The House of DaVinci 2 Walkthrough Guide

The House of DaVin­ci 2 Writ­ten Walk­through Guide

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

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

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

Quick Jump

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

First Run: 13:39

Castello Estense (Ferrara 1495)

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

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

Pull open the door

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

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

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

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

Go down the hole then pull the lever

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

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

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

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

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

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

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

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

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

Exit through the side door

Santa Maria delle Grazie (Milan 1492)

Head to the gaze­bo.

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

Read the let­ter on the table

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

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

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

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

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

Hav­ing exhaust­ed all the options, use your Ocu­lus Per­pet­ua

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

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

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

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

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

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

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

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

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

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

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

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

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

Solve the rotat­ing puz­zle on the cylin­der on the bench

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

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

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

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

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

Except now you’re locked in…

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

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

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

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

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

Attach the Han­dle there and rotate counter-clock­wise

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

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

It can’t be that easy…

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

Unlatch the door bar, and… HEY!

It was the exit, and it was that easy!

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

Corte Vecchia (Milan 1498)

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

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

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

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

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

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

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

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

Head to the oth­er drag­on and insert the But­ton with a Thorn into the hole. When you press it, a ball will drop and move around like one of those 3‑cup hide the ball and find it games. Click the but­ton on the cor­rect one to get a Red Mar­ble. Do it again to get the Yel­low Mar­ble, and then one more time for the Green Mar­ble (N.B. if you mess up, you get to try again… it 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

The House of DaVinci Game Walkthrough Guide

The House of DaVinci Written Walkthrough Guide

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

  • Pub­lished: Blue Brain Games
  • Devel­oped: Blue Brain Games
  • Plat­form Played: Nin­ten­do Switch
  • Price: $2.49 from MSRP: $9.99
  • Rat­ed: E (Every­one)
  • Genre: Puz­zle, Adven­ture, Strat­e­gy, Sim­u­la­tion

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

Quick Jump

  1. The House of DaVin­ci Writ­ten Walk­through Guide
  2. Street
  3. Library
  4. Work­shop
  5. Court­yard
  6. Crypt
  7. Armory
  8. Tow­er
  9. Time Machine (END)
  10. Over­all Thoughts

Street

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

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

Pull the chain to get the small met­al object.

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

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

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

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

Library

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

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

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

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

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

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

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

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

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

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

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

Workshop

Read the let­ter.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Courtyard

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

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

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

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

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

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

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

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

Crypt

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

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

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

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

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

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

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

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

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

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

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

Next puz­zle. It’s super easy.

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

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

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

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

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

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

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

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

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

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

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

There’s a switch under the top mid­dle one

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

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

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

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

5, 6, 4, 1, 2, 3

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

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

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

Armory

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

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

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

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

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

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

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

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

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

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

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

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

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

Solu­tion!!

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

Tower

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

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

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

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

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

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

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

remem­ber this

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

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

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

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

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

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

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

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

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

Time Machine (END)

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

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

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

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

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

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

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

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

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

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

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

4, 2, 8

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

h, f‑thing, j

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

5, 3, 4, 1, 2, 6

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

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

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

Con­grat­u­la­tions! Eugepae!

Overall Thoughts

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