of a note found inside the green box in the post office):


⏹ Token 2 / 8 - on the president's portrait:


⏹ Token 3 / 8 - remove a piece of the pumpkin pie to reveal it:


⏹ Token 4 / 8 - open the middle table's drawer that is facing towards the exit door:


Take the post key from the middle table's drawer that is facing the post office and use it to open the post office door.

⏹ Token 5 / 8 - on one of the green shelves in the post office:



To open the lock in the post office, use 3216.
(Hint: Set the 203, 303 and 403 lockboxes to '0' to open the 404 box as hinted at by the tic tac toe game on the post office desk. Take the scale spring inside the lockbox, and insert the spring into the scale in the post office.
Use the scale to weigh the four packages found in the level. Calculate their postage according to the poster on the post office wall. Combine the postage of the most expensive package, $3.2 to James Grizzly, and the cheapest package, $1.6 to Eugène de Rastignac, to get 3216.)
Inside you find a suspicious crate that will needed at the end of the level.


**Optional block**
Use the code 15-14 to open the green box in the post office (hint: numbers of horses and cacti on the stamps on the three letters in the level, including the erased and obscured stamps). Take the state seal. The paper next to it contains various hints.

Open locker 202 with code 1876 (hint from the not inside the green box in the postal office mentiosn the year of birth of son Harold; current year is 1910 per calendar in postal office; Harold's age is 34 according to birthday postcard near the pie). Take the microfilm reader lens.

Open the locker 301 with the code 1210 (hint from note in locker 202, 301+302+303+304). Take the federal seal.


**Mandatory**

Open the banker's locker 401 with the code 1856 (1856 from presidential portrait, hint from the note inside the green box in the postal office). Take the bank key, and open the bank door.

⏹ Token 6 / 8 - on one of the cabinet doors inside the bank area


⏹ Token 7 / 8 - press the button on the fan on the desk in the bank area to turn off the fan:


** Optional **

Use the code GOV to open the drawer lock on the desk in the bank. (Hint: use the three bank, state and federal seals on the ink pad, and then stamp them on the same spot on the desk surface. The combined stamps show 'GOV'.)
Take the counterfeit A and C bills.

** Optional leading to token **

Open the lock on the cabinet to the right of the desk with the code 4712 (hint from the poster on the wall with seal years: 4th digit of 1794, 2nd digit of 1781, 1st digit of 1810, 3rd digit of 1820).
Take the counterfeit B bill and the telegraph wire.

** Optional **

If you want, you can insert the microfilm reader lens into the microprint reader and inspect the counterfeit bills for characteristics of genuine currency according to the poster above the desk.

** Optional with token **

Attach the telegraph wire to the telegraph in the postal office.

⏹ Token 8 / 8 - telegraph T-K-N = long, confirm, long short long, confirm, long short, confirm, confirm (hint poster, the letters 20, 11 and 14):


Telegraph the code B-2-7 = long short short short, confirm, short short long long long, confirm, long long short short short, confirm.
(Hint from the sheet inside the locked bank cabinet instructing to send the second letter and first digit of the best counterfeit bill's serial number, as well as the last digit of the worst counterfeit bill's serial number.)
Receive a telegraph message, 5-1-4, describing the magnetic points to avoid when unlocking the bank safe (same hint sheet).

** Mandatory **

Take the magnet in the bank, and place it on the top right edge, bottom left edge, and below the dial on the small safe.
Pick up the crowbar from inside this safe and use it to open the suspicious box from the postal office. Take the dynamite from that box and the lighter from the bank counter. Ignite the lighter. Attach the dynamite to the big safe in the bank, and light it up with the lighter to end the level.
Wild West DLC: The Train
⏹ Token 1 / 8 - in the tea corner, on a plate with some cookies:


⏹ Token 2 / 8 - in the corner with the plant, look through the plant:


Take the key hanging between the flowers in the plant in the corner and use it to open the Snakeoil briefcase.

⏹ Token 3 / 8 - in a compartment inside the snakeoil briefcase:


⏹ Token 4 / 8 - as part of the environment, on the right side of the train looking towards its moving direction:


Open the chief's briefcase with the code: grass, mountain, river, trees, cave. (Hint: order of journey on the map inside book in the snakeoil briefcase.)

Combine the four totem segments according to the picture on the tea table. One is on the couch of the tea corner, the second one is on the shelf below the Fortix Lux poster, the third one is in a compartment of the snakeoil briefcase, and the fourth one is inside the chief's briefcase.


Take a purple rock flower from the plant in the corner. From the snakeoil briefcase, take the mortar & pestle, solvent, gold emulsifier, and the kindling you will need later. Take the echo sage from the peace pipe in the chief's briefcase. Take the gold nugget from the combined totem. From behind the counter, take the lighter in the drawer – also for later.
Examine the mortar & pestle and drag the purple rock flower into it. Use the pestle to crush it. Take the crushed petals. Examine the gold emulsifier, remove the lid, and insert the gold nugget. Examine the solvent, remove the lid, and insert the petals, as well as the emulsified gold, and the echo sage. Now you have super dissolver!
Use the super dissolver on the rusty chain blocking the way to the connected train compartment.

⏹ Token 5 / 8 - under the curtains in the newly unlocked compartment of the wagon:


To open the toymaker briefcase in the new area, you need to replicate the routes found on the train pamphlet. Press the lantern to the right of the train, then the train wheels in the order 2, 3, 4, 1. Again press the lantern to the right of the train, then the train wheels in the order 3, 1, 2, 4. One more time, press the lantern to the right of the train, then the train wheels in the order 1, 3, 4, 2.
Take the two billiard balls, and the toy train.

Drag the inventor's briefcase down from the luggage compartment and interact with it. Orient the dials so that the openings are down, up, right, right. Then press the yellow buttons above each until it says A, C, D, C. (Hint from Howard Hughes' section in the train conductor's book on the counter at the start of the level.)
Take the billiard ball, and optionally the projector card.

⏹ Token 6 / 8 - on a corner of the inventor's briefcase:


⏹ Token 7 / 8 - break this vase and the token will drop from inside:



** Optional step **
Adjust the moveable lanterns in the first cabin according to the hint in the blue book in the second compartment. There are six notches corresponding to the height of the associated lighthouses. Train 1 (tallest) - tooth 6 (shortest) - feather 2 - wolf 4 - scorpion 3 - dollar 5.
This makes a projector come down, with a projector card inside. Using the light and dark brown projector cards (one in the inventor's briefcase, one on the shelf opposite the Fortis Lux poster), you receive hints for the next step. Also, a wall compartment opens up with a painting handle which you will need to attach next to the painting in the other wagon section to use this painting as a projection surface.

