The House of DaVinci Game Walkthrough Guide

The House of DaVinci Written Walkthrough Guide

Updat­ed 10/24/2022 — Fan-made and writ­ten as I play the game

  • Pub­lished: Blue Brain Games
  • Devel­oped: Blue Brain Games
  • Plat­form Played: Nin­ten­do Switch
  • Price: $2.49 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. The House of DaVin­ci Writ­ten Walk­through Guide
  2. Street
  3. Library
  4. Work­shop
  5. Court­yard
  6. Crypt
  7. Armory
  8. Tow­er
  9. Time Machine (END)
  10. Over­all Thoughts

Street

Fol­low the tuto­r­i­al prompts to take and read the let­ter from Leonar­do.

Tap the mech­a­nism next to the door. Turn the round met­al piece as instruct­ed, then rotate it until the met­al piece comes out of the round part and it locks into place.

Pull the chain to get the small met­al object.

The game prompts you to look at the mail­box. Dou­ble tap and rotate the finial to uncov­er key part.

Inspect the small met­al object and drag the key part onto it. Slide them togeth­er to get an assem­bled key.

Look at the mail­box prop­er and zoom in on the upper square detail that has slide lines. Slide it, insert the assem­bled key, then rotate it to open the box. Take the Oculi Infini­tum.

Look at the door with the acti­vat­ed Ocu­lum Infini­tum. Solve the sim­ple puz­zle to open the door, then watch the cutscene, go in, use the door han­dle and walk through.

Library

Approach the pil­lar with the scroll and take the scroll seal. Read it.

**To the right of the entrance door is a book with what I assume are names of those con­tributed to the game. Noth­ing spe­cial aside from that. 🙂 **

On the pedestal below the stone bust, slide the lock cov­er off to reveal a depres­sion. Inspect the scroll seal and rotate until the arrows line up to get the three-spoked seal. Place it in the depres­sion and twist to open the bust’s eyes. Slide both eyes to open the hel­met.

There’s an easy puz­zle there. Solve it to unlock a han­dle. Pull it to receive a spe­cial glove hid­den there for you by Mas­ter Leonar­do.

Then on the oth­er side of the open hel­met, use the ocu­lum infini­tum, slide the gears down, and rotate them to get a fine wood­en orna­ment and a piece of wire.

Below the bust pedestal, tap the bot­tom of the arti­fact, and slide the mid­dle piece of trim to reveal a place to use the piece of wire. Rotate that and pull out the unlocked draw­er to receive part of wood­en orna­ment. Upon back­ing out, you see some­thing strange on the low­er left por­tion of the bust pedestal. Zoom in and place the part of wood­en orna­ment there, then in the cor­rect order, assem­ble the dec­o­ra­tion. This opens a com­part­ment where you will find a brass screw. Con­nect it to the fine wood­en orna­ment and make sure to screw it in place to get wood­en rose. Return to the pil­lar with the scroll and place it in the gold­en ringed hole.

Four-part puz­zle time, with each sec­tion get­ting hard­er than the last. The last one makes you think a bit, but not too ter­ri­ble.

Pick up the small key. The pil­lar will descend. Return to the arti­fact under the pedestal and insert the small key. it opens to reveal the rich­ly-orna­ment­ed seal. Inspect it and pull up on it to get an adjust­ed orna­men­tal seal. Slap that suck­er on top of the lamp and twist.

It’s a laser light puz­zle. The hard­est part is the over­ly sen­si­tive con­trols.

Zoom in on the light­ed area and grab the book with leather cov­er. Inspect it. On the spine, turn the two ends to face down, and slide the mid­dle piece down. Press the but­ton. Read the let­ter, and you just got the Oculi Tem­pus.

Use it and find the glowy area. Trace the red lines on the screen and roll the gear on the bot­tom of the screen to see the man hit some­thing on the door frame. Zoom in on the hid­den but­ton and press it. Go into the dark­ness and get a cutscene.

Workshop

Read the let­ter.

Zoom in on the top of the war machine. Rotate the knights. Take the wood­en wheel. Now rotate the two wheels in front of the knights to raise the ban­ners. This engages a mech­a­nism. Dou­ble tap the pro­trud­ing stick near the wheel and place the wood­en wheel there. Rotate it, then pull open the unlocked com­part­ment. Take the small met­al part. Then…pull the lever!! This will light up the lamp which opens a dif­fer­ent part of the room.

