The House of Da Vinci - Mysteries of the house of Leonardo da Vinci. Walkthrough The House of Da Vinci Full walkthrough of the game house of da vinci read

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You are Da Vinci's most promising student. Your master, Leonardo, has disappeared. You have no idea where he went or what happened. So, you begin your quest, seek the truth. However, Leonardo's workshop is full of puzzles, inventions, escape mechanisms and items hidden in every corner of the beautifully designed rooms. You will need to use all your brain cells to find out what is really going on!

The developers have applied their own imagination to the story of the world's greatest inventor Leonardo da Vinci, providing players with unique special abilities throughout the gameplay. The game lets you play as a young apprentice as you explore the 16th century world around you, peering into Leonardo's mechanisms, puzzles and devices as you eventually become strong enough to control time and explore the mysteries hidden in the past Many challenging puzzles are inspired by real inventions and ideas of Leonardo Da Vinci. The mysterious places were created based on original artwork and beautiful Florence, Italy, 1506.

Installation

Mount the image using disk emulators.
Install the game following the instructions in the installer.
Copy the contents of the SKIDROW folder (on the image) to the folder with the installed game.
Play

Screenshots:

Repack by Others
Size 1.19GB
Repack features:

Nothing is cut
Nothing recoded
Interface language support: Russian, English, French, German, Spanish, Portuguese, Italian, Simplified Chinese, Korean, Polish, Czech, Turkish, Japanese
Change of localization is carried out in the game settings
Game Save Path: %SystemDrive%Users%USERNAME%LocalLowBlue Brain GamesThe House of da VinciProfiles
Checksum file present
Game version: 1.0
Installation time: ~1.5 minutes
The installer sounds Kim Waters
Released by Others

This is a complete step-by-step walkthrough with hints, tips, tricks, solutions and answers for the iOS, Android and PC puzzle adventure game, The House of da Vinci, by Blue Brain Games. Feel free to ask for extra help in the comments section.

Chapter 1-Street:

You can watch my walkthrough video for chapters 1 & 2 here or continue to the step-by-step walkthrough below:

1. Follow the tutorial. Look around, then double-tap the guard to zoom in on him. Double-tap on the scroll and then pick it up. Open your inventory to look at it. Pull the ribbon off the scroll by swiping to the left. Then unwind the scroll and read it.

2. Continue with the tutorial. Double-tap on the door to the left. Zoom in on the bell. Rotate the top piece and then the bottom piece. Pull the chain to ring the bell and take the key piece.

3. Zoom in on the top of the mailbox and slide it apart to get the other part of the key.

4. Combine the two key parts, slide them together and rotate to make the key.

5. Zoom in on the mailbox. Slide the square piece to the left to reveal a keyhole. Insert the key, turn it and then take the Oculi Infinitum from inside.

6. Slide the Oculi Infinitum up and look at the door. You can now see the mechanisms inside. Rotate the three pieces so the pentagon cutouts meet in he center. The door will open. Watch the cutscene, then push the door open and go inside.

7. Head up the stairs. Turn the lion-headed door handle to open the door. Push it open and go through to complete the chapter.

Chapter 2 - Library:

1. First, examine the lamp post. There's a scroll here. Slide the scroll seal off and read the scroll.

2. Look at the seal in your inventory. Rotate the middle piece so the two arrows match up. You'll now have a three-spoked seal.

Sorry guys. This game is too big. I'm just going to be posting videos with the occasional screenshot from here on. I might add more later, but for now it made more sense to just focus on making videos.

Chapter 3 – Workshop:

This is the crumpled note that has the clues for the globe:

For the globe model tower puzzle where you have to conquer the world, always go for the smallest number available first. Otherwise you'll lose. But you can always restart that section by making a few wrong moves to reset everything.

This is the exact order to attack in:

Round 1 (Sardinia): 14, 29, 32, 19, 38, 77

Round 2 (Italy): 20, 28, 30, 47, 58

Round 3 (Africa): 100, 123, 46, 143, 34, 300, 55, 351, 512, 790

Chapter 4 - Courtyard:

NOMEN ILLI MORS is Latin for His Name was Death.

This is the correct order to press the buttons at the base of the door:

***
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Harvard professor Robert Langdon and police cryptologist Sophie Newue have grappled with the age-old mystery of the Holy Grail. Hidden in Da Vinci paintings secret code revealing the location of the Chalice and the path to it.

Chapter 1 - The Louvre

After talking with Inspector Fache, proceed to examine the corpse lying on the floor of the museum. This is Jacques Saunier, curator of the Louvre. Examine the magical figure on the victim's abdomen, right leg, left arm, and victim's clothes.

After examining the body, Sophie will enter the hall and give you her business card. Go into your inventory and look at the business card on both sides. On the back of the business card at the bottom you will find three numbers "454". Take out the cell phone that Inspector Fache gave you and dial 454. Listen to the message.

Now you and Sophie are in the toilet of the museum. Take the soap lying next to the sink. Enter inventory and connect the soap with the tracking device that the policemen quietly planted on you. Open the window and throw the surprise soap on the road.

When all the police from the museum rush to find you, you and Sophie will be able to leave the toilet and return to the hall where the murder took place. Here you have to solve the first cryptogram. The words "Oh Lame Saint" will appear on the screen at the top. Click on the corresponding letters so that the inscription "The Mona Lisa" appears at the bottom.

From now on, you will play as Sophie. Without attracting the attention of the police, carefully make your way to the far end of the gallery. Click on the button to open the passage to the next room. Sneak past the two policemen to the exit unnoticed. In the next room, there is one policeman who is standing facing a cabinet brought from the police station. It contains all the necessary tools and chemicals needed to conduct an autonomous crime scene investigation. Pick up the stand from the floor and, carefully approaching the policeman, hit him on the head with this stand.