Before the next step, make sure no items you want to keep are left on the billiards table.

Go to the billiards (pool) table and insert the four red balls in the following holes, with 'up' being marked by a bigger star, in the correct order: top-right, bottom-left, middle-left, top-left. If you made a mistake with the holes or order, the bottom end has a reset handle. (Hint from the projector and the light brown and dark brown projector cards, which represent relative directions from certain starting points to denote the correct holes, with multiple circular markings meaning multiple movements into a direction.)

⏹ Token 8 / 8 - on the back of the saloon building:


** Optional eventful puzzle step **

Make sure you have the kindling that you picked up from the snakeoil briefcase, the lighter from the drawer behind the counter, and the train locomotive from the toymaker's briefcase. Use the lighter to light the kindling. Open the loco's central compartment and place the burning kindling inside.
Now you need to replicate the train journey from the train pamphlet in the second compartment.
When placing it on the rails, it will automatically start moving, so make sure to arrange the track switches first so that it visits the following buildings in order:
train station - jail - saloon - bank - train station
As the train approaches the jail junction, flip the switch so that the rails point towards the jail, and flip the switch back after the train passes (for the return tip to the train station).


Take the four poster pins: one on the shelf with the Fortis Lux train poster itself, one in the chief's briefcase, one with the tea set in the second compartment of the wagon, and a final one on the miniature railway board. Attach them to the poster so that they match the underlying pattern. This reveals four dials, solved using the result of the miniature train puzzle. Jail 1, saloon 3, bank 5, train 8.
Portal DLC: Portal Escape Chamber (part 1)
Room 1:
⏹ Token 1 / 8 - on the Escape Chamber wall panel, the last icon is a token:


⏹ Token 2 / 8 - above the hint button, on the blue/orange LEDs:


Click the Projector Screen to roll it up, revealing nine buttons.
From the rightmost desk (next to the Hint button), middle drawer, pick up the Projector Roll and insert it into the slot in the center of the room. Press the blue button to start the projector. Rotate the inserted roll until the circles match the buttons.
Press these buttons in the order indicated by the arrow.


On the terminal workstation, use the 0 and 1 buttons to input the following code (hint given by solving the 8 mini-puzzles from the clipboard located next to the terminal, with 1 indicating that the step is solvable, and 0 that it's not):
0110
0101

On the terminal, select:
Drop Parts
Open Retina Scanner

⏹ Token 3 / 8 - Inside the tube above the spawn point, after picking 'Drop Parts' from the terminal on the right desk:


Pick up the Battery from one of the Personality Cores that drop from the tube.



Room 2:
Enter Room 2 and walk to the pressure plates test on the right.

Pressure plates test - Step 1 / 3:
Step on the plate marked with "✅" to start the test.
For each stage step on the pressure plates according to the symbol indicated on the terminal, stepping away after each stage. The order is random.
Pick up one Lemon and one Orange.

Pressure plates test - Step 2 / 3:
Step on the plate marked with "✅" to start the test.
For each stage step on ✅ if the puzzle shown on the terminal is solvable, otherwise on ❎. The order is random.
Pick up one Lime and one Banana.



Room 1:
If you want to solve the fruit lock code yourself, in Room 1, connect the fruits individually to the device on the left desk and note the displayed voltage for each lime + fruit combination.

In Room 1, you can now use the code 670 to open the fruit lock on the left desk.
(This means summing up the voltage of a banana and an orange:
lime + lime = 600; lime + banana = 630, lime + orange = 640, lime + lemon = 400
=> lime = 300, banana = 330, orange = 340, lemon = 100).
Take the USB stick from this drawer.



Room 2:
From the top drawer of the desk, pick up the only intact CPU.

⏹ Token 4 / 8 - on the figurine from the bottom drawer of the desk located in Room 2, press the red button to open a compartment on its back:


Insert the USB stick in the device from the desk.
From the terminal, select "Security Camera Feed". Navigate to the screen in which companion cubes drop. Pause the image on a falling cube. Note the patterns on the corners of the cube.
On the panel under the room timer, solve the puzzles from the four corners so that the final configuration matches the patterns shown on the image from the camera feed.

Top left corner: move the circle diagonal up left, 2 right, 2 down, 2 left, 2 up, center
Top right corner: move the circle 2 left, 2 down, 2 right, 2 diagonal, 2 right
Bottom left corner: 1 right, 1 diagonal top-left, 2 right, 1 diagonal center, 1 diagnoal bottom-right, 2 left, 1 diagonal center, 1 left
Bottom right corner: 1 diagonal center, 1 down, 1 left, 1 up, 1 right, 1 diagonal top-left, 2 right, 1 down, 1 left, 1 up, 1 left.
This activates the terminal on the giant wheel.


⏹ Token 5 / 8 - on the giant wheel:


Use the wheel terminal to activate specific gears connected together so that you can rotate the pipe-like pieces (by rotating the big wheel) until they all connect. When the positioning is correct, their edges will turn orange.
Start with ABDE. Carefully turn the wheel clockwise until the segments above the box with the portalling cubes are aligned.
Now select ABC, and rotate counter-clockwise until the T-piece under the C gear is aligned.
Select ABD, and rotate clockwise to positio the connector on the ceiling between the two D gears.
Finally, select AB and carefully rotate the wheel clockwise to postion the last element.

After solving this puzzle, the Pneumatic Vent Delivery terminal (on the wall next to the desk) comes online.

Interact with the terminal on the wall next to the desk, press the right arrow. This will move a companion cube through the vents above and enable access to the box with the previously-falling cubes.
Inside this area, set the terminal to the following values (hint given by cycling through the rooms of the security camera feed camera, in IR mode)
26 34 08
Pick up the Led Array.

In the same room section, break the glass and pick up the Crowbar.

In the same room section, interact with the radio. Press the red button on the radio to turn it on, then use the two levers to adjust the waves until they match.
This will trigger the printer in Room 1 to print a QR code and a test assignment, needed to enable the third step of the pressure plates test.
Go to Room 1 and pick up the printed paper (from the left desk).