Noth­ing else to be done with the war machine right now, so head to the new­ly lit area. Skip the gold­en globe for now and head to the desk. Read the scroll, then slide the inkwell with the feath­er on it to the left. Zoom into the uncov­ered groove, pull the switch. Pull apart the cir­cle on the desk. Look at the bot­tom of the desk and slide the wood­en pan­el up to reveal an unusu­al key. Inspect it and rotate the face to get an adjust­ed unusu­al key.

Go to the gold­en globe and dou­ble click the top of it. Rotate the two sec­tions until it opens. Inside is met­al object in the shape of the sun. Inspect it and com­bine with small met­al part, rotat­ing until you get the sun-shaped key. Open up the lock mech­a­nism for the globe then rotate three parts until you line up the T‑shaped open­ing for the sun-shaped key. Unlock it to reveal a puz­zle.

Input puz­zle. On the desk is a crum­pled-up sheet of paper that if you use the Oculi Tem­pus on it, shows you 4 words: SIDUS, TERRA, LAPIS, IGNIS on a grid. You need those 4 words for the puz­zle. Return to the opened globe and start with the emp­ty cir­cle (top left). Use the Oculi Infini­tum and input TERRA. The low­er left one is LAPIS. The upper right one is SIDUS. For the low­er right one, first pull out the flower orna­ment and then place it on the shut­ter to open it. IGNIS is the final input.

Now that a chan­nel has been cre­at­ed, insert the adjust­ed unusu­al key and rotate it. This opens the globe for the next puz­zle.

The war puz­zle. Read the lit­tle blurb with the instruc­tions. There are three sec­tions to this puz­zle and if you’ve noticed with most puz­zle series, each lev­el will get hard­er, but there’s a trick to this: even though it looks like a math/strategy chal­lenge, it’s not. You lit­er­al­ly need to always choose the small­est option avail­able to you in order to over­whelm the map with your forces. If you mess up, just choose a stronger ene­my and it resets with your sur­ren­der. First lev­el: 31 –>14, 29, 32, 19, 38, 77.

Take the wood­en tool with orna­ment. Return to the desk. If you haven’t pulled apart the desk inlay, do it now. Set the orna­ment into the mid­dle of the flower and rotate. Now pull apart the “petals” of the flower. Take the mod­el tow­er and return to the war puz­zle.

Place the mod­el tow­er in the slot you got the orna­ment from, and now to con­tin­ue the puz­zle. Same rules apply. Sec­ond lev­el: 36 –> 20, 28, 30, 47, 58. This unlocks the rest of the map. Make sure you can see the whole map when mak­ing choic­es. Third lev­el: 175 –> 100, 123, 46, 143, 34, 300, 55, 351, 512, 790.

Undo the shut­ter, acti­vate the Oculi Infini­tum, and then turn the cir­cles to get the small shield.

Back to the war machine where you place it on the oppo­site side of the oth­er shield and pull down to open the machine. Take the met­al key and then slide the brown pieces to undo the engraved crank. Place the met­al key into the round slot near where you put the shield and give it a spin to slide out the blue crys­tal.

Turn your atten­tion to the weird lock next to the war machine and place the crys­tal into the bot­tom spot to unlock a stack­ing puz­zle. Noth­ing crazy. You will receive a slot to place the engraved crank for your efforts.

Fire up the Oculi Infini­tum and turn the crank until you line up the glow­ing pic­ture. Then use the same steps as ear­li­er and launch anoth­er mis­sile from the war machine to open up anoth­er area. Just how big is this place?

Head over to the new place and pre­pare your­self for many puz­zles and item manip­u­la­tions in suc­ces­sion.

First up, grab the tetra­he­dron from the bot­tom sit­ting in plain view. Head up and plop it into its slot. Pull down the wood, take the disc with grooves and set it into the opened spot with the num­bers. OKAY. Easy one. Take the hexa­he­dron. Repeat the pri­or process. Push the uncov­ered but­ton to grab the disc with long groove. Insert and solve the slight­ly hard­er puz­zle. Pull open the slid­ers to get the three-piece object with thread­ed rod.

