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No part of this booklet may be reproduced, transmitted, or adapted

in any form without the written consent of Her Interactive, Inc.

Copyright ©2024 Her Interac ve, Inc. HER INTERACTIVE, the HER INTERACTIVE logo and
DARE TO PLAY are trademarks of Her Interac ve, Inc. NANCY DREW is a trademark of Simon
& Schuster, Inc. and is used under license. Copyright in the NANCY DREW books and character
is owned by Simon & Schuster, Inc. All rights reserved. Licensed by permission of Simon &
Schuster, Inc. Other brands or product names are trademarks of their respec ve holders.

Written by: Ralf C. Adam


Editor: Bryttani Giles
Cover Design by: Mark Tolleshaug

Made in the USA

Her Interac ve, Inc.


PO Box 1092, Renton, WA 98057

www.herinterac ve.com

2
Your Case File .................................. 5 Guardian of the Gems .................... 26 Challenge Accepted! .......................44
^
Game Settings ................................. 6 Meet Oskar Dvorák ......................... 26 A Gemologist s Tool ........................45

Navigation........................................ 9 Zlatý Custom Jewelry ..................... 27 Telltale Signs of Wear .....................46

Gameplay Tips & Tricks .................. 10 Meet Vladéna Zlatý ......................... 27 Math Comes in Handy ....................46

More Tips & Tricks ........................... 11 The DEGAS System ......................... 28 Solving the Equation ......................47

A Trip into the Heart of Europe .... 12 Patricie s New Server ...................... 29 The Secret Unfolds ..........................47

The Real Adela ................................. 13 Confessions of a Priest ................... 30 Inside the Vault ................................48

A Postcard for Ned.......................... 13 Meet Leo Sokol ................................ 30 Café Investigations ..........................48
^ ^
Meet Adela Czerná ......................... 13 Meet Eliska Elka Strojník............. 31 Connecting the Dots .......................49

From Prague with Love ................. 14 Little Shop of Gadgets.................... 31 The Missing Dean ............................50

A Mysterious Message ................... 15 The Legend of the Seven Keys ..... 32 Keep the Faith ..................................50

The Unknown File ........................... 15 Meet Marek Strojník ....................... 32 Old World Game-Piece Panel .......51

Meet Patricie Vítkovci .................... 15 Meet Radek Nepovím ..................... 33 Going Underground ........................51

The Unusual Suspects .................... 16 Master of Marionettes .................... 33 Cut To The Chase ............................52

Shine Like a Diamond .................... 16 Finishing the Script ......................... 34 This is the Police!..............................53

Phoning Home ................................ 17 Crown Jewels of Prague................. 36 Adela s Problem ...............................53

Alchemy s Golden History ............. 17 The Absent Dean ............................. 36 Cyber Block Strikes Again .............54

Bookshelf Revelations ................... 18 Got the Power .................................. 36 Follow the Trail.................................57

Codebreaker .................................... 18 Getting Connected ......................... 37 The Encrypted Box ..........................57

Bookworm ........................................ 19 Are you a Robot? ............................. 37 Kepler s Law in Action ....................58

North by Northwest ....................... 19 Tech Support.................................... 38 The Crystal Poem .............................58

Open Sesame! .................................. 20 The Secrets of the Two Shops ....... 38 The Four Symbols ............................59

Coffeeless ......................................... 21 Tough Girl ......................................... 39 Precious Little Gems........................61

The Perfect Barista.......................... 22 Learn Cyber Block .......................... 40 What Does Marek Know? ...............61

Nancy s Coffee Customers ............ 24 A Menacing Message ..................... 42 The Old Alchemist Case ..................62

Cappuccino To-Go .......................... 25 Meet Zane Garrett ........................... 42 A Very Haunted Tour.......................63

Snowfall Upon Prague ................... 25 ....... 43 An Opportune Moment ..................63

A Museum Invitation...................... 26 The Mysterious Rezidente ............. 44 Rotating the Stones ........................64

3
^
Prague Upside Down ..................... 65 The Legends of Prague .................. 78 Seven Keys for Loutkári ..................89

Back Into the Depths ...................... 65 Patricie s Hints ................................. 78 Tracking the Troublemaker ..........90

Shine a Light .................................... 66 Phone a Friend................................. 79 The Hunt is On ..................................90

The Secret Laboratory ................... 67 Unlocking the Clock........................ 80 The Head of the Snake ....................92

Recipe for Disaster .......................... 68 To Cut Down an Oak ....................... 81 Mixing the Antidote ........................93

A Kind of Magic ............................... 68 For Whom the Bell Tolls ................. 82 Diamonds are Forever ....................95

Attempting Alchemy ..................... 70 The First Schematic......................... 83 The Seven Keys ................................96

Cabinet Capers ................................ 71 Knight of the Moon......................... 83 Open the Gate ..................................97

The Way Out .................................... 72 The Second Blueprint ..................... 84 It s Locked! ........................................98

Run, Nancy, Run! ............................. 73 Thirteen Candles ............................. 84 Vault Security ..................................99

A Journal for Adela ......................... 74 Veni, Vidi, Vici .................................. 85 Crown Surprise .................................102

Desperately Seeking Leo ............... 74 The Final Key .................................... 86 The Escape Route.............................103

Diversionary Tactics ....................... 75 Out of the Fog .................................. 86 Time to Say Goodbye ......................104

Cracking the Code .......................... 76 A Different Kind of Key................... 86 Leo s Mariáš Cards ...........................105

Noblesse Oblige .............................. 76 Lock Picker........................................ 87 Achievements...................................107

The Three Poems ............................ 77 Preparing the Trap .......................... 87 Case Notes.........................................108

The Iron Stalker ............................... 88

4
Get ready for a thrilling blend of adventure, mystery, and history in the latest
installment of the award-winning Nancy Drew game series - Nancy Drew®:
Mystery of the Seven Keys

This all-new 3D game experience transports players to the heart of the historic
city of Prague as they assume the role of famous detective Nancy Drew. Tasked
with uncovering the truth behind the theft of a client s heirloom necklace,
players will navigate and sleuth through the beautiful city's mysterious old-
world environments. Encounter challenging puzzles, decode riddles, and
discover clues entwined with medieval legends, alchemy, and lore.

As the investigation deepens, Nancy uncovers a sinister web of cybercrime.


Players must outwit devious suspects and use their detective skills to unravel a
mystery threatening the city's Bohemian heritage.

Danger and intrigue at every turn add to the suspense as the criminals stop at
nothing to prevent you from bringing the truth to light. Your investigative and
critical thinking skills are crucial to solving the case and discovering the real
mystery behind the legend of the seven keys!

5
Among these pages, you'll find all of the tips and solutions you need for
completing Mystery of the Seven Keys on both difficulty levels ̶ Amateur and
Master Sleuth!

You can refer to this guide whenever you are confused, stuck, or if you're not
sure what to do next. Its purpose is to walk you step-by-step through the game,
reveal puzzle solutions, and steer you away from wrong turns.

Don't worry, it won't spoil the ending! These instructions will guide you through
the game without ever directly revealing the culprit(s).

Before you dive into the case, please note that you can change many audio and
graphic settings of the game by clicking the "Settings" button in the Main Menu.
The Settings menu is divided into the sections "Audio & Language," "Graphics,"
and "Controls." You can switch settings in "Controls" once you've loaded a game.

When you first start "Mystery


of the Seven Keys," you will
need to calibrate your screen's
brightness. On the Main Menu,
you'll see a button for Settings.
Due to the many variations of
player devices, there are plenty
of Settings to optimize
your experience.

In case of any issues, don't be


afraid to play around with the
settings here and try out different
configurations. You can always
go back to the standard set-up
by clicking "Default." See next
pages for descriptions of all the
settings that can be adjusted!

6
Change the overall volume of all three audio tracks (music, voice, SFX) at once.

Change only the volume of the music score.

Change only the volume of any spoken text.

Change only the volume of the sound effects.

optimal default setting for the graphics display. Click the arrows to adjust that

affect many of the other settings that follow. If you select a higher set-
ting than the default, this may have an effect on the performance of the game.

This setting normally matches your monitor s resolution automatically. However,


you can change it if you wish.

Here you can switch between full screen view and window mode.

When turned ON, VSync synchronizes the frame rate of the game with the
refresh rate of your monitor. This eliminates potential visual artifacts known as
screen tearing. However, it can also have an impact on the performance of the
game. If you encounter a decreased frame rate you may want to turn it OFF.

You can adjust the game s brightness here if it is too bright or too dark.

7
Increasing the level of detail (LOD) adjusts the complexity of displayed objects
as your distance from them changes. Higher LOD settings may affect the game s
performance.

With this setting you can change the in-game resolution without changing the
screen resolution. Decreasing this setting will improve the game s performance
and frame rate, but will increase blurriness.

Stands for High Dynamic Range. Usually, it s best if your OS setting (Windows,
Mac) match the in-game settings (so have both either set to SDR or HDR).

Texture Quality adjusts the surface detail of objects and characters. Higher
Texture Quality may affect the game s performance.

Anisotropic filtering generally makes distant objects look sharper. Having this
set to ON may affect the game s performance.

Improves the visual quality and makes the game look more vivid and authentic.
Increasing this setting may impact the overall performance.

known as jaggies. Increasing this setting will smooth the edges.

Here you can adjust the quality of shadows. As with the previous settings,
it is important to find a good balance between visual quality and smooth
performance for the best overall game experience.

In some areas, you will encounter larger crowds. This setting allows you to adjust
how many of these "NPCs" (Non-Playable Characters) are shown. Larger crowds
have a much greater impact on performance and may affect the frame rate.