Pressure plates test - Step 3 / 3:
Use the printed paper to scan the QR code.
Check accourding to the rules on the printed paper how many of them apply to the given configuation. If all apply, step on ✅, otherwise on ❎.
Rule 1 says that the number of symbols must be odd.
In Rule 2, the deleted symbol is a portal. There can be only 0 or 2 portals.
In Rule 3, the deleted symbol is a human. There must be exactly 1 human.
In Rule 4, the deleted symbol is a turret. If there is a cake, there must be a turret.
The puzzles are randomly ordered.
Pick up the Portal Gun Core from the food dispenser.

Try to take the Ocular Piston from the mouse trap on the right of the big wheel. It will snap shut. On the test chamber terminal, click Reset Mouse Trap, and very quickly hurry over to the trap to take the Ocular Piston before it finishes resetting.



Room 1:
Use the crowbar on the tube access cover to remove it, and take all the parts out. The rightmost Personality Core in there contains a battery. Take it.

Now that the vent is unblocked, in Room 2, use the Pneumatic Vent Delivery terminal to send the Companion Cube to Room 3 using the top-left arrow.

From the broken parts in the corner of the room, interact with the left Personality Core and take the Gyrometer from inside it. From the rightmost desk (next to the Hint button), pick up the Personality Core and insert it into the station right above the desk.
From the sides, place the Gyrometer inside it.
From the sides, place the missing Ocular Piston.
From the front, place the Led Array.
Rotate it to reveal its back side.
Place the CPU.
Place the two Batteries.

Take the repaired Personality Core and place it into the Retina Scanner on the door to Room 3.

Enter Room 3.
Portal DLC: Portal Escape Chamber (part 2)
Room 3:
⏹ Token 6 / 8 - click the dirty wall segment with hand prints, click the pillow in there:




Pick up the Companion Cube and place it on the red pressure plate to activate the lasers in the room.
Use the wheel above the central mirror to rotate it so that the laser hits the circle wall marking below the letter 'C'. This unlocks a lever on the left side of the room. Pull the lever to enable access to the Tower Control Station.


Raise the right selector to the middle setting. This makes the second mirror platform raise up one level. Rotate the mirror 90° using the wheel, and then rotate it 45° so that it reflects the laser towards the Tower Control Station. Finally, at the Tower Control Station, set the right selector to the upper setting.
Rotate the first mirror counter-clockwise so that it hits the backside of the second mirror. Rotate the second mirror 45° so that it points to the mirror in the box behind the red valve. As a result, the dark circle symbol and triangle symbol are hit by the lasers, and the lever in corner next to the lever that unlocked the Tower Control Station is enabled. Pull this lever to enable the elevator next to it.


Go up on the elevator, and bring the blue Storage Cube down, replacing the pink Companion Cube with it. Use the Tower Control Station to set the both mirror one setting lower. Flip the remaining mirror (or rotate it by 180°) so that it hits the circle marking. Now pull the remaining lever between the circle and moon markings.


Ride up the nearby elevator, press the button on the terminal, and take the second Portal Gun Core. Return down.

** Optional with token **
Turn the red valve clockwise one rotation so that the mirror is accessible on the top level. Reach it using the first (left) elevator and turn the base 90° counter-clockwise, so it points in the direction of the cake. Ride the elevator down again.
Rotate the remaining mirror in the center of the room 90° counter-clockwise, so it hits the box behind the red valve
Rotate the red valve counter-clockwise again.


⏹ Token 7 / 8 - obtain from cake:
Interact with the now-accessible cake, and click it to remove a cake piece. Interact with the cake piece, and click it to reveal a token.


** Optional with token **
Turn the red valve two rotations in either direction, so that the token panel is visible on the floor above.
Using the Tower Control Station, set both mirrors to the lowest (removed) setting. Use the left elevator to reach the upper level, and set the dial on the terminal at the railing one step clockwise so that the D and A lasers are active.

⏹ Token 8 / 8 - token panel with triangle and moon lasers:




Room 2:
On the test chamber terminal, click Raise Central Platform. This gives access to a Portal Gun which is missing two Portal Gun Cores.

Insert the two Portal Gun Cores into the Portal Gun to create an exit portal and end the level. If you click to 'stay' in the level, there is an easter egg to be observed through the orange portal.
Among Us DLC
Navigation Room

⏹ Token 1 / 8 - press the button on the right arm of the chair in front of the Locator Terminal to move the chair backwards; the token is stuck inside the rails:


⏹ Token 2 / 8 - take the plunger from the right locker compartment and use it on the circle-shaped panel on the right of the timer:


** Mandatory: Locator **
On the Locator terminal (front):
Select the bottom left of the 3 planets and enter the code: 38066
Select the left of the 2 planets and enter the code: 10992
Select the only planet and enter the code: 21482
(Hint: you can identify the planets by their configuation using the Wayfinder, which descends from the ceiling after pulling down both levers behind the spawn point (in co-op: together): Polus Point is right next to the sun; Conis Maior has one set of rings and no moon; Tempus Feles has two moons).

** Mandatory: Navigation failure **
Use the right navigation course desk's Course Terminal. Press the top Measure On/Off button to inititate a navigation system failure.
On the left navigation signal desk, interact with the panel and draw a path using the two radial buttons so that the line passes through all red circles. The left dial controls the X axis, the right dial controls the Y axis.

** Optional **
Open the locker on the right side of the room. Pick up the red key and the access card.
Pick up a second red key from the openable compartment on the floor area below the level timer.
Pick up the third red key from the right drawer in the same area.
Pick up the forth red key from the chair in front of the Locator Terminal.
To enable the Cipher Terminal, open the hatch under the its panel (left of the level timer) and place the four keys as follows (hint from the Cipher Override Setup note right of the hint button):
First row: 3rd slot.
Second row: 2nd and 4th slot
Third row: 1st slot.

** Optional, continued **
Use the lever to move the selection bracket so that letters A, B, C and respectively D are in the center of it. For each of the letters, note the digit corresponding to the checkmark sign as shown on the "Align the Orrery" note (found in the drawer under the level timer).
the digit on top of B: 3
the digit on the left of C: 6
the digit below D: 3
the digit on the right of A: 2

** Mandatory: Orrery **
Use the resulting code 3632 to open the Navigation Orrery, on the right wall next to the rightmost desk.

