Strange Antiquities

Strange Antiquities

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Complete Walkthrough
由 mfeldman 制作
This is a 100% walkthrough for Strange Antiquities. All achievements are highlighted at the moment you obtain them, and all puzzle explanations and artifacts are explained in full. This is also a text-only guide.
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Introduction
Welcome to my walkthrough for Strange Antiquities. This will be a step by step walkthrough designed to show you exactly what to do on each day in order to get every achievement in the game. I will provide and explain the solutions to puzzles/customer requests, and will also present the walkthrough in a natural order, meaning that, even though with advance knowledge you could find many things in the game early, I will wait to tell you to find secrets and items only when you have enough information in-game to do so. I am also going to do my best to keep this fully text-based, which is difficult for an image-based game, but there are plenty of guides with pictures of all of the objects and locations that you can reference if needed. I will be assuming that you don't move any artifacts that start in the shop out of their original places when referencing them.

One important note before we start is to make sure that you never use a hint, as there's an achievement tied to not using a hint for the entire game until you get one of the endings. You certainly won't need one if you're following this guide, but it's also easy to accidentally click on the hint button if you're say going into the settings menu using the gear icon right next to the hint button. So just be aware of that as you're playing and maybe hit ESC rather than use the gear button (or whatever the equivalent button is on Switch).

Also, this guide is a complete spoiler for the game and all of its puzzles, and in the interest of not redacting every single line in it I'm keeping it fully unredacted/filled with spoilers.

Thank you for reading! If you have any questions, please feel free to comment.
Day 1
Welcome to Strange Antiquities! So first off, there are two achievements that you can accomplish before even speaking with your first customer, and they're both related to your cat, Jupiter. For the first, you just need to pet Jupiter (interact with him) 30 times. You can do this all in one go right now, or you can do it throughout the game. The other one is to wait until Jupiter is sitting up on the counter as opposed to lying down and sleeping (you can quit and reload the game until he's sitting) and then pick up the mask under the counter and to the left and placing it on Jupiter's face/head.

Again, these are both achievable at pretty much any time in the game, but if you want to do both now so you don't have to think about them again, here we go. For petting Jupiter 30 times you get Feline Priorities and for putting the mask on his face you get Mask of Jupiter.

Now ring the bell and speak with Eli White, the owner of Strange Antiquities, and get easily the most important item in the game from him, Strange Objects, the book that identifies every artifact in the game. We'll be using this for pretty much every customer request in the game. Note that I'll be placing all books you acquire under the counter in the lower right shelf. Also note that for any requests on this day, you don't need to scroll right and left; all artifacts will be available at the starting position behind the desk.

Ring the bell again and meet Thomas Pope, who gives you the first request in the game, specifically for a Hunter's Boon. Open your guide book and click on Hunter's Boon in the Contents. Notice that it says that the boon is a "trophy taken from slain beasts" and that "they grant the power of the predator". If you look at your collection, on the left middle shelf you'll see a tooth which is for sure a trophy from a slain beast, and if you examine the tooth and use your Inner Perception you'll find that it gives you a sense of power. Sounds like a match to me! Present that tooth and you'll get an achievement, Business as Usual, for handling your first customer. This will also give you the book content for the Selenic Totem.

Ring the bell again and meet Jack Hungerford. Now with Jack, we're going to do something a little odd that will get us an achievement. Let's keep giving him the wrong item (I'd suggest the Hunter's Boon just because you know it's wrong), and drag our sanity down to zero so we can play the dice game that helps you get your sanity back. Play it and win (the Help menu will describe it; it's very simple and doesn't count as a "hint" for the purposes of the achievement where you can't use hints) and get your sanity back to get the achievement Sanity Restored.

Now let's actually help Jack. He wants a Shadow Hold, so look it up in the book. While there are a number of bolded words, what matters here is that it's a container and should have the elaborate shadow-catcher design on the right page of the entry. On the right lower shelf just to the right of the customer bell you can see a jar (a "container of some kind") with the shadow-catcher symbol on it, so go ahead and give that jar to Jack. You'll get info for the Sun Bond as a reward.

Once again ring the bell and now you'll meet David Chafer, the mailman. He'll give you a letter that discusses hidden papers found in the Boatyard last night and asking you to come get them. To do this, we'll need to leave the shop, and the way to do that is to go downwards in the shop until you're looking at a table with an elaborate design in the middle and three side drawers. Go ahead and open all three; in the upper left drawer you'll find a strange tile and a note from Eli about items hidden in the wine cellar next door, in the middle left drawer you'll find a magnifying glass and a note discussing Thaumic Fields, and then the right drawer will have two arcane objects for the store (you can put them anywhere) and, critically, a map of Undermere, which will unlock the "Explore" button.

Go ahead and Explore. First, go to 8 on the map (The Boat Yard) and go through the story and then get pages on the Sleep Vessel and Shinn for your book, and then as an afterthought you'll also get a new item for the shop. Go ahead and Explore one more time, and based on Eli's note, click on the unmarked buildings to the right of Strange Antiquities (29). You'll get three items for the shop.

Next customer is Stanley Hume, who wants an Ossic Ring. Looking at the entry, you can see that the item is macabre and that upon closer inspection a hissing sound can be heard. Look above the Shadow Hold at the middle artifact in the middle right shelf to find an item made out of bone (macabre) and that hisses when you use Sight and Sound on it. Perfect! Give it to Stanley and get the Evocant page for your book.

Lastly for the day, meet Edmund Bishop. He'll want a Voice of Cernunnos. Look it up and you'll see that it's bronze, and you get a drawing of Cernunnos sitting and wearing one. On the very upper left, all the way to the left on the highest shelf, you'll find an item that looks exactly like what Cernunnos is wearing as a necklace in the drawing and that is bronze when you use Colour and Composition. Give it to Edmund and get the Spirit Eye page for the book.

And that is it for Day 1! You will typically get way less achievements per day than this, so enjoy this big collection of achievements for now. Go ahead and end the day, and you'll get both the start of a mysterious tale and then trace lines to create a symbol (handcuffs) and a mysterious black card with a message/riddle. This is a Clue Card, and we'll solve it on Day 2.
Day 2
We'll start the day by solving that Clue Card that you got at the end of Day 1 (solving Clue Cards is how we'll start most days moving forward). The message on the card reads: An escaped prisoner ran north-west. He hid me in the first building he came to." That combined with the handcuffs points to the Old Jail on the Undermere map, so open the map and look at the Old Jail (10 on the Key). From there, based on the message, you need to go one building northwest. This is actually a little iffy, since there is a building directly northwest of the Old Jail, but you actually want to click on the building directly above the Old Jail. Doing so will get you a new object and the achievement Explorer for solving your first clue card.

Click on the bell and meet Verona Green. She doesn't have a request, but gives you a new book, Hermetic Symbology, which will come in handy throughout the game.

Next is your first customer request of the day, Tess Sherwood. She wants a Horned Shackle, and looking it up in your guide, you can see some info about what it does, but more helpful to fulfilling the request, it mentions that the Horned Shackle has horns and that they are rubbed between one's fingers which makes them become worn smooth over time. If you look on the right middle shelf and click on the wooden deer totem on the far right, you'll see that by using A Sense of Touch that the majority of the item is rough and pitted but the horns are worn smooth, so that is the Horned Shackle. Give it to Tess and you'll get the Vessager book entry.

Your next customer is actually David Chafer the mailman again. The letter he gives you talks about the farmer, John Royston, finding a strange object and asking you to come pick it up. Go to the Undermere map and go to the Royston Farm (30 on the Key) to get another object.

Next you'll meet Julia Braddock and she asks for a Moon Heart. Now there isn't a specific item called a Moon Heart, but if you go to the index in the Strange Objects book (not the contents but the index), you'll find the phrase Moon Heart and it's connected to the object Selenic Totem, so click on that entry to discover that the Totem is carved, feature crescent shapes and are carved to look like something associated with the moon/night, feature crescent shapes, and provide a feeling of joy or love to whoever is holding it. On the upper left shelves, just to the right of The Voice of Cerrannos, you'll see an owl statue (a nocturnal/night creature) that certainly is a carved totem and has a crescent/moon shape on it. Finally, you'll find that by using Inner Perception you're overcome by a warm and loving emotion, so this must be it. Give it to Julia and you'll get the Holgen Grimm entry.

Next up is Daisy Winters. and here you have your first request where you have a choice to make between multiple artifacts. This one doesn't matter as far as achievements go, so go ahead and choose whichever you'd like (your choice here will change the endings of the game, but again not in a way that impacts achievements). I'll give you the logic for both artifacts:

- For Binding Seed, the book mentions that they're made of two distinct materials and that a spiral encompasses, or contains within it, a seed. On the upper right shelves, you'll see a necklace/pendant that has two distinct materials, wood and stone, when using Colour and Composition and also has a spiral made of wood that contains a stone seed in it. Clearly this is a Binding Seed.

