Walkthrough Menu
General Tips & Information
- There are many solutions to this game, depending on certain choices made during play.
- This walkthrough will try to show all the different variables in the game.
- This game does not have an option to play in windowed mode.
- The options menu will allow you to adjust the volume, turn subtitles on or off, and adjust the speed of camera rotation.
- If you are prone to motion sickness, you should set the camera rotation to slow.
- When starting a new game, you will be asked to choose a symbol to represent your profile. You may have up to five active profiles.
- There is no auto-save feature, so make sure to save your game often.
- Games are saved with a date and time stamp, along with a screenshot of your location.
- When loading a game, you may tab through all the profiles.
- There are several types of cursors throughout the game. Each indicate the type of action available.
- The Neutral cursor is a motionless arrow. This is displayed when no action can be carried out.
- The Go cursor is an arrow that moves back and forth in the direction you are able to move.
- The Talk cursor shows a face and indicates that you may speak with this character.
- The Magnifying Glass cursor indicates that more information can be found with a closer look.
- The Take cursor is a grabbing hand that indicates that you may pick up this item.
- Most items will be added directly to your inventory.
- In some cases, the item will remain on the cursor, indicating that you must use the object in the immediate area. You can release the item with a right click.
- The Use cursor is moving gears. This shows that some sort of action can be done in the location.
- The Specific Use cursor is gears with a line. This signals that a specific item is used in this area.
- To open or close inventory, use the right mouse button.
- The upper right corner shows Valdo. To change his clothes or equip him with tools, drag the items from inventory and drop onto his portrait.
- If your relations with Madame Babou are good, you will see her appear next to Valdo in different moods and positions showing the level of her support.
- Just below Valdo's portrait is the journal. Select the journal to view your objectives, sketches and information on the people you have met.
- Read the journal often, as it is frequently updated.
- You start the game with 5 gold coins. You will use the coins to buy items or make bribes.
- Click on a coin to take it and use the “+” or “-” to change the number of coins in your hand.
- Click on the compass to return to the main menu.
- The Sun/Moon symbol will return you to the game in progress.
- The items inventory has five pages with twenty-one slots.
- You may arrange the items any way you choose.
- In the upper left corner of the inventory screen is the Conscience Gauge.
- Some tasks can be completed by either a “bad” or “good” action which is reflected in the gauge.
- The status of the gauge will open up multiple scenario trees for you.
- If it is balanced, you will be able to choose between all the paths and possibilities.
- If the status is too angelic or too diabolic, some choices will not be available.
- Bonus points are earned for completing successful actions in a “judicious” way.
- They can be used to modify the level of your conscience gauge.
- Ten bonus points will allow you to raise one side of the gauge by one unit.
- The portfolio is on the top center of inventory. Click on the portfolio to open.
- You can read and interact with all the documents using certain instruments.
- Use the mirror on backwards text.
- Use the charcoal crayon to make a rubbing.
- Use the blood stone to reveal hidden markings.
- Click on a document and the text will appear in the bottom window.
- To add a document to the portfolio, simply drag it from the inventory to the portfolio.
22 September 1522
- You arrive at the manor in the evening and are escorted to your room by the manor guardian.
- Read the letters in the portfolio and the journal entries.
- Make note of the sealed letter for Madame Babou.
- Open the drawer of the table by the window and take the knife and charcoal crayon.
- From the dresser, take the doublet from the top drawer and the brandy from the bottom drawer.
- Exit your room and go down the stairs.
- Turn right and make note of the trap door that leads outside.
- Turn left and walk forward into the kitchen.
- Take the bottle of milk and the oil.
- Walk to the end of the table and turn around.
- Take an egg from the basket.
- You may pour milk into the bowl to raise your angelic meter.
- There is a knife on the center table if you did not get the one from the drawer in your room.
- Turn around and enter the foyer.
- Turn right and go up the stairs.
- At the middle landing, look down and pick up the collar.
- Continue up the stairs.
- Turn right and enter Da Vinci's bedroom.
- Walk to the opposite side of the bed and take the mirror from the dresser.
- Turn left and take the piece of paper off of the table.
- If you did not get the charcoal crayon from your room, take the one here.
- Open inventory and drag the piece of paper into the portfolio.
- Use the charcoal crayon to make a rubbing on the paper.
- Use the mirror to read the reversed text.
- Turn the page in the portfolio to see the four symbols.
- Use the mirror glass to read each symbol and notice the symbol for fire is a triangle.