To align the planets, use "+" and "-" to control how many steps each planet moves per rotation. Set the right panel to:
top planet: 2 filled bars
bottom planet: 1 filled bars
Press the button in the center of the round panel 4 times. Do not press "Reset Orrery".
top planet: 3 filled bars
bottom planet: 0 filled bars
Press the button in the center of the round panel 3 times. Do not press "Reset Orrery".
top planet: 1 filled bar
bottom planet: 0 filled bars

** Mandatory: Course **
Pick up the Course Log from the right drawer under the timer.
Insert it into the left slot of the Course Terminal and press the "Download Data" button.
Follow the course as described by the course chart. Use the measure guide (top left button) to see the distances and the angles. Every time you reach one of the five planets, press Select Planet. Afterwards, press Check Course.


Swipe the keycard that you picked up from the locker on the terminal next to the storage door to open it.



Storage Room

⏹ Token 3 / 8 - look out of the window:


** Mandatory: Power **
Pull down the levers for the Power Circuit Alpha and Beta.
Select the correct connections based on which buttons can be lit up on the Alpha Circuit Tester (found on a box left of the Specimen room) and the Beta Circuit Tester (found in a drawer below the Power Circuit Beta).



⏹ Token 4 / 8 - inside ventilation tube:


Pull down the lever under the Ventilation panel to empty it.

Pull the lever on the back side of the central table to bring up the cargo and a small, locked cargo box. Pick it up.

** Optional: **
On the front side of the central table, use the cargo terminal to replicate the cargo layout (with its specific colors). Use X for Red blocks.

** Optional: Cargo puzzle **
green green green red empty green
red green green blue red red
red red blue blue green red
green green red empty green red

This reveals the code for the box: 2148

** Mandatory: Coolant **
Use 2148 to open the cargo box.
Pick up the battery from inside it and insert it into the robot located in the corner of the room, between a blue barrel and a green crate.
Pull down the lever nearby ("missing Ro-Bot") to open the hatch left of it and place the robot inside.
Use the Reactor Coolant Terminal. Program the robot so that it reaches all the red coolant cores. Empty cells repeat the previous command.


** Mandatory: Open the Specimen Room **
Turn around from the coolant terminal and press the left button on the central desk to open a compartment. Take the keycard inside.Pick up the specimen room access card.
Swipe the keycard a few times (and pass a mini-game) to open the Specimen Room.



Specimen Room:
⏹ Token 5 / 8 - click the dilating door on the bottom of the UFO toy on the small table on the right:


⏹ Token 6 / 8 - on the back of the security camera in this room:


⏹ Token 7 / 8 - on the cube antenna of a green specimen inside the chest on the floor:


** Optional **
Pick up all the specimen container that you can find in the room (7 inside the lockers, 1 on the nearby crate, 2 in the chest (open it by sliding the yellow latches), 1 on the floor, 1 on the small table, and place them on the central table according to the genealogy tree. Match the children with their parents (mixing skin colors, antennas, eye shapes).
top: orange skin - round eye - sphere antenna; green skin - diamond eye - square antenna
middle: blue skin - almond eye - sphere antenna, yellow skin - diamond eye - pyramid antenna
bottom: yellow skin - almond eye - sphere antenna
Pull down the lever to validate the family tree and to reveal the genetic code: 2R95TQ.


** Mandatory: Reactor **
Input 2R95TQ at the panel on the right side of the Specimen room.
Break the glass and pick up the reactor key.

Go back to the previous room, long-press on the hands on the both sides of the reactor room (in co-op: together), then insert the reactor key inside the slot that opens up to start the reactor.
The Cafeteria is now open.



Cafeteria:

⏹ Token 8 / 8 - On the vending machine, use code 081 to open the door for a token:


Pick up the blue key from the lockers on the right side of the room.
Pull down the levers to open the tray dispensal compartment and pick up a 2nd blue key.
On a green crate, there's a pizza box. Open it to find a 3rd blue key.
In the vending machine, use code 049 to pick up the 4th blue key (Hint: ascending numbers with two as the exponent).

Insert the 4 keys into the table slots and press the emergency button to finish the level.
Magic DLC: Magic Shop
⏹ Token 1 / 8 - inside the golden cauldron, after removing the star-shaped box:


⏹ Token 2 / 8 - pick up the bell from the central desk and press the button on top of it 20 times to reveal a token on its bottom:


⏹ Token 3 / 8 - take the potion bottle from the desk and break it:


⏹ Token 4 / 8 - take a candy from one of the two bowls and insert it into the hole in the ceiling near the level clock:


** Mandatory **
Pick up the Starving Grimoire from the front-right corner of the room. Feed it 3 candies from the bowl located on the center desk or from the one from the shelf below. Open it and grab the white spiral wand from inside.
Pick up The Eye Book from the front-left corner of the room. Pin it in your inventory and approach the Glove of Need lock. You'll notice that the eye closes and you can unlock the book. Open it and grab the black spiral wand from inside.

** Optional **
Use code 5-3-8 to open the Wizard Hats lock (use the symbols from the moving stripe between the bottom and top floor to create the digits: first combines the blue symbol on top and the green symbol below, resulting in the digit 5; second: green symbol on top, green symbol below, resulting in the digit 3; third: red symbol on top, red symbol below, resulting in the digit 8).
Pick up the two wizard hats from inside the locker.

Pick up the blue wizard hat from the mannequin.
Pick up the red wizard had from the owl stand in the Scrolls section on the right of the door.

** Optional **
Use the following code to open the Enchanted Striders lock:
- arms horizontal, left knee up
- arms angled up, legs spread, similar to an X letter
- arms in a U shape, right leg stretched
(hint given by placing on the mannequin the three hats matching the symbols on the lock note: red sun, blue moon, green square; this will make the manequin change the position of its arms and legs)


** Optional **
Use the following code to open the Glove of Need lock:

(Hint given by matching the symbols on the note attached to the lock with the three different colours of the Eternal Shattervase next to where the Starving Grimoire was. Keep destroying it to cycle through the colours.)
Pick up the glove.

** Optional, for token 7 **
Use 3-5-7-9 to open the lock on the back of the central desk.
(Hint: total lipus from the blue, red and orange lolipop found in the cart in front of the desk based on the forumla written on the pricing chalboard from the desk:
blue lolipop = 2 kunus + 1279 lipus = 1479 lipus
pink lolipop = 2 aurus + 2 kunus = 1200 lipus
orange lolipop = 1 aurus + 4 kunus = 900 lipus
1 kunus = 100 lipus
1 aurus = 5 kunus = 500 lipus)

** Optional, hint and for token 7 **
Pick up 5 chocolate bars from around the level:
- from the right drawer under the Cauldrons sign left of the door
- from bottom shelf under the dragon eggs storage (a blue candy box is covering it)
- from the cart on the floor right in front of the spawn point
- from the drawer on the back of the central desk (previous optional step)
- from the Glove of Need, interact with it and click into the hand
Interact with the chocolate bar, click it to split it into wrapper and chocolate bar, and repeat with the next wrapped chocolate bar until you have all five wrappers. Insert the 5 wrappers into the "Toy Summoner" box located on the central desk.
This makes the ghost map spawn.