- For Zeah,the book says that it's made up of one single material except for wood or clay, has no symbology or other writings on it, is worn about the neck, and instills a sense of paranoia. For this one, scroll to the right, and on the upper right shelves you'll see what looks like a rams head necklace. When examining it, Colour and Composition confirms that it's entirely made of bronze (a single material that isn't wood or clay) and Inner Perception gives you a sense of being watched (i.e. paranoia). This is Zeah.

Choose whichever one you want, and go ahead and manually identify whichever one you don't give to Daisy. You'll get Shield Charm for your book.

Your last customer of the day is Edwin Burrows. He wants a Libula. Going to your book, you can see a lot of info but it's vaguer than the ones you've read so far. However, it does mention that there's an "imbuement of wisdom" and that there's power in symbology. This suggests that the Libula has a symboi of wisdom on it, and now for the first time you need to go to your Symbology book. Flip to the Imbuements section and you'll see the symbol for Wisdom. Looking at your shelves, right netx to the Binding Seed you'll see a pendant that has the Wisdom symbol on it; this is the Libula. Give it to Emmet and get the Witch's Finger entry for your book.

That is it for the day! End the day, get more of the mysterious tale and another clue card.
Day 3
Let's start by solving the clue card. Here you get a strange looking symbol, but examining it closely will reveal that it's the outline of buildings/a block on the Undermere map, and one of the buildings is highlighted in yellow. Go to the map and compare the card and the map and you'll eventually find that the buildings are on the bottom of the map right below the words Prince's Street. The one you want is the square of buildings directly below the word Prince's. Click there and you'll get two new objects.

Next up is Francesca Robertson; she asks you for an Evocant. Looking up an Evocant in the book reveals that it's made of stone and that they weigh one pound. So now we're going to use our scales for the first time! You can see a sliding cabinet door on the lower right shelf next to the scary black hand. Slide that door to the left and you'll find weights. Go ahead and put a 1 lb weight on the scale and then try out stone items until you find the one that weighs exactly a pound. The one you're looking for is on the lower left shelf (note that Colour and Composition does say that there's red paint or perhaps blood on it, but that's painted on; the actual material is stone). Give the Evocant to Francesca and get the Daedalus Link entry.

Your next customer is Temperance Parker, who wants a Shield Charm. The Shield Charm entry again doesn't have much info that can help you identify the object, but it does mention that the Shield Charm is a charm of protection, which suggests that it would have a symbol of protection on it. Look in the Symbology book for the Protection symbol under Imbuements, and then find the object with that symbol on it and give it Temperance (scroll all the way to the left, and you'll see that it's a pendant on the lower left under the caged area. You'll get the St. John's Anvil entry. This should also be your tenth item identified, which gets you the Apprentice achievement!

Next, Hugh Langston will come in and draw you a map that points to where he found a strange object. The clue on the map is that there's a church on the map, which corresponds with the Undermere Church (28 on the map). If you go there and then look for the lake that's above ita, you'll see a small building next to the lake that matches the drawing. Click that section and you'll get two new objects (yup, there was a secret second object next to the one that Hugh found).

Verona Green will return and this time wants a Vessager. There's very little info in the entry for a Vessager except that it makes flames burn pale blue. So this can be a bit of trial and error if you're solving it on your own, but the one you're looking for is the object on the lower left next to the Shield Charm that has four colored stones and a hole in the shape of a diamond. Try either waving a candle over it or holding it next to some candles and you'll see the flames change color (a super spooky effect in my opinion). You'll get the Moonstone Guardian entry.

And that's it for the day. End the day, get your next part of the tale and a Clue card.
Day 4
As usual, let's start with the clue card. Here, we have a note that the object is buried behind Locke and Key. For this one, go to the Undermere map and notice that there's a Locke House (7 on the map) which is next to Keystone Manor (13). You'll notice that there's a big lot behind those two to the south that can be clicked on; do so and you'll get a new object.

First in the store is Eli White, who checks in and gives you a new object.

Next in is Edith Moore, who instead of asking for a specific item instead wants a specific result, namely overcoming her personal demons and changing. So for this one, go to the book's index and look at Change. You'll see two entries for objects you've already identified, the Horned Shackle and the Libula. In looking at the entries for both, you'll find that the Horned Shackle is the one that matches her needs the best, so give her that one. No entries for your book afterwards!

Next up is Francesca Robertson, who wants a Sleep Vessel. The entry for it says that it has six points and that after repeated use it contains nightmares that try to get out. This one is actually one of the objects that you found in the drawers in the table behind the counter, so assuming you haven't moved them, look at the one with six points; if you use Inner Perception while examining it, you'll sense a darkness to it. Give it to Francesca and get the entry for Resonance Compass.

Next is Althea O'Shea, who wants a Silent Breath. Looking at the entry, you can see that the Silent Breath contains a token from a white stag and heightens your senses when you hold it (the example given is that you can sense danger before it arrives, but it stands to reason that all your senses go on alert). Look for a jar with a glowing white object floating in a blue liquid. Upon examination, Colour and Composition reveal that the object floating in the jar is a white hair (could easily be a token from a white stag), and Inner Perception reveals that it makes the hairs on the back of your neck stand up. This is Silent Breath; give it to Althea and get the Elva Stone entry.

Your next request is from Rufus Shelley, who wants a Daedalus Link. Looking at the entry, the second paragraph is where the pertinent information is; it's surprisingly light in weight and it's made to represent something related to flight. Looking at the objects, you'll find two that seem to represent things that fly, namely a bat pendant and a raven/crow pendant. There are different ways to figure out which one weighs less, but a simple way to do it is to put each of them on opposite scales and see which one weighs less than the other! You'll find that the raven/crow pendant is much lighter and must be the Daedalus Link. Give it to Rufus and get the Cussic Purifier entry.

Your last visitor, Edmund Bishop, doesn't have a request but instead gives you a map of his castle, Gleaston Castle. That means you can now explore Gleaston Castle as well as Undermere! You'll also get a note that points you to a specific room in the castle, so let's explore it! Go there and follow the instructions on the note: start at the ground floor at the Grand Hallway, go past the stairs, turn left, follow the corridor all the way to the end and enter the first room on the left, which is the room in the upper left corner of the Ground Floor with the Thaumic symbol. You'll get a new object, and also a surprise new book on Gemstones!

Go ahead and end the day, and you'll get more of the story and a new clue card.

Day 5
First we'll tackle our clue card. This one features a shape cut out of the card that you can overlay onto the maps. Look on the Gleaston Castle map and hover it over the room on the lower right of the map below the Library. The outline should match, and click on that room to receive a new object.

Your first customer of the day is David Chafer, who gives you a letter that refers to a place called The Triangle and a clearing in the center of it. Go to the Undermere map and in the upper part of the map, in Heath Wood, notice a triangle of trees. Click on Heath Wood (6 on the map) to get THREE new objects!

Next we have Gus Foley, who wants an Orford Spire. In the entry for the Orford Spire, you can see two points or horns sticking out of the cauldron in the drawing of it, and the entry also highlights that the Spire is fully submerged in goat's blood during the Rite of the Red Knives. On the right selves, in the lower right corner, you'll see an ominous looking item. Examining it with Colour and Composition will reveal that the red on it is indeed blood, and just looking at it you can see that the points on the top look like just the points that were sticking out of the cauldron in the sketch. This is an Orford Spire. Give it to Gus and get the Amphisian Talon book entry.

Next up is Eli White again, but this time he's actually a customer with a request! He wants a Guise of Lillian. The entry says that you can lose your sense of self after prolonged use and it also discusses the use of remains of bygone creatures in Thaumaturgy. On the right middle shelf, you'll see a large stone object with what looks to be a creature of some sort on top of it. Further examination with Colour and Composition reveals that the creature is fossilized and Inner Perception makes you have a slight out of body feeling, so this must be it. Give the Guise of Lillian to Eli and get the Tenebran Cloak entry.

Next up we have Rebecca Rose and she gives you another choice, either an Aries Remnant or a Spirit Eye. This one doesn't matter in terms of achievements (it does impact the endings of the game slightly), so I'll give you the explanations for both artifacts and you can choose what you'd like.

Aries Remnant: A pretty simple one. The only thing that matters in the entry is that there are gemstones inn the shape of the Aries constellation, which is also illustrated in the entry. The black pendant that you got recently has purple gemstones in the shape of Aries, so this must be it.

Spirit Eye: This one is much more complex to figure out and will involve all three of your books to confirm. The entry mentions that the object has two opposing symbols and that the Spirit Eye is a window into another world. Look for a pendant with two symbols and a dark green gemstone in the middle. Looking in your symbology book, the two symbols are Weather related and stand for heat and cold, which are indeed opposing symbols. The gemstone in the middle of the pendant is also dark green, and the Gemstone book confirms that it's Malachite, which is a gemstone that is considered the fourth eye and a stone of sight. This is the Spirit Eye.