Inspect, fix to get sphere and then plop it into its prop­er slot. Twist the seem­ing­ly mal­func­tion­ing wood­en man to open it up and unlock the met­al disc with one groove. OKAY. Obnox­ious puz­zle now. Slog through it the best you can. Get the IV in first and then try to get the rest to the point in the pic­tures below. Hon­est­ly, both times I played, I kind of just rotat­ed things until they worked out. Phew! Rotate the pieces on the pro­trud­ing cylin­der to get spe­cial geo­met­ric object.

Inspect it and slide the lit­tle slid­ers to get a dodec­a­he­dron. Before you can stick that in its slot (it’s blocked, fig­ures…), look south of it and press the square gold bor­dered but­ton, then rotate the cir­cle piece until the arrows meet. NOW you can place it into the slot which uncovers…thank GOD not anoth­er puz­zle. Unse­cure the lit­tle cor­ner pieces then spin to the oppo­site side of the pil­lar to pull the draw­er out to get wrench with cross head. Smack above that draw­er, place it onto the pro­trud­ing piece and rotate for an engraved geo­met­ric object. Go ahead and inspect then fix it for an octa­he­dron. You know what to do with it. You get: met­al ram’s head and a large gear.

Go back to the war machine and place the met­al ram’s head on the pro­trud­ing bit at the bot­tom of the place you opened with the shield. Keep spin­ning it for an engraved met­al han­dle which goes…in that thing across the way with all the geo­met­ric shapes. Twist it.

Geez. Now there’s a cas­tle. Under­neath the cas­tle, spin the met­al thing to get the small key which goes on the top of the cas­tle. Unlock­ing it moves the tow­ers. Fire up the Oculi Tem­pus and move the tow­ers to match the move­ments as you progress with the past gear thing (I did­n’t know you could move it while watch­ing the past events. This is an impor­tant ele­ment that will be reused mul­ti­ple times in the future). If you did it right, the top of the cas­tle will move. Zoom to the back part of it and slide the switch. Push down the met­al rod and you will get a fold­ing knife. Unfold it for a knife.

Spin to the side of the cas­tle with the rope and saw at it until it comes off. Under that you can place the large gear. There’s a minor time-based mov­ing puz­zle. You have to stop all 3 with­in a cer­tain time to get the sil­ver dove crank. Insert and crank to get hexag­o­nal block. Inspect, spin the bot­tom, and slide the switch. You now have a hexag­o­nal weight.

To the right of the lev­el is a gate/door thing. Use the weight on the right side of that in the wall. Yay! Maybe it’s an exit! Alas. Use your Oculi Infini­tum to get a forged met­al orna­ment. Back out to the war machine and place it on the last part of the machine that has a spot (same col­or as the orna­ment). Hmm. That looks sus­pi­cious­ly like a sight, and the thing on the right side of the desk moved. Using your Oculi Infini­tum again, turn the crank on the table until the war machine sight lines up EXACTLY (or it won’t count) on the glow­ing blue­ness on the wall. FIRE AWAY!!

Why is this lev­el not done yet???? Use the eye thing again and use the knobs and lever until things line up.

Use the Oculi Tem­pus to view the top of the pedestal and rotate the rings until the Vit­ru­vian Man lines up. To remove the chal­ice, turn the rings under­neath until the grooves line up and then slide the locks out.

At long last the exit appears, but you first need to light the torch by pulling a small slid­er. Cutscene and make your way slow­ly out.

This is a great time to take a break from this long-wind­ed game.

Courtyard

The only places you can inter­act with here are the stat­ues and the crypt door­way.

Take the met­al tool and the scythe han­dle off the left stat­ue. Inspect the han­dle and turn the curved piece to get the com­plet­ed han­dle.

On the door, spin the ring until the round hole faces 6 o’clock. Use the com­plet­ed han­dle there and rotate it to grab the wood­en shaft. Just south of door cir­cle, zoom in in the small rec­tan­gle, pull the two dec­o­ra­tions below the rec­tan­gle down and then slide the squares apart for the fold­able wood­en han­dle. Inspect it, com­bine with the met­al tool and close it to get a screw­driv­er.

