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    This walkthrough follows Episode 03 from John’s toilet to the end of the episode. It was worked out from the game’s own data files: what every action needs before it works and what it changes, so each step says what it opens up.

    Episode 03 is the most open of the three. It has two halves: first you question ten people about Anna until you know enough to go to the police; then, when they laugh you out, you gather six pieces of evidence to make them listen. Within each half you can do things in almost any order. The objectives list in the game’s menu keeps count, and the order below is one that never sends you anywhere twice for nothing.

    Video guide

    If you’d rather watch, this playthrough covers the whole episode, from the intro to the ending, in seven parts.

    1. 7 parts1:50:151112 Episode 03 on the iPad, video walkthroughCameron McPhee · 2011Cameron McPhee plays through Episode 03 on the iPad a week after it came out, from the intro to the ending.

    How to play

    • Hold a finger on the scene for the magnifying glass; move it over something to see its name, and let go to see what you can do with it.
    • Pinch to zoom and drag to look around. Pull down the tab at the top for the inventory, where tapping an item shows it in 3D, and for the objectives, which list what Louis still has to do.
    • Drag an item onto something in the scene to use it there, or onto another item to combine them.
    • Tap the green words in a conversation to add topics. Some puzzles need you to type on the dialog keyboard.
    • In the dark, a match or the lamp lights a circle you can drag around. Things only work inside the light, and a match goes out after ten seconds.
    • Several close-ups are played by hand: dials, a lock pick, a torn photo to piece together, nails to rock out with a hammer.

    Back in Jalonsville

    John in his lounge

    John’s house

    1. Louis comes to in the toilet of John’s house, with John talking to him through the door. Consider the door, then Open it.
    2. In the lounge, Speak to John. Ask him all eight questions, tapping colleague to add the eighth. Louis has been back from New York for six months, and it’s the middle of winter. When you’re done, Louis goes to check on Anna.

    Home

    1. Leave by the front door and follow the path through Pineview Alley to the garden of your house.
    2. The house has been broken into and covered in graffiti. In the Toilet off the hall, take the matches.
    3. Go through the Kitchen and the Lounge to the Corridor, and into the Bedroom. It’s wrecked, the alarm clock is playing a dreadful noise, and Anna is gone.
    4. Take your favourite hanger from the bedroom.
    5. Go back out to the Garden: something has happened to Anna. In Pineview Alley Louis decides to ask the neighbours and the townsfolk before going to the police, and the paths to town and to the woods open up.

    Don, and Astrid’s house

    Astrid’s house in the woods

    In town

    1. Go to the city centre and into the pharmacy. Speak to Don Inotelli: ask about the Burglary, tap Anna, and ask about Anna. He saw her arguing with a man about the “Exit”. That’s one.
    2. In the city centre, try to go into Anna’s grocery. Astrid comes out of it, doesn’t want to talk, and leaves. The shop is now locked; she still lives in the woods outside town.
    3. In the antique shop’s office, take the paper from the desk. You’ll need it at Astrid’s.

    Breaking in

    1. From Pineview Alley, go through the woods to Astrid’s house. There’s a light upstairs, and a silhouette moving. Nobody answers the bell.
    2. Take the shovel by the house; you’ll need it later.
    3. Inspect the snow-covered trapdoor and rub the snow off it with your finger until it opens. Go down into the cellar.
    4. It’s pitch dark. Use the matches to light one, and drag the light around: the door to the house is locked, with the key in the other side of the lock.
    5. Use the paper on the door to slide it underneath.
    6. With a match lit and the door inside its light, use the hanger on the door to push the key out. It falls onto the paper; Louis pulls it through and opens the door. The paper comes back to the inventory.
    7. In the lounge, Look inside the strange bird. It breaks: Take the key hidden in the pieces.
    8. Use the key on the locked door of the room upstairs and go in.
    9. Speak to Astrid. She won’t talk until you show her “the symbol of the true path”, and “it all begins with the box of Hermes”.
    10. You can Unlock the lounge’s front door to come and go that way from now on.

