Grasshopper Flip a Coin Again Solution

Rusty Lake: Roots
Rusty Lake Roots.png
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OfficialLink.png Official Link
GooglePlay.png Google Play
AppStore.png App Store
Steam.png Steam
Itch.io.png Itch.io
RustyLake.png Video Walkthrough

Rusty Lake: Roots is the 10th game past Rusty Lake and the second premium game. It is set in the same Rusty Lake location as the Cube Escape games, only is not considered part of the series, instead being a stand up-alone game with some connections.

The game takes place in the belatedly 19th and early on 20th century in the Vanderboom Business firm, located in the Rusty Lake area. During the game, the player must help the Vanderbooms grow their family unit tree through the years, spanning three generations. At the terminate of the game, in that location are several gold family emblems that the thespian can collect to unlock a special level, involving the beginning of the family tree.

Contents

  • i Characters
  • 2 Locations
  • 3 Walkthrough
    • 3.1 Leap 1860: The Tree
    • 3.2 Jump 1860: The House
    • 3.3 Summertime 1860: The Uncle
    • 3.4 Summer 1865: Finding Love
    • iii.5 Spring 1867: Childbirth
    • 3.6 Summer 1870: The Staircase
    • 3.seven Summer 1870: The Elixir
    • 3.eight Summer 1870: The Wake
    • iii.ix Spring 1876: Child'due south Play
    • 3.10 Jump 1884: Fertility
    • 3.eleven Leap 1885: Masks
    • three.12 Spring 1889: The Clock
    • iii.13 Summer 1889: The Fortune Teller
    • 3.14 Fall 1891: The Swing
    • three.15 Fall 1891: The Search
    • 3.16 Wintertime 1895: The Wedding Photograph
    • 3.17 Summer 1896: The Painting
    • 3.18 Winter 1896: The Lying Game
    • three.19 Summer 1904: The Family Band
    • iii.20 Summer 1904: Voodoo
    • three.21 Summertime 1909: The Brood
    • three.22 Spring 1914: The War Hero
    • 3.23 Winter 1918: The Trenches
    • 3.24 Fall 1919: Communication
    • 3.25 Autumn 1924: The Well Pt. 1
    • three.26 Fall 1924: The Well Pt. 2
    • 3.27 Fall 1926: Checkmate
    • 3.28 Wintertime 1927: The Bathroom
    • three.29 Autumn 1929: The Treasure
    • 3.30 Winter 1930: The Stars
    • 3.31 Spring 1933: The Last Dance
    • 3.32 Autumn 1932: The Graveyard
    • 3.33 Spring 1935: Roots
  • iv Family unit Emblems (More Roots)
    • iv.one James' Emblem
    • 4.2 Emma's Emblem
    • 4.3 Samuel'due south Emblem
    • 4.4 Albert's Emblem
    • 4.5 Frank's Emblem
    • 4.vi Mary'due south Emblem
    • four.vii Leonard's Emblem
    • four.8 Rose'due south Emblem
    • iv.nine Ida's Keepsake
  • five The Final Level
  • six Bugs
  • 7 Soundtrack
  • 8 Trivia
  • ix Gallery

Characters.png Characters [ ]

  • Laura Vanderboom
  • Aldous Vanderboom
  • Albert Vanderboom
  • Emma Vanderboom
  • Frank Vanderboom
  • Harvey
  • Ida Vanderboom
  • James Vanderboom
  • Leonard Vanderboom
  • Mary Vanderboom
  • Mr. Crow
  • Rose Vanderboom
  • Samuel Vanderboom
  • William Vanderboom

Locations.png Locations [ ]

  • Vanderboom Firm
  • The Graveyard

Walkthrough.png Walkthrough [ ]

Spring 1860: The Tree [ ]

Rusty Lake, Leap, 1860.

James Vanderboom arrived at Rusty Lake. His uncle had just passed away under mysterious circumstances. James was his uncle'southward only heir. He had no idea of the events that would unfold and change his life.

James

  • Focus on James.
  • Click on the envelope in his pocket.
  • Read the alphabetic character:

Honey James,

I regret to inform yous that
your uncle has passed away.

He has left you lot his house and
a very special seed.

Constitute information technology and offset your ain
family.

  • Detect the numbers 572 at the bottom.
  • Defocus twice.

Suitcase

  • Focus on the suitcase.
  • Input the code 572.
  • Click on the lock.
  • Open the chapeau of the suitcase. Have the bone.
  • Focus on the small box.
  • Move the slider to the correct to open up it, and take the seed.
  • Defocus twice.

Domestic dog

  • Focus on the dog.
  • Give the bone to the domestic dog.
  • Click on the dog to go him to dig a hole.
  • Place the seed in the pigsty.
  • Defocus.

Well

  • Pick up the watering tin.
  • Focus on the well.
  • Attach the watering can to the rope.
  • Click on the handle to lower information technology down. Click on it again to bring the tin back up.
  • Take the can with h2o.
  • Defocus.

Seed

  • Focus on the seed.
  • Water the seed twice to make it grow into a sprout.
  • Defocus.
  • Focus on James.
  • Click on him; a white box surrounds his face.
  • Click on the box to consummate the chapter and add him to the family unit tree.

Spring 1860: The House [ ]

Nest

  • Drag the stool over to James, and so click on him to get him to stand on it.
  • Focus on the sapling.
  • Become the twig.
  • Defocus, then focus on James.
  • Requite him the twig.
  • Click on him to go him to poke the nest until it falls.
  • Defocus.

Diamond 1

  • Focus on the pots.
  • Option upwardly the worm.
  • Click on the left pot to get a diamond.

Diamond two

  • Defocus, then focus on the nest.
  • Click on the egg until a bird hatches.
  • Give the worm to the bird. Click until information technology flies away.
  • Get the diamond.

Diamond 3

  • Defocus, and then scroll to the right.
  • Click on the window where the diamond-shaped hole is. Click again to focus.
  • Mr. Crow'due south shadow breaks the drinking glass. Tap the diamond over again to make him disappear.
  • Go the diamond.

Doorway

  • Defocus, and then focus on the door.
  • Put the diamonds in the door in any society.
  • Click the latch, so defocus and click the door.
  • Click the white box that has formed in the doorway.

Summer 1860: The Uncle [ ]

Picture Frame

  • Focus on the photo frame of "The Vanderboom Brothers".
  • Peel back the picture.
  • Get the key underneath.
  • Defocus.

Dresser

  • Focus on the dresser to the right of the fireplace.
  • Use the key to unlock the bottom drawer, and go the hatchet.
  • Open up the heart drawer, and get the matches.
  • Defocus.

Wood

  • Focus on the log of forest.
  • Use the hatchet to chop the wood.
  • Pick up the forest.
  • Defocus.

Fireplace

  • Focus on the fireplace.
  • Put the wood into the fireplace.
  • Use the matches to ignite the forest.
  • Accept the key.
  • Defocus.

Window

  • Focus on the window.
  • Use the key on the padlock.
  • Open up the window.
  • Notice the bloody handprint pattern.
  • Defocus.

Cabinet

  • Focus on the cabinet.
  • Press down the buttons in order:
    • First row - Right.
    • 3rd row - Eye.
    • 5th row - Left.
    • Sixth row - Correct.
  • Click on the cabinet to open it.
  • Focus on the timepiece.
  • Open it, then tap on it to see the time: 8:25.
  • Defocus out.

Clock

  • Focus on the grandfather clock, the clock function.
  • Drag the hands to 8:25.
  • Defocus.
  • Open the clock instance.
  • Click on the body until it falls to the floor.

Dead Torso

  • Focus on the body'due south nipple.
  • Click on the nipple until it opens.
  • Continue forward into the torso.
  • Get the heart.
  • Keep on and go out through the mouth.
  • Focus on the jar, and drop the heart in.
  • Click the middle in the jar.
  • Click on the white box around the jar.