** Mandatory **
Follow the movement pattern shown by the ghost map to identify the order in which you should set the symbols on the wizard painting (between the Scrolls section and the pumpkins):
cauldron - pumpkin - book - candle - scroll
This opens up the path towards the upper floor.

** Mandatory **
From upstairs, pick up the Flying book. Open it and grab the brown wand from inside.

⏹ Token 5 / 8 - as you reach the top floor, on a plate attached to the wall:


⏹ Token 6 / 8 - on the upper floor, inside the ceiling lamp (can technically be obtained from downstairs):


⏹ Token 7 / 8 - after doing the previous two optional steps, get the remaining five chocolate bars from the two chests on the top floor, unwrap them, and insert all wrappers into the "Toy Summoner" box:


** Optional **
Upstairs, take the colourful Enchanted Broom (lowest of the three). Go downstais and use it to clean up the 3 pools of purple liquid from the floor to reveal the sun symbols.
Place the Enchanted Striders boots on the sun symbol with the footsteps. Count the number of steps from each segment of the path, noting the symbols and their order as well.

** Mandatory **
Use the resulted sequence to open the chest upstairs.
start - 6 - circle with curved blades detached - 3 - circle wth spikes attached - 5 - circle with droplets

From inside the chest, pick up the 4th wand.

** Optional **
Use each of the wands to cast a spell on the power grading trellis (the object with 3 big circles on the left of the chest you just opened)
white wand with green tip = 1, sparks (wolf)
white wand with blue tip = 3, lightning (unicorn)
brown wand = 2, stars (bird)
black wand = 3, lightning (unicorn)

** Mandatory **
Based on the information from the Book of Wands (located left of the chest), place the wands like so:
white wand with green tip: right panel, bottom tile
white wand with blue tip: bottom panel, top left tile
brown wand: left panel, middle tile
black wand: bottom panel, top right tile

Pick up the Demistifying Lamp.

⏹ Token 8 / 8 - place the Demistifying Lamp next to the box at the end of the wooden railing to reveal a hidden magical token:


** Mandatory **
Take the Demistifying Lamp and place it on the broom shelf to the left, which makes a crate appear. Move the crate to reveal a lock.
Use the following combination:
quarter moon - full moon (white cirle) - half moon - new moon (black cirlce)
(Hint given by following the the ghostly cables to some symbols, while holding the demystifying lamp.)

Pick up the wizard hat and the Demystifying Lamp. Go downstairs, place the lamp on the pedestal between the blue ghostly mannequin in the middle of the room and the glass cabinets, and place the wizard hat on this new mannequin. Again bringing the lamp along, go back upstairs to the spot where the hand of the mannequin points, and put the lamp on the wooden railing to reveal a bird cage with the exit key inside.
Use this key on the front door to finish the level.
Magic DLC: Chronomancy Hall
⏹ Token 1 / 8 - the floor near the spawn point has the hours of a clock. Drag the nearby cat statue to I (1) and do a full circle clockwise until you stop at XII (12). It does not matter if you keep holding the mouse button or stop at every hour. (Hint from the note in the top right drawer of the writing desk):


⏹ Token 2 / 8 - pull the rope near the doorway until the crest shown is the crab of Rainbard, which makes this token appear on the banner left of the dragon statue:


⏹ Token 3 / 8 - under the mouse statue in the back right corner of the bigger room:


⏹ Token 4 / 8 - on the bottom of one of the four candles on the candelabra (second one from the left; take it to be able to inspect it):


⏹ Token 5 / 8 - in the far back, left of the incomplete wall clock, inside the terrarium with the glowing caterpillar:


⏹ Token 6 / 8 - in the far back, right of the incomplete wall clock, at the top of the blackboard with numbers:


Take the forwarding Time Staff on the left side of the archway.

⏹ Token 7 / 8 - in the domed area, use the Time Staff on the season painting to go to autumn, and the token appears in the painting's bottom right:


⏹ Token 8 / 8 - on the writing desk with drawers, open the top right drawer, and use the forwarding Time Staff on the apple inside:


** Optional **
Use the code 8106 to open the lock on the desk with drawers, and take the clock frame inside. (Hint from using the forwarding Time Staff on the box.) On the opposite side, the wall-mounted blackboard with numbers already has one clock frame on it. Upon being placed on the blackboard, the two frames gravitate to specific numbers, namely 12 and 25.

Go to the wall clock in the alcove on the right side of the bigger room. Moving the minute hand forwards moves the hour hand backwards, while moving the hours moves both the same way. Move the minute hand so that it's offset by 25 minutes from the hour hand, then move the hour hand to 12 to set the time to 12:25. (Hint from previous optional step.)
Take the chest dial piece and place it into the chest in the center of the room.

Open the locked chest on the writing desk with drawers with the following solution:

(Hint: Use the forwarding Time Staff to turn the terrarium's caterpillar into a cocoon and then into a butterfly. The patterns on the butterly wings are the solutions to the four chest areas.)
Take the reversing Time Staff.

Unlock the sigil lockbox in the top left drawer of the writing desk: moon, pyramid, overlapping arrowheads with rhombus inside, star. (Hint from using both Time Staffs on the magical free-standing blackboard in the bigger room.)

Take the time echo crystal from the top.

Use the key in the center of the bigger room to unlock two of the wall locks near the candelabra. The key breaks. Then use the reversing Time Staff to repair it and insert it into the remaining lock. Take the second time echo crystal.

Use the reversing Time Staff on each of the burnt out magical candles of the candelabra to restore them, and then arrange them so their burning wicks are all at the same height. Based on their initial order: 4th, 3rd, 2nd, 1st.
Take the third time echo crystal.

In the first room, use the reversing Time Staff to repair the broken statue of an owl. Bring the mouse statue from the back right corner of the bigger room. As written on the note in the top right drawer of the writing desk, arrange the statues as follows: Cat on IV (4), mouse on V (5), owl on IX (9).

This repairs part of the desk. Insert the three Time Echo Crystals in their slots.