    The six cylinders

    The globe in the Everetts’ lounge

    Each cylinder holds a riddle that leads to the next. Louis reads each one as he picks it up, and the riddles stay in the objectives.

    1. Hermes is the messenger: the box of Hermes is your mailbox. Go to your Garden (the mail has come), Open the mailbox and take the first cylinder. “In the middle of the forest, two cubits from the fallen King…”
    2. In the woods, use the shovel on the snow by the stump. Ten minutes later you find the second cylinder. Take the shovel back afterwards. “Seventy to port, ten to starboard, fifty to port and one hundred all sails up.”
    3. In your Bedroom, Open the safe. Your old code no longer works: turn the dial left to 70, right to 10, left to 50, then right to 0, the riddle’s “one hundred”. Take the third cylinder from the safe. “At the foot of the first you will be back on the trail.”
    4. In the Garden, use the shovel on the mailbox post, the place where the first cylinder was. Take the fourth cylinder. “The mysterious chimera will not let him go.”
    5. In the antique shop, Investigate the deer man, the stuffed stag with a man’s body. He’s holding the fifth cylinder: Take it. “Eire is the key.”
    6. In your Lounge, Inspect the world map, the globe that turns into a bar, and press Ireland. The stuck mechanism opens: take the sixth cylinder. “The path of revelation is in the hands of the nativity.”

    The preacher and the locket

    1. Go up North Road to the police station. Speak to the preacher in the snow outside. She won’t let you near the “arms of the nativity” in her baby carriage until you bring her the Book of the Path.
    2. In Astrid’s room upstairs, Take the Book of Prophecies from the vanity. Astrid lets you: “Take the oracle.”
    3. Use the book on the preacher. Then Look inside the baby carriage: among dozens of dolls’ arms is the locket.
    4. Back in Astrid’s room, use the locket on Astrid. She reads your tarot: tap four of the cards on the table.
    5. Speak to Astrid again. Ask about the Boutique, tap Anna, and ask about Anna: Anna asked her to fetch a book from the shop. That’s another one.

    The Vanpsychs and the Remington

    Cloe in the Vanpsychs’ red room

    Into the neighbours’ house

    1. In Pineview Alley, Investigate the windows of the Vanpsychs’ house. There’s a silhouette behind the red one, and the other window is open, but too high to reach.
    2. In the antique shop, go into the storage room and take the stepladder. (John’s garden chair breaks under you.)
    3. Use the stepladder on the open window, then Climb up and go in.
    4. You have only a few actions before Igmar comes home. Dump out the flower pot on the table: he’s back already. Look inside what’s left of it and take the key.
    5. Quickly use the key on the door to the cellar, and hide there.
    6. Igmar talks to his wife next door. Wait at the cellar door; opening it now gets you caught. When he says he’ll be back in an hour, the coast is clear.

    Cloe

    1. Igmar has left the red room’s door open. Go in and Speak to Cloe.
    2. Ask her all ten questions. Tap suspicious people and strange dream to add the last two. She saw a man stand in your garden for three hours, and Anna whisper in his ear. That’s another one.
    3. Leave the red room. Igmar is coming back, and Louis slips out through the window.

    Igmar and the Remington

    1. Igmar is now standing guard in Pineview Alley. Speak to him: the maniac from the gas station has escaped and been seen in New Jersey. He won’t say more without a rifle.
    2. Go to Orlando’s and Speak to Todd Corman. Ask about Anna (another one), then about how Tensions run high in Jalonsville. Tap maniac on the loose, ask about it, then tap Remington and ask about the Remington. He shows you his grand-uncle’s shotgun, but won’t lend it.
    3. In the antique shop’s office, Speak to Felicity Archer, who is crying. She needs a hug.
    4. Back at Orlando’s, ask Todd about Felicity. He rushes off to comfort her.
    5. With Todd away, Open the trapdoor behind the bar and take the Remington.
    6. In Pineview Alley, use the Remington on Igmar. Delighted, he talks: Speak to him and ask about Anna. Another one.

