**Professor Layton and the Curious Village Walkthrough :**

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## Walkthrough - Complete Walkthrough/FAQVersion 1.4 11/13/09 ?????? ???????? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? ??? Professor Layton and the Curious Village Walkthrough by The Lost Gamer (ilovecartoonssomuch@yahoo.com) Copyright 2009 To see if there is a newer version of this guide, please check http://the_lost_gamer.tripod.com/guides.html Table of Contents: 001. General information 002. Video Walkthrough 003. Walkthrough 003a. Chapter 1: Reinhold Manor Awaits 003b. Chapter 2: The Fugitive Feline 003c. Chapter 3: The Missing Servant 003d. Chapter 4: Night Falls 003e. Chapter 5: The Hunt Begins 003f. Chapter 6: The Elusive Tower 003g. Chapter 7: The Abandoned Park 003h. Chapter 8: The Shadowy Intruder 003i. Chapter 9: The Tower's Secret 004. Gizmos 005. Furniture 006. Painting Pieces 007. The Golden Apple's House 008. The Puzzle Master's House 009. UK Exclusive Puzzles 010. Credits 001-General Information ----------------------------------------------------------- This is a walkthrough for the Nintendo DS game called Professor Layton and the Curious Village. It's a puzzle/mystery game containing a lot of brainteasers. Please note that this guide does not cover the Wi-fi puzzles you can get with this game, because I am currently unable to download the wi-fi puzzles for some reason. It worked when I first purchased this game, but it doesn't work now. Dang. You can contact me at ilovecartoonssomuch@yahoo.com if you have any questions, suggestions or that sort of thing. 002-Video Walkthrough ----------------------------------------------------------- I made a video walkthrough for this game, so if you would rather watch me solve various puzzles rather than read about them, you can see them all at: http://www.youtube.com/view_play_list?p=42DAED4CD1C0D33F I will put the links to individual videos in the guide as well. 003-Walkthrough ----------------------------------------------------------- Video #1: http://www.youtube.com/watch?v=xCDPzFH944A The game begins with Professor Layton and his apprentice Luke driving to St. Mystere, where the Professor has been asked to help solve an inheritance dispute. It seems that Baron Augustus Reinhold left behind a will stating that his entire estate will go to the one who finds the Golden Apple. This is quite a mysterious will, given that no one had ever heard of the Golden Apple before the will's reading. Could it be a treasure of some sort? Lady Dahlia, Baron Reinhold's wife, has sent for Professor Layton to help solve the mystery. They just need to go to the town and...wait, what's this? Puzzle #001: Where's the Town? ------------------------------ Lady Dahlia included a map, along with the instructions "My village is on a road that leads to no other towns." The instructions are on the top screen of the DS, and the map is on the bottom screen. As you can see, there are four roads and five towns. Using your stylus, draw a circle around the correct town. Which town is that? Why, it's the town in the upper/left, the one with red roofs. Circle it and submit it as your answer. ------- With the puzzle solved, Professor Layton and Luke make it to town, where they stare at the very odd tower at the north part of town. Video #2: http://www.youtube.com/watch?v=lnflujF2vzs The drawbridge to town is closed. Tap on the man who runs the drawbridge, Franco, to talk to him. Puzzle #002: The Crank and the Slot ----------------------------------- Location: Drawbridge Character: Franco -------------------- Summary: To solve this puzzle, figure out which slot fits the crank. Is it slot 1, 2 or 3? You can tap the crank to change the viewing angle to help you out. Solution: See the two square parts sticking out of the crank? Slots 2 and 3 show that the side between the two of them is flat. However, the crank shows that there is actually a sharp angle between the two of them. Therefore, Slot 1 is the correct answer. ------- Franco lowers the drawbridge and lets you into town. Now it's off to find Lady Dahlia! But first...let's explain the game's control scheme! Click on the shoe in the bottom/right corner. Yellow arrows will appear. Click on the arrow to travel in that direction. A white glove appears in front of doors that you can enter through. You can also click on a person to talk to him or her. Try it out now by tapping on the woman on the left. Puzzle #003: Strange Hats ------------------------- Location: Entrance Character: Ingrid ------------------ Summary: You have four hats pictures here. Which hat is as wide as it is