Look inside the closet. Move aside the reagent container on the top shelf and take a special lamp that emits ultraviolet light.

Further, the game will continue in the hall, in which a painting depicting Mona Lisa is exhibited. Now you will again continue the investigation with Langdon. Dedicate to the Mona Lisa with UV light. Incomprehensible symbols will appear in the foreground. Shine a UV light on each symbol to switch the screen to a smaller display of the same symbols. You must replace all characters with ordinary Latin letters so that you get a clear phrase.

Correct solution:


D.A.V.I.N.C.I.
PAINTED THOSE
THAT KNEW
BETWEEN BACCHUS
AND URIEL LIES
THE CLUE

When you've completed this puzzle, take the Orb of Saturn artifact from the hands of the statue in the center of the hall.

Exit to the central gallery. Explore the upper area of ​​the painting hanging above the John Baptist painting. Lift Sophie up so she can take the cloister ring from the frame around the painting. Now go into the corridor that leads to Sonya's office. After hearing the voices of the police, go to the main hall and hide behind the nearby pedestal. When the cops spread out around the hall, carefully sneak past them and enter the office.

Examine all the objects lying on the table. If there is a need to improve your health, then for this, take an adhesive plaster from the upper right drawer. Now go to the map hanging on the wall and examine it with UV light. Locate the circled area on the map. You have discovered another secret. Approach the ventilation grate located under the ceiling to the left of the map. Help Sophie reach the grate to open it. Sophie will crawl through the ventilation duct into the next room and open the door for you.

Go to the table at the back of the room and read the instructions for mixing various chemicals. Behind you, on a box, is Da Vinci's invention, the Da Vinci Propeller. Take the artifact, the second one in your collection.

Now go back to the exit and take a look at the table filled with flasks with various chemicals.

From left to right are flasks with tags:


  1. Chitanase
  2. Dismutase
  3. Lactase
  4. Catalase
  5. Urease

Fill a beaker with liquids from flasks 1, 2 and 4.

Take the towel from the drawer opposite the table. Go into inventory and combine the towel with the beaker. Now wipe the dirty painting with a towel soaked in a special compound. After the script cutscene, take the first aid kit hidden behind the tall paintings. Return to the hall where the Mona Lisa is exhibited.

Go to the left side of the hall. To your right, you will see a security guard making another round of the museum. Unnoticed by the guard, slip into the next room. Head into the hall to your right. Stop in the right opening and wait until the guards are called on the radio. Now that the path is clear, run with Sophie to the next room. Go down the right stairs. Pick up the stand from the floor. Climb to the platform where the sculpture is installed on the pedestal. Sneak up to the guard from behind and hit him on the head with the stand. Then go up the left stairs and approach the exhibit under the glass jar. Look at the bronze plaque describing the exhibit. Locate the ring-shaped recess on the plate. Insert the cloister ring into the recess and take the fleur-de-lis disk from the cache.

Go down to the platform where you found the rod. Take cover behind the right pillar so as not to be detected by the guards climbing the stairs in your direction. As soon as the guards turn away from you, quickly go down the stairs. Examine the railing to your right. Find the coin - the last artifact in this chapter. Come into the hall where the sculptures are exhibited. Carefully sneak up the passage behind the statues to your left. If you have not attracted the attention of the guards, then you can easily leave the Louvre.

Chapter 2 - Saint Sulpice Monastery

After communicating with Sister Margarita, look at the monk lying motionless on the floor of the bedroom. Take a small first aid kit from the nightstand between the beds. Follow the bedroom in which lies the body of sister Sandrine. Find a piece of paper with phones next to the body. Examine the sister's hand. She is stretched out towards the bed. Come to the table. Look at the sheet with the numbers "7:14". Examine the cabinet to the right of the table. You need a key to open the doors. Exit the bedroom and go through the door to your right.

Cross to the other side of the balcony, open the door and go into the pantry. Take the wire cutters from the bottom shelf and the oil dish from the top. Return to the residential area of ​​the monastery.

Enter the alcove with two doors. Go through the door directly in front of you.

You went to the roof of the monastery. Sneak after the monk. Use a tricky move to hit him in the head. Walk forward a little more and look at the diagram with the symbols on the left wall. Under each symbol a certain letter is drawn. The diagram shows the entire alphabet A-Z and the number series from 0-9. Write down the alphabetic and numeric meaning of each symbol, as this knowledge will be useful to you when solving subsequent riddles.

Return to the residential area of ​​the monastery. Enter Sister Sandrine's room. Move aside the bed next to Sister Sandrine's body. There is a locked safe under the bed.

Look closely at the letter tiles. Place "Sion" in the center of the plate to unlock the safe. Take the bronze plate with JRU symbols from the safe.

Return to the roof of the monastery. Enter the passage to your left and go down the stairs to the locked door. Unlock the door, go down the stairs and unlock another door to exit into the main hall of the monastery.

Without attracting the attention of the monks, go to the far right corner of the hall. Find the column marked with the Roman numeral VII. Opposite it there is a container in the form of a shell filled with healing water. At the bottom of the container is a decorative key, take it. Go into the dark alcove between columns IX and X. Find a tin coin in the depths of the alcove - the first artifact in this chapter.

Go back to Sister Sandrine's room. Use the key on the locked cabinet. Take a small print of Jesus Christ from the closet. Return to the great hall.

Enter the dark alcove between columns III and IV. Read the book lying on the altar. Then look at the two slabs next to the altar. Here you must apply the information gleaned from the book. Expose in the window of the left plate "Aprilis", and the right one "XI". Now exit the alcove and take the figurine of Jesus carrying the cross from the pedestal.

Approach the locked door next to Pillar VII. Cut the shackle of the padlock with wire cutters, open the door and go up the stairs to the balcony where the organ is installed.