    Felicity, and the regulars at Orlando’s

    The regulars at Orlando’s

    Felicity’s pills

    1. In the antique shop’s office, Speak to Felicity. She’s in a daze and wants her usual pills from Don.
    2. In the pharmacy, ask Don about Felicity, tap usual pills, and ask about the Usual pills: fifty dollars, cash.
    3. Use your 50 dollars on Don. He gives you the antidepressants.
    4. Use them on Felicity, then Speak to her. Ask about the Burglary, tap shop, ask about the Boutique, tap Anna, and ask about Anna. Everyone knows she’s taken a lover. Another one.

    Gordon and the bourbon

    1. Now the four regulars at Orlando’s will talk. Speak to Gordon: the whiskey Todd serves is a disgrace, and he wants a real Kerbeci Bourbon.
    2. Ask Todd about the Kerbeci Bourbon. Tap reserve and ask about the Reserve, tap favor and ask about the Favor, then tap flower and ask about the Flower: he wants one for Felicity, in the middle of winter.
    3. In John’s lounge, Take one of the flowers: the flower. John doesn’t mind.
    4. Use the flower on Todd. He lets you into his reserve.
    5. In the reserve, take both bottles: a broken bottle of real Kerbeci Bourbon, and a full bottle of Krick Bourbon, a knock-off.
    6. In Astrid’s lounge, use each bottle on the teakettle. The steam takes the label off the broken bottle in one piece (you keep the label), and the label off the full one (you keep the unlabeled bottle).
    7. In the woods, take the mistletoe from the tree. In your Kitchen, take the pestle.
    8. Combine the pestle with the mistletoe to make glue, the glue with the label, then the glued label with the unlabeled bottle. You now have a bottle of Kerbeci Bourbon.
    9. Use it on Gordon, then Speak to him and ask about Anna. He’s noticed her on the bus from New York. Another one.

    Lesly and her cat

    1. Speak to Lesly. Her cat, Sparky, has been gone a week.
    2. In Astrid’s cellar, among the mounted animals, there’s a cat. Look inside: Louis takes Sparky’s collar.
    3. Use the collar on Lesly, then Speak to her and ask about Anna. She saw her arguing with Astrid. Another one.

    Kyril’s riddles

    1. Speak to Kyril and ask about Anna. The game first: tap it and ask about the Game.
    2. After a joke about a sudoku, Kyril asks four riddles. Ask about each one and type the answer on the dialog keyboard: SECRET, FEET, LIFE, then SILENCE.
    3. Ask about Anna again. He doesn’t know her, but Mev will now talk to you.

    Mev’s drinks

    1. Speak to Mev. She’ll only talk if you keep the local specialities coming.
    2. Try all nine drinks with her: the vodka, the whiskey, the Picon Bière, the tequila, the absinthe, the rum, the moonshine, the chartreuse and the viperine. Then try the unidentified beverage, and finally Try Mev.
    3. Louis is drunk, and she sends him for an aspirin. Don gives him a hangover pill on the house.
    4. Back at Orlando’s, Speak to Mev: Anna was a childhood friend who no longer remembers her. That’s the tenth.

    The police

    The three officers at the police station
    1. Go up North Road to the police station and go in.
    2. The three officers, Joe, Kurt and Steeve, don’t take Louis seriously and send him away. Outside, he decides to give them proof.

    Fish and his skeleton key

    Don’s pharmacy
    1. Go to the city centre. Don leaves for a snack, and Fish picks the pharmacy’s lock behind him.
    2. Go into the pharmacy and Speak to Fish. He runs off, daring you to catch him.
    3. Find him in each of his hiding places in turn, and Speak to him each time: on North Road, at Orlando’s, up a tree in the woods, posing as a statue in Astrid’s cellar, by John’s front door, and in the storage room of the antique shop.
    4. Caught at last in the storage room, he gives you his skeleton key to keep you quiet.
    5. While you’re on North Road, a bus to New York pulls away, and a tourist has left a camera on the seat. Take it.