Head over to the scythe blade and use your new tool to unscrew the screw there. This uncov­ers the strange key which, when inspect­ed and manip­u­lat­ed, yields a small com­plet­ed key.

Check out the hour­glass on the right-side stat­ue of the angel and unlock the top of it. Open the hour­glass to grab the cylin­der with rotat­ing let­ters. Before leav­ing, use the Oculi Infini­tum to uncov­er glow­ing words on the stat­ue’s fist. Zoom in on the words under the left stat­ue and insert the cylin­der. Rotate the let­ters to com­plete the phrase: Nomen Illi Mors. The stat­ue’s head rotates to a skull and after push­ing the two but­tons to unlock it, you get a lever.

Zoom in on the skull head for the solu­tion to the but­tons on the steps. Before leav­ing, though, open the skul­l’s mouth to get an orna­men­tal han­dle. Now head to the 6 but­tons on the steps below the door and input the code from the skul­l’s head.

Place the orna­men­tal han­dle in the uncov­ered slot, then open the doors, and place both the lever and the wood­en shaft in their spaces. If you try to pull the lever, it won’t work until you secure the shaft. Do so, and then pull the lever! Take the orna­men­tal disc, then place it in the cir­cle part of the door.

Door puz­zle. Use the Oculi Infini­tum and solve the puz­zle (like to like) to open the crypt door.

Crypt

Take the sword. Head to the altar and insert it into the left side. This brings out a wood­en box. Zoom in on the yel­low speck on the bot­tom front of the box and slide the met­al to get a spring mech­a­nism. Don’t leave yet: note the scratch marks on the bot­tom left of the draw­er. Zoom in and slide the ver­ti­cal wood piece to the right before the hor­i­zon­tal piece. Get a cross-shaped item. Spin to the back­side of the box and move the met­al piece. Insert the cross there and twist for a fold­ing key which need to be inspect­ed to get an unfold­ed key which goes into the front of the box. Open it for the met­al wolf’s head.

Snake puz­zle. Com­plete it for a strange met­al tool. Inspect it for a met­al tool with arms which fits on the front of the suit of armor.

Unlock the breast­plate for the wood­en base with a flint and steel. Head over to the fire­place and take a look at the bot­tom left of the pic­ture frame. It slides off to reveal part of mech­a­nism

Return to the altar. Place the met­al wolf’s head in the miss­ing slot then push it left to uncov­er a slot for the part of mech­a­nism. Get the cog­wheel. Below it, move the met­al cap and push the wood­en piece upwards for a strange­ly shaped object. Inspect and mess with it to get a brass cross.

The cog­wheel fits under the fire­place grate. Rotate it and then unlatch the left side of the grate. Zoom into the object there, move the hay atop of it, unlatch the thing, com­bine your spring mech­a­nism and wood­en base with a flint and steel (by slid­ing the spring up and push­ing the thing on the right in) to get a spring pow­ered lighter which fits per­fect­ly inside the object on the fire­place floor. Close the lid and strike it 3x to light the hay. Before leav­ing, take your spring pow­ered lighter back and look at the top of the inside of the fire­place for a small wood­en wheel which can be altered for a wood­en pul­ley.

Now that it’s light­ed, you can see the side of the altar near the fire­place. Use your Oculi Infini­tum and move the track cor­ners into place to move the left piece to the right. Point­less and time-con­sum­ing thing.

Leave that alone for now and return to the suit of armor to place your wood­en pul­ley and then pull the lever. Zoom into the but­ton on the chair’s arm and push it for a lever with tri­an­gu­lar shaft. Before leav­ing, pull aside the suit of armor’s thigh piece to uncov­er a key­hole for lat­er.

Move behind the altar towards the ele­va­tion con­trols to insert the tri­an­gu­lar lever into the slot and pull it upwards to uncov­er the left side of the altar. Dou­ble tap on the wood­en pil­lar there, raised from before. Place the brass cross into the top and open it for a brass cylin­der which inspect­ed yields the lever with an octag­o­nal shaft, then slide the switch on top of the door on the right and unlock thing to release the cog­wheel on an axle. Return to the ele­va­tor con­trols and set it into the mid­dle slot. Acti­vate it.

