The House of DaVinci 2 Walkthrough Guide

The House of DaVin­ci 2 Writ­ten Walk­through Guide

Writ­ten 9/10/2023, updat­ed 9/23/2023 - Com­plete

  • Pub­lished: Blue Brain Games
  • Devel­oped: Blue Brain Games
  • Plat­form Played: Nin­ten­do Switch
  • Price: $4.99 from MSRP: $9.99
  • Rat­ed: E (Every­one)
  • Genre: Puz­zle, Adven­ture, Strat­e­gy, Sim­u­la­tion

Click Here for a sim­pli­fied text ver­sion. Read on for a detailed ver­sion with pic­tures.

Quick Jump

  1. Castel­lo Estense (Fer­rara 1495)
  2. San­ta Maria delle Gra­zie (Milan 1492)
  3. Corte Vec­chia (Milan 1498)
  4. Badia Fiorenti­na (Flo­rence 1508)
  5. Sacra di San Michele (Turin 1508)
  6. Secret Library (Turin 1508)
  7. Notes

First Run: 13:39

Castello Estense (Ferrara 1495)

Pick up the Leather Case. Inter­act with it per tuto­r­i­al instruc­tions: unscrew the cap and pull out the parch­ment to obtain Mys­te­ri­ous Let­ter. Inspect it. Read the con­tents and unwind the Key from the rib­bon

Tap on the door to the cell and drag the Key over to the only square-shaped screw. Per the instruc­tions, rotate it to reveal a hid­den key­hole. Use the Key the prop­er way this time and turn coun­ter­clock­wise sev­er­al times until the door unlocks

Pull open the door

If you haven’t yet, pick up the Wood­en Spoon from the ground before you ven­ture out

Turn around towards the stairs and pick up the Curi­ous­ly Shaped Screw from the alcove in the wall. Use it on the bar­rel and turn it to reveal a con­trap­tion. Pull the upward-pro­trud­ing, lighter col­ored arms out­wards until they click and take the Part of a Tor­ture Device.

Inspect it. Place the Curi­ous­ly Shaped Screw on top and screw that on to com­plete the Tor­ture Device

Now turn the winch on the wall until the chain won’t go any fur­ther. Place the Tor­ture Device into the hatch on the floor (if you try to lift the hatch, you’ll find it to be too heavy to lift) and place the man­a­cle on the chain over top of it. Turn the winch. Oops. The pin broke. No mat­ter, insert the Wood­en Spoon, which is a mirac­u­lous­ly per­fect fit, and turn until it stops

Go down the hole then pull the lever

Head across the bridge and pull the lit­tle cir­cle on the wheel which unlocks the han­dle. Spin it to raise the grate

On the oth­er side, the only inter­actable thing there is the puz­zle box on the left wall. Spin the cir­cles until they line up with the locks to acquire a Gold and Sil­ver-Plat­ed Object. Insert it into the upper por­tion of the box and then solve the sim­ple puz­zle to open the box

Read the let­ter addressed to you (Gia­co­mo), and then take the Bur­nished Brass Cone from under where the let­ter was sit­ting. It fits nice­ly into the top of the globe-look­ing puz­zle. Push down on the piece which unlocks the latch­es. Solve the sim­ple puz­zle to receive…

…the Ocu­lus Per­pet­ua which cre­ates a por­tal to the past. Jump on in! You will find that time does­n’t flow in the past, it’s just still moment, yet use­ful nonethe­less

Head towards the lever and pull it. What you will find is that stop­ping the water in the past, pre­vent­ed future dam­age to the bridge.

Back in present time, col­lect the Stone Head from the new­ly acces­si­ble loca­tion. Place it in the alcove just next to where the opened grate is and pull on its mandible

Pro­ceed through the can­dlelit tun­nel and up the stairs. Pull the lever to open the door and head out into the cold

A guard who dis­ap­pears and then a door that just mys­te­ri­ous­ly opens across the way. There’s no oth­er option but to enter and meet your mys­te­ri­ous, pow­er­ful sav­ior: Cesare Bor­gia (for the Assas­s­in’s Creed fans, he is the ille­git­i­mate son of Car­di­nal Rodri­go Bor­gia, Tem­plar Grand Mas­ter in ACII, and a main antag­o­nist in oth­er AC games to Ezio). He flesh­es out your sto­ry and gives you an ulti­ma­tum: work for him or go back to rot in the cell. His ulti­mate goal? “Invite” Messere Leonar­do da Vin­ci to enter under his patron­age. You are to become daVin­ci’s trust­ed appren­tice while keep­ing Bor­gia informed of all his move­ments via note­book. A forced spy.

Take the Note­book. You can peruse it, if you’d like

Exit through the side door

Santa Maria delle Grazie (Milan 1492)

Head to the gaze­bo.

Leonar­do daVin­ci will address you and wish you luck on com­plet­ing his gaunt­let: a labyrinth.

Read the let­ter on the table

Move the red pil­low to receive a Prayer Nut which upon inves­ti­ga­tion reveals a Star-Shaped Crank (pull the lit­tle met­al arms aside, open it and pull down on the cross). This fits per­fect­ly into the top of the table and uncov­ers what looks like a large pinecone

Push on one of the larg­er spines and pull out­wards. Puz­zle time. It’s a sim­ple match­ing puz­zle.

Solve it to reveal anoth­er puz­zle. You can spin the aba­cus on both axes. Basi­cal­ly, you want to be able to align the spheres with the spheres on the relief behind it. Just move things around until the only line with 3 spheres is on the East, and then align the spheres. The align­ment will be use­ful lat­er (you record it auto­mat­i­cal­ly in the note­book)

The pinecone is then replaced by a new appa­ra­tus. Take the Part of a Mech­a­nism

Move over to brown, wood­en alms box in the west­ern part of the gaze­bo. If you try to the turn the han­dle, the pots will move, but won’t stay put. Close the hatch and you will auto­mat­i­cal­ly sketch the design found under­neath. Focus up high­er on the alms box. Slide the lit­tle but­ton there to open the top. There’s a space for some­thing.

Hav­ing exhaust­ed all the options, use your Ocu­lus Per­pet­ua

Look at the wood­en alms box. Refer to your note­book draw­ing and spin the dials until they match (clock­wise from north­west: square, tri­an­gle, 3‑spoke steer­ing wheel, gear). Pull the hatch down. Try­ing to spin the wheel is impos­si­ble, because the plants are secured by a rope and pad­lock

Zoom into the arm­rests of the chair next to the plant, pull out the eagle, then flip the uncov­ered switch. There’s anoth­er slide switch on the under­side of the wood­en arm which releas­es the Disc with Roman Numer­als

Return to the present and insert it into the top of the alms box for a sim­ple math puz­zle

Take the Medal­lion which when inspect­ed, becomes an Unfold­ed Medal­lion (pull out­ward on one of the raised but­tons). It’s a per­fect fit for the wood­en cab­i­net across from the alms box which then reveals anoth­er puz­zle. On the inside of either door are the direc­tions for the angel who has to make it through all the dots with­out over­lap­ping. Receive a Cog­wheel Assem­bly as your prize

Solve the 2nd puz­zle under the angel one by mak­ing the tops spin on all 5 mech­a­nisms by cor­rect­ly posi­tion­ing the han­dle things to uncov­er the out­side rim of the table (hint: move the 2nd col­umn last)

Anoth­er puz­zle! Push the but­tons around the table in the right order as hint­ed by the angel puz­zle (Capri­corn, Leo, Libra, Sagit­tar­ius, Gem­i­ni, Pisces or Sheep, Lion, Scales, Cen­taur, Twins, Fish) for a mech­a­nism

Use the Ocu­lus Per­pet­ua to the return to the past and place the Cog­wheel Assem­bly into the gate. Just like the aba­cus puz­zle, try to align the spheres with spheres. The eas­i­est way is to try to find a four-clus­ter

Go through the gate and to the west. There’s an annoy­ing spin­ny puz­zle on the back­side of the bird­cage look­ing thing (see images for how I did it). Push through and get a Tool with Four Pro­tru­sions

It fits into the bird­cage east of the spin­ning puz­zle. Rotate that, then rotate the entire top of the bird­cage, then the pea­cock­’s head to retrieve the Pea­cock Tail

This fits into the pad­lock secur­ing the plant pot in the gaze­bo

Turn the winch in the alms box and then use your Ocu­lus Per­pet­ua to return to the present to pick up a Wheel with a Han­dle

Attach it to your Part of a Mech­a­nism and spin it receive Mech­a­nism with a Han­dle

It’s time to final­ly attach that to the pro­trud­ed por­tion of the table. Spin that wheel

Solve the rotat­ing puz­zle on the cylin­der on the bench

Read the parch­ment then unlock the latch under the lid to get the Lion Head

Now turn your atten­tion to the con­spic­u­ous­ly large wood­en struc­ture. Attach the Lion Head to the top and pull the wood­en pieces in. Take the Grooved Rod from the east side of the pro­trud­ed piece, which caus­es anoth­er pro­tru­sion. Unlatch the brass piece on the side of it and place the Grooved Rod in the cen­ter of the 3 cir­cles. Turn the lit­tle wood piece and pull down the key look­ing extru­sion down into it. Looks like we’re miss­ing 2 oth­er keys

Look at the left pil­lar of the wood­en struc­ture. Spin the brass col­lar under the con­cen­tric rings to open a com­part­ment. Take the Spe­cial Key. One down. Move the lever under that to get the Winged Key which fits the most south­ern por­tion of the wood­en struc­ture. Spin it to get Anoth­er Spe­cial Key. That’s 2. Place both keys into the Grooved Rod to uncov­er a sil­ver box. Press the blue side jew­el to get Brass Let­ters. Inspect it to trans­form into Part of a Gear Assem­bly

Turn around towards the gaze­bo and zoom into the south­west­ern por­tion near the shrub­bery. Get the Met­al Orna­ment Dome. Inpect to get Dome Han­dle

Use the Ocu­lus Per­pet­ua (O.P) and return to the bird cage room. Close the door. It locks itself in place and time for a shape-match­ing puz­zle. Easy-peasy. Solve it to unlock the oppo­site end door…

Except now you’re locked in…

Huh. The sym­bols on the stone bench look sus­pi­cious­ly like those on the hands of the door puz­zle, except… it’s upside down! Note the eye on the bench and the eye on the oth­er door

The good news is the oth­er door stayed unlocked, so pro­ceed through it. Pull the lever until you turn the lad­der towards the scaf­fold­ing. Go up and get the Han­dle

Back on the ground, pull the lever until it’s fac­ing the angel stat­ue (same one atop the wood­en struc­ture in the future). Zoom in on the lad­der mech­a­nism and attach the Han­dle. Turn it until your char­ac­ter takes the han­dle off alto­geth­er (N.B. I had some trou­ble here where it kept telling me I could­n’t reach the hook, even though the crank would­n’t turn any­more, so I had to spin the entire lad­der around and try again before it worked)

Climb up and use the Dome Han­dle on the crane hook to release it from the stat­ue

Turn the crane’s wheel until the hook is over top the large block wedged under the gaze­bo (N.B. This was annoy­ing because you have to use the lit­tle met­al retic­ule to line it up exact­ly with the block. I kept spin­ning it every­where until I remem­bered I had the same prob­lem with a sim­i­lar part in the first game). You know you did it right when the winch’s cov­er falls open

Attach the Han­dle there and rotate counter-clock­wise

Head over to the block and secure the hook. Make sure to spin the Dome Han­dle that’s still attached to secure the hook, then rotate the han­dle on the crane to hoist it up and away. Keep turn­ing until you get kicked out of the por­tal and back into the present time

Yay. With it out of the way, you can rotate the gaze­bo again. Pull the han­dle and the gaze­bo rotates to a door! THE EXIT??!!