Summertime 1865: Finding Beloved [ ]

Cabinet

  • Focus on the cabinet.
  • Have the rose.
  • Defocus.

Tree

  • Focus on the tree.
  • Click on the crow to become a feather.
  • Defocus.

Mary

  • Focus on the couple.
  • Take the hanky from James' pocket.
  • Give Mary the rose.
  • Make Mary sniff the rose, causing her olfactory organ to bleed.
  • Use the hanky on Mary to wipe up the blood, getting a hanky with claret.

James

  • Focus on James' hand.
  • Put the blood on the note.
  • Give him the feather in his empty hand.
  • Click the hand with the plumage to accept him write the note.
  • Take the love note.
  • Defocus.
  • Give Mary the love note.
  • Click Mary to accept her slide closer to James.
  • Accept the worm.
  • Defocus.

Key

  • Focus on the tree.
  • Requite the worm to the crow.
  • Click on it to go far fly away.
  • Accept the cardinal.
  • Defocus.

Ring

  • Focus on the cabinet.
  • Use the central to unlock the cabinet.
  • Take the ring.
  • Defocus.

Mary

  • Focus on the couple.
  • Place the ring on Mary'due south paw.
  • Click on the white box effectually Mary's face up.

Spring 1867: Childbirth [ ]

Dresser

  • Focus on the dresser.
  • Take the mortar and the spoon.
  • Open the 2d drawer and accept the scissors.
  • Focus on the birth certificates.
    • Albert - Birthmark on his caput, red blotch.
    • Emma - Pilus on her head, blue blotch.
    • Samuel - Bald caput, white blemish.
  • Defocus out.

Table

  • Focus on the table.
  • Use the scissors to cut the plant.
  • Defocus, and refocus on the dresser.
  • Put the establish in the pestle.
  • Utilise the mortar to grind up the plant.
  • Use the spoon to pick upward the basis plant, at present a spoon with nativity potion.
  • Defocus.

Mary

  • Focus on Mary.
  • Give her the birth potion.
  • Click on Mary to take her lift up her skirt.
  • Use the scissors to cut three babies' umbilical cords.
  • Click on each baby to place them in the cribs.
  • Click on Mary over again to cause the placenta to drop.
  • Pick up the placenta.
  • Defocus.

Bottles

  • Focus on the dog.
  • Give the dog the placenta. Click on it to have it fall comatose.
  • Have the central.
  • Defocus.
  • Focus on the cabinet with the bottles.
  • Use the key. Accept the 3 bottles.
  • Defocus.

Babies

  • Focus on the cribs.
  • Take the tap from the second crib.
  • Defocus.
  • Focus on Mary.
  • Give her a canteen, and so take it in one case it'south a bottle with milk.
  • Defocus.
  • Focus on the window.
  • Open the window and identify a bottle down. Take the bottle once it's a bottle with water.
  • Defocus.
  • Focus on the table.
  • Put the tap on the butt.
  • Place the bottle nether the tap, and have information technology once it's a bottle with wine.
  • Defocus.
  • Focus on the cribs.
  • Give the bottles to the babies.
    • Left - White bottle.
    • Center - Blue bottle.
    • Right - Red bottle.
  • Click on the white box around Emma'south bottle.

Summertime 1870: The Staircase [ ]

Upper Shelf

  • Focus on the top shelf.
  • Arrange the books so that the two flat lines are on the ends.
  • Defocus.

Bottom Cabinet

  • Detect all of the symbols in the room.
    • The paper on the tabular array.
    • The volume in James' hands.
    • The portrait. Pare it dorsum.
  • Defocus.
  • Focus on the bottom of the bookshelf.
  • Adapt the symbols:
    • Triangle, Circumvolve, Triangle.
    • Circle, Crescent, Crescent.
    • Triangle, Crescent, Triangle.
  • Open the cabinet. Have the binoculars.

Middle Shelf

  • Open the window.
  • Use the binoculars to look at the Hotel.
  • Zoom in on the flickering windows. Notice the silhouettes.
  • Defocus.
  • Focus on the middle shelf.
  • Arrange the animal caput statuettes:
    • Rabbit, Pigeon, Boar, Crow, Deer, Pheasant.

Lower Shelf

  • Focus on the bottom shelf.
  • Arrange the books to club the symbols:
    • Square, Target, Triangle, "S", Cross.
  • Finishing the concluding shelf puzzle moves the bookshelf.
  • Defocus.
  • Go down the stairs.
  • Click on the white box around the clandestine doorway.

Summer 1870: The Elixir [ ]

Pic

  • Focus on the picture frame on the wall.
  • The bottles need to exist added as iii Lbs, 4 Lbs, 4 Lbs, and v Lbs.
    • The "+" bottle weighs 1 Lb.
    • The "•" bottle weighs two Lbs.

Scale

  • Defocus, so focus on the scale.
  • Weigh the bottles, using the "+" and "•" bottles to weigh confronting the other bottles.
    • The "~" bottle weighs 3 Lbs.
    • The "X" bottle weighs 4 Lbs.
    • The "o" bottle weighs 5 Lbs.
  • Add in the bottles to the elixir.
    • "~" + "X" + "Ten" + "o".
  • Pick up the elixer.
  • Defocus.

Elixir

  • Focus on the domestic dog.
  • Put a drop of the elixer in the dog'south dish. Click the dog to make it drink the elixer.
  • Defocus.
  • Focus on James.
  • Cascade the elixer into his drinking glass. Click on him to make him drink it.
  • Click on him as he falls down expressionless.
  • Movement down to the floor.
  • Click on the white box around the glass.

Summer 1870: The Wake [ ]

Catafalque

  • Focus on the casket.
  • Click on the casket to open the lid.
  • Focus on James' hands.
  • Move the rings to copy the instance on his finger.
    • There can simply exist three rings on each finger.
    • Slide the silvery rings to the other fingers.
  • Accept the eye.
  • Defocus out.

Coins

  • Focus on the cabinet.
  • Take the coin behind the jar.
  • Press the buttons to make the deer and crow. Open it and take the coin.
  • Defocus.
  • Focus on James' head.
  • Put the coins over his eyes.
  • Click on his mouth, and take the centre.
  • Defocus out.

Statue

  • Focus on the cleaved statue.
  • Assemble the pieces to complete the bust.
  • Focus on the head. Put the optics in the sockets.
  • Defocus.
  • Click on the compartment at the lesser of the statue.
  • Take the knife.
  • Defocus, then focus on James' head.
  • Employ the knife to cut out his tongue.
  • Defocus out.
  • Focus on the cabinet.
  • Put the natural language into the jar.
  • Click on the white box effectually the jar.

Jump 1876: Child's Play [ ]

Pots

  • Focus on the flower pots.
  • Take the marbles from the left pot.
  • Take the pot comprehend.
  • Defocus.

Tree

  • Focus on the tree.
  • Take the twig off the tree.
  • Take the elastic ribbon off of Emma's bow.
  • Take the beloved off the tree.
  • Put the love in Emma'south jar.
  • Defocus.

Samuel

  • Focus on Samuel.
  • Requite him the twig, then the ribbon, and then the marbles.
  • Defocus.

Butterfly

  • Click on Samuel to have him aim the slingshot.
  • Shoot the butterfly off the tree.
  • Focus on the tree.
  • Click the butterfly to have it wing downward to the jar.
  • Give Emma the pot cover.
  • Click on Albert to take him push Emma. Click on Emma, then Albert, then Emma over again so Albert falls over.

Beehive

  • Click on Samuel to have him aim.
  • Shoot the beehive twice, knocking it down on Albert's head.
  • Click on Albert.
  • Defocus.
  • Focus on Mr. Crow.
  • Talk to him:
    Poor children.
    Their lives will be full of misery
    But their legacy volition be of nifty importance.
  • Click on the white box around his head.