Solve the fleur de lis puz­zle on the altar top to uncov­er anoth­er puz­zle.

Use your Oculi Infini­tum and solve the wood­en pil­lar num­ber puz­zle.

Receive part of DaVin­ci’s mod­el and place it on top of the wood­en pil­lar for a hexag­o­nal met­al object which opens into a star-shaped medal­lion which fits right on the back­side of the pil­lar. Slide it down for a wood­en cylin­der. Inspect it slide the latch, then unfold it until you get the crank which fits nice­ly into the slot just under the pil­lar.

Next puz­zle. It’s super easy.

Place the cog­wheel on an axle into the uncov­ered part of the box. Then rotate, slide, take the emp­ty flask and the four-tipped medal­lion on the door. Slide the low­er part of the box under where you got the flask and solve the small puz­zle to make a square (order mat­ters).

On the side of the altar, spin the right cir­cle, slide the dia­mond thing, and spin the left cir­cle. Anoth­er puz­zle! Pull out your Eter­nal Eyes (Oculi Infini­tum) and solve it. Easy peasy. Met­al cylin­der with rings: GET.

Head over to the desk with the flasks and place the four-tipped medal­lion into the puz­zle to start it. It’s one of those col­or wheel puz­zles. Noth­ing dif­fi­cult. Take the valve mech­a­nism, read the crum­pled paper, then slide the switch in the draw­er for a weight-shaped tool.

Sor­ry, I missed the screen­shot for it TWICE and don’t want to do it again

Place the emp­ty flask at the end of the now blue line of liq­uid until it’s latched on and remove the lid over top. Place the valve mech­a­nism. Time to acti­vate the Oculi Tem­pus and move the han­dles to match the past until the flask fills with liq­uid.

Move it to the right, then give it a few pumps. Insert the spring-pow­ered lighter like before and fire it all up for the orna­men­tal head which fits nice­ly on the met­al cylin­der with rings for a lever with a square shaft.

Go back and look at the suit of armor’s head. Inspect your weight shaped tool and try to match it with the pat­tern on the hel­met. Give it a spin.

Then rotate the pieces of the wood­en mum­my-look­ing face under the hel­met. Then use your Oculi Infini­tum and solve it for the spe­cial key which kits nice­ly in the suit of armor’s thigh key­hole.

Take the lens on a long shaft which fits right on the slot in front of the fire­place after you trans­form it into a large lens on a tri­pod. More on that lat­er.

Return to the ele­va­tor con­trols and place the lever with a square shaft in the right-most slot. The altar top has a but­ton where if you press it, gives you a lim­it­ed time to get the roof of the mod­el on the bot­tom-right cor­ner of the altar (y, tho?) and hit the but­ton behind it.

A palace ris­es from with­in the altar. Find the stair­case with a door with a met­al han­dle in it, then slide it into place. Turn to the side with 2 rows of dec­o­ra­tions, tap the mid­dle one, and slide the switch to get mod­el of stair­case which fits into the stair­case you slide into place before.

There’s a switch under the top mid­dle one

Open the door for the medal­lion. Put that into the puz­zle above and solve it.

Spin to the right to the new­ly uncov­ered piece. Zoom into the slide puz­zle and guide the red piece out for the scepter-like object. Inspect and trans­form it into a lens on a long shaft.

Before leav­ing slide the switch under the object for a part of the tow­er which com­bines with roof of the mod­el for the tow­er mod­el. Place it where the 4th tow­er is miss­ing and screw it in. Place the lens on a long shaft on the wood­en pro­tru­sion on one of the stair­cas­es.

Go to the fire­place and twist the tri­pod you placed ear­li­er until the light shines on the palace. Turn to the side of the palace that has a bunch of shields and it’s a tri­al-and-error puz­zle. If the num­bers from left to right are 1, 2, 3, 4, 5, 6, then the cor­rect order is 5, 6, 4, 1, 2, 3.

5, 6, 4, 1, 2, 3

Open the door and spin the wheel until the sil­ver latch­es below open. Grab the wood­en han­dle. Push the piece at the bot­tom down to unlock a draw­er and get the strange lock mech­a­nism. Read the let­ter if you like.