- Walk to the opposite side of the bed.
- One of the clues from the paper is “at the foot of the sacred fire of the house of dreams.”
- A “house of dreams” could be a bed or bedroom.
- Look at the fire symbol on the upper end of the bed's canopy.
- You will automatically pan down to the floor.
- Click on the rug to move it back.
- Use the knife on the white floorboard.
- Take the paper and the key mould.
- Drag the paper into the portfolio and use the mirror to read how to use the key mould.
- The previous paper's clue for the key to the study was to “follow Saint John the Baptist.”
- Walk to the door on the right of the fireplace.
- Look at the painting to the right of the door.
- Click on the upper right corner to find the study key.
- *Note- there is another method to enter Da Vinci's study using a ladder.
- This method will increase the diabolical side of the conscience meter and is only temporary.
- Enter the workroom at the right end of the dining room.
- Turn right and take the link and the stick.
- Walk forward to the saw and place the stick on the table.
- Click on the foot pedal to start the saw, then click on the stick to saw it in half.
- Take the two sticks.
- Exit the manor through the trap door in the pantry.
- Go to the right and take the ladder.
- Turn around and walk diagonally to the corner of the building.
- You will see roses climbing the wall.
- Look up and place the ladder under the upper window.
- Look at the lower part of the ladder and repair the broken area with the link.
- If you try to climb the ladder without this repair, use the two sticks to replace the broken rungs.
- After you enter the window, turn left, walk to the door and turn the key to gain entry to the study.
- This route will not work the next day because Saturnin will have removed the ladder.
- Back in the bedroom, use the key from the top of the painting on the door and enter Da Vinci's study.
- Turn left and walk to the table.
- Open the drawer and take the monocle and the bloodstone.
- You must make a conscience decision here- do you take a look at the letter?
- Place the sealed letter of introduction onto the table.
- Use the letter opener on the letter and you will automatically read the contents.
- More choices to make here- you can leave the letter open or sealed on the table for your host to find, or you make take it back to give to her, also sealed or opened.
- I am resealing and taking the letter, so click on the sides to close the letter.
- Take a stick from the box and turn around to light it with the fire.
- Use the lit stick to light the candle on the table.
- Use the wax stick on the candle to melt it and then use it on the seal.
- Take the letter.
- If you gave the milk to the cat, your conscience meter should be even.
- Walk to Da Vinci's self portrait hanging in between the two windows.
- Click on the painting to turn it over and take the paper hidden there.
- Drag the paper into the portfolio.
- The object of this mini-game is to connect the gears to make the mechanism at the top move.
- Drag and drop the gears anywhere on the paper.
- Click on the gear at the bottom left to turn on the power.
- There are numerous solutions to this puzzle.
- You will have a vision of Da Vinci deciding what to do with the codex.
23 September 1522
- You awaken and recount your dream.
- You automatically walk outside and speak with the manor guardian, Saturnin.
- If you used the ladder to gain entry to the study, Saturnin will ask for a gold coin to keep quiet.
- Read the journal and learn that you should find the dovecote to see if there is a message from your employer.
- Walk to the left of the guardian and take the ladder.
- Turn left and walk forward twice to the tree on the left of the carriage.
- Take the gall nuts from the tree.
- Turn left and walk forward three times to the bridge.
- Look at the left turnstile and take the iron bar.
- Turn left and walk to the corner of the house.
- Use the knife to cut some roses.
- Turn left and return to the rear entrance of the Manor.
- Talk to the guardian about the bridge.
- Enter the manor.
- Take the split logs and three handfuls of coal.
- Turn around and take the pliers off the door.
- Turn around again and go up the stairs.
- Take three handfuls of wheat.
- Turn right and take the broom.
- Enter the kitchen and turn right.
- Pick up the thyme.
- Walk to the end of the table and take the lemon.
- Turn around and walk forward to the dining room.
- Take the bottle of water off the table.
- Use the doublet on Valdo.
- Return to Da Vinci's study.
- Automatically speak with Madame Babou.
- Madame Babou gives you an engraved plate.
- Give her the collar found on the stair landing.
- Take the lyre just to the right of Madame Babou.
- Turn around and take the empty bowl and the empty perfume bottle.
- When Madame Babou asks about the doublet, select the first response.
- She tells you about Da Vinci's favorite pupil, Salai.
- Walk over to the workbench in the corner.
- Take the phial of sleeping potion, the phial of sulfur, and the empty phial of ink.
