Walkthrough Menu
- General Tips
- Chapter 1: Main Street
- Chapter 2: Square
- Chapter 3: Bridge
- Chapter 4: Central Street
- Chapter 5: Old City
General Tips
- This is the official guide for Dark City: London.
- This guide won't tell you when to zoom into a location; the screenshots show each zoom scene.
- Hidden-object puzzles are referred to as HOPs. Only the locations of the HOPs will be shown.
- Use the Map to fast travel to a location.
Chapter 1: Main Street
- Read (A).
- Take NOTE (B); Speak (C); give NOTE.
- Take ENGINEER'S BRIEFCASE (D); inspect.
- Take Map; pick up MIRROR; read note.
- Solution (E).
- Talk (F); view (G).
- Solution (H); receive DEDUCTION.
- Give DEDUCTION (F).
- Remove (I); receive GLOVE.
- Take CROWBAR (J).
- Take COIN 1/3 (K); use CROWBAR.
- Open (L); move forward.
- Use GLOVE (M); receive SHARD.
- Turn (N); receive VALVE 1/3.
- Inspect (O); take LIGHTER (P).
- Use SHARD (Q); open.
- Take SHILLINGS 2/3 and HOSE (R).
- Use HOSE (N).
- Use (S).
- Use CROWBAR (T).
- Use MIRROR (U); inspect (V).
- Complete HOP; receive BRIEFCASE CODE.
- BRIEFCASE CODE on ENGINEER'S BRIEFCASE.
- Spin (W); inspect (X).
- Solution (Y): 5x2-4-6-4-11-8-4-5-4-5-4x2.
- Open (X); read and take SHILLINGS 3/3 (Z).
- Use (A); complete HOP.
- Talk (B); give SHILLINGS; speak.
- Take BRUSH (C); use SHARD (D).
- Enter (E).
- Talk (F); pick up BAG (G).
- Open (H); move right.
- Solution (I): Ax4-Bx3-Ax2-Bx3.
- Talk (J).
- Solution (K): Solution is random.
- Walk forward.
- Inspect BAG; take FLINT WHEEL (L).
- Open LIGHTER; remove broken wheel; place FLINT WHEEL (M).
- Use LIGHTER (N).
- Take VALVES 2/3 (O); turn; use LIGHTER.
- Use BRUSH (P); take CODE.
- Inspect (Q).
- Solution (R); open.
- Take VALVES 3/3 (S).
- Place VALVES (T).
- Solution (U).
- Place CODE (V); Solution: 6-1-3; take ATOMIZER.
- Inspect (W); take WRENCH; move poster.
- Inspect BAG; use WRENCH (X).
- View potions; add ATOMIZER (Y); take SPIDER REPELLENT.
- Use SPIDER REPELLENT (Z); take OVEN MITT.
- Use OVEN MITT (A); take SAUSAGES.
- Look (B).
- Use (C); complete HOP.
- Take KNOTTED WIRE (D).
- SAUSAGES on KNOTTED WIRE; receive BAIT.
- Walk down.
- Use BAIT (E); receive CAT IN NET.
- Untangle CAT IN NET.
- NET on BAG; take NET GUN.
- Inspect (G).
- Equip NET GUN (H); look (I).
- Solution (J): Ax2-D-F-B-H-Bx2-G-B-E-C.
- Open; receive ENGINEER'S BRIEFCASE.
- Solution (K): A-F-J-A-G-A-D-A-I-A-C-A-E-H-Ax2-K.
- Open; talk.
- Take KNIFE (L).
- Pull (M); take HOOK.
- Place HOOK (N); latch.
- Take PLIERS (O).
- Inspect BAG; turn (P); use PLIERS.
- Open; take HANDCUFFS and MAGNIFYING GLASS.
- Use HANDCUFFS (Q); complete HOP; receive BUNDLE.
- Unwrap BUNDLE; take BROKEN BOMB.
- MAGNIFYING GLASS on BUNDLE.
- Use (R); solution (S).
- Take PARK MAP (T).
Chapter 2: Square
- Give PARK MAP (U).
- Inspect (V); receive PLAYING CARD.
- Take GEM 1/4 (W).
- Pick up KNOCKER (X); move.
- Open paper (Y); take GEMS 2/4.
- Remove (Z); add KNOCKER; knock.
- Speak; take SIEVE.
- Look (A).
- Take BOX (B); inspect BOX and take CLOCK HANDS.
- Use CLOCK HANDS (C); take GEMS 3/4; open.
