Stairs.  Entry group.  Materials.  Doors.  Locks.  Design

Stairs. Entry group. Materials. Doors. Locks. Design

» Walkthrough of the game Da Vinci Code. The House of Da Vinci (2017) adventures on PC The house of da Vinci walkthrough

Walkthrough of the game Da Vinci Code. The House of Da Vinci (2017) adventures on PC The house of da Vinci walkthrough


The game is non-linear.

Interface

Right mouse button - inventory and exit to the menu.

Above the item slots is a document folder into which you will add Leonardo's letters and clues found throughout the game. You can scroll through the pages in a folder by clicking on the arrows.

In the upper left corner there is an indicator of decency (the ratio of bad (red scale) and good deeds (white scale)). If a balance is maintained between bad and good deeds, then you have the opportunity to choose the game scenario. Below the indicator is the number of points scored (they are given for ingenuity and completing tasks). The game has many optional tasks with which you can score points. Every 10 points scored can be exchanged for raising the level on some scale. If you start the game with unseemly actions, the red scale is automatically replenished, and vice versa.

In the upper right corner is a portrait of your character. If you find clothes and click on the portrait, the character will change clothes.

Under the portrait is a journal with current tasks and a wallet.

The "compass" icon - exits to the menu where you can save or load the game.

The lower icon “sun and moon” is the exit from the inventory.

Hand - take, gear - apply. The crossed out gear is the active point on which you need to apply the item.

September 22, 1522

After the introductory video, go to your inventory and open the document folder. You will play as Waldo, a young artist and student of Francesco Melzi, who in turn was a student of Leonardo da Vinci. An unknown landlord has sent you to the Château du Cloux, owned by King Francis I, to retrieve the missing manuscript of Leonardo da Vinci. Now Marie de la Bourdassiere lives in the castle, for whom you have a letter of recommendation (it is in your inventory). Click on the letter - Waldo will comment: "Are you virtuous enough to give it to Marie without reading it?"

Open the magazine: your first task is to find Leonardo da Vinci's study. This can be achieved in two ways.

Leave the room and go down to the first floor. Steps lead to the street, ahead is the entrance to the kitchen.


Optional task: pour milk for the cat.

Take a bottle of milk on the kitchen table near the wall and pour it to the cat (bowl on the floor). The bowl is active only on the first evening.


The first way to get into Leonardo’s office (illegal, affects the increase in the red scale in the integrity indicator):


Go outside, walk along the castle wall and look up (you should be standing near the rose bush). At the top is the active point (crossed out gear). Return to the door and take the ladder near the wall. Place it under the window (you need to select the stairs in your inventory, close your inventory and apply the item to the active point). Climb up, but the ladder will break.

Go to the house. Turn right into the kitchen, and from there turn right into the dining room. A door in the far corner of the dining room leads to the workshop. It's dark here, but there's a candle burning on the right. Someone forgot a stick near the table on the right wall, pick it up and go to the sawmill. Place the stick in the vice (on the table) and press the pedal (under the table). Immediately push the stick to guide it under the knife (the pedal should spin). Take the crossbars, use them to repair the stairs (sticks on the active points on the stairs) and climb into the window.

You will find yourself in someone's bedroom. Go to the door on the left and find the active point - this is the key in the lock. Turn the key once to open the door and press the handle (if you turn the key twice, you will lock the door again). Enter Leonardo's office.


The second way to get into Leonardo’s office (legal):


To do this, you need to go up to the second floor along the stairs next to the kitchen and turn right. On the stairs, pick up a necklace that is missing a stone.

You will find yourself in the library. Leonardo's office is behind the locked door to the right of the fireplace. Take the mirror from the Venetian chest of drawers with multi-colored patterns. Take a piece of paper and a charcoal pencil from the bedside table (the second pencil is on the table in your room). Place the sheet of paper in a folder and notice that text is imprinted on the page. From the slot on the right, take a charcoal pencil and shade the piece of paper, then read the text using the mirror (the text can be moved using the arrows). It turns out that the key to Leonardo’s office is hidden in a hiding place pointed out by John the Baptist. Leonardo also lost the key to his cabinets, but everything he needs can be found “at the foot of the sacred fire in the house of dreams.” Turn the page. Using a mirror, read the illegible inscriptions under the astrological signs on the piece of paper (symbols of Fire, Air, Water and Earth). Pay attention to the paintings in the bedroom. One of the paintings is called "Saint John the Baptist" and he points his finger up. Click on the upper right corner of the picture frame and take the key.