To your left on the floor near the fence is a large first aid kit. On the right side of the organ

big pen. Examine the knob to be able to adjust the time of the organ. Set your clock to 7:14. A secret niche will open in front of the organ, in which lies a copper plate with the initials AEM. Take the plate and go down back to the hall.

Explore column VII. Place the statue of Jesus with the cross on the ledge in the column. Now find column XIV and put an engraving depicting Jesus on the ledge of this column.

Open the hatch in the floor between columns X and XI and go down to the basement.

Approach the pile of boxes to your right. Find an ancient artifact on one of the boxes - the invention of Da Vinci. Turn left and go to the stone plinth with three lanterns. Pour the oil from the butter dish into the table through the hole in front of the three lanterns. Open the lanterns and place the bronze plate on the bronze lantern and the copper plate on the copper lantern. Use the matches to light the wicks on all three lanterns.

The word Jerusalem will appear on the wall opposite the lanterns.

Move aside the stone sarcophagus to the left of the inscription on the wall. Behind the sarcophagus on the wall you will find a row of nine symbols. All these symbols were on the diagram you saw on the roof of the monastery. You must click on the symbols in such order that you have the word Jerusalem.

Alphabetical meaning of each character:

/ S / E ./ R / J / L / A / M / E .. / U

Since there are two letters E in the word Jerusalem, first click on the symbol corresponding to this letter with one dot, then, when you need to insert the second letter E, click on the symbol with two dots.

Having correctly solved the riddle, you will open the cache, which will contain a list of members of the monastery of Saint Sulpice. Read the list of monastery members.

Carefully make your way past the monks to the stairs and go upstairs to the hall. Here also, without attracting the attention of the monks, get to the exit and climb the stairs to the roof of the monastery. Enter the living area of ​​the monastery. Knock on the door to your left to Sister Margarita's room.

Chapter 3 - Mansion in Normandy

Throughout this chapter, you will play as Sophie. Walk past the dog guarding the approach to the bridge turning mechanism and turn right towards the annex. Climb inside the extension through the window. As soon as you start moving inside the annex, the leader of the monks Silas will climb in through the same window. Kill him before he can deal significant damage to your health. Then go to the locked box lying on the shelf next to the board with numbers. Combination to the lock: 132134. Take the key to the mansion from the box. Exit through the door to the previous location in front of the bridge.

Run to the opposite wing of the extension. Kick down the door. Find the freezer inside and take a large piece of meat from it. Leave the room and go to the open cage where the dogs are kept. Put the meat in both bowls. Exit the cage and go left towards the archway. Pull the rope to make the bell ring. Dogs, having heard a familiar sound, will run to feed. Follow the movement mechanism of the bridge. Turn the bridge perpendicular to the cliff and cross the bridge to the other side. Approach the door and use the key on the lock.

Go to the alcove on your left. Open the closet in which take the figurine of Aeneas from below. Go into the room opposite the closet. Stand facing the fireplace. Place the last missing disk on the mantelpiece. Go to the dressing table with a mirror and take the statuette of Cupid from it. Exit the room and go up the stairs to the second floor. Unlock the door with the monastery ring.

Entering the room, first examine the bed to find the second artifact. Take Da Vinci's Invention in the far left corner of the bed. Now go to the chest of drawers next to the bed. Read the poem on the piece of paper in the main top drawer. There is a clue in the words of the poem regarding how you should spin the discs below. Take the first aid kit from the middle right drawer. Unlock the lower left drawer with the ring and take the figurine of Vulcan from it.

Go down to the room with the fireplace. Align the disks from left to right so that the peaks are directed in the following directions:

down, right, up, left

Take the figurine of Venus from the lion's mouth.

Return to the bedroom. Go through the whole room and exit into the library. Approach the table to your left. Open the box and take the figurine of Jupiter from it.

Go down the spiral staircase to the lower level of the library. Deal with the monk before you can start exploring the premises. Approach the table littered with various papers. Touch the miniature model of the house. Then look under the table and pick up the figurine of Mars from the floor.

Leave the library through any door and go to the hallway. Climb up the stairs to the second floor. Examine the painting on the left wall. Find the Sphere of Jupiter at the top of the painting. Go back to the flight of stairs and go up to the top floor. Go through the door into a small room.

Approach the oval table on which the five-pointed star is drawn. Place all six figurines in a row on the bottom shelf. Then, one by one, take each figurine and place it in its proper place on the table.

Place the figurines on the table in this order:


  • Statuette of Aeneas in the lower right point
  • Figurine of Mars in the upper right point
  • Statuette of Cupid in the lower left point
  • Statuette of Jupiter in the main upper point
  • Statuette of Venus in the center
  • Statuette of Vulcan in the upper left point

Once you've placed all the figurines, make sure they're all facing Venus. The figurine of Venus must be turned towards the figurine of Aeneas.

After a short video, the action of the game will continue in the garden next to the house. The garden is a large enlarged copy of the table with figurines. In the center of the garden stands a statue of Venus, around which short distance there are five more statues. You turn all five statues towards Venus. There are three guards walking around the garden. Hide from them or go into direct combat. When all the statues are turned towards Venus, the podium on which this statue stands will rise slightly.

Find the entrance to the grotto in the catwalk. After going down, go to the statue of the king and take the extinct torch. Light the torch from any open source of fire. There are five bowls in the center of the grotto. You need to light certain bowls to solve the puzzle.

Stand in that part of the grotto so that the bowls are located to the left and right of you. Let's take the 12-hour clock face as the designation of the bowls.

At the moment, you should be next to the bowls marked with the numbers 7 and 5.

Now use the torch to light the bowls in this order:

12 10 5 10 2 10 7

Another chapter completed.

