1. The cipher puzzle
- Juli will have some useful advice about the cipher.
- Follow the suggestions of the literary historian lady and visit the librarian. He won't give you the code -
but he will be of some help.
2. The Istenes cellar (JI)
- The Istenes cellar is mentioned in one of Gárdonyi's letters. You'll find it among the Jámbor documents.
- Take a look in the back also, get behind the dining tables.
- Search the wall for spots that are "too dark". Take the lit candle from the table and look back to these places again.
3. The Mercury puzzle (JV)
- Rely on the information received from the literary historian. These are the most important clues relating to Mercure/Mercury. Paying a visit to the planetarium ("CSILLAGDA") in the Liceum building could be a good idea.
- Gárdonyi states that Mercure is guarding sign number five; but are you sure there's only one such thing that could be related to Mercure/Mercury?
- Many people may have an idea about Mercury. Even Auntie Iza in the Gárdonyi house.
- Ask Juli to help you search for the Gárdonyi heritage bought by a merchant in Budapest. If she's not in the office try to call her on the phone.
- To understand message number five (as well as any of the further messages) of Yoomurjak, you must find the first one. This is referred to by Gárdonyi in one of the Jámbor documents. Once you identify and visit the place, there will be more to it than just a little chat; search in the most hidden, darkest corners too.
- There's one point where Juli's investigation provides insufficient result. Again, Klára Bakonyi (the literary historian ) can reveal the truth - and tell you where to go next.
- In the antique shop read carefully the entries in the Hauser notebook, then try to find the objects in the shop. Which are the ones that are somehow related to Mercure or Mercury?
- Think about all possible meanings of the name.
- The leaflet received in the Gárdonyi museum shows the exact layout of the house. Use it as a map to locate the spot defined by the Mercury-related objects! (Important: make sure to click in the center of the squares and not at the intersections!)
- SPOILER! - You have to locate four objects. Three of these can be found at the antique shop (the winged foot torso of a Mercury statute, pack of cards with the symbol of the planet Mercury and a Hermes typewriter); and one in the Gárdonyi house (a mercury-thermometer). In the study, look for the places somehow defined by these objects - remember to read the Mano Hauser notebook! You'll find the thermometer in the study on the left side wall, just as indicated on the leaflet; Gárdonyi's typewriter used to stand between the first two windows on the left side, in the place of the dog statute; the winged foot torso had once been in the right back corner where a small door leads to the darkroom; the cupboard with the painted doors stands beside the easel.
- When you successfully locate and connect these objects on the map, Jonathan will mark the spot defined by the crossing lines. Identify the same place in the room.
4. The M. Csonka puzzle
- Juli might have an idea again.
- No help seem to arrive in the morning, but you'll witness a change in the environment which will advance your investigation significantly.
- Talk to Juli about your discovery. In turn, she'll tell you where to find what you're looking for.
- Talk to the girl guarding the tower entrance and go upstairs.
- Read carefully the information board; you may go up again to orient yourself.
- You are to assume that Yoomurjak could only have left messages in places that existed already in the Turkish period, and these were addressed to Gárdonyi who lived at the beginning of the 20th century; therefore you have to identify cellar 7D as a building that stood there in both eras (and presumably still exists). Remember where did you see such a list of buildings?
- Do some shopping at the merchant: the most important things to buy are the binoculars and a wooden Minaret (the ocarina or the book are useless expenditures).
- Use the wooden Minaret on the Jámbor map and the candle to scan the area for buildings. Don't forget what you learned from the information board about the number of the Minaret's sides and location of gates.
- Looking towards the South from the seventh side (i.e. the Minaret's shadow is pointing to that direction) you'll be able to click on the building on that way. This is the place where the next message awaits you.
5. The oven puzzle (JII)
- Pretending to be a potential client, ask the woman to let you have a look at the cellar. Take the lamp and the small padlock key from the ledge. Read the gappy message on the oven door. Notice that the latch is missing. Talk about it with the woman who will also mention a beautiful wooden chest, sold with the rest of the stuff.