- View (D); use SIEVE; receive GEMS 4/4.
- Place CAT; Solution (E); receive COINS.
- Give COINS (F); speak.
- Complete HOP (G); receive SAMPLE TICKET.
- GEMS on BOX; add SAMPLE TICKET (H).
- Solution (I); receive PUNCHED TICKET.
- Use PUNCHED TICKET (J).
- Walk forward.
- Take HAMMER (K).
- Take FILE (L).
- Place HAMMER (M); use, receive WICK.
- Take (N); use KNIFE (O); uncover.
- Take LEVER (P).
- Replace LEVER (Q).
- Solution: A-B-C; receive BELL 1/2.
- Walk down.
- Use FILE (R); bend.
- Use LIGHTER; take BELLS 2/2.
- Walk forward.
- Place BELLS (S); ring; give PLAYING CARD.
- Speak (T).
- Read (U).
- Take BANANA.
- Give BANANA (V).
- Play (W); solution is random; take TOKEN.
- View (X); use TOKEN.
- Play (Y); solution is random; take HORN.
- Solution (Z); receive BULLETS.
- Walk down.
- WICK and BULLETS on BROKEN BOMB; assemble.
- Use BOMB and LIGHTER (A); walk forward.
- Read (B).
- Take TRAP (C).
- Inspect (D); use LIGHTER; pick up GARDEN SHEARS.
- Use GARDEN SHEARS and LIGHTER (E).
- Solution (F); receive ACORNS.
- Give ACORNS (G); read letter.
- Look (H).
- Use (I); complete HOP.
- Take PENDANT (J).
- Move down.
- Place PENDANT (K); take MAGNESIUM.
- Look forward.
- Place ENGINEER'S BRIEFCASE, TRAP, and MAGNESIUM (L); use LIGHTER.
- Move (M).
- Pick up CANE (N).
- Take VILLAIN'S MEDALLION (O).
- Open (P); read note and take TWEEZERS.
- TWEEZERS on BAG; open (Q); inspect.
- Solution (R): A-B-C-D.
- Take DEVELOPING SOLUTION.
- Place DEVELOPING SOLUTION (S); use; receive NEWSPAPER PHOTO.
- Use CANE (T); take OIL.
- Walk down.
- Use OIL (U); turn; take GEARS.
- Place NEWSPAPER PHOTO (V); complete HOP; receive CLOCK SYMBOL.
- Disassemble VILLAIN'S MEDALLION; place GEARS; open and take CODE PIECE 1/2.
- Use (W); solution (X); receive CLOCK WORKSHOP ADDRESS.
- Enter (Y).
- Give CLOCK WORKSHOP ADDRESS (Z).
Chapter 3: Bridge
- Move (A).
- View (B); take TOOLKIT.
- Take UMBRELLA HANDLE (C).
- Use HORN (D); add UMBRELLA HANDLE; take UMBRELLA.
- Use UMBRELLA (E).
- Inspect (F).
- Use (G).
- Solution (H).
- Solution (I); take SCOOP FIGURINE 1/2.
- Take TOOL FIGURINES 2/2 (J).
- TOOL FIGURINES on TOOLKIT; take HOOK (K).
- Place HOOK (J); turn.
- Complete HOP (L); receive HATCH HANDLE.
- Place HATCH HANDLE (M).
- Solution (N).
- Go up.
- Speak (O).
- Take BAG MEDALLION (P).
- Take HAMMER HANDLE (Q).
- HAMMER HANDLE on TOOLKIT (R); take HAMMER and CARBINER.
- Pick up BOARD (S).
- Move (T).
- Solution (U); receive NAILS.
- Assemble (V); add NAILS and HAMMER; receive WHEEL.
- Remove (W); place WHEEL and BOARD; push.
- Take CARBINERS 2/3.
- Walk down.
- Place BAG MEDALLION (X); take CODE PIECES 2/2 and HAIRPIN.
- HAIRPIN on BAG; take CRANE LEVER 1/2.
- Place CODE PIECES (Y).
- Solution (Z); take UNKNOWN POWDER and OVEN TOKEN.
- Place OVEN TOKEN (A); open; take BASKET.
- Place BASKET (B); complete HOP; receive APPLES.
- UNKNOWN POWDER on BAG.
- Solution (C): Bx3-Ax3.
- Take ACID.
- Walk up.
- Use ACID (D); receive CRANE LEVERS 2/2.
- Give APPLES (E); take CARBINERS 3/3.