Go ahead and identify both and write their names on their labels and then choose whichever one you want to give to Rebecca (technically, the Aries Charm will get you a better result, but it truly doesn't matter for any achievement). You'll get the Sithean Charm entry.

Your next customer is Clarence Hawker, who wants a Sun Bond. The entry notes that it contains a gemstone of light, is made of a non-precious metal, and contains warmth. On the left shelves on the bottom, you'll see a pendant with an orange gemstone in it. Examine it and using Colour and Composition you can confirm that it's made of bronze (a non-precious metal) and by using A Sense of Touch you'll notice that it feels warmer than you would expect. Also, the Gemstone book confirms that an orange gemstone is Amber and is also known as the Sun Stone. Give this to Clarence and get the Cyrene Ward entry.

Next is Audrey Bell, who ominously asks for a Holgen Grimm. This one takes some sleuthing to confirm. The entry mentions that it's an eerie object that is worn, and the sketch shows a priest with their back to us but it's clear that they're wearing a mask, which suggests that it is a mask. The mask is also worn by priests of Holgar, and if we look up Holgar in the index, we'll find another entry, Heart Chamber, that has a sketch of him. Looking below the shelves, you can see the mask you made Jupiter wear on the first day of an achievement, and you can see that it bears a strong resemblance to the sketch of Holgarn in the book. It's pretty clear at this point, but just to absolutely confirm, you can look up the gemstone in the mask and discover that it's Viviante, which is the stone of death and decay. Give this to Audrey and get the Lead Heart entry.

And that's it for the day! End and get your story and clue card.

Day 6
First up is the clue card. This one is referring to Gleaston Castle so go to that map and follow the instructions. Note that "left again" only applies once you get to the end of the path, not going left down the stairs in the central circular room on the first floor. The correct room is the one with the symbol in the upper left next to the spiral staircase/tower. You'll get another object.

First up is Helena Appleton, and she wants a St. John's Anvil. The entry states that the design of the artifact looks similar to the plant sketched in the entry, and it also mentions that they dampen sound. This one is actually the other artifact that was in the desk below the counter. When you examine it, you'll see that the leaves in its design look just like the plant in the entry, and Scent and Sound reveals that sounds are muffled in its presence. Give this to Helena and get the Grey's Grace entry.

Next is Barton Potter, who's looking for an Elva Stone. The entry for this one tells you that there's a planetary metal in the object that's related to the Selenic discipline. Using your Hermetic Symbology, you can see that Selenic means "of the moon" and that in the Planetary Metals section Silver represents The Moon. The object you're looking for is the large stone with two crescent moons sticking out of it, and using Colour and Composition you can tell that the moons are made of silver. Give this to Barton and he'll give you a new object!

Next to visit is Verona Green, who gives you a new book entry, Ambra. That's it!

Frances Mason is next up, and she asks for a Cussic Purifier. The entry says that this object consists of a small object, like a gemstone or ring, is placed in liquid like barley spirit or vinegar. Look for a bottle with green liquid in it and the symbol of a cross on the label. If you look in your Hermetic Symbology book ,you'll find that the symbol on the bottle is the symbol for Vinegar, and if you examine the bottle and use Scent and Sound you'll discover that there's something inside that rattles. Give this to Frances and you'll get the Valent entry.

Next up is Simone Green, and she gives you a super intriguing note that suggests access to a secret alcove inside of Strange Antiquities using the plinths directly below the counter in the middle. It says that you need, in order, a Horned Shackle, an Evocant, and something moon-related. Go ahead and place the Horned Shackle and Evocant in the left and middle plinth, and then this is a bit of trial and error since you have several moon-related objects, but the answer is Selenic Totem. You'll get transported to a secret alcove that has a whopping FOUR new objects and two more of those wooden tiles like the one you found in the desk below the counter (which is also where I place these two new tiles).

Last is Jim Wolfe, who wants a Hearing Charm. The entry sounds that Hearing Charms amplify sounds and that they take the form of animals known for their hearing (and shows a hare but that's a red HAREing, see what I did there?). On the upper left shelf, next to the Selenic Totem, you'll see a pendant with a bat on it. Bats are certainly known for their hearing, and when you examine it using Scent and Sound every sound becomes louder and clearer. Give the Hearing Charm to Jim and get the Veiled Phenn entry.

And another day done! End the day and get your story and clue card.
Day 7
First up we have the clue card, which is a bit more abstract than the last couple have been. First off, it's referring to the Undermere map, so go there, and since it mentions a tower, visit the only tower on the map, Galfrey's Tower (22 on the key). You won't find the object here, but you do find a maiden statue pointing due east across the rooftops, and the card mentions that the object is buried among the trees. If you look due east across the map from Galfrey's Tower, the only trees that you'll see are in Mossy Wood (21 on the map). Click there, and you'll find a new object.

First today is Verona Green, and she gives you a letter from Anna Bryant that points to another location on the Undermere map. The letter's directions are pretty clear; go to Naylor Island, sail north to the row of four houses, and click on the left lot (second house in the row of four). When you do, you'll discover that you actually need to use an Object to open a mysterious chest! The message is very simple, namely that it opens to the Voice, and the only Object that has Voice in its name is Voice of Cernunnos, so use that to unlock the chest and get a new object!

Next is Lester Crowley, who asks for a Lead Heart. The entry states that Lead Hearts depict Cernunnos in his non-human form and that they're heavier than they look. This one is a little tenuous, but if you go to the index and look up Cernnunnos and go to the Voice of Cernunnos entry, you'll find that Cernunnos is typically displayed as a man with the antlers of a stag, suggesting that his non-human form is a stag. On the right shelves you'll see an un-named object in the shape of a deer/stag with antlers. To confirm that it's the right one, you can weigh it to discover that it's pretty heavy (use a 2 pound weight for example and you'll see that it weighs more than that). Give it to Lester and get the Corvan's Might entry.

Angus Eaton is next to stop by and he actually doesn't have a request but gives you an object/mechanism. Keep the object in mind; it will get used soon.

Eli White is back and this time requests a Sithean Charm. The entry says that they're carved out of wood but make use of planetary metals, they're used to encourage stubborn plants to thrive, and that they change with the weather, especially becoming warm and tingly to the touch while it is raining. On the left shelves, you'll find a pendant with two leaves. When examining it, you'll find that the leaves are made out of gold and silver (you can look in the Hermetic Symbols book to confirm that those are planetary metals), the leaves themselves reflect the Sithean Charm's plant-based focus, and using Sense of Touch reveals that it's warm and tingly, and it is indeed raining outside. Give the Sithean Charm to Eli and get the Diverging Hook entry.

Francesca Robertson is next and she gives you a choice between Restful Mether and Witch's Finger. While this choice doesn't impact achievements, there is a "correct" answer, which is Witch's Finger, so I'd recommend going with that, but it's up to you. Still, we can use this opportunity to identify both:

Restful Mether is a touch tricky to pinpoint. From the entry, you can see a sketch of a number of items, including a mortar and pestle, flowers, and most important a drinking cup. You can also see that a Restful Mether is designed to help one enter a meditative state. On the upper right shelf, you should see a series of objects that look like cups, and one of them resembles the cup in the entry's sketch. You can also confirm that you have the right cup by using the Gemstone book to identify the gemstones in the cup as Iolite (and Colour and Composition to confirm that the gemstones are dark purple), as Iolite is a calming stone of peace and safety.

Witch's Finger has an unusual investigation track. The entry identifies High Green Church as the home of "the Witch", so go ahead and visit there on the Undermere map (4 on the key). You'll discover that "The Witch" refers to a yew tree. On the upper right shelf to the far right, you'll see an object that resembles a wooden tree, and examining it and using Colour and Composition will confirm that the wood is yew. Also, by using your Symbology book, you can see that the bottom symbol on that object means Witchcraft in Wicca.

Again, give her whichever one you want, but I'm going to assume you give her Witch's Finger. You'll get the Bonesguard entry.

Rebecca Rose may or may not visit depending on whether you gave her the Aries Remnant back on Day 5. If you did, she'll be by to thank you, and if not, won't come by at all.

And that's your day! As always, end day for more story and a clue card.

Day 8
For the clue card, you need to go the Gleaston Castle map and interpret the map correctly to find the tower closest to the sunset; notice that North is actually the southern side of the map, so with that orientation, you want the tower on the right of the map, since right would be West. This one is a little tenuous since there are two towers on the right, but you want the one marked with the symbol on the lower right of the map. You'll find two new objects and half of a note. You can't do anything with the note yet, but once you find the other half you'll unlock something quite fun.

Your first customer is Francesca Robertson, who doesn't know the name of the object she wants. However, she describes "wooden totems", and the only object that has the word "totem" in its name is the Selenic Totem so give that to her.

