-   -   -   -   -   -   - 

Safecracker
Developer:Kheops Studio
Publisher:The Adventure Company
Platform:PC
Genre:Adventure
Release Date:August 2006
Article Posted:December 2006
System Requirements


Right clicking will bring up your inventory and allow you access to the Main Menu. Click on the little door on the right end of the tool bar for the Main Menu. You can access the map by clicking on the left end of the tool bar. Read every paper you find scattered throughout the house, if you would like. I am not indicating where they are because you can walk through the game without reading them. Enjoy!

  • Turn right and go through the Small Sitting Room to the Small Corridor.
  • Look closely at the puzzle with the blue, red and green balls. The balls must line up under the matching color arrows. Red left twice, blue right twice, green left once, blue left once, green left once, red left once, blue right once, red left once, blue left twice, red left once, blue left once and red right once.



  • Take the resistor and the paper.
  • Turn around and go back through the small sitting room.
  • Turn right and go forward to the double doors. Click on the keypad on the right of the doors.
  • Enter the combination you took from the drawer in the Small Corridor. Enter 4298.
  • Turn right and enter the Museum.
  • Go diagonally right to the safe in the corner.
  • Click on the safe. Number the gold colored buttons left to right and top to bottom 1-16. Press in order 15, 14, 13 twice, 9, 5, 1, 7 twice, 6, 5 twice, 4 twice, 3, 2 twice, 6 twice, 12 three times, 7 twice, 3, 16, 15 twice, 11, 7, 4 twice, 8 three times, 4, 11, 8, 4 twice, 15 twice, 11 three times, 13 twice, 9 three times, 13 three times, 14 twice, 15, 14, 16, 12 twice, 16 three times, 12, 13, 14 three times, 15, 16, 14 twice, 16, 15, 14, 15, 14 three times, 13 twice, 14, 13, 14, 13.
  • Take the L=E paper and pull the handle.



  • Go toward the right hand window, turn around and look at the currency puzzle.
  • Click on a square and cycle through the available currencies. You must have only one of each kind of currency in each column or row.



  • Move right toward the double doors and turn around to look at the white square puzzle. You must move the white square through the blue squares, turn them white and make them disappear. Move the white square down, right, up, right, right, down, left, down, right, down, left, up, left, up, down, down, left, down, right, right, right, up, right, left and left.
  • Exit the Museum and go across the Winter Garden to the Main Sitting Room.
  • Look at the safe in the left bookcase behind the sofa.
  • This is a substitution code. L = E. Turn the inner wheel so that the L is under the E. Decode the letters on the bottom. It says - six, four, one, two. Set the dials at the top to 6412. Take the photograph and the eight pin circuit. Look at the yellow sticky note.
  • Turn around and go forward. Turn left and enter the Study. Click on the box with the red light on the side of it.
  • This puzzle is magnetic. You have to move the little ball from the opening location to the hole at the bottom right. Click on the horseshoes in the following order: top, right, bottom, left, bottom, right, bottom, left, top, right, top, right, top, right, bottom, right, bottom, left, top, right, bottom. Take the four pin circuit.
  • Exit the Study and go back through the Winter Garden, into the Museum and into the Office door on the left.



  • Look at the keypad with the red light on the left. You are trying to find a path that will use all the keys following the direction of the arrows and end with a key pointing at the red button. Press the buttons in the following order 7, 6, 14, 16, 4, 8, 5, 1, 3, 2, 10, 11, 15,13 and 9. Press the red button.
  • Look up and click on the mirror. Go to the opposite side of the room and click on the mirror there. Take the transistor from the globe.
  • Turn around and move to the Workshop door. Look at the keypad on the right. Place the 8 pin circuit, the 4 pin circuit, the transistor and the resistor on the broken keypad.
  • Enter the Workshop and go to the safe in the far left corner. The combination is random. The lock is broken so the numbers don't give the same response every time. Take out a sheet of paper and pencil, or however you like, and start writing. Look closely at the safe keypad. Start with the number 1 and click on it 4 times. Write these numbers down in a column. Do this 4 more times for the number 1 and write down, in columns, what each rotation is. After the fifth set of numbers, it will start to repeat. Do this for all the numbers. Look and see which numbers will have a number at the top of one of the rotations that you need to enter 5841. Circle them. Back away from the safe to reset the puzzle. You must set up the numbers that will come up first on the next rotation of a number. In this game, the number 7 will have a 5 at the top of the fourth rotation. I must press the number 7 twelve times. This goes through the first three rotations for the 7 and leaves the number 5 as the first number to come up at the next rotation. Eight will be at the top of the fifth rotation for the number 9, so I must press 9 sixteen times to set up the number 8 at the top of the fifth rotation. The number 4 will be at the top of the fourth rotation for the number 2. I will press the number 2 twelve times to set up the 4 as the first number in the next rotation. The number 1 will come up as the first number on the 6 key at the fourth rotation. Again, I will press the number 6 twelve times to set up the number 1 on the fourth rotation. Now I will press the number 7926 to dial in 5841.