tall? Solution: Hat A is the correct hat. ------ You can talk to the man here. He tells you to tap on the barrel for a hint coin. You can find hint coins hidden all over this game, and you can use them to get three hints on every puzzle. You're reading a guide with the answers to all the puzzles, so you shouldn't need them, and so, I do not list where all the hint coins are. Head north, and the professor explains about the game's save system. Tap the briefcase in the upper/right corner to be taken to a screen where you can save your game, look up an index of all the puzzles you've seen, read a journal to get an overview of the plot, and read about the various mysteries in the game. You can also solve the painting, gizmo and furniture meta- puzzles here, but you don't learn about them quite yet. Basically, sometimes when you solve puzzles in this game, you will get a painting piece, gizmo, or piece of furniture as a reward. Collect them all, and at the end of the game, you can solve each of the meta-puzzles for bonus puzzles. And now that you've gotten an idea of the control scheme, it's time for... 003a-Chapter One: Reinhold Manor Awaits ----------------------------------------------------------- The goal of this chapter is to get to Reinhold Manor, which is in the northeast part of town. Of course, along the way, you'll want to talk to everyone you meet in order to get a puzzle. In this game, pretty much everyone you talk to has a puzzle for you to solve. For example, that man there! Percy! The town author! Tap on him to get... Puzzle #004: Where's My House? ------------------------------ Location: Plaza Character: Percy ---------------- Summary: Leave the front door of Percy's house and turn left. Take a right at the first intersection you meet, and a right at the next intersection you meet. You end up facing the morning sun. Which of the seven houses in the picture is the correct one? Solution: The morning sun is in the east, so you can work backwards from there to figure it out. Alternately, you can use guess and check on every house--pick a house, follow the instructions and see if it results in facing east. You can also rule out a few houses that are facing the same direction, because taking the same route from those houses would result in facing the same direction, and there's only one solution, so when two houses both lead you to the same direction, they can be ruled out, right? Right. Anyway, the answer is the house with the blue roof in the middle of the screen, the one that faces north. ------ Video #3: http://www.youtube.com/watch?v=2Z0ZpTSUhnI Ah, but it's not just talking to people that gives you puzzles! You can also find puzzles by examining things! For example, examine that clock tower there to get a puzzle. Puzzle #005: Digital Digits --------------------------- Location: Plaza Examine: Clock Tower ---------------- Summary: Occasionally, a digital clock will show the same digit three or more times in a row, such as when it's 3:33. How many times does a digital clock do this over the course of one day? Solution: There's not much to do to solve this puzzle besides make a list of all the times during the day when three or more digits appear in a row. Here's a list of all those times: 1:11 AM 2:22 AM 3:33 AM 4:44 AM 5:55 AM 10:00 AM 11:10 AM 11:11 AM 11:12 AM 11:13 AM 11:14 AM 11:15 AM 11:16 AM 11:17 AM 11:18 AM 11:19 AM 12:22 AM 1:11 PM 2:22 PM 3:33 PM 4:44 PM 5:55 PM 10:00 PM 11:10 PM 11:11 PM 11:12 PM 11:13 PM 11:14 PM 11:15 PM 11:16 PM 11:17 PM 11:18 PM 11:19 PM 12:22 PM The list is made up of 24 different times, so the answer is 34. --- Those are both the puzzles you can do on this screen, meaning there's not much left to do besides go right to the next screen. Do so, and the Professor and Luke see a man blocking the road. Tap on this man with your stylus to talk to him. His name is Marco, and he gives you a puzzle to solve. Puzzle #006: Light Weight ------------------------- Location: Manor Road Character: Marco ---------------- Summary: You have seven weights here that are all the same weight. You also have a weight that is rather light, but it looks exactly like the other weights. Can you figure out which weight is the light one by using a scale only twice? Solution: The number of the light weight is randomly determined. You're going to have to use logic here. These instructions work well: Place weights 1, 2 and 3 on the left-hand scale. Then place weights 4, 5 and 6 on the right-hand scale. Press the red button to weigh them. If the left-hand scale goes up, you know the light weight is either 1, 2 or 3. Then, weigh 1 and 2. If 1 and 2 are the same