It can’t be that easy…

Aaand it’s not. Zoom into the pan­el on the left part of the lock and pull the two latch­es. The shape looks famil­iar. Attach your remain­ing item, Part of a Gear Assem­bly, and pull the han­dle

Unlatch the door bar, and… HEY!

It was the exit, and it was that easy!

Watch the cutscene with Leonar­do who’s hard at work paint­ing The Last Sup­per. He says that oth­ers claim his labyrinth is impos­si­ble and that you proved them wrong, but they’re actu­al­ly right: I mean, WHO ELSE has the Ocu­la Per­pet­ua and can jump back and forth in time?? Any­ways, you are now offi­cial­ly his appren­tice. Time to work!

Corte Vecchia (Milan 1498)

Watch the cutscene involv­ing both of your employ­ers, though it’s a lit­tle curi­ous, giv­en that Leonar­do seems to already be patron­ized by Bor­gia… mean­ing your lit­tle spy oper­a­tion must be for some­thing oth­er than sim­ple infor­ma­tion. Hmm… You are giv­en the task by Leonar­do to uncov­er the secrets of a strange box from a Turk­ish sea­far­er that Bor­gia brought over to Leonar­do be solved. What is to be found inside?

Move the slid­er north­wards on the large gold cir­cle near the top of the box to get a Ser­rat­ed Band. This caus­es a mech­a­nism to move, unlock­ing 2 port win­dows, which give you a Head with a Screw which becomes Head of a Fig­urine upon inspect­ed, and a Fold­ed Phoenix Head which becomes a Phoenix Head when inspect­ed

On side of the box fac­ing the small­er door, use the Ser­rat­ed Band. Puz­zle time! The chunky cur­sor at the bot­tom coin­cides with 4 col­ors. Choose one and use the out­er ring to rotate the col­ored pieces. The but­ton in the mid­dle, when depressed, caus­es 4 pins bear­ing Egypt­ian pic­tures (West: Owl — North: Pharoah — East: Snake — South: Sphinx). Line the col­ored pieces up with the cor­rect pic­ture. Com­ple­tion opens the top of the box

Use the Phoenix Head to acti­vate anoth­er puz­zle which is sim­ply to high­light the life cycle of the owl. The upper wings with the owl sym­bol on them will raise, show­ing the Pharoah sym­bol on the next set. Return to the cylin­ders under the owl. The red one is set and can’t be changed. Return to the dial puz­zle if you need to, then input the sym­bols asso­ci­at­ed with the Pharoah

If you did it right, the wings will raise again. Repeat for both the Snake and the Sphinx

For your trou­ble, the side with the 3 port­hole win­dows opens to reveal a small mecha dis­as­sem­bled Turk­ish fig­urine. Use the Head of a Fig­urine and put the pieces back togeth­er. Doing so releas­es some arms for a Moon Key

One of the red moons on top of the box is dif­fer­ent than the oth­ers. Zoom in and use the Moon Key. Rotat­ing the key and pulling back the top of the moon gets you a Sphere. Use it on the black pipe right next to it in order to fur­ther expand the strange box

Spin the heads of the 2 gold drag­ons into place. The one on the left nets you a Vial with Unknown Liq­uid and a hatch that opens. Go to the drag­on on right and fid­dle with the hatch that opened there, then use the Vial with Unknown Liq­uid on the upper por­tion. This caus­es a small cage with an object in it to pop out. Spin the red arrows until a hole allows you to remove a But­ton with a Thorn

Head to the oth­er drag­on and insert the But­ton with a Thorn into the hole. When you press it, a ball will drop and move around like one of those 3‑cup hide the ball and find it games. Click the but­ton on the cor­rect one to get a Red Mar­ble. Do it again to get the Yel­low Mar­ble, and then one more time for the Green Mar­ble (N.B. if you mess up, you get to try againit might be ran­dom? I messed up on pur­pose the first time for the green one which was in the mid­dle, and then when I tried again it was on the left)

Receiv­ing all 3 mar­bles, unlocks the Screw­driv­er which fits in the lit­tle hole above the 3 vials on the oth­er drag­on. Rotate it coun­ter­clock­wise to open the lids of the blue liq­uid-filled vials. 3 vials? 3 mar­bles? Add them in, which changes the liq­uid col­ors. Spin the col­lars at the vials bot­toms to unlock the rings under­neath the drag­ons. Spin them to get a Safe­ty Screw

Head to the oth­er drag­on and use the Safe­ty Screw. Spin the ring and pull down to acti­vate some drag­on­fire that melts 2 of the port­hole win­dows

Watch/read a cutscene with Leonar­do who tells you he’s going upstairs and expects you to be done with box, now a cab­i­net, that day. Mid­way point?

The right­most drag­on appears to be bro­ken now. Zoom in on its mouth to get a Part of a Mech­a­nism. Nev­er mind, it was­n’t bro­ken at all. It returns to its orig­i­nal posi­tion and up from the bot­tom of the cab­i­net comes what appears to be anoth­er Ottoman fig­urine… with legs this time!

Zoom into the top and use your Part of a Mech­a­nism to fin­ish out the roof. Slide it down open the case and reveal some­thing in one of the pil­lars that looks like a star map. Can’t do any­thing there yet, so focus in on the fig­urine. Look at the 2 brass clasps at the base. Move the left one (with­out the red lock) down to have the fig­ure raise what looks like a brief­case

Pull the red lever to the oth­er side and slide it to the left. Some­thing clicks and you can now open the brief­case to get a Sagit­tar­ius Disc. Head over to the open pil­lar and use it there. Rotate both the left and right ring slid­ers until all the holes are lit up, then rotate the arms to release the disc. Slide the mid­dle lever to open the door. Get Brass Han­dle which fits per­fect­ly into the oth­er open pil­lar

Spin the han­dle to start a puz­zle. Refer back to the oth­er pil­lar to try and pin­point the cor­rect loca­tion on the map using both the dial and the retic­ule which can be raised and low­ered (you want it to be east of the large red island and south of the white one). If you did it cor­rect­ly, the whole map dis­ap­pears to give you Wood­en Brush

Return to the first pil­lar and pull the lever now uncov­ered there to release the lock hold­ing the oth­er brass lock at the bot­tom of the fig­urine. Depress that one and the fig­urine’s arm will raise, no doubt for the Wood­en Brush. Plac­ing it there caus­es the fig­urine to sit from the weight and the oth­er 2 pil­lars to open

Head to the one on the right with what looks like a sword han­dle and balls. Spin the red sphere to receive a Part of a Flute. Slide the slid­er under­neath that down to uncov­er a Small Key. This fits into the lock of the oth­er pil­lar on the left, so use it there.

Coun­ter­clock­wise rota­tion drops the ket­tle­bell weight and releas­ing the sword which cuts in half an object beneath it. Grab the Teardrop-shaped Gem, then spin the red sphere on sword to get the Main Part of a Flute. Inspect and put the two flute pieces togeth­er to get the Flute

Head back to the now-sit­ting fig­urine and place the Teardrop-Shaped Gem on its head. He nods for­ward and a com­part­ment opens. Place the Flute into it, then pull down, slide the sides in, and press the but­ton to make it play music and the com­part­ment changes yet again.

Now instead of drag­ons we have an ele­phant

Zoom into the ele­phan­t’s front left leg and slide to get a Rail that fits into the door where the head should be and slide it open. A puz­zle! Yay! Spin, slide, and pull the lever until you solve it (hint: needs to be yel­low)

The fold­ed-up ele­phant head emerges (excit­ing!). Zoom onto its head, then pull up on the red arrow, spin the blue arrow to one side, press the but­ton, pull down the cor­re­spond­ing tusk using the red roller. Repeat by spin­ning the blue arrow to the oth­er side, and then pull the uncov­ered brown pin out, to unfurl the ele­phan­t’s trunk

Lift up on the con­trap­tion at the base of the ele­phan­t’s trunk to receive a Wheel (N.B. For some rea­son I had trou­ble lift­ing the release so just keep try­ing until the wheel comes out).

Insert the Wheel into the slot on the side of the ele­phant and spin to extrude some rods that become a crank. Rotate the crank to open up a doc­u­ment and set off a series of mechan­i­cal reac­tions.

Leonar­do comes out of his work­shop, makes a huge show of lock­ing the door, and tells you that the con­trap­tion is a clock­work mech­a­nism depict­ing the Turk­ish sea­far­er’s voy­age. He leaves for bed and tells you to clean up. You have oth­er plans and head up to see if you can spy on Leo’s secret study.

Head upstairs and try the door. It’s locked. Time trav­el time!!

Use your Ocu­lus Per­pet­ua and let your­self in. Zoom in on the device Leo’s been work­ing on. You will auto­mat­i­cal­ly make a sketch.

You return to your room, and a cutscene starts with Bor­gia appear­ing at your door look­ing to col­lect your debt repay­ment. You deliv­er, and he reminds you to silence your tongue regard­ing your real pur­pose. Back in your room, find… your Ocu­lus STOLEN!!