    Anna’s phone and the grocery

    The cash register of Anna’s grocery
    1. Astrid has gone. In her room upstairs, Take the telephone from the table: it’s Anna’s phone, with a small key, the grocery key.
    2. The phone opens. Her voicemail is full of the same strange sound, dozens of times: one piece of evidence. Open her messages too: “Remember, my password is my old license plate number.”
    3. In the city centre, use the grocery key on the grocery’s door (or pick the lock) and go in.
    4. Take the can left on the counter. In the inventory, take its lid off: inside is the cash register key.
    5. Use it on the cash register. Inside are your old dictaphone, a blank tape and Anna’s tape, which plays a conversation between Anna and a stranger. A second piece of evidence.
    6. Note the old Illinois license plate on the wall: BTK68W.
    7. Open the trapdoor into the storeroom and take the film for your camera. Come back later for the string: Louis only takes it once he has a lamp.

    Light in the cellar

    The cellar under the Everetts’ house

    A lamp

    1. In your Garden, use the skeleton key on the padlocked basement trapdoor and pick it. Go down.
    2. It’s pitch dark. Use the matches: that was the last one. Louis needs a better light.
    3. In the antique shop’s storage room, take the old kerosene gas lamp. It needs fuel and a wick.
    4. In the grocery’s storeroom, take the string, and combine it with the lamp.

    Don’s safe

    1. Don is out. In the pharmacy, use the skeleton key on the storage area door and pick the lock.
    2. Open the left cabinet, then try to Open the safe in it. Louis can’t hear the tumblers: he needs to amplify them.
    3. Back in the shop, take the stethoscope from the counter.
    4. Take the receipt in the storage area: the arrows scribbled on its back are the safe’s combination.
    5. Use the stethoscope on the safe. The dial clicks loudly on each number of the code: right to 50, left to 30, right to 70, left to 10.
    6. Take the gasoline from the safe and combine it with the lamp. The lamp works.

    The fuse

    1. In the cellar, use the lamp on the darkness. Open the circuit breaker and Remove the fuse: it’s fried.
    2. John isn’t home any more. At his front door, Look inside the flowerpot for John’s key, and let yourself in.
    3. In John’s kitchen, take the carpenter’s hammer.
    4. John’s bedroom is full of crates of cigarettes. Use the hammer on a crate and rock out its twelve nails: drag up and down until each one comes out.
    5. Take a pack of cigarettes. In the inventory, look at it: Louis takes the aluminium foil out.
    6. Combine the fuse with the aluminium to make a repaired fuse, and use it on the circuit breaker in your cellar.
    7. Turn on the light switch. The electricity is back on, and a telephone starts ringing somewhere upstairs.

    In the light

    1. Read the book on the shelf, Camera Obscura: to develop film you need a developer, a fixing agent and a red light.
    2. Upstairs, past the Hall, go up the Stairs. The study door’s knob is missing. Louis remembers the box of door handles a seller once palmed off on him.
    3. In the cellar, Open the cardboard box and take a door handle.
    4. In the pharmacy’s storage area, Open the right cabinet now that you know what you’re looking for, and take the developer and the fixative.

    Anna’s study

    The study at the top of the stairs
    1. Use the door handle on the study door and go in. Turn on the light switch: Anna has turned the room into her office.
    2. Answer the telephone. The line carries voices and something like gunfire, over and over.
    3. Combine the dictaphone with the blank tape, then use the dictaphone on the telephone. A third piece of evidence.
    4. Investigate the papers on the desk, then Inspect them: two photos torn into pieces. Put each back together, dragging every piece into place; the second photo’s pieces also have to be turned upright with the ring around them. A fourth piece of evidence: they show Anna in the scene from Louis’ nightmare.
    5. Turn on the computer, then Consult it. Type the password BTK68W. (Read Anna’s messages first: the laptop knows if you didn’t.)
    6. Open the mailbox and read both emails. Press print in each one, then go back.
    7. Take Anna’s emails from the printer: a bank statement and a letter signed by a certain Antony. A fifth piece of evidence.