Chapter 4 - Bank in Zurich

First of all, talk to the guard at the table. He will tell you where you should go to pick up valuable cargo from a bank cell. Go to the central hall of the bank through two doors to your right. Exit the hall through the central door on the left side.

Go to the control panel and insert the key into the hole to gain access to the room where the issuance of valuables from the bank vault takes place.

Here again use the key on the control panel. Wait for the box from the bank vault to appear on the table. To open the box you need to know the password. Click on the box to draw attention to the symbol. Enter the password "1021" and take Cryptex from the box - a roller with Latin letters.

Examine the box again. In the case in which the Cryptex lay, you can see a tiny hole. Approach the table to your left. Examine the contents of the drawer. Among other office supplies, find paper clips and take one paper clip for yourself. Use this paperclip on the case. By inserting it into the hole, you thereby open the cache, which contains a piece of paper with a poem. Enter inventory, select Cryptex and "use" it. Enter the word "GRAIL". The bank manager will enter the room. He asks you to leave the bank immediately, as you are on the list of unwanted customers because of the wanted list for you. To avoid publicity, he is ready to help you get out of the bank.

Get a microphone, a level 1 access card and a key from him. vehicle.

Exit to the central hall. Go to the elevators on the left side of the hall. Use the card in the elevator reader.

When you are in the elevator, the manager will inform you that the bank security has received an orientation for you. Lift Sophie up so she can open the top hatch. Get on the roof of the elevator and turn the valve to open the emergency exit.

Go down the corridor to the right of the elevator. There are two guards patrolling the floor ahead. Enter the service room through the first door on the left side. Here, take the first aid kit and the Orb of Mars from the top shelf. Exit the room, go forward a little and enter the bank's office sector through the door on the left side.

This area is patrolled by two guards. Sophie will not follow you, she will wait for you in one of the booths until you solve your portion of puzzles. Unnoticed by the guards, slip into the far right booth. Find the Da Vinci ballista model on the shelf.

Now you should get to the admin office. Go to the room with fewer booths (about 7). Go through the door with the sign Administrator. Approach the table and insert the card into the reader. The manager will contact you and tell you the password to access the system. Enter the password "867530". Login denied, you need a different password.

Now, on the advice of the general manager, leave the office and return to the previous room. Go right to the door with the sign "Caroline Chatal". Come into the office. Examine the bottom of the painting with UV light. Consider fingerprints. You can now pick up the painting behind which the safe is hidden. Turn to the table. Open the right middle drawer. Here is a piece of paper with the password to the safe. Then open the bottom left drawer to get a large first aid kit from it. Use the password you found in the desk drawer to open the safe "728559". Take the key to the box in the documentation department.

Exit the office and go right to the documentation department. Go to the farthest cabinet with drawers that you can "explore". Unlock the top right drawer with the key. You now know the password for logging in to the admin office.

Return to the admin office. Insert the 1-level access card into the reader and enter the password "260924".

You now have a Level 2 access card at your disposal. Exit the office and continue out of the room. Turn right and walk along the wall to a locked door that can be opened by inserting a level 2 card into the reader. Insert the required card into the reader and exit to the flight of stairs. Sophie will join you here. Go down with her. Open the door and exit into the corridor. Go to the end of the corridor and open the door on your left. Exit to the bank hall. Crouch down and go left.

Open the door marked "Deposits and safe boxes" and go to the next area. Go to the far right side of this room. Locate the ventilation grill under the ceiling. Stand exactly under the grate and press the E key. Help Sophie to reach the grate and open the passage to the ventilation shaft.

From now on, for a short period of time in the game, you will control Sophie's movements. She crawled through the ventilation shaft and ended up in the room where the bank's servers are installed. Sneak up to the guard closest to you and inflict a stunning blow to his head. Then head to the small room where the main computer is installed. There is a guard standing near the monitor with his back to you. Sneak up to him quietly and hit him on the head with all your might. Now insert the 2-level access card into the reader to upgrade it to a 3-level access card. Leave the room and open the door on your left. Go to the locked door and insert the level 3 card into the reader. The door will open and you will be reunited with Robert. Walk forward a little and turn left. Go into the cabin and find an iron coin here.

Return to the bank hall. Sneak to the far door on your left, past the two guards talking near the fountain. Open the door and go to the bank vault.

To open the grill, insert the card into the reader. When the grate opens, go into the narrow passage and sneak after the guard. Choose the most opportune moment to land a stunning blow to his head. The next guard will meet you in just a couple of meters. He guards the entrance to the open room to your right, which also contains the values ​​of the bank's clients. Enter the fight with him. After a successful outcome for you, go into the room and pick up a first-aid kit from the floor. Now go to the opposite side of the vault. Remove the last guard from the path and go through the door, in front of which a large arrow is drawn on the floor. Get to the armored door and use the vehicle key here.

Chapter 5 – Willett Castle

Meet Sir Lee Tibbing. He will tell Sophie about the Grail. Go to the reception hall. Hear Tibbing's story about heraldry shields, knightly armor and paintings. Explore these two paintings. Explore and listen to the descriptions of all the shields under the windows. Select and carry Percival's Red Heart Shield to the knight on your left. Install it on knight's armor. Then take Galahad's shield with the cross and take it to the armor of the knight on your right. When this shield is also installed on the armor, both doors should open at different ends of the hall.

Enter the room next to the knight armed with a shield with a cross painted on it. Approach the fireplace. Look at the shelf, on which bowls with coats of arms of different knights are displayed in a row. Explore the bookcase next to open door. On the shelf you will find a piece of paper of the Song of Solomon: verse 14, line 4, word 3. Return to the reception hall and enter the room next to the knight armed with a shield with a red heart.