Read the let­ter

WHOOAA. So the Ocu­lus Per­pet­ua was­n’t giv­en by Bor­gia, but some oth­er shad­owy play­er! The mys­tery deep­ens…

Badia Fiorentina (Florence 1508)

Watch the cutscene detail­ing the final events of The House of DaVin­ci #1 where­in you had bust­ed your Ocu­lus glove and had it stolen by none oth­er than Bor­gia him­self

Zoom into the right latch on the chest and rotate it to obtain a Wood­en Disc which when inspect­ed becomes a Wood­en Cog­wheel.

Pick up the Han­dle from the ground to the left of the chest, and insert it into the square hole in the wall behind where you had fall­en. Rotat­ing it caus­es the wood­en pan­el to fall open which per­fect­ly fits the Wood­en Cog­wheel. Rotate the crank again to reveal a puz­zle

Spin the gears so that the pro­trud­ing knobs move the two bars that block the draw­er north­wards. You will receive a Fold­ing Key for your trou­ble

On the sawhorse to the west of that puz­zle, pick up the Fig­ure of Leonar­do, then return to the chest and ref­er­enc­ing the lock, turn the bits of the key until it match­es the lock. Rotate and open the lid. Zoom into the right side and rotate the cir­cu­lar top pieces until the han­dle is freed. Pull the chest han­dle to receive Met­al Han­dle

Return to the draw­er puz­zle and insert the Met­al Han­dle. Low­er it to receive a let­ter and your Ocu­lus Per­pet­ua back. Now improved!

So, it turns out that the events in the begin­ning of THIS game are the pro­logue to the events in the FIRST game. Now, you are play­ing the con­tin­u­a­tion of the cliffhang­er from Game #1!! Yooooo! How excit­ing.

Welp. If you have your por­tal hop­per back, go on and time trav­el!

Zero in on the low­est shelf and spin the thing clock­wise until the whole shelf folds in half. Take the Met­al Loop it uncov­ers which fits direct­ly above it on the under­side of the next shelf. Slide the 3 slid­ers to cause that shelf to fall open. Now look at the left­side brack­et hold­ing up the remain­ing shelf. Slide it to the left. Voila! An ele­va­tor.

The game prompts you to use your Ocu­lus Per­pet­ua. Well looky there… it’s act­ing a lot like your tools from game #1! AAAAND a puz­zle.

Slide the gears around until they all con­nect and pull the lever on the right side to acti­vate the lift

Watch a cutscene of the frozen past events before you jumped into the por­tal… except, some­one there moved and could see you? HOW IS THAT POSSIBLE?! You are sud­den­ly then trans­port­ed again.

Place the Fig­ure of Leonar­do into the mid­dle of the table to acti­vate the mech­a­nism and unveil more of the sto­ry. Leonar­do suc­cess­ful­ly cre­at­ed a time machine and returned to 1495 in order to pre­vent the machine from being built in the first place

On the far wall are 2 doors that require the fold­ing key. The left one uncov­ers a chain with a shaped met­al piece like­ly need­ed for lat­er.

The right-side door holds a device that when unfold­ed, opens up the low­er floor of the tow­er

You can head down­stairs if you’d like, but it’s just where you start­ed after you jumped through the por­tal

Check out the build­ing on the table. The top rotates and the but­ton on top can be pressed. Note, the small­er cir­cle on the inside of the con­trap­tion. When the blocks on top sit in the air between the build­ing spires, press­ing the but­ton swaps the 2 blocks. Solve the sim­ple puz­zle to start a small fig­urine that looks sus­pi­cious­ly like you to run around the table, and the text on the time machine to change. Read it.

North­west por­tion of the met­al ring has a small­er ring where the blocks can swap when pressed

So, all the let­ters and oculi were plant­ed by time trav­el­ling Leonar­do who, it can be sus­pect­ed, is that mys­te­ri­ous red-robed fig­ure. We’ll find out!

Check out the new build­ing on the table. Puz­zle time!

Move the gray let­ter tiles to the gold­en por­tion of the grid and com­plete the pat­terns. Dots sig­ni­fy the edge pieces. Seems sim­ple at first until you real­ize the puz­zle is mul­ti­fac­eted… you have to be able to slide the pieces into the prop­er loca­tions!! I rec­om­mend fig­ur­ing out the pat­tern and slid­ing the tiles to their prop­er sides (i.e. all the upper-dot pieces to the north­ern por­tion of the grid, and all the bot­tom-dot pieces to the south­ern por­tion of the grid) and then guid­ing them into place as to not get stuck maneu­ver­ing (Note: the touch con­trols on the Switch were obnox­ious­ly twitchy)

When you solve the puz­zle, spin the spire and open up the roof top get a Brass Col­lapsi­ble Frame and to uncov­er the rest of the table and yet anoth­er script from Leonar­do

Inspect the Brass Col­lapsi­ble Frame to get the Wheel with Small Frames that fits right into the hold­er of the small­er build­ing behind the Gia­co­mo fig­urine. Take the Dirty Lens and the Star Shaped Tool

Head down­stairs now and use the Star Shaped Tool on the left side of the chest. Give it a coun­ter­clock­wise spin to receive a Met­al Han­dle

Back up on the table, take the Bur­nished Brass Object from the large tow­er, which fits into the side of the mod­el lit­tle Gia­co­mo is stand­ing in front of. Give it tug to unveil a can­dle. Use the strik­er until the can­dle it lit. Is that… a pro­jec­tor?

Look down, now, at the edge of the table and spin it until you find the orna­men­ta­tion dif­fer­ent from the rest. Small puz­zle. Use the yel­low slid­er and spin the flow­ers until the hatch opens. It’s… a sander…

Place your Dirty Lens on it and pull for­ward on the thing until the lens is clean. You get a Pol­ished Lens. Yay. Replace it on the mod­el and…

…anoth­er puz­zle. Press the 4 cor­rect geo­met­ric shapes in order as shown on the slideshow (start­ing with the octa­he­dron > dodec­a­he­dron > stel­lat­ed dodec­a­he­dron > icosa­he­dron …I think…I did it too fast to remem­ber exact­ly)

Read the final penned let­ter from Leonar­do, and grab the Ornate Case. Com­bine it with the Met­al Han­dle for an Ornate Case with Han­dle

Remem­ber that left side door with the emp­ty met­al hous­ing con­nect­ed to chains? Place your last object there and set the 4‑digit com­bi­na­tion! Which is… what? Use your Ocu­lus Per­pet­ua and see that there are num­bers and sym­bols every­where in the room. Zoom­ing in on each will make you auto­mat­i­cal­ly record it into your jour­nal for eas­i­er visu­al­iza­tion. Ah. A num­ber pat­tern puz­zle.

0507 > 1015 > 2031 > ?? > 8127

05 > 10 > 20 > 40 > 80 (dou­ble)

7 > 15 > 31 > 63 > 127 (dou­ble + 1)

Input the cor­rect code: 4063

Ascend the stair­case. Depress the ornate post for the Wood­en Rose which fits into the only wall pan­el back on the mid-floor with a hole in it. Take the Lever and insert it in the wall upstairs. That… looks fun.

Grab onto the paraglid­er and Assas­s­in’s Creed your­self off the tow­er into a con­ve­nient hay pile. Lev­el’s not over yet!

Grab the Wing Nut from the pot­ted plant on the pedestal, then check out the gold­en rose just south of the pot. It looks nor­mal until you use the Ocu­lus Per­pet­ua. Rotate the gears and turn the flower to get a Rusty Han­dle.

Slide the slid­ers where the foun­tain should be, then insert the Rusty Han­dle. Turn it for anoth­er puz­zle.

Great. A slid­ing puz­zle. But wait! Use the Ocu­lus Per­pet­ua and it all becomes clear! That still does­n’t solve it for you, so slog away. Get them in the right order and slide them up in the num­ber order shown. Beware… if you slide them up, you can’t move any­thing else over that slot. If you mess up, just try a wrong tile and it will reset. It’s not dif­fi­cult.

Not the solu­tion, btw, just an image of the puz­zle

Now focus on the right side of the foun­tain south­west of the gear mech­a­nism. Line the yel­low arrows up to get Part of a Mech­a­nism which when com­bined with the Wingnut becomes a Winch Wheel. Attach and use it on the gears above it and retrieve the Stone Orna­ment

Now look over on to the pedestal with the Roman numer­als. Use the orna­ment for a Mask which clear­ly attach­es to the creepy fig­urine to the left of the foun­tain. Pull the lever and watch an object fall from the sky mirac­u­lous­ly into the arms of the stat­ue. Take the Ornate Cap­sule and place it where you got the mask orig­i­nal­ly

Puz­zle! Roman numer­als with no obvi­ous num­bers? Ocu­lus time. Looks to be a math puz­zle. Fig­ure it out (Hint: start with IV. The only way to get IV is with four Is).

Solu­tion:

Anoth­er let­ter! Read it!

Time for a cutscene!

Sacra di San Michele (Turin 1508)

Cutscene with you and Leonar­do head­ed into a monas­tary where the plan is for you to search for the secret part of the library while he pre­tends to be study­ing “Ten Books on Archi­tec­ture” by Vit­ru­vius

Knock twice on the door

Watch anoth­er cutscene

Head to the chapel east of the altar, and move the red jew­el on the mon­strance down to get a Skull

Fire up your Ocu­lus Per­pet­ua. and notice that when you turn the angels on either side of the mon­strance that the mech­a­nism spins. Line up the holes with the prop­er glowy parts to com­plete the puz­zle.

You get an Embossed Disc that fits into St. Michael’s shield in the large paint­ing near Leonar­do. It slides up to uncov­er a Part of a Shield

Turn around and head towards the entry door. Below a large pic­ture of a skele­ton with CEDO NULLI (I with­draw from/yield to no one) on it, insert the Skull into the top of the box. Inside is a puz­zle! You want to match the yel­low arrows up top with the yel­low bar on the bot­tom. Pull the blue Gem out to get it

Head to the chapel west of the altar this time and spin the blue jew­els on the stem of the cibo­ri­um until a slot for the Gem appears. Use it and start anoth­er small puz­zle. It’s a rotat­ing com­bi­na­tion of tri­al-and-error vari­ety (right, left, left, right, left, right). Get a Small Shield with Arms from with­in

Now to com­bine the two items togeth­er… but how…? Ah. Use the Small Shield with Arms on the Part of a Shield (not the oth­er way around. Whoops) and open the 4 arms until you get the Shield. Head to the back­side of the altar and use it on the 4 holes there for a puz­zle!