Spring 1884: Fertility [ ]

Blossom Bed

  • Focus on the tree.
  • Take the garden weasel.
  • Defocus.
  • Focus on the blossom bed.
  • Detect the iv flowers numbered with Roman numerals.
  • Defocus.

Flower Pots

  • Focus on the flower pots.
  • Use the bee to pollinate the white bloom:
    • Blossom I - Mix i yellow, two red, green leaves.
    • Flower II - Mix one blue, two red, spiked leaves.
    • Flower Three - Mix 1 ruby, 2 blueish, green leaves, curly leaves.
    • Blossom Four - Mix one xanthous, ii blue, low leaves.
  • Take each flower from the pot.
  • Defocus.

Emma

  • Focus on Emma.
  • Add the iv flowers to the pot.
  • Click on the flowers to make them combine into one plant.
  • Click on the found, causing the glowing seeds to fly off.
  • Click on Emma; the seeds will go under her dress, impregnating her.
  • Click on the white box around Emma's face.

Jump 1885: Masks [ ]

Blue Mask

  • Take the bluish mask.
  • Pick upwardly the watering can.
  • Focus on Albert. Requite him the blue mask.
  • Defocus.
  • Focus on the window, and open up it.
  • Put the watering can on the sill, filling it with rainwater.
  • Take the can with water.
  • Defocus.
  • Focus on the pipes.
  • Cascade the water downwards the left pipe.
  • Take the central.
  • Defocus.

White Mask

  • Focus on the cabinet to the left.
  • Use the central on the tiptop drawer. Have the white mask.
  • Defocus.
  • Focus on Albert. Give him the white mask.
  • Defocus.
  • Focus on the window. Accept the longest icicle.
  • Defocus.
  • Focus on the pipes.
  • Use the icicle on the right pipe.
  • Take the fundamental.

Telescope

  • Focus on the cabinet to the left.
  • Use the cardinal on the bottom drawer. Take the binoculars.
  • With Albert still wearing the white mask, focus on the window.
  • Use the binoculars. Turn until you are looking at the Chapel.
  • Zoom in on the figure.
    • Notice the symbols.
  • Defocus, so focus on Albert. Give him the blue mask.
  • Defocus.
  • Focus on the window.
  • Apply the binoculars. Look at the big stone.
  • Zoom in on the effigy.
    • Discover the symbols.
  • Defocus, then focus on the cabinet with the iv symbols:
    • Upper left - Triangle pointing right.
    • Upper right - Dot end on the top.
    • Lower left - Symbol facing as a "U".
    • Lower right - Triangle pointing left.
  • Take the moon mask.

Moon Mask

  • Focus on Albert. Requite him the moon mask.
  • Defocus.
  • Focus on the window.
  • Use the binoculars.
  • Zoom in on the blackness square on the moon'south surface.
  • Sentry the easily of the effigy: 5231.
  • Defocus.

Butterfly

  • Focus on the small chest on the table.
  • Put in the code 5231.
  • Take the butterfly.
  • Defocus.
  • Focus on Albert.
  • Put the butterfly on the table.
  • Click on Albert to brand him stab the butterfly.
  • Click on the white box around Albert's face.

Spring 1889: The Clock [ ]

Room

  • Pick up the saw, glue, and gear.
  • Focus on the flyer. Take the gear.
  • Defocus.
  • Focus on the window. Open information technology, and take the gear.
  • Defocus.
  • Focus on Samuel.

Samuel

  • Take the matches from the apron pocket.
  • Give him the saw.
  • Tap him to focus on the tabular array.
  • Get the gear.
  • Cutting the pieces of woods.
    • Move the angle of the saw past dragging it.
    • Click on the woods to cut.
    • Elevate the pieces to fit the newspaper underneath.
    • Use the glue to connect the pieces.
    • End when the paper says "set up".
  • Defocus.

Clock

  • Focus on the clock.
  • Place the wood pieces together. Put the case back on the clock.
  • Focus on the clock face. Put the four gears in.
    • The medium cog is on the bottom of the chugalug.
    • The small cog is on the top of the belt.
    • The large cog is on the highest knob.
    • The medium cog is on the eye knob.
  • Defocus.
  • Put the two other pieces back on the clock face.

Ida

  • Focus on the flyer. Notice the clock hand positions: 3:30.
  • Defocus.
  • Focus on the clock face. Fix the time to 3:30.
  • Defocus.
  • Focus on the window. Take the pipe from Ida's mitt.
  • Defocus.
  • Focus on Samuel. Requite him the pipe.
  • Use the matches on the pipe.
  • Click on the white box around Samuel'southward face.

Summer 1889: The Fortune Teller [ ]

Voodoo Dolls

  • Focus on the table.
    • Death - Voodoo doll with Ten'ed-out eyes.
    • The Devil - Voodoo doll with horns.
    • The Empress - Voodoo doll with a crown.
  • Defocus.
  • Focus on the tree branch.
    • The Hanged Man - Voodoo doll hanged by the noose.
  • Defocus.
  • Focus on the tree hole.
    • The Hermit - Voodoo doll hiding in the hole.
  • Defocus.
  • Focus on the cabinet.
    • The Star - Painted star on the chiffonier.

Tarot Cards

  • Go into the tent. Focus on the table.
  • Lodge the tarot cards using the symbols on the voodoo dolls.
    • Decease - Upper center.
    • The Devil - Upper right.
    • The Empress - Lower right.
    • The Hanged Man - Lower middle.
    • The Hermit - Lower left.
    • The Star - Upper left.
  • Tap once more.
  • Take the central from Ida'southward hand.
  • Defocus, and then focus on the cabinet.
  • Use the primal, and take the glass sphere.
  • Defocus.

Glass Sphere

  • Go into the tent. Give Ida the drinking glass sphere.
  • Sentinel the glass sphere. Observe the symbols.
    • Decease - Samuel missing his eyes.
    • The Devil - Albert in a devil mask.
    • The Empress - Rose wearing a crown.
    • The Hanged Man - Emma hanged from a noose.
    • The Hermit - Frank downwards in the well.
    • The Star - Frank with the telescope.

Tarot Cards

  • Order the tarot cards using the symbols from the crystal ball.
    • Expiry - Upper right.
    • The Devil - Upper middle.
    • The Empress - Upper left.
    • The Hanged Human - Lower left.
    • The Hermit - Lower heart.
    • The Star - Lower right.
  • Tap the cards to defocus.
  • Focus on the crystal ball once again. Click through the five premonitions.
  • Click on the white box effectually Ida's confront.

Fall 1891: The Swing [ ]

Pumpkin

  • Focus on Albert. Accept the knife from his pocket.
  • Defocus.
  • Focus on the pumpkin.
  • Use the knife to cleave the pumpkin.
  • Selection up the pumpkin mask.
  • Defocus.
  • Focus on Albert. Give him the pumpkin mask.
  • Click on him to get a fundamental.
  • Defocus.

Teddy Acquit

  • Focus on the locked cabinet.
  • Accept the teddy arm from behind the cabinet.
  • Use the key on the lock to open the chiffonier.
  • Take the teddy head.
  • Defocus.
  • Focus on the teddy bear.
  • Put the head and arm on the acquit.
  • Choice up the teddy bear.
  • Defocus.

Frank

  • Focus on Frank. Requite him the teddy conduct.
  • Drag the swing to the far-right, causing him to fly off.
  • Defocus.
  • Pick up the teddy comport.
  • Focus on the well. Requite Frank the teddy bear.
  • Click on Albert twice to have him turn the lever, making Frank fall down.
  • Click on the white box around the well.

