The House of DaVinci 3 Game Written Walkthrough Guide

The House of DaVin­ci 3 Writ­ten Walk­through Guide

Writ­ten 1/08/2024, updat­ed 1/21/2024

  • Pub­lished: Blue Brain Games
  • Devel­oped: Blue Brain Games
  • Plat­form Played: Nin­ten­do Switch
  • Price: $6.49 from MSRP: $9.99
  • Rat­ed: E (Every­one)
  • Genre: Puz­zle, Adven­ture, Strat­e­gy, Sim­u­la­tion
  • Date Released: Jan­u­ary 5, 2023

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

Quick Jump

First Run: 13:44:28

Catacombs (Sacra di San Michele 1508)

Swipe the screen or use the Right Stick to look around. Dou­ble-tap or press X on the stat­ue. Tap on the staff

Press and hold the stat­ue until the Par­tial­ly Fold­ed Tool falls and pick it up

Lift the arm per the instruc­tions to get a Tool

Head towards the door with the skull bat on it and use the Tool on the lock. Rotate it.

Pull open the door and head for­ward towards the lever on the left wall. Now pull it… Oops.

Grab the Lever Sock­et

Move for­ward towards the bazil­lion rats and grab the Met­al Shaft from the chained door on the right. Com­bine it with the Lever Sock­et to make a Lever

Head back to where you broke the lever and use your new Lever. Move it down to III

Pick up the Dam­aged Ocu­lus Per­pet­ua

Now that the back area is lit, check out con­trap­tion on the wall where you woke up. Lift up on the han­dle on the right side which drops a hook from the ceil­ing that can be con­trolled by the winch there

Head over and attach the hook to the chan­de­lier, then return to the winch and crank it. When you wind it up, the han­dle on the right locks in place again. Let ‘er rip! Then do it again! Welp. Every­thing broke and now it’s dark.

Push on the stat­ue and then head inside. Oh cool, a work­shop. Pick up the Note­book and open it

Now grab the Screw­driv­er, and read the let­ter

Return to the torch hold­er with the winch across from the chan­de­lier lever. If you look close­ly, you’ll see a screw on the wall rail that’s slight­ly dif­fer­ent col­ored. Zoom in on it and use the screw­driv­er to remove the screw

Get the Bent Rail

Head back to the work­shop and zoom in on the large mech­a­nism on the left side. Change the pat­tern, then place the Bent Rail on it

Zoom out, zoom in on the lever on the left side of the desk and push it to the left. Take your new Rail, replace it on the torch hold­er, then turn the crank

Pick up both the Incom­plete Ocu­lus Cov­er and the Bent Cog­wheel. Use it in the flat­ten­er machine again after chang­ing the plates to get a Cog­wheel which, now straight, will fit per­fect­ly onto the Incom­plete Ocu­lus Cov­er to get the Ocu­lus Cov­er

Spin the con­trap­tion on the right of the desk to free the sphere, then place the Dam­aged Ocu­lus Per­pet­ua on it. Attach to it the Ocu­lus Per­pet­ua Lens from the block east of the desk. Now, place the Ocu­lus Cov­er on top

Unscrew the con­trap­tion to get your Ocu­lus Per­pet­ua. Yay! Hit “L” or tap the icon to use it

Hop through the por­tal to go back­wards to 0966!

Head for­ward to where the bazil­lion rats are in the future and look at the col­umn on the left side. Turn the han­dle and open the door to reveal and mech­a­nism! Turn the wheel until you can’t and release the bro­ken link

Move down the hall to get the Chron­i­cle of Ordo Iusti­tialis. Pick up and read the let­ter on the ground, then head up the stairs

Move the latch on the door to knock the skull and the plate off for your FIRST PUZZLE

Use the Ocu­lus Per­pet­ua and move the levers and unlock the door

Go through it.

OOooOOooo check it out! The library where you were about to be cap­tured! And the ene­my is still there! Uh oh. Now you have to escape unde­tect­ed and unscathed.

Head over to the book where Leonar­do was stand­ing in the sec­ond game. You’ll over­hear the bad­dies talk­ing. Check out the back of it. Slide the slid­ers on top. Read the let­ter, pick up the Let­ter Open­er,

Back up to where you start­ed and then head across to the door and use the Ocu­lus Per­pet­ua on the lock. Spin it until the line lines up, use the Let­ter Open­er, and pull down

ESCAPE!

Villa of Luca Pacioli (Northern Tuscany 1508)

Zoom in, pull and spin until it stops

Use the Ocu­lus Per­pet­ua, and rotate the ring until you solve the 3 rotat­ing puz­zles

Head in, zoom in on the drag­on head and open its mouth. This opens a hatch. Use the Ocu­lus Per­pet­ua to see some shapes. If you zoom out you will see a square on the stair pil­lar. Spin the shapes until the square is in the front and pull the han­dle. This will turn the drag­on to the stair pil­lar. Turn the crank

Look to the left and the door, then turn the han­dle. Push on the door to open it. Go into the room and check out the table. Put the Chron­i­cle of Ordo Iusti­tialis on the right of the scale

Check out the left side for a let­ter and a Strange­ly Shaped Crank. Use the Ocu­lus Per­pet­ua to see an image of a chal­ice

Head back out to the large con­trap­tion out­side, and use the Strange­ly Shaped Crank on the bot­tom of it to unlock a puz­zle (Hint: Go to the upper right gear and go around that rec­tan­gle until the big mid­dle 90 degree path is point­ing North and East)

Solve it to open up the door on the east side of the room. Look at the wood­en wag­on thing and unlatch the part on the right side to get an Iron­bound Disc

Head into the open door and zoom in on the writ­ing desk. Turn the inkwell so that the marks match with the Roman numer­als to open a hid­den draw­er. Pull it out and take the Cart Mod­el

Behind and to the right of the writ­ing desk is a let­ter

Behind the writ­ing desk is yet anoth­er let­ter (grapes)