Remem­ber that paint­ing with CEDO NULLI and the skele­ton on it? 4 let­ters and 5 let­ters! (N.B. This must be a mas­sive glitch on the Switch ver­sion of this game. I had to use a dif­fer­ent ref­er­ence to fig­ure this out ful­ly because there are sup­posed to be let­ters and their cor­re­spond­ing sym­bols on each of the 8 cas­kets in the scrip­to­ri­um, but there aren’t. Thank­ful­ly, I was already able to guess most of the sym­bols when I final­ly found the answer). Pick up the Strange­ly Shaped Key and the Wood­en Orna­ment.

Across from the entrance to the monastery is a wood­en cab­i­net. Insert the Wood­en Orna­ment to bring forth anoth­er puz­zle. Slide the bar and spin the wheel to the shape depict­ed by the yel­low lines on the blue win­dows (hint: draw­ing it out on paper with 2 dif­fer­ent col­ored pens can be use­ful, if you can’t visu­al­ize it). When you’re done inputting the cor­rect shapes, move the bar back to the cen­ter and use the Strange­ly Shaped Key on the knob up top.

Ah hah!!! Found the secret pas­sage! Unlatch the door and go inside

Take the Met­al Wheel with a Han­dle from the wall. Then go down the hall and open the win­dow. On the side that was fac­ing the out­doors before you opened it, pull up on the hard­ware to get the Win­dow Crank

Now go down the stairs. Pick up the Wood­en Han­dle from the stool. Across from that is a door with two wall sconces. Rotate the east­ern one for a Heavy Brass Com­po­nent which fits per­fect­ly into the Met­al Wheel with a Han­dle for a Winch Wheel after you slide the latch­es to secure the pieces togeth­er

Head back up to the entrance of the secret cham­ber and note the red-out­lined shape on the mech­a­nism. Match the shape on the Winch Wheel and attach it (N.B. Don’t over­think this one. I was think­ing it’d have to be a mir­ror image, but it does­n’t, the winch just fits all the way through, so make it exact­ly like the shape you see)

Now turn around and inspect the bench against the wall. One of the wood­en pieces has a shape that looks a lot like the wood­en han­dle, but, instead, use the Win­dow Crank in the slot on the side of the wood piece and rotate it. Ah, I see. That’s why there’s the shape, because the Wood­en Han­dle fits behind the piece of wood. Pull it to get a Rod with a Ring. Go back down­stairs and use it on the ceil­ing. When you pull it, the hatch opens

Go back upstairs and turn the lever where all the red arrows are. A thing will descend that kind of looks like a per­son with one arm. When you pull the “arm” the red X on its “face” change to up/down arrows. Above that and to the right is hang­ing a Tool with Two Levers. Take it, and mess with the slid­ers on it get a Winch Mech­a­nism Part

Use your new­found item on the east­ern side of the down­stairs wood struc­ture and give it a spin. Is that a puz­zle I see? Spin the gold piece on top and then slide the iron bars so that they fit, and then rotate the gold piece until all the bars are gone. Use the slid­er to release the pieces back down.

Aaaaand there’s anoth­er puz­zle. Slide the arrows around until the stars up top line up on the gold line. Each col­umn cor­re­sponds with each star. When you com­plete it, a hook point will pop up.

Head back upstairs and low­er the hook by mak­ing sure the “per­son” thing is on the arrows and not locked out, then turn­ing the arrow lever to the up/down, then turn­ing the winch, and then quick­ly turn­ing the lever to the up arrow to stop the hook from return­ing

Go down­stairs to secure the hook, then back upstairs to pull it up. Up/down lever posi­tion, then turn the winch wheel until the mech­a­nism auto­mat­i­cal­ly locks. What you’ve just done is cre­at­ed a coun­ter­weight to allow you do ascend upstairs on the ele­va­tor (where the “per­son” thing is), so head onto the lift, and pull the lever, Kro­nk!

Now to find that hid­den library. Some­one went through a lot of trou­ble to hide it.

Zoom in on the red hat and knock it off. Unscrew the wood piece for a Carved Wood­en Stud. Pick up the Boot with High Sole sit­ting on the floor next to the chair. Inspect it to find a Met­al Flower Leaf

On the wood­en desk, the left pan­el next to the gold­en dome can be rotat­ed. Fin­ish the flower pat­tern, then slide the gold slid­ers to uncov­er a screw hole. Use the Carved Wood­en Stud. Screw it in and then rotate it to unlock the shelf. Grab the Herbar­i­um

Look at the front of the desk and use your Ocu­lus Per­pet­ua to see that every time you pull the lever, a cylin­der rotates. The goal is to get all 4 to be in the down­ward posi­tion (Hint: Focus on get­ting all 4 in a straight line with each oth­er and then solve it). Get an Essence of Tulip for your pains

Focus your atten­tion on the puz­zle next to the book­case. Make sure to move the paint­ing of the Car­di­nal in the room itself up and down as need­ed to move your red jew­el through the tracks. Sim­i­lar­ly, the flow­ers on the desk cor­re­spond with those in the puz­zle, so turn those to the prop­er ori­en­ta­tion to solve the puz­zle. Note that the flow­ers are mir­ror images of the real flow­ers on the desk. Use my images to help you solve this irri­tat­ing puz­zle and get a Met­al Com­po­nent.

First Ori­en­ta­tion
Sec­ond Ori­en­ta­tion

Check out the grenade look­ing thing sit­ting on the desk and use the Met­al Com­po­nent on it. Each side has a white sym­bol that looks like the ones on that wall puz­zle. Place the Essence of Tulip on the cir­cle with the X side and take the Strange Key. We’ll come back to this

Zoom in on the desk below the gold dome and use the Strange Key there. Anoth­er puz­zle! It’s a sim­ple one when you under­stand it: basi­cal­ly, turn the gold piece to open the cov­ers of the plan­ets. The switch­es lock the cov­ers in place but can only be used for one plan­et at the time. Open all the cov­ers for every plan­et to receive Essence of Anise

Refer to the wall puz­zle and place the Essence of Anise (Light­ning Bolt) in the cor­rect place on the grenade thing. Pull out the Flower Orna­ment and com­bine it with the Met­al Flower Leaf found in the shoe for a Mech­a­nism with Flower Motif. This, in turn, fits right into the top of the desk. Place the Herbar­i­um into the slot for yet anoth­er puz­zle! Look like pin­ball this time. You can freely change the door open­ings as the ball rolls. Your goal is to get it to the bot­tom 3 times, each time with increas­ing dif­fi­cul­ty. Your prize is the Essence of Sage and a Draw­er Han­dle

Before return­ing to the grenade thing, check out the area right behind the pin­ball puz­zle on the desk for the Essence of Rose and Star Orna­ment (after get­ting the essence, slide the lock so that both plates are con­nect­ed).

Head to the book­case near the entrance and look at the bot­tom right cor­ner. Use the Star Orna­ment there for the Essence of Spice. Before plac­ing it with the oth­ers, look on the side of the desk fac­ing the gold­en dome puz­zle, and use the Draw­er Han­dle. If you recall on the paint­ing of the Car­di­nal, the desk had 3 Latin words: CUSTODIAS HIC HOSTIUM. Set the 3 words to this to get the Essence of Mint

Back to the met­al grenade thing, place the remain­ing essences:

  • Essence of Sage (the w‑y)
  • Essence of Rose (Tri­an­gle back­wards L)
  • Essence of Spice (Feath­er-look­ing E)
  • Essence of Mint (side­ways A)

Pull the slid­er for the Straight Key and then use it the last thing in the room that has­n’t been touched: the lamp… specif­i­cal­ly, the square part at the top. Give it a spin, push the lit­tle wood­en latch in the rim, and pull on both met­al arms to uncov­er a wheel and drop an item

Rotate the lit­tle wheel, pick up the Winged Nut, and use it on the pro­trud­ing met­al con­trap­tion that popped up. Spin it coun­ter­clock­wise and watch the mech­a­nism put out the 2 can­dles inside. Spin the key, and open the lid for a 50/50 tri­al-and-error puz­zle

Pull the lit­tle lever to unfurl the spi­ral stair­case.

Go up. Open the door. Use the zipline.

Secret Library (Turin 1508)

OOOooo. It’s the end of the game. I can feel it!

You’ll pick up where you last left off, try­ing to get into the secret library.

You can look around, but are not able to do any­thing, so fire up the ol’ Ocu­lus Per­pet­ua and head back to 1466

Turn to the right and zoom in on the wedge at the cor­ner on top of the rail­ing. Slide it for­ward and take the Met­al Grate

Look down and left at the rail­ing with the light-col­ored lines and rotate it until the hol­low side shows. Head back to 1508 and do the same there to nab the Met­al Rod which mates with the Met­al Grate to make Met­al Grate with Lever

Head on back to the past and zoom up into the appa­ra­tus above you to see a space that looks to fit the Met­al Grate with Lever exact­ly (if you try to zoom in across the way in the past, you can just make it out). Give it a tug

Head up the stairs, look to the right, unhook the two arms, and receive the Met­al Tri­an­gle

Go down the steps to the oth­er side of the room and take the Lever from the wall on the right. Go back to the entrance door and go down the way to the halfway point. There’s a space for the Lever. Per the mark­ing on the lever, pulling it to the right will both move and rotate the hexag­o­nal mir­ror, while pulling the lever left only moves the hexa­gon

Leave it for now and con­tin­ue down the cor­ri­dor. On the left wall, take the Cross-Shaped Lever Part. Head up the steps. Notice that there are 2 set of con­trols on front of the door there. This is clear­ly going to be a mir­ror and light puz­zle. Zoom in on the door between the 2 sets of con­trols and notice that the met­al piece is miss­ing some­thing. Inspect your Met­al Tri­an­gle and move the pieces up top until they match the hole con­fig­u­ra­tion on the door. Spin and slide the han­dles to open the wood doors and let in some sun­light. Told ya.

Zoom in on the left met­al sun dec­o­ra­tion and move the rays to match the scratch­es behind them (Hint: East, North, West, and South pull out­wards while the oth­ers slide until they don’t slide any­more) until it unlocks a Wheel. You can also use your Ocu­lus Per­pet­ua to help unlock it.