Look left. In the corner of the room is an empty pedestal with the sign Arthur. Go to the bookcase and look at the open bible. Find the fourth line and select the third word - " Hear". Return to the room with the fireplace. To his right is a locked door. Enter the word "Hear" on the combination lock panel and the passage to the next room will be opened.

Enter this room and look at the piano. Open the door opposite the piano and enter the tiny room. Explore the floor under the table and find the Venus Orb. Return to the room with the fireplace. Take the bowl of the Red Dragon from the shelf.

Go to the room with the empty podium. Place the bowl on the podium to reveal a secret passage behind the bookcase. Go to the apartments. Assemble from the mixed pieces the picture seen in the Saunier mansion in Normandy. Solving this simple puzzle will unlock the door on your left. Enter the room. Take the note sheet from the table.

Go to the piano room. Place a sheet of sheet music on the piano to display the notes and keys above them on the monitor screen. Your task is to timely press the designated buttons on the keyboard and mouse. Press the E button to start playing the melody. When the key at the top is highlighted in a yellow frame, click on the corresponding button on the keyboard or mouse. If you pressed correctly and in time, then the note should turn green or red if you did something wrong.

After playing the entire tune, listen to Tibbing and Robert. Go to the next room with a fireplace. A painting hangs on the wall opposite the fireplace. Find and mark on it four active areas. Then go into inventory and select "Cryptex 2". Select "use" and put "Magdalene" in the center of the video.

The next goal is to collect the three pieces needed to build the ballista. Climb the stairs and go to the room with the piano. Take the globe in the left corner. After this action, Silas will burst into the room. Repel all Silas attacks. When he escapes to another room, Sophie will put the globe on the lift to lower it down to the basement. Run after Robert. When he stops in front of the second part of the ballista, try to pick it up. Silas will appear in front of you again. Reflect all his attacks and push into the next room. Go to the reception hall and from there exit into the hall. Go through the door to your right. Go to the far left corner, and Silas will appear in front of you again for the umpteenth time. Repel all his attacks and watch the final cutscene of this chapter.

Chapter 6 – Airfield

Move the dumpster to block the door. Lower the lever to the down position. Approach the trolley. Flip the lever to release the railcar from the brake. When the railcar starts moving, walk along with Sophie next to it. So you can approach the hangar without fear of being shot by the police. After stopping the railcar, approach the door and enter the hangar.

Take the artifact "Da Vinci Bridge" from the box to your right. Then go to the toolbox on the other side of the hangar. Take the cutting pliers from the top compartment. Now turn around 180 degrees and go to the other end of the hangar. Cut the shackle of the lock on the lattice door with wire cutters. Enter the fenced area and go left. Climb up the stairs. Take the first aid kit from the table. Use the control panel to the left of the table to move the container underneath. Get down. Two policemen will enter the hangar. Together with Sophie, join the fight with them. Then go to the warehouse entrance, which previously blocked the container. Explore the shelves. Take the lighting stick from the box. Open the hatch in the floor and go down.

You went down to the bunkers built during the Second World War. Walk forward and go down the stairs. When you get off the stairs, take a couple of steps forward and turn right.

Listen to the conversation of the police, which reaches you through the ventilation grill.

Go through the open doorway and open the hatch in the floor. Go down and look to the right. You will not be able to open the massive door until the power supply is established. Turn around and go to the other side of the tunnel. Turn right and almost immediately enter the tunnel on your left. Climb the stairs and find a locked door with a padlock. Use the wire cutters on the shackle.

Open the door and go to the other side of the room. Open the door. Find the electrical panel at the end of the next room. Pull out three fuses with a nominal value of 50 from the sockets. Exit to the large room in which the generators are installed. Turn right, go forward a little and turn right again. Go to the electrical panel. Remove the two 300 fuses from the slots. Turn around and cross the bridge to the other side of the room.

Climb up the stairs to the control room. Explore the shelves and find the first aid kit behind the jars of chemicals. Take the elevator up to the tower. Here, find the electrical panel and pull out three 300 fuses from it.

With all this stuff, return to the control room. Cut off the police officer who got in your way and go down the stairs to the room with the generators. Cross the bridge to the other side. Fight the cops. Then go down the stairs to the lower level. Follow to the opposite side of the room. Remove all fuses from the box.

You should now have eight 300 fuses and four 50 fuses. To the right of the switch on the wall is a circuit diagram. Examine the circuit with UV light. You will find out which fuse you need to screw in which socket. Return to the main box to the left of the diagram. Insert two 50 fuses into the slots in the bottom left corner of the box. Then insert four 300 fuses into the slots in the upper left corner and four more fuses of the same rating into the slots in the upper right corner. Now pull the main switch to turn on the generators. Return to the stairs. Turn left and go into the pocket. Approach the symbol drawn on the wall. Turn back and take the Mercury Coin. Return to the stairs and climb up. Go through the room with the floating pipes and go down the stairs to the bunker. Exit to the illuminated section of the bunker after a policeman passes not far from you. Turn left and go into the pocket in the wall. Explore the area adjacent to you and find the Mercury Sphere. Now follow the door that you previously could not open due to a lack of power. On the way to this goal, deal with two policemen. Pull the lever to open the heavy armored door.

Go through the door and go along the corridor, which will lead you to a room with rotating mechanisms. Use the stairs to your right to climb up. Go to the next room and go up the stairs.

Go to the left side of the site, lined with containers. Stun the policeman standing near the jet fuel barrel. Cut the shackle of the padlock blocking access to the valve with wire cutters. Turn the valve to open the fuel supply. Climb up the ladder to the roof of the nearby hangar. Knock out the policeman and approach the edge of the roof. Another chapter completed.

Chapter 7 – Temple Church

Enter inventory. Find your encrypted message and select "use" to start solving the cryptogram.