Using the Time Staffs, set the sand clock to the second most empty (top part has sand up to the second ring from the bottom, three steps forward from the initial full sand clock), pull the rope near the doorway until the sigil is the yellow and purple raven of Grimmour, and use a Time Staff to set the season to winter on the magical season wall painting. (Hint from three holographic projections around the table.)
Pull the lever on the box on top of the central table to open it.
Take the chest dial piece and the two crystals. Insert the chest dial piece into the chest in the center of the bigger room.

Use either of the time staffs on the different chest dial wheels to make all four align. Take the sun model and sun dial from the chest.

Insert the dragon crystal and griffin crystal into the respective statues.
For the griffin, the code is 1256 (hint: move the numbers left and right to partially read them).
For the dragon, you have to draw the numbers yourself. The code is 1258 (hint: assembling digits from symbols).

The table transforms and now the sun model and sun dial can be inserted into it. Align both to match the three purple shapes with golden outlines.





Take the sun sigil and insert it into the central pedestal in the bigger room.

With the lever set to 'rotator', press the biggest button 1 time and the smallest button 6 times (don't press the middle button at all).

Now set the lever to 'mover' and press the four buttons in this order (with 'right' meaning the button on the right that rotates counter-clockwise, and so on):
left, right, right, top, top, right, right, bottom, bottom

Take the exit key and insert it into the door at the start to finish the level.
Magic DLC: Potions Garden
⏹ Token 1 / 8 - to the right of the door, left of the hint button:


⏹ Token 2 / 8 - on the back of the cauldron:


** Optional **
From the left table, take two beehive pins. From the right table, take one beehive pin (below the pumpkin). The fourth beehive pin is on the beehive itself. Arrange them like seen on the note on the middle table.
Place them in the following order: bottom wood, right metal, left wood, top metal.


** Optional, continued **
On the middle table around the cauldron, free the butterflies. The plate with the bees from the previous step and the plate with the freed butterflies allow testing the nearby flowers for their reactions, as explained on the fertilizer potion note on this table. Dragon flowers attract butterflies, bell flowers attract bees, star flowers attract both, and pearl flowers neither.

** Mandatory **
This recipe has to be completed in the correct order (given by the fertilizer potion note). From the right (big) table around the cauldron, take the bell flower and put it into the cauldron. From the left table, take the dragon flower and put it in. From the right (big) table, take the star flower and put it in. Take the fertilizer potion.

** Optional **
Use the fertilizer on the hanging pots on the wall next to the mushroom planter boxes. The digits 1, 7, 5, 8 appear. Arranged by height as shown on the lock of the box on the left small table – in the order lowest, highest, second-lowest, second-highest – this makes 8-5-7-1.

** Mandatory **
Use the code 8-5-7-1 to open the box on the left small table. Take the keylike carrot and holey beetroot (aka token turnip) seeds. Interact with them and rip open the bags, then plant them in a nearby planter box. Use the fertilizer potion to make them grow. Grab the results.

⏹ Token 3 / 8 - grown from holey beetroot / token turnip seed with fertilizer potion:


** Mandatory **
Go to the mushroom planter boxes. From the front-left box, take both, the long-stem mushroom in pink with lines and the 'classic' mushroom in orange with lines. From the box on the right, take the flat mushroom in purple with clouds. Mix them in the cauldron to receive a size potion. (Hint from size potion note next to the mushroom boxes, matching type and pattern.)
From the carrot seeds, you received a keylike carrot. Use the size potion on the carrot, then use the carrot/key to unlock the door to the next area.



⏹ Token 4 / 8 - in the top right drawer of the big table in the second room:


⏹ Token 5 / 8 - click the affinity scale on this table four times:


⏹ Token 6 / 8 - in the aquatic plants water basin:


** Mandatory **
Use the size potion on the ladder in the left hand of the gnome statue. Take the ladder.

⏹ Token 7 / 8 - place the ladder near the pillar left of the beehive and ascend it to take this previously-unavailable token:


** Optional **
According to the raincloud potion brochure located on the table opposite of the affinity scale, to craft such a potion you need the Whisperwillow, Pearlpetal and Soulbind aquatic plants. To identify these, take turns weighing them against the Aethercrest (blue, oval, long stem, displayed on the poster from the wall opposite of the scale) on the affinity scale and compare each of their four stats against the diagrams displayed in the brochure.
Red ball: Oceanthorn
Yellow lotus: Soulbind
Purple coral: Whisperwillow
Blue flower ball or petals: Pearlpetal
Blue oval: Aethercrest

** Optional with potion **
From the water basin, grab the Whisperwillow (purple coral), Pearlpetal (blue flower ball) and the Soulbind (yellow lotus) identified in the previous optional step.
Go to the first room and put them into the cauldron in that exact order to obtain the rain potion.
Back in the second room, use the rain potion on the firey pit to extinguish the fire.
On the revealed puzzle, turn the corner knobs so that the central square is free to flip open.
Pick up the potency detector, click on it to open it up.

** Optional **
Pin the potency detector to your UI (rotate it so you can clearly see the needles) and use it to find the most potent flower, mushroom, and aquatic plant. The three compass needles point at them. If you have one of the sought items in your inventory, the respective compass needle will keep spinning.

** Mandatory **
Take the Whisperwillow (purple coral) from the aquatic basin, the green mushroom with small red dots from the mushroom planter boxes, and the bell flower from the big table around the cauldron. Put all three into the cauldron and take the resulting duplication potion.

⏹ Token 8 / 8 - pull out the fruit crate from under the mushroom planter boxes, use the duplication potion to duplicate one of the apples, take all three apples and put them into the cauldron (hint on the blackboard near the hint button); the token will land on the round table with the potion container:


** Mandatory **
Place the ladder on the right side of the mushroom table to reach the shelves up-top and grab the giant left ear.
Place the ladder near the thick red vines (next to the hint button) to be able to take the mandrake sleeping in a blue hanging pot – it's delighted to see you! Place this happy mandrake in the happy-smiley flower pot on the big round table with the cauldron. From the second room, grab the neutral mandrake and place it accordingly. Next to the pots is the Negative Nancy of mandrakes, which goes in the last pot. Take the nose.

** Mandatory **
Use the duplication potion on both the ear and nose, followed by the size potion on one of each. Attach them to the big gnome statue and the smaller one standing on its hand.
Take the level exit key and use it to finish the level.
Magic DLC: Divination Towers
This level has a different flow for multi-player mode. (The MP host player spawns on the first tower, first client spawns on the second tower, etc.)
Where it says 'teleport to' one of the two rooms, the player already there has to do these steps. Other differences will be annotated {{ like so }}.