Fall 1891: The Search [ ]

Map

  • Focus on the memorial. Pick up the ink and piece of paper.
  • Defocus.
  • Focus on the shelf. Take the piece of paper.
  • Defocus.
  • Focus on the portrait. Have the slice of newspaper.
  • Defocus.
  • Focus on the table. Place the pieces down on the table.
  • Suit the pieces together to consummate the map.
  • Notice the locations:
    • Factory - A
    • Hotel - B (B = 62)
    • Bridge - C
    • Chapel - D

Telescope

  • Focus on the telescope.
  • Move the numbers to match the locations on the map.
    • Mill - 00 and 04 (A = 4)
    • Bridge - 30 and 5 (C = 35)
    • Chapel - 30 and 3 (D = 33)

Shelf

  • Focus on the shelf on the wall.
  • Solve the puzzle.
    • B + C + D - A = ?
    • 62 + 35 + 33 - 4 = 126
  • Input the solution and open the shelf.
  • Take the postage.

Letter

  • Focus on the table. Put the ink in the ink well.
  • Put the stamp in the ink.
  • Use the stamp on the letter.
  • Click on the letter to roll information technology upward, and put it into the tube.
  • Take the tube.
  • Defocus.
  • Open the window.
  • Focus on the telescope.
  • Motion the numbers to 60 and 2. See the low-cal come from the Hotel.
  • Defocus.
  • Focus on Harvey. Put the tube around her neck.
  • Click on the white box around Harvey'due south head.

Wintertime 1895: The Nuptials Photograph [ ]

Coat Rack

  • Focus on the glaze rack.
  • Take the veil, cap, and hat.
  • Defocus.

Right Cabinet

  • Focus on the cabinet to the right.
  • Press the buttons to make the cube.
  • Open the chiffonier and accept the hat.
  • Defocus.

Left Cabinets

  • Focus on the top cabinet to the left.
  • Printing the buttons in order:
    • 4x white, 3x black, 5x white, 3x black, 4x white.
  • Open the cabinet and take the hat.
  • Motion downwards to the bottom cabinet.
  • Press the buttons in guild:
    • 2x white, 1x black, 2x white, 3x blackness, 2x white, 1x black, 2x white.
  • Open the chiffonier and take the mask.
  • Defocus.

Family

  • Focus on the family.
  • Place the hats on the correct people:
    • Albert - Mask.
    • Emma - Blackness hat.
    • Ida - Veil.
    • Leonard - Brownish cap.
    • Mary - Greenish hat.
    • Samuel - Tophat.
  • Defocus.
  • Focus on the camera. Take the photograph.
  • Click on the white box around Ida'due south face up.

Summertime 1896: The Painting [ ]

Pots

  • Focus on the single pot to the left.
  • Accept the turmeric and the white shell.
  • Defocus.
  • Focus the flower pots. Accept the key.
  • Discover the flowers' colors: scarlet, white, black, red, yellow.
  • Defocus.

Cabinet

  • Focus on the chiffonier.
  • Use the key and open the chiffonier.
  • Take the bottle and the paintbrush.
  • Defocus.

Tree

  • Focus on the tree.
  • Take the berries.
  • Click on the treehole to make oil baste out.
  • Use the canteen to accept the oil.
  • Defocus.

Mortar

  • Focus on the table.
  • Option up the mortar.
  • Put the turmeric in the mortar.
    • Use the pestle to grind it.
    • Utilise the oil on it.
    • Pick up the yellow paint.
  • Put the shell in the mortar.
    • Utilize the pestle to grind information technology.
    • Utilize the oil on it.
    • Pick up the white pigment.
  • Put the berries in the mortar.
    • Employ the pestle to grind it.
    • Use the oil on it.
    • Pick upward the red paint.
  • Defocus.

Painting

  • Focus on the canvas.
  • Put the white, red, and yellow paints on the palette.
  • Apply the paintbrush to pigment the canvas.
    • Figures - Black pigment.
    • Ground - Yellow paint.
    • House - White paint.
    • Moon - Red paint.
    • Tree - Orange pigment.
  • Defocus.

Emma

  • Focus on Emma hanging from the tree.
  • Collect her tears.
  • Click on the white box effectually her tear.

Winter 1896: The Lying Game [ ]

Tabular array

  • Focus on the table. Wait at the paper:
    • The High Priestess always tells the truth
    • The Devil e'er lies
    • The Chariot lies only once
    • The Empress tells the truth but in one case
    • Look outside
  • Defocus.

Samuel

  • Focus on Samuel'due south cards:
    • My sister died. (True)
    • The locker code starts with 37. (True)
    • A key is hidden backside the bottom right corner of the painting. (True)
  • Defocus.
  • Focus on the table to the right. The newspaper reveals Emma's death.
  • Focus on the locker. Samuel is the only ane to offering the beginning of the code.
  • Focus on the painting of Aldous Vanderboom. Click on the bottom correct corner to get the central.
  • This key opens the window, and in that location is a card inside.

Ida

  • Focus on Ida's cards:
    • A primal is hidden under the newspaper. (False)
    • The devil has my photo in his pocket. (Truthful)
    • The locker code ends with 46. (Faux)
  • Focus on the table to the right. There is no central under the paper.
    • Focus on Albert's coat pocket. He has a photograph of Ida inside.
    • Focus on the locker. This code does not work.

Albert

  • Focus on Albert's cards:
  • I don't love Ida. (False)
  • My brother is not married. (Simulated)
  • A carte is subconscious right of the painting. (False)
    • Focus on Albert's glaze pocket. He keeps a photograph of Ida inside.
    • Focus on Samuel and Ida's wedding photo on the well. They are married.
    • Focus on the painting of Aldous Vanderboom. At that place is no bill of fare to the correct.

Mary

  • Focus on Mary's cards:
    • A card is hidden behind the top left corner of the photograph. (Truthful)
    • The locker code ends with 94. (True)
    • Information technology is summer. (False)
  • Focus on the nuptials photograph. Get the card from the tiptop left.
  • Focus on the locker. This ending combination is correct, and opens the locker. There is a card inside.
  • Open the window. It is snowing, so the flavor is wintertime.

Tarot Cards

  • Focus on the table. Place the iii tarot cards down.
    • The High Priestess - Samuel.
    • The Devil - Albert.
    • The Chariot - Mary.
    • The Empress - Ida.
  • Defocus.
  • Focus on the window, and open it.
  • Accept the deer skull.
  • Defocus.
  • Focus on Albert. Give him the skull.
  • Click on the white box around Albert's face.

Summer 1904: The Family Band [ ]

Music Sheet

  • Focus on Leonard. Accept the newspaper from his pocket.
  • Defocus.
  • Focus on Albert. Take the paper from his pocket.
  • Defocus.
  • Focus on the table. Accept the paper.
  • Defocus.
  • Focus on the frame on the wall.
  • Put the pieces of paper on the frame.
  • Find the music canvas.

Instrument

  • Focus on Samuel.
    • Brand him play the notes: EGEG.
  • Defocus.
  • Focus on Albert.
    • Make him play the notes: AEAE.
  • Defocus.
  • Focus on Leonard.
    • Make him play the notes: CBCB.
  • Defocus.
  • Focus on Ida.
    • Make her play the notes: TLTL.
  • Defocus.

Teeth

  • Tap until nearly everybody is dead.
  • Focus on Mary.
  • Take the teeth from her mouth.
  • Defocus.
  • Focus on the table. Put the teeth in the bottle.
  • Click on the white box around the canteen.

Summer 1904: Voodoo [ ]

Samuel

  • Focus on Samuel. Accept the pipe.
  • Defocus.
  • Focus on the tabular array to the left. Use the pipage to light the candle.
  • Pick up the lit candle.
  • Defocus.
  • Focus on Albert's left hand.
  • This voodoo doll controls Samuel's movements. Use the candle to lite the strands on the doll's head and artillery.
  • Move the voodoo doll'due south left arm up. This allows Samuel to knock down the lamp higher up his head.
  • Defocus.
  • Focus on the lamp on the floor.
  • Open up it, and take the key.