- Take the sheet of paper and drag it to the portfolio.
- Use the mirror to read the text and learn about ink and distillation.
- Place the gall nuts into the mortar and use the pestle to pulverize them into a powder.
- Place the gall nut powder, egg and water into the bowl to make ink.
- Use the empty phial of ink on the mixture.
- Exit through the bedroom and walk straight forward to the balcony.
- Talk the pebbles and go down the stairs.
- Turn right and walk forward to enter the manor.
- Turn left and walk to the end of the hall and enter the workshop.
- Valdo will talk about the printing press.
- Look down and take the gear.
- Walk left to the fireplace.
- Take the drill bit, lighter and cylindrical iron box.
- Use the pliers on the paper to get the paper and a nail.
- Drag the paper into the portfolio.
- The object of this mini-game is to make the water flow and form a fountain.
- Take the tubes and bubbles from the upper left and place them under the pool.
- Click on the jack to move it up to the water pump.
- Click on the water pump to start the flow of water.
- Click on the hydraulic to complete the puzzle.
- Turn left and look at the two easels.
- You can pull the cover off of the right easel.
- Turn left and walk forward.
- Take the gear.
- Try to place the gear in the jack to learn it needs a hole to be useful.
- Turn around and walk forward.
- Take the stick and the link.
- Walk forward to the table saw.
- Place the stick in between the blocks.
- Click on the foot pedal to start the saw.
- Move the stick back against the saw to cut it in half.
- Take the two small sticks.
- Turn left and take the drill bit out of the drill.
- Place the larger bit into the drill.
- Place the small gear under the drill and turn the crank.
- Take the small gear, then place the larger gear under the drill.
- Turn the crank to perforate the large gear.
- Take the gear and the crank handle.
- Walk to the jack and place the smaller gear inside the mechanism.
- Take the jack and turn around to the broken door.
- Place the jack at the base of the door.
- Use the crank on the jack to straighten the door.
- Take the jack and crank.
- Exit the manor and walk through the garden to the bridge.
- Place the large gear on the right turnstile.
- Click on the gear once to move the bridge into place for the left path.
- Cross the bridge and walk forward to the dovecote.
- Make note of the logs and beehive along the way.
- Face right and take the small twigs.
- Turn around and take the dead leaves.
- Turn right and enter the dovecote.
- Discover that it does not look as abandoned as the guardian had mentioned.
- Take the copper object, the long rope and the old clothes.
- Walk up the stairs and take the pewter cup and the bird call.
- Look up and take out the bird call.
- Numbering the flute holes from left to right, play the sequence 4-3-5-1-2.
- Look at the upper right dove for your message.
- *Note- If you need to raise your angelic meter, feed the doves grains of wheat.
- Exit the dovecote and look to the left.
- There are three ways to cross the stream to the mill.
- Place the ladder across the stream next to the dovecote or by the bridge.
- Look at the ladder and repair the broken rung with the link.
- If you try to cross without making the repair, you will need to use the two small sticks to replace the rungs.
- The third way is to return to the bridge and use the right turnstile again.
- Cross the bridge and walk to the end of the path.
- Use the knife to cut some reeds.
- If you did not get the pebbles from the balcony, you can pick them up here.
- Walk back to the mill and angle towards the water wheel.
- Open your inventory and place the reed on Valdo's portrait.
- Enter the water and use the knife to cut away the roots.
- Return to the surface and click on Valdo in your inventory to remove the reed.
- Take the axe that is just outside the mill.
- Turn around to take dead leaves if you missed them by the dovecote.
- Enter the mill.
- Take the gloves and the beekeeper's veil.
- Place the twigs and the split logs into the oven.
- Use the lighter to start the fire.
- Place the copper object and the pewter dish into the crucible.
- Click on the winch crank to raise the crucible.
- Click on the arm to swing the crucible into the fire.
- Click the winch crank to lower the crucible.
- Move the arm out of the oven.
- Place the door over the oven.
- Inside your inventory, equip Valdo with the gloves.
- Remove the door and place it on the ground.
- Swing the arm back over the crucible and click on the crank to lift it up from the fire.
- Swing the crucible to the right and lower it to the table.
- Place the key mould in front of the crucible.
- Click on the crucible to pour the bronze into the mould.
- Open the mould and take the bronze key.
- Take the mould.
- Turn around and place some grains of wheat into the upper chute.
- Pull the lever on the lower right.