    The graffiti photos

    The hall of the Everetts’ house

    Seven photos

    1. Combine the camera with the film.
    2. Photograph all seven graffiti by using the camera on each one: behind the painting in your Hall (Lift it first), on the fridge in the Kitchen (Close it first), behind the painting in the Lounge (Take it down), under the bathmat in the Bathroom (Lift it), on the Bedroom door, behind the painting in the antique shop (Push it), and on the wall of John’s bedroom.
    3. After the seventh, Louis takes the film out of the camera.

    The darkroom

    1. Go back to the Vanpsychs’ house through the window. Once you’ve read Camera Obscura, Igmar is no longer on guard. In the empty red room, Look inside the piece of furniture and take a red lightbulb.
    2. In your cellar, Turn off the light. Unscrew the hot lamp to take out the white lightbulb, use the red lightbulb on the lamp, and turn the light back on.
    3. Use the developer and the fixative on the basin.
    4. Use the film on the enlarger. An hour later, the photos are hanging up to dry: Take the photos. The sixth piece of evidence.

    Back to the police

    A beach
    1. Go to the police station and Speak to any of the officers.
    2. Louis lays it all out: the photos of his house, his shop and John’s crates, Anna’s emails and her torn photos, her voicemail and the recordings. The noise on the tapes is strangely familiar to them… and it gives one of them a headache.
    3. Louis wakes up on a beach, being told to stay calm and that he’ll be taken back to his room. “But… this is a NIGHTMARE!!” The episode ends.

    If you’re stuck

    Louis won’t leave John’s house
    Ask John all eight questions; tap “colleague” for the last one.
    The paths to town and the woods are closed
    Go home, see the bedroom, and come back out through the garden.
    Astrid’s house seems empty
    Try to go into the grocery in the city centre first: Astrid comes out of it.
    The key won’t fall out of Astrid’s cellar door
    Slide the paper under the door first, and have a match lit with the door in its light when you use the hanger.
    You don’t know where the box of Hermes is
    It’s your mailbox: look in it after Astrid has asked for the symbol.
    The bedroom safe says the code doesn’t work
    Use the second cylinder’s riddle: 70 left, 10 right, 50 left, then right to 0 (its “one hundred”).
    The preacher won’t let you near the carriage
    Bring her the Book of Prophecies from Astrid’s room.
    Igmar catches you in his house
    Dump the flower pot, take the key, and hide in the cellar at once. Wait there; don’t open the door.
    Todd won’t leave the bar
    Ask him about the Remington, then talk to Felicity in the shop, then ask Todd about Felicity.
    The regulars at Orlando’s won’t talk
    Give Igmar the Remington first, so Todd comes back and Felicity is waiting.
    Gordon refuses the bottle
    Only real-looking Kerbeci Bourbon will do: steam both labels off at Astrid’s kettle, glue the good label onto the knock-off bottle.
    You can’t find enough to drink with Mev
    Try all nine named drinks, then the unidentified beverage, then Try Mev.
    The police won’t see you
    You need to have talked to all ten people. Check the objectives for who’s missing.
    You can’t find Fish
    He moves on each time: North Road, Orlando’s, the woods, Astrid’s cellar, John’s front door, the shop’s storage room.
    Don’s safe won’t open
    Use the stethoscope on it: 50 right, 30 left, 70 right, 10 left.
    The cellar light won’t come on
    Repair the fuse with the aluminium from John’s cigarettes, put it back in the breaker, then use the switch.
    The laptop calls you a cheater
    Read the messages on Anna’s phone first, then type BTK68W.
    The film won’t develop
    Read Camera Obscura, put the red bulb in the cellar lamp, fill the basin with developer and fixative, and use the film on the enlarger.