weight, 3 is the light weight. If 1 and 2 are not the same weight, choose the one that is lighter. If the right-hand scale goes up, you know the light weight is either 4, 5 or 6. Then, weigh 5 and 6. If 5 and 6 are the same weight, 4 is the light weight. If 5 and 6 are not the same weight, choose the one that is lighter. If the left-hand scale is equal to the right-hand scale, then you know the light weight must be 7 or 8. Weigh the two of them to determine which is lighter. --- Marco lets you pass. Now you can walk north towards the manor. Your path here is block by Ramon, a servant at the manor. He thinks Layton could be someone in disguise, so he asks Layton to solve a puzzle and thereby prove his identity. In case you haven't figured it out yet, pretty much every character in this game has a puzzle for you to solve. Puzzle #007: Wolves and Chicks ------------------------------ Location: Manor Border Character: Ramon ---------------- Summary: You want to take three wolves and three chicks across a river. You have to take one or two animals with you when you cross the river, and if the wolves ever outnumber the chicks on one bank, they will eat the chicks. Can you get the animals across the river without allowing the wolves to eat the chicks? Solution: There are multiple solutions, and you get as many tries as you need to solve the puzzle. My strategy is to start by getting the wolves on the right side of the river. 1. Take two wolves right. 2. Take one wolf left. 3. Take two wolves right. Then you want to start moving all the chicks over. This will require having an equal amount of wolves and chicks on both sides. 4. Take one wolf left. 5. Take two chicks right. 6. Take a chick and a wolf left. Now move two chicks right so all the chicks are on the right hand side. 7. Take two chicks right. Now that all the chicks are on the right, you want just bring all the wolves right. 8. Take one wolf left. 9. Take two wolves right. 10. Take one wolf left. 11. Take two wolves right. --- Ramon is pleased when you solve the puzzle, and he leaves. You can now walk towards the manor, but before that, tap on the flowers on the other side of the riverbank to get a puzzle. Puzzle #008: Farm Work ---------------------- Location: Manor Border Examine: Flowers ---------------- Summary: Alfred and Roland are being paid $100 to plow and sow a 10-acre plot of land. Each boy will plow and sow half of the land. Alfred plows 20 minutes per acre, and Roland plows 40 minutes per acre. Roland sows three times as fast as Alfred. So, how much of the $100 should Roland receive? Solution: Ha, this is a tricky puzzle. It tries to confuse you by giving you a bunch of unnecessary mathematical facts. To put it simply, Alfred works on half the land, and Roland does the other half. Since each of them does half the work, each of them should receive half the money. The answer is $50. --- Now head forward towards the manor. Luke is impressed by how large it is, and thus ends Chapter One. 003b-Chapter Two: The Fugitive Feline ----------------------------------------------------------- Video #4: http://www.youtube.com/watch?v=ZbKyoZZvunI Professor Layton and Luke have arrived at Reinhold Manor. They go inside and meet Matthew, the butler. He says that everyone is waiting upstairs, but before you can join them, you must solve a matchstick puzzle. Matthew then explains the control scheme for matchstick puzzles. Puzzle #009: One Poor Pooch --------------------------- Location: Manor Entrance Character: Matthew ------------------ Summary: Here's a picture of a dog. After the picture, the dog is hit by a car. Move two matchsticks to show what the dog looks like after it is hit by the car. Solution: The game says not to assume you'll be looking at the dog from the side when the puzzle is done. That's your hint that tells you you'll be looking at the dog's flattened body from above. Change the picture from __ /| |__ \|__| /\ /\ to \__/ /| |__ \|__| / \ --- Examine the bookshelf for another puzzle. Puzzle #010: Alphabet --------------------- Location: Manor Foyer Examine: Books -------------- Summary: What's the last letter of the alphabet? Hint: It's not Z. Solution: Tricky puzzle! It wants you to answer "t", which is the last letter in the word "alphabet". --- While in the manor foyer, you can look at the paintings on the wall. One is of the late Baron Augustus Reinhold, and the other is of his daughter Flora. When you look at the paintings (if you don't look at them now, later on, Layton will look at them automatically), Matthew gives you a painting frame. Throughout this game, when you solve certain puzzles, you get