- Take the flour from the receptacle.
- Place the old clothes into the center trough.
- Pour water into the trough.
- Click on the hammers to move them into the trough.
- Pull the left lever to start the machine.
- Pull the left lever again to stop the machine.
- Click on the hammers to remove them from the trough.
- Take the paper mache and four balls of paper mache will be in your inventory.
- Exit the mill and walk to the stream.
- Use the empty bottle of water on the stream.
- Cross the stream and go to the beehive.
- Inside your inventory, equip Valdo with the gloves and the beekeeper's veil.
- Open the smoker and place dead leaves inside and light them.
- Use the smoker on the beehive.
- Take the cover and place it on the stool.
- Take the honeycombs and replace the cover.
- Return to rear of the manor and enter the room to the left of the pantry entrance.
- Talk to Saturnin and he will allow you to take the fountain mechanism.
- Turn to the left and take the fountain mechanism.
- On the right table, Saturnin has some items for sale.
- They can all be found elsewhere in the game.
- Because we have already made the brass key and have the paper mache, we are not buying the piece of brass or the paper.
- Give Saturnin two gold coins for the sugar and two gold coins for the spool.
- Exit Saturnin's quarters and walk several steps away.
- Return to Saturnin standing outside and ask him about the honeycombs.
- Walk to the garden pool to the left.
- Place the fountain mechanism into the pool.
- You are automatically transported to Da Vinci's study to speak with Madame Babou.
- You may choose any response.
- Continue talking to Madame until she asks you to play the lyre.
- Take the lyre out of inventory to trigger this mini-game.
- You must repeat the sequence of notes that Madame Babou sings.
- Numbering the strings 1-5, from left to right, pluck 1-2-3 for the first sequence.
- The second sequence is 4-2-2-1.
- Madame has hurt her throat and needs a remedy.
- Walk to the lab table.
- Open the door to the stove and place some charcoal inside.
- Use the lighter on the charcoal and close the door.
- Remove the goose neck from the still.
- Place the roses and water into the kettle.
- Replace the goose neck.
- Pour water into the upper right part of the device.
- Use the empty perfume bottle to collect the rose perfume.
- Walk to the bookcase in the bedroom.
- Click on the books with the letters S-A-L-A-I.
- This opens a one-way secret passageway back to your room.
- Exit the manor and talk to Saturnin.
- He gives you the jar of honey and tells you the ingredients for a remedy.
- Walk to the fountain and fill the empty bottle of water.
- Return to the still in Da Vinci's study.
- Remove the goose neck from the still.
- Place the honey, thyme, lemon and water into the kettle.
- Use the empty bowl on the kettle to collect the syrup.
- You may use the sleeping potion on the syrup to raise your diabolic meter here. Babou will fall asleep.
- Give Babou the syrup and she will invite you to her chambers.
- Walk to the end of the room and look at the sketch on the easel.
- Return and ask Babou about the sketch Battle of Anghiari.
- Turn right and look at the telescope.
- Open the chamber on top of the telescope.
- Use the knife to remove the broken lens.
- Replace the lens with the monocle.
- Look through the telescope and see Saturnin hiding a boat.
24 September 1522
- Exit your room and go to the workshop.
- Walk to the press.
- Click on the center handle to open the press.
- Open the top of the drawer and place a blob of paper mache in the niche.
- Close the drawer and push it back beneath the press.
- Click on the upper crank to press the paper mache into a sheet of paper.
- Click on the crank again to release the pressure.
- Pull out and open the drawer.
- Take the piece of paper.
- Repeat this process with the other three pieces of paper mache.
- Pull open the drawer and place an engraved plate into the niche.
- Place ink then paper onto the plate.
- Close the drawer and push it under the press.
- Click on the upper crank to press; click again to release the press.
- Pull out and open the drawer.
- Take the piece of printed paper.
- Repeat this process with the other engraved plate.
- Drag the papers into the portfolio.
- Use the mirror to read both pieces of paper.
- One paper tell of the mechanics at the bridge.
- The top half of the other paper discusses fumigants.
- Click on the cannons in the lower right corner to reveal the recipe for gunpowder.
- Walk to the kitchen.
- Take the bottle of white wine from the end of the table.
- Turn around and look at the trap door.
- Move the two sacks to the left of the door.
- Look at the ceiling and attach the long rope to the pulley.
- The rope will automatically attach to the trap door.
- Use the crank to turn the wheel on the wall.