Place the Cart Mod­el on the rotat­ing pedestal and spin it until it locks in place. Then look on the bot­tom part of the pedestal to get the Orna­men­tal Lever Part. Com­bine it with the Iron­bound Disc for the Orna­men­tal Lever. Now use it on the pil­lar to the right of the writ­ing desk. Pull it to the left and hold it until it locks in place. Zoom into the lit­tle piece that opened up above the lever. Move the pieces into the cir­cle, then turn it until a cylin­der juts out. Turn that to get a Cross-Shaped Key

Head back over to the writ­ing desk and use the Cross-Shaped Key. Spin the wheels on the left to check out the dia­grams until a clock frame descends over­top of one

PUZZLE TIME. Use the Ocu­lus Per­pet­ua and solve it (Hint: Start­ing with the 12 o’clock dial, fol­low the lines)

Solu­tion:

Get the Bel­fry Mod­el for your trou­ble and insert it onto the thing on the back of the rail table. Push it back to get a Wood­en Plate with Pro­tru­sions.

Before mov­ing on, zoom in on the bell to get the Bell Mod­el. Inspect it and unscrew the bell to get a Small Key, which con­ve­nient­ly fits into the Cart Mod­el you placed on the pedestal. Spin it then… PULL THE LEVER, KRONK!

Hav­ing gone through the track, the cart has opened up, but you can’t do any­thing with it quite yet. Inspect the cir­cle thing on the tracks and spin it until it locks into place. This rotates the com­pass rose on the side of the table, so zoom in there and spin the lit­tle gear until the draw­er open. Get the Wood­en Frame

Pull apart the lit­tle switch­es under­neath to unveil anoth­er com­pass rose. Spin it until the spin­ny thing lines up with the oth­er draw­er, and open that draw­er. Insert the Wood­en Frame and turn the han­dle for a Full Mag­a­zine

Prop­er Ori­en­ta­tion to Unlock Oth­er Draw­er

Go out into the garden/track area to where there is a pile of wine pots. Zoom into the lit­tle cage there. Note the back of the Wood­en Plate with Pro­tru­sions and insert it to get a Lion Stat­ue. A quick inspec­tion of it shows a rail under­neath, so return to the pil­lar next to that maze puz­zle in the begin­ning area and place it there. Rotate the lion until the stairs lock into place

Go up and read the let­ter there, then pull the lever there to open up a weath­er­vane and to get a Mech­a­nism Part with Wood­en Han­dle

Head across the wood­en bridge then head upstairs. Unlock the latch on the mech­a­nism and spin the han­dle. Ugh. Some­thing is stuck. Head back down to where the lever is, then use the Ocu­lus Per­pet­ua to see a por­tal! Jump through it!

Now in 1506, things are dif­fer­ent!

Attach the Full Mag­a­zine and the Mech­a­nism Part with Wood­en Han­dle to the large cross­bow, then pull the han­dle back to prime the weapon.

Cross­bow puz­zle time! You have 9 shots total.

Shots 1, 2, 3, and 4 are for the wine jars scat­tered around the gar­den.

Shots 5 and 6 are for the red ropes above the bell and the red ropes hold­ing the grate closed.

Shots 7, 8, and 9 are for the red tar­get of the chute (pull the lever to the left of the cross­bow to move the bridge out of the way)

7, 8, and 9

Hint: If you run out of ammo, take the Wood­en Frame back to the present to refill at the table

When the chute is point­ed at you, take the Ring with Orna­men­tal Han­dle. Inter­act with it to get a Tool with Orna­men­tal Han­dle

Turn the bridge back to the mill and head across to the door. Use the Tool with Orna­men­tal Han­dle there. Inside is yet anoth­er let­ter…

Spin the wood­en thing where you got the let­ter to get a Wood­en Fold­er, which when inspect­ed yields a Sketch of Wind­mill

If you move for­ward to the met­al cage, it tells you to look for a coun­ter­weight, so head back into the present and go check out your hand­i­work!

In the gar­den take the Clap­per from where the wine jars used to be and note the star shape on the end of it. Where have you seen a star? Ah! The wood­en cart. Attach it and turn to uncov­er a han­dle. Spin it until it stops (kin­da like the mod­el, eh?) and watch the cart trav­el. If you go there, you can now reach the door mech­a­nism… but you don’t have the right item, so instead, go back into the work­shop

Head over to the writ­ing desk and spin the gears until you reach the emp­ty page. Use the Sketch of Wind­mill there

Puz­zle! Use your Ocu­lus Per­pet­ua to see lines. Spin the 2 knobs on the side to match up the lines. I just spun it a lot until it com­plet­ed.

Solu­tion:

Take the Archimedes Screw Mod­el and place it on the Cart Mod­el on the table behind you. Pull the lever on the side

Zoom in and push the red arrow, then zoom out and notice that the lit­tle draw­er near the rotat­ing pedestal has popped open. Take the Part of Wind­mill Mod­el there and place it on the wind­mill. Inter­act with it and rotate, then take the Round Key

Head up the stairs next to the table and us the key there to get a Met­al Crank. Where to use it… Ah. The door at the end of the gar­den. Use it on the mech­a­nism above the door and spin for…

A puz­zle. Yay. Once again, I just spun it a lot

Solu­tion:

Head back up to the top and turn the mech­a­nism. Look­ing a lot like the mod­el, huh?

Go all the way back to the cart and take the Ringed Screw. Head over to the left of the wind­mill to the mech­a­nism in the ground. Zoom in all the way to the hole at the bot­tom, oth­er­wise you can’t place the screw in it.

Once it’s secured, zoom out one lev­el and pull the spring hook down. Zoom into the gear at the bot­tom and rotate the cen­ter to get a Cog­wheel. Baaack to the work­shop we go to place it onto the wall behind the writ­ing desk.