- Place CRANE LEVERS (F); pull.
- Inspect (G).
- Solution (H).
- Place CARBINERS (I); pull (J).
- Enter (K).
- Take HAND MIRROR (L).
- Move right.
- Take GLASS CROW (M).
- Place CLOCK SYMBOL (N); read note; take RAZOR.
- Take TOP HAT (O); inspect; take SQUIRREL.
- RAZOR on TOP HAT; take MAGNET.
- Pick up CLOCK BUTTON 1/3 (P); place SQUIRREL.
- Open and take AMMONIA; move; take DOOR HANDLE 1/2.
- Investigate (Q); move plant.
- Use MAGNET; take DOOR HANDLE 2/2.
- Place DOOR HANDLES (R); open.
- Use HAND MIRROR (S).
- Place MAGNET (T).
- Solution (U): Fx2-C-F-C-F-Cx2-A-C-H-B-H-B-E-H.
- Walk right.
- Use AMMONIA (V); take KEY CLUE.
- Complete HOP (W); receive BUNCH OF KEYS.
- KEY CLUE on BUNCH OF KEYS; find BACK DOOR KEY.
- Solution (X); receive DUSTER.
- Use DUSTER (Y); take GLASS BAT.
- Look (Z); use BACKDOOR KEY; turn.
- Solution (A); move forward.
- Place GLASS CROW and GLASS BAT (B); open; take LENS and use LIGHTER.
- Use (C); complete HOP.
- Move (D); speak; take BROOM.
- Speak; take PILLBOX.
- Pick up SAW RAZOR (E).
- Move (F); use BROOM; take COIN.
- Walk down twice.
- SAW RAZOR on TOOLKIT; take SAW.
- Use SAW (G); take BROKEN TELESCOPE.
- Use COIN (H); turn; receive SCREW.
- SCREW on TOOLKIT; take SHEARS.
- Use SHEARS (I); take SUN FIGURINE.
- Walk right, then forward.
- LENS on BROKEN TELESCOPE; assemble.
- Place SUN FIGURINE (J); take HANDLE.
- Place TELESCOPE (K); view (L).
- Take CLOCK BUTTONS 2/3 (M).
- Place HANDLE (N); open; take KNIGHT.
- Walk down.
- Place KNIGHT (O); open; take CORKSCREW and CLOCK BUTTONS 3/3.
- Walk forward.
- Place CLOCK BUTTONS (P).
- Solution (Q).
- Solution (R): A-B-C-D-E-F-G-H-I.
- Solution (S); take CRESCENT MOON and PICTURE.
- Walk down.
- Place CRESCENT MOON (T); take MEDICAL SYMBOL.
- MEDICAL SYMBOL on PILLBOX; find HEART PILLS.
- Give HEART PILLS (U).
- Speak; give PICTURE; take SHOWCASE KEY.
- Use SHOWCASE KEY (V); complete HOP; receive MAYOR'S WATCH.
- Use (W); solution (X); receive MAYOR'S OFFICE ADDRESS.
- Walk down.
- Enter (Y).
- Use CORKSCREW (Z); take WRENCH.
- Give MAYOR'S OFFICE ADDRESS (A).
Chapter 4: Central Street
- Use WRENCH (B-D); take LOCK PICK.
- Remove BELL (E); move signs; take COOK STATUETTE 1/3.
- LIGHTER on BELL; receive BUTTERFLY BUTTON.
- Read (F); take BONE (G).
- Read (H); find STATUETTES 2/3.
- Take METAL HANDLE (I); give BONE (J).
- Place BUTTERFLY BUTTON (K); open.
- Solution (L); receive BRUSH.
- Close; walk forward.
- Use METAL HANDLE (M); turn; receive STATUETTES 3/3.
- Turn (M); view.
- Pick up SHARPENER (N).
- Take TONGS (O); place STATUETTES (P).
- Solution (Q): Solution start place is random.
- Start (@): I-A-G-B-D-J-A-E-B-D-L-A-H-B-D-K-A-F-B.
- Take BELL CLAPPER.
- Walk down.
- BELL CLAPPER on BELL.
- Place BELL (R); speak; give MAYOR'S WATCH.
- Walk forward.
- Speak (S); use (T); complete HOP.
- Speak; get CEMETERY LOCK EMBLEM.
- Walk back twice.
- View (U).
- Place CEMETERY LOCK EMBLEM (V); use LOCKPICK (W).
- Solution (X).