pieces of the painting that belongs in this frame. When you collect all twenty of them, you can put the painting together and get three bonus puzzles. Go upstairs now to meet Baron Reinhold's wife, Lady Dahlia. A cutscene plays, where Professor Layton talks to Lady Dahlia. There is a mysterious crashing sound, and her cat escapes from the house. Lady Dahlia becomes upset and demands that you search for her cat, Claudia by name. This will be the goal of Chapter Two--to find Claudia the Cat. You'll have to search throughout the entire town to find her, and so, you will get a basic idea of the town's layout while searching for Claudia. You can talk to Simon, the man with glasses, for a puzzle. Puzzle #011: Arc and Line ------------------------- Location: Manor Parlor Character: Simon ---------------- Summary: You have a mathematical puzzle, which requires some basic geometry skills to solve. How long is line AC? Solution: Line AC is the same length as line BD, because ABCD is a rectangle, and the two diagonals of a rectangle are always the same length. Now, you may notice that BD is a radius of the circle. The radius of the circle is ten inches (5 + 5), so BD must be 10 inches as well. And since AC = BD, AC is 10 inches. The answer, therefore, is 10 inches. --- Tap on the chandelier to get a hidden puzzle. Puzzle #110: The Vanishing Cube ------------------------------- Location: Manor Parlor Examine: Chandelier ------------------- Summary: You have a bunch of matchsticks here that form four cubes. Move one matchstick so you have only three cubes. Solution: This requires three-dimensional thinking. See the cube in the middle/back? Only one side of this cube is showing. That means this is the cube that is going to "disappear". Take the matchstick that forms the side of this cube, and rotate it so it is facing straight up and down. Then place it so it forms a side on the uppermost cube. It will connect the red end of two matches if you do this properly. --- Now that you're done with the puzzles here, go outside. Video #5: http://www.youtube.com/watch?v=3feXjYIaOrU Hey, Claudia the Cat is here! Tap on her, and she runs off. Then, there's a minor scene in which a mysterious villain crash- lands in town and declares his intent to get the treasure of Baron Reinhold and defeat Professor Layton! Uh oh! The villain won't try to kill Layton for a while, though, so just forget about him for now and look for Claudia. Move back to the screen with Ramon, and you can click on the boat for a puzzle. Puzzle #013: Sinking Ship ------------------------- Location: Manor Parlor Examine: Boat ------------- Summary: Fifteen people are on a sinking ship. There is a five person raft onboard, and an island four and a half minutes away. How many people can make it to the island if the boat sinks in twenty minutes? Solution: The trick to this puzzle is realizing that you'll need at least one person on the raft at all times. So... Minute 1: Five people get on the raft. Minute 4 1/2: Four people land on the island. One takes the raft back to the ship. Minute 9: Four people get on the raft. Minute 13 1/2: Four people land on the island, making eight people on the island in total. One takes the raft back to the ship Minute 18: Four people get on the raft. Minute 20: Ship sinks. The eight people on the island and the five people on the raft are safe. Therefore, 13 people lived. --- Go down a screen, to the screen with Marco. Here, you can go inside the building on the left by tapping on the door. Inside this abandoned store are two puzzles. Puzzle #014: Which Chair? ------------------------- Location: General Store Examine: Chair -------------- Summary: Which of the five chairs is good for an auditorium? Solution: Chair E, because it is the only chair that is stackable. Humbug, I say. That's not much of a puzzle. --- Puzzle #015: How Many Are Left? ------------------------------- Location: General Store Examine: Candle --------------- Summary: Ten candles are lit. Some wind blows out three of the candles. How many candles are left in the end? Solution: This puzzle is phrased in an attempt to confuse you. What it means by "how many candles are left in the end?" is "How many candles will NOT melt?". The answer is three--the ones that were blown out. --- That's it for the general store. Leave, then go left to the clock tower area. Franco shows up and says someone stole the crank to the town, so no one can get in or out of town now. I bet that's the work of the mysterious villain! Franco also found a weird gizmo, which he gives to you. From now on, people will give you gizmos when you solve certain puzzles. Collect