Correct solution:

OUTDOORS THE
GRACEFUL WATER
YOU WILL SEE
THROUGH
DEDICATION YOU
MUST FIND THE
key

When you're done with the cryptogram, Robert will head to the church with Lee Tibbing. Sophie is tasked with getting into the church grounds through an emergency entrance. Turn around and run to the house closest to you. Find the stairs to your right. Go downstairs and look for a garbage bag on the floor by the window near one of the houses. Examine the window and find the Silver Coin. Return to the square in front of the church. Go to the main entrance of the church and look at the bulletin board. The board is covered from rain and wind with a transparent sash. Open the sash and take the key on the right side of the board.

Go to the locked gate to the left of the main entrance. Use the key on the lock and go to the church grounds.

Take the crowbar from the ground and use it on the bandit from Remy's group. Enter the last archway and look to the right. Find the Lunar Sphere among the rubbish heap. Return to the place where you encountered the first bandit. Go through two arches and turn right, go to the stairs. Go up. Disable the two bandits near the fountain. Find a garden wheelbarrow not far from the fountain and take a pruner from it. Trim the flowers in the flower bed next to the fountain. Read the sign and use the ring on the lid of the box. Take the metal plate with symbols from the cache.

Robert woke up after the attack to find himself locked in a small room inside the church. Examine the table filled with boxes. Find a sheet of cardboard behind one of the boxes. Now pay attention to the pallet with barrels. Take a close look at all the active items on the pallet and find the metal bar in the center of the coil. Examine the table opposite the door. Pull the chair out from under the table and take the small cogwheel. Approach the door and pay attention to the gap between the door and the floor. Slip a sheet of cardboard under the door and use the bar on the keyhole. Robert got the key. Use the key on the door lock and exit the room. Go to the room opposite and take the model of the Da Vinci ship from the cabinet to your right. Exit to the corridor. Sneak up to the guard and deal a stunning blow to his head. Enter the corridor to your left and approach the non-working gearbox. You must find the missing parts to repair the gearbox. Return to the next room and go through the door to the hall where worship is being held.

Walk a little to the left and start fighting with two big guys from Remy's gang. Come into the crypt. Turn left and approach the table. Take the big gear. Return to the hall. Go to the cabinet in the left corner and find another cogwheel on one of the shelves. Now approach another cabinet to the right of the altar. Knock out another bandit and take a cogwheel and a first aid kit from the cabinet.

Return to the gearbox. First remove all wheels from the spindles. You must have two large gear wheels and four small ones.

Put the large wheel on the left spindle in the center of the gearbox and the small wheel to the right of it. Install another small wheel above another of the same wheel. Install the next small wheel to the right of the last wheel installed. Then install a large wheel and a little lower a small wheel. Pull the lever to the right of the gearbox to open the gate that closes the entrance to the basement.

Now controlling Sophie, go down the stairs and deal with the two bandits standing in front of the open gate. Go down to the basement where you will meet with Robert.

Now it's time for Robert to lead Sophie. Open the door with Sophie and enter the tunnel. Take the first aid kit from the barrel to your left. Kill the first bandit, then follow the tunnel until you meet the second bandit. After neutralizing it, go further along the tunnel until you hear a conversation between two bandits. Turn left and, together with Sophie, neutralize them. Explore the crypt near the place of your meeting with the bandits and find the artifact - the Seal of the Temple. Continue down the tunnel towards your meeting point with another bandit. After disarming it, examine the crypts closest to you for the presence of a box. Move the box and take the second Temple Seal artifact. Get to the end of the tunnel and look at the electrical box on the wall to the right of the grate. There are four buttons here that you need to press in a certain sequence.

Click on the buttons:

If you pressed the buttons in the correct sequence, the green light on the box should light up. Push down on the lever next to the box to raise the grate. Come into the room. Take the last third artifact from the table and the first-aid kit next to it.

Go through the tunnel in the opposite direction until you meet a bandit on the way. After you deal with him, look for a switch on the left wall, with which you can open a passage to a small room where you have to solve another riddle.

Insert three artifacts into the empty slots. Now by rotating them, you must set the seals to a certain position. There is an arrow on the seal itself. There are three dots around each niche into which the seals are inserted. Let's take the clock face as a guide. Let's designate these points as 12 o'clock, 3 o'clock and 9 o'clock. Then you need to direct the arrow on the seal to the next position.

From left to right:

10 hours 4 hours 12 hours 2 hours

Return to the square in front of the church. Approach the stone pillar in the center of the square and run around it in search of an open cache. Take the second metal plate with symbols from the cache. Enter the church and follow to the hall where the holy relics are placed. Find the shield near the wall in the back of the crypt. Use both plates with symbols on the shield. Find the holy relics marked "Dark Image" on the floor of the hall. Explore them. You will receive a diagram and a shield with incomprehensible symbols that you must decipher. Look at the symbols on the shield and find the corresponding letters from the letter to the left of the shield.

You should get: "Richard"

Enter inventory. Select Cryptex 3 and type the word "Richard".

In the next episode of the game, Robert must run away from Silas, who is chasing him in a tunnel. Get to the nearest locked door and knock it out using the movement buttons. Run to the grate blocking the passage. There is a switch on the wall next to it and an electrical box. Open the box and click on the following buttons

Push the switch and go forward. Knock out the next door and go further along the tunnel until another barrier in the form of a lattice blocks your path. Work with the electrical box (the combination is the same) and lower the breaker to the down position. The grate will begin to rise, but, unfortunately, it will get stuck in the middle of the path, thus completely freeing the passage. Finish lifting the grate by hand and move forward. Raise two more bars and unlock the last door. Go into the room and watch the final cutscene of this chapter.

Chapter 8 - Westminster Abbey

First of all, look at the map of the abbey in the center of the hall. Then approach the statue to the left of the main entrance. Find the symbol on the plinth. Examine the statue and find the Gold Coin. Turn around and run forward until you see an alcove to your right. Turn right and go into the hall, the entrance to which is covered by a double-leaf grate.