Walk around the bed and look at the canopy. You should see the astrological sign of Fire.

Automatically you will look at the carpet on the floor. Go to the kitchen and take the knife from the table in the center of the room (the second knife is in the table drawer in your room, where the charcoal pencil is). Unroll the carpet and use a knife to lift up the floorboard. Inside there is a key blank and a sheet of paper with a recipe for making bronze keys and gold coins. Open the door and you will find yourself in Leonardo's office.


Optional task: open the envelope with the letter.

There is a green table by the fireplace. Place a letter for Madame Bourdassiere on it and use the knife (which lies on the table) to open the seal. Read the letter, then click on the side pages and collapse. Now you need to restore the wax seal. There is a splinter on the table next to the knife. Light a splinter in the fireplace (you need to turn around) and light the candle on the table. Take red sealing wax, bring it to the candle, and then to the letter. Take the letter.


Go to the window and pay attention to the portrait of Leonardo. Click on it and take out a piece of paper that you need to put in the folder for papers.

Look at the leaflet. This is a “live” puzzle in which you need to connect a clock and a separate gear using gears (at the bottom of the sheet). Click on a separate gear (it will start rotating) and place a second gear on it so that it also starts rotating. Then attach the third gear, etc. One of the solutions:



If everything is correct, the clock will go clockwise and you will see a video.

September 23, 1522

You will find yourself in the courtyard and meet Saturnin, Madame Bourdassiere's servant.

(If you took the stairs the day before, he will hint that he knows about the night's adventure, but is ready to forget it for a small bribe. Open your inventory, take the coin and give it to Saturnin.) The servant will explain that Madame recently returned to the castle, but to get into her room, you need to give some gift. He will also advise you to explore the park in which Leonardo did not have time to build a fountain.

Go find Madame Bourdassiere. If last night you climbed up the stairs into Leonardo’s office, then you need to go up to the second floor, turn right and open the door to his office from the library side (see in the previous chapter the second way to get into the office). If you have already opened the door, go to Leonardo's office.

Madame Bourdassier stands on the threshold. She wants you to build a fountain and also fix the bridge. Madame will give you a plate with an engraving made by Leonardo. Look in the inventory and pay attention to the portrait of Waldo - Madame Bourdassier appeared behind him, who now has her back turned to you. This is an indicator of trust, because... As you complete tasks that she likes, she will turn her face. When she puts her arm around Waldo's shoulders, you will be given an ending choice at the end of the game.

Go down to the workshop and go left to the large press (Waldo will comment that you need paper to print an impression from a plate). Above the fireplace hangs a piece of paper with another instruction from Leonardo, but your character will refuse to pick it up without the proper tool.

Look around the room. There are two doors in front of you: the left one leads to the dining room, the right one leads to the corridor. Take the pliers from the nightstand to the right of the right door (the second pliers hang on the back door). Note that there is a faulty jack next to the nightstand, and next to it there is another plate (which also needs to be imprinted). Remove the leaf with pliers (at the same time there will be a nail in your inventory) and examine it in your inventory.

This puzzle is as "alive" as a clock, and is a fountain project. You can move three tubes, two flasks, a press (1), a jack (2), a pump (4) and start the machine itself (3) to check the result.

First, install the flasks (downwards - a flask with two holes, up - with one). Connect the flasks with tubes. Lower the press down, then attach the jack to the car. Click on the machine and then on the pump. If everything is correct, you will see a video (if you are wrong, water from the machine will flood the drawing).



Waldo will decide to ask Saturninus if there is a device for a fountain in the castle. Go down the back door to the street. Where the servant stood, the door to the barn opened. Go inside and talk to Saturnin, who will confirm that he has the preparation. Take it (to the left of the servant there is a gray structure against the wall) and go outside. Place the fountain in the center of the pool in the courtyard and listen to Madame Bourdassiere's praise (if you look in your inventory, she will turn slightly to face you).