Ida

  • Focus on the table to the right. Notice the chest that needs a combination code.
  • Employ the key on the locked box. Take the pin.
  • Defocus.
  • Focus on Albert'south right paw.
  • This voodoo doll controls Ida'due south movements. Put the needle in the doll'due south breast. This allows you to move Ida's arms and solve the combination code for the chest.
    • Arms in the middle - Optics open + Oral fissure shut.
    • Left arm downward + Right arm up - Optics shut + Mouth open.
    • Left arm in the middle + Right arm downward - Eyes close + Mouth shut.
  • Open the chest and take the scissors.

Eyes

  • Focus on the voodoo dolls.
  • Utilize the scissors to cut both of the button eyes off of the dolls.
  • Defocus.
  • Focus on Samuel and Ida. Take the eyes from the table.
  • Defocus.
  • Focus on the table to the left. Place the eyes in the jars.
  • Click on the white box around the jar.

Summertime 1909: The Brood [ ]

Jar

  • Focus on the big contraption. Accept the pot off the table.
  • Defocus.
  • Focus on Albert. Requite him the pot.
  • Click on him to accept him ejaculate into the pot.
  • Have the pot with semen.

Frank

  • Focus on the table. Have the white potato.
  • Open the breast and take the egg.
  • Defocus.
  • Focus on the grate. Click on them to make Frank clamber over.
  • Give him the potato. He returns the favour with flint stones.

Contraption

  • Focus on the framed drawing. Notice the instructions.
    • Kickoff the egg, second the semen, third the potion and water.
  • Defocus.
  • Focus on the large contraption.
  • Adapt the pipes to connect the funnel to the main flask.
  • Driblet the egg and semen into the funnel.
  • Use the flint stones on the candle to boil the potion.
  • Arrange the pipes to connect the potion to the left, and the water to the correct.
  • Click on the white box around the baby.

Spring 1914: The War Hero [ ]

Map

  • Focus on the papers on the basis. Look at the map for pigeon directions. This tells you how many pigeons demand to fly in what direction to get the motorcycle pieces. Moving the pigeons on the postal service moves where they wing to on the map.
    • A - three pigeons.
    • B - ii pigeons.
    • C - one pigeons.
    • D - 4 pigeons.

Part A

  • Focus on the pigeons.
    • Carmine dove to the upper-left spot.
    • 2-striped pigeon to the lower-right spot.
    • White pigeon to the upper-right spot.
    • Single-striped pigeon to the lower-left spot.
  • Band the bell twice to ship out, then recall, the pigeons.
  • Defocus.
  • Focus on the basis below.
  • Choice up the bicycle part.

Parts B and C

  • Focus on the pigeons.
    • Carmine pigeon to the upper-correct spot.
    • Ii-striped pigeon to the upper-left spot.
    • White pigeon to the lower-center spot.
    • Single-striped pigeon to the lower-correct spot.
  • Ring the bell twice.
  • Defocus.
  • Focus on the basis below.
  • Choice up the two bike parts.

Office D

  • Focus on the pigeons.
    • Cerise pigeon to the upper-centre spot.
    • 2-striped pigeon to the upper-left spot.
    • White pigeon to the lower-left spot.
    • Single-striped pigeon to the lower-middle spot.
  • Ring the bell twice.
  • Defocus.
  • Focus on the ground below.
  • Pick up the bike role.

Motorcycle

  • Focus on the papers on the ground. Await at the motorcycle instructions.
  • Defocus.
  • Focus on the motorcycle. Identify the four pieces down.
    • Drag the parts onto the motorcycle following the guide.
  • Tap the motorcycle.
  • Defocus.
  • Click on the white box effectually Leonard's head.

Winter 1918: The Trenches [ ]

Leonard

  • Focus on the table to the left. Take the wooden cup and the right table wooden leg.
  • Defocus.
  • Focus on Leonard. Open his left coat pocket and accept the primal.
  • Put the wooden cup on his leg stump, and and then the table leg to the cup.
  • Defocus.
  • Focus on the dresser. Open the 2nd drawer and take the pair of scissors.
  • Use the primal on the bottom drawer and selection up the pincers.
  • Defocus.
  • Focus on Leonard. Employ the pair of scissors to cut open up the fabric on his left pant leg, left arm, and to remove the bandages on his caput.
  • Utilize the pincers on his left arm to remove the bullet.
  • Focus on the left leg. Arrange the bandages to embrace the blood.

Flashback

  • Unfocus, and so focus on Leonard's caput. Zoom into his eyes until you are taken into his memories.
  • Focus on the grenade. Pull the pivot and detonate information technology.
  • Drag the pieces of a Corrupted Soul together. Click on it to make Leonard scream out of the flashback.
  • Click on Leonard to accept him open his eyes again. Become back into his memories.
  • Focus on the grenade. Pull the pin and detonate it.
  • Drag the pieces of Samuel and Ida's shadows together. Click on them to make Leonard scream out of the flashback.
  • Click on Leonard to accept him open his eyes again. Go back into his memories.
  • Focus on the grenade. Pull the pin and detonate information technology.
  • Drag the pieces of Albert'southward shadow together (including the antlers). Click on him to make Leonard scream out of the flashback.

Mr. Crow

  • Go back into Leonard's memories.
  • Focus on the grenade. Pull the pivot and detonate information technology.
  • Drag the pieces of Mr. Crow'south shadow together. Click on him to become towards him.
  • Talk to Mr. Crow:
    Hullo, brother
    Save Leonard
    We need him to detect the treasure
  • Take the key from his hand.

Saving Leonard

  • Go back into Leonard's memories.
  • Focus on the locked box, and open it with the central. Have the gas mask.
  • Defocus.
  • Focus on Leonard. Give him the gas mask.
  • Defocus.
  • Focus on the grenade. Pull the pin and detonate it.
  • Tap to brandish three figures.
  • Elevate the pieces of three figures to complete a code. Remember the symbols before clicking on them to leave Leonard's flashback.
  • Defocus.
  • Focus on the tabular array to the correct. Open the chest using the symbols:
    • Upside-down triangle, circle, "Y" with a line.
  • Take the pes from the chest.
  • Defocus.
  • Focus on the table to the left. Put the foot into the jar.
  • Click on the white box around the jar.

Fall 1919: Advice [ ]

Ouija Board

  • Focus on Rose.
  • Talk to her:
    Tin you hear me?
  • Focus on the Ouija board.
  • Move the planchette to "Aye".

Identity

  • Focus on Rose.
  • Talk to her:
    What is your get-go name?
  • Defocus.
  • Focus on the portrait of William Vanderboom.
  • Click on it until it becomes a Corrupted Soul. This is you.
  • Defocus.
  • Focus on the Ouija board.
  • Move the planchette to spell "WILLIAM".
  • Focus on Rose.
  • Talk to her:
    What is your final proper noun?
  • Focus on the Ouija lath.
  • Move the planchette to spell "VANDERBOOM".

Cardinal

  • Focus on Rose.
  • Talk to her:
    Exercise you want my central?
  • Focus on the Ouija lath.
  • Move the planchette to "Yes".
  • Focus on Rose, and accept her golden key.
  • Defocus.
  • Focus on the wardrobe. Open up it with the key.
  • Take the key from the superlative-correct.
  • Click on the mirror until the word "LIVE" appears.

Chest

  • Focus on the chest.
  • Utilize they key to open the chest.
  • Focus on the two papers. Notice what is written on them.
    • rebirth <- sacrifices
    • timepieces

Resurrection

  • Focus on Rose.
  • Talk to her:
    What do y'all want?
  • Focus on the Ouija board.
  • Move the planchette to spell "Live".
  • Focus on Rose.
  • Talk to her:
    What do y'all need to alive again?
  • Focus on the Ouija board.
  • Motion the planchette to spell "SACRIFICES".
  • Focus on Rose.
  • Talk to her:
    What do yous demand to open the gate?
  • Focus on the Ouija board.
  • Move the planchette to spell "TIMEPIECES".
  • Focus on Rose.
  • Talk to her:
    I will assistance you
  • Click on the white box around her face.