all the gizmo pieces, open up the "Gizmo Puzzle" in Layton's trunk, then click on all the gizmo pieces you collected to get a robot dog. Claudia the Cat is here. Tap on her, and Luke tries to calm her down. She attacks Luke. What a vicious cat! There are a few buildings here at the Clock Tower, but the only one you can enter now is the Town Hall, which has a blue door. Inside is Rodney. Talk to him for a puzzle, and when you solve the puzzle, he gives you a gizmo. So, do that to see how getting gizmos works. Puzzle #016: Triangles and Ink ------------------------------ Location: Town Hall Character: Rodney ----------------- Summary: There's a big triangle made up of little triangles. With one dip in ink, you can make four little triangles. How many dips of ink does it take to draw the big triangle? Solution: Seven. --- Tap on the window on the right for a hidden puzzle. Puzzle #118: Red and Black Cards -------------------------------- Location: Town Hall Examine: Windows ---------------- Summary: A deck of cards is shuffled, then cut in half. If you do this 1000 times, how many times will the number of black cards in Pile A equal to the number of red cards in Pile B? Solution: Math! Fun math, too. Let's say Pile B has x black cards. That means Pile A, then, must have 26-x black cards (because there are 26 black cards in total). As for red cards, Pile B has 26-x red cards (because there are 26 cards in Pile B in total). So, the number of red cards in Pile B = the number of black cards in Pile A. Aha! The number of red cards in one pile always equals the number of black cards in the other pile! So, if you do this trick 1000 times, the conditions will be met 1000 times. Cool! --- Video #6: http://www.youtube.com/watch?v=c3nOTQfjTN4 Leave the town hall. If you talk to Deke, he tells you Claudia went left. However, Professor Layton suggests taking a detour to the south to get a room at the inn. So, go south. Talk to Stachenscarfen here for a puzzle. Puzzle #017: Five-Card Shuffle ------------------------------ Location: Entrance Character: Stachenscarfen ------------------------- Summary: Which one of the four pictures is different than the others? Solution: D is the one that is different. --- Now, go inside the Inn, which is the building with the blue door. Talk to the woman there, Beatrice, to get the Furniture Puzzle. It's sort of like the Gizmo puzzle. From now on, whenever you solve certain puzzles, you get pieces of furniture. Get all the pieces of furniture and solve a furniture puzzle to get three bonus puzzles! You won't be able to do that for quite some time, however. Beatrice also has a puzzle for you. Puzzle #018: Of Dust and Dustpan -------------------------------- Location: Inn Character: Beatrice ------------------- Summary: Move two matches to make it so the dustpan is holding the dust. Solution: You have to turn the dustpan upside-down to solve this one. Move the rightmost match to the left of the dust. Then, move the middle match (the only match that is horizontal) to the left a little to connect the two lower matches. See how the dustpan is now upside-down? --- There is a hidden puzzle in the picture behind Beatrice. Puzzle #112: My Beloved ----------------------- Location: Inn Examine: Picture ---------------- Summary: Arrange the pieces of this picture so they form a picture of "My Beloved". Solution: If you think of the pieces of the picture like this: A B C D Switch C and B, then C and A. C A B D Rotate A twice, then rotate D twice. The black outline sort of looks like a woman, and that's the solution. --- Leave the Inn and go south. If you tap on the Laytonmobile, you get a puzzle. Puzzle #019: Parking Lot Gridlock --------------------------------- Location: Drawbridge Examine: Laytonmobile --------------------- Summary: Slide the cars out of the way so the Laytonmobile can exit! Solution: 1. Move the second-from-the-top car right. 2. Move the car right of the Laytonmobile up. 3. Move the car right of the Laytonmobile up. 4. Move the Laytonmobile right. 