Go back to the upper door near the entrance where you got the Met­al Tri­an­gle and use the Wheel on the left side of it, denot­ed by red on the met­al (note that the wheel also has red on it). Give it a spin, and you’ve flipped the pan­el over to reveal a large mir­ror. Don’t leave yet! On the same arm where you placed the Wheel, take the Small Met­al Com­po­nent that has now been uncov­ered. Attach it to the Cross-Shaped Lever Part and screw it on for the Cross-Shaped Lever which fits right in front of the huge mir­ror. Pull it to start…

…the light and mir­ror puz­zle!

Hmm. At first glance, you can see that one lens is miss­ing on the right side near the entrance, but let’s focus on what can be done now. Go back to the mid­way point where you’d placed the Lever before and move the mir­ror there into place.

Go check out what’s been illu­mi­nat­ed. Ah. Instruc­tions.

Take note of the dia­gram but zoom in above that. Slide the right­most pan­el to reveal a pull han­dle. Pull it. Get the Lens. Heeey, that’s what was miss­ing before, so head back to the entrance near the big mir­ror, zoom in on the rail­ing there, and insert the Lens.

Remem­ber the dia­gram? The next goal is to illu­mi­nate the Num­ber II area. Do that by using the Lever to rotate and move the mir­ror, then head­ing to the Sun Door and manip­u­lat­ing the sets of con­trols there (espe­cial­ly if you were mess­ing with them before this) until the Num­ber II area lights up. The game will let you know when you did it cor­rect­ly.

Unscrew the two fas­ten­ers and uncov­er a puz­zle! The goal is to slide the gold pieces and the met­al until the open­ings all line up due north.

This is how I did it. Sor­ry I did­n’t snap it fast enough for a bet­ter image

Once you’re done, you get the Steer­ing Wheel which clear­ly slides into the con­trol that’s miss­ing a wheel in front of the Sun Door. Attach it there and manip­u­late the con­trols until you light up area Num­ber III. To do this, refer again to the dia­gram. Set both of the wheel con­trols to move the mir­rors to the cen­ter of the room (fur­thest away from the Sun Doors) and then repo­si­tion the mir­ror near the entrance using the mir­ror.

Check out the new­ly illu­mi­nat­ed space. Slide the lock away to get the Eight-Sided Board. Inspect it and find a mini puz­zle. While at first it seems sim­ple, it’s more com­plex than you think because the lit­tle round wheels can­not slide over each oth­er. Slide things around a bit (Hint: Uti­lize the non-wheeled sides to help slide the pieces around) until you get it and then install the object into the wall near the floor hatch near Area Num­ber IV

Great. Anoth­er puz­zle. A mini- Rubik’s cube. If you’re spa­tial­ly-chal­lenged like me, good luck. I just spun it a lot until it worked.

When you com­plete it, the final light tar­get will raise and you’re ready to fin­ish the room! Head back to the con­trols and lever to fig­ure it out (refer to the note­book for the dia­gram if need­ed).

When the hatch opens, head down!! Aaaand, you man­age to step on a trick step that locks the hatch behind you. No way back…

On the ground next to the boards, pick up the Weight. Now head for­ward in time back to 1508 with your Ocu­lus Per­pet­ua. Zoom in on the met­al grate door for a puz­zle. Try to make the sym­bols match where the arrows are

Head for­ward and spin the wheel for a Hook with a Screw which con­ve­nient­ly fits the Weight. Com­bine for a Weight with Hook. Put that on the chain up and left of the door to start a revolv­ing door con­trap­tion.

The doors ahead of you have puz­zles on them. Let’s start with the gold one. Slide and rotate until you get the Short Key

This clear­ly fits into the slot right next to the door. Turn it to trans­form it into a wheel. Note that there are arrows on the col­umn above it. Spin it to move the doors.

The 2nd door puz­zle is sim­ple if you use your Ocu­lus Per­pet­ua. Com­plete it for a Han­dle with Four-Point­ed Sec­tion (once you move the door out of the way)

Don’t leave yet. If you haven’t done it, move the han­dle above the key-wheel with the arrows to the left, and turn the key-wheel. This moves the oth­er door back to its orig­i­nal posi­tion so you can see the back. Zoom in and unlatch the han­dles to drop the Han­dle with Eight-Point­ed Sec­tion. Reverse the rota­tion to pick it up.

Alrighty. Move for­ward and insert both Han­dles into the door ahead. Anoth­er spin­ny puz­zle! More com­plex this time, of course. Sigh. Spin and spin some more until you get the cor­rect com­bi­na­tion of sym­bols (Oh wow. Some­how, I man­aged to get super lucky when I was mani­a­cal­ly spin­ning things in the begin­ning, and it was a total cinch)

Open the door and step inside! Zoom in on the left post of the bench. Note the white line on it. Spin the top to line up the lines for a Small Key. On the right more side of the bench next to the door, slide the dia­mond slid­er, and use the Small Key. Slide it and spin the spin­ner until you get a Key. Use it on the door (kind of a waste of time, eh?)

FINALLY!!!!! Last leg of the jour­ney!!

Spin around to face the door you arrived through and note the sin­gle blue line on the wood post. The left leg of the desk has 2 yel­low lines. The right side of the lectern has 3 green lines. What’s this all about?

On the shelf above the lectern, pick up the Met­al Orna­ment. Head to the cor­ner table with the water pitch­er and use the item on the right side. Fire up your Ocu­lus Per­pet­ua and solve the easy puz­zle for a Cir­cu­lar Orna­ment. Use it on the book­shelf.

Remem­ber those lines from before? Input the code (Blue, Yel­low, Green)

Ah. A slid­ing puz­zle. Rotate the left wheel and slide the slid­ers until all the ver­ti­cal pieces can move north­wards to unlock the lock. You can place the gold hor­i­zon­tal pieces in between the ver­ti­cal pieces to move them togeth­er. Once you com­plete the puz­zle, pull the slid­er to open the door (My puz­zle was glitch­ing out, allow­ing me to move the slid­ers wher­ev­er I felt like, lol)

Welp. You’ve locat­ed the secret library, but… every­thing is behind bars and now you’re locked in. With every­thing under lock and key and no leads, use your Ocu­lus Per­pet­ua to head back to 1466. You find your­self amidst the cult. Thank good­ness time is frozen when you do this!

Head for­ward and snatch the Key off the leader… WHO NOTICES YOU, but you get trans­port­ed back to the present with­out con­se­quences… yet.

OKAY, so the cult leader was clear­ly in the N‑O and O‑P sec­tion. Zoom into the mid­dle pil­lar at the bot­tom near the ground. Notice the scratch marks there and spin the orna­men­ta­tion. Bin­go! Use the Key

Yooo! That’s what we’re after.

Watch the sto­ry or not. You can just skip through the long-wind­ed poem if you want. It tells of the tale of The Order of Jus­tice and the Gate to the Tem­ple of Wis­dom

Then anoth­er cutscene where the cult in present day has found you. Some­how, they make it all the way up to you in mere sec­onds going the wrong way (makes no sense), and as you try to time trav­el, they shoot your Ocu­lus Per­pet­ua to smithereens.

CLIFFHANGER!!

Notes

I was­n’t a mas­sive fan of the first game, which is why it took me so long to play this game. It is much improved over the first game and is much more of a mys­tery than sim­ply an escape room game based off Da Vin­ci. Most of the puz­zles are eas­i­er to com­pre­hend, which is much appre­ci­at­ed, and the hints are much more help­ful, too. I actu­al­ly DO want to play the 3rd game this time around!

One of my biggest gripes in this game is the bad Latin. It’s bad. Espe­cial­ly for some­thing so entrenched in his­tor­i­cal Catholic themes. I guess it can be for­giv­en, though.

Some things did­n’t make any sense, espe­cial­ly the end­ing where the thugs man­aged to get up to your loca­tion which was well hid­den with­in a mat­ter of sec­onds, and your inabil­i­ty to use your ocu­lus until too late

CLICK HERE for The House of DaVin­ci 1 Walk­through Guide

CLICK HERE for The House of DaVin­ci 3 Walk­through Guide

Boo Party Walkthrough Game Guide

writ­ten 7/23/2023, updat­ed 11/4/24

Boo Par­ty Game Walk­through Guide

  • Pub­lished: Eas­t­Asi­a­Soft
  • Devel­oped: Cos­mi Kankei
  • Plat­form Played: Nin­ten­do Switch
  • Price: $7.99 from MSRP: $9.99
  • Rat­ed: M (Mature)
  • Genre: Adven­ture, Role-Play­ing
  • Release: June 29, 2023

Play­ing a blonde-haired pho­tog­ra­ph­er, you explore a haunt­ed man­sion deep in the creepy woods at the behest of a hot sci­en­tist look­ing for para­nor­mal proof. You end up on fun­ny, sexy scav­enger hunt at the annu­al Nether­world Crossover Man­sion Par­ty!!

First Run: 4 hours

*This is a mild H‑Game, so, while cen­sored, images on this page might be offen­sive to some read­ers. This game and con­tent are rat­ed M (Mature) and NSFW*

Quick Jump

Game Start

Tips

  • If you’re just here for the “sto­ry,” go into the options menu and turn on the skip minigame set­ting… they’re a bit chal­leng­ing. You can change this at any time.
  • Check things such as draw­ers or weird look­ing objects. They’re like­ly some­thing you need
  • If there’s an option to do some­thing, do it
  • Any time there’s a big pic­ture of a hot female dur­ing dia­logue, use the arrows to pan up and down to… appre­ci­ate the entire­ty of the art­work
  • There’s a lady in a por­trait that will give you a recap of all the mis­sions you’re under­tak­ing lest you for­get

Spir­it Points:

You get 50 SP per pho­to (600 total)

  • Library: 50 SP for Game Mag­a­zine (Ghost with Blue Cap)
  • Lock­er Room: 50 SP for Dance TV Tick­et (Dra­mat­ic Skele­ton with Rose)
  • North Pool Area: 25 SP for Gear (Fish Man)
  • West Wing: 50 SP for Cell Phone Charg­er (Kill­bot)
  • Arcade: 75 SP for Gator­Gate (Gatcha Machine)
  • Din­ing Hall: 100 SP for Ener­giz­ing Drink (Bar­tender)
  • North­east Pool Area: 100 SP for access to Glehn­na Queanne (Mer­maid Guard)

Walkthrough

Start

Walk down and to the right. Talk to Dr. Les­brock. She wants you to get 12 pho­tos.