- Make a deal with the antiquarian; that "empty-looking" chest might somehow be important.
- Use the key on the chest.
6. The Turkish tombstone puzzle (JIII)
- Try to get into the house using the entryphone, making up some small stories.
- Listen carefully to the tone of the buttons as the boy presses them. He will come and go again repeatedly.
- Feeling to have no ears? Don't worry. You don't have to have a perfect pitch: Jonathan will help you sooner or later.
- Once inside the house, you'll need an object purchased from the merchant at the foot of the Minaret.
7. The talisman puzzle (JIV)
- Professor Czifra will help you interpret the messages. Visit the places he recommends.
- Not much can be done in the Castle at this moment, but searching the grass around Tetemvár could be rewarding...
- Juli's call arrives just in time: now you have good reason to return to the Castle; moreover, you'll learn about a family event and other important details.
- It's impossible to access places that are closed to the public and well guarded - at least on the regular way, during daytime. You may have to find another solution.
- Visit Juli's office; although she's not there and you can only talk to her colleague, you'll have an excellent opportunity...
- Once you have the keys, two other objects will still be required to help you enter the Castle during the night. One of them can be found near Tetemvár and the other in the Jámbor house. SPOILER! - join the grapnel and the robe in the Inventory.
- Search for the light switch on the right end of the desk.
8. Find Boldogi / the crest puzzle
- Who could have the most information about a person who lived a long time before?
- After your visit to Szarvaskő, drop in the Senator and ask the receptionist.
- Visit both new locations and then take a taxi to Szarvaskő again - the man of the house might be at home by now.
- There's one place you already know where old barrels can be found.
- Your questions about the crest may be answered at Szarvaskő. (The strange poem will be recorded in the notebook.)
- The librarian is an amiable, pedant guy. He's the best person to ask for help in heraldry.
- To compile the crest, you must interpret the poem. Use the book in the bottom left corner of the heraldry-desktop. Some clues are given in the poem but there are things you have to conclude yourself based on the rules.
- SPOILER! - the crest is a Modern French escutcheon with three partitions (chape ploye), Azure (blue) in the middle and Argent (silver / white) in the two upper corner. Place the big rampant lion (standing on his hind legs) holding a scimitar in the Azure field and two small, sealed barrels in the silver fields. The helmet is a grey Bascinet facing left; above it again the lion with the saber. The wreath is "waved by the wind" and Azure-Argent (blue and white). The escutcheon rests on a compartment (stand) with a piece of metal. An S-shaped coil is placed beneath and two savages on the sides; they're wearing red wreath and holding a maul.
- Show your work to someone who can identify the crest on a barrel.
- Once you get the barrel go back home to the hotel.
9. Gárdonyi's puzzles
- After the exciting night and the even more exciting events in the morning visit the place where the largest collection of items relating to Gárdonyi can be found. Speak about your assumptions.
- Cipher documents are easy to solve since you still have the code set. Combine this with the yellow documents.
- Talk to the librarian about the books.
- You may avoid the bothersome guy if you go to the Liceum before any action and look through the Camera Obscura to locate him; or you may also "walk" wherever you can.
10. The riddle of the five books I. - "The path... leads through the valley of the dead."
- To make a fool of yourself, you may ask others about "a German emperor who was buried in Eger". Professor Czifra will also think you've gone crazy, but he'll give you a hint.
- Walk around the new location and watch out for meaningful names. Jonathan will do the thinking for you.
- SPOILER! - looking at a tombstone with the name fragment "...NCSICS BOLDIZSÁR" Jonathan will say it might have been "Táncsics"; and therefore "ncsics" could be "what is left of Boldizsár". Then, find the tombstone of a child who lived between 1842-1852. Her name was "KAISER VERA". (In Hungary, family names come first: Táncsics and Kaiser are family names). Now Jonathan will realize that "Kaiser" actually meant "Emperor" in German. So she's the "emperor who lived ten years". Now all you have to do is to assemble these two to get a third name: VERA + NCSICS =VERANCSICS. This is what you have to tell the librarian.