Go outside and explore your surroundings. If you walk along the path, you will see a broken bridge. Note that the left gate has a gear, but the right does not. Return to the workshop. Someone left a gear near the press. Take it and go to the drilling machine (near the sawmill). Place the gear under the drill and turn the handle. Having made the hole, return to the bridge and try on the gear on the right collar - it doesn’t fit; you need a larger drill. Return to the workshop, go to the fireplace and take the drill (lying on the right on the mantelpiece). Change the drill in the machine (the small one must be removed and the large one installed) and drill the gear again.

Return to the bridge and place the gear in the right gate. Remove the iron bolt from the left gate (it will automatically be in your inventory). Turn the right gate and go across the bridge to the dovecote. Climb the stairs, turn to face the window and take the decoy from the cell on the left (next to which lies a yellow bundle of straw). Raise your head and use a decoy on a pigeon. You need to press the decoy holes so that all the pigeons stick out of the cells. The correct order (from left to right): 4, 3, 5, 1, 2. Then examine the pigeons and find a letter from your renter.



Return to the bridge and turn the right gate again. Go to the island to the mill. (The second way to get to the mill is to use the ladder on the water between the dovecote and the mill. In case you step on the ladder and break it, see the first way to get to Leonardo's office in the previous chapter.)

Please note that the mill wheel does not work. Walk back to the bridge, turn right and go forward to stand in front of the dovecote. Use a knife to cut the reed that will serve as your breathing tube. Return to the mill, stand at the door and turn left. You should see the mill wheel. Put the breathing tube on Waldo and follow the arrow into the water.



Find the logs in which the mill wheel is tangled and use the knife on them. The wheel should spin.

Return to Saturninus and tell him that you repaired the bridge and unlocked the mill wheel. In response, he will tell you how to prepare the paper: you need to grind old rags moistened with water, and then put them under a press. Ask how to appease Madame Bourdassière: he will answer that she loves perfume. The barn is still open, and Saturnin is ready to sell you something from the items lying on the table to the right of the door. Now on the table there is a bronze block for making keys, two sheets of paper, a bowl of sugar and thread. You can buy all these items by pointing them to Saturninus, but then you will run out of money, and you will have to do them after first getting gold.

Return to Madame Bourdassiere and tell her that the bridge has been repaired (her figure in the portrait will turn a second time). She will be happy and want to sing. Turn left towards the window and take the lyre. Madame will begin to sing, and you will need to repeat the melody by pressing the strings of the lyre in the correct order. Play like this (strings from left to right): 1, 2, 3, 4, 2, 2, 1. If you play correctly, then the notes on the staff are black, if incorrectly, they are red.



After this, Madame Bourdassier will declare that she has lost her voice, and Waldo will decide to prepare a potion for her. Saturninus' help will be needed.

The servant will tell you that the syrup consists of honey, thyme, lemon and water. Honey can be found on the way to the dovecote. Go to the dovecote and examine the beehive standing by the road. When you touch him, Waldo will refuse to take out the honeycombs without protection from the bees.

Return to the mill and remove the protective mask from the wall. Grab a pair of gloves on the table. Near the entrance you need to take some dry leaves that will be needed for the smoker. Look into the workshop and take the flint from the mantelpiece. Go to the hive, open your inventory and put the protective mask on Waldo. Open the smoker, which stands to the right of the hive, put dry leaves in it and set it on fire with a flint. Use the smoker on the hive, then remove the lid and place it on the stool on the left. Take out the honeycomb and go to Saturninus. He will agree to make honey.

Lemon and thyme lie in the kitchen, on the nightstand near the window. A decanter of water stands on the table in the dining room. In the future, to make various items, you will constantly need water, which you can collect from a fountain or river. Return to Saturninus and take the honey from him (if he doesn’t give it back, walk a little or just wait and change location).