8
Move, pick up or inspect Move forward, backward,
objects, talk to someone left or right

Hold and move to look Move forward, backward,


around left or right

Open your phone Hold while moving to run

Switch to photo camera Pick up or inspect objects,


talk to someone
Camera Mode: zoom in &
out with camera Lock/unlock mouse cursor
(to access inventory)
Camera: Photo gallery
Cycle through objects in
Open the Journal your inventory

Inspection Mode: Hold and Open your phone


move to rotate object
Switch to photo camera
Go back from sub menu or
open main menu Camera Mode: Zoom in &
out with camera

Camera: Photo gallery

Open the Journal

Inspection Mode: Hold and


move to rotate object

Go back from sub menu or


open main menu

9
When you start a new game, you must choose
between two levels of difficulty.

In Amateur Sleuth mode, some puzzles are at a


slightly easier level, and you will have a Task List
as well as Hints at your disposal.

In Master Sleuth mode, Hints and the Task List


aren t available. Some of the puzzles are a little
harder for a bigger challenge. If you choose this
difficulty, you might earn a special achievement!

Once you select a difficulty mode, you won't be


able to change it without starting a new game.

• If you click on the blue icon to the left of the inventory


bar (or tap the TAB key) you can open your phone.
Scroll through the buttons at the bottom to switch
between functions.

• If you get stuck, it may also be worth consulting your


notes in the Journal from time to time (you can tap J or
click on the icon). Here you can also get an overview of
all the Czech words you have learned so far.

• Keep checking with your phone contacts throughout


the game. They will be able to help you with tasks and
solving the mystery. Sometimes they're free to call, or
you can send a text message!

• If you're not sure what to do next, you can always


consult your Task List - reserved for Amateur Sleuths
only! Note that there is a hint function here in case you
get stuck. Click and hold each hint to receive a new tip.

10
• You'll discover many new and exciting places
during your stay in Prague! Learn more about each
location by taking a photo of it. You can find each
location by clicking the ribbon in your Journal.

• The camera can not only be used to take great


souvenir photos, but also to capture pictures of
books, wall charts, and other clues. Tap the C key
to quickly open the Camera.

• In the Gallery you can view all the photos you've


taken and, if necessary, delete some to make room
for new ones. Tap G to quickly open the Gallery.

• The magnifying glass is your key to clues. Be


thorough! Return to each environment, re-explore
areas, re-read books and notes, and check back
with characters when you are unsure of what to
do next.

• You can skip cutscenes by holding down any


button. However, you may miss valuable clues
if you omit such scenes, so use with caution!

• Keep your eyes open for little hidden extras


throughout the game ̶ like Postcards from
Prague locations in the Journal's ribbon
bookmark. You can also consult the full
Achievement list at the very end of this guide.

• The game frequently saves your progress as you


progress through the story. After every important
step you make or every clue you find, the AUTOSAVE
file gets updated automatically. Be sure to create
your own saves in multiple slots, too!

• Look out for more valuable tips and tricks displayed


on the loading screen.

11
A mysterious letter full of hidden allusions has led you to Prague, the Golden
City in the center of Europe. Unfortunately, you won't have time to marvel at
the many sights this city has to offer. Ambiguous as it seems, Adela's message
is more than clear in at least one respect: this matter requires both utmost
confidentiality as well as swift, decisive action. Time to go meet her!

12
Your first encounter with Adela is not
what you had imagined. Instead of
one potential client, you suddenly
have two. But which of them is the
right one?

Of course, a small challenge like this


won t get you off track so soon.
Adela didn t seem to have a great
relationship with her mother based on
her letter, and that coffee on the table
is definitely not a cappuccino.
^

So, the real Adela Czerná must be the


woman in the coat, not the woman in
the apron, who confesses to her true
identity and owns the Hungerkünstler
Café.

Now it s time to take a closer look


around the café. Depending on which
movement mode you chose at the
beginning (classic or modern), a short
tutorial will explain the navigation
controls.

First, find a postcard to send to Ned.


There are some cards laying on the
counter close to the entrance. You can
take just one, or all three.

Pick up the pen at the other side of the


counter, right next to the brochures
that are laid out there.

13
^

Hard-working and self-made, Adela is a


woman who seems to know more than she
tells. Her studies and business dealings have
allowed her to travel the world, leading
many to believe she is of noble blood.
Despite her popularity, Adela prefers a
rather simple, low-key lifestyle, and cares
deeply for her home country of Czechia.

A good detective must always check


her surroundings, and get the Wi-Fi, of
course! Check out the QR code near the
entrance to the café on the left side of
the door before you move on.

Double-click to open the postcard in


your inventory. While it s open, single-
click the pen and click the postcard
with it to begin writing your letter to
Ned. He always appreciates updates on
your latest cases.

Each card will have a slightly different


message for Ned, so you can make a
choice! After that, it is time to sleep off
some jetlag and start a new day.

14
You start the next morning right
outside the Hungerkünstler Café in
the Prague Castle courtyard. As soon
as you enter the café, you will hear a
sound indicating that you have
received a message on your phone.

Open your phone and click


Messenger on the bottom left.
Your dad, Carson Drew, is trying
to reach you, but he isn t the only
one! Scroll down your messages
to see that a contact Unknown
has also sent you a mysterious
message. Click it to show that there
is a suspicious Unknown File attached that is locked with a four-digit code
upon clicking it. The message below the file seems to be a clue on how to open
it! Fall in love with our past. Find your own way. Hmm, what could this mean?

Patricie is the owner of the Hungerkünstler


Café, a local favorite that has been in her
family for generations. She seems to know a
bit about everything and everyone and has
a habit of enlisting her customers to help
around the café. She privately wishes for a
more glamorous lifestyle, but is committed
to maintaining her family s legacy.

15
Go to Patricie at the counter and talk
to her, then turn right and go to the
table in the alcove. Click on the chair
closest to the window, sit down, and
watch as Adela enters the café to join
you.

After a nice older gentleman has


brought over your coffee, Adela will
hand over a list of potential suspects
she believes could have stolen the
gems from her mother s necklace.
She will also give you some more ❷
background information about the
case before you head off. ❶

After you finished your conversation,


open the note and click on Oskar
^

Dvorák's phone number, which will be


added to your contacts ❶ .

Now, click on the website address ❷


secondshine.de ❷. A webpage will
open on your phone. Scroll down to
the bottom of the screen and click on
the phone number. It will be added to
your contact list as well.

Open your smartphone and make a


call to Hans Feiersinger, the owner of
SecondShine, who turns out to be a bit
defensive. Unintentionally, he does
give you a crucial hint about a com-
puter system called DEGAS.

16
After Hans rather harsh rejection, you
should try calling the best attorney
you know ̶ your dad, Carson Drew.
Perhaps he can find out more about
Mister Feiersinger and his potentially
dubious business methods? However,
your father seems to be unavailable.
After leaving a message on Dad's
answering machine, click on "Ned"
in your contact list and send your
boyfriend a text message to see if
he can help get ahold of him.

However, it s not time to leave the


café just yet. Turn your attention to
the café s many bookshelves. First, take a closer look at the shelf near the en-
trance in the corner with Section 15, Alchemy. Add the tome Alchemy's Golden
History to your inventory. Read through it now, or you can wait until later.
Zoom in or read accessible text with the book icon in the top right corner.

17
Next, take a closer look at the shelves throughout the café. You will notice that
each section is categorized and numbered, e.g. 3. Horror or 4. Food. Take
another look at the message with the unknown file and see if you can solve
the passcode.

Fall in love... ...with our past. Find your own way.


We love... ...our past. You don t belong here.

Now that you know the numbers of each section


mentioned in the clue, you can enter the passcode
and unlock the secret file: 1169.

An image will pop up on your phone showing


what looks to be a map of the café, along with
some numbers, a compass, and a red X to mark
the spot! What could be hiding there?

18
Now, it's about time to find out where
the mysterious map leads!

The map is a floor plan of the café. The


first X guides you to a specific shelf
in the corner. Another red cross marks
the exact location of the secret on this
shelf. There's also something that
looks like a compass rose, but the let-
ters are different.

Go to section "10. Kafka" and find the


book marked on the map. The book is
sealed using a combination lock of
four numbers on the outer ring, and
four numbers on the inner ring. In the
center is another compass with an N
and an upwards arrow.

This is where it gets a bit tricky. Notice that the compass rose on the map does
not exactly point straight up. Using your detective skills, rotate the map so that
the map s N is pointing in the same direction as the book's N, nearly upside-
down. After rotating the map, notice the newly aligned perspective.

The numbers must


fit in the book some-
how ̶ perhaps the 6
numbers inside the
café's boundary are
for the inner ring, 4
and the numbers 1
outside the café for
the outer ring? 3

19
x
+
Next, it's time to place
x 6 the numbers from the
map onto the book's dial
1 4 in their correct positions.

3 x Take a moment to look


at the map again. The 1
and 4 are where West
x and East should be and
the 3 and 6 are South-
west and Northeast,
respectively.

Notice those two circles


on the bottom left
corner of the map? This
is the hint you need in
order to solve for the
rest of the numbers.

Any two numbers in


the outer ring added
together will equal the
one number in between
them on the inner ring.

Solution:
W=1, N=2, E=4, S=2,
NW=3, NE=6, SE=6,
SW=3

Once you ve entered


the correct combination,
push the center button.
Inside, you ll find a
mysterious-looking key.

20
Talk to Patricie at the counter. She
asks you to use your detective skills
and track down some items, and
who could refuse such a friendly ̶
albeit, firm ̶ invitation?

If you've picked up the mysterious


key, you can ask her about it before
you start your search. Luckily, Patricie
assures you that the key is finders
keepers!

The handle Patricie is looking for is


on the counter to the left, next to the ❶
box with the straws and the sugar ❶ .

The filter basket is lying on the floor in


the shadow of the potted plant next to
the counter ❷ .

The recipe book can be found on the


short wall in front of the group of
armchairs in the corner near the
bookshelves and Kafka display ❸ .