Imme­di­ate­ly head east and snap a pho­to of the tree with a face

Enter the place. It looks real­ly decrepit! Where da hot babes?

You can’t go any­where except the upper left, so go there and you find the door is locked

Return to the entrance and there is now a sheet ghost

Talk to it and then go out, to the east, and pick up its invi­ta­tion (you have to talk to it first before the item appears)

Return it to the ghost and get this par­ty ON!

Photo Missions

There’s no set path in the game except the begin­ning dur­ing the tuto­r­i­al sec­tion until you com­plete your first Hot Gal Mis­sion.

Most (but not all) mis­sions must be com­plet­ed in order to fin­ish the game as they’re tied togeth­er.

While there is the option for nude pho­tos, I will post cen­sored ones here. You can tog­gle that in the game set­tings.

Every pho­to must be shown to Dr. Les­brock out­side at her van in order to receive Spir­it Points (cur­ren­cy) which is nec­es­sary to advance in the game.

Mariah Countee the Vampire

  • Wants: Ham­burg­er

From the ghost head up and through the door

Go straight up to the foot the stair­case and talk to vam­pire Mari­ah Coun­tee. She tells you she wants a ham­burg­er

The ham­burg­er has 4 parts: Let­tuce, Buns, Beef, Toma­to

  1. Buns: Go north up the grand stair­case near Mari­ah Coun­tee and entire the door. Take the door to the right of the skele­ton which puts you in a hall­way with a green car­pet and the big words REC on the wall. Talk to Anna who has a big snake, Con­da. She gives you the Buns.
  2. Let­tuce: The west­ern­most door in the Left Grand Stair­case room leads to a ban­quet hall with lots of mon­sters eat­ing. The Shark­man with the glass­es at the north­ern and west­ern­most table com­plains about his sal­ad and gives you a head of let­tuce.
  3. Toma­to: North of the din­ing hall and west of the main floor ele­va­tor, sits the TV stu­dio. A skele­ton on the right in the audi­ence has a crate of toma­toes in case the show sucks. It’ll give you one.
  4. Beef: Com­plete the Freez­er Skele­ton quest (found below under Mis­sions)

Talk to Melizia the Witch at the TV Stu­dio to com­bine the ingre­di­ents to make a ham­burg­er.

Return to Mari­ah who will NOM the burg­er and pose for your first Pho­to.

This com­pletes the tuto­r­i­al sec­tion of the game. All doors that don’t need keys are now unlocked.

Reward: 50 Spir­it Points

Melizia the Witch

  • Wants: Com­bine 3 times in Instant Caul­dron

In the TV stu­dio (west­ern­most door com­ing out of the Main Floor ele­va­tor, north of the ban­quet hall, and south of the kitchen), Melizia the Witch stands on stage in front of a live audi­ence and cam­eras. She needs help with con­tent for her show, Con­jure Kitchen, where she’s adver­tis­ing a new prod­uct, Instant Caul­dron. The Boss Demon requires her to demon­strate 3 recipes, but the audi­ence is no help. It’s up to you! For a pho­to!

3 Recipes:

  1. Ham­burg­er - for Mari­ah Coun­tee’s Pho­to Mis­sion
  2. Stat­ue - for Medusa’s Pho­to Mis­sion
  3. Super Crawl­bot Com­bin­er — for Killer Mar­go Pho­to Mis­sion

Let her do 3 demon­stra­tions and she’ll demon­strate for your cam­era (On live TV!). You can find her at the BBQ after that.

Reward: 50 Spir­it Points

Glehnna Queanne the Mermaid Queen

  • Wants: Panties

Before you can even talk to her, you have to pay 100 Spir­it Points to her guard.

Then, she asks you to under­take a dan­ger­ous mis­sion to retrieve her grand­moth­er’s panties, lost for many years down the sew­er, that allow her to morph into a human at will. Many have tried and per­ished attempt­ing to retrieve them! If you do, then the mer­maid race will try to get along with humans again.

You must under­take a Tub­ing minigame float­ing hap­haz­ard­ly down sew­er water on a float, col­lect­ing gems while dodg­ing water mines and defeat­ing a horny octo­pus. 1‑hit KO.

Or you can just skip it via mini-game skip­per (through set­tings).

Return to her with the panties for your rewards. Lat­er, she is on the dance floor

Reward: 50 Spir­it Points

Dreya the Tree Nymph

  • Wants: 3 Pho­tos of Weird Plants

Take the west­ern­most door of the Pool room near the vend­ing machines, walk up the hall­way, and end up out­side. Hop across the pur­ple rocks and walk east to talk to Dreya. She wants you to pho­to­graph some “exot­ic” plants for her to use in her mag­a­zine. 3 to be exact.

*Don’t for­get to head north of the hop­ping rocks to pick up a cat, and to open the gate south of Dreya before leav­ing*

3 Pho­tos:

  1. Spooky Tree — “Pho­to of a spooky tree! It’s nat­u­ral­ly-occur­ring” — East of Dr. Les­brock
  2. Cool Cac­tus — “Pho­to of a cac­tus in sun­glass­es and a hat. I love it” — North­west gym por­tion of Pool Area
  3. Poly-Palm — “Pho­to of a cool 90s palm tree” - Upper Floors hall­way with 4 rooms

Return to Dreya for some pic­toooors!! Lat­er, she will be at the BBQ

Rewards: 50 Spir­it Points

Jaki Nikko the Devil

  • Wants: A soul

From the out­door east access which is south of the BBQ, there’s a sketchy black and gray area around the con­cert venue. Jaki Nikko the Dev­il waves you over ask­ing for your soul. You refuse. She com­plains about the lack of souls there, and then asks you to find her one.

Fol­low through with Sean and Dan the Mon­ster Hunt­ing Broth­ers’ quest (see Mis­sions below) and bring Dan to her. Her sat­is­fac­tion will give that you which you desire… a pic­ture.

Enrica the Werewolf

  • Wants: A full moon

When you head north up the stairs from where Jaki Nikko the Dev­il is, and then to the east­ern door, you come out on the roof. Stand­ing next to a gear (grab it), is Enri­ca the Were­wolf. In her human form she is timid and shy. She frets about not fit­ting in with the rest of crowd because the moon isn’t full and she’s not scary like the oth­er mon­sters. She wish­es the moon phase to would change to full.

Go find 3 gears!

  1. Right next to Enri­ca
  2. Fin­ish Stuck Zom­bie 1 quest
  3. In the north Pool Area, pay the swamp mon­ster 25 Spir­it Points to access the gear

Go to the Obser­va­to­ry (must com­plete Door Maze quest) and talk to the voyeuris­tic old man there. This will fix the tele­scope, and you can now change the moon phas­es to what­ev­er you wish. Just look on the back wall and change it until it’s on full moon.

Head out­side and to the right. Open the gate and talk to Enri­ca. She will change into her spicy wolf per­sona and give you images. You can find her on the dance floor after that.

Reward: 50 Spir­it Points

Medusa the Gorgon

  • Wants: 3 life-like stat­ues

The door due north of the Kill­bot (north of the din­ing hall and west of the TV Stu­dio) leads up some stairs to the Upper Floors. To the left of the top land­ing is Medusa who is super tired of being a celebri­ty and wish­es peo­ple would just leave her alone instead of ask­ing for auto­graphs and pho­tos. She’d Stone Gaze them, but, unfor­tu­nate­ly, that’d be rude at a par­ty, so she fig­ures that if she sur­rounds her­self with life-like stat­ues that it would deter fans. She asks you to get her some in exchange for pics, of course.

3 Stat­ues:

  1. Bro­ken Statue/Bard Stat­ue — North and east of Medusa, Door 3 of 4, has a bust on a shelf. Reach for it, and it will fall. Gath­er the pieces, head to Melizia the Witch who will com­bine the pieces back into a bust (and ful­fills her 2nd of 3 com­bi­na­tions).
  2. Pho­tog­ra­ph­er Statue — Fin­ish the Artist Vam­pire quest
  3. Cupid Stat­ue — Fin­ish All­Star’s quest

Bring them to her all at once or one by one. She’ll give you your reward, and then will appear in the Din­ing Hall lat­er with Mari­ah Coun­tee.

Reward: 50 Spir­it Points

Killer Margo the Slasher

  • Wants: Her 2 band­mates

From either the east­ern­most door in the Right Grand Stair­case Room, or the 2nd door in the green car­pet­ed hall­way with the snake, you enter the Con­cert Hall. Killer Mar­go is on stage freak­ing out because her two band­mates are MIA and the show is sup­posed to start soon. She says they’re both wear­ing green sweaters.

2 Band­mates:

Zero: He’s the hock­ey play­er you can see at the man­sion entrance. To get to him, go to where Jaki Nikko is (from either south of the BBQ, or south of the Rec Area) enter the door atop the stairs, then head to the west­ern­most door. Talk to him.

Sid Syn­t­hous: Com­plete the Sid Syn­t­hous quest to get him back on stage

Killer Mar­go will be stoked, and you can have your hott pho­to­shoot (right on stage!!!!)

Reward: 50 Spir­it Points

Yoofy & Alys the Dancing Aliens

  • Wants: to mea­sure your danc­ing abil­i­ties (mini-game)

These two jel­ly­fish look­ing gals are actu­al­ly aliens from out­er space! They trav­el the veil between life and death to achieve FTL speeds (faster than life)! They strive to eval­u­ate dance ener­gy across the Cos­mos…

…Through a dance minigame! If you have turned on the skip minigame func­tion, you may wish to play this one because in order to beat the game, you need to do this again, so it is good prac­tice. If you choose to “skip” the ele­va­tor gob­lin says he can’t skip the sequence, but he can play it for you.

Option­al: If you got Sheet Music with Ketchup from the Pianoman quest, talk to the Jam­min’ Skel­ly to the left of the dance floor which then gives you a help­ful visu­al aid for the dance game.

Com­plete suc­cess­ful­ly to get some dou­bles action eye can­dy! If you fail, you can try again.

Reward: 50 Spir­it Points

Sheida Bharo the Mummy

  • Wants: Peace and Qui­et
Sor­ry, I did­n’t get a snap of her dur­ing the main game­play. This is from after the mis­sion

In the arcade, the west­ern part of the Rec Area, is Shei­da Bharo the Mum­my who is hav­ing trou­ble sleep­ing in her sar­coph­a­gus because of 3 row­dy skele­tons play­ing a game loud­ly (“…talk­ing end­less­ly about ‘salt’ and ‘noobs‘”). They even called her a “mid!” She’s not the only mon­ster annoyed by them. She asks you to solve the prob­lem.