- Open; move forward.
- Pick up WHISTLE HANDLE (Y).
- Solution (Z); take TROWEL (A).
- Use BRUSH (B); take STONE PLATE.
- Use TROWEL (C); find TORN TICKET.
- Go to Railway Station.
- Place TORN TICKET (D); find (E).
- Take LOCK PART (F).
- Place WHISTLE HANDLE (G); pull.
- Read (H); pick up WEIGHT.
- Place LOCK PART; find TRAIN TICKET.
- Use TRAIN TICKET (F).
- Move forward.
- Pick up CANE HANDLE (I).
- Pick up CANE PIECE (J).
- Pick up CANE PIECE (K).
- CANE PIECES on CANE HANDLE.
- Use CANE (L); open; take WINDOW HANDLE and CEMETARY MAP.
- Use WINDOW HANDLE (M); open; move left.
- Go to Old Cemetery.
- Use WEIGHT (N); take BLUNT SICKLE.
- SHARPENER on BLUNT SICKLE.
- Use SICKLE (O); receive SCALES FIGURINE.
- Place STONE PLATE (P); solution (Q); take BOAR PAW FIGURINE and BAS-RELIEF PART 1/3.
- Use TONGS (R); solution (S); take BAS-RELIEF PART 2/3.
- Use BRUSH (T); solution (U); take BAS-RELIEF PART 3/3.
- Place BAS-RELIEF PARTS (V).
- Solution (W): B-C-D-E-A.
- Look forward.
- Use SICKLE (X); find WATCH HANDS.
- Walk back twice.
- Place SCALES FIGURINE (Y); open; take CROWBAR.
- Walk forward; look forward.
- Use CROWBAR (Z).
- Solution (A); receive POCKET WATCH.
- Inspect POCKET WATCH; complete HOP.
- Place WATCH HANDS (B); solution (C); open and take CLOCKMAKER'S NOTE.
- Go to Mayor's Office.
- Give CLOCKMAKER'S NOTE (D); speak.
- View (E); search (F); receive UNKNOWN POWDER.
- Take WOLF PAW FIGURINE (G).
- UNKNOWN POWDER on BAG.
- Solution (H): Ax5, Bx5.
- Find GRAPHITE LUMP.
- Pick up BEETLE FIGURINE (I); use WOLF PAW FIGURINE; take DRAWER HANDLE 1/3.
- Place BOAR PAW FIGURINE (J); take DRAWER HANDLE 2/3.
- Pick up STARFISH FIGURINE (K).
- Take DRAWER HANDLES 3/3 (L).
- Place DRAWER HANDLES (M).
- Solution (N).
- Solution (O); receive PETALS.
- Investigate (P).
- Place PETALS (Q); use GRAPHITE LUMP; receive MAP COORDINATES.
- Place MAP COORDINATES (R).
- Solution (S).
- Select (T); pick up FEATHER SYMBOL.
- Place FEATHER SYMBOL (U); open.
- Solution (V): E-C-A-C-B-E-R; take INK REMOVER.
- INK REMOVER on POCKET WATCH.
- Use (W); solution (X); receive REBECCA'S ADDRESS.
- Walk down.
- Enter (Z).
- Read (A); take AX.
- Give REBECCA'S ADDRESS (B).
Chapter 5: Old City
- Use AX (C); take MECHANISM HANDLE.
- Take LOCK PIECE 1/3 (D); place MECHANISM HANDLE.
- Solution (E): 1-2-3.
- Complete HOP.
- Pick up BOOT (F).
- Place BEETLE FIGURINE (G); open; take SAUSAGES.
- Disassemble BOOT; receive LACE, OIL and LOCK PIECES 2/3.
- Give SAUSAGES (H); receive LOCK PIECES 3/3.
- Take NEWSPAPER (I); place LOCK PIECES.
- Solution (J).
- Walk forward.
- Open (K); speak; move forward.
- Speak (L); use (M); complete HOP.
- Complete HOP (N); receive STETHOSCOPE.
- Take PICTURE (O).
- Place STETHOSCOPE (P); spin; take DIARY KEY and PICTURE PIECE.
- PICTURE PIECE on PICTURE; open; take AWL.
- Use LIGHTER (Q); take GRYPHON HEAD.
- Take HEART HANDLE (R).
- Place NEWSPAPER and AWL (S); retrieve DOOR KEY.
- Use DOOR KEY (T); open; enter.
- Speak (U); take REBECCA'S DIARY.