  • Take the magnetic card.
  • Exit the Workshop and go back to the Study.
  • Look at the keypad next to the door. Notice that three of the keys are lighter in color than the others from use. Put the magnetic card in the slot and press the lighter color numbers until you get the correct sequence. Enter 834.
  • Go past the Service Stairs to the dining room. Look at the picture you took from the safe in the Main Sitting Room. Arrange the pictures to match the photograph.



  • Take the letter from the safe.
  • Go back to the workshop and look at the safe with the laser lock. Press the button above the first space until the blue laser light appears. Press the button above the second space until the laser light turns yellow. Press the button above the third space until the light on top comes on. Do this very slowly, as there is a pause before the light comes on. Enter 584.
  • Take the small gold key and the T shaped key.
  • Exit the Workshop, turn left and go to the Small Sitting Room using the door to the Small Corridor. Approach the door and unlock it.
  • Go through the Small Corridor, turn right and go into the Small Sitting Room.
  • Turn right and use the T shaped key on the cabinet.
  • Take the piston from the cabinet.



  • Go back to the Service Stairs by the Study and go into the Basement.
  • Look on the right for the puzzle that will turn the lights on. All the red knobs should point up. Do this in no particular order.
  • Go forward and turn left and enter the Store Room.
  • Go forward and place the piston in your inventory in between the two that are already there.
  • Look at the panel on the water tank. You must fill the center tank to the level the arrow is pointing at. Number the buttons starting on the left top 1, the right top 2 and the bottom buttons 3. Press them in the following order: 3 left, 2 left, 3 right, 1 left, 3 right, 1 left, 2 left and 1 left.



  • Exit the Store Room and go straight. Look at the puzzle on the wall. The goal is to light every other light and create a path to the light in the upper right hand corner. You can only turn at corners. Beginning from the top left light every other light 4 times. Turn right and skip the first light and light the second one. Turn diagonally up and light every other light twice. Go down and light every other light twice. Turn right and light every other light once. Turn right and light the corner light. Go straight up and light every other light 3 times. Go up diagonally left and light every other light 3 times. Turn right and light every other light once. Go diagonally down right and light every other light once. Go right and light every other light. Take the GPS keycard and the brass key.



  • Turn around, go forward and turn left. Go back upstairs.
  • Go through the dining room and unlock the door with the brass key.
  • Unlock the door to the Hall.
  • Turn around, go forward, turn right and go up the stairs.



  • Turn right and go forward to the Kitchen door. Unlock the Kitchen door and enter the kitchen. Turn right and go to the dumbwaiter.
  • Pressing the up arrow moves the dumbwaiter up 5. Pressing the down arrow moves the dumbwaiter down 7. Press the up and down buttons in the following order. Up, up, down, up, down, up, down, up, down, up and up. Take the special pipe key.
  • Exit the Kitchen into the West Corridor and turn left.
  • Go to the end of the corridor and turn right.
  • Look at the keypad. Use the Special Pipe Key to open the door on the keypad.
  • The different colored wires form number shapes and they are in layers. Green is the top layer, then yellow, blue and red. Enter 2493.
  • Enter the Yellow Room.
  • Turn left and go to the keypad by the window. Click on the switch in the upper left corner. Take the Magnetic Pass and the Snooker Rules.
  • Turn around and look at the plate at the top of the door to the toilets.
  • Exit the Yellow Room and turn left.
  • Go to the Hall and turn left.
  • Go forward three times and open the door to the toilets.
  • Look at the plate attached to the top of the door.
  • Go forward twice and turn left.
  • Enter the Games Room.
  • Look at the Snooker Rules. Note the number of balls of each color that are used to play the game and their point value. Count the number of balls that are present at the Snooker table, including those that are in the baskets under the table. There are four balls missing. 1 black, 1 green and 2 reds. Using their point values, that would be 7, 3, 1 and 1. The combination to the safe on the wall is 1137. Put the green magnetic pass in the slot and enter 1137.
  • Take the Fountain Plug and the Lever.
  • Go to the driving machine. Insert the GPS card in the slot and turn on the ignition. Make the turns just as the green line indicates.
  • Turn the wheel right, left, right, right, left, right, left, left, right and left.