Rotate the han­dle to get a Hand Plane, a Cut­ter, and a Han­dle in Met­al Frame which when inspect­ed turns into a Met­al Crank Part

Go up the stairs next to the table and place the Cut­ter onto the met­al grate door. Move it into place and pull the lever a few times to cut the chain. Head inside the gate and you can see the Archimedes screw. Pull and hold down the lever until it stops, then zoom in onto the rear of the screw. Unscrew the Tool with Cross-Shaped Han­dle to get it. This unlocks the screw and drops it onto the wood­en cart

Make your way over to the cart and attach the Tool with Cross-Shaped Han­dle to the front of the cart. Give it a spin and fol­low the move­ment to…

Oh my gosh! A puz­zle! Joy­ful day!

Use the 4‑direction flower to move the piece sit­ting on the low­er left. Try to turn the lit­tle squares into green arrows. It goes Wood­en Cart > Tree > Flower > Wag­on Tracks

Open the door and get the Orna­ment which com­bines with Hand Plane for Hand Plane Han­dle

Head back to the work­shop and look at the lever on the pil­lar next to the writer’s desk. Place the Hand Plane Han­dle into the front of the lever and rotate to get an Orna­men­tal Lever Part. Insert it into the top of the mech­a­nism next to the cart out­side where you solved the 4‑direction puz­zle, and pull it to the left to spin the cart

Zoom into the front of the cart and use the Tool with Cross-Shaped Han­dle there again

Place the Met­al Crank Part on the mech­a­nism direct­ly left of the wind­mill and rotate the crank

Pick up the Mas­sive Weight

Return to the past, head across the bridge and through the wind­mill to the met­al cage and place the Mas­sive Weight there

Head up the ramp and push the han­dle. Now back in the present, go down the ele­va­tor, up to the por­tal place, and pull the lever to close the hop­per thing

Head up the wood­en bridge to the weath­er vane.

Turn the sun on the left, then spin the mid­dle to get your prize let­ter (at last!!) and a Part of a Bronze Chal­ice

Return to the lever to release the water, then back to the room you placed the Chron­i­cle of Ordo Iusti­tialis in the begin­ning and put the Chal­ice on the left side

Take the book and get out­ta there!!

The Bald Lady (Rome 1508)

If you try to go for­ward, the ruf­fi­ans will warn you off, so, look left to the wood­en door and zoom in on the chain to the right. Pull on it. Pull on up the lock on the right side, then push the appa­ra­tus to the side to unbar the door.

Back out, push on the door, then knock on the door twice with the knock­er. Head into Room #3. Watch the bor­ing cutscene (or skip it) which sum­ma­rizes the events in the pri­or 2 games (their super stiff hands are real­ly dis­tract­ing) and explains their future move­ments

Move for­ward twice, up the stairs, and into the house. You can’t go any­where, so use your Ocu­lus Per­pet­ua to jump back to 1496 right before the house caught fire

Head behind the counter to the wheel on the counter and spin it until the met­al scoop look­ing thing is above the can­dle. Grab the Han­dle with Two Pro­tru­sions from it. Return to the wheel and turn it until the sack is above the can­dle. Use the Han­dle with Two Pro­tru­sions on it, then pull the clip. You’ll be imme­di­ate­ly trans­port­ed back to 1508 where the build­ing is no longer destroyed by fire

Head over to the fire­place, go up, unlock, then loud­ly push open the door

Check out the paint­ing on the wall. Move it to get the Coat of Arms and an incrim­i­nat­ing let­ter

Leave the tur­ret alone for now and head over to the lad­der in the cor­ner and install the Coat of Arms into the machine

PUZZLE TIME

Use your Ocu­lus Per­pet­ua. Take the item up top and place it on the cities. Every time you move it, the design on top will change. Place them on each cor­re­spond­ing loca­tion. You’ll know you did it right when a red ring appears around the loca­tions. Even­tu­al­ly more of the map will be uncov­ered and the step stool beneath you will dis­ap­pear into the floor (the answer is the same as the pic­ture below)

When done, you get a Lock Pick which will fit nice­ly into the lock attached to the trap­door on the ground. Head down­stairs and pick up the Oil Lamp from the table. Go right back up and place it into the thing next to the lad­der. Ah. It’s a strik­er. Strike it a few times to get a flame, then rotate the noz­zle until it lights up the fuse, and watch it burn the puz­zle you just did

Check out the pan­el on the wall behind the cur­tain uncov­ered by the fire to get the Tool with Rotary Han­dle. It looks a lot like a screw­driv­er. Go to the weapon in front of the door now and use the screw­driv­er on the side near­est the paint­ing

Turn the gun towards the wall with the pan­els where it’ll lock into place. Look on the side now fac­ing the door, and push the but­ton to get a Bead Screw

Go down­stairs again and use your new item in the chest on the floor. Turn the wheel and open the lid for a Met­al Card. Place in the con­trap­tion on the table, put down the lid, then pull the mech­a­nism towards you with the red han­dle.

Remem­ber that grid on the wall? Stamp the met­al grid in the same pat­tern, then push the machine back­wards and take your grid. Return to the tur­ret on the door side, place it on the grid there (push the but­ton if you put it back ear­li­er), and press the but­ton. Now, pull the red lever!

Pull up on the left red thing. Zoom in on new­ly uncov­ered space with the bot­tle and look to the right. Puff the bel­lows on the right side until the bot­tle is full. Pull the uncov­ered switch. Pump the bel­lows again

If you haven’t already, turn to the oppo­site side of the gun and pull the red lever for­ward. Now that both of the cov­ers have been unlocked, pull the red lever towards you

Sim­ple puz­zle. Rotate the pipes, then pull the red switch. Yay! A door!