- Take the crank after the trap door is open.
- Use the lighter to light the lantern hanging on the trapdoor.
- Take the lantern and walk into the cellar.
- To the right of the stairs take two measures of saltpeter from the wall.
- To the left of the stairs, take the cannonball from the floor.
- Take the engraved plate that is sitting on the barrels.
- There is another plate leaning against the table.
- Use the flour on it and Valdo will automatically make an incomplete sketch if you have paper in your inventory.
- Turn around and walk deeper into the cellar.
- Look up at the ceiling and use the lighter on the chandelier.
- Just to the left of the chandelier, look at the flying machine and discover it needs repair.
- Turn left to the cannon.
- Place the jack under the broken wheel.
- You will need gunpowder to fire the cannon.
- Exit the cellar and return to Da Vinci's bedroom.
- Walk to the multi-drawered cabinet to the right of the bed.
- Use the bronze key to unlock the mini-game.
- The object of this mini-game is to rotate the block on each drawer so that the white diamond is pointing up.
- Numbering the upper row of buttons 1-4 from left to right and the rows 5-8, press the following buttons: 1-1-1-2-2-4-6-7-7-7.
- From the open compartment, take the coining die, roll of parchment, hammer, gold blanks mould and Leonardo's jewel.
- Place the roll of parchment into the portfolio to see a map of the manor.
- Take the bronze key from the lock and walk to the lab table in the study.
- Use the bronze key on the locked cabinet over the table.
- Take the red, blue, and yellows paints.
- Also take the varnish and the gold nuggets.
- Close the cabinet and take the key.
- Turn to the still and add charcoal to the bottom.
- Light the charcoal and close the door.
- Place saltpeter, sugar and water into the copper pot to make the fumigant.
- Use the cylindrical iron box on the copper pot to collect the fumigant.
- Turn to the bench and grind up charcoal with the mortar and pestle.
- Place the ground charcoal, saltpeter and the sulfur into the bowl to make the powder.
- Exit the study and go to the workshop.
- Place the last engraved plate into the press with the ink and paper.
- Close the lid and push the drawer under the press.
- Click on the upper crank to run the press.
- Click the crank again and pull out the drawer.
- Open the drawer and take the printed paper and the plate.
- Place the paper into the portfolio.
- Use the mirror to read the text and learn about grid painting.
- Turn around and walk to the door that you repaired earlier.
- Close the door to discover a cabinet behind the door.
- The object of this mini game is to move the red balls to the cup with the red marking and the yellow balls to the cup with the yellow markings.
- A flipper in the lower section alternates which cup a ball can roll to- the first will be red, then yellow.
- If you place a ball into the wrong cup, press the green button to reset the puzzle.
- Pull the weight on the right to rotate the outer wheel.
- A ball will drop into the smallest wheel.
- If you need a different color, rotate the wheel and allow another ball to drop in or rotate the small wheel to move the ball the the exit hole and return it to the outer wheel.
- Press the yellow buttons inside the small circle to move the ball to the medium wheel.
- Press the buttons inside the medium wheel to move the ball to the ball drop hole at the bottom.
- Continue this process while rotating colors until the cups drop and rise.
- Pull the lower right lever to call the elevator.
- Walk to Madam Babou in her sitting room.
- Discuss the telescope and discover it is stuck.
- Give Babou the rose oil perfume and she moves closer in the inventory portrait.
- You may give Babou Leonardo's jewel.
- If you select the second response you will increase the diabolical meter.
- Turn to the telescope and use the oil on the outer arm.
- Click the arm to rotate the telescope so that it is pointing across the room.
- Look through the telescope and see part of a drawing.
- Walk to the drawing and use the lighter to reveal the hidden ink.
- Look through the telescope again to see a constellation.
- Talk to Babou and learn that there should be other lenses for the telescope.
- Babou tells you that Saturnin cleaned the room before she moved in so he may know the location of the lenses.
- Exit to Da Vinci's bedroom and use the bookcase shortcut.
- Go down the trap door in the pantry and take some split wood.
- You may also chop wood later near the bridge.
- Go outside and talk to Saturnin, who claims ignorance of the lenses whereabouts.
- Give Saturnin the brandy and he will talk more to you.
- Choosing the first response will raise the diabolic meter and you will have to distill the white wine to make more brandy.
- Giving Saturnin the second bottle of brandy will cause him to fall asleep.
- You can now enter his quarters.
- The second response will raise the angelic meter.