5. Move the bottom/left car up. 6. Move the bottommost car left. 7. Move the second-from-the-bottom car left. 8. Move the second-from-the-left car down. 9. Move the Laytonmobile left. 10. Move the topmost car down. 11. Move the second-from-the top car left. 12. Move the topmost car left. 13. Move the rightmost car up. 14. Move the car right of the Laytonmobile up. 15. Move the Laytonmobile right. --- Okay, let's get back to searching for Claudia! Go north twice, then left. The woman here, Agnes, knows how to get on Claudia's good side: offer her some food. But, of course, Agnes won't give you the food unless you solve a puzzle. Puzzle #022: Pigpen Partitions ------------------------------ Location: Park Road Character: Agnes ---------------- Summary: Draw three lines to separate the seven pigs. Solution: Okay, see the pig in the bottom middle and the pig in the top middle? One line starts from the peg left of the pig in the bottom middle, and stops on the peg right of the pig on the top middle. Another line starts from the peg right of the pig in the bottom middle, and stops on the peg two left of the pig on the top middle. The third line starts on the peg below the pig in the upper/left, and stops on the peg below the pig on the upper/right. --- Agnes gives you fish bones for Claudia. You can now go north to give the fish bones to Claudia and end the chapter if you want, but there are a few puzzles left in this chapter. Three of them are on this screen. Video #7: http://www.youtube.com/watch?v=D9XKH7_cS44 Puzzle #020: Unfriendly Neighbors --------------------------------- Location: Park Road Character: Pauly ---------------- Summary: Draw four lines between the four sets of numbers. Just make sure that none of the lines overlap. Solution: The line between the two B's is a straight up/down line. The D line goes left from the left D, up to the top of the screen and to the right. The line from the right D goes left once, up to the top of the screen and left. The two will connect. The C line goes right from the left C, and it goes all the way right, then up, then right and goes into the C. The A line goes down, right, down, left, down, right and up--basically, it goes along the only empty spot left for it. --- Puzzle #021: Pill Prescription ------------------------------ Location: Park Road Character: Pauly ---------------- Summary: A dude man has to take ten pills, and he has to label them in the order he will take them. What's the least number of pills he has to label? Solution: If he labels all the pills except one, he can always identify it as the unlabeled one. For example, if he decides not to label Pill 5, he will always know which pill is Pill 5--it's the only one without a label. So the solution is that he can get away without labeling one pill, but the puzzle assumes that he doesn't have to label the first pill either, because he'll swallow it before doing any labeling. I don't know HOW he knows which pill is Pill 1 if he doesn't do any labeling, but that's the puzzle solution anyway. --- Puzzle #111: Mystery Item ------------------------- Location: Park Road Examine: Poster --------------- Summary: What is...something that you need to live, something that people keep in their houses AND something that decreases in quantity the longer it's kept? Solution: Food. Move a matchstick on the leftmost box to spell out the word "Food" and submit it as your answer. --- Go inside the blue door building to the right, which is the local restaurant. Both the characters here have puzzles. Puzzle #025: Equilateral Triangle --------------------------------- Location: Restaurant Character: Flick ---------------- Summary: Can you move this triangle: X X X X X X X X X X Upside down by only moving three X's? Solution: Yes! Move coins 1, 2 and 3: 1 X X X X X 2 X X 3 To these spots: 2 X X 3 X X X X X 1 --- Puzzle #023: Juice Pitchers --------------------------- Location: Restaurant Character: Crouton ------------------ Summary: Crouton has an eight-quart container of juice, a five- quart container and a three-quart container. Can you move the juice between the three containers until you get four quarts in one jar? Solution: Crouton has a few puzzles that involve separating liquids in uneven containers. The solution to these puzzles is generally these four steps: 1. Big jar to middle jar 2. Middle jar to small jar 3. Small jar to big jar 4. Middle jar to small jar Just repeat the four steps until you get the desired amount of liquid. In this case, it takes seven turns. --- Once you solve the puzzles here, go outside and go north. Claudia the Cat is here, and she'll come with you if you got fish bones from Agnes (puzzle #22). Before you do that, check out the garbage. Professor Layton will be reminded of a puzzle, because pretty much _everything_ reminds the Professor of a puzzle. Puzzle #026: Bottle Full of Germs --------------------------------- Location: Park Gate Examine: Garbage ---------------- Summary: You have a breed of germ that divides in half every minute. If you start with 1 germ, the jar becomes full in 60 minutes. If you start with 2 germs, the jar becomes full in how many minutes? Solution: The 1 germ becomes 2 germs after 1 minute...so starting with 2 germs only shaves 1 minute off the total. 