Go upstairs, then pick the Bent Wire from the dam­aged dum­my. Read the let­ter on the lit­tle pedestal

Look on the bot­tom of the pedestal for a mem­o­ry puz­zle! Get a Key in Resin for your efforts

Return down­stairs to the work­table and place the Key in Resin in the pump­kin look­ing thing in the alcove next to the stairs, then close the door. Get the Met­al Part. Turn around and inspect the ket­tle thing under and left of the stairs. Place the Met­al Part in it and pull both sides back for a Met­al Lat­tice

Go to the shelf next to the work­table and use the Bent Wire on the door. Pull it open for the Impure Char­coal Pow­der and a Switch

Head back to the machine gun and use the Switch on the side with the bel­lows. Turn the lit­tle dial on it and pump the bel­lows until you get the Fla­con of Gun­pow­der (fun fact: a fla­con is dif­fer­ent from a flagon), which fits into the con­trap­tion inside the cup­board where you got the switch and the char­coal pow­der.

Pick up the Con­tain­er with Gun­pow­der and place it into the left­most device on the work­table. Turn the han­dle, then spin the thing on top until the device opens and you get an Incom­plete Fil­ter. Com­bine that with Met­al Lat­tice for a Fil­ter. Replace it into the device and spin the top again. Note the amounts, and pull open the draw­er now unlocked beneath it

Pick up the Iron Weight and place the Impure Char­coal Pow­der into the thing. Give it a nice spin until the arrows show up on the left of it. Now look south of the draw­er and pull open the lit­tle door to get Char­coal Pow­der

Now, check out the thing on the mid­dle of the work­table and note the Roman numer­als carved in it. Rotate the left­most cylin­der to the I posi­tion, then set the Iron Weight on top. Pick up the Rotary Switch. Note the num­bers inside the draw­er

Go back to the pump­kin look­ing boil­er and look on the wall to the right. Place the Rotary Switch there… and PUZZLE

Remem­ber those num­bers in the draw­er? Oh. It’s a com­bi­na­tion lock.

5‑R, 3‑L, 4‑R

Now the real puz­zle!

OKAY. That’s fun­ny. It’s like those mobile game ads that have noth­ing to do with the actu­al game they’re adver­tis­ing! Pull the pins in the cor­rect order to safe­ly guide the man to the trea­sure. Hit the red but­ton to reset or just die (Kill the spi­der, com­bine the ice and lava, low­er the plat­form, then the rest of the pins)

Remove and get the Winged Nut, then grab the Pow­der Flask

Return to the mid­dle thing on the work­table and put the Winged Nut next to right­most cylin­der, then spin it until the lock dis­en­gages. Turn the right­most cylin­der now and put the Iron Weight onto the right cylin­der. Read the crum­pled let­ter from the lit­tle draw­er

Remem­ber that there are Roman numer­als around the cylin­ders? Rotate and place the weight on the cylin­ders to open the respec­tive draw­ers.

Draw­er Con­tents

  1. Rotary Switch and com­bi­na­tion
  2. Sul­phur Crys­tal and Small Hook
  3. Crum­pled let­ter
  4. Let­ter

When you’re done, take the Iron Weight with you then, put the Sul­phur Crys­tal into the mor­tar on the right side of the work­table and crush it until you get Sul­phur Pow­der

Attach the Small Hook onto the scale next to the shelf, and the Iron Weight onto that to get a Met­al Sym­bol from the now uncov­ered plate. Use the lit­tle item on the glass dome on the work­table to get Salt­peter Crys­tal and a Strange Key

Crush the Salt­peter Crys­tal for Salt­peter Pow­der

Then use the Strange Key on the con­trap­tion behind the mor­tar

Iii­i­ii think we have a math puz­zle!!

So. Accord­ing to the chalk­board, from left to right, the sep­a­rat­ing device sorts into Sul­phur, Soda, Car­bone, Nitre. As not­ed on the chalk­board, the results matched at the 4:5:2 ratio of Sul­phur, Char­coal, Salt­peter

  • Sul­phur = Sul­phur
  • Car­bone = Char­coal
  • Nitre = Salt­peter

The ratio for the machine gun is 4:5:2 which is equal to 60, 75, 30 weight units

The ratio for the boil­er is unknown ratio equal to 45, 15, 75

Using sim­ple math, the weights are divis­i­ble by 15 to get the ratio, so, 3:1:5 ratio to the 45, 15, 75 weight units

So. Using the device behind the mor­tar on the work­table (place the pow­der, maneu­ver the han­dle on the right, pump the mid­dle han­dle to right num­ber, and turn the red arrows under the glass to get it out), mea­sure out 3 units of Sul­phur, 1 unit of Char­coal, and 5 units of Nitre.

Place them on the 3 trays on the shelf, then go to the bot­tom, place the Pow­der Flask, and pull the lever to get a Full Pow­der Flask

Run over to the boil­er, place the flask, strike the strik­er 3 times! Watch the resin blow up and retrieve the Orna­men­tal Key that sure­ly isn’t hot at all

Go back upstairs and open the glass chest!

Whoops. Uh oh.

Oh great. Anoth­er cutscene. Bor­gia’s sob sto­ry. Tor­ture indeed. He offers you a deal for the Glove

Now to escape!

Pick up the puz­zle box. Apt­ly named, it’s a puz­zle!

Basi­cal­ly, find and press the prop­er col­ored but­tons and not only press them in order (Pur­ple, Green, White, Red), but using the dial, move the orange arrow down to the bot­tom until the lock dis­en­gages.

Then spin the han­dle for the Spe­cial Key. Use it in the bar fac­ing the glass chest

Step out and leave

Pope’s Chambers (Vatican 1508)

Watch anoth­er long-wind­ed cutscene

Open the book on the small table to get a Book­mark, which, use­ful­ly, dou­bles as a screw­driv­er to remove the plate atop the door han­dle. Lift the met­al piece, the use your Ocu­lus Per­pet­ua. Again, use the Book­mark to push down the lit­tle blocks to the han­dle mech­a­nism.