Go up to Leonardo's office to his desk (in the candle-lit corner). There is a distillation cube nearby. Remove the coil from the pot. Place thyme, honey, lemon in a pot and pour water from the carafe. Open the stove door - you need some fuel. Go to the back door and on the first floor, take charcoal from the bag on the left by the stairs. Place the coal in the stove, light it with a flint and close the door. Go to the table near Madame Bourdassiere, take the cup and use it on the pot. Give the cup to Madame, after which she will invite Waldo to her chambers. The figure behind Waldo will turn a third time.

(On Leonardo's desk there is a bottle of sleeping pills on one of the shelves. If you add it to the syrup, Madame Bourdassiere will fall asleep and you will not be able to immediately get into her chambers. Do other tasks - print plates and make paper, and then return to Leonardo's office).

You will learn that Madame Bourdassiere found two drawings by Leonardo and a broken spyglass, and Waldo's room used to be the room of Salais, da Vinci's lover. Examine the telescope (on the right by the window) - it looks like the lens needs to be changed here.

Exit through the bedroom that is already familiar to you (if you used the stairs the day before, you climbed into it) and go to the green table in Leonardo’s office. Open his drawer and take out the monocle and sanguine. Return to Madame Bourdassiere's office and approach the spyglass. Press the cover on the body with some sharp object (nail or knife) and remove the cracked lens. Place a monocle instead and look through the eyepiece. You will see Saturninus hiding a boat on the shore. Madame Bourdassier, having learned about this, will send you to bed.


Optional task: Make rose oil for Babu. Affects the choice of ending at the end of the game, because this is one of the indicators of Babu's favor towards Waldo.

You will need flint, coal, roses (you need to cut them with a knife or pliers), a whole decanter of water (if you run out, get it from a fountain or river). The perfume recipe is on one of the pages in the paper folder, in the same place as the vodka recipe (you can hover your mouse over the coil in the inventory - the recipe is repeated there).

Go to the workroom and remove the coil. Place the roses in the pot, pour in water, and put the coil in place. Pour the remaining water into the bell above the still. Place the coal in the stove, light it with a flint and close the damper. Waldo should say that everything is ready. Take the empty bottle from the table in front of the sofa and use it on the flask of the distillation cube.

05.10.2017

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

I think that everyone who likes puzzles and, in particular, The Room series of games, will be pleased with the appearance of The House of Da Vinci, a toy that can be called a clone of "Rooms", which, however, does not make "The House of Da Vinci" a second-rate product . On the contrary, the brainchild of Blue Brain Games s.r.o. you can find your own interests and advantages in the form of new interesting puzzles and an atmosphere that transports the player, albeit to a fictional, but medieval age. There are really few such high-quality games, so I don’t see any point in blaming the developers for alleged plagiarism (and who knows, maybe everything was done under the supervision of the Fireproof Games studio, which released “Rooms”?), but instead I simply advise you to enjoy the game. However, it is worth writing about some details.

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

The plot of The House of Da Vinci can hardly be called original. The main character, who is a student of Leonardo da Vinci, is trying to find out where the great inventor (and also an artist, scientist, etc., but the game focuses on inventions) disappeared and what happened in his house, and also discovers that Because of the search, he himself is in great danger. From Leonardo's notes, 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 was so important that the great master invented? Dear readers, I suggest you find out for yourself, but to do this you will need to complete the game.

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

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 view. But I remember something similar happened in The Room, and sometimes found objects can also be modified. There are also hints, 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 stored on levels, sometimes in the most remote and dark places. As I understand it, this is a kind of reward for attentiveness and determination. After completing the game, you can see a kind of virtual courtyard with collected achievements, which will be displayed in the form of various objects created by da Vinci. Near each item there is a plaque describing the inventions, as well as a short biography of the most famous genius of the Renaissance. So not everything in the game is made up.

There is no separate option for saving the game, but even if The House of Da Vinci is turned off not through the main menu, but, for example, unloaded from RAM, you can still then re-enter the toy and continue playing exactly from the place where The game's hero was last seen. The only thing is that the elements of puzzles that are not completely completed will be reset to their original position every time, even if you always end the game through the menu. Here is one example when the coats of arms were reset (it was - 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, in the end, 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 didn’t find any interesting settings in the menu; there’s even no way to change the graphics level. 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 the Geotel Note. Switching languages ​​is also 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 at a good level - sound, graphics (everything looks worse in the screenshots) and gameplay leave a pleasant impression, and completing 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 with numerous tips, of which there are several dozen in just one level.