Verona Green is next and wants a Tenebran Cloak. The entry mentions that it creates a sphere of darkness and that it has a single stone set in bronze. Look for a stone statue of a woman with an elaborate headdress with crescent moons on the sides of the headdress. Examining it and using Colour and Composition reveals that it's a pinkish gemstone set in bronze. Using the Gemstones book confirms that the gem is a Moonstone, which is described as a stone of enveloping night, which connects with the sphere of darkness description in the entry. Give this to Verona and get the St. Cedric's Thunder entry.

Barton Potter is next and has a message from Eli and requests a Valent. First let's solve the message from Eli. It mentions that there's a secret book about curses hidden in the counter. Turn the small wheel next to the Holgen Grimm to raise a small cupboard, which matches the mechanism that Angus gave you yesterday. Put the mechanism in and you'll notice that it won't fit, but that there are indentations in the cupboard. Examine the mechanism and push in the "petals" that correspond to where the indentations are. Once you've done that, the mechanism will fit and unlock the cupboard, and you'll get a new object and the aforementioned book on curses; this will FINALLY get you a new achievement, Burning Blood! Feel free to lower the cupboard with the wheel so you can see the artifacts that were behind it.

Now to Barton's Valent request. The entry describes it as having holes of roughly equal size and spacing. It also mentions a curious pulse where its power concentrates. On the left middle shelf, you'll see an object with three diamond-shaped holes in it. If you examine it, you can use A Sense of Touch on the top tip to find that it vibrates with energy, and you can also use Inner Perception on the tip to feel a pulsating power. Give the Valent to Barton and you'll get a pretty amazing reward; a map of the Catacombs that you can explore!

Next up is Bonnie Robertson, and she gives you a choice that actually DOES matter for achievements. You have a choice between a Grey's Grace and a Corvan's Might. For this one, you want to give her a Grey's Grace for an achievement, but let's identify both first.

For Corvan's Might, the entry has a lot of interesting info. The ones that matter most are that it's also called an Eagle's Gift, it's an assassin's tool, and that it makes use of Wyxic power. Look for a creepy object that looks like talons holding a giant black gemstone streaked with red. You can identify the gemstone as a Bloodstone by using the book and see that it's a stone used for dark purposes, which fits an assassin's tool. You can also see that a Bloodstone is a Wyxic stone. Go ahead and label this object as Corvan's Might.

For Grey's Grace, you have a super short entry and everything in it matters; it's a pendant that dispels melancholy and it has the design of a shadow catcher. For this one, use the index to find the other entry that mentions Shadow Catchers, a Shadow Hold, and that has a sketch of what a Shadow Catcher design looks like. On the left shelves, you'll see a green pendant that matches the shadow catcher design, and if you examine it with Inner Perception, you'll see that your heart feels lighter, which suggests that it dispels melancholy. Go ahead and label this as Grey's Grace.

Now, for a later achievement, give Bonnie a Grey's Grace and get the Spirit Vault entry. Bonnie will get mad at you and storm off (that won't end badly or anything).

And that's your day! As usual, end the day and get your story and your clue card.

Day 9
Day 9 ends up being a pretty eventful day. First off, let's solve our clue card. This one is only an outline, and it points to a gravestone on our new map, the Catacombs! Specifically the second one from the left in the uppermost row that reads 1688. Click on that to get a new pendant object. Also notice that Jupiter is missing...

Your first customer is Constance Bader and she wants an Amphisian Talon. The entry for this has a lot of info but the most important thing is the sketch with the scar marks from the object. Look for the object with two severed fingers and extremely sharp nails; the nails match the marks on the person's face on the sketch. Give Constance the Amphisian Talon and get the Morgan's Folly entry.

Next up is Simone Green and she gives you a sketch of symbols that she thinks relates to the three plinths under the counter (she also notes that Jupiter isn't around...). They do indeed relate to those, but you don't have enough info yet to be able to use it, so file it away for now.

Francesca Robertson is next and wants a Restful Mether. You've already identified it (the drinking cup with purple gemstones) so just give it to her and don't get anything in return.

Next up is Bonnie Robertson and she gives you a note that says that..she's catnapped Jupiter and wants a Corvan's Might or else! Truly one of the scariest threats in the history of video games. She says to bring it to the woods behind Calgarth. Use the Windmere map to find Calgarth Hall (25 on the key) and click on the trees behind it. Here you get a choice of either using a Diverging Hook or giving her Corvan's Might. It doesn't matter what you choose achievement-wise, but the game suggests using a Diverging Hook and you haven't identified it so this is a good time to do so regardless.

The Diverging Hook entry mentions that they have one gemstone from each Thaumaturgic discipline (the Hermetic Symbology book defines the three Thaumic Discipline as Celestial, Diurnal, and Individual). Look for a stone statue that looks like a person holding up their headdress, and with three gemstones set in the headdress. The three gemstones are orange (Amber which is Diurnic and therefore Diurnal), turquoise (Aquamarine, which is Draedic and therefore Celestial), and pale yellowy-orange (Topaz, which is Wyxic and therefore Individual). Phew!

Go ahead and make your choice and you'll learn that Jupiter is on the Mary Bell (23 on the map). Go there to rescue Jupiter and get the Catnapped, Not Forgotten achievement!

Next up is Wyatt Collings and he needs us to help him get rid of a curse! Consulting your Book of Curses you can see that nightmares are associated with Noctic Sight. Go to the index of the Strange Objects book and you'll find that Noctic Sight is associated with a Moonstone Guardian. There is almost no info here other than that it takes the form of a comforting guardian. Remember that cat statue you got from the mysterious altar that required the Voice of Cernunnos? Examine it to identify the gemstone in it as a Moonstone, and also of course, a cat is absolutely a comforting guardian! Give Wyatt the Moonstone Guardian and you'll get the Ascus entry and the Unbound achievement for lifting his curse!

Next up is Verona Green and she wants a Sextrum. The entry for the Sextrum has almost no info other than that it protects against insanity. For this one, go to the Hermetic Symbology book and look up the symbols for both Insanity and Protection, then look for a bronze object with six spiky points and with the symbol for insanity in the middle and three symbols of Protection surrounding the Insanity symbol. Give the Sextrum to Verona and get the Fortinance entry.

That is it for the day. End the day and get your story and clue card.
Day 10
As always, let's start with our clue card. This strongly hints towards the Catacombs, so let's go there. For this one, you want to look for the unmarked grave next to one with a cross and below one with a moon; it ends up being the unmarked grave next to the one on the right marked 1755. Click there and get a new object.

Your first customer is Katherine Walpole and she wants an Eye of Cernunnos. For this one, the entry says that Cernunnos himself wielded one. We have a sketch of him in the Voice of Cernunnos and you'll notice that he's holding an elaborate staff in one hand. You have an object that looks like a tree growing around a gemstone, and the shape that the tree's branches are growing in match the staff in the drawing. Also, the gemstone is jade which suggests nature. Give Katherine the Eye and get the Zephyrim entry.

Next up is David Chafer with a letter. This one points to a house on the Undermere map, specifically the one at the northern end of Ruskin Street (a little below 19 on the map). Here you'll discover that you need an object that helps you listen in on a quiet conversation. For this, you can look up Hearing in the index to confirm that you need to use a Hearing Charm, which you've already identified. Use it and you'll find a new object.

Next up is Grenville Pearce and he wants a Shimmer. The entry discusses how it is meant to slot into armour or weaponry. Also note "calm rage" and "stay one step ahead" as phrases that stand out, and pay attention to the sketch of the armour. You'll notice a pendant with six slots that has three gemstones in three of those slots. You can see that this pendant could slot into the armour sketched in the entry. Identifying the gemstones also matches those phrases in the entry: the topaz and obsidian entries suggest strength (topaz) and fire and fury (obsidian), and the malachite suggests sight as in staying one step ahead. Give the Shimmer to Granville and get the entry for Babellia.

Next up you meet Freddie Lamb who needs an object that can protect against burns. For this one look up Fire in the index and you'll find the entry for Cyrene Ward. Here you'll see that the Cyrene Ward is made of Basilisk scales (and a sketch of a Basilisk. Look for a pendant with three gemstones hanging from a leathery center (you can tell that it's leathery using A Sense of Touch). The pattern on the leathery part also looks like the patterns on the sketch of the Basilisk in the entry. You can also identify the gemstones as Amber (sun stone associated with fire and heat) and Obsidian (a stone of fire and fury). Give Freddie the Cyrene Ward and get the Solemn Mether entry.

Before he leaves, Eddie randomly gives you a fourth wooden tile, which will lead to quite a dramatic new aspect of the game! Looking down at the table under the counter, you'll notice that there are four missing wooden tiles and you now have all four. You can also see that there's a repeating pattern. Slot the correct tiles into the gaps (to match the repeating pattern). The middle symbol will now glow; click on it and you'll find the Thaumic Lens and get the achievement Second Sight. With these you can see the Thaumic Fields that every object generates. Now it's time to solve that riddle of which objects should go on the plinths based on those strange sketches that you got yesterday; place objects on the lens and match their wave patterns to the ones on that sketch. This of course takes trial and error, and there are multiple correct answers but this combination, from left to right, works: Shadow Hold, Voice of Cernunnos, Shield Charm. This gets you into a second hidden section of Strange Antiquities and gets you a new object!