11. The riddle of the five books II. - "Speak in a new tongue."
- There's a garden you already know. The torso is there. Now it's time to look at the "new language" on the back of the pedestal. (You may have seen some of these characters everywhere in the town)
- Now you've got to find the "big garden". Your usual information suppliers will be ready to help (Juli is out of the office, this time Évi will be at your service).
- Stroll around in the big garden and discover the signs (you don't need to pay attention to similar signs in the town any more). You may have trouble with the urns identifying which is the north-eastern one. A copper plate near the fountain will help.
- SPOILER! - try to place the signs in the right order to get the name of the astronomer SAC-ROB-OSCO. Tell the name Sacrobosco to the librarian.
12. The riddle of the five books III. - "Sometimes what is missing means more, than what is present."
- What is the publicly accessible place where Latin inscriptions are abundant, and even if you don't understand their meaning you can perceive their clerical nature...? Do some sight-seeing in the town.
- In the game, you can look at the following churches more closely: the Minorite (Minorita) Church on Dobó square, the Cistercian (Cisztercita) Church in Széchenyi street, the Franciscan (Ferences) Church in Kossuth street (just opposite the blue house you know well from the entryphone-puzzle) and the Basilica.
- Now you really have a good reason to enjoy the fascinating view from the balcony of the Liceum.
- There is a place where you may have to use the binoculars again.
- SPOILER! - figure out the missing letters and put them in the right order to get the name of C-O-VV-P-E-R, the author of anatomy books. Tell the name Cowper to the librarian.
13. The riddle of the five books IV. - "A road leads from the heaven of arts..."
- Where have you met someone who may have some knowledge about music?
- Are you sure the machine with keys must be a piano?
- The leaflet of the Gárdonyi museum is always at hand.
- Don't miss to read the information board in the Basilica!
- SPOILER! - The machine (with keys) is the typewriter (in the Gárdonyi house); the appropriate base sound (the C major chord) is G-C-E. If you take 3-3-6 steps to the right from these keys on the typewriter you end up with the letters K-N-O. These, combined with the letters found on the painting and on Saint Paul (R-R) make KNORR. Tell this to the librarian.
14. The riddle of the five books V. - "The longest journey..."
- Why not take a walk in the streets around the Minaret?
- The tomb of Dobó is mysterious enough but it is not the only place where he could 2keep" something.
- Ask Évi to tell you about the "clerical cellars".
- It's really no point entering a labyrinth blindly. You'll have to identify the relation of two diagrams you've found and use this as a guide on your journey to the Unknown.
- If someone made two different drawings to hide something that points to an unknown part of a labyrinth, one of these drawings should be a map while the other a navigation guide. But which is which?
- You have to work out how to interpret these charts. Bear in mind that this labyrinth has a single entrance which is also the exit.
- The chart with squaring lines is the map of the labyrinth; the entrance is on the South. (Passages are shown by the lines and not the space between them.)
- The slanting lines of the board on the house wall are in fact 40 characters that can be fit in a grid of squares. There are of three types of them, serving navigation.
- The navigation characters are as follows:
> right
< left
× forward.
- SPOILER! - follow the characters in the sequence below:
× × > × > < < >
< > × < × < × ×
× > > × < × > ×
< < × × × > < ×
< > × < × > × >
The meaning:
forward - forward - right - forward - right - left - left - right
left - right - forward - left - forward - left - forward - forward
forward - right - right - forward - left - forward - right - forward
left - left - forward - forward - forward - right - left - forward
left - right - forward - left - forward - right - forward - right
- SPOILER! - the name of the fifth author on the old marble plate is BESSONI. Tell this to the librarian.
15. The star puzzle
- Combine the colored kites (deltoids) you've collected with the starsheet in the Inventory.