Pull open the door and head towards the chess table to get the Stone Rosette. Inspect it to get Stone Rosette with Pro­tru­sion. Head over to the desk and place it into the Roman bust’s brooch. Give it a spin. Grab the Part of Rid­er Fig­urine and read the let­ter

Then go across the room and com­plete the horse­man fig­urine. Spin the wheel. Head upstairs!

Rotate the bird­cage. Take the Mod­el Tow­er, attach it to the basil­i­ca mod­el on the table, then move the small domes for…

A PUZZLE

It’s hard to tell, but there are two dif­fer­ent col­ors on the grid. Move the L‑shaped object into the inner part, then pull the red lever. Com­plete the sec­ond round, then the third

Use your Ocu­lus Per­pet­ua to see some Roman numer­als. Push the columns down in order to get a Chess Piece

Now move over to the bal­cony and look down on the low­er floor. Note the place­ment of the items and then head down to the chess board

Clear­ly, you have to place the pieces so that the floor and the chess­board are the same. The place­ment pat­tern is obvi­ous, but, sad­ly, you have to fig­ure out where the heck to actu­al­ly place the them. If you notice, there are two dif­fer­ent­ly col­ored white pieces on the board. Basi­cal­ly, you kind of have to guess because I don’t get how the num­bers and let­ters cor­re­late with the floor and the puz­zle.

What­ev­er. Head to the SPQR ban­ner, unlatch it, and push to open a pas­sage­way. Wait. THE pas­sage­way to what Bor­gia wants!

Remove the screw atop the ornate wall thing. Great. Anoth­er puz­zle.

Let’s see… It looks like you have to spin the wheels to direct Green to Green, Red to Red, and Blue to Blue. But there are also arrows to wor­ry about. You do them one at a time. (Hint: Green and Blue are straight­for­ward, but Red has to go through the oth­er columns)

Go into the secret cham­ber.

Sec­tion I

Turn right and pick up the Met­al Key, then read the let­ter.

Look at the bot­tom of the bureau to see a sim­ple puz­zle. Move the Sil­ver Key, then the Blue Cir­cle, then the Gold Key, then the Ornate Dome. Place the Met­al Key for a Met­al Cylin­der with Arms. Inspect it, and spin the arm to get a Censer Base

Look back up on the bureau to the upper left arm and spin the cir­cle until it opens. Pull apart the doors for a Met­al Shrine Mod­el. Com­bine it with the Censer Base to get a Censer

Turn to the large stat­ue and place the Censer on the hang­ing met­al

Sec­tion II

Rotate the gold cylin­dri­cal object. A puz­zle

Pull and rotate the red side to guide the red arrow to the end. Pick up the Sprin­kler Part

Check out the gold­en struc­ture on the right side of the table. Place the Sprin­kler Part on the very top of it. Spin the winged fig­ure and replace the rods, then take out the Rel­ic of St John.

Inspect the font and zoom in the east­ern side. Slide it open then place the Rel­ic of St John in the hold­er. Oh, so it’s not a font. Get a Shiny Shell from under the lid which goes into the paint­ing right above the font (turns out it is a font)

Take the Medal­lion of Dawn and place into the emp­ty sun-look­ing carv­ing between the stained glass win­dows

Cutscene time! Are there speak­ers around?? Hal­lu­cino­gens???

Check out the pil­lar with the light beam on it for a PUZZLE. YESS!!

Ocu­lus Per­pet­ua TIME!! The blue num­bers change depend­ing on where you move the discs. The per­ma­nent val­ues tell you what the num­bers need to be. It’s kind of like minesweep­er.

Sec­tion III

Pick up the Cer­e­mo­ni­al Plate

Zoom into the east­most pil­lar on the wood­en box. Turn it and then pull the switch under­neath. Look at the bot­tom of the wood­en box now. Rotate them and push them down so that the white parts match the white splotch in the mid­dle. Rotate the spiky wheel, then place the Cer­e­mo­ni­al Plate in the depres­sion.

The top opens to reveal a hand…? Maneu­ver the red switch­es

You get the Disc with Red Stone! If you inspect it, you’ll see a gear on the back, mean­ing it must fit on the clock some­where. Place it on the side of the clock under the gear. If you turn the clock slight­ly, you’ll see that when you rotate the clock hand, the gear mech­a­nism moves, too. Spin the clock hand until the bells on top play.

Open the lid of what looks to be a cibo­ri­um for a Medal­lion of Noon. Seems famil­iar. Place it into the sun orna­ment near the stained glass win­dows

More hal­lu­cino­genic incense!

Aaand anoth­er puz­zle pil­lar

Oh no. 2nd round of Papal Minesweep­er, except this time it’s with shapes! And you real­ly have to pay atten­tion to the num­bers! There’s a lot going on here… (Hint: notice that not only are the 2 halves of the grid mir­rors of each oth­er, but the squares and cir­cles are mir­ror quan­ti­ties between the two shapes. Mean­ing, the puz­zle solu­tion will have the grid mir­rored. Place the high­er num­bers towards the mid­dle)

Push through to illu­mi­nate the final area

Sec­tion IV

Open the bot­tom door of the female bust to get a Stone Bowl, a let­ter, and a draw­ing

Now turn your atten­tion to the puz­zle on the far right of the table. It’s one of those ordered but­ton puz­zles, so go for it

Pull down the switch to receive a Red Stone Bust. Red? Well, it must have some­thing to do with the big red box! Place it into the met­al key­hole and give it spin. Place the Stone Bowl in the met­al hold­er which drops it on the… mini corpse? Take the Medal­lion of Dusk, and, you guessed it, put it into the sun under the win­dows for…

Some more voic­es, and hope­ful­ly not anoth­er Papal Minesweep­er pil­lar

Welp. It’s a pil­lar of some­thing… And def­i­nite­ly anoth­er puz­zle.

