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08 Chapter eight · Six clues

Hidden Answers

Several small puzzles each reveal a piece of a larger answer. The key is not solving them in a frantic order; it is recording what each result contributes to the final door.

EXPEDITION FOCUSClue collection, categorisation, and final synthesis.

FULL Chapter walkthrough

Complete puzzle guide

The explorers enter two nearly identical houses. Six comparison puzzles each reveal a book, and all six books are needed for the final shelf.

01

Object-placement book

One player can move four objects: an hourglass, globe, wooden cube, and record player/music box. Put each object in the same location used by its duplicate in the partner's house. When all four match, the upstairs corner chest opens in both houses; each player takes the book inside.

02

Painting book

Move the six strange animal paintings to the matching positions described by the other player. The seventh painting is a portrait rather than an animal; it always belongs beside the downstairs entrance door. Completing all seven placements moves the painting above the stairs and reveals the book.

03

Flower-panel book

There are three floral pictures, and each is divided into four rotatable squares. One player describes the completed pictures while the other rotates every square until all three match. The picture to the left of the clock slides open and reveals the book.

04

Candle book

Player 1 reads the lit and unlit candle arrangement. Player 2 lights the same positions on the matching holder. The drawer directly beneath the candle holder opens and reveals the book.

05

Crystal and lamp book

Player 2 approaches the five lamps/crystals while Player 1 watches the purple orb beneath the stairs. The orb flashes faster as Player 2 approaches the next correct target. Activate that target, then repeat for the remaining four. A wrong activation resets the entire sequence. Completing all five opens the compartment beneath the purple orb.

06

Cuckoo-clock book

Player 1 describes the reference clock and Player 2 matches all three settings. Press the bottom button only after the sound, speed, and call agree. The clock opens and releases the sixth book.

  • Top lever: second-hand sound.
  • Second lever: second-hand speed.
  • Third lever: cuckoo call.
07

Arrange the six books

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Final bookshelf passwords

The six book puzzles may be completed in any order. Keep the large letter on every recovered book visible until the final shelf is solved.

  1. At the bookshelf in front of the fireplace, spell ESPIAN for the house whose entrance portrait shows a bearded man looking left.
  2. Spell NEPIAS for the house whose entrance portrait shows a man looking right.
  3. Each player must spell the word shown by the other player's portrait clue, then enter the opened passage.
SESSION VARIATION

The painting positions, object locations, flower panels, lamp order, and clock settings are comparison puzzles and may differ between sessions. The solving method and final portrait passwords remain the same.