+3 5

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 objects hidden in every corner of the beautifully decorated rooms. You'll need to use all your brain cells to find out what's really going on!

The developers applied their own imagination to the story of the world's greatest inventor, Leonardo da Vinci, giving players unique special abilities throughout the gameplay. The game allows you to play as a young apprentice, exploring the 16th century world around you, peering into Leonardo's mechanisms, puzzles and devices as you eventually become powerful enough to control time and learn the secrets hidden in the past. Many challenging puzzles are inspired by real inventions and ideas of Leonardo Da Vinci. Mysterious places were created based on original works of art and the beautiful Florence, Italy, 1506.

Installation

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

Screenshots:

Repack by Others
Size 1.19 GB
Features of Repack:

Nothing was cut
Nothing is recoded
Interface language support: Russian, English, French, German, Spanish, Portuguese, Italian, Simplified Chinese, Korean, Polish, Czech, Turkish, Japanese
Localization can be changed 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 plays Kim Waters
Release from Other s

The walkthrough is relevant for all versions of the game

Gameplay Features

In this first-person puzzle game, all controls are done using the mouse. More details about the mechanics of the game will be discussed in the text of the walkthrough.

Menu from the game is opened by clicking the left mouse button (LMB) on the X-shaped icon in the upper right corner of the game screen. The menu has a standard set of options.

Inventory located on the left side of the screen and is constantly open for viewing. On the right side of the screen are objects invented by Leonardo, which will be needed to interact with objects in the game.

Preservation the current state of the game occurs automatically when you exit it.

Note. To enlarge the screenshot, click on it in the text of the walkthrough. To view additional screenshots, click on the active links highlighted in the text of the walkthrough in dark red.

Florence, 1506

Prologue. Street

At the beginning of the game we go through detailed training on the gameplay, i.e. execute the commands whose text appears in the upper area of ​​the screen.

We turn to the right of the guard: hold down the LMB and move the mouse to the left.

We approach the guard: double-click LMB on the guard.

We bring our gaze closer to the scroll in the guard’s hand: double-click LMB on the scroll in his hand.

We take the SCROLL in our “hands”: click on the roll of LMB (the scroll is placed in the inventory).

We examine the scroll: click LMB on the SCROLL in the inventory window.

We remove the seal: hold LMB on the ribbon encircling the scroll and pull it to the right.

Expand the scroll: hold down the LMB on the scroll, move the mouse up.

We read the text of Leonardo's letter: hold down the scroll with LMB and pull it up to read it completely.

Exit the approximation: click on the icon in the upper right corner.

Task: get to Leonardo's library

Move away from the guard: click the right mouse button (RMB).

We approach the door on the left: double-click on the door.

We bring our gaze closer to the door bell, to the right of the door: double-click the LMB on the door bell.

We install the groove in the upper part of the bell on the crossbar of the bracket: hold LMB on the upper part of the bell, move it counterclockwise.

We extend the chain: hold LMB on the bottom of the bell and pull it to the left.

We ring the bell: hold the LMB on the extended chain and pull it down.

We bring our gaze closer to the opened stand: double-click on the lowered stand.

Take the KEY PART: LMB click on the object on the stand.

Move away from the bell: click RMB.

Let's look at the mailbox: double-click LMB on the mailbox under the bell.

Open the lid: hold down the LMB on the lid above the mailbox, move the mouse to the right.

Take the second PART OF THE KEY: click LMB on the object on the stand. We click LMB on the first part of the key, on the window of which there is a “+” sign and part of the key slides out in the center of the screen.

Move the second part of the key to its first part: click LMB on the second part of the key.

We connect both parts: hold down the LMB on the second part of the key, move the mouse to the left.

“Screwing” the KEY: hold down the LMB on the key, move the mouse up.

Move away from the top of the mailbox: right-click.

We bring our gaze closer to the rectangular plate on the front side of the box: double-click on the plate.