Fall 1924: The Well Pt. ane [ ]

Twigs

  • Focus on the writing on the wall. Observe the symbols that correlate to the words.
    • Forked twig + stick = H2o.
    • Wire + Forked twig = Food.
    • Fish basic + Forked twig and stick = Wooden stick.
  • Defocus.
  • Click on the paper aeroplane to make it fly out of the well. The bucket volition come down.
  • Focus on the teddy acquit. Take off its head, and pick upward the wire.
  • Take the precipitous rock.
  • Defocus.
  • Focus on the bars. Click on them to brand a hand appear holding berries.
  • Stab the mitt with the precipitous rock. Pick upwards the berries.
  • Defocus.
  • Focus on Frank. Requite him the berries, and have the forked twig.

Water

  • Focus on the bucket. Place the forked twig and wire down.
  • Put the forked twig on the left, and the stick on the right.
  • Defocus.
  • Focus on the saucepan and take the cup with liquid.
  • Defocus.
  • Focus on Frank. Requite him the cup to drink.

Food

  • Focus on the bucket.
  • Put the wire on the left, and forked twig on the right.
  • Defocus.
  • Focus on the saucepan and take the grilled fish.
  • Defocus.
  • Focus on Frank. Give him the fish to consume, then accept the fish os.

Wooden Stick

  • Focus on the bucket. Place the fish bone downward.
  • Put the fish basic on the left, and forked twig on the right. Put the stick on top of the forked twig.
  • Defocus.
  • Focus on the bucket and have the wooden stick.
  • Defocus.
  • Focus on Frank. Requite him the wooden stick.
  • Click on Frank to have him elevate himself over to the bucket.
  • Click on the white box around Frank's face.

Fall 1924: The Well Pt. 2 [ ]

Aeroplane

  • Click on the well, so a paper plane will wing out.
  • Focus on the paper. Observe the symbols that correlate to the words.
    • Forked twig + stick = Water.
    • Wire + Forked twig = Food.
    • Fish bones + Forked twig and stick = Wooden stick.
  • Defocus.
  • Click on the lever to brand the bucket go down. Click on information technology again to take it come back up.
  • Focus on the bucket. Notice the symbols, asking for water.

Water

  • Focus on the flower pots. Option upwardly the worm, cup, and matches.
  • Defocus.
  • Focus on the dog. Clicking on the domestic dog causes information technology to urinate.
  • Put the loving cup downwardly. Elevate it over so information technology is where the urine stream ends.
  • Click on the domestic dog. Pick upward the cup with liquid.
  • Defocus.
  • Focus on the bucket. Place the cup in the saucepan.
  • Defocus.
  • Click on the lever to make the saucepan go down. Click on it once again to have it come back upward.
  • Focus on the saucepan. Notice the symbols, asking for food.

Food

  • Focus on the bear trap. Put the worm on as bait.
  • Defocus.
  • Focus on the firepit. Take the hatchet.
  • Defocus.
  • Focus on Rose. Take her wooden stick.
  • Defocus.
  • Focus on the tree. Use the hatchet to cut of the lowest branch, and and so chop it upwardly further into wood
  • Defocus.
  • Focus on the bear trap. Take the fish.
  • Defocus.
  • Focus on the firepit. Place the wooden stick over the fire equally a spit. Put the forest down, and then light it with the matches. Put the fish on the spit. Take the grilled fish once information technology is cooked.
  • Defocus.
  • Focus on the bucket. Identify the fish in the bucket.
  • Defocus.
  • Click on the lever to brand the bucket go down. Click on it over again to accept information technology come back up.
  • Focus on the bucket. Notice the symbols, request for a wooden stick.

Wooden Stick

  • Focus on the firepit. Pick up the wooden stick.
  • Defocus.
  • Focus on the bucket. Identify the stick in the bucket.
  • Defocus.
  • Click on the lever to make the bucket go down. Click on information technology again to have information technology come up back upwardly.
  • Click on the white box around Frank'south beard.

Fall 1926: Checkmate [ ]

Chess Pieces

  • Focus on the motion-picture show frame. Take the pocketknife.
  • Defocus.
  • Focus on Frank. Use the pocketknife to carve his white potato into a chess king piece.
  • Defocus.
  • Focus on the cabinet on the wall. Press the buttons in order:
    • Down, up, down, down, upward, upwardly, down, down, up, downwards, upwardly.
  • Open the cabinet. Pick up the Knight chess piece (chess horse).

Checkmate

  • Focus on the chessboard. Place the ii pieces down.
  • Use the Knight to checkmate the King.
    • Hint: You can't move the Knight onto any square with an 10.
  • Defocus.
  • Focus on the picture frame. Notice the word "CEREBRUM".
  • Defocus.
  • Focus on the chessboard.
  • Use the Knight to checkmate the King, by moving the piece to spell "CEREBRUM".

Albert

  • Focus on Albert. Clicking on him causes Frank to asphyxiate him to expiry.
  • Use the knife to cut the crown off of his head. Option up his brain.
  • Defocus.
  • Focus on the table. Place the brain in the jar.
  • Click on the white box around the jar.

Winter 1927: The Bath [ ]

Windows

  • Focus on the windows.
  • Close the left window.
  • On the correct window, move the planks of wood to comprehend the holes.

Furnace

  • Focus on the mirror. Click on information technology to make a Corrupted Soul appear and shatter the mirror. Break the two shards off of the upper-right. Accept the central.
  • Defocus.
  • Focus on the dresser. Open the superlative drawer, and have the matches.
  • Use the key to open up the middle drawer, and selection upwards the coal.
  • Defocus.
  • Focus on the furnace. Open the lesser hatch.
  • Place the coals inside. Employ the matches on the coals to starting time a burn, and then shut the hatch.
  • Pick up the bucket.

Bucket

  • Focus on the sink. Place the bucket down on the counter.
  • Turn on the sink, then take the bucket with water.
  • Defocus.
  • Focus on the furnace. Put the bucket dorsum on the pinnacle.
  • Flip the switches on the top of the furnace. Accept the bucket with hot h2o.
  • Defocus.
  • Focus on Frank.
  • Pour the hot water from the bucket into the bathtub.

Hair

  • Make certain the thermometer is at the highest point.
  • Focus on Frank. Click on him, and he will give y'all a cardinal.
  • Defocus.
  • Focus on the dresser. Use the cardinal on the lesser drawer, and take the scissors.
  • Defocus.
  • Focus on Frank. Cut his pilus with the scissors. Subsequently cut off his beard you will get a lock of his hair.
  • Defocus.
  • Focus on the tabular array. Place the hair into the jar.
  • Click on the white box effectually the jar.

Fall 1929: The Treasure [ ]

Insects

  • Focus on the tree. Click on the hole to make an insect popular out.
  • Click on it ii more times to pick it up.
  • Defocus.
  • Focus on the table.
  • Make the grasshoppers jump in guild:
    • 1x green, 2x brownish, 3x green, 3x chocolate-brown, 3x green, 2x brownish, 1x green.
  • Click on the grasshoppers to make them jump away.
  • Pick upward the remaining grasshopper.

Treasure

  • Defocus, and then pick upwards the shovel.
  • Focus on Leonard. Read the newspaper, lesser to top:
    • 3x frog, 3x insect, 3x grasshopper, 2x insect, 2x frog, 1x insect, 3x grasshopper.
  • Defocus.
  • Focus on the frog. Identify the insect and grasshopper down on the basis.
    • Drag the frog onto the rock. Brand it hop three times, and place the coin under it as a marker.
    • Drag the insect onto the money. Make it hop iii times, and place the coin under information technology.
    • Drag the grasshopper onto the coin. Make it hop 3 times, and place the coin under information technology.
    • Drag the insect onto the money. Make it hop ii times, and place the money nether information technology.
    • Drag the frog onto the coin. Make it hop two times, and place the coin under it.
    • Elevate the insect onto the coin. Make it hop one time, and place the money nether it.
    • Drag the grasshopper onto the coin. Brand it hop three times, and place the coin under it.
  • Utilize the shovel on the coin to dig a hole.
  • Focus on the hole, and take the timepiece.
  • Defocus.
  • Focus on Leonard. Give him the timepiece.
  • Click on the white box around the timepiece.