The ghosts are play­ing Suc­cu Bounc­er which is a PvP game. You need tokens to play. To do that, fin­ish the Ram­sesuke Coin Chang­er quest.

When you find the Ero Pow­er mag­a­zine, talk to the Help­ful Ghost who will tell you about the cheat you can employ against them (Left, Left, Right, Right, Up, Down, Up on the title screen).

If you don’t skip the game, play until you beat all 3 of them, and claim your spoils! Lat­er, she will be in the card game room.

Reward: 50 Spir­it Points

Frankie the Frankenstein

  • Wants: Work­out Bud­dy (You)

On the east side of the Rec Area (green car­pet­ed place) is the gym. In there, you’ll find Frankie who is work­ing out. She wants a work­out bud­dy, and you vol­un­teer to help, but she thinks the work­out would be too much for you and rec­om­mends get­ting the Ener­giz­er Drink.

Head over to the Din­ing Hall and pay 100 Spir­it Points for a Drink. Bring it back and start a series of work­out minigames.

I found them to be extreme­ly dif­fi­cult, so I just skipped the whole thing.

PICTURE TIME. Lat­er, you’ll find her in the north­west sec­tion of the Pool Area.

Reward: 50 Spir­it Points

Simone the Obake Neko (Cat Ghost)

  • Wants: her 6 cats

In the Upper Floors, 2nd room out of 4, is Simone who is a cat ghost who died young and could­n’t get as many cats as she would’ve liked. She wants you to find 6 cats!

Cat 1: Black — Pool Area — jump across the floats

Cat 2: White — North of rocks that lead to Dreya

Cat 3: Yel­low — Right out­side the door near All­Star — walk east on the porch through the house

Cat 4: Grey — Path­way right before Zero

Cat 5: White, Red Col­lar — Bal­cony Upper Floor

Cat 6: Yel­low, Red Col­lar — Roof near pool (must com­plete Door Maze quest)

Bring her the cats for a pho­to! Lat­er, she will be in the Library with her felines.

Reward: 50 Spir­it Points

Missions

Sean and Dan: Monster Hunter Brothers

  • Wants: Broth­er and Iron
  • Needs: Crow­bar
  • Reward: Jaki Nikko’s Pho­to Mis­sion Com­ple­tion

Talk to Sean who is stand­ing in a ring of salt east and north of the man­sion entrance (room with the piano). He’s look­ing for his broth­er and needs to get iron to prop­er­ly fight the mon­sters.

The crow­bar is in the library. Talk to the Crow in the west­ern part of the room.

Dan is in the Upper Floor of the man­sion where Medusa is. He is stand­ing with a shot­gun at the top of the stairs. Talk to him, give him the crow­bar.

Return to Sean, and you’ll see that Sean has died while wait­ing for Dan because the skele­ton gave him a drink. Dan will say that he will sell his soul to heal Sean because he does­n’t need a soul.

He’ll join you. Bring him to Jaki Nikko which com­pletes her mis­sion. Get her pho­to! Yay! He gets turned into a green zom­bie and will return to Sean who has no idea what hap­pened

Pianoman

  • Wants: Food
  • Needs: Hot­dog
  • Reward: Sheet Music with Ketchup

In the Right Grand Stair­case Room, talk to the piano play­ing skele­ton with hair and the Rude Demon sit­ting on the piano. He says he’s been play­ing so much that he has­n’t been able to eat and asks you to get it for him

Make your way out­side by going up through and to the right of the kitchen behind the witch on the stage. There are 2 bench­es there. Head out the door which takes you to the left out­door area of the house.

Head up and right to the BBQ.

Talk to the giant pig chef who gives you a hot­dog

Return to the Pianoman for sheet music with ketchup on it.

Gamblin’ Gill: Card Player

  • Wants: Play­ing Cards
  • Needs: Queen of Clubs Card
  • Reward: Yel­low Key

In the Left Grand Stair­case Room, is a green swamp mon­ster who is get­ting clob­bered by his adver­saries. He has a great hand (King of Clubs, Jack of Clubs, 10 of Clubs, 9 of Clubs, and 3 of Hearts) and wants help cheat­ing because he thinks the oth­ers are cheat­ing.

You can glance at the oth­ers’ card hands if you want. Both the vam­pire and the skele­ton have the same hands: a Straight (King of Dia­monds, Queen of Clubs, Jack of Hearts, 10 of Spades and a 9 of Spades). Looks like the swamp mon­ster might be right…

4 Find­able Cards:

  1. Ace of Dia­monds: West­ern­most book­case on stage at TV Stu­dio
  2. Jack of Spades: Top-right-most book­case in the Library
  3. 7 of Hearts: Draw­er north of Jaki Nikko, east of the Con­cert Hall
  4. Queen of Clubs: South­east draw­er of the Upper Floor right above the east bal­cony door

Return to the swamp mon­ster, and he’ll take the Queen of Clubs. You’ll get a Yel­low Key for your trou­ble.

Killbot

  • Wants: You to buzz off
  • Needs: 50 Spir­it Points
  • Reward: Cell Phone Charg­er

Just north of the ban­quet hall there’s a robot charg­ing itself in a hall­way. Give it 50 Spir­it Points to make it charge faster. It will give you the cell phone charg­er.

Freezer Skeleton: Coolest Guy at the Party… Make that Coldest

  • Wants: Some­thing Warm
  • Needs: Warm Scarf
  • Reward: Raw Beef

On stage with Melizia in the TV Stu­dio, the west­ern met­al door leads into a meat lock­er. There, the friend­ly skele­ton is hang­ing amongst large slabs of meat.

Fin­ish the Coat Skele­ton quest (below) and give him the red scarf. He’ll be so chuffed, he’ll give you some beef.

Coat Skeleton

  • Wants: To cool off
  • Needs: His puffy coat checked
  • Reward: Scarf

In the Right Grand Stair­case Room (with Mari­ah Coun­tee), the east­ern­most room is a hall­way to Con­cert Hall. Talk to the Coat Skele­ton and he’ll ask you to check his puffy coat for him.

Return to the man­sion entrance. The mid­dle room (under the hock­ey look­ing guy) is the coat check room. The bun­ny lady ghost will stand aside to make you check it your­self. Do so, then grab the warm scarf on the ground.

Bonus: you can try to give the coat to the skele­ton in the freez­er, but he’ll com­plain that giv­en his arm sit­u­a­tion, that won’t work.

Library Ghost

  • Wants: 50 Spir­it Points
  • Reward: Game Mag­a­zine

In exchange for 50 spir­it points, the ghost in a blue cap will give you an old game mag­a­zine.

Locker Room Skeleton

  • Wants: 50 Spir­it Points
  • Reward: Dance TV Tick­et

The south­west por­tion of the Pool Area are the lock­er rooms. In the back of the men’s lock­er room is a skele­ton hold­ing a rose, who says he’s dying, and whose only regret is that he nev­er danced on stage at Dance Par­ty TV. He even con­ve­nient­ly has a tick­et, which he’ll sell to you so that you can live his dream for a mea­ger 50 Spir­it Points.

AllStar: Baseball Goblin

  • Wants: To smash some base­balls
  • Needs: Bat­tery
  • Reward: Hard Up Ghost Quest Com­ple­tion, Stat­ue for Medusa’s Pho­to Mis­sion

Out­side, behind the man­sion is a gob­lin in base­ball out­fit who wants a bat­tery for his base­ball pitch­ing machine.

In the Upper Floor of the man­sion in the 1st of 4 rooms, are two ghosts. The north­west draw­er holds a bat­tery. Return to All­Star and insert the bat­tery. BATTER UP!

The first balls smash­es a win­dow, the sec­ond hits the cupid stat­ue which falls off and hits the swamp mon­ster, while the last ball is a Home Run!

Stuck Zombie 1

  • Wants: Help get­ting out of the ground
  • Needs: Yel­low Key, Shov­el
  • Reward: Gear

The north­ern­most por­tion of the entire game, out­side above the man­sion, is a zom­bie who is stuck in the ground while try­ing to get out.

When you get the Yel­low Key, open the out­door shed (east of Dreya, north of All­Star, and west of the zom­bie), and snag the Shov­el.

Dig her out for a gear.

Stuck Zombie 2

  • Wants: To be unstuck
  • Needs: Shov­el
  • Reward: Octo­gon

At the bot­tom of the Sew­er (Glehn­na Queanne Pho­to Mis­sion) you see anoth­er zom­bie, aaand she’s stuck, too. Shov­el her out for Octo­gon!

Sid Synthous: The Keyboarder

  • Wants: Super Crawl­bot Com­bin­er
  • Needs: 4 Remain­ing pieces of the action fig­ure, then them com­bined
  • Reward: Pho­to Mis­sion Com­ple­tion for both Melizia and Killer Mar­go

East Out­side area of the prop­er­ty is a BBQ. Sid Syn­t­hous is mop­ing there because he’s upset about not being able to find the pieces to his action fig­ure, the Super Crawl­bot Com­bin­er. You offer to help.

*Don’t for­get to go down and open the 2 gates for quick access*

4 Super Robot Parts:

  1. Daphne­droid — Fin­ish Hard Up Ghost quest
  2. Gator­Gate — Gatcha Machine in the Arcade (needs 75 Spir­it Points)
  3. Bite-o-Tron — Talk to the Shark life­guard in the north­west sec­tion of the Pool Area near the fun­ny cac­tus
  4. Octo­gon — Fin­ish Stuck Zom­bie 2 quest

Talk to Sid after get­ting all 4, then he’ll give you the last piece, the Crawl­bot Core. Go to Melizia the Witch in the TV Stu­dio. She’ll com­bine them, which should fin­ish out her Pho­to Mis­sion. Bring it back to Sid, who is ecsta­t­ic and will return to Killer Mar­go to fin­ish out her Pho­to Mis­sion.

2 birds, 1 long-wind­ed stone! Yess!

Artist Vampire

  • Wants: Muse
  • Needs: Hand Mir­ror
  • Reward: Stat­ue

Between the back area of the Con­cert Hall and the south exit from the Pool Area, is a met­al door which hous­es an artist vam­pire with a block of stone. He wants to sculpt a self-por­tait, but needs a mir­ror to do that.