First, low­er the han­dle on the cylin­der to the left. Then, take note of the glow­ing sym­bols around the cham­ber. Or, since the game does­n’t allow return­ing to the first and last sec­tions, refer to your note­book. Place the icons in order on the gold line, then pull the lever

Head up to the stat­ue and take the Grand­mas­ter’s Amulet

Get the heav­en out before some­one finds you!

Villa of Luca Pacioli (Northern Tuscany 1508)

Watch the excit­ing cutscene

Look around and see that the work­shop has been cleaned up since you’ve been there last

Go up the stairs to where the Archimedes screw used to be and head out into the gar­den. If you want, you can go towards Bor­gia and Mar­co for a short cutscene. Oth­er­wise, use the Ocu­lus Per­pet­ua and hop back to some short time before the present sit­u­a­tion

Zoom into the winch and unscrew the top bar to loosen the ropes

Zoom into the north­east met­al pro­trud­ing bar on the wood­en cart and give it a push.

Go to the lever and pull it

Zoom into the cart, open the lid, zoom into the crank, and wind it up

Watch it sat­is­fy­ing­ly smash the assaulters in the present time. Did­n’t kill ’em, though. Dang.

Got the oth­er glove back! Score!

Secret Passage (Central Apulia 1508)

Inspect the rock on the ground west of the rock entrance with the cross on it. Rotate your view to see a small puz­zle. Com­plete the infin­i­ty sym­bol to get a Lever with Fold­ed Han­dles which when inspect­ed turns into a Rotary Lever

Go over to the east side of the entrance, use your Ocu­lus Per­pet­ua and place the Rotary Lever in the inden­ta­tion

Puz­zle!

Rotate the lever and pull the arm/rock on the side to unlock the door mech­a­nism. You’re try­ing to make it so that the 3 lay­ers unblock the side­ways square on the left (Took me way longer than it should have)

Watch the rather omi­nous (pur­pose­ful or not?) cutscene

Go in for anoth­er cutscene with the Mas­ter him­self, only for him to make you do all the hard work your­self while he chills near the machine

Go back towards the alcove with the skele­ton in the cutscene. Pick up the Dag­ger, then read the scroll

Head back towards Leonar­do and check out the big wood­en rig. Push on the wood­en han­dles there to move the whole thing for­ward or back­wards on the rails. If you use the two levers above the han­dles (one moves the pul­ley side to side, the oth­er up and down), you oper­ate the rope and hook.

Push the whole crane rig for­ward until the sack is hang­ing over the wood­en bridge, then low­er the sack.

Go across the bridge and down the stairs. Turn to the right and use your Ocu­lus Per­pet­ua to see a puz­zle! Pull and push the lever to remove all 4 locks

Start with both the 3rd and 4th togeth­er: Left, 3, Right, 3&4, Left, 3&4, Right, 3&4, Left, 3&4, Right, 3&4, Left, 3(complete) &4, Right, 4 (com­plete)

Then do #2 and #1 sep­a­rate­ly. Okay, it was­n’t that bad after all.

Walk across the way, and take the Met­al Shaft with Han­dles on the far-left sluice gate which lets out water

If you turn the wheel to the left of the entrance enough, one of the chutes will break. Huh. Not much left to do there, then. Go back up the stairs and back across the bridge. If you haven’t, pick up the Wood­en Plank lean­ing next to the iron grate door

Use the crane to lift up the trap door on the ground

Go down the lad­der and use the Wood­en Plank on the hole in the ground

First up, go right, and unlock the met­al door, then go back down and through the pas­sage to a winch sys­tem (right under the alcove with the skele­ton) which hap­pens to be a per­fect fit for the Met­al Shaft with Han­dles. Give it a spin to raise the door on the alcove

Go up there to get the Arque­bus Sup­port. You can now push the crane to the bridge, but don’t push it all the way across yet, or you’ll block your access to the sluice gates

Go down­stairs through the iron door and over to the bro­ken chute. Use the Arque­bus Sup­port and then make your way back down the stairs on the oth­er side of the bridge. Close the door and use the Met­al Shaft with Han­dles on sluice gate I. Turn the water chute fun­nel to the I side. Spin the wheel

Use the Dag­ger on sluice gate II and make sure the fun­nel is aimed that way too, then spin the wheel again.

Now, you can get to the sack in the water… Know what you have to do yet? Push the crane to the edge of the bridge if you haven’t, move the hook to the far right, and send it down. Annoy­ing­ly, you have to go down and con­nect it to the sack, then pull it up

Push the crane to the oth­er side of the bridge, posi­tion the sack over top of the rick­ety wood­en struc­ture, and let ‘er go!

Whoa we were almost a Leonar­do and Gia­co­mo Sand­wich! Ehhh… yeah that does­n’t quite work, but dang, that was close. Leonar­do sends young you first, so go for­ward!

Cutscene time! Ugh. Old peo­ple…

Check out the alcove to the right of where you start­ed. On the ground is a Bent Rail

There’s not much else to do, so hop through the por­tal back to 1465

Ohh wow. You’re right in the bat­tle between the Papal Knights and the Order.

Near the ele­va­tor is a sol­dier falling. Snag his Mace.

Use it in the ground where you first start­ed the lev­el. Pull on it to change the tracks

Use your Ocu­lus Per­pet­ua to return to the present and now the door they were try­ing to break down in the past is open. If you go in there grab the Key on the wall and see that the rats are now ram­pag­ing there instead of where they were… which is where you need to use your Bent Rail. Place it, spin the han­dle, and watch it straight­en your item into a Rail

Use the Ocu­lus Per­pet­ua to go back in time again and move the lever to the mid­dle tracks. Use the Rail there to repair the track.

Head back to the present. The rats are now in the mid­dle pas­sage, but the Steplad­der is now down!