⏹ Token 1 / 8 - on a shelf of the central pillar in the first tower:


⏹ Token 2 / 8 - from the first tower's balcony, look straight up to a star constellation vaguely resembling a token:


⏹ Token 3 / 8 - in the clouds, looking down to the left of the balcony of the first tower or to the right from the second tower:


⏹ Token 4 / 8 - on the balcony of the first tower, under the leaves of a potted plant:


** Mandatory {{ Singleplayer only }} **
Pick up the teleporter star from the drawer of the desk with the giant book.
Go to the balcony and attach it to the platform on the floor to activate the teleporter between the two towers.

⏹ Token 5 / 8 - in the second tower, on the giant tapestry:


⏹ Token 6 / 8 - in the second tower, inside(!) a painting:


⏹ Token 7 / 8 - in the second tower, crouch on the left side of the central table:



** Optional **
On the balcony of the second tower, interact with the statue of Fergus Grimm to place the ring and move the sliders of the love, wealth, life lines like so:

(Hint based on the text corresponding to Fergus Grimm from the Wizard Biographies book located on the right small round table in the first tower and the palmistry poster on the wall of the same room in singleplayer or in the other tower in multiplayer; the black segment of the circle next to the book entry represents the zodiacal sign on the outer circle of the palmistry poster.)
Ring: on the pisces sign (middle finger, top)
Top line (love): move slider to 1
Middle line (wealth): move slider to 2
Bottom line (life): move slider to 3
This reveals the Sphere of Symbols which contains several code sequences.

** Optional **
Teleport to the first tower and use the code 4-2-1-8 to unlock the green chest on the balcony.
(Hint given by one of the number sequences shown on the Sphere of Symbols, revealed after solving the Fergus Grimm statue puzzle in the previous step.)
{{ Singleplayer }} Pick up the 3 tarot cards from inside the chest.
{{ Multiplayer }} Pick up the 2 tarot cards from inside the chest. The tower two player has to pick up a tarot card from the desk and place it on the teleporter on the balcony. Take this third tarot card.
Together with two other tarot cards found on the tarot puzzle (located on one of the round tables from the first room), assemble the tarot puzzle to reveal a code: 41725.

** Mandatory {{ First tower }} **
Use the code 41725 revealed by the tarot puzzle to open the tarot lock on the central pillar of the first room.
Pick up a starpin.

** Mandatory {{ First tower }} **
Identify the symbols inside the 3 globes on the small tables of the first tower by changing your perspective until all fragments inside them align. Go to the globes lock on the central pillar and set symbols matching the stands of the respective globes.
Left: circle with a V and a horizontal line (press the button 5 times)
Middle: 3 Vs with a vertical line going through the middle (press the button 1 time)
Right: circle with thee vertical lines (press the button 4 times)
Press the button below to open the lock and pick up a second starpin.

** Mandatory {{ First tower / co-op }} **
Use the following symbols to unlock the flower lock on the central pillar of the first room:
Left: square inside a circle with 4 lines (press the button 1 time)
Middle: triangle facing down inside a circle with 8 lines (press the button 4 times)
Right: triangle facing up inside a circle with 2 lines (press the button 2 times)
(Hint given by the animals and flower symbols from inside the three cups located on the round tables from the first tower, combined with the animal runes note from the third table – in multiplayer one cup and the animal runes note are in the second tower: the wolf has 4 legs, a 6-petal flower with round petals and an earth environment; the octopus has 8 legs, a 6-petal flower with pointy petals and an aquatic environment; the bird has 2 legs, a 12-petal spiral flower and a flying environment.)
Press the button below to open the lock and pick up a third starpin.
{{ Multiplayer }} Send the three star pins to the second tower using the teleporter.

** Mandatory {{ Second tower / co-op }} **
On the left wall of the second tower, use your three star pins and two existing starpin connectors to replicate the three constellations visible from the balcony (in multiplayer: from the first tower's balcony). Starpins do not connect to each other, only to starpin connectors. The shape's position on the board does not matter.






{{ Multiplayer }} Pick up the teleporter star, place it on the teleporter, and have the first tower player insert it into the slot there to unlock travel between the two towers.
Pick up the pendulum crystal and attach it to the chain hanging from the small tower on the central table.

** Mandatory **
Still in the second tower, set the towers on the table to the following heights:
Front left: green tower with a triangle window on top: 5
Front right: orange tower with arcade windows and wooden railway: 3 x 1 = 3
Back left: yellow tower, square window, no flag: 5 + 2 x 1 = 7
Back right: grey tower with triangle windows on top: 1
(Hint: sequentially select a tower image corresponding to one of the towers above the table, by rotating the table. According to the poster from the first tower, if the pendulum goes back and forth, the tower has to be set to 1, otherwise to 5.)

** Optional, with token **
Use the code 2-7-5 on the giant book in the first tower.
(Hint given by counting the stars of the meteor shower visible from the balcony of the first tower in singleplayer or the balcony of the second tower in multiplayer.)
{{ Singleplayer }} Pick up the book. Teleport to the second tower and place the giant book on the support in front of the big yellow wall tapestry.
{{ Multiplayer }} The book opened up on the first tower, and both players have to cooperate for the next step.
After it opens up, move the 4 elements based on the story displayed on the left page, like so:

Pick up the self-writing quill. Go back to the first room and use it on the unfinished note located on one of the round tables, next to the tarot puzzle.

⏹ Token 8 / 8 - interact with the palmistry note on the wall of the first tower in singleplayer or the second tower in multiplayer, and drag the self-writing quill to the faint quill outline at the bottom right of it:


** Mandatory **
In the second tower, pick up the flying keys and insert them into the door nearby to finish the level. (The previously-unfinished note helps identify them.)
key 6/6: glows in the dark -> top
key 3/6: giggles when touched -> left
key 5/6: bounces when thrown -> bottom
key 2/6: repels other keys -> right
PowerWash DLC
⏹ Token 1 / 8 - inside the trophy on the shelf above the laptop


⏹ Token 2 / 8 - break the lower of the two stacked pots to reveal the token stuck in dirt


⏹ Token 3 / 8 - take the screwdriver from the small red cabinet; use it on the power socket to the right of it


⏹ Token 4 / 8 - click to rotate the arm of the lamp on the wooden table:


⏹ Token 5 / 8 - inside the boxed copy of Power Wash Simulator, located in the cardboard box on the right of the locker


Unlock the laptop using 9438 (hint: the SKP from the password hint represents the 3 letters of the van's license plate; the middle digits are visible on the back plate, the rightmost digit is visible on the front plate and you can easily deduct the first digit).