Once you have collected all three
items, talk to Patricie again. She will
immediately give you your next task:
preparing coffee for her customers!

21
Now's the time to put your barista training to the test for Patricie's coffee-craving
customers. Their orders aren't as descriptive as they could be, but with the help of
Patricie's recipe book, you'll understand their orders in no time!


❺ ❻ ❼



⓬ ⓮
❸ ⓫

1. Exit Barista Bar 8. Customer s Order


2. Begin Latte Art 9. Recipe Book
3. Reset Drink 10. Sugar
4. Pitcher of Cold Water 11. Coffee Cup
5. Vanilla Syrup 12. Hot Milk Pitcher
6. Hazelnut Syrup 13. Milk (holds 3 portions)
7. Caramel Syrup 14. Espresso Machine

⓯ ⓱

15. 1x Espresso 16. Hot Milk 17. 1x Hot Water


2x Espresso (Double) 2x Hot Water
3x Espresso (Triple) 3x Hot Water

22
ESPRESSO DOPPIO LUNGO
1x Espresso 2x Espresso (Double) 3x Espresso (Triple)

CAFÉ NOISETTE FLAT WHITE CAFFE AMERICANO


2x Espresso, 1x Hot Milk 2x Espresso 1x Espresso
1x Hazelnut Syrup 2x Hot Milk 3x Hot Water

CAFÉ CON HIELO LATTE CAPPUCCINO


1x Espresso 2x Espresso 1x Espresso
2x Cold Water 3x Hot Milk 3x Hot Milk

CARAMEL MACCHIATO SWEET SUNRISE


2x Espresso, 1x Hot Milk 2x Espresso, 1x Cold Milk
1x Caramel Syrup 1x Vanilla Syrup
1x Sugar

23
Unfortunately, not all guests articulate their wishes clearly when ordering.
You ll be asked to make these individual beverages first, depending if you re
sleuthing as an Amateur or Master level barista:

❶ ❷

1x Espresso, 2x Cold Water 2x Espresso


(may randomly ask for 1x additional syrup) 3x Hot Milk

❸ ❹

2x Espresso, 2x Hot Milk 2x Espresso, 1x Cold Milk


(may randomly ask for 1x additional syrup) 1x Vanilla Syrup, 1x Sugar

❶ ❷
1x Espresso, 3x Hot Water 2x Espresso, 1x Cold Milk
(may randomly ask for 1x additional syrup) 1x Vanilla Syrup, 1x Sugar

❸ ❹ ❺ 2x Espresso, 2x Cold
1x Espresso 2x Espresso, 2x Hot Milk Milk
2x Cold Water 1x Caramel Syrup (may randomly ask for 1x additional syrup)

24
For all coffee variations that contain
heated milk (such as cappuccino or
latte), you must pour a latte art design
before serving the final drink.

Pour the milk into the cup carefully,


making sure not to spill outside the
given pattern. Be patient! You'll have a
much easier time holding the pitcher
still to increase the size of the pour.
Move the pitcher slowly to fill up the
foam design.

When the drink has been correctly


prepared and is ready for the
customer, a SERVE button will appear
at the bottom of the screen.

After you have made several customers happy with your efforts, Patricie will
enthusiastically thank you. As a token of her gratitude, she gives you a
mysterious snowglobe.

25
The next candidate on Adela's list of sus-
^

pects is Oskar Dvorák ̶ give him a call. He


turns out to be more open to questions
than Hans Feiersinger and invites you to
visit him at the castle exhibition.

Exit through the café doors and turn right.


Cross the courtyard and enter the Castle
Exhibition at the other side. The map on
your phone will come in handy as you ex-
plore more locations. Inside, turn left past

door to the Prague Castle Exhibition Hall. You ll meet Oskar there, who's deep
in what appears to be a heated phone call. Talk to him to learn more about the
museum and his work as the exhibit s director. Oskar encourages you to look
closer at the exhibits ̶ an invitation you don't need to give a detective twice!

Try to examine the elaborate box on the crate in front of Oskar, and he ll be ra-
ther annoyed. Best to ignore this artifact for now anyway, as you don't have all
the clues yet to open it. Investigate all the exhibits here now, or save that task
for another time.

Oskar is a specialty exhibit curator whose


experience working with valuable
collections at prestigious museums has
earned him the role of director at
Prague Castle s newest exhibit. He is a
relentless and erudite perfectionist whose
excessive pride and arrogance often
makes him disagreeable.

26
Leave the exhibition the way you entered and pass through the small foyer. The
door furthest across seems to hold a boutique shop. Enter and talk to the owner,
Vladéna Zlatý, to find out more about Adela's necklace.

Before you leave, take a second to look around. Read a magazine on the small
corner table, Gemology Today. Examine the crystal plaque with the poem on the
wall. Those lines might come in handy later; it wouldn t hurt to write them
down. Remember that you can also take pictures with your phone s camera and
view them in your photo gallery whenever needed.

Vladéna is an expert in gemology and


appraisals with a long family history in
Prague s gem business. She is the owner of
Zlatý Custom Jewelry, a prestigious store
where she crafts her own branded jewelry.
As the first woman in her family to be a store
owner, she has little patience for those who
may question her or her expertise.

27
After your conversation with Oskar,
you will receive a text message from
Ned. Text him back and then give him
a call afterwards. He'll let you know
that your dad hasn't had any time yet
to look into SecondShine.

Ned has never heard of the DEGAS


system that Hans Feiersinger
mentioned either, so it's time to ring
your old friends: the Hardy Boys.

As always, the boys are more than


happy to assist with your case in this
familiar city. They promise to get in
touch with an agent friend of theirs,
Zane Garrett. Frank and Joe will
request that Zane send you the
computer file in question tomorrow.

Time to call it a day...

28
The next day you will start once again
in the beautiful castle courtyard in
front of the cathedral.

Enter the café and ask Patricie if she


knows anywhere that you can rent a
laptop, as you will need one to open
the DEGAS file from the Hardy Boys.

Patricie will recommend an electronic


shop in Old Town called Aparát.

Before you head off to the computer


store, Patricie asks you to deliver a
coffee to one of her customers ̶ a
favor that turns out to be a worth-
while errand.

29
When you deliver the coffee to the table, you are introduced to Leo Sokol, who
you learn works at St. Vitus Cathedral. You met him briefly yesterday when you
were involved in your conversation with Adela.

Have a chat with Leo to get to know the clergyman a little better. Afterwards,
you can leave the café ̶ but not without noticing a handsome young man
picking up a coffee from Patricie at the counter. He leaves some flyers there.

Leo Sokol of St. Vitus Cathedral is a


compassionate older gentleman who is
well respected by government officials and
locals alike. He cares deeply about Prague,
its people, and its history and is always
willing to offer his advice to those who
need it. Leo is an avid player of the trick-
taking card game Mariáš.

30
After speaking with Leo, leave the
courtyard and head to Old Town. Use
the metal gate at the far end of the
square to the left of the building with
the Exhibition Hall inside.

This will take you into the heart of the


city, to the square in front of the
famous astronomical clock. Enter the
shop that is located here:
Aparát Computers and Collectibles.

At the counter stands a young woman


who introduces herself as Elka. Ask her
for a laptop. Elka will give you one,
but it unfortunately does not come
with a charging device.

Go through all the other dialogue


options with her as well. You'll learn
a lot of useful information, including
her feelings about a certain Radek.

Elka, a computer science student, is an


intelligent woman with a strong sense of
conviction. She runs half of Aparát alongside
her grandfather, which she has turned into
an electronics shop. She is secretly fond of
Radek, but doesn t understand his devotion
to bygone marionette theater.

31
Go into the neighboring room, where Elka's grandfather, Marek, runs a small
workshop. When you talk to him about the key from the café, he hints at the
legend of the Seven Keys.

As you are about to leave the shop, you ll run into the young man you just saw
at the café. He introduces himself as Radek, a puppeteer who performs at a small
theatre in the castle square.

Marek is an elderly craftsman and tinkerer


who runs the other half of Aparát. Contrary
to his granddaughter Elka, he has no
interest in modern technology, as his
passions are deeply rooted in Prague s
past. Most people have to earn his respect
before he is willing to talk to them much.

32
Radek is a spirited actor and puppeteer
who runs the pop-up marionette theater
in Prague Castle s courtyard. Radek s
eccentric personality comes to life when he
is able to share his passion for Prague s
culture and historical marionette arts. His
charismatic disposition makes him
popular with kids and tourists.

Return to the castle courtyard to meet


Radek at his marionette theater. He
asks you to support him in preparing
for his next show.

Help Radek organize his stage play. The next pages will show the correct order
for each scene. Once you have successfully put together the script, Radek will
begin his highly entertaining and insightful performance, where you will grab
the strings and take on the role of the female lead!

33
❶ ❶ ❶

❷ ❷ ❷

❸ ❸ ❸

❹ ❹ ❹

❺ ❺

34
❶ ❶ ❶

❷ ❷ ❷

❸ ❸ ❸

❹ ❹

35
Once Radek has finished his show,
he will thank you for your assistance
and provide you with some valuable
information about the mysteries and
legends of Prague, including the
legendary crown jewels.

Go back to the castle exhibition and


head up the stairs, then walk down
the hallway until you reach a closed
door. Stop there and listen at the
entrance. You will hear Oskar trying to
get past the secretary and speak di-
rectly with the Dean himself, but he
isn t successful. The secretary seems
annoyed with his hostility.

After playing fly on the wall, you will


receive a message on your phone from
the Hardy Boys notifying you that
Zane has emailed the DEGAS file.

Time to find a charger for your laptop


and check out the DEGAS file!

Leave the building and go back to


the Hungerkünstler Café. Examine
the long counter to the right of the
entrance. Pick up the charging cable
there which appears to fit your laptop
from Aparát.