To the left of the desk with flasks, is a ball oper­at­ed door open­ing mech­a­nism. Place the wood­en han­dle in the big gear and zoom into the wall to the right. Insert strange lock mech­a­nism and rotate, then solve.

Spin the gear. Watch the cutscene and exit through the door.

Armory

To the right of the war machine, read the crum­pled paper if you want. Take the cube. Inspect it and pull the wood­en shapes out to get the small met­al key.

Head to the board behind the table and solve the puz­zle to release the emer­ald-topped gold fit­ting. Use the lever on the bot­tom to reset if you need to.

Head to the area with the 5 shields on it. There are 2 clues that tell you what to set them to: on the side of the war machine and under the table. It needs to be skull, bun­ny, skull, bun­ny, skull.

**Bonus: to the right of the shield area are some bar­rels. If you col­lect the paper on top of the mid­dle bar­rel, you unlock an achieve­ment: “Scythed Char­i­ot”**

Head down the stairs past the opened door. To your right is a puz­zle where you just turn the met­al bands until you can open the com­part­ment behind it. Do the mid­dle band last. Open the door for a wood­en han­dle.

Face the grate with the chest behind it and acti­vate your Oculi Infini­tum. Note the glow­ing X on the wall. Push it. Zoom in on the chest’s lock and line up the holes to use your small met­al key. Take the dag­ger and inspect it. Spin the jew­eled band near the pom­mel to get the ruby-topped gold fit­ting.

Don’t leave yet, tap on the chest’s lid and slide the two mid­dle met­al stars. Inside is the met­al lever.

Let’s look at the lit­tle table next to the shield puz­zle. Pick up the met­al cross. Spin the lit­tle gear until it shows the red and green shield, then insert the emer­ald and red-topped gold fit­tings into their respec­tive sides. Spin them until they both face away from each oth­er and push the levers. Pull open the unlocked draw­er for a met­al head.

Go back to the table and insert the met­al cross on the back­side of it for the small wheel. Turn around and place it below the grat­ed win­dow’s grates. Spin it to open the grates. You’ll come back in just a lit­tle bit.

Now for the ele­phant in the room: the war machine. The door is a puz­zle. Fire up your Oculi Infini­tum and solve the slid­ing lock puz­zle. It will click open when it’s hap­py. Hon­est­ly, I found it a bit glitchy on both playthroughs.

Com­bine the met­al head with the wood­en han­dle for the lever with mas­sive met­al head if you haven’t done it yet and set it into the mech­a­nism behind the door. This opens up the machine. Read the paper pinned there for you.

Check out the can­nons to the right and install the met­al lever on the wood to the right of the can­non. Load up the can­nons with gun­pow­der then a can­non­ball, then pull the lever on the can­non. There are three pots out­side the view port. You need to shoot all three. Aim like the pic­ture below for a guar­an­teed hit.

Leave the machine and pull the cof­fin from the win­dow. Yay. Anoth­er puz­zle…

Solu­tion!!

Solve it and take the met­al crank inside to the cen­tral por­tion of the war machine. Install, rotate, and get the heck out of dodge!‘

Tower

Open the slid­ing puz­zle lock on the win­dow to open it.

Inside and to the right is a con­trol mech­a­nism that ends the lev­el. Can’t do any­thing with it for now, so go down the stairs. Ignore every­thing until you get to the cab­i­net with the cir­cle thing on the right side. First, turn the grey ring until the open­ings line up with the 3 and 9 o’clock spots. Those slide in and now spin both the gold and grey rings until the open­ings on both line up with the 12 and 6 o’clock spots. Rotate the met­al pieces until a sphere emerges from the cen­ter and spin that until it match­es the shapes to get the square medal­lion.

Return to the cab­i­net next to the large astro­labe. Line up the shapes to open it.

Insert the square medal­lion and solve a 4‑series fill-in-the-blank-spaces puz­zle using the direc­tion but­tons below it. If you mess up, it will auto­mat­i­cal­ly reset. Hint: back­track over the gold tiles for the 3rd and half of the 4th in the series.

