The full walkthrough for Bosch's Damnation, the 10th Carol Reed game from MDNA Games. By Len Green.
March 29, 2014
George the cleaner (1st visit)
The Stierngranat faimly's house (1st visit)
The ground floor
The upper floor
If you have difficulty solving this puzzle, please read on:
If you still have problems solving this puzzle, please look at the graphic #2, and:
Press the 4 switches in the following order: Bottom right; Top left; Bottom left; Top right.
Go back to the walk-in closet to the left at the end of the long corridor. Use the stepladder to reach the shelf.
The symbols etc. from the storage room in the attic are a clue to opening the box.
If you have trouble solving this puzzle:
If that is not sufficient:
Press the top right button once, so that the 3 colours of the symbols on the lid of the box match the colours on the drawing i.e. from top to bottom… blue; red; green. Then press the buttons in the following order: Bottom right, bottom left, top left.
Examine the contents of the metal box by reading the birthday card which has highly coloured flowers on one side and birthday greetings from Carin to Martin on the reverse side.
George the cleaner (2nd visit)
Martin’s room (1st visit)
View the fruit box to the right of the bed – and open the envelope in it. Carol says: ”The Blood Falls? Maybe I can ask Stina about that”. Stina appears on the map.
Stina (1st visit)
The Blood Falls (1st visit)
Home (2nd visit)
The Blood Falls (2nd visit)
Walk close to the waterfall and remember the bright colours! reflected from the water there.
Carol automatically picks up her cell-phone. Left click on the phone to take a picture of the waterfall, and get a photo of The Blood Falls in inventory.
Home (3rd visit)
Martin’s room (2nd visit)
If you find this difficult take a good look at the colours of the waterfall – if you don’t remember them refer to Graphic #5.
Press the 4 coloured buttons in the same order that you saw the colours of the waterfall (from left to right) i.e. Black; Blue; Red; Yellow.
Carol’s allotment (1st visit)
Stina (2nd visit)
The barn (1st visit)
The Malte Stierngranat Museum (1st visit)
The pyramid (1st visit)
George the cleaner (3rd visit)
Martin’s room (3rd visit)
Monica (1st visit)
The Church Museum (1st visit)
Note that four digits are considerably dirtier than the rest.
The dirtier digits are: 1; 6; 9; 0 .The door has to be opened by trying possible combinations of these four digits. There are 24 different combinations altogether. You have to try each one until you reach the correct one!!
The code is 6910.
The School Museum (1st visit)
If you have trouble entering the Church Museum read further!
Look in inventory at the photo of the die’s six faces. First note the 4 faces (only) which have red dots on them. There is one red dot on the number-6 face of the die and hence the 1st digit (from the left) of the code is 6. There are two red dots on the number-3 face of the die and hence the 2nd digit (from the left) of the code is 3. In a similar way, 3 red dots leads to the 3rd digit (from the left) of the code which is 4 – and finally , 4 red dots indicates the 4th and last digit (from the left) of the code which is therefore 5.
Hence the complete code is 6345,
George the cleaner (1st visit)
Carin’s studio (1st visit)
The Sonic Forge (1st visit)
Home (4th visit)
The Malte Stierngranat Museum (2nd visit)
The Johansson Peak (1st visit)
We know from the brochure close to the statues that the painting at the beginning of the area provides a clue to this code.
The painting consisted of four vertical stripes-: One with two lines, one with a letter V, one with nothing in it at all, and one with four dots. The two vertical lines represent the number 2; the letter V the number 5, the empty stripe represents nothing (zero); and the four dots the number 4.
Thus the code is 2504.
The Saint Maria Church (1st visit)
Jonas (1st visit)
The car graveyard (1st visit)
The allotment (2nd visit)
The car graveyard (2nd visit)
The Sonic Forge (2nd visit)
Home (5th visit)
Martin’s room (4th visit)
Emhart Zurich (1st visit)
Radiot’s cabin (1st visit)
The sister’s house (1st visit)
You may have trouble with this puzzle – if so please read on:
Actually what you see in graphics 11 and 12 is NOT the top of the box itself but the mirror image of the box – it is what is known as ‘lateral inversion’ whereby everything on the right appears on the left and vice versa (but there is NO inversion from top to bottom).
Look carefully at graphic # 11 and click 4 buttons in order as marked on the graphic 11 in order from 1 thro’ 4. However don’t click the buttons as seen in graphic #12 but their mirror images as described above.