Wintertime 1930: The Stars [ ]

First Floor

  • Focus on the table. Choice up the card and bird food.
  • Defocus.
  • Focus on the framed picture of Emma and Frank. Notice the constellation, and pick upwardly the card.
  • Defocus.
  • Focus on the painting. Find the constellation, and pick upwardly the card.
  • Click on the painting to make it drib to the ground. Solve the rotating puzzle.
    • The triangle in the centre connects going down and to the left.
    • The line at the bottom connects up and to the correct.

Constellations

  • Go up the ladder to the attic.
  • Focus on the telescope. Place the iii cards downwards to the left.
  • Connect the stars together to course four constellations.
    • Tree, Cube, Deer, Crow.
  • Connect the stars to grade the constellation seen on Emma and Frank'southward portrait.
  • Talk to Emma:
    My son
    Read my letter of the alphabet
  • Connect the stars to course the constellation seen on the painting.
  • Talk to Mr. Crow:
    Hello, brother
    Make sure the grandchildren find the three timepieces
    Bring the branches back together.
  • Click on the lens to get in fall, and pick it up.

Letter

  • Focus on the window. Open it, so put the bird food in the feeder.
  • Defocus.
  • Focus on Harvey. Open the tube and take the letter of the alphabet.
  • Defocus.
  • Focus on Frank. Requite him the alphabetic character.
  • Focus on the letter. Put the lens on it.
  • Move the lens to align the "V" on the lens to the "V" on "have" in the alphabetic character. Notice the three other letters circled.
  • Defocus.
  • Focus on the table. Input the lawmaking "LOVE" into the chest, and take the timepiece.
  • Defocus.
  • Focus on Frank. Requite him the timepiece.
  • Click on the white box effectually the timepiece.

Spring 1933: The Terminal Dance [ ]

Sliding Blocks

  • Focus on the cabinet. Solve the puzzle by moving the cubes to the symbols:
    • Down, then correct.
    • Top cube down, then right. Bottom cube left.
    • Center cube right, and so down. Left cube left. Right cube right.
    • Lesser cube up, so left. Centre cube right. Superlative cube right.
    • Top cube left. Middle cube upwardly. Bottom cube left, then upwards, then correct. Middle cube left. Top cube correct.
    • Top-left cube right. Bottom-left cube right, so down. Centre cube upward. Centre-right cube downwards. Top-right cube down, then correct. Heart-right cube right.
    • Bottom cube right, then upwardly. Top cube left, downwards, upward, then right. Bottom cube left.
  • Take the record, "The Vanderboom'due south Family Time".

First Dance

  • Focus on the gramophone. Put the record on, and plow the handle to kickoff playing the music.
  • Defocus.
  • Click on Frank to offering Rose his paw. Have them dance in this club.
    • Right, right, left, left, right, right, right, left, left, left, right, correct.
  • Focus on Rose. Have the key.
  • Defocus.
  • Focus on the cabinet on the wall. Open information technology with the key.
  • Pick upwardly the dress, and the tape, "The Lake Suite".

2nd Dance

  • Focus on Rose. Requite her the dress.
  • Defocus.
  • Focus on the gramophone. Put the 2d record on, and plow the handle to get-go playing the music.
  • Defocus.
  • Click on Frank to offer Rose his hand. Have them dance in this order.
    • Right, right, correct, left, right, left, correct, left, left, right, right, right.
  • Focus on the gramophone. Have the needle.
  • Defocus.
  • Focus on Rose's paw. Prick her alphabetize finger with the needle.
  • Click on the white box around the blood.

Fall 1932: The Graveyard [ ]

Bones

  • Focus on the open grave. Take the shovel.
  • Defocus.
  • Focus on the dog. Take the os.
  • Defocus.
  • Focus on Emma'due south grave. Use the shovel to dig upwards a bone.
  • Defocus.
  • Focus on Ida'southward grave. Use the shovel to dig up a bone.
  • Defocus.
  • Focus on Samuel's grave. Utilise the shovel to dig up a bone.
  • Defocus.
  • Focus on James' grave. Utilise the shovel to dig upwards a bone.

Locked Chest

  • Focus on Mary's grave. Employ the shovel to dig upwards a small breast. Notice the code:
    • "Flower + Crystal Brawl" months + "Clock + Mask" days.
  • The code needs the combined months of Emma and Ida (10 + 12 = 22), and the combined days of Samuel and Albert (30 + 03 = 33).
  • Enter the code 2233 into the chest. Open it and accept the piercer.
  • Defocus.
  • Focus on Albert'southward grave. Put the piercer into the pigsty of his grave.
  • Click on the grave to break it open, and take the bone.

Skeleton

  • Focus on the open grave. Identify all of the bones downwards.
  • Complete the skeleton past reattaching its pelvis, legs, and arms.
  • Focus on the skull. Click on the jaw to open up it and have the timepiece.
  • Defocus.
  • Focus on Rose. Requite her the timepiece.
  • Click on the white box effectually the timepiece.

Spring 1935: Roots [ ]

Timepieces

  • Focus on Rose. Accept her gilded timepiece.
  • Defocus.
  • Focus on Frank. Accept his silver timepiece.
  • Defocus.
  • Focus on Leonard. Take his statuary timepiece.
  • Defocus.
  • Enter the doorway to the back room.
  • Focus on the "Alchemist Brothers" slot. Put the statuary timepiece in, and click to open it.
  • Defocus.
  • Focus on the "Crow and the Dead Human" slot. Put the silver timepiece in, and click to open information technology.
  • Defocus.
  • Focus on the "Samsara" slot. Put the gilded timepiece in, and click to open up information technology.
  • Notice all of the timepieces are ready to ii:45.
  • Leave the back room.

Clock

  • Focus on the grandfather clockface. Motility the clock easily to ii:45.
  • Defocus.
  • Click on Rose to brand the tree's roots wrap around her. Click again to close the clock.
  • Defocus.
  • Get to the back room. The gate in front of the sacrifices is at present open.
  • Leave the dorsum room.

Paintings

  • Focus on the chiffonier. Notice the letters.
  • Defocus.
  • Focus on the framed pictures on the wall. Find the messages corresponding to the sacrifices:
    • A - Albert'due south brain.
    • E - Emma'south tears.
    • F - Frank's pilus. (3)
    • I - Ida's eye.
    • J - James' tongue. (1)
    • L - Leonard's foot.
    • M - Mary'southward teeth.
    • R - Rose's claret.
    • Due south - Samuel's heart.

Sacrifices

  • Go to the back room. Balance the sacrifices.
    • Hair - 3. Eye - 1. Foot - 2. Tears - four. Teeth - iii. Tongue - 5. Blood - ii. Eye - 1. Brain - three. Empty - 5.
  • Each sacrifice and numbered scale must add upward to vi. By subtracting the scale number to 6, you lot volition go the answers to the cabinet's lawmaking.
    • Samuel and Ida (6 - i = five). Mary and Albert (vi - 3 = 3). Emma (6 - four = 2). Rose (6 - 2 = 4).
  • Focus on the cabinet. Input the correct numbers.
    • Southward - 5. Grand - iii. I - 5.
    • Eastward - 2. A - 3. R - four.
  • Open the cabinet, and take the pot with heart.

Resurrection

  • Go to the back room. Place the heart on the last scale, causing tree roots to come downwards.
  • Click on all of the sacrifices so the roots absorb them.
  • Become forrard to the black figure, the Corrupted Soul of William Vanderboom.
  • Drag all of the sacrifices to William.
  • Click on the white box around the dress.