Push the cart with the lighting equipment into the puddle when the guard is standing in it.

Approach the wall opposite you and examine the sculpture. Find the Orb of the Sun. Approach Newton's grave. Examine the symbols at the base of the tomb. Use the ring on the fleur-de-lis and take the orb of the sun. You now have a scroll with five poems:

The father of the English poems of yore,
Whose canterbury tales held moral core,
Clockwise around a shield stops the name,
Of he who can absolve your sin and shame.
Though many tried his words defined the rose,
In iambs writ" this man of loves and woes,
A word you"ll find that lies within the prose,
Which here denoted grants a ring repose.
The first child King of England made this place,
Where now he rests inside confessor "s grace,
The bard "s denoted word will help you find,
A way to help release a King of kind.
The cousin of the Queen Elizabeth
In Somerset the Baron lost his breath,
His mother with a soldier ran away,
But not before the Knight had made her day.
Think back on all that you have now observed,
And find the knight with whom you first conferred,
He seeks the orb that ought to be on his tomb,
But only if the seed lies in its womb.

In each poem, a certain riddle is encrypted, which the player must solve on the way to the main goal. Let's start with the first poem. Return to the main hall where you will find Chaucer's grave. Examine the round engravings at the top of the sculptural composition. Then move your gaze to the base of the grave. Click on the shield tile. Use the sun orb on the plate with the shield. You can now move letter tiles around the work surface. Expose "Pardoner" from left to right in a clockwise direction and take a large ring from the cache.

Now let's move on to the second poem. You need to find Shakespeare's grave. Approach the tarpaulin-curtained area to the right of Newton's grave. Read the sign in front of the tarp. From it you can learn that the sculpture of Shakespeare is in the restoration room. Enter the alcove with two doors. Go through the wooden door to the right of the entrance to the hall with Newton's grave.

Walk a little forward and take cover behind the boxes. Wait until the guard stops under the lamp. Untie the rope from the load and the lamp will land exactly on the guard's head. Grab the first aid kit from the niche you are currently standing next to and come out of hiding. Get to the end of the passage, open the door and go into the complex of restoration rooms.

Go down the corridor to the hall in which the sculpture you need is located. Along the way, fight with numerous guards. In the hall, find the sculpture of Shakespeare and examine it. It's too dark in here to really see anything. Exit to the corridor. Enter the small room through the door on your left. Look behind the door and flip the switch on the electrical box. Take the first aid kit and go out into the corridor. Return to the Shakespeare sculpture and examine it. The scroll, which is held in the hand of the sculpture, is overgrown with mold. You will need to find some kind of cleaning agent to be able to read the text.

Return to the main hall. To the left of Shakespeare's tarpaulin-covered grave stands a cupboard. Open the cabinet doors and look at the dressing gown. Move the robe to the side and take the brush from your pocket. Also don't forget to take the first aid kit from the bottom drawer. Return to the restoration room. Look through the door and examine the pallet with boxes. Open the box closest to the wall and take the wire cutters from it. Then examine the two boxes covered with blue tarpaulin, which are to the left of the front door. Take the Da Vinci manuscript from the top drawer.

Now return to the main hall door. Turn left and go to the far door, on which hangs a padlock. Cut the shackle of the lock with wire cutters and go into the pantry. Slide the box off the pallet and hit the switch to light up the pantry. Take a container of cleaning agent from the shelf.

Go to the restoration room. Enter inventory and combine the cleaning agent with the brush. Use the brush on the soiled scroll in the sculpture's hand. After Robert has finished reading, examine Shakespeare's finger. Put a large ring on your finger and take the handle from the opened drawer at the base of the sculpture.

Go to the central hall. Find the tomb of King Henry III. Examine the hole in the center of the round engraving. Use the handle in this hole. Put the word "temples" in the boxes and take the tile with the crown (king).

Behind you, near the wall, there is a movable ladder. Release the brakes from the wheels and move the ladder to the side. Use the wire cutters on the padlock of the gate and enter the chapel. Explore the tomb of Baron Hunsdon. Place the crown tile in the center of the puzzle.

Click on the tiles in this order:


  • Queen
  • Baron
  • Knight
  • Soldier

Take an unusually shaped cylinder.

Return to Newton's grave. In the inventory, combine the cylinder with the sun ball and insert the resulting object into the hole in the base of the grave. Use the part of the scroll from your inventory with the scroll that is in the crate. After that, a working area will appear on the screen, on which pieces of the picture are randomly mixed. Rearrange the pieces so that you get the original painting.

After solving this puzzle, Lee Tibbing will appear before you with obviously bad intentions. Listen to Tibbing's long monologue. When he's finished, it's time for Sophie to put in her line. After voicing Sophie's line, which you must choose from the list, you will have the opportunity to work with Cryptex 3. You must put on the central line - "Payens". You are given about 15 seconds to type, which is naturally not enough to put out the whole word. You will have three more attempts to complete Cryptex 3 and continue playing.

Correct replies:


  1. "I thought you told us that only the worthy can find the Holy Grail"
  2. "You are responsible for my grandfather's death"
  3. "You are no better than this church"
  4. "...and now the church has accepted you"

If you solve this puzzle fairly quickly, you will be forced to watch a very long dialogue between all the characters in this game.

Chapter 9 – Rosslyn Chapel

Turn around and go to the hall of the chapel. Examine the pedestal to your right and take the stone cover. Examine the wooden chest opposite the podium. Notice the footprints on the floor next to the chest. Move the chest away from the wall. Approach the wall near which the chest stood and look at the floor. Lift the plate and take the disk with the image of a daisy from the cache.