Give it to Leonar­do. He wants you to straight­en the Bent Met­al Shaft on the ground, so pick it up and like before, use it on the straight­en­er machine to get a Met­al Shaft

Give it to the Mas­ter who now wants some oil

Pick up the Tongs on the steplad­der, then use the Key on the now (sort of) intact door to the west of the ele­va­tor. Go in and head up the stairs. You will see an oil lamp if you turn around. Use the Tongs to get an Oil Lamp.

Give it to Leonar­do. Turn the crank

ASCEND!

Castle del Monte (Central Apulia 1508)

Once again Leonar­do makes you do all the heavy lift­ing. This time he’s look­ing through doc­u­ments

Look at the dif­fer­ent­ly col­ored bricks next to the door and pull on the dark col­ored one.

You’re sup­posed to use the Ocu­lus Per­pet­ua to see the bar bar­ring you from open­ing the door, but you don’t have to. Just spin the lit­tle knob behind the brick

Watch/listen to the cutscene

Push your­self into the next room for anoth­er cutscene

Go through the door ahead, and watch yet anoth­er cutscene… short this time, though

Since you have to get the key, make your way into the room ahead. Check out the wall right next to the book­shelf for a lever. Give it a pull. Ooo a lad­der. Go up it.

Take a look at the bot­tom of the cage. Spin the mid­dle and pull in the sides for a Hexag­o­nal Prism. Use it on the top of the cage. It’s a puz­zle!

It’s super easy.

Pull up on the met­al han­dle on top of the bird­cage, then go down to the mid­dle lev­el. Lift up tab on the left and open the door to get the Met­al Key

Go give it to the Mas­ter. Cutscene! He even admits that you’re going to have to do all the hard work!

Oh boy. Locked into the room now! Grab the Faceted Ruby from the red coat on the door. It goes into the bot­tom-right cor­ner of the paint­ing

Read the new­ly uncov­ered note

Turn around and look at the PUZZLE. If you use the Ocu­lus Per­pet­ua, it says “Fridrich II”

Input the prop­er year

Turn the wheel until the next part of the puz­zle pro­trudes

Solve the rest of the puz­zle. Use the han­dles to move the thing side to side, then push inward to swap the small discs. Just do your best (Hint: Get the far cor­ners in first, and then work the rest)

Zoom into the mid­dle of the cas­tle image, open the door, and pull the lever. It opens up one of the por­trait’s locks. Before leav­ing, look at the bot­tom of the cas­tle image for a Wood­en Han­dle. Use it in the new­ly open slot on the por­trait. Push it

Ayyy a hid­den room!

Straight ahead are 3 medal­lions that look quite a bit like the 3 lock­ing the lad­der next to the por­trait and the win­dow. Looks like there are slots for books under­neath!

Go over to the con­trol pan­el with the crank direct­ly across from the door, and move the steplad­der until it reach­es the mid­dle of the room (3 times)

Climb up and take the book De Sole et Luna. Go insert it under­neath the Sun and Moon medal­lion in the hid­den room. This not only drops the lock on the lad­der, but it opens the dome on the table and gives you a Fal­con Medal­lion

There’s a per­fect­ly shaped spot on the bird struc­ture in front of the win­dow. Place it there and get a Fal­con­ry Bell. Give it to the fal­con just to the left and press the but­ton where you got the bell from. This opens up some stairs above and the gate below. Grab the Fal­con­ry Hood from the bot­tom, then place it on the fal­con’s head. Push the but­ton again and receive your prize: Book Venan­di cum Avibus. Return to the hid­den room and place the book under the fal­con to unlock the 2nd lad­der lock

Now, go open the dome on the table, to uncov­er what looks like a puz­zle, changes the lit­tle mod­el on the oth­er side of the table, and gives you a new note to read

Read the note

Then look at the raised build­ing on the mod­el with the Ocu­lus Per­pet­ua. It’s a clue!

Look at the puz­zle the dome uncov­ered. There are 2 arrows. And it’s one of those press the right but­tons in the right order or it resets puz­zles. The good news is that it only resets the last tile you pushed. How nice of them. Use the hint from the mod­el or just press but­tons like I did to solve it

Puz­zle Round 2!

Take a peek at the mod­el on the table again with the Ocu­lus Per­pet­ua for anoth­er clue!

Solve the puz­zle (It’s a sudoku puz­zle. I’m not sure how the clue helps) for a new note, more of the mod­el, and the book Liber Augustal­is

Go ahead and place the book (and the oth­er book if you haven’t yet), then go pick up the Lad­der

Now. Where to place this…? If you look upwards you’ll see two win­dows up high with some light shin­ing from them. Move the steplad­der (I did the left side, not sure if you can use the oth­er one) and go up. Read the old sign and head out the win­dow!

Well, there’s not much to do, so use your Ocu­lus Per­pet­ua and jump back­wards into 1465… whooooaaa. You went back to the day the Gate to the Tem­ple of Wis­dom explod­ed!!

Move for­ward and enter the door. Zoom into the knight about to die and read the scroll, then go out the oth­er door in the room and pull the lever next to the door. It dumps some water from the roof… but noth­ing spe­cial hap­pens…

With­out any­thing else to do, use your Ocu­lus Per­pet­ua and jump for­ward again

Go to the wood­en door and take the Plain Met­al Key. As you can’t go any­where, use the Ocu­lus Per­pet­ua to go back­wards again to use your new key on the door. In the past, the stair­well is not blocked.

Go on up to the roof and onto the wood­en cov­ered deck. Pick up the Part of a Wheel from the crate. Exam­ine the mech­a­nism with the wheel and take the Bro­ken Wheel. Go ahead and com­bine the two parts for a Rein­forced Wheel, then place it in the slot. Give the big wheel a spin until the cart sets right over the fire. You can zoom for­ward to check the posi­tion­ing.