- DIARY KEY on REBECCA'S DIARY; open.
- Solution (V).
- Take REBECCA'S ROOM KEY (W).
- Read (X-Z); receive WING VALVE.
- Move (A).
- Place GRYPHON HEAD (B); use REBECCA'S ROOM KEY.
- Walk right.
- Take COMB (C).
- Use COMB (D); take KNITTING NEEDLE.
- Move; use OIL (E); open and take CLOCK KEY.
- Solution (F); receive METAL BUTTONS.
- Remove (G); place HEART HANDLE.
- Open; take HOOK.
- Use CLOCK KEY (H); open.
- Complete HOP; receive NOTE SYMBOL 1/3.
- Place WING VALVE (I); turn.
- Place STARFISH FIGURINE (J); inspect; receive WET SPONGE.
- Use KNITTING NEEDLE (K); find WINDOW HANDLE.
- Go to Vault Laboratory.
- Use WET SPONGE (L); inspect; receive DIARY CODE.
- DIARY CODE on REBECCA'S DIARY.
- Solution (M); turn page.
- Solution (N); take MUSIC SYMBOLS 2/3 (O).
- Walk down.
- Pick up ROD (P).
- LACE and HOOK on ROD; assemble; receive FISHING ROD.
- Walk right.
- Replace WINDOW HANDLE (Q); open.
- Cast FISHING ROD (R); receive HAT FIGURINE.
- Walk down.
- Place HAT FIGURINE (S); receive MUSIC SYMBOLS 3/3.
- Use NOTE SYMBOLS (T).
- Solution (U).
- Solution 1: J-I-H-G-F.
- Solution 2: I-G-H-L.
- Solution 3: L-C-D-A-K-J-D-F.
- Take TUNING FORK.
- Walk right.
- Use TUNING FORK (V); take CLOCK HANDS.
- Place CLOCK HANDS (W); complete HOP; receive SNOWFLAKE SYMBOL.
- Walk down.
- Move (X); use SNOWFLAKE SYMBOL; pick up LETTER W 1/2.
- Walk forward.
- Complete HOP (Y); find GLASS POTION.
- Use TUNING FORK (Z); pick up SYRINGE and LIPSTICK.
- Go to Rebecca's Room.
- Place GLASS POTION and LIPSTICK (A).
- Solution (B); take CASKET CODE.
- Place METAL BUTTONS and CASKET CODE (C).
- Solution (D); take REBECCA'S INITIALS.
- REBECCA'S INITIALS on REBECCA'S DIARY (E); turn page.
- Solution (F); turn page; take NUMBER TOKEN 1/2 and CLOCK TOWER ADDRESS.
- Walk down twice.
- Give CLOCK TOWER ADDRESS (G).
- Speak (H); take BROKEN HARMONICA.
- Inspect BROKEN HARMONICA; find NUMBER TOKENS 2/2.
- SYRINGE on BROKEN HARMONICA.
- Give HARMONICA (I).
- Open (J); move forward.
- Open (K); enter.
- Place NUMBER TOKENS (L).
- Solution (M): B-A; H-B; B-C; C-G; E-D; D-C; C-B; B-H; F-E; E-D; D-C; C-B; G-C; C-D; D-E; B-C; H-B.
- Take SPEAR (N).
- Walk forward.
- Use (O); complete HOP.
- Inspect (P); take SWITCH and WHISTLE.
- Use WHISTLE (Q); take CHAIN.
- Slide (Q1).
- Pick up SAND BAGS (R).
- Take LIFT MECHANISM CODE (S).
- Inspect (T); place LIFT MECHANISM CODE.
- Solution (U); take GEAR 1/3; place SWITCH and pull.
- Inspect (V); place CHAIN and SAND BAGS.
- Complete HOP; receive CLOCKMAKER'S EMBLEM.
- Walk back.
- Speak (W).
- Speak (X); use SPEAR.
- Solution (Y): solution is random.
- Place CLOCKMAKER'S EMBLEM (Z); take BIG CLOCK KEY.
- LIGHTER on PAPER; take BOMB CLUE.
- Use BOMB CLUE (A); complete HOP.
- Investigate (B).
- Solution (C): Ax5-Bx6-C-Dx2-Ex6-Fx4.
- Take GEARS 2/3.
- Use (E); solution (F).
- Select Yes; receive GEARS 3/3.
- GEARS on BIG CLOCK KEY (G).
- Congratulations, you have completed Dark City: London.
Created at: 2017-12-29