Read the crum­pled paper if you want, take cog­wheel, and acti­vate the Oculi Infini­tum over the papers for a clue. Return to where you got the square medal­lion from ear­li­er and place the cog­wheel into the cen­ter. Using that clue you got, move the shapes on top into the cor­rect order (hexa­gon, cir­cle, dia­mond, square), then pull the lever. Pull open the draw­er for a sil­ver disc and a gold­en dial with a cog­wheel.

Now go to the astro­labe and place the sil­ver disc in to acti­vate the con­trols. Oculi Tem­pus time! Spin the mid­dle part to match the past ver­ti­cal align­ment (all point­ing at 12 o’clock), then pull the lever. The mid­dle opens for you take a small key.

Stop the events for now and first: note the loca­tions of the 4 rings on the astro­labe. You need to remem­ber the moon phas­es and the num­ber of dots asso­ci­at­ed with it. Sec­ond: on the astro­labe side of the cab­i­net, zoom in, slide the met­al piece down, and insert the small key. Take the strange­ly shaped tool.

remem­ber this

Head over to the lantern-look­ing thing towards the cen­ter of the tow­er and spin it to the right until you see the hexa­gon and dia­mond shapes.

Ascend the tow­er to the dia­mond in the stone wall. Rotate the cross­es to line up the shape with the inden­ta­tion.

Look at the giant mech­a­nism at the top of the tow­er and take the part of the device. Com­bine it with the gold­en dial with a cog­wheel for the dial gear assem­bly. Install that into the giant mech­a­nism in front of you. Now to input the moon phas­es you see high­light­ed on the astro­labe (white full, red full, white first quar­ter, red wax­ing cres­cent). Some­times it’s a lit­tle sen­si­tive, so make sure the dark spots are cov­er­ing the lines exact­ly.

If you did it right, the large cir­cle above the moon phas­es will light up now for a con­fus­ing, unin­tu­itive puz­zle. There’s a spin­ner for you where one side is lit up and the oth­er is not. Notice that when you move it, that some of the tabs descend. Try to line up the descend­ing tabs on the lit-up side of the spin­ner with the tabs that are rhyth­mi­cal­ly descend­ing and fol­low it. The col­ors will change from blue –> green–> red–> white. Once it flash­es white and cuts out, you know you did it right.

Use the strange­ly shaped tool and crank it to get the key with cross-shaped head. Insert it into the astro­labe, fire up the Oculi Tem­pus again. This time, you can man­u­al­ly change the loca­tions of each ring. Line up the rings between 6 and 7 o’clock, then pull the lever. Take the sil­ver four-tipped medal­lion.

Go back to the giant mech­a­nism and repeat like before: moon phas­es (white wax­ing cres­cent sliv­er, white wan­ing gib­bous, white wax­ing cres­cent, red wan­ing cres­cent) and then spin the dial until it flash­es white. The mech­a­nism spins.

Go down to the lantern and look up. Unlatch and get the iron­bound wood­en wheel. Zoom in on the lantern. This time turn left until you see shapes.

Return to the win­dow you came in through and look at the device. Insert your remain­ing inven­to­ry items there and descend the tow­er.

Err…I guess falling is one way to do it.

Time Machine (END)

Under the roman numer­al II, take the Cog­wheel. Using the Oculi Infini­tum spin the 4 han­dles until the tube aligns. It will open a latch in the appa­ra­tus in the mid­dle of the room.

Solved (I don’t under­stand why the game is so dark!)

Use the Cog­wheel in the hole in the wall. next to the grate door. Using the Oculi Tem­pus, you can see the mech­a­nism behind the wall. Using the 2 levers try to make the open­ings line up with the arrows. As a hint, the space between both the pipe and the open­ings exist as a fac­tor of 2 or 3. Use this knowl­edge to move them. This opens the grate door.

Onto the upper floor! After read­ing the let­ter on the table, take the emp­ty test vial and the wheel with four han­dles. Place it on the thing on the wood table in front of the open win­dow. Spin until you get the bar­rel screw and place that into the mech­a­nism just to the right of that. Give it a spin and lift it, then pull the uncov­ered lever, which low­ers a box onto the table. Take the wheel and wood­en box.