  • Take the Paper from the slot.
  • Go downstairs to the Winter Garden.
  • Put the Fountain Plug in the hole in the floor. These instructions assume that you have your back to the hallway. Move left, right, right, right, left, left, left, left, right and left. Take the Double Key.
  • Exit the Winter Garden and go into the Museum.
  • Go to the keypad by the open safe.
  • Enter 6821 from the paper you took at the driving machine.
  • Click the arrows in the following order: The arrow to the right of the number in the top right hand box, to the left of the number in the box at the lower left, below that same box and above the box in the top right hand corner.



  • Go upstairs and to the Violet Room just past the Games Room. Use the Double Key to unlock the door. Go to the music box on the dresser on the right hand side of the door to the toilets. Use the Small Gold Key to open the music box. Take the Small Iron Key and the Screen and Keycard Reader.
  • Note the marks on the top of the door.
  • Exit the Violet Room and go to the Games Room. Enter the Library.
  • Go to the safe on the left wall. Note the sticky note to call Sarah. Use the telephone in the Blue Room to translate the name into numbers. Enter 86265. Take the Steering Wheel.
  • Turn around and look at the code machine. Use the Screen and Keycard Reader on the space under the keypad. You can see partial numbers on the reader. Enter 8796. Take the triple key.
  • Go to the Blue Room. Click on the telephone puzzle. Use the iron key on the keyhole. Turn the key. Press the speakerphone button. Enter numbers using the keypad on the phone. A steady green light means the number is correct and in the right place. A blinking green light means the number is in the solution, but in the wrong place. A red light means the number is incorrect. You have four tries and then the puzzle resets to another code. The solution is random. In this game, the code was 5139. Take the Chip Card and the Letter from Margaret.
  • Go downstairs to the Workshop and directly ahead to the safe. Use the Chip Card on the slot and enter Duncan's middle name on the dials. Enter Walter.



  • Enter the Boudoir.
  • Look at the box on the table to the left.

         

  • Pick up the magnet on the left. Move the blocks in the following order: 1 up, 2, down, 3 and 4 up, 5 right, key and 6 left, 7 down, key right, 8 down, 9 left, 10 up 6 right, 8 down, key and 6 left, 7 up, 5 left, 4 down, 6 right, 2, 8 and 11 up, 5 left, 11 down, key right, 1 down, 9 left, 7 up, key right, 8 up, 6 left, 10 down, 3 up and key out to the right. Right click on the left where you picked up the magnet to drop it. Take the key.
  • Go back upstairs to the metal door by the Games Room.
  • Look at the door and use the Steering Wheel to replace the missing one.
  • Ignore the two wheels on the right. Turn the top wheel 4 times, the middle wheel 3 times and the bottom wheel 7 times.

  • Enter the Laundry Room and go up the ladder on the left.
  • Approach the chessboard behind the bars. Use the handle on the mechanism on the right to raise the bars. The object of the puzzle is to place 6 queens on the board so they cannot move into each other. Queens may move in a straight line vertically, horizontally or diagonally. Place a queen in row 1 column 4, row 2 column1, row 3 column 5, row 4, column 2, row 5 column 6 and row 6 column 3.



  • Take the Triple Key.
  • Turn around and go to the safe in the opposite corner.
  • You must connect the pipes to make a complete circuit.



  • Take the Carved Stone Block.
  • Exit the Loft and go to the West Corridor. Turn right. Move forward twice