- Saturnin admits the lenses are in his cabinet.
- Enter Saturnin's room and open the cabinet.
- Take the two lenses.
- Turn around and read the letter on the stool to learn that Saturnin has been spying on him.
- Lift the cloth and take the gold coins, paper and bronze to raise the diabolic meter.
- Return to Babou and discuss Saturnin's spying.
- Selecting the second response and confessing will cause the angelic meter to raise.
- Turn to the telescope and place both lenses on the end.
- Rotate the lenses to each color combination and look through the telescope.
- Red and blue combines to purple. The line on the wall is, “First, look to the stars.”
- Red and yellow makes orange. The wall reads. “then find the philosopher stone.”
- Blue and yellow is green. The wall reads, “and the path of power will open up before you.”
- You will automatically speak with Babou.
- She believes the constellation depicted on the wall is Lyra and that the globe in the study may help.
- Walk to the study and rotate the globe until the Lyra constellation is centered.
- Move the bands so that holes are over each star.
- Once the globe opens up, take the sun and moon medallion at the top.
- Watch a cut-scene with Leonardo and the King discussing an underground passageway.
- Walk outside and speak to Saturnin.
- Ask about the cat and learn his name is Alkahest.
- Return to Madame's sitting room and speak to Babou.
- Learn that the cat wears a medallion and its name means philosopher's stone.
- Walk to the dovecote.
- Use the axe to split some wood near the bridge if you didn't pick any up in the pantry.
- When you arrive at the dovecote, Alkahest is sitting in the upper window.
- If your diabolic meter is too high you will need to spend bonus points to balance out the levels, or wear the gloves to touch the cat.
- Take the medallion from around Alkahest's neck.
- Return to the mill.
- Walk to the right of the mill and look across the stream at the boat.
- Place the split logs into the oven if the fire has died down.
- Place the gold into the crucible.
- Click on the winch crank to raise the crucible.
- Click on the arm to swing the crucible into the fire.
- Click the winch crank to lower the crucible.
- Move the arm out of the oven.
- Place the door over the oven.
- Inside your inventory, equip Valdo with the gloves.
- Remove the door and place it on the ground.
- Swing the arm back over the crucible and click on the crank to lift it up from the fire.
- Swing the crucible to the right and lower it to the table.
- Place the gold blanks mould in front of the crucible.
- Click on the crucible to pour the gold into the mould.
- Take the four gold blanks and the mould.
- Turn to the anvil.
- Place the coining die into the circular niche.
- Place a gold blank on top of the coining die.
- Use the hammer on the gold blank to strike the coin.
- Repeat this process with the other three blanks.
- The gold coins will automatically join the others in your inventory.
- Exit the mill.
- If you used the ladder to cross the stream earlier, take it back into inventory.
- Cross the bridge and turn right.
- Click on the turnstile twice to retract the bridge.
- Turn around and walk along the bank.
- Turn around to find the camouflaged boat.
- Pick up the mound of camouflage, turn around and place it near the bushes.
- Enter the boat and click the arrow to move upstream to the dovecote.
- You may exit the boat at the same spots you can use the ladder to cross.
- Return to the original site of the boat and walk to the bridge.
- Click on the right turnstile to rotate the bridge across the stream.
- Head to the kitchen and enter the cellar.
- The other method of entering the secret passageway is to fire the cannon.
- If you have not done so, use the jack to raise the cannon.
- Load the cannonball into the end of the cannon.
- Place the powder into the upper chamber and use the lighter to light the fuse.
- Use the lantern to enter the passageway and a cut-scene will show Valdo lighting the halls.
- Directly in front of you is a gray cabinet. Open the doors.
- If you have not solved the elevator puzzle in the workshop, you can do so here.
- The object of this mini game is to move the red balls to the cup with the red marking and the yellow balls to the cup with the yellow markings.
- A flipper in the lower section alternates which cup a ball can roll too- the first will be red, then yellow.
- If you place a ball into the wrong cup, press the green button to reset the puzzle.
- Pull the weight on the right to rotate the outer wheel.
- A ball will drop into the smallest wheel.
- If you need a different color, rotate the wheel and allow another ball to drop in or rotate the small wheel to move the ball the the exit hole and return it to the outer wheel.
- Press the yellow buttons inside the small circle to move the ball to the medium wheel.
- Press the buttons inside the medium wheel to move the ball to the ball drop hole at the bottom.