- Notice the Roman numerals on the shapes: III - V - VII - IX - XII. How can you put them on the starsheet to make sense somehow?
- Place them on the starsheet in a clockwise order, as suggested by their numbering, starting with XII on the top position.
16. The ring puzzle
- You learn from Juli's sms that she'd taken the ring back to the hotel. The receptionist will find this very lucky because your room has been totally mixed up earlier by a burglar attempting to get hold of the ring.
- Study the ring to see that you can press the stars in twelve steps. The golden Moon will turn with each move but it will wind back to the original position after the 13th step. However, be careful with unnecessary experimenting...
- The fifth day starts with finding out the right combination. Actually, you are a step closer to the solution with the star puzzle already solved. Now try to find a link between the star and the ring.
- The angles of the five-pointed star and the five little stars around the Moon might have a meaning. What if you were to associate the colors of the deltoids somehow with the uncolored diamond stars?
- Remember where have you seen similar pastel colors to those of the deltoids?
- The solution is again in the Gárdonyi house, on the wall of the study.
- Look at the map of Hungary as it was in Gárdonyi's time. Notice that the same colors are used on the map as on the star, so the colors define counties and at the same time the places within the counties.
- Now where have you seen a list of Hungarian towns? Remember the Jámbor documents? There was a letter from Gárdonyi telling about his trips across the country.
- Identify the relating color on the Gárdonyi map for each town on the list: yellow for Miskolc, Losonc and Jászberény, purple for Szeged and Nagyvárad, blue for Makó and Nyíregyháza, green for Szabadka, Békéscsaba and Gyöngyös, pink for Kecskemét and Debrecen.
- Now have a look at the list in Gárdonyi's letter to his friend. This list of towns will also define a list of colors, giving you just the missing clue! If you replace the names with the respective colors and match them with the position of the same colors on the star you get the order which you have to follow pressing the diamond stars in the corresponding position on the ring.
- The code of colors based on the list of towns:
pink - purple - green - blue - green - purple - pink - yellow - yellow - green - yellow - blue
- SPOILER! - The code of the ring based on the position of the stars:
5h - 3h - 12h - 9h - 12h - 3h - 5h - 7h - 7h - 12h - 7h - 9h
17. The bomb puzzle
- 30lat coal + 40lat sulphur + 200lat saltpeter is required to make gunpowder.
- To make some charcoal, you need a sealed vessel and some firewood in it. However, there should be a hole on the top and you must make sure that gases will not throw off the lid.
- Take the saucepan and the lid (opposite to the bed), the hammer from the ledge next to the stairs, the nail from the small table (near the entrance), the firewood from the oven seat and the stone from the other corner.
- SPOILER! - In the Inventory, combine the saucepan with the firewood, then the hammer with the nail. Use the hammer+nail combination to make a hole in the lid and place it on the saucepan. Fix it in place with the stone. Put all this in the oven, walk around a little, then take it out. Pour the contents of the saucepan into the mortar on the table. You get the charcoal powder as a result.
- You can measure the components of the gunpowder in any order. The task is to put everything in the mixing bowl first and then into the unsealed bomb.
- Measuring 30 lat of charcoal is simple. Pour it in the bottle marked with 30, then put all of it into the mixing bowl.
- It's more complicated to measure 200 lat of saltpeter. Pour the saltpeter from the jar in the bottle marked with 50, then the remaining quantity from the jar into the mixing bowl. When done, you need to pour the 50 lat of saltpeter back into the jar to free the bottles for measuring the sulphur.
- It is not too difficult to measure the 40 lat of sulphur using the bottles marked with 80, 50 and 30. You keep pouring it until just the quantity of 40 lat remains in one of the bottles.
- SPOILER! - A possible solution (there are multiple ways)
80 - 00 - 00
50 - 00 - 30
50 - 30 - 00
20 - 30 - 30
20 - 50 - 10
70 - 00 - 10
70 - 10 - 00
40 - 10 - 30