We open access to the keyhole: hold LMB on the plate, move the mouse to the left.

We insert the key into the keyhole: hold LMB on the KEY in the inventory, drag it to the keyhole.

Turn the key in the lock: hold down the left mouse button, move the mouse to the left.

Open the mailbox door: automatically, moving away from the mailbox, hold down the left mouse button on the slightly opened door, and move the mouse to the right.

We bring our gaze closer to the inner surface of the box: double-click on the inner surface of the box.

We take the “Oculi Infinitum” - a lens invented by Leonardo (it is located on the right side of the screen): click LMB on the object in the box.

Move away from the box: right-click.

Take the lens for use: hold down the LMB on the lens in the objects window on the right, move the mouse up.

The automatically installed lens brings our view closer to the internal structure of the door lock.

Open the lock: hold the LMB on each of the three gears in turn, move the mouse, directing the groove of each gear to the pentagonal axis of the lock in the center. We automatically move away from the lock and the door is open.

The character turns to the guard, who points somewhere to the right. He turns his gaze to the tower, illuminated by emerald light. We see an explosion occur inside the tower. Soon a man with mechanical wings flies out of the opening and falls behind the Teacher's house.

We open the door and go inside.

We follow the corridor and go up the steps. We look closer to the door handle, turn it and open the door. We open the door and go inside. Exercise done.

Chapter first. Library

Let's take a closer look at the lighting stand in the center of the room. We remove the seal from the scroll lying on the stand. We receive the SCROLL SEAL. We unfold the scroll and read the text of Leonardo’s message.

Task: find a secret passage

Bust

We move away from the counter and look to the right. We approach the stepladder and climb up it. We take it from the shelf drawing .

  • We get achievement "Printing Press" .

We return to the center of the room, look to the left.

Let's take a closer look at the warrior's bust. We move the flap on the stand, opening access to the recess. Click on the SCROLL SEAL, placing it in the center of the screen. Rotate the inside of the seal and pull out the three petals. Insert the THREE-POINTED SEAL into the recess under the bust and turn it counterclockwise.

We automatically move our gaze to the opened eyes of the bust.

Alternately click on both eyes.

The helmet on the warrior’s head opens slightly.

We move the helmet aside and automatically bring our gaze closer to the puzzle.

Rotating the central circle with the groove, we slide the plates with colored stones into it, moving them to the groove in the outer part, where the stones of the same color are located.

A drawer handle appears under the bust.

We pull out the drawer and take the glove.

The glove is automatically put on the character's right hand. The lens is placed in a special compartment on it.

We bring our gaze closer to the inner surface of the warrior’s tilted helmet. We look at the gold plate using the lens (pull up the lens located on the right side of the screen). We lower the gears down, rotate them, pushing the doors apart at the bottom.

A secret compartment opens.

We take out from the recess a PATTERN FROM VALUABLE WOOD and a PIECE OF WIRE.

Move away from the bust (two RMB clicks), look at the box under the bust. Let's look closer to the bottom of the box on the left side. Move the plate aside and insert a PIECE OF WIRE into the groove. With its help, we open the drawer, in which we find a PART OF WOODEN PATTERN. Let's take a closer look at the bust stand in which we opened the drawer. We look at the lower left corner.

Place the WOODEN PATTERN PART on the empty space. Move parts of the pattern to the center,

A panel opens out of a hidden compartment and contains a stand for storing screws.

Rotate the stand and remove it from it. COPPER SCREW. Moving away from the bust.

Light stand

We look closer to the stand on the counter. In the inventory we take the PATTERN FROM VALUABLE WOOD, turn it with the back side, and apply a COPPER SCREW to it. We rotate it, we get a WOODEN ROSE. We install it in groove on the counter.

Panels open on all four sides of the rack. We automatically move to the beginning of the puzzle.

Holding the WOODEN ROSE, which acts as a slider, we move it along the opening grooves so as to guide the rose to the upper part:

→ 5 2← → .

The rose moves to the second panel.

Here we continue to move the rose along the grooves, while moving the squares with them along the guide wires (the square on which the rose is located cannot be moved), we build a road to the bottom of the panel.