- Continue this process while rotating colors until the cups drop and rise.
- Pull the lower right lever to call the elevator.
- Walk down the passageway and Valdo will look down at some markings.
- Click on the marking to take a closer look.
- Use the broom to clear away the dirt.
- Place the unfinished paper on the markings.
- Use the charcoal crayon to transfer the images.
- Take the paper and move it to the portfolio.
- It looks like a legend for the manor map but is still missing information.
- Continue to a door with an intricate lock.
- Place the moon medallion into the small niche and the sun and moon medallion fits into the larger niche.
- Use the lantern on the passageway and move ahead five screens to a room with three wooden doors.
- Look down and pick up a red gem. It belongs in Babou's collar.
- Enter the left door and it will automatically close.
- Try to open the peephole but it makes too much noise.
- Use the oil on the panel, then slide it open.
- You overhear two hooded men assessing your progress and stating that the codex must be destroyed.
- Retrace your steps back to the manor and Babou will greet you near the medallion door.
- You are automatically transported to speak with the king.
- He declares that you now work for him and gives you a piece of paper with the clues for the map legend.
- The king also gives you a signet ring which you will attach to a black pigeon once the codex is found.
25 September 1522
- Valdo awakens and recounts the previous events.
- Babou call for Valdo from her window.
- You are automatically in Babou's sitting room.
- She advises you that there are guards everywhere.
- Place the paper the king gave you into the portfolio.
- Click on the first symbol to the right of the sun circle on the right page.
- On the left page, click on the number that is in the matching symbol.
- Repeat this process for all the symbols.
- You will see a white area next to each group.
- Use the bloodstone on the white areas to uncover the numbers.
- From top to bottom, the sun is 120, the star is 240, the moon is 60 and the planet is 310.
- Turn to the page with the manor map and rotate the dials to the numbers in the legend.
- The four beams converge to show an “X” in front of the manor where the codex is hidden.
- Go to the front door of the manor but you cannot leave because of the guards.
- Walk to the right and try the chapel door.
- Go to the kitchen and speak to Saturnin.
- Saturnin says he is a peasant and cannot read, therefore he has no idea about the letter in his room.
- Return to Babou's bedroom.
- Take the key from the dress form.
- Enter Babou's sitting room.
- Use the key on the Venetian cabinet to trigger the mini-game.
- Like the other cabinet, you must make the symbols on the drawers match the symbol in the lower center.
- The easiest way is to ignore the colors on the wheels and only pay attention to the yellow and white arrows.
- Numbering the buttons from left to right across, then down, press the buttons in the following sequence:1-1-2-2-4-13-13-14-15-16-16-7-8-10-12-12.
- The drawer opens and inside is the letter of introduction you brought in the beginning.
- Take the stencil from the drawer and place it on the letter to learn that Babou is framing you.
- Babou returns and tries to explain that she is being blackmailed.
- She has been told to hide the Mona Lisa in the dovecote.
- Valdo feels betrayed and leaves.
- Return to the kitchen and speak to Saturnin thoroughly.
- You learn he was Da Vinci's valet and he holds a clue to the whereabouts of the codex.
- Saturnin tells you to, “subtract ten from the stars, subtract ten from the planets and add as many to the moon.”
- Open the manor map in the portfolio.
- Turn the star dial to 230, the planet dial to 300 and the moon dial to 70.
- The manuscript is hidden in the chapel.
- Talk to Saturnin again and learn that only Madame Babou has the key to the chapel.
- Walk to Babou's sitting room and ask her about the key.
- The second response will keep her favorable towards Valdo and the first response will make her put a little distance between them.
- Babou gives you the key.
- Go to the chapel and unlock the door.
- Place the king's signet ring into the hole under the fleur-de-lis.
- Take the scepter from the alter and use it on on the ring.
- Take the manuscript from the hidden compartment.
- Take the scepter and the ring.
- Time to avoid the guards.
- If you are caught at anytime, you will be returned to your room.
- Place paper under the door and use the nail to push the key out of the lock.
- Take the paper and the key.
- Use the key to unlock the door.
- Turn left to the tapestry and use the plier to remove the two bottom nails.
- Move the tapestry aside to see a duplicate of the bookcase in Da Vinci's bedroom.
- Because this is the reverse of the other bookcase, click on the letters in Salai's name in reverse – I-A-L-A-S.
- Walk to the end of the balcony.
- Look down and pick up some pebbles if you don't already have some.
- Watch the two guards below.