Next up is Audrey Bell, who asks for a Veiled Phenn. This one is an interesting investigation. The entry mentions that it is brightly coloured in the light but clouds over after a short period in darkness. This is another trial and error one, but the one you're looking for is the pendant with the green eye that follows your cursor. It's certainly brightly colored, and you can test it becoming clouded over by closing it in the cabinet with the weights for a little bit; remove the weights, place it in there and close the door for about five seconds, reopen the door and it will be briefly clouded over. Give Audrey the Veiled Phenn and get the Witherance entry.

That's it for the day! End the day and get your story and clue card.
Day 11
The clue card today is pretty obscure. It shows three buildings or blocks as points on a triangle. It's hard to describe this in text form, but you're looking for the building that's just under the word Edward on King Edward Street. You'll get a new object.

First up is Sarah Barrington, who wants an object that can help with deep sea diving. Looking up Breathe in the index points you towards an Ascus, The important info here is the last sentence, which mentions that the objects has a ring that stays warm while the rest of the item stays cold. On the right shelf, there's a pendant that glows bluish-white, and it both has a ring and when using A Sense of Touch you'll see that the object is cold while the ring itself is surprisingly warm. Give the Ascus to Sarah and get the Gowdian Siren entry.

Next up is Rowena Hardwick, who wants St. Cedric's Thunder. The entry here doesn't give too much useful info except for mentioning that it's all about containing the power of thunder and that it may have gemstones to prevent the charge from waning. Look up the symbol for Thunder and find it on the big box with three purple gemstones. You can also identify the gemstones as amethyst, which is a stone of containment which would make sense in terms of containing the power of the thunder in the object. Give Rowena the object and get the Thaumic Needle entry.

Now we have something exciting; Francesca Roberson wants an Ambra, which happens to be behind the locked shelf, so we finally get to open it! We need to find an Ethereal Key, and the entry for that suggests that it won't look like a key at first but that by moving it in a circular motion will make it get revealed. It also has a gemstone of light. The key is actually right underneath the locked shelf and is the object with three gemstones in it that is next to the Sithean Charm. Pick it up and move it in a circular motion and it will glow and the key will appear. Use it on the lock and the gate will open and you'll get the achievement Breaking In.

You now have access to seven new objects! Now let's find the Ambra, which of course must be one of these seven new objects. The entry for it discusses how it creates mental fog or confusion, and also produces a Noctic Thaumic Field. Look up the symbol for Confusion under Imbuements and you'll see it on the face of the wooden idol on the lower right shelf in the forbidden section. You can also confirm that it produces a Noctic Field by creating the Noctic symbol with the sliders on the Lens and then placing the object over it to see that its symbol matches. Give Francesca the Ambra and get the Pitt entry.

Next depends on what object you gave Bonnie Robertson when rescuing Jupiter. If you used the Diverging Hook, Bonnie herself will come in and apologize (and not remember who you are exactly), and if you used Corvan's Might Barton Potter will come in and ask for a Silent Breath, which you've already identified.

Next up is Peter Leland and he wants a Bonesguard. This one's solution is really obscure. The entry discusses how the Bonesguard can make any liquid safe to drink, especially poisoned drinks and that they bear the mark of the antidote. Look up the symbol for Poison in the Imbuements section, and then look for a small stone statue in the shape of some kind of creature; it has the symbol for poison on it but upside down, which vaguely suggests that the poison symbol upside down means the opposite of poison or perhaps the antidote. Give the Bonesguard to Peter and he'll actually give you a brand new object as a trade!

That is the end of the day, so go ahead and end it and get your story and clue card.
Day 12
The clue card for today suggests sun and moon symbols, and you've seen those in the Catacombs. So go to that map and you'll find a grave with a cross between a sun and moon grave (the moon grave is 1781). You'll find a new object.

First up is David Chafer, who gives you a note saying that there's an object hidden in the catacombs in the "hall of shields". Let's head back! You'll find a chamber on the lower left with a ton of shields and a sarcophagus; click on the sarcophagus and you'll discover that you need to inhale the vapors of a Wandering Shroud to continue. Go to the Index and you'll find an entry for a Spirit Vault. The entry there says that it's both a receptacle and has a strong smell of sulphur. The large green container with the feathers on it is certainly a receptacle, and using Scent and Sound reveals that it has a smell like a rotten egg. Use it (which will also identify it!) and then you'll discover that you need to actually find a Wandering Shroud to put into the Spirit Vault for this to work, so you'll need to wait until you can find one.

Next up is Nancy Irwin, who has been cursed by dark brambles and the veins on her skin stand out and are black. This corresponds with the Black-Heart curse. The index has an entry for Black-Heart, which leads to Lamb's Syphon. This mentions that it's an instrument that uses the dried seed pod of a Sheepsnap plant, and there is a sketch of the plant in the entry. Look for an object that has a bright green orb on top that looks just like the sketch of the plant in the entry, and using Colour and Composition shows that the top has green organic material in it. Give the object to Nancy and get the Truth Conduit entry.

Thaddeus White (Eli's brother!) stops by to give you a new object.

Next is Simone Green, who gives you a note that mentions Resonant Objects. And now it's time for a big puzzle and the third hidden vault in the store! First off, look up Resonant in the index and you'll find an entry for a Resonance Compass. This one is just the sketch of a compass, which is obvious to find and is one of the previously locked artifacts. You'll drag this around and it will point to Resonant objects. You then need to weigh them and place them on the plinths left to right in weight order (lightest first). You'll find that it points to the Ambra, the Elva Stone, and Corvan's Might. Weigh them against each other and you'll find that you need to put them on the plinths in the order I just wrote.

You'll come to a third hidden vault but this one is locked by a new puzzle! This takes a little intuition, but what you need to do is click the button on the upper right of the clock (which matches the buttons around the door in the vault). This will flip the clock face to show a moon phase. You now want to pull the clock pendulum downwards until the moon phase on the clock matches the one on the door. Now click the button to move the clock face back to the hands. You'll see that the hands point to specific numbers, specifically 4, 6, and 11. Click the buttons around the vault door that correspond to those numbers and then click on the diamond button at the bottom of the door, and you'll open the door, get a new object, and get the achievement A Hidden Sanctum.

Leave the vault and ring the bell and Francesca Robertson will be back asking for a Thaumic Needle. This is a bit of a wild one to identify. Based on the entry you're looking for a tall item that has its weight go down when heated. One of the tall objects has a series of four empty holes in a diamond shape on the front. If you place it on a scale compared to any weight, then heat it with a candle and place it back on the scale, its weight will indeed go down. Give Francesca the Thaumic Needle and get the Loem entry.

And your last customer is Audrey Bell, who gives you a choice between Morgan's Folly or Fortinance. In order to allow yourself to be able to get every ending achievement possible on this playthrough, you'll want to give Audrey Fortinance, but let's also identify Morgan's Folly.

For Morgan's Folly, you can see that it has a hidden symbol of suggestibility. Looking in Imbuements you can see that there's a symbol for Hypnosis which is connected to suggestibility. One of the previously locked artifacts has two open diamond shapes and a closed diamond. If you examine it, you can actually open the closed diamond shape to reveal the symbol for hypnosis. Go ahead and label it.

For Fortinance, you can see that it's connected to strength and that it's made of either stone or iron. Looking up the symbol for Strength in Imbuements, you can see a stone object with that symbol engraved on it. That is Fortinance; go ahead and label it.

Give Audrey Fortinance and you'll get the Tormund's Bane entry.

That's it for the day. End the day to get your story and clue card.
Day 13
Day 13's Clue Card may seem simple, but it's going to lead to some wild stuff. First up, look up Jupiter's symbol in the Symbology book, then go to the Gleaston Castle map and look for the room with that symbol (the room with the symbol to the south of the Ballroom). You'll get a new object and, finally, the other half of that torn note! It shows you how to open the Castle Vaults; you need to find an object made of silver or gold that creates a Diurnic Field. This takes some trial and error, but there are actually multiple objects that you can use here, including the Moonstone Guardian and the object you just got from the vault with the moon door. Go to the Castle Vaults (to the vaults on the map) and use any of the objects that could work. You'll get a new object (that can't be labeled but is actually a tool called a Bishop's Square) and a note describing the Square.

The Square actually unlocks new puzzles in Gleaston Castle! We can solve the first one right now, namely that strange saying that's been on the map since the beginning about Mars in winter, rising in summer. Notice that the symbols on the square correspond to the Seasons category in the symbol book, and also look up the symbol for Mars while you're there. Then find the symbol of Mars in the castle, line up the Mars symbol with the winter symbol on the square, and then click where the hole for summer is. You'll get a new object and the achievement Hidden Knowledge.