⏹ Token 6 / 8 - on the Laptop, click on Job Archive, then input the date highlighted on the calendar located to the left of the hint box (18 05) to reveal a token on the dog house:


On the back of the van, set the lock to the following positions (pass over a pin several times to extend it the indicated amount of times).
Start top-right, go past the first pin then move counter-clockwise, like so:
top-right: 2
top-left: 1
bottom-left: 3
bottom-right: 4
In the end, press the center red button <- NOPE
(hint: "Note to self" email that you can read on the laptop).


From the back of the van, pick up the Prime Vista 3000 gun.
Pick up the small water tank from the middle of the 3 storage shelves located on the wall with the hint box.
Place it in the corresponding slot of the big tank at the corner of the room, next to the red lever.
Grab the top handle of the valve, move it to the maximum left and rotate it further counter-clockwise until the big needles point up and right (to 8 at the top and 4 on the right).
Grab the same now-bottom handle of the valve, rotate it clockwise until the small needles point to 1 and 2.
The end result should be 15 PSI (hint: from the manual in the mailbox at the front door).
Now press on the red lever to fill the small tank with water. Pick it up.


Attach the small water tank to the bottom orange slot of the Prime Vista 3000 gun.
Use the gun to clean all the mud (brown) spots:
- the license plates (both front and back)
- the wheels of the van
- the windsheld and windows of the van
- the CHEM Freezer (under the wooden table behind the van)
- the dirty wall behind the laptop
The Clean-O-Matic Lock left of the garage door should now indicate: 43%.

Pick up the keycard from the lower drawer of the small red cabinet to the right of the wooden table.
Use the keycard to open the CHEM Freezer.
Pick up the compound tank and place it in one of the top orange slots on the Prime Vista 3000 gun.
Use the gun to clean all the oil (black) spots:
- the floor around the van
- the wooden table behind the van
- the calendar
- the big water tank at the corner of the room
The Clean-O-Matic Lock should now indicate: 75%

Use the following combination to open the lock of the small red cabinet:
house with a star - dog house (bone) - house with many windows
(hint given by the images you can see on the laptop under Job Archive, after inputing the dates highlighted on the calendar for the month of March).

Gather the 5 pipe segments:
1: Inside the small red cabinet opposite of the garage door.
2: Inside the wardrobe to the right of the garage door (code 5-3-6 to open it, hint given by the shapes of the hats belonging to the 3 garden gnome statues: on the shelf above the laptop, inside the cardboard box on top of the middle of the three storage shelves, on the table behind the van)
3: Bottom of the wooden table behind the van
4: On the shelf above the laptop
5: On the leftmost of the 3 storage shelves

Remove the broken pipe fragment from the pressure device and replace it with the 5 pipe fragments you just picked up. Place them in the following order:
2 3 5 1 4

Using the upwards / downwards air buttons, move the key one level at a time, using the lever to rotate the construction after each level. When you reach the top, the key is launched out.

⏹ Token 7 / 8
Now a token spawns in the location the van key originally was. Follow the same procedure to guide it through the maze.


Pick up the van key. Inspect it and press the buttons in the following order:
bottom left, top right, top left, middle right, middle left, bottom right
(hint: on a yellow note visible through the passenger seat window of the van)

Now you can use the key to open the driver's door.
Pick up the Sub-Urban X2 Chem Kit (and its manual) from the driver's seat and connect it to the power socket found on the wodden table behind the van.

From the opened Sub-Urban X2 Chem Kit, pick up the pipette and use it on the van to take a sample of the white substance that covers it.
Place the pipette on the scale of the Chem Kit (horizontal slot).
Based on the manual that came with the Sub-Urban X2 Chem Kit, calculate the density: 90g (scale) / 10 ml (marker on the pipette) = 9g / ml, corresponding to 70% water.
Select compound C, agent W, water percent 7 on the Sub-Urban X2 Chem Kit. (hints for C and W given by the flowchart inside the Chem Kit: Start -> Yes -> 8-10 -> W -> White -> No -> Yes -> C).
Press Create Chemical.

⏹ Token 8 / 8 - select compound D, agent X, water percent 7 on the Sub-Urban X2 Chem Kit to reveal the token (hint given by the flowchart inside the Chem Kit: Start -> Nope -> Looking for secrets -> Token -> X -> Yes -> D):


Attach the newly obtained compound tank to the Prime Vista 3000 gun.
Use the gun to clean the van.
The Clean-O-Matic Lock should now indicate: 100%.

Press the "Open" button on the Clean-O-Matic Lock to exit the level.
156 Comments
willbug Jul 24 @ 5:04pm 
great guide! for the timed achievements is that under 15 in each individual one or all five in under 15?
Maia Jun 24 @ 12:18pm 
how do i get the small water tank on the powerwasher?
*Boa Jun 23 @ 11:00am 
Lilly, do we need all the dlcs to complete achivs?
🍒 Lilly (🌸◠‿◠)  [author] Jun 20 @ 10:11am 
Guide updated with the walkthrough and tokens for the room of the free PowerWash DLC.
[Predator] Mar 7 @ 1:57pm 
This alien slug puzzle is really hot garbage. I can't for the life of me figure it out, even with this guide i struggle to understand it as the lines on the table make no sense to me. Maybe somebody can explain that properly but for me that is really VERY bad design.
🍒 Lilly (🌸◠‿◠)  [author] Feb 22 @ 12:27pm 
Guide updated with the walkthrough and tokens for the 4 new rooms of the Magic DLC.

Keep in mind that during the first weeks after release, the location of some tokens might change. We would appreciate it if you let us know when this happens, so we can update this walkthrough accordingly.
Spider Feb 18 @ 12:31pm 
ohhhhhh
thanks
luckz  [author] Feb 16 @ 4:59pm 
@Spider: In the 'Safety Rules' locker, the 'Toolbag' has a yellow screwdriver that you can remove from it. If you attach the Toolbag to the space suit, you can still click the screwdriver on the right hip of the space suit to take it.
Spider Feb 16 @ 4:16pm 
for decompression chamber i dont have a screwdriver in the tools box
flumbi02 Feb 11 @ 12:25am 
Thank you a lot for you guide.

Sadly the throwing out thing doesn't work for me :c