Return to the main hall of the chapel. Approach the red curtain on your right. Pull the cord to move the curtains. Examine the empty spot in the center of the stone slab. Use the stone cover on the empty spot. Take the disk with the image of a lily.

Explore the sculptures of four angels next to the entrance to this hall. Find the "Faith" angel and take the matches from the mantelpiece under this sculpture. Approach the red curtain on the other side of the hall. Pull the cord to open the curtains. Use the matches on the candle to your left. You will see a sign with an inscription. Robert will translate the Latin inscription.

Go behind the altar and approach the central chest of drawers, standing near the wall. Open the bottom drawer, take the magazine and read the magazine.

The following text is of value to you:

Daisies represent innocence
Lilies represent purity
Sunflowers represent adoration
Roses represent love

Return to the sculptures of angels. Explore the angel of Truth. Pick up Sophie and she will find another rose disk on top of the sculpture.

Approach the gate. Use the useful information from the log to determine the location of each drive.


  • Innocence - Daisy Disk
  • Purity - Lily Disk
  • Love (Love) - Disc with a picture of a rose

Get down. Explore the stone memorial and Robert will translate the Latin inscription.

Go to the far side of the room. Explore the globe. Spin the ball to see the empty space where England, Scotland and Wales should be. Enter the narrow passage to the right of the stairs. Explore the Bleeding Angel. Take the element missing from the globe and return to the next room. Insert this element into the globe and take the medallion that was hidden inside the globe

Go through a narrow passage and enter a room full of junk. Move the pallet of boxes to the side to reveal a hatch in the floor. Find a recess in the floor near the hatch. Insert the medallion into this recess. Open the hatch and go down to the secret library. Explore the fresco. Go to the far right corner of the library, littered with chairs. Find the Da Vinci manuscript on one of the chairs. Go to the left corner of the library and examine the photo album. Watch the final video of the game.

05.10.2017

  • Android application The House of Da Vinci, version: 1.0.0, price: 309 rubles.

I think that everyone who likes puzzles and, in particular, the The Room series of games, will be happy with The House of Da Vinci , a toy that can be called a clone of The Rooms, which, however, does not make The Da Vinci House a second-rate product . On the contrary, the brainchild of Blue Brain Games s.r.o. you can find your interestingness and advantages in the form of new interesting puzzles and an atmosphere that takes the player, albeit to a fictional, but the Middle Ages. There are really few such high-quality games, so I see no reason to accuse the developers of alleged plagiarism (and who knows, maybe everything was done under the supervision of the Fireproof Games studio that released "Rooms"?), but instead I just advise you to enjoy the game. However, it is necessary to write about some details.

The similarity of the review hero to The Room is felt from the very beginning of the passage, thanks to the predominance of dark mysterious levels and poorly lit rooms, so it is very difficult to avoid comparisons with the already legendary series of games.

The plot of The House of Da Vinci can hardly be called original. Main character, who is a student of Leonardo da Vinci, is trying to find out where the great inventor disappeared (and also an artist, scientist, etc., but the game focuses on inventions) and what happened in his house, and also discovers that because for the search, he himself is in great danger. From the notes of Leonardo, the player gradually learns new details about a certain sinister clan, which is interested in da Vinci collaborating with them in every possible way, with all the ensuing consequences. What is so important invented by the great master? About this, dear readers, I suggest you find out for yourself, but this will require you to completely go through the game.

The storyline, of course, is not based on real events, although some well-known Russian TV channels may not compose such things, but if you read articles about da Vinci's inventions on the Internet, it becomes clear that some of Leonardo's schemes somehow found their embodiment in The House of Da Vinci. Examples include an armored tank, an ornithopter, a catapult, etc. And here is the mentioned tank:

Over time, the player has access to two unique items, the help of which can be useful at any level and without which it is impossible to see what is hidden from the eyes. But something similar was, I remember, in The Room, and the found objects also sometimes manage to be modified. There are also tips, the number of which depends on the specific task - there can be from one to four, and most often they are quite enough.

There are also achievements in the form of cards, which are sometimes stored at levels in the most remote and dark places. As I understand it, this is a kind of reward for attentiveness and determination. After beating the game, you can see a kind of virtual courtyard with collected achievements, which will be displayed as various items created by da Vinci. Near each item is a tablet describing the inventions, as well as a brief biography of the famous genius of the Renaissance. So not everything in the game is made up.

There is no separate item for saving the game, but even if The House of Da Vinci turns off not through the main menu, but, for example, is unloaded from RAM, you can still then re-enter the toy and continue passing exactly from the place where the hero of the game was last seen. The only thing is that the elements of not completed puzzles will be reset each time to starting position, even if you always end the game through the menu. Here is one example when coats of arms were dropped (it was - it became):

Various glitches are also possible - for example, it once happened to me that I tried to put one object on the table for which it was intended, and everything seemed to go as it should - the object, when pointing it at the surface, became completely visible ( whereas unsuitable objects are always translucent), but, as a result, after application, it disappears somewhere, which makes further passage impossible. In this case, only re-entering the game helped me. I hope that in the next versions of the game the developers will fix everything.

I did not find interesting settings in the menu, even the graphics level cannot be changed. It's a pity, because on my device the toy sometimes slows down - at the beginning only a little, but towards the end of the passage complex game scenes appear that do not allow me to enjoy smooth transitions and inserts on Geotel Note. Also, switching languages ​​is implemented inconveniently - due to the lack of a list of available translations, you just have to press the "left" and "right" buttons until you get to the desired item.

In The House of Da Vinci everything is on good level- sound, graphics (on the screenshots everything looks worse) and gameplay leave a good impression, and the passage of all levels can take a considerable number of hours, which only makes the game more interesting. At the same time, if difficulties arise, the player is always ready to help out numerous tips, of which several dozen are collected for one level alone.

Different games