36
You have to connect the charger with
the power input on your laptop. In-
spect the computer by double-clicking
it, then single-click the borrowed
charging cable in your inventory, and
click the laptop to combine the two
items.

On the desktop, click on the envelope


symbol in the bar at the bottom of the
screen to open the email application.
A pop-up will appear indicating that
a Wi-Fi connection is needed to estab-
lish a stable WLAN connection. It must
have been written down somewhere,
maybe in your Journal?

Enter the Wi-Fi password hanging on


the wall next to the entrance. The
password is IBRIK1708. Click the
arrow to proceed.

Open the email and click on the file


DEGAS.attachment" to download its
contents.

Close the email with the X in the upper


left corner of the message window
and double-click on the new file in the
middle of your desktop.

This will open a CAPTCHA security prompt. Rearrange the photo snippets to put
together the image at right. Shockingly, your attempt is cut short. Partway
through solving, you will encounter a very unpleasant surprise. Even Patricie will
come rushing by to see if everything is okay.

37
Walk back to Elka's shop in Old Town
and show her your defective laptop.

After briefly checking your phone, she


will head to the back room for a while
to fix both devices there.

With Elka predisposed, now is the best time for a detective to do a little snoop-
ing! First examine her desk more closely, then do the same with Marek's work-
bench in the neighboring room. Make sure you carefully check all items on both
tables. At Marek's desk you will need to use the key ring on the box in the drawer
to unlock it, before you can inspect its contents and proceed.

1. Internet Safety Tips


2. Photo of Elka and her mother
(turn it around & click on the 4 tabs to open)
3. Computer (click twice to zoom in to monitor)
4. Colored Pen (underneath the clipboard)

38



1. Last Will and Testament


2. Client List & Accounting (remove tools first)
3. Donation Poster
4. Mysterious Box
5. Key Ring (use with 4. to open the box, then
investigate the two items inside)
6. Old Key & Lock
7. Pin

As you finish your sleuthing, Elka


will return, hand over your computer,
and tell you about the taser ring
she s wearing.

Elka also offers to teach you a bit


about cybersecurity.

She has a puzzle game prepared, and


challenges you to solve two levels
(see next pages 40 & 41).

39

1. UP 16. RIGHT 
2. LEFT 17. DOWN 
3. UP 18. RIGHT 
4. RIGHT 19. DOWN 
5. UP 20. DOWN 
6. UP 21. LEFT 
7. UP 22. DOWN 
8. LEFT 23. DOWN 
9. UP 24. RIGHT 
10. DOWN 25. DOWN 
11. RIGHT  26. UP 
12. RIGHT 27. LEFT 
13. RIGHT  28. LEFT 
14. UP 29. DOWN 
15. RIGHT  

1. RIGHT  16. RIGHT 


2. DOWN  17. DOWN 
3. LEFT  18. UP 
4. DOWN  19. RIGHT 
5. DOWN  20. UP 
6. LEFT  21. RIGHT 
7. DOWN  22. LEFT 
8. DOWN  23. UP 
9. DOWN  24. LEFT 
10. UP  25. UP 
11. UP  26. UP 
12. RIGHT  27. RIGHT 
13. DOWN  28. UP 
14. RIGHT  29. RIGHT 
15. RIGHT 

ⓘ Move in Cyber Block using either mouse or arrow keys

40

1. UP  16. DOWN 
2. UP  17. RIGHT 
3. LEFT  18. RIGHT 
4. UP  19. DOWN 
5. UP  20. DOWN 
6. RIGHT  21. LEFT 
7. DOWN  22. DOWN 
8. RIGHT  23. LEFT 
9. LEFT  24. DOWN 
10. UP  25. RIGHT 
11. UP  26. DOWN 
12. RIGHT  27. UP 
13. UP  28. LEFT 
14. RIGHT  29. LEFT 
15. RIGHT  30. DOWN 

1. RIGHT  17. RIGHT 


2. DOWN  18. RIGHT 
3. LEFT  19. RIGHT 
4. DOWN  20. DOWN 
5. DOWN  21. UP 
6. RIGHT  22. UP 
7. DOWN  23. UP 
8. UP  24. RIGHT 
9. LEFT  25. LEFT 
10. LEFT  26. LEFT 
11. DOWN  27. UP 
12. RIGHT  28. UP 
13. DOWN  29. RIGHT 
14. RIGHT  30. UP 
15. DOWN  31. RIGHT 
16. UP 

ⓘ Use the lower right arrow to reset the level

41
Once both levels are solved, Agent Zane Garrett from the International Cyberse-
curity Agency (ICA) will call to provide you with further information on the case.
Zane explains over speakerphone that a DEGAS file tracks the history of any
gem, jewelry piece or artifact added to its database.

After the call has finished, Elka will walk you to the shop s exit ‒ only to find a
frightening message on the ground outside. You have been given a warning.

Specializing in the security of precious


gems, Zane is an international cybersecurity
agent based in Africa working for the ICA.
He is authoritative and formal while
working, but outside of business matters
is an easygoing man with a lighthearted
sense of humor.

42
The new day begins with an incoming call from Ned. Speak with him while you
enjoy the breathtaking view of the cathedral and the Castle Courtyard in front
of Patricie's café. Hopefully, you ll get an update about SecondShine.

Immediately after hanging up, your phone rings again. It s Adela pressuring
you to speed up the investigation. Calm her worries, then head over to the
Marionette Theater.

43
At the theater, you ll notice an open
door. ̶ perfect for snooping.


Enter Radek's trailer and examine the
table. Take a closer look at the theater
donations list on the clipboard ❶.
You'll notice an outstanding entry.

Select the wood chisel ❷ and use


it on the tool box to open it. Inside
you ll find a draft for Radek's new
script, about an ancient group called
Rezidente.

Open your phone and send a text


message to Ned, asking him if he has
ever heard of this association.

Leave the trailer and talk with Radek.


He seems to be confused about the
quantity of his puppets... suspicious.

Return to Zlatý Custom Jewelry.


Vladéna is as feisty as ever, claiming
that you would never be able to crack
her safe.

Fortunately, Oskar interrupts and she


leaves the shop to talk with him.

Take advantage of this opportunity


to accept her challenge... and do
a little more snooping.

44

The safe combination is hidden
within the numbers of the gem
measuring and rating sheet.

To decipher it, first find the three


components that make up Vladéna s
gemologist fan gauge.

The first part of the tool is hidden in the pen holder on Vladéna s desk ❶. Pick it
up and pull the metal part out of it. The other two components can be found in
different places, depending on your difficulty level.

In Amateur mode, the second gauge part is on the table ❷ next to the open
magazine, while the third and last part of the fan gauge is on the shelf on the
wall to the right of the three crystals ❸.

In Master mode, the second piece is hidden under the plant on the left side of
the counter ❷, while the third and last part of the fan gauge can be found on
the inside of the round display case ❸.

45
After all three components are
collected, merge them together in
your inventory by combining the 3
pieces in inspection mode.

Then, rotate the pieces of the fan


gauge to bring them into the position
that matches Vladena's sketches on
the desk.

Move the elements as shown in the


picture so that a straight continuous
line is formed. When the parts snap
together, the tool is aligned correctly.

Now you're ready to check out the


gem poster! Go over to the sheet and
use the fan gauge on it.

On Master Sleuth, you must first rotate


it (see picture). Then, you can move
the device freely over the table.

On two of the three ruler parts there


are mathematical equations. You have
to find the values on the sheet that
make the equations true. Use the
colors on the tool as placement hints.

The correct solution to this is:

(4.5 x 3) x4‒9= (7.5 x 6)


(7 x 5) x 2 = 10 x (7)

46
1st digit

13.5 45
To extract the final numbers from the
equations, first check out the middle
3rd digit
sketch on Vladéna's desk. It will give
1st digit you some crucial hints about the
marks on the fan gauge.
2nd digit

Next to each colored cutout on the


gauge, there are up to three tickmarks.

Solve the equations in each cutout


and use the tickmarks to discern which
digits of the solution to take for the
safe code.

Awesome, you now have 4 numbers!


They need to be put in the correct or-
der to open the safe. Go inspect the
safe and notice the symbols above the
keypad.

Head back to the countertop with the


sketches on the desk.

One of them shows the same symbols


as on the safe ̶ the sun and moon in
different phases, pointing to specific
fields on the fan gauge.

Order the numbers you found in the


last step as shown above the keypad
to get the correct safe combination:
5457.

47
Open the safe and take out the
handwritten log for Adela's precious
necklace.

Vladéna returns from her chat with


Oskar and expresses her disbelief.
Maybe she shouldn't have
underestimated this amateur
detective!

Now you can finally finish what you


started and access the DEGAS file that
Agent Zane sent via email.

To compare the handwritten file with


the digital one on your computer,
connect the charger again to the
computer.

Re-download the attachment and


open it from the desktop. This time,
you can complete the CAPTCHA (see
image of the correct photo to the left)
without any nasty interruptions and
open the DEGAS file.

Time to start comparing!

48
Click the right arrow on the screen twice to scroll to the third DEGAS file.
Thoroughly review the documents by clicking on the corresponding interactive
fields in both documents. You will find one discrepancy: the dates.










❻ ❻

❼ ❽

Go back to Vladéna and confront her about the mismatched dates. She will
vehemently deny any knowledge about the subject and claim that she was the
one who insisted on bringing you on board in the first place.

After your conversation with her, the Hardy Boys recommend via text message
that you should call Agent Zane. Bring him up to date and ask him about the
mysterious Rezidente group you learned about from Radek's script.

49
After realizing he could be in danger,
hurry to the Dean s office! Go through
the exhibition, up the stairs, and enter
the empty antechamber at the end of
the corridor.