The first customer is James Herschel and he wants an Acumenical. For this one, note the sketch in the entry which shows memento moris including a skull and an hourglass, and note that it says that an empty Acumenical pulls at the threads of one's mind. The wooden box with the hourglass fits the description; it's a receptacle, it has a memento mori on it in the shape of an hourglass, and using Inner Perception notes that you feel a tugging on the back of your skull. Give it to James and you'll get the Shadow Anchor entry.

Next up is David Chafer with a letter about how to capture a Wandering Shroud for your Spirit Vault! Using the instructions in the letter, head to The Barrows on the Undermere map (3 on the Key) and use the Spirit Vault that you've already identified.You'll capture a Wandering Shroud and get the achievement Ethereal Encounter.

Now you can also progress in the Catacombs. Go back to the Hall of Shields and use the Spirit Vault to progress and come across ANOTHER puzzle! Thankfully, this one is easy and you've already identified the item; use the Sun Bond here and receive a very ominous object as your reward.

Your next customer is James Herschel again (he's technically been the only customer of the day so far). Now he wants a Truth Conduit. The entry for Truth Conduit is pretty vague, but does mention that they are used to distort and deceive and that they produce a gentle sound. Using the Symbology book you can find the symbol for Deception, and you'll see the symbol on the object shaped like a person with a huge headdress and four golden earrings. Examining the object and using Scent and Sound reveals that it produces a small tinkling sound when moved. Give it to Herschel and get the Abrasive Mether entry.

Evelyn Bennett is next and while the game acts like what she asks for is a mystery, she basically names the object and you've already identified it, Grey's Grace. Give it to her and get nothing in return.

Next up is Barton Potter and he gives you a choice, which are a Pitt and a Babellia. Let's identify them both first.

The entry for Pitt says that it's made up of three different materials that represent the earth., the sun, and death, and that it produces a formless Thaumic Field. This takes a little trial and error, but the scary looking large artifact in the very upper left corner fits the bill here; it is made up of gold (the sun), clay (earth) and bone (death). It also does indeed produce no Thaumic Field when placed on the lens. Go ahead and identify it.

For the Babellia, while there's a lot of information in the entry, the only thing that matters is that the patterns on it resemble a Mentic Thaumic Field. The object you're looking for is the large stone object with a crescent moon on the top that has markings in the middle that do indeed resemble a Mentic Thaumic Field.

For this choice, choose the Babellia, which will keep one of the endings open. Instead of an entry, Barton gives you a new object.

And that's the day! End it and get your story and clue card.
Day 14
For the clue card today you need to do a tiny bit of lateral thinking. Look up the Knight of Thorns in the index (it's discussed in the entry for Shimmer), and you'll discover that the Knight of Thorns died in the Battle of Souther Fell of 1356. Go to the Catacombs and look for the grave with 1356 on it; it's in the upper right corner. You'll get a new object.

Your first customer today is Thomas Pope, who wants a Loem. The relevant things from the entry are that it's associated with fire, is known as a "palm" or "hand", and is also associated with Jupiter. For this one, look for the grey pendant with a hand and a triangle design. The hand motif is clear, using Colour and Composition reveals that it's made of tin, which is the metal associated with Jupiter in the Symbology book, and also the triangle is the symbol for fire. Give Thomas the Loem and get the Cassander entry.

Agnes Dent is next and wants a Heart Chamber. This one is all about the sketch. You can see that Holgar is wearing various pendants, including a small coffin pendant. Look for the coffin pendant on the far left, where the artifacts used to be locked. You'll know it's the right one because it has a skull motif on it that looks just like the Holgen Grimm mask. Give the Heart Chamber to Agnes and get the Brighic Charm entry.

Next is Edmund Bishop, who has a note for you. For this one, you need the Symbology book and to look at the Wicca symbol for Blessings. Then match that with the symbol for Spring on the Gleaston Castle map using the Bishop's Square and you'll see that in the hole for Autumn the lower left tower on the right side of the map is highlighted. Click there and you'll find a new object!

Thaddeus White is next and wants a Witherance. The entry says that a Witherance is the inverse of a Fortinance and that it's typically made out of wood. The artifact you're looking for is the unidentified wooden figurine on the left where the artifacts used to be locked. You can confirm that it's made of wood by using Colour and Composition, and the symbol painted on it is the Imbuement for Weakness. Give Thaddeus the Witherance and get the Folium entry.

Jacob Priestly is next and gives you the most cryptic request yet; he wants a Mether of some kind and says his mind is severed while slurring his words. For this one, you need to compare the entries for Methers to see which one fits the bill, and the answer is Solemn Mether. The way to tell it apart from other Methers is that it produces a stronger Thaumic field than the others. You can see that you have three Methers (they're the large cups with two handles) and the one you've identified already, the Restful Mether, doesn't work. So you need to test out the other two, and the one with the leaf motif produces a much stronger field when placed on the Lens. Give Jacob the Solemn Mether and get the Wyxic Cord entry.

Last up is Francesca Robertson, and she wants a Gowdian Siren.This is a rare entry where everything is important; they look like Thaumic Needles, create a compulsion to divert attention, and there's a sketch of what Gowdian objects look like. Looking at your Thaumic Needle you can see that it's obelisk-shaped. You're looking for a pendant in an obelisk shape with a green bottom and a wooden middle (this pendant is also in the sketch in the Gowdian Siren entry). To confirm that you have the right pendant, you can use Inner Perception to discover that it takes great effort to stop paying attention to it. Give Francesca the Gowdian Siren and get the Carricks' Candle entry.

And that's it for the day! Get your story entry and clue card.
Day 15
For the Clue Card, go to the Undermere map. The "axe meets the tree" is referring to street names, namely Woodcutter's Lane and Pine Road. Look for the intersection there in the upper left of the map) and click on the lot between those two (to the right of 8 and above 9 on the map). You'll get a new object.

First up is Simone Green. She gives you a note to help you discover yet another hidden area of Strange Antiquities. For this, it's a little deceptive; it seems like you'd need to match the Thaumic Fields to each object, but actually, all you need to do is match the descriptions of the stones with stones in objects you've already identified. To save you trial and error, here they are in order: Corvan's Might (Bloodstone), Eye of Cernunnos (Jade), and Holgen Grimm (Vivanite). Place them in that order from left to right and you'll get to yet another moon door vault! Solve this one the same way you solved the other one: flip the clock face, pull the pendulum until you get to the right moon face, flip back to the clock face, punch in the buttons that correspond to where the hands are (12, 3, 9), push the bottom button, and you'll get a new object!

Your first request today comes from Jacob Priestly who wants a Shadow Anchor. For this one, you can see that it has to do with the mind and that it produces an Individual Thaumic Field. You're looking for the golden artifact with three blue gemstones in it. You can identify those gemstones as being Kyanite, which is an anchor between body and mind. Also, it produces a Mentic Field, which is an Individual Field. Give the Shadow Anchor to Jacob and get the Nephrogaunt entry.

Next up is Audrey Bell, who warns you to keep an eye on the lake, and if you gave her a Fortinance, she gives you a note that shows what objects to use to perform the Sacrament. Hmmm....

Next is David Chafer, who gives you a letter that discusses an object in the Catacombs. It talks about a bone filled alcove on the upper levels, which you can see northeast of 1511 and southeast of 1662. Go there and you'll discover that you need to use a Carrick's Candle, which you need to identify. This one is a bit tricky; the entry mentions that it has a candle depicted on its surface. If you look at the tall yellow stone object with two symbols and identify what those symbols are, you'll find that it's the symbol for Flame placed above the symbol for Wax. In other words, a candle! Use it and get a new object.

Next is Barton Potter, who because you gave him a Babellia earlier will come in unable to speak. According to the curse book he has Tormund's Paralysis, and looking that up in the index reveals that you need to give him a Tormund's Bane, which we need to identify. The entry says that it's a pendant, that it can be rolled across the tongue, meaning it has a moving part in it, and that it emits a Diurnic Field pattern. That strange wooden pendant that you recently picked up that has two bronze parts between a wood part with a symbol engraved in it is what you're looking for; it's a pendant, using a Sense of Touch reveals that the bottom bronze part spins freely, and it produces a Diurnic Field. Give the Tormund's Paralysis to Barton and he'll tell you about something called a Nalean Casket but you don't get an entry.

Verona Green comes in possessed and asks for two possible objects, a Zephyrim or an Abrasive Mether. You can choose whichever one you want achievements-wise, but I think the Zephyrim makes for a better ending for Verona. In any case, you need to identify both, but in both cases, they're quite simple.

For the Abrasive Mether, it's the only Mether that you haven't identified yet, so just find the unlabeled one and that's your Abrasive Mether!

For the Zephyrim, the entry notes that it's a Resonant Object and that it gives off the scent of the storm. You're looking for the blue porcelain jar with a blue circle/eye printed in the middle. You can use the Resonance Compass to confirm that it's a Resonant Object and when using Scent and Sound it gives off a scent of ozone like that of a storm.