Head back down­stairs then pull that lever near the fire again. BINGO! AAND we’re back in 1508

Move ahead through to a room with… weapons? Tor­ture devices? Look at the wood­en device direct­ly across from you and next to the dou­ble door. Pull up on the gold­en han­dle to get a Han­dle. Rotate to see the left por­tion of the con­trap­tion and use the Han­dle there. This uncov­ers a sphere with a hand on it which when poked, changes some things. Push the same sphere on the oth­er wood­en con­trap­tion to reveal…

A puz­zle. A col­or puz­zle.

Seems straight­for­ward enough. The arrows point to 2 col­ors and the assump­tion is you have to place the cor­rect result­ing col­or in the slots.

It is the case! Aaaand you have to do it 4 times.

Oh! Not 4 times, but 3! Good.

Get a Small Gold­en Key for your efforts, and, con­ve­nient­ly, a place to use it straight­away! An Eagle Relief. Okay, then.

Push the hand again! Then the oth­er hand (this time near­est the entry door)!

Anoth­er puz­zle! Rotate and move the lens to light up the 3 lights on the right side. Each col­or shows a dif­fer­ent image, so find the right com­bi­na­tion to solve it. And time counts! There are 3 com­bi­na­tions in total. Fin­ish­ing each one unlocks one lock on the fish thing.

Fin­ish for the fish thing which is a Capri­corn Relief

Push the hand, find the oth­er exposed hand, and press that

Anoth­er puz­zle per­haps? Yup.

Move the scis­sors and rotate the turn but­ton to cut all the ropes, but you can only use the scis­sors on if the direc­tion is unlocked. Greeeeat. Solve the slid­ing puz­zles and cut your way through (Hmm… I think the orange slots need to be matched with the cor­re­spond­ing char­ac­ter, giv­en that the orange exists in the cor­ners)

Solu­tion:

  1. Lute Play­er in the left-most orange square
  2. Orange Shirt Man in the bot­tom orange square
  3. Red Queen Lady in the right­most orange square in the North puz­zle, and the top orange slot in the East puz­zle
  4. Exe­cu­tion­er in the right­most orange square

Take the Lion Relief

Push the hand and then the next hand

Yay… Anoth­er one.

3 rounds of direct­ing the ship with arrows!

Red Com­pass
Yel­low Com­pass
Green Com­pass — Despite the red ring, this is the cor­rect solu­tion

Get a Bull Relief when you’re done!

OKAY! Now with all 4 keys, put them into the large dou­ble door!

Go through, watch the cutscene. Uh oh. Leo’s in trou­ble!

Look at the table with the tree on it. Read the let­ter

Then turn the gold­en han­dle. Admire the schemat­ics on the walls, then check out the anom­aly you cre­at­ed!

Now latch on to a han­dle and push. Not against the wall… the oth­er way

Nice. You can see through the doors, so head through and pick up the Met­al Rail and use in on the ground in front of the creepy pic­ture on the wall. Move the stone in front of the pic­ture then jump through

Pull the lever. Are you ready? Big breath! Go down!

Remem­ber this room? Go in and watch the cutscene

Oh good­ness! Blast from the past! This was the same boil­er from the end of the first game (Dis­ap­point­ing­ly, the answer is NOT the same)! Well, in that case, it’s just a tri­al-and-error type of puz­zle

CUTSCENE TIME. Total­ly knew it would end the way it did. Excit­ing!

Ancient Temple (Palestine?????)

No way back!

Move for­ward and place the Grand­mas­ter’s Amulet into the inden­ta­tion

Puzzzzz­zle!

Refer back to your notes for an image of what the stat­ue should look like, then rotate the sym­bols to ori­ent the stat­ue

Watch the cutscene

Hur­ry up the stairs and push the han­dle, then push the but­ton that appears

Cutscene!!

Holy crap! Did you ven­ture through 3 games worth of puz­zles just to dis­in­te­grate into obliv­ion for the sake of the world?!?!

Huh.

Impressions

Well. That was anti­cli­mac­tic. I have to say that I real­ly hate the end­ing. Like, REALLY hate it. I was expect­ing some crazy del­uge of puz­zles or some intense mech­a­nism. Or Leonar­do appear­ing out of nowhere! That was 3 games build­ing up to the end­ing and not only was the last area super dis­ap­point­ing, but I kind of don’t get it. I think Gia­co­mo was meant to destroy the Gate for good so that it would nev­er fall into the wrong hands again. Okay, got that. The gate is sup­posed to trans­port you to the Tem­ple of Wis­dom. Umm. I’m not sure that looked much like a tem­ple of wis­dom… And then because the Gate was destroyed, every­one else dis­in­te­grat­ed too? Or did time change? I’m not sure what hap­pened!! What hap­pened to the Ocu­lus Per­pet­ua when Gia­co­mo jumped through por­tal??

Hmm. I won­der if I ori­ent­ed the stat­ue dif­fer­ent­ly, would it change the end­ing…? Let me try it out. Nope. Accord­ing to the jour­nal, destruc­tion is the goal.

Over­all, the game was not as good as the 2nd game. The graph­ics are bet­ter, yes, but the puz­zles seemed much more lack­ing and less com­plex. Many times, you get an item and imme­di­ate­ly use it instead of try­ing to fig­ure out the place to use it. The clues are as a whole much more use­ful. The game­play is a straight line with small rooms. I dun­no. Much less excit­ing to me. I bare­ly used the Ocu­lus Per­pet­ua, and def­i­nite­ly did­n’t even use any of the oth­er devices. WAAAY too many cutscenes. Where the first game was high­ly puz­zle-cen­tric, the 2nd was a good mix of sto­ries and puz­zles, while the 3rd was most­ly sto­ry and much less puz­zle.

So, of the 3 games, #2 is hands down the best. Sto­ry still leaves me unsat­is­fied and with more ques­tions. I guess just don’t think too much about it, because when you start think­ing through every­thing about all the games, things quit mak­ing sense. Beh.

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

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