    Move the rose down.

    We move the two plates of the second row to the right, and move the rose to the third row. We move the two plates of the fourth row to the left.

    Move the rose down, left and down one square.

    We move the plate of the next row to the left, moving the rose into the hole at the bottom of the panel.

Rose moves to the third panel.

This is where circles with grooves are added (squares with circles do not move) that can be rotated to move the rose towards the top of the panel.

    Move the rose up two rows.

    Rotate the circle of the first row and the circle of the third row.

    Move the rose up to the right, two squares down, and two squares to the left.

    Move the rose up four rows, turn the circle to the right.

    We move the rose to the right column and move it one square up.

    We turn the circle of the top row and bring the rose into the hole.

Rose moves to the fourth panel

In this panel you need to use all the combinations from the previous panels. Move both plates of the top row to the right.

    Move the rose one square down.

    We turn the circle of the bottom row, move the rose to the right, down and left.

    We turn the circle to the right, move the rose to the right and down two squares.

    Turn the circle to the left.

    Move the rose left two squares and up one square.

    Rotate the circle on the right and the circle on the bottom.

    We place the plate of the second row from the bottom in the central column.

    Move the rose to the right and two squares down.

    We turn the circle below, move the rose down and to the left.

    Rotate the circle on the right and the circle on the bottom. We insert the rose into the hole.

When the ROSE reaches the end point of movement in the fourth panel, it opens its petals.

We take out the KEY.

The lighting stand is recessed into the floor. There is a polygonal recess at the top of the remaining part of the post

Bust

We turn our gaze towards the bust, looking at the top of the box underneath it. Insert the KEY, turn it counterclockwise, remove the SEAL WITH AN EXPENSIVE PATTERN. Let's look at the lighting stand.

Light stand

In the inventory we interact with the SEAL (pull out its top), we get a FITTED PAINTED SEAL. Place the seal in the polygonal recess and turn it.

A niche with crystals opens.

We rotate the crystals, forcing the beam to enter the wide lens.

The top of the rack closes. The beam coming out of the hole in the stand points to the bookshelf.

Book shelf

We move our gaze to the shelf with books. Take the LEATHER BOUND BOOK. We look at it in the inventory, turning the book towards us with the spine.

We move apart the parts of the spine, bringing our gaze closer to the text.

Leonardo writes about his invention "Okuai Tempos", with which you can look into the past and find a secret passage.

Let's take the invention.

"Okuai Tempos" is automatically installed in the compartment on the character's glove.

Room

We move away from the shelf and activate “Okuai Tempos”.

With its help we detect stains on the floor. We bring our gaze closer to them, circle them polyhedron outline(set randomly) and launch the “time machine”.

We move the slider left and right (rewind time “back and forth”) and remember what Leonardo pressed to open the door. Turn off the device, click on the ornament on the stand of the bookcase. Exercise done.

We push the shelving and leave the library.

Leaving the library, the hero manages to notice a figure on the balcony watching him.


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 5 – Crypt:

Chapter 6 – Armory:

Here’s just the emerald maze puzzle:

Chapter 7 – Tower:

Here are the shapes from the paper. The puzzle itself is easy, but in case you forget the order, here they are.

And this is the first moon phase puzzle:

After you solve that, you’ll need to spin the hands on the Astrolabe to try and stay in tune with the moving tiles. When the symbols glow, that means you’re doing it right. But you need to follow the tiles and keep the symbols glowing long enough to clear it. It’s not easy, so just take your time with it.

This is the second moon phase puzzle:

Here’s just the sliding block/tile puzzles:

And here’s the full chapter:

Chapter 8 – Time Machine:

Count the different shapes here. You get 8 tetrahedrons (pyramids), 2 of the diamond-like shapes, and then 4 of the nearly spherical shapes.

Match those to the symbols next to them here:

And then use that information here:

For the boiler, you need to pump it and then pull the first three levers in this order. The third lighter will fall off. It’s upstairs, but before getting it you need to pump it and light the first two again. Once you replace it, the rest goes like this:

Here’s the water level puzzle:

And here’s the video for the whole chapter:

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