- When they are both facing away from you, toss a pebble at the manor.
- Quickly go down the stairs and head to the bridge.
- You have two options here, toss a pebble to the left or bash the guard on the head with the iron bar.
- Bashing the guard on the head will raise the diabolic meter.
- If you have the bridge turned to the mill side of the stream, click on the left turnstile to rotate the bridge.
- If you left the ladder across the stream, quickly walk forward and remove the ladder.
- Re-cross the bridge.
- Go right up the bank and get into the boat.
- Go forward once towards the bridge and turn right.
- Go forward once and turn left.
- Notice the guard in the bushes.
- Throw a pebble at the bridge to the left.
- Quickly enter the dovecote.
- Turn to the right and see where Madame hid the Mona Lisa.
- Take the sheet off the painting.
- Take the Mona Lisa and Valdo thinks a forgery may fool the blackmailer.
- Walk to the upper level and see the black pigeon.
- Use the king's signet ring on the black pigeon.
- Toss some pebbles at the lower level to make the guard enter the dovecote.
- For no change to the conscience meter, take the straw from the floor and toss it out the window.
- Jump out the window and sneak back to the manor.
- For a diabolical increase, use the broom or the iron bar on the barrel to knock out the guard.
- Walk to the guard and take his uniform.
- Inside your inventory, equip Valdo with the uniform.
- Return back to the manor.
- If anyone questions you, tell them to, “leave me alone.”
- Enter the manor and go to the workshop.
- Place the paints and varnish on the right easel.
- Place the Mona Lisa on the left easel.
- Use the nail on the hole on the left edge of the easel.
- Use the thread on the left easel to create the grid.
- Take the charcoal crayon from the right easel to activate the mini-game.
- The object is to have all the squares in the Mona Lisa charcoal drawing appear.
- Each square you click on will affect the squares above, below and on either side.
- Click on the numbered squares in sequence to solve.
- Click on each square on the charcoal drawing to add color.
- Use the black buttons to rotate the tiles into place and reform the blurry Mona Lisa.
- Each button rotates the four surrounding tiles.
- Our solution(Thank you, Rich!) has 100 steps. Other solutions are possible.
- Number the buttons 1-16, across and then down.
- Starting with the first row of the grid, click on the numbered buttons.
- Continue until you have made the moves in all the rows.
- Take the paint brush and dip it in the varnish then a paint color.
- Click on the painting until Valdo says there is enough.
- Clean the brush on the dirty rag and repeat the process with the other two colors.
- Take both paintings.
- Turn left and enter the elevator.
- Pull the lever to descend to the passageway.
- Speak with Hector.
- Hector takes the manuscript but has no escape plan yet.
- Return to the ground floor and go to the kitchen.
- Talk to Saturnin and learn that is is Valdo's destiny to protect the manuscript.
- Saturnin takes the fumigant and gives you a wooden bow.
- Go to the workshop and cut the broom with the saw to get the wooden shaft.
- Turn to the left and take the large drill bit.
- Place the small drill bit into the drill.
- Place the wooden bow under the drill.
- Take the crank handle from inventory and use it on the drill.
- Take the perforated bow and the crank handle.
- Return to the flying machine in the cellar.
- Use the wooden shaft on the center of the plane.
- Use the wooden bow to repair the left wing.
- Look for Hector in the passageway, but he has disappeared.
- Return to the ground floor and check the various rooms for Hector.
- Once you hear a noise, Valdo will mention that he needs to take the manuscript from Hector.
- Return to the cellar.
- If you have not used the cannon to blast a hole in the door yet, you must do it now.
- Place the jack under the broken wheel and use the crank to move it upright.
- Place the cannonball into the end.
- Open the upper right compartment and fill with powder.
- Use the lighter to light the fuse.
- The cannon blast will knock out Hector.
- If you have already fired the cannon, enter the underground passageway to find Hector facing away from you.
- Use the iron rod to bash him in the head.
- Turn to the right and leave the one of the Mona Lisa paintings in the corner.
- Leaving the original painting will decrease the diabolic side of your conscience meter and the if you leave the copy, the angelic meter will decrease.
- Return to Madame's sitting room and speak to Babou.
- When she asks Valdo to take her with him, you may choose either option.
- The ending shows Hector trying to regain the manuscript but the King arrives and stops his plan with a sword thrust.
- Valdo flies off in Da Vinci's flying machine, with or without Babou.
Created at: 2009-10-25