Open one hint at a time — the answer is always in the last one. ← back
The door says "match the carved sigils." Player 1 doesn't have sigils to look at — who does?
Player 2: describe the four shapes carved into the dollhouse's tiny door, in the numbered order.
Cross, Moon, Diamond, Star.
The candelabra wants three specific candles lit. The list is inside Player 1's Spirit Cabinet, in the Widow's Diary.
Light candles I, III and VI only. The others stay dark.
Once the candelabra is lit, the attic lantern reveals a time — the witching hour.
Set the clock to 9:47.
The clock's cuckoo door prints a string of numbers with no explanation. Player 2 has something on the wall that turns numbers into letters.
The Spirit Alphabet chart is A=1, B=2, all the way to Z=26 — but it only lights up after the candelabra is solved. The numbers are 19-5-1-14-3-5.
S-E-A-N-C-E. Tap the rune tiles below the book to spell SEANCE.
Spelling the word in the spell book reveals a target weight through the trapdoor. Every trinket on Player 1's scale already shows its own weight — you just need the subset that adds up.
The target is 33. There is exactly one combination of trinkets that reaches it.
Locket (3) + Bell (6) + Skull (24) = 33.
The scale's hidden drawer prints a 3-digit code for the trunk.
3 - 6 - 9.
Opening the trunk whispers how many times to turn the wheel. Player 1's wheel already shows a 5-letter cipher scratched into the mantel stone — it just needs the right shift to decode live.
Turn the wheel 3 times. The cipher "JKRVW" decodes into a plain word.
Shift = 3. It decodes to GHOST, which opens the hearth.
The hearth behind the fireplace panel holds the manor's last word — both players type it on their own keypad.
RELEASE.