60 � 1 = 59, so the answer is 59 minutes. --- Good, once you're done with the puzzle, NOW you can pick up Claudia and end the chapter. 003c-Chapter Three: The Missing Servant ----------------------------------------------------------- The game tells you that if you missed any puzzles in the last chapter, they will now appear in Granny Riddleton's Shack near the clock tower. Video #8: http://www.youtube.com/watch?v=lHH3PkMzmtY Professor Layton and Luke return to the mansion with Claudia, but there's no time for celebrating. Something really bad has happened--Simon (the man with glasses) has just been killed! Fortunately, Inspector Chelmey from London is on the case! Now, talk to Matthew and Gordon for puzzles and plot advancement. Puzzle #027: Bickering Brothers ------------------------------- Location: Manor Foyer Character: Gordon ----------------- Summary: Six brothers are sitting at a table. Brothers 3 and 5 can't sit next to each other, and no brother sits next to someone a year older or younger than he is. Solution: Place the brothers like this: 1 5 3 2 6 4 Puzzle #028: Find the Dot ------------------------- Location: Manor Parlor Character: Matthew ------------------ Summary: You have a strange shape with a red dot and black dot on it. When you turn it around, where will the black dot be? Solution: The lower/right corner. --- Matthew tells you that he found a mysterious small cog on the ground at the scene of the crime. Chelmey returns after you talk to Gordon and Matthew. He becomes concerned that Ramon isn't here, and so he puts Ramon at the top of his suspect list. The Professor can then go into Lady Dahlia's room. She gives you the mission of finding Ramon while Chelmey inspects the crime scene. Chapter Three officially begins here. Inside Lady Dahlia's room is a picture of her holding a baby. Leave the room and ask her about it to learn that she's never had a baby in her life. How odd. Video #9: http://www.youtube.com/watch?v=OlQcYomeFJo Inspector Chelmey here has a puzzle for you. Puzzle #029: Five Suspects -------------------------- Location: Manor Parlor Character: Chelmey ------------------ Summary: Five people were arrested, and each gave a statement. A: One of us is lying. B: Two of us are lying. C: Three of us are lying. D: Four of us are lying. E: All five of us are lying. How many people are telling the truth? Solution: Only one of them is telling the truth: Person D. You know this is the case, because all five disagree, so no more than one can be telling the truth. --- Head downstairs and talk to Matthew. He says that the picture of the woman with the baby is really Lady Violet with Flora Reinhold. How curious that she looks so much like Lady Dahlia! Head outside, and our heroes see Claudia with Simon's glasses. That could be an important clue! They inform Inspector Chelmey about the glasses, but he just gets mad at the Professor for interrupting his investigation. As Luke points out, Inspector Chelmey is kind of rude. Oh well. It's best to forget about him for now, and just start looking for Ramon. Outside of the manor, Agnes is waiting with a puzzle. Puzzle #030: One Line Puzzle 1 ------------------------------ Location: Manor Border Character: Agnes ---------------- Summary: Which of the four pictures can't be drawn with only a single stroke of the pen? Solution: The cottage. --- Leave the manor grounds now, and talk to Marco. He tells you to avoid the mysterious tower. If you talk to him again, he gives you a puzzle. Puzzle #031: Racetrack Riddle ----------------------------- Location: Manor Road Character: Marco ---------------- Summary: We have three horses here. Horse A runs two laps in a minute. Horse B runs three laps in a minute. Horse C runs four laps in a minute. If you line up all three horses and set them running on the same racetrack at the same time, how long will it be before they're all lined up at the starting line again? Solution: One minute, clearly. --- Head inside the abandoned general store now. This will be the last time you visit the general store in this game. Examine the candle and the candy jar for puzzles. Puzzle #033: Light Which One? ----------------------------- Location: General Store Examine: Candle --------------- Summary: You have one match. You want to light a room with an oil lamp, fireplace and heat your bathwater. In order to do this successfully, what do you light first? Solution: The match! Puzzle #032: Candy Jars ----------------------- Location: General Store Examine: Candy Jar ------------------ Summary: You have 10 jars with 50 pieces of candy each. You pour out the candy into |