Read the sign that is on the desk,


which will give you the phone number
of the secretary. Optionally, poke
around the secretary's desk items
while you can. Go back around the
desk and enter the Dean's office. He
looks to be absent.

Before you can get your bearings,


someone shuts the door behind you.
The secretary has returned with Oskar
on his heels, once again trying to meet
with the Dean.




Quietly, examine the Dean s desk.
Take a look at the Faith Weekly
magazine ❶ on the left. ❸

Open the paper folder lying on the


table, click on the pen inside and then
on the pen holder ❷. This will open
a secret drawer with the Dean s
calendar inside ❸. Take this chance
to check out the entries.

Inspect the answering machine of the


telephone ❹. If you hadn't already
guessed, the Dean of the cathedral is
none other than Leo Sokol.

50
Take a closer look at the wall panel behind you. Notice the wooden pieces of
different shapes, colors, and icons, as well as similar looking engravings on the
walls surrounding the panel.

These engravings provide clues needed to correctly place the pieces, using
process of elimination and a bit of trial and error (see image below).

When all of the pieces have been


placed correctly, you will hear a
scraping noise. One of the book-
shelves has moved to the side!

A cat seems to have escaped from


inside the corridor. Give her a few
pats, then walk right through the
hidden door.

51
The tunnels you find through the
hidden door are haunted by a
mysterious and dangerous figure,
so try not to get lost.

Run as fast as you can to the exit!


The map below will help you find it.
Don't look back and don't take a
wrong turn ̶ it might be your last!

This evil that lurks in the shadows is


not to be played with.

...Okay, there's always second chance.


But you don't need to push your luck
unnecessarily, do you?

START

EXIT

52
Open the gate at the end of the last
tunnel, and you'll find yourself out on
the sloping ramp in the Castle Square.
Phew, that was close.

Now that you know the Dean is miss-


ing under suspicious circumstances,
report it immediately!

The police will promise to investigate


this matter and get back to you as
soon as they have any news.

Once you hang up, Adela will send


you a message. She s back at the
Hungerkünstler Café waiting for you.

Rush to the café and talk to her. She


will tell you that her computer has
been hacked, the same way yours was.
But for an up-and-coming cybersafety
whiz like you, this will be no big deal!

This time get through three Cyber


Block levels instead of two, just
like Elka taught you. For the correct
solutions, consult the following pages.

53
1. LEFT  16. DOWN 
2. DOWN  17. UP 
3. LEFT  18. UP 
4. LEFT  19. LEFT 
5. RIGHT  20. LEFT 
6. RIGHT  21. UP 
7. DOWN  22. LEFT 
8. RIGHT  23. RIGHT 
9. UP  24. DOWN 
10. RIGHT  25. DOWN 
11. LEFT  26. LEFT 
12. DOWN 
13. DOWN 
14. DOWN 
15. LEFT 

1. UP  16. DOWN 
2. RIGHT  17. LEFT 
3. UP  18. DOWN 
4. RIGHT  19. RIGHT 
5. UP  20. DOWN 
6. RIGHT  21. RIGHT 
7. UP  22. LEFT 
8. LEFT  23. LEFT 
9. UP  24. DOWN 
10. DOWN  25. LEFT 
11. RIGHT  26. DOWN 
12. RIGHT  27. DOWN 
13. UP  28. RIGHT 
14. RIGHT  29. RIGHT 
15. UP  30. RIGHT 

54
1. RIGHT  20. RIGHT 
2. UP  21. DOWN 
3. UP  22. RIGHT 
4. LEFT  23. RIGHT 
5. UP  24. DOWN 
6. LEFT  25. RIGHT 
7. RIGHT  26. RIGHT 
8. DOWN  27. UP 
9. RIGHT  28. RIGHT 
10. RIGHT  29. LEFT 
11. RIGHT  30. DOWN 
12. UP  31. LEFT 
13. UP  32. DOWN 
14. LEFT 33. DOWN 
15. UP  34. DOWN 
16. LEFT 35. DOWN 
17. LEFT 36. RIGHT 
18. UP 37. RIGHT 
19. LEFT 

1. LEFT  17. DOWN 


2. DOWN  18. LEFT 
3. DOWN  19. DOWN 
4. RIGHT  20. DOWN 
5. UP  21. RIGHT 
6. RIGHT  22. RIGHT 
7. LEFT  23. UP 
8. LEFT  24. RIGHT 
9. LEFT  25. LEFT 
10. LEFT  26. DOWN 
11. DOWN  27. LEFT 
12. LEFT  28. LEFT 
13. RIGHT  29. LEFT 
14. UP  30. LEFT 
15. RIGHT  31. LEFT 
16. RIGHT 

55
1. UP  16. DOWN 
2. RIGHT  17. LEFT 
3. UP  18. DOWN 
4. RIGHT  19. RIGHT 
5. UP  20. DOWN 
6. RIGHT  21. RIGHT 
7. UP  22. LEFT 
8. LEFT  23. LEFT 
9. UP  24. DOWN 
10. DOWN  25. DOWN 
11. RIGHT  26. DOWN 
12. RIGHT  27. LEFT 
13. UP  28. RIGHT 
14. RIGHT 29. RIGHT 
15. UP 

1. RIGHT  20. RIGHT 


2. UP  21. LEFT 
3. LEFT  22. UP 
4. UP  23. UP 
5. UP  24. RIGHT 
6. LEFT  25. UP 
7. UP  26. RIGHT 
8. UP  27. UP 
9. UP  28. RIGHT 
10. RIGHT  29. UP 
11. RIGHT  30. DOWN 
12. UP  31. LEFT 
13. DOWN  32. DOWN 
14. DOWN  33. DOWN 
15. DOWN  34. RIGHT 
16. RIGHT  35. DOWN 
17. DOWN  36. DOWN 
18. RIGHT  37. DOWN 
19. DOWN  38. DOWN 

56
Talk with Adela once you've fixed her computer, then go to the counter to
interview Patricie. Ask her about the Rezidente, the crown jewels, and the
alchemy workshop.

Leave the café, turn right, and go to the castle exhibition. Talk to Oskar and see if
he maybe knows anything else about this mysterious Rezidente organization.

Now is a good time to take a closer


look at the mysterious artifact on
top of the crates in front of Oskar.

You'll need to decipher and solve


it under Oskar's watchful eye.

Examine it closely and notice


that the mechanism is divided
into two different sections: an
upper part on the top, and then
four rotating segments around
the sides.

Let's see ̶ maybe we can crack


this ancient code!

57
To unlock the four rotating segments, first tackle the mechanism on top of
the artifact. While the body was created by King Rudolf's official crystal-carver
Caspar Lehmann, the top was inspired by Kepler s Law, written by another
member of Rudolf's court, Johannes Kepler.

Read the book in the Royalty of Prague


section of the exhibit. In the paragraph
on the bottom right, it says that Kepler
discovered that planets orbit the sun
in ellipses.

Also note the words in bold saying:


First circle, then ellipses - giving the
ultimate clue to the following solution:

4. Move the planet


1. Move the planet... 2. ...around in a circle. 3. Move the sun.
along the ellipses.

Solving the mechanism will unlock the


four rotating segments on the sides of
the artifact.

Remember the glass poem that hangs


on the wall in Vladéna's store? Consult
the verses to decrypt the second part
of this ancient artifact.

See the poem to the right, or check the


Information section in the Journal.

58
The first lines of the poem tell you to
look for Rudolf's mark around Prague.
Whenever you see an R sign, it will
be next to a required symbol:

Search for my mark to unriddle the box.


Order the symbols then brilliance unlocks.

The poem references the mural of Adam and Eve above the Golden Gate on the
Cathedral's exterior. Travel there to find the 'R' symbol. Note the delicate border.

Seek first the jeweled craft of the father of Cain

Next, the poem mentions the creature Iosis, which you can learn more about in
the book Alchemy s Golden History from the café. The symbol ̶ an ouroboros
serpent ̶ appears as a historic house sign in Old Town on Golden Lane near the
West House. Notice that this 'R's' border has a theme with mystical symbols.

Follow the path of the creature Iosis along Golden lane

59
The next lines of the poem on the ruler who bestowed the honor of knights
refer to Rudolf II, who was known for knighting several influential figures into
his court.

You can read this on the plaque in the Exhibition Hall. The symbol you are
looking for, Rudolf s Coat of Arms, can be found under the foot of his puppet
at Radek s marionette theater. This 'R' has a floral theme around its border.

The essential clue to deciphering the last section of the poem appears in the
book "History, Legends, and Lore of Prague" on the history shelf of the café
and tells the legend of the astronomical clock.

The associated R symbol is located to the right of the real astronomical clock in
Old Town and shows a skeleton (the so-called Clacker ) holding an hourglass in
its hand. This final 'R' has a planetary-themed border.

With this last symbol, you have all of the information you need and can return to
the artifact.

60
Align the symbols in the following
order (see also the image to the right)
by rotating the four segments of the
artifact to the left and right:

1. Royal Apple
2. Ouroboros Serpent
3. Rudolf II s Coat of Arms
4. Skeleton

Then press the C symbol, representing


the creator Caspar Lehmann, on the
bottom to finally open the artifact and
reveal the contents within. Notice the
mark on the green gem. For now, the
reward must wait.

As he tends to be dismissive of your


skills, Oskar is surprised that you
managed to open it. He explains that
the artifact was found in the castle
complex s underground tunnel system
and dates back to the 9th and 10th
centuries. He plans to examine it
privately and enter it into DEGAS.

Go back to Aparát and talk to Marek.


He seems to know a bit more about
the Rezidente than the others you ve
talked to.

Ask him about the role of alchemy in


Prague s rich and long history. Marek
will then draw your attention to the
old case on the windowsill.

61
Take a closer look at the wooden box by the window. Examine the left side and
push the secret button that is located there. Then, push the hidden button on
the right side of the box.