Return to the micro­scope table and put the wood­en box in the recess to the right of the micro­scope. Pull open the latch to open the box. Take the small lens from the left side of the open box. Place it in the micro­scope and slide it into place.

Return to the low­er floor and place the wheel into the appa­ra­tus under roman numer­al III. Acti­vate the Oculi Infini­tum and line up the glow­ing pipes. It unlatch­es anoth­er of the pins, but caus­es a leak under­neath, too, so use the emp­ty test vial to catch a few to trans­form it into the filled test vial.

Got it to here before spin­ning the right wheel to solve it

Return to the micro­scope and place the new­ly filled test vial back where you orig­i­nal­ly got it. Turn the gold thing to the left to reflect the can­dle­light onto the flask. Look through the scope to see some float­ing tri­an­gles. Rotate the lens to focus them into pyra­mids. This opens the bot­tom of the micro­scope, and you get a medal­lion.

Step back a lit­tle and look on the right edge of the table. Set the medal­lion there and spin it to unlatch the com­part­ment. Inside is a lever. Go back to the bot­tom floor to roman numer­al I and place the lever there. Acti­vate the Oculi Infini­tum and line up the glow­ing bits.

Turn to the unlocked boil­er and pull down the latch­es. Col­lect the small fly­ing machine mod­el and return to the box thing to place it. Look at it through the viewfind­er. Mess with it until the pur­ple flask pops up then col­lect the pur­ple full test vial. Place it on the micro­scope rack, spin it, and view it. Focus is to reveal the gold­en han­dle.

Return to the bot­tom and place the gold­en han­dle on the side of the boil­er oppo­site the emp­ty wall. Pull it open to reveal a puz­zle.

4, 2, 8

You want the num­bers 4, 2, 8 (the game advis­es the hints are from the micro­scope and the per­spec­to­graph [the box with the lens and flask]), and under­neath the num­bers, h, f‑thing, j.

h, f‑thing, j

You are now fac­ing the ignit­ers. Turn to the left and pump the han­dle. It’s one of those tri­al-and-error puz­zles except it’s annoy­ing because you have to re-pump it every time you mess up. If the levers are 1, 2, 3, 4, 5, 6 then the answer is 5, 3, 4…whoops. Go back upstairs and pick up the lighter (wow! How’d they know you’d need an extra one??). Return, replace, spin it, and pump the boil­er back up. Let’s try again: 5, 3, 4, 1, 2, 6.

5, 3, 4, 1, 2, 6

Wan­der back upstairs and pull out the Oculi Tem­pus to view the past hap­pen­ings at the explo­sion site.

If you haven’t, grab the lever from place you got the lighter ear­li­er, and insert it into the mech­a­nism right next to that con­tain­er. Then the puz­zle. The bot­tom slid­er is the sub­tract, and the upper slid­er is the addi­tion. It’s one of those meter-the-liq­uid puz­zles. Try to get it the same as the past vision (I just did things until it worked). When you suc­ceed up pops the low­er lever.

Pull it. You’re treat­ed to the world’s worst assas­sin, and the game ends with a cliffhang­er.

Con­grat­u­la­tions! Eugepae!

Overall Thoughts

In all hon­esty, the longer I played the game, the more I despised it. Most of the puz­zles were very unin­tu­itive, and sev­er­al made no real sense. It was over­all very frus­trat­ing and had me reach­ing for a walk­through for much of the game. Hav­ing not been able to find much inter­net help at all, I decid­ed to go about mak­ing my own. Now, don’t get me wrong, the puz­zle graph­ics were beau­ti­ful, and the mech­a­nisms were very neato. I don’t know much about Leonar­do Da Vin­ci aside from the fact that he was an absolute genius, but things feel pret­ty accu­rate. How­ev­er, the bad detracts from it! I don’t under­stand why the game was so dark with no option to make it brighter at all which great­ly imped­ed my play­ing. Unfor­tu­nate­ly, giv­en that the entire game is a giant puz­zle, I can­not rec­om­mend it due to the lack of intu­itive­ness and the fact that I spent most of my time angry. The hints they offer are slow com­ing and some­times aren’t that help­ful. I don’t see myself buy­ing and play­ing the oth­er games in the series right this very minute, but hey, I just might. We’ll see.