Give Verona whichever one you want and you'll get the Griss entry.

And that's it for the day....sort of. It CAN be, but you also now have everything you need to solve a super secret puzzle in the game and get a secret ending and a bunch of achievements. Note that you don't have to do this now but it's fun and again, will get you a bunch of achievements taken care of in a single puzzle. If you want to solve it now, I've written a separate section at the end of the guide called Bonus Heart in the Shop Achievement that you can check out now.

Anyways, whether you didn't decide to solve the puzzle or are reloading this game after solving the puzzle (in which case you'll need to leave the last part of the puzzle to get back to the front of the shop), you're now at the end of the day and can advance to the next one while picking up a clue card and story.
Day 16
Now we're getting to difficult clue cards. This one is depicting the shape of the Catacombs. If you start from the top and follow the path, you'll land upon a tomb with five holes in sort of the middle right. Click on that and you'll get a clay pot object.

Marion Lancaster is first and she wants a Nephroquant. This one is one of my favorites in terms of how subtle it is. That super creepy hand with the gold ring on it is what you want, but the Nephroquant itself is actually the ring! The hand is withered because it's been scarred by Braxis like the entry says, and also the entry mentions resurrection and the spiral motif is the Wicca symbol for rebirth. Give Marion the Nephroquant and get the Dread Vivant entry.

Next is Franklin Underhill, who just asks you to visit him and you get his card which says that he's at the Twinings. Well, let's go! Go there (15 on the Undermere map), and you'll get a new object. Then, as you leave, you'll get attacked and need to use a Wyxic Cord! You haven't identified this yet so let's do that. The entry mentions that it produces a Diurnal Field and that it's a stone object that causes paralysis. In the locked artifact area on the left, you'll see a stone ring pendant. The symbols on it are the Imbuement for Paralysis, and it does indeed produce a Noctic Field which is Diurnal. You'll thankfully escape!

Next up is Edmund Bishop, who wants a Cassander. This entry discusses the object as having eyes and also producing a Selenic field. You're looking for the pendant with two dark green gemstones, which can be identified as Malachite or the stone of sight. It also does indeed produce a Selenic field. Give the Cassander to Edmund and get the Weaving Edge entry.

Gilbert Ames is next and asks you to uncurse his ring, and that's...it. This one requires you to go back to an old entry, namely the Cussic Purifier, where you'll see that it actually cleanses curses from small objects like rings. You've identified it long ago, so give it to him and get nothing in return. Helpful interaction there!

Next is Lavinia Hawthorne, who wants a Griss. This one is pretty subtle. The entry says that it gets heated over flame and that it's Wyxic. Look for the grey stone humanoid figurine with white markings all over it including what look like tears from its eyes. Using Colour and Composition, you'll see that it has soot on the bottom suggesting that it's been in flames, and it also produces Wyxic Thaumic Field. Give Lavinia the Griss and you'll get the Lunima entry.

Leopold Morris is next and he wants to prepare his sword for a fight against a Basilisk. Looking up Basilisk points you to a new entry, a Folium. You can see that a blade gets drawn against it six times when being used in a ritual. You're looking for the stone hand with markings across its palm that look like blade marks. This is it. Give Leopold the Folium and you won't get anything in return.

Francesca Robertson will quickly stop by to let you know some story updates and then leave. And that's actually it for the day, so go ahead and end it and get some story and another clue card,
Day 17
For the clue card, you need to do a mini clock puzzle. Pull the pendulum to get the clock hands to match the hands on the clue card and then flip the clock face over to see the moon phase. Go to the Catacombs and look for that symbol on one of the graves; it's the one in the bottom right corner just to the left of the skull. You'll get a new object!

First up is Thaddeus White and he wants either a Dread Vivant or a Lunima. This doesn't deeply matter for achievements, but there is a pretty clear choice in terms of a good versus bad outcome, namely the Dread Vivant. Still, let's identify both.

The Dread Vivant entry says that it represents the balance between life and death and that it has a subtle but invigorating power rising up from it. This one's solution is a little tenuous, but you're looking for the pendant that's primarily a skull with an elaborate pattern on the front that is set in the center of what sort of looks like a flower or a clover; the flower is meant to represent life while the skull is meant to represent death. All three senses (A Sense of Touch, Scent and Sound, and Inner Perception) reveal interesting things, including that it's energetic feeling, has a low hum and there's something unusual about it that you can't quite figure out. Makes sense for the artifact that represents the logo of the game!

The Lunima entry notes that it harnesses the power of the elements to create an aura of unease. You're looking for the large stone object where the top has three diamond shaped holes and then there are four symbols going down the middle. Those four symbols happen to represent the four elements, and when you use Inner Perception on it, you get a sharp feeling for disquiet.

Go ahead and label both of them and then use the one you'd prefer, but again, I recommend the Dread Vivant. You'll get the Light of Corchen entry.

David Chafer stops by and has another letter for you. This one says that the business you should stop at has a library across the street from it. Going to the map, you can see that the Wordsworth library (26 on the map) has a lot directly across from it to the south that has three buildings. Click on that and you'll find scrolls that you need to translate using an object. That object happens to be the Babellia, so use that and you'll get two new entries, for Water's Shadow and Blood-Beck.

Next up is Anna Bryant, who wants a Brighic Charm. For this one, all you need is the info that the pendant is connected to the Wiccan Triple Goddess. The pendant with the face in the middle and two green crescent moons on either side of it is what you're looking for as it resembles the Wicca symbol for Triple Goddess in the Symbology book. Give Anna the Brighic Charm and get the unbelievably brief Argyll entry.

Eli White stops by and checks in about how to destroy the Nalean Casket and then leaves again after dropping off a note concerning how to create a Pillar of Calaris.

Next up is Isabelle Stowe, and she has been cursed by a strange wooden effigy and feels weak. This one is misleading because while she's been cursed, none of the curses in the Curses book relate to her symptoms. So instead you need to think laterally here and look up the opposite of Weakness, Strength, in the main index, and you'll come to Fortinance, which also notes that it can lift restore sapped strength when it has been sapped by hex. Give Isabelle the Fortinance and get nothing in return.

Last for the day is Susan Hill, who asks for a Blood-Beck. For this one, you can see that it's designed to be used to commune with the dead and that there are voices that emanate from it. You're looking for the small pendant with the skull with two gemstones in it. You can identify the gemstones as Bloodstone and Vivanite, which are associated with darkness and death, and of course the skull motif also symbolizes death. You can use Scent and Sound while examining it to hear low voices chanting. Give Susan the Blood-Beck and get the Corchenna entry.

Thaddeus White will stop by briefly to give you the excellent news that the casket is now missing and then heads out.

And that's it! End the day and get your final bit of story and final clue card!
Day 18 and Endings
It's the final regular day! For the last clue card, it's both simple and a bit obscure. You actually want Gleaston Castle and to confirm this, you should visit the Library on the second floor, which won't get you anything, but does reveal an Esoterica and Arcana section, which of course relates to the clue card, and you can also see the shape of the library on the map on the sketch that zooms in on where the section is in the Library. From there you need to look on the first floor and match up the room below where the Esoterica and Arcana section is; this is made especially tricky because the sketch in the story entry about the library is rotated. The room you're looking for is in the group of four rooms just above the Grand Hallway on the first floor and then specifically the second room from the left. You'll get a new object and the achievement Tarot Reader for solving all clue cards.

First is Eli White, and he leaves you a note in the upper left desk drawer. Get it to discover another plinth puzzle! To save time, and because you've identified all of these objects already, here they are in order: Carrick's Candle, Shadow Anchor, Witch's Finger. Put those on the plinths in that order and you'll get another moon door puzzle. Solve it (2, 7, and 9 for the hands) and you'll get the Nalean Casket, which doesn't have an entry but can be labeled so go ahead and do that.

Astonishingly given everything that's going on, David Chafer shows up with mail for you! It's another Bishop's Square puzzle, so head on over to Gleaston Castle and place the Autumn symbol on the Bishop's Square over the symbol for Fear (far right middle of map) and then click on the Winter hole on the square and you'll get two new entries, one for Storm Ward and one for Manus.

Next we have Barton who tells us to bring the casket to the giant skull in the lower right of the Catacombs. And then Eli comes and asks you to bring the casket to the Pit. And that is it for customers! Now it's time to make ending decisions.

There are NINE different endings that you can get, but only four achievements connected to them. There are three regular endings you can get (one with Eli, one with Barton, and one with Audrey) and then a secret ending you can get by solving the secret Heart of the Shop puzzle. If you've been following this guide to the letter, you may have already gotten the Heart of the Shop ending. If you haven't, feel free to do it now or after seeing one or all of the regular endings; I've written a separate section for it at the end of this guide.

Let's do Eli's ending first. Go to the Undermere map and head to The Pit (20 on the map). You'll now need to assemble the Pillar of Calaris. Based on Eli's notes, you need to place Witherance and Fortinance on the West/East points and the Sun Bond and Tenebran Cloak on the North/South points. But, you also need to identify the Light of Corchen to be able to put it in the middle!