This will bring out eight pins on the front of the box. Push these
in the correct order (see picture below). The crate will open and
you can take out the marionette inside. Beneath it, you ll find a
symbol. Do you recognize it? It s the same as the symbol on the
green gem in the artifact in the Exhibition Hall!

Unfortunately, you won t be able to borrow that gem while


Oskar is standing right there. There was a sign advertising a
haunted tour in the Exhibition Hall at night. With Oskar
absent, perhaps you can access the artifact unseen...

❷ ❺

❶ ❻

❽ ❸

❹ ❼

62
Go back to the castle courtyard and
enter the Exhibit Hall again. Start the
haunted tour that is advertised on the
a-frame sign in the foyer outside the
exhibit door.

The room will darken and fog will


roll in. Next to each of the paintings
by the stairs previously blocked off
by velvet ropes, you ll find a small
speaker symbol.

Activate these symbols in the num-


bered order and listen to the narrator
tell the story behind each picture. The
numbers can be found below the
paintings:

1. Charles Bridge
2. Mad Barber
3. The House of Rosenberg
4. Dalibor of Kozojedy
5. Daliborka Tower

Before you finish the tour, you ought


to borrow those jewels while Oskar
is not around.

Open the ancient artifact once more


and take the gems out. No worries, it's
for a good cause and you intend to
bring them back later. Exit the tour by
clicking on the sign again, then return
to Marek s workshop.

63
Place the gems from the ancient artifact into the corresponding slots in the old
trunk. Align the gems with the correct shapes by moving them into the center
and rotating them, then press the button in the center of the box to slide them
into their positions. This will open a secret drawer containing a small key with a
carved design that you can pick up. Where have you seen that before?

❶ ❷ ❸

❹ ❺ ❻

PRESS

❼ ❽ ❾

64
The key from the old trunk fits the bottom of the snowglobe that Patricie gave
you! Use the small key to turn the diorama inside the globe upside down and
detach the base of the snowglobe to reveal a strange apparatus inside. Notice
the new landscape and writing on the bottom: the floods below hide secrets
lost. The police mentioned flooding... in the tunnels. And that architecture looks
familiar, too. Use these clues to find where the base of the snowglobe fits.

Return to the castle courtyard and enter the underground tunnels again via the
ramp you last used to leave them. Walk through the corridors until you find a
mural on the wall that matches the design inside the snowglobe.

WALL
PUZZLE

START

65
Once you ve reached the mural, look down at the wall and examine the wooden
beam more closely. You ll notice a strange slot on the right side. Use the snow-
globe to reveal the mural s secret.

Drag the pieces onto the pegs to refract the light beam across every section of
the mural. You can right-click the pieces to rotate them. Once the entirety of the
mural is lit up, a door will open to the right.

66
You will find an alchemy workshop
behind the door. Walk around the
table in front of you and pick up the
black stone lying in the center.

Something is inside, and the clues


around suggest that alchemy is
needed to reveal it.

Open the book on your left. Inside,


you ll see a circular set of symbols and
a loose semitransparent page.

Drag the loose page to the right so


that it aligns with the circle on the
right, then right click until it snaps into
place and the book zooms in.

On the left, a small torn slip has been uncovered. Use the rest of the material in
this book to fill it in. Turn the page and see the three figures on the right page,
with three triangular symbols beneath them. If you translate them with an
alchemy chart, notice they symbolize earth, fire, and air. Use the pots on their
heads to match each symbol to its corresponding slot on the torn slip.

67

To fill in the lower part of the torn slip,
take a closer look at the rotated paper.

You can see a red line starting from an
X, marking four points.



Compare the symbols at the four
points in the inner ring with the
matching symbols on the next page
to find the corresponding symbols for
the outer ring. The four symbols on
❹ the outer ring that the line s ends and

corners point to are used to fill in the
❷ lower section of the chart.

❸ Now you can solve the recipe puzzle


on the left-hand side: Replace the four
question marks with the four symbols
of the outer ring.

Walk over to the other table next to


the fireplace. When you click on the
table for the first time, Nancy will
automatically put the black stone into
the dome.

Each of the stations on the table, the


mortar and pestle, burner, and dome,
are marked with the triangular
symbols from the torn slip.

1. Mortar & Pestle

2. Burner

3. Dome

68
To use alchemy to transform the black stone, the right ingredients from the reci-
pe must be added in the correct order using the proper processes.

1. Drag the turquoise test tube with


the moon symbol to the alchemy
vessel.

2. Add the orange test tube


contents to the same dish.

3. Pull the mixture into the mortar


with the triangular earth symbol
on the left and grind it with the
pestle until it becomes a powder.

4. Move the powder back to the


center and continue the rest of
the recipe.

69
5. Place ingredients from the orange
and green test tube next to the
white powder.

6. Heat the ingredients on the burner


with the triangular fire symbol on
the right until white smoke appears
and the center fills with green liquid.

7. Fill the rest of the alchemy vessel


with the red-brown ingredients from
the test tube in the top row second
to the left.

8. Finally, add the completed


alchemical mixture to the black stone
in the glass dome with the triangular
air symbol and watch it transform.

70
Once the black stone is trans-
formed, pick it up. There are
three strange symbols on it,
which can optionally be translat-
ed using the alchemy chart on
the wall.

See an elaborate cabinet on the


wall near the alchemy table. This

curious cabinet looks familiar ̶ x4

like the famous Kunstkammer
x1 ❶
cabinet in Rudolf II's exhibit. x2

It s locked, but the symbols


on the metal slab might have
something to do with it.

From inside out, the lock of


the Kunstkammer cabinet is
composed of three rings:
❶, ❷, and ❸.

Drag ring ❶, the most inner one,


clockwise two times.

Turn the middle ring ❷ counter


clockwise one time.

Finally, turn the outer ring ❸


clockwise four times.

The cabinet will open. Uncover


the coin that is laying amongst
the gems in the compartment in
the lower left corner.

Open the drawer in the upper


middle and take out the alche-
mist s journal.

71
Leave the lab. Unfortunately, you can t leave the tunnels the same way you
came in as the entrance gate has been locked ̶ it seems that you re not alone
anymore. You ll need to find another way out. Follow the route marked on the
map below.

EXIT
LADDER

ENTRANCE
DUNGEON
TUNNELS

DUNGEON
TUNNELS

ALCHEMY
LAB
ENTRANCE

72
Once you pass the gate at the end of the brick tunnels, you ll enter a new
underground area that is much older.

As soon as you enter this dark cave system, the mysterious monster is on your
heels again ‒ so hurry! Flee the tunnels as fast as you can by following the
marked path on the map on the previous page.

At the end of the path, turn right and find the ladder against the wall in the dark
next to you. Climb up the ladder to escape your shadowy stalker for a second
time.

73
Once you are out in the open again,
you will receive an incoming call from
Adela. Inform her about the journal
you ve found. She promises to help
you translate it tomorrow morning.

After you hang up, she ll send an-


other message asking you to leave
the journal at the counter in the café,
as she won t be able to meet you at
a reasonable hour. Reply to Adela s
message and share your latest
findings with Ned via text.

Then, go to the Hungerkünstler Café.


Place the alchemist s journal on the
counter by walking around it and leav-
ing it on the cash register.

Once you ve placed the journal, send


Patricie a text message to let her know
that you ve left something for Adela.

After your errand, check in with the


police again. Unfortunately, according
to their information, the Dean has
boarded a flight to Rome, so there's
nothing they can do. Looks like you re
on your own.

Go talk to Radek again, who is still


standing in front of his trailer enjoying
the evening. Ask him about Rezidente
to wrap up your long day.

74
Begin the next morning again in the castle courtyard. Go to the Hungerkünstler
Café and convince Patricie to do you a favor by distracting Adela for a moment.
She will agree easily, as it s only fair ̶ she s already done the same for Adela.

Walk over to Adela s usual table near the window. Adela will join you once you
sit down. Patricie arrives to ask Adela to help her out for a moment, as promised.
This will buy you some time to carefully search Adela's bag without her noticing.
A detective has to do what a detective has to do ̶ so don t get caught!

75
Take out the newspaper on top of the
bag. Under the scarf, you will find a cu-
rious metal case.

Turn it around and open the lid. Move


the letters in each line to the left or
right until you have entered the three
correct words:

JEWEL ‒ SPIRE ‒ CLOCK

Inside, find Adela's heirloom necklace


that had its gems replaced, as well as
an un-filled and un-sent insurance
document. It seems her necklace is
uninsured after all.

Once you put the case back into the


bag, Adela will return to the table
without suspecting a thing. Talk to her
to learn more about the insurance of
the necklace, its history, and find out
valuable information about Adela s
family and her private background.

She will also give you the translations


from the alchemist s journal, which
consist of three riddles.

You can read these riddles by inspect-


ing the alchemist s journal in your
inventory and flipping through the
translated pages, or by opening the
clues tab of Nancy s personal journal.

76
Born in fire, I am left cold.
I am wounded by iron and
blade, but never bleed. I bear
the scars of a revolt I
supported, while hammers
and smiths have taken their bite.
I await my judgement alone; my
only companion has no mouth,
but sings brightly upon demand.
By moonlight I reveal the key.

We are brothers of the sun,


though made for darkness.
Fire makes us cry, and
when our tears are exhausted
in death they cut off our
head. When our choir sings
the correct letters, we reveal
the key.

We divide the world. You


see us every day, but you
cannot touch us. Together,
we measure what crumbles
mountains, fells temples, and
ends men, but cannot be
seen. Our home holds three
keys.

77
After your informative conversation
with Adela, check in with Agent Zane
about the current state of the investi-
gation. If you haven't already, read
the book in the History section of
the Hungerkünstler Café, "History,
Legends, and Lore of Prague."