The door just to the west of the Main Floor Ele­va­tor is a bath­room. Inside the draw­er is a hand mir­ror.

Give him the hand mir­ror and he’ll real­ize that he does­n’t have a reflec­tion. So he sculpts you. Super proud of him­self, he turns into a bat and flies away to Twit­ter to boast. Take the sculp­ture for Medusa’s Pho­to Mis­sion.

Hard Up Ghost

  • Wants: Hook up with spooky hon­ey
  • Needs: Fin­ish All­Star quest
  • Reward: Daphne­droid

Room 1 of 4 in the Upper Floors (near Medusa and Dan) are 2 sheet ghosts. The first one is your client who com­plains of being “knock­er blocked!” He came to the par­ty to hook up with hot­ties, but the oth­er ghost only wants to play the “trashy lewd” video game, Crawl­co Block Knock­ers.

Com­plete All­Star’s quest (the Bat­tery is in the same room as the ghosts) which knocks a base­ball into the win­dow. That scares Busy Ghost into the arms of Hard Up Ghost who gives you Daphne­droid in thanks.

Dancefloor Skeleton

  • Wants: To dance on stage
  • Needs: Dance TV Tick­et
  • Reward: Access to Yoofy & Alys

In the mid­dle of the big skele­ton con­ga line is a skele­ton in the tophat whose dream it is to dance for an audi­ence.

Com­plete the Lock­er Room Skele­ton (need 50 Spir­it Points) quest to get the tick­et.

Give him the tick­et and he’ll move out of your way.

Ramsesuke Coin Changer

  • Wants: To fix the coin chang­er machine
  • Needs: Cell Phone Charg­er
  • Reward: Tokens

After ini­ti­at­ing Shei­da Bharo’s Pho­to Mis­sion, go try the coin chang­er to find that it is bro­ken. Talk to Ram­sesuke who will try to call for repair, but the phone needs charg­ing.

Fin­ish Kill­bot’s quest (need 50 Spir­it Points) and come back.

Call the repair com­pa­ny. Leave the room and return to see that Daisy has arrived and start­ed. While she’s inside the machine, take a few tokens from the buck­et…

Talk to Daisy, and she’ll ask for 20 tools from her tool­box in the ulti­mate fetch quest (read the descrip­tions for some fun): A screw­driv­er, Philip’s head screw­driv­er, Tri­wing screw­driv­er, ham­mer, span­ner, pipe wrench, allen wrench, spud wrench, nee­dle nose pli­ers, tape mea­sure, lev­el, clamps, elec­tric drill, sol­der­ing iron, ball peen ham­mer, elec­tri­cal tape, scis­sors, sand­pa­per, dog­leg ream­er, AND *big breath* Geiger counter.

Door Puzzle

  • Use­ful: Ero Pow­er Game Mag­a­zine
  • Reward: Unlock path to Obser­va­to­ry

The north­most door in the Upper Floor (near Medusa) leads to a ghost and 6 doors. If you have the Game Mag­a­zine, the ghost will tell you that it gives you a clue to solv­ing it.

Clue: “From left to right, top to bot­tom, 2, 5, 1, 6, 3, 4”

You don’t need the clue, and it’s pos­si­ble to guess the solu­tion. Even the game admits it’s super vague. If you’re guess­ing, basi­cal­ly, every time you see zany mon­sters mov­ing around, you’re doing it right (Order: Vam­pire, ghost line, mon­ster car, skele­ton con­ga line, danc­ing frog).

Solu­tion: Imag­ine doors from left to right, top to down are num­bered 1–6. The clue tells you what order to go through them in.

Bony Pervert: Pool Locker room

  • Need: Sit on Toi­let
  • Reward: Extra Pho­to

Room 4 of 4 in the Upper Floor is a bath­room. Sit on it for a lit­tle until you start think­ing “dirty thoughts”

Go to the lock­er room in the Pool Area. Talk to the skele­ton hold­ing the cup in the show­ers.

Peep into the wom­en’s lock­er room. Snap a pho­to (does not count for any Spir­it Points)

Dr. Lesbrock’s Photo

*I have not com­plet­ed this, this info is from the inter­net*

Need: Self-help Book

Must beat Tub­ing minigame with 100 or more gems

Talk to the ghost who gives you the self-help book, and then you head to the one room in the Upper Floor you could­n’t do any­thing with. Talk to the draw­er with the eyes.

Bring the Hand­some Ghost to Dr. Les­brock. Appar­ent­ly, they’ll hop into the van which will start rock­ing. Make sure to peep into the vehi­cle to snag the pho­to, oth­er­wise you lose your chance.

End Game

Talk to Dr. Les­brock, and tell her you’re ready to go. You almost leave, but then she gets an intense, con­cen­trat­ed read­ing, so she joins you and fol­lows you into the man­sion.

It’s sud­den­ly devoid of beings and music (even the eyes in the draw­er upstairs are miss­ing)…

Feel free to explore the emp­ty man­sion. If you want to talk to some of the minor char­ac­ters you inter­act­ed with before, approach from either the roof where you found Enri­ca or the East Out­side area atop the stairs where Jaki hangs out.

When you’re ready, find every­one gath­ered in the Con­cert Hall! Gah! It’s a trap! They fig­ured out that their images would be exposed to the world! Eep! They’ll let you go if you can beat them in a lit­tle game…otherwise it’s DEATH.

Com­mence the final bat­tle: A Dance-OFF! *There’s an option to auto­play if you don’t want to by the door when you enter it* It’s the same danc­ing minigame the Aliens had you do.

Fin­ish it and they invite Dr. Les­brock to join the Aliens. She’s ecsta­t­ic, and their Top Secret Par­ty stays a secret.

Get treat­ed to the Final Pho­to.

Watch the cred­its (or not).

Post-Game

The 1st time I beat the game, Suc­cu-Bounc­ers appeared in the Extra Menu

The 2nd time I beat the game, it unlocked Time-Attack where it records your speed and gives you skates to run around faster

Locations

CLICK HERE for some pos­si­bly help­ful loca­tion images with labels

This is a map some­one made and post­ed on the Steam Com­mu­ni­ty Hub

Miscellaneous

  • Boo Par­ty: BooB Par­ty
  • Even though this is an H‑game, it’s quite mild. The “uncen­sored” pics are all just car­toon boobs, while the “cen­sored” pics are the same with stars on the nips. Sex­u­al con­tent is more innu­en­do than any­thing (except maybe the Dr. Les­brock pho­to?)
  • Dr. Les­brock? Dr. Lesb…ian? She says things like, “I’ll have to study these [pho­tos] lat­er… in pri­vate,” and “WOW! Look at those big…readings!” And ‑rock mii­ight imply a lit­tle futa action??
  • Instant Caul­dron? Ins­ta-Pot.
  • Far east book­case on stage in the TV Stu­dio will tell you the ingre­di­ents for the Ham­burg­er
  • The west­ern­most book­case in the library, top floor is a Toy Mag­a­zine which tells you the parts of the Super Crawl­bot Com­bin­er (Dephne­droid & Octo­gon for arms; Bite-o-Tron & Gator-Gate for feet; Might Crawl­core is cen­ter)
  • Crawl­co Block Knock­ers, the game the female ghost is play­ing instead of hook­ing up with the male ghost, is anoth­er game devel­oped by Cos­mi Kankei.
  • Game Mag­a­zine “Now you’re play­ing with Pow­er. Ero Pow­er!” looks sus­pi­cious­ly like Nin­ten­do Pow­er. It even con­tains Porno Pulse (Play­er’s Pulse), Car­nal Cor­ner (Coun­selors’ Cor­ner), and Horny and Nasty (Howard and Nestor) com­ic
  • Pos­si­ble Name ref­er­ences (maybe I’m read­ing too far into this?): Shei­da Bharo (She- da- Pharoah), Jaki Nikko (Jack Nichol­son), Mari­ah Coun­tee (Mari­ah Carey), Dreya (Dryad), Frankie (Franken­stein), Glehn­na Queanne (long­shot: there’s a mature audi­ence pod­cast called Glenn King’s Mature Audi­ence May­hem. Per­haps just a coin­ci­dence? It’s just a strange name com­pared to the oth­er char­ac­ters)
  • When explor­ing the emp­ty man­sion, you STILL can’t access the wom­en’s lock­er room. There’s an invis­i­ble bar­ri­er around it
  • When you come back into the man­sion right before the final Dance-Off and every­one is gone, if you check the paint­ing por­trait, the Madam, has turned into a skele­ton.

All Photos

  • There are 17 total (as con­firmed by the devel­op­er).
  • Apart from the 12 need­ed for the game, there are 4 oth­er slots of pho­tos, plus the Final Game Pho­to. I’ll post them all here for col­lec­tive­ness

Main 12

Final Photo

4 5 Extra Pictures!!

Ini­tial­ly, there were only 4 extra pho­tos, but a cer­tain hero, Jeff, informed me that there was anoth­er and then sup­plied me with them, too! Thank you!!

Peep­ing Tom Pho­to

Madam Pho­to

Dr. Les­brock­’s Pho­to

Sup­plied by Jeff!! Thank you!

From user Pun­Cala: “You can get Dr. Lesbrock’s pho­to by going to the room where a ghost is hid­ing inside the draw­er, I think it was upstairs, on the right side of the floor. You need to have the self help book, which then makes the ghost come out. It’s a hand­some ghost. Take the ghost with you and take him to Dr. Les­brock out­side the man­sion. She says she needs to study the ghost and they go inside the van. While the van is rock­ing, go and sneak a pho­to of them. Imo the best pho­to in the game”

Skate Pho­to

Also sup­plied by Jeff!! Thank you, again!

From user Black­Cat: “Hi, I found out how to get the 17. pic­ture. You need to beat the game in Time Attack mode, were you wear the skates. I’m not sure if you need to beat it under a hour to unlock the pic­ture since I fin­ished with a play­time of rough­ly 45min but after the final pic­ture you get a pic­ture called pho­to­skate with the MC, the wolf girl and the franken­stein girl wear­ing skates say­ing “thx for play­ing” from the devel­op­er.”

Suc­cubus Pho­to

Yet again cred­it to Jeff!

From Jeff: “I beat all the lev­els on the Suc­cu Bounc­er game after the skele­tons left the arcade.  I don’t know if it helped, but I beat the first lev­el with a per­fect score, and I only used one con­tin­ue.