The Light of Corchen is a Noctic item and appears to be connected to the League of the Amphisian Heart even though it isn't. This is kind of a wild way to confirm an object, but if you visit The Convent of the Amphisian Heart (18 on the map), you'll find that their sigil/motif is a twin-headed snake. Look for a bronze pendant with a twin headed snake motif. You can confirm by identifying the Gemstone in it as Onyx, which is Noctic, and use it on the Thaumic Lens to confirm that it produces a Noctic field.

Place the Light of Corchen in the middle and use the Items. You'll now have a choice to give him a Wyxic Cord or the Nalean Casket. For the regular ending (Ending I), give him the Nalean Casket. This will get you the Pillar of Calaris achievement. This is basically the good ending and almost everyone remains alive. Also, if this is your very first ending, you'll also get both the An Ending achievement and get the Master Thaumaturge achievement for not using a hint.

This will lead into Day 19, which is an Epilogue, but let's reload and get the other endings first. Play through Day 18 again until you get to the ending choices. This time, go to the skull in the catacombs. Give Barton the Nalean Casket. Next, use the Daedalus Link. Then, use the Cyrene Ward, click through the rest of the scenes, and you'll get Ending 2 and The Skull of Blencathra achievement. This is a much darker ending, but still an overall success.

Finally, reload and play through Day 18 until you get to the end choices. This time, we're going to do the Sacrament that Audrey Bell asked you to do several days ago. Go to The Bleak Stones (24 on the map) and eventually you'll need to organize the objects for The Sacrament. Put the Sithean Charm on the left (Spring), Sun Bond on the top (Summer), and the Vessager on the bottom (Winter). I've saved the object for the right for last, Weaving Edge, because you actually haven't identified it yet! Thankfully, this is very simple; the entry says that its handle is made of oak, and if you pick up the dagger with a gold blade and a wooden top with a skeleton handle and use Colour and Composition, you'll discover that the wood is specifically Oak. Label the Weaving Edge and then place it on the right (Autumn).

Next use the Nalean Casket. Finally, use either St. Cedric's Thunder or Corvan's Might. Either one will work; for Ending III use St. Cedric's Thunder and for Ending IV use Corvan's Might. You'll get The Bleak Stones achievement either way.

And those are the endings! I'd probably reload and do Ending 1 again before going to the Epilogue so that the most people are alive, but it doesn't matter at all. See you for the final section!
Day 19 (Epilogue)
This final day is all about you identifying the remaining artifacts. A stream of people will come in and ask you for help with various things. By the end of this, you should have all of the remaining artifacts identified and your final achievement. Note that this will be slightly different for everyone depending on your choices, so people may not come in the same order (or at all), but hopefully you can just look up their names in this section and find what you need.

First is Tess Sherwood, who asks you for a cure for Morgan's Insanity. This is Diverging Hook, so give it to her.

Next is Peggy Grafton, who wants something that will pull water from thin air. Look up Water in the index and you'll find two entries that you haven't identified yet, but the one you want for now is Manus, which says that they're lighter than an Evocant by half and that they conjure water from thin air. You're looking for the pendant with a bronze hand and a turquoise gemstone. The gemstone is Aquamarine and is a stone of water, and if you weigh an Evocant (1 pound) and then weigh this pendant you'll find that it weighs half a pound. Give the Manus to Peggy.

Cecil Bateman is next and wants a Witch's Finger so give it to him.

Owen Foxe wants to call on Corchenn, which leads to a Corchenna, which tells you that it's of course connected to Corchen and that it exudes an imposing aura. Corchen herself is a goddess of the Earth and if you look up Ossic Ring you can be reminded that she's a serpent goddess. Look at the ominous dark red jar and you'll see that it has a serpent on it and that Inner Perception reveals that you find it unsettling. Other things that connect it to the entry and specifically the earth are the Jade gemstones, using Colour and Composition to determine that it's actually made out of clay, and you can even notice that it creates a Draedic Field which is the Earth field. Give the Corchenna to Owen.

The next person up depends on what ending you got. If you got Ending 3 or 4, you won't meet Martha Chapman and you can skip to the next person, but if you got a different ending, then she wants a Weaving Edge. The entry says that its handle is made of oak, and if you pick up the dagger with a gold blade and a wooden top with a skeleton handle and use Colour and Composition, you'll discover that the wood is specifically Oak. Give Martha the Weaving Edge.

Frances Mason is next and she wants a Water's Shadow, which is the other Water entry we looked at it just a bit ago. The only relevant part of the entry is that it produces a faint Thaumic Field. You're looking for the small grey pendant shaped a bit like a little girl with a dress; you can confirm that it produces a faint Thaumic Field. Give the Water's Shadow to Frances.

Gus Foley will want a Spirit's Eye so give it to him.

Next is Alice Holtby, who wants an Argyll, which is the shortest entry of them all. All we know is that it has something to do with the Earth and produces a Daedric Field. The large clay pot is what you want; it has symbols of the Earth on it and produces a Daedric Field. Give Alice the Argyll.

Tommy Browne wants an Aries Remnant, so give it to him.

Thomas Pope wants something to get the quarry back up and running. This is actually a Pitt, which you may or may not have confirmed yet depending on your choices relating to endings, but you've labeled it. Give it to Thomas either way.

William Wheatley wants something that will make him feel fear, and that is a Zeah. This is another one that depends on your choices throughout the game in terms of being confirmed, but regardless you've labeled it. Give it to William either way.

Althea O'Shea wants a Corvan's Might. This was identified a long time ago, but at least in my playthrough was never confirmed. Go ahead and give it to her.

Constance Bader wants a Morgan's Folly so give it to her.

Jane Fairburn wants her sons to feel penance. This is a Binding Seed, so give it to her.

James Herschel wants a Lunima, which you've labeled but may have not confirmed. Give it to him.

Freddie Lamb will want an Abrasive Mether, which we've labeled but haven't confirmed. Give it to him.

Charlotte Bradshaw wants a Shinn. The entry talks about how it's made with objects connected to the sea. The large wooden object with the turquoise gemstone in it fits; the wood is driftwood and the gemstone is aquamarine, which is associated with the sea. Give this to Charlotte.

David Chafer is your last visitor of the game and wants something to keep him dry. Since you only have one more object and one missing entry, it's obvious what it is (a Storm Ward) but for completion's sake, here's the reasoning. The entry says that it's grants protection against the elements and is made up of either bronze or iron. The final object is bronze with a green gemstone and has symbols of all the elements on it. Give David the Storm Ward and you'll get the final achievement, Ascendant Thaumaturge.

Give Jupiter a scratch behind the ears and you are done!

Thank you for reading and please feel free to leave any questions or comments.
Bonus Heart of the Shop Achievement
This is a bonus achievement/ending that you can technically get as early as Day 13, but if you're waiting until you fully identify all items needed for it you'll need to wait until Day 15. For this, first go to the Strange Horticulture shop (ah, the memories) and get a Palliance plant. From here, you want to look in your book and look carefully for x's on the lower right of three entries. They are the Babellia, the Orford Spire, and the Thaumic Needle. Place those on the plinths and you'll come to another vault, but this one isn't a moon door. Go ahead and switch the clock face to the moon face, but when you do that and flip back, you'll discover that two of the clock hands aren't working.

This is quite tricky and I ended up needing to resort to a guide to fully understand this, but basically, the clock hands all move the same amount and direction normally, so you can get the clock hands to the position just before the moon face, know their pattern and then know what hands they should be landing on if following the pattern from the previous position. The answer ends up being 5, 10 and 12.

Click the bottom button and you'll get taken to presumably an even deeper vault with a strange symbol on it and three holes that seem like they would fit objects. Now the symbol looks like it could be a symbology article, but it is in fact the same symbol as the one on the tomb in the very upper left of the catacombs. Go there and you'll discover you need an object that will let you read an old inscription, and you happen to have one, namely a Carrick's Candle! Use it to read the inscription and you'll discover that the tomb belongs to perhaps the original owner of Strange Antiquities! He gives you cryptic instructions for how to access the forbidden Heart of the Shop.

The three things you need to bring are something that protects your mind, Sweetbreath to clear the air, and something to help you stay wakeful. These are a Sextrum (for the mind), the Palliance you just got from Strange Horticulture (for the Sweetbreath), and Sleep Vessel (to stay wakeful). Annoyingly, you have to go through placing the initial three artifacts again, but once you do, place those three objects in the holes and...you'll get an ending! If you're doing this on Day 15, this will actually unlock THREE achievements, namely The Heart of the Shop for solving this puzzle, An Ending for getting to an ending, and assuming you've been following this guide, Master Thaumaturge for not using hints. Nice!

If you're doing this as a bonus ending after completing everything else, then you'll only get the Heart of the Shop achievement. Regardless, that is it!