Talk to Patricie at the counter. Ask her


about Leo, and the quite unsettling
armored knight that s been following
you. After that, you can request some
advice on the journal s three riddles.
Patricie will also point you to the
flyers on the rack, where you can read
more about some of the famous
legends of Prague.

Patricie will give you some crucial clues about what to look for in each of the
three riddles.

The first poem describes The second poem is The third poem refers to
the armor of a knight, about candles, whose the ancient astronomical
whose steel was wax drips down the shaft clock model, depicting the
hardened in the fire like tears as they burn. course of celestial bodies
of a forge. and measuring time,
eternally ticking away.

78
Based on the hints in the third poem, you ll need to know more about the
astronomical clock. Open your messenger and send a text message to Ned
asking for help. He'll send you some valuable hints.

79
Now with a better understanding of the astronomical clock, go investigate the
model in the wall niche across from Patricie's counter in the café. First, notice the
two closed doors near the top of the clock. Then, take a closer look at the base of
the clock model. You will see an inscription there that reads:

Commissioned by King Rudolph II Upon His Coronation

To reveal what the clock model is hiding, wind both parts of the clock to match
Rudolf II s coronation date and time almost 550 years ago. The bottom part of
the clock, the kalendarium, shows circular paintings representing the twelve
months of the year and 365 feast days in very tiny letters on the outer wheel.
Turn the wheel so the correct month
is set at the 12 o clock position at its
upper end, and the large fork points
to the correct day.

The meanings of the paintings


representing the months on the clock
are rather unclear. If you haven't read
Patricie's recipe book back to front,
head over to it on the café counter by
the cash register to read it. Flip to the
Coffee of the Month page at the back
to find information on the clock s
illustrations and a corresponding
verse. Use the verse to find the
correct image for the penultimate
month of the year.

80
Adjust the wheel by clicking the four figures beside the kalendarium until the
small hand points at the picture representing the month of November and the
large fork points at the number 1. While there are several ways to achieve this,
the quickest way is shown below.

❶ ❷
Press x2 Press x6

This will unlock a golden cylindrical device from the center of the kalendarium.
You now need to turn the six sections of the cylinder until the lines match up.
If you're an Amateur sleuth, pay special attention to the grooves on the rings.
Once solved, the first closed door at the top of the clock will open to reveal a
keyhole. Time for the next one!

81
Now it gets a little more tricky. In order to open the second door, you have to set
both the correct date and time of Rudolf II s coronation. The notes that Ned gave
you about the clock will help you with the solution. The second door at the top
of the clock will open to reveal another key hole.

❶ ❷

❶ The German dial must be set to ❷ The Zodiac dial needs to be set
6:00 am. It s important to note, that where the hand points to the 1st third
the Roman numeral for 6 is VI. of Scorpio to indicate the 1st of Nov.

82
The clock face itself will also open up
to reveal another secret
compartment. Take out the key
within and inspect the upper part of
the clock model with the angel
figure and cuckoo bird.

Turn the key in both locks to open


another secret drawer in the foot
of the clock model.

Pick up the schematics hidden


inside. Congratulations ̶ you have
successfully snatched all three from
time's merciless clutches!

With that riddle solved, move on to


riddle #01. Leave the café, cross the
castle square and enter the
exhibition hall again. You ll be
investigating another legend of
Prague, the Knight of Dalibor s
armor born in fire.

By moonlight, I reveal the key...


Take another haunted tour by
clicking on the sign next to the
entrance door of the exhibit to
investigate the armor at night.

Step up to the knight's armor and


inspect it closely. Dare to touch it ̶
you re pretty sure it s unoccupied
this time.

83
2x
1x 1x
Watch carefully, and you ll see a white
ray of moonlight passing over the 2x
2x
armor. Adjust the individual parts of
the armor so that the beam of light
runs uninterrupted from one arm to
the other.

The order in which you move the parts


doesn t matter; you will move each 1x
part either once or twice, as shown in
the picture to the right. When the
armor is positioned correctly, a new
part to adjust appears on the helmet.

Open the helmet by clicking it and


take the schematic fragment from
inside.

With the first poem completed, exit


the haunted tour and go upstairs
towards Leo s office. Stop in the small
corridor in front of the office and turn
towards the table to the right with the
candles. Fire makes us cry.

There is a symbol to the left of the


candles. Look familiar? The same mark
can be found on the old coin you
picked up in the alchemy workshop.
Use the alchemy chart you have to
interpret the symbol on the coin.

Drop the coin into the designated slot


on the table.

84
The letters on the table appear to be liturgical Latin. The Faith Weekly publica-
tion in Leo s office will tell you the Latin spelling of copper, the symbol on the
old coin ̶ CUPRUM. The riddle says, When our choir sings the correct letters,
we reveal the key. Select the candles on the table as shown below until only the
correct letters are lit up.

❶ ❼ ❻ ⓫

❽ ❹ ⓬

❸ ⓭ ❿ ❺

❶ ❼ ❻ ❿

⓭ ⓬ ⓫

⓯ ⓮

❸ ❽ ❹ ❾ ❺

85
Take the final key schematic from the
drawer that opens once you have
successfully opened the case.

Well done, the mystery of the three


poems from the alchemist's journal is
no match for this teen detective!

Leave the building. As soon as you find


yourself back in the castle courtyard,
you have the uneasy feeling of being
followed. And where did all the
ominous fog suddenly come from?

Write a text message to Ned. During


your conversation, you'll get an idea of
how to track down your mysterious
pursuer.

Head towards the café, but instead of


turning left towards the entrance, turn
right and walk to the end of the road
towards the outdoor seating area.

Turn right again to find yourself in


front of a gate leading to an alley.
Inspect the crates stacked to your left
and pick up the screwdriver on top of
the boxes. This should suffice for
getting some leverage.

86
Use the screwdriver to pick the lock on
the gate by depressing the
cylinders four times in a row at the
right moment.

There is a white marker sliding back


and forth above the lock. Click when
the marker is inside the green area to
depress each cylinder. If you miss a
cylinder, you will have to go one step
back and repeat it.

Now to lay a trap for whatever is


following you. If your phone has been
compromised, use it as bait.

Enter the alleyway and turn left. Take


the hammer lying on the table in the
corner.

Turn around toward the pile of


cardboard boxes on the opposite side
of the courtyard. Go and pick up the
cardboard boxes ̶ they will form the
centerpiece of your trap and provide a
great distraction. Good thing you can
carry all of those!

To start setting up your trap, carefully


climb up the two ramps at the far side
of the alley to the top of the
scaffolding. Good detectives aren't
afraid of heights, right?

87
Now at the top of the scaffolding,
place the crates you collected in the
designated spaces. Carefully standing
on the side grate, use the hammer you
picked up to unlock each of the three
latches as shown in the second image.

Be careful ̶ if you unlock the center


latch and move to the central grate,
you ll fall into your own trap!

Once you re done, turn to the left


and place your phone on the
highlighted spot on one of the boxes.
Now to wait for the dreadful knight.

Once you ve sprung your trap on the


knight, unmask the
figure to reveal their
shocking identity.
Talk to your pursuers
to finally solve the
mystery about the
Rezidente.

You will receive a pin


to prove the loyalty
of your new allies in
the fight against
Loutkáři.

After a revealing
conversation with
the Rezidente group,
make your way back
to Aparát.

88
Seven Keys for Loutkáři
Radek and Marek will be waiting for you in Marek s shop once you arrive at
Aparát in Old Town.

Loutkáři can t track you anymore after you take the SIM card out of your phone.
Time to set another trap and give them a taste of their own medicine.

Radek and Marek agree to help you make the seven keys to deceive Loutkáři
and put a stop to their plans. Match the six material labels to the respective key
schematics as shown below, using the hints on the page to the left. Marek will
then craft the keys using the schematics and help prepare a drop bag for you.

89
Read Marek s note about the keys, and find that the drop point is at the St.
George statue. Use your map to locate this area. Go to the courtyard and place
the bag with the crafted keys and tracker next to the statue (see picture).

Return to Aparát and speak to Marek again. Once the keys are on the move, he ll
provide you with a transmitter to track down the culprit. Now the hunt can start!

Using the audio cues from the receiver, follow the route shown on the maps be-
low. The beeping will speed up as you get closer to each point. Every time you
reach a correct position, Nancy will make a comment. You can then proceed to
the next spot.

90
91
Your hunt will lead you back to the secret door of the alchemist workshop in the
tunnels. Open it as you did before with the snowglobe.

When you enter the room behind, you'll finally meet the criminal mastermind
behind Loutkáři. Unfortunately, before you can do anything at all, your attacker
poisons you, leaving you nearly unconscious.

92
You ll need to hurry if you want to
make an antidote for the poison in
time. First, pick up the poison vial
from the floor, notice its fishy smell,
and place it under the glass dome on
the table with the reagents.
Investigate the poison cure recipes
hanging over the table with the herbs.
The fish smell, sediment, and
symptoms all point to the antidote
needed ̶ Vodnici Scales. Use the
symbols on the recipe to begin mixing
the antidote.

1. Pour some of the test tube


matching the first symbol from
the recipe into the mixing bowl.

2. Add a portion from the tube


matching the second symbol
into the mixing bowl.

93
3. Move the mixture to the mortar
and crush it until it becomes a
powder.

4. Add some of the tube matching


the fourth symbol of the recipe
into the mixing bowl.

5. Transfer the mixture into the


burner and heat it up until it
becomes a green liquid.

6. Add a portion of the tube with


the sixth symbol from the recipe
in the into the mixing bowl.

94
7. Finally, put the mixture into the
glass dome with the bottle inside
to create the antidote.

Take the antidote and drink it to cure yourself of the poison s effects. You can
now follow your assailant through the secret door that has cracked open into a
hidden room. Here you will find Adela s real gems laying on the table ̶ pick
them up, then examine the scroll lying next to the laptop as well. Use the laptop
to try to find Elka online. When she answers your call, Marek will join her and
you can inform them about the latest twist in the case. Elka promises to call the
police as you make your way to the vault.