If that is not clear, click the buttons as follows…
 Right side second button down from the top.
 Top, first button on the left.
 Bottom; second button from the left.
 Bottom; fifth button from the left.
Take the key from the box – it is now in inventory.
Radiot’s cabin (2nd visit)
Martin’s room (5th visit)
Open the wooden box with the help of the colours on the logotype for Martin’s gaming company as seen in Graphic # 14.
They are pink, blue, and green in that order.
The Malte Stierngranat Museum (2nd visit)
The car graveyard (3rd visit)
The pyramid (2nd visit)
The School Museum (2nd visit)
Carin’s studio (2nd visit)
In order to solve this puzzle you have to examine carefully and compare Graphic #’s 13, 16, and 17.
First pay attention to the abacus on Graphic #13.
We see that the only number 4 which is replaced by an asterisk is on the top line and 6 places along from the left. Likewise the only number 6 which is replaced by an asterisk is on the second line down and two places along from the left. The only number 2 which is replaced by an asterisk is on the bottom line and two places along from the left. And finally, the only number 3 which is replaced by an asterisk is on the top line and on the very left side.
So you have to press on the buttons in the following order:
 Top line and 6 places along from the left.
 Second line down and two places along from the left.
 Bottom line and two places along from the left.
 Top line and on the very left side.
The Church Museum (2nd visit)
How many poor souls do we see Inside the human tree?
Five persons can be seen inside the egg-shaped human tree.
How many spears Pierce the human ears?
One spear only pierces the (white) ears. How many ladders can we see In these paintings totally?
There are a total of four ladders, all in the half in the Church Museum.
The Saint Maria Church (2nd visit)
The Prince of Hell is at his seat. How many does he crap and eat?
The Prince of Hell is in the process of eating one person, while two people are seen emerging from his posterior!!
How many playing cards have hearts In the painting’s lower parts?!
We can see two ‘hearts-suit’ cards in the lower left part of the painting.
Pyramid (3rd visit)
By using the code that we deduced from Malte’s poem, we can now open the door to the pyramid.
The code is 5 1 4 3 2. The buttons must be pressed in that order from left to right.
Malte’s train wagon (1st visit)
The pyramid (4th visit)
George the cleaner (5th visit)
The skiing house (1st visit)
The rented house (1st visit)
Note that the pattern on the note with grid (Graphic #20) resembles the code lock (Graphic #21). The single dot represents the first number that should be pressed, a dot with a circle around it represents the second number, a dot with two circles around it represents the third number, and a dot with three circles around it represents to fourth number.
This means that the code is 1970.
The skiing house (2nd visit)
Look at its lock in close-up (Graphic #23). It is unusual in that it can be rotated by using the arc-arrows at the left and right sides of the lock. It has 10 symbols, of which 3 are identical to the ones on the note from the diary in the rented house (Graphic #22).
View the symbols on Graphic #22 and remember what they look like - in order from left to right. Then rotate the ring of symbols on the lock until the first of the 3 symbols (on the note) is illuminated on the lock. Press the green section in the middle of the lock in order to "set" that symbol. Repeat the process for the remaining 2 symbols and the lock opens!
The Church Museum (3rd visit)
The pyramid (5th visit)
Compare the photo of the psalm board from the Church Museum (Graphic #24) with the miniature of the psalm board that Erik handed to Carol (Graphic#26). Note that the uppermost full star replaces the number 3 and the lower star with a hole replaces the number 2.
If we now examine the note from the train wagon (Graphic #19) we AGAIN see that the uppermost star, the 'full' star, is equivalent to a green star, and the lower star with a hole is equivalent to a blue star.
Thus the uppermost full black star points both to the number 3 and to the green star, whilst the lower black star with a hole points both to the number 2 and to the blue star.
Hence it is logically correct to assume that the number 3 is associated with a green star in the pyramid whereas the number 2 is associated with a blue star in the pyramid.
Therefore, a reasonable assumption is that we should first press the green star on the pyramid's psalm board three times and afterwards the blue star twice - the red star plays no active function in this puzzle.
A brick moves, and the hidden painting is revealed.
Grab the painting - Eureka!
THAT WINDS UP OUR PRESENT STORY!
WATCH THE INTERESTING COLOURFUL CREDITS.
HOPE YOU ENJOYED THIS TENTH EPISODE OF THE “CAROL REED MYSTERIES” ……..
…… AND LOOK FORWARD TO MEETING YOU AGAIN
IN THE NEXT ONE.