Family Emblems (More Roots) [ ]

James' Emblem [ ]

  • Focus on the suitcase.
  • Input the lawmaking 666.
  • Defocus.
  • Focus on the Vanderboom family unit crest on the suitcase.
  • Click on the rip the casing and go the keepsake underneath.
  • Focus on the tarot cards:
    • Death - Symbol for Ida, solution for Leonard:
      • 0 deg waves, 15 deg circle, 45 deg bird, 95 deg Nike
    • Queen of Pentacles - Solution for Emma:
      • iii, 4, 2, 4, 1
    • The Devil - Symbol for Ida, solution for Albert;
      • triangle pointing left, pin pointing left, letter of the alphabet C, triangle pointing up
    • The Hanged Man - Symbol for Ida.
    • The Hermit - Symbol for Ida, solution for Frank:
      • CROW
    • The Star - Symbol for Ida.
    • Wheel of Fortune - Solution for Samuel.

Emma's Emblem [ ]

  • Focus on the flowers.
  • Click in the club: 3, 4, 2, 4, i.
  • Go the emblem.

Samuel's Emblem [ ]

  • Focus on the clock.
  • Set the time to 10:35.
  • Get the emblem.

Albert's Emblem [ ]

  • Focus on the cabinet with the four symbols.
    • Upper left - Triangle pointing left.
    • Upper correct - Dot finish on the right.
    • Lower left - Symbol facing every bit a "C".
    • Lower right - Triangle pointing upwards.
  • Get the emblem.
  • Detect the tarot carte:
    • The Empress - Symbol for Ida.
    • Flip card over - Solution for Rose:
      • R1 * S4 * J5 * A6 * M4 * L1 * I3 * F5 * E1

Frank's Emblem [ ]

  • Focus on the writing.
  • Click the letters "CROW".
  • Go the keepsake.
  • Detect the tarot carte du jour:
    • The Lovers - Solution for Mary.

Mary's Emblem [ ]

  • Focus on the hand in the cabinet.
  • Click the fingers in society: 3, 4, 2, i, four.
  • Get the emblem.

Leonard's Keepsake [ ]

  • Focus on the pigeons.
    • Cerise pigeon to the upper-centre spot.
    • Two-striped pigeon to the upper-left spot.
    • White pigeon to the upper-right spot.
    • Single-striped pigeon to the lower-left spot.
  • Band the bell twice.
  • Defocus.
  • Focus on the basis below.
  • Get the emblem.

Rose's Emblem [ ]

  • Focus on the Ouija Board.
  • Input "RUSTYLAKE".
  • Get the emblem.

Ida'southward Emblem [ ]

  • Focus on the table.
  • Order the tarot cards:
    • Death - Lower correct.
    • The Devil - Upper right.
    • The Empress - Upper middle.
    • The Hanged Man - Lower left.
    • The Hermit - Lower middle.
    • The Star - Upper left.
  • Get the emblem.

The Concluding Level [ ]

Alchemy

  • Focus on Aldous.
  • Talk to him:
    Hello brother, discover the elixir
  • Defocus.
  • Focus on the family crest.
  • Discover the glass bottle and black egg.
  • Defocus.
  • Focus on the alchemist set.

Black Egg

  • Water + Earth = Dirt.
  • Clay + H2o = Plant.
  • Plant + Water = Algae.
  • Algae + H2o = Shell.
  • Fire + Globe = Lava.
  • Lava + Air = Stone.
  • Stone + Fire = Metallic.
  • Metal + Shell = Chalk.
  • Globe + Air = Dust.
  • Dust + Chalk = Black Egg.

Drinking glass Canteen

  • Burn + World = Lava.
  • Lava + Air = Rock.
  • Stone + Air = Sand.
  • Sand + Burn down = Glass Bottle.

Elixir

  • Mix the glass bottle and black egg together, creating the elixer.
  • Defocus.
  • Focus on Aldous.
  • Pour the elixir into his glass.
  • Talk to him:
    You lot drink get-go, blood brother
  • Click on the drinking glass to drink.

Seed

  • Keep forward as you die.
  • Go the seed.
  • Go on forrard through the mouth.
  • Focus on Aldous.
  • Talk to him:
    Don't worry,
    we are always here in our by and future lives
  • He will drink the elixir and become Mr. Crow.
  • Talk to him:
    Better give me the seed
  • Give him the seed.
  • Talk to him:
    The fate of Rusty Lake lies in this small-scale seed
    I have to leave at present, mr Owl needs me.
    But we volition come across again, in this life or the adjacent
  • Click on the white box around the seed.

Bugs.png Bugs [ ]

  • In the affiliate "Child's Play", her loose hair ribbon can be seen betwixt the time Albert has the beehive knocked onto his head and when the sky turns gray, despite the fact that information technology was taken earlier for Samuel's slingshot.
  • In the chapter "The Trenches", after the grenade is detonated, Leonard's wrong leg is broken. In the house his right leg is missing, just the shadow in the flashback's left leg is broken instead.

Soundtrack.png Soundtrack [ ]

The Soundtrack for Rusty Lake: Roots contains 27 specially commissioned tracks by Dutch composer Victor Butzelaar. It can be purchased separately through bandcamp.com (First 16) (Other 11).

Trivia.png Trivia [ ]

  • Summer 1860: The Uncle
    • In that location is a Sanskrit phrase behind the torn photo: मानुष → प्रेत = human being (manush) → hungry ghost (preta). This term is besides the name of an accomplishment in Rusty Lake: Paradise.
    • Besides, in that location is the Latin phrase "ptl. cor" on it. "Cor" means "middle", but as "ptl." is abbreviated, its exact meaning is unknown.
    • The timepiece has the give-and-take देव, meaning "god" (deva).
  • Summer 1870: The Staircase
    • In William'south periodical is the give-and-take असुर, meaning "divine" or "demon" (asura).
  • Summer 1870: The Wake
    • The framed newspaper with the sacrifices has the Italian word "lingua" on it, meaning "tongue".
  • Summer 1904: The Family unit Band
    • It is unknown if Mary was killed or if she simply died of old age.
    • The song played here later on appears as a record with a piano accompaniment.
  • Spring 1919: Communication
    • Inputting "CUBEESCAPE" on the Ouija board will event in Rose saying to you: "My daughter will return to Rusty Lake".
    • Inputing "ALDOUS" instead of "WILLIAM" will brand no divergence.
      • As well, the player can choose to spell out "YES" with messages instead of moving the planchette directly to the word.
  • Fall 1929: The Treasure
    • The timepiece reads मानुष, meaning "man" (manush).
  • Fall 1930: The Stars
    • The timepiece reads असुर, meaning "divine" or "demon" (asura).
    • After giving the letter of the alphabet to Frank and clicking on Harvey to make him go away, the words written on the window reveal that Dale Vandermeer was born on December 18th, 1930.
  • Fall 1932: The Graveyard
    • The timepiece reads देव, significant "god" (deva).
  • Spring 1933: The Concluding Dance
    • The framed paper with the sacrifices has the Latin word "sanguis" on information technology, significant "blood".
    • The first tape, "The Vanderboom'southward Family unit Time", is the song played by the family unit ring from earlier, with an added piano accompaniment.
      • Its title contains a grammatical error, every bit it should exist spelled "The Vanderbooms' Family Time".
  • Following an update on 9th June 2017, the Steam version of Rusty Lake: Roots has sixteen unlockable achievements.

Gallery.png Gallery [ ]

Meet too: Rusty Lake: Roots/Gallery


Rusty Lake Series
Cube Escape Series The Lake · Seasons · Arles · Harvey'due south Box · Case 23 · The Mill · Birthday · Theatre · The Cave · Paradox
Premium Games Rusty Lake Hotel · Rusty Lake: Roots · Rusty Lake Paradise · The White Door · The By Within
Other Games Samsara Room (Original) · Samsara Room · Cube Escape Collection

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Source: https://rusty-lake.fandom.com/wiki/Rusty_Lake:_Roots

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