95
Step through the wooden door into a
torch-lit corridor with a large statue
and an elaborately decorated door.

On the floor to the left of the door lies


a familiar leather bag. It s Radek s
satchel used for the dead drop! Looks
like the culprit discarded the keys. Pick
up the bag and turn to the large door. ❶

The top keyhole with the sun symbol


unlocks the others. Which key fits
there? Open the book Alchemy s
Golden History to find the metallic
symbol for the sun, which corresponds
to gold on the alchemy chart. Compare
each key to Nancy s notes on Marek s
sketch, and see that the gold key is the
fourth one down. Turn this key in the
top to unlock the remaining six.

The symbols on each lock indicate the


origin of its key. Use the sketch to
match the rest of the keys to their cor-
responding locks. The cobalt key sche-
matic was found in the lab, matching
the alchemy burner. The silver key
schematic was found in the Dalibor
Knight s helmet. The copper key from
the candle case corresponds to the
flame. The iron key was inside the
book with the compass. The bismuth
and lead keys both originate from the
astronomical clock and will need addi-
tional clues. Read that the planet Sat-
urn corresponds to the metal lead. This
leaves the hourglass lock for the final
bismuth key.

96
Once all keys are inserted,
turn the golden key again
to unlock the other
keyholes as well.

Now, you ll need to turn


them in the correct order.
Consult the Alchemy s
Golden History book again
to find the order.

The diagram of the


planetary order has
corresponding metal
symbols for each of the
planets. Match the symbols
to the keys metals, starting
closest to the sun.

❶❷❸ ❹❺❻ 1. Venus  Copper


2. Earth  Silver
3. Mars  Iron
4. Saturn  Lead
5. Neptune  Cobalt
6. Pluto  Bismuth

If you don t remember


where you placed each key
❷ ❶ from the first step, they are
in the following locks:

1. Copper  Candle
❸ ❺
2. Silver  Helmet
3. Iron  Compass
4. Lead  Saturn
❻ ❹ 5. Cobalt  Burner
6. Bismuth  Hourglass

97
It s Locked!
Entering the corridor through the door you ve just opened, find another obstacle
with the biometric door. The office calendar did say the Dean had a biometric
scan appointment recently. Time to get the power on. Find the electrical panel to
the bottom left of the door and open it.

In the circuit panel, turn the dials as seen below to allow electrical current flow
and power the biometric lock. You ve come this far, a lock can t stop you now!

2x

1x

3x

3x

To break the encryption, use your hacking skills once more like Elka taught you.
Get through the three Cyber Block levels as shown on the next pages.

98
1. UP  16. RIGHT 
2. RIGHT  17. RIGHT 
3. UP  18. RIGHT 
4. UP  19. DOWN 
5. LEFT  20. RIGHT 
6. UP  21. RIGHT 
7. UP  22. UP 
8. RIGHT  23. DOWN 
9. DOWN 24. LEFT 
10. RIGHT  25. LEFT 
11. RIGHT  26. DOWN 
12. LEFT 
13. LEFT 
14. UP 
15. UP 

1. UP  23. LEFT 
2. RIGHT  24. UP 
3. UP  25. UP 
4. UP  26. RIGHT 
5. LEFT  27. DOWN 
6. UP  28. RIGHT 
7. DOWN  29. RIGHT 
8. DOWN  30. RIGHT 
9. LEFT  31. RIGHT 
10. LEFT  32. LEFT 
11. DOWN  33. LEFT 
12. DOWN  34. LEFT 
13. LEFT  35. LEFT 
14. RIGHT  36. LEFT 
15. UP  37. LEFT 
16. UP  38. RIGHT 
17. UP  39. DOWN 
18. UP  40. DOWN 
19. LEFT  41. LEFT 
20. RIGHT  42. LEFT 
21. DOWN 
22. RIGHT 

99
1. UP  20. UP 
2. LEFT  21. UP 
3. UP  22. RIGHT 
4. RIGHT  23. LEFT 
5. UP  24. LEFT 
6. LEFT  25. LEFT 
7. UP  26. UP 
8. RIGHT  27. UP 
9. UP  28. RIGHT 
10. LEFT  29. UP 
11. UP  30. DOWN 
12. UP  31. RIGHT 
13. RIGHT  32. RIGHT 
14. UP  33. UP 
15. RIGHT  34. LEFT 
16. DOWN 35. UP 
17. RIGHT  36. UP 
18. RIGHT 37. UP 
19. RIGHT 

1. LEFT  16. UP 
2. UP  17. UP 
3. RIGHT  18. LEFT 
4. UP  19. UP 
5. RIGHT  20. RIGHT 
6. LEFT  21. RIGHT 
7. UP  22. DOWN 
8. LEFT  23. DOWN 
9. UP 
10. RIGHT 
11. UP 
12. RIGHT 
13. RIGHT 
14. DOWN 
15. DOWN 

100
1. UP  21. RIGHT 
2. UP 22. DOWN 
3. UP  23. RIGHT 
4. RIGHT  24. RIGHT 
5. UP 25. RIGHT 
6. DOWN 26. RIGHT 
7. LEFT  27. LEFT 
8. LEFT 28. LEFT 
9. DOWN 29. LEFT 
10. LEFT 30. LEFT 
11. UP  31. UP 
12. LEFT 32. UP 
13. UP  33. UP 
14. LEFT 34. LEFT 
15. RIGHT  35. RIGHT 
16. DOWN 36. UP 
17. RIGHT 37. UP 
18. LEFT 38. LEFT 
19. UP 39. LEFT 
20. UP 40. LEFT 

1. RIGHT  20. UP 
2. UP  21. DOWN 
3. LEFT  22. RIGHT 
4. UP  23. RIGHT 
5. RIGHT  24. UP 
6. UP  25. LEFT 
7. LEFT  26. UP 
8. UP  27. UP 
9. RIGHT  28. RIGHT 
10. UP  29. UP 
11. LEFT  30. UP 
12. UP  31. DOWN 
13. UP  32. LEFT 
14. RIGHT 33. LEFT 
15. UP  34. UP 
16. RIGHT  35. RIGHT 
17. DOWN  36. UP 
18. RIGHT  37. UP 
19. RIGHT  38. UP 

101
The conversation continues as you back away, take the taser ring, and enter the
vault. Beyond the door, you will again face the one behind Loutkáři, who has
been holding the unconscious Dean hostage.

The Dean s captor forces you to insert the original gems from the necklace into
the crown. Place the correct gems on their empty spots on the crown and rotate
them into position as shown in the pictures below.

x3 x1

❶ ❷

x3 x1

❸ ❹

With the gems in place, leave a little


surprise for your captor by attaching
the taser ring onto one of the under-
side edges of the crown.

Make sure you are not being watched


too closely ̶ some things are better
done in secret!

102
After the perpetrator is knocked out, you
can talk to the Dean as he wakes up. Since
the way you came in is now closed, you'll
have to find another escape route. There
may still be secret passages from the past
in these old vaults.

❸ To find a way out, activate


the candle holders in the
❶ corners of the chamber in
the correct order.

They need to be triggered


❷ ❺ numerically based on how
many candles are in each
❹ candelabra (also see the
picture to the left).

Time to escape! Speak with the Dean,


then leave the chamber through the
secret door you ve just opened.

After another short conversation with


him outside, you ll end up at the foot
of the spiral staircase.

Turn and enter the short corridor with


the declining floor to the right of the
stairs.

Pick the lock of the gate at the end of


the corridor to finally make your way
out.

103
Back outside of the chamber, watch
as the culprits behind Loutkáři are
finally brought to justice.

In the end, meet up with all of your


newfound friends again at the café
to review the case and discuss any
unanswered questions.

Afterwards, check the messages from


Ned and your dad, Carson. Call one of
them back to close this case and say
goodbye to Prague.

104
1. Despite his important role at the
Cathedral, Leo is unfortunately a bit
scatterbrained and has a habit of
losing his playing cards everywhere.
You will find the first card stuck
between the books on the Mystery

bookshelf in the Hungerkünstler Café.

2. Leo's second card can be found


on a table near the food stalls at
the back of the castle courtyard,
tucked underneath a newspaper.

3. You will find the next card on the


stairs by the cathedral near the gate to
Old Town. It s well-hidden in the
shadows, so look very closely!

4. Visit the Castle Exhibition to find


Leo s next mariáš card. You will find it
placed in the corner of the Dalibor
Knight display.

5. Another card is tucked into a potted


plant on the windowsill in the corridor
leading to Leo's office.

105
6. If Leo's secretary's office door is
open and he is not present, you can
take the next card from his desk. It is
hidden behind the "Be Right Back"
sign at the front of the desk.

7. Inside Leo's office, examine the


round table in the middle of the room.
Another card is inside the book
Prague at Play.

8. As you approach the final confron-


tation, you will find that Leo dropped
a card under the red sleeping bag in
the secret hideout behind the alchemy
workshop.

9. In the inner vault, do not leave the


room too quickly, since you will not be
able to return for this card. Pick it up
from the base of one of the displays
before you go.

10. If you haven't picked it up earlier,


you will have the opportunity to
collect the card at the bottom of the
spiral staircase in the tunnels after
your final escape.

106
Find all of Leo's Open the vault
Cards. door.

Learn Every Czech Case closed! Share


Word. it with Ned first.

Successfully brew
30 coffees. Case Closed! Share
it with Carson first.

Take pictures of all Answer the trivia


postcard locations. question correctly.

Find the true owner Crack the case


of Adela's necklace. without a hint in
sight!

Listen to Hans Solve the mystery


Feiersinger's as a Master Sleuth.
voicemail in
both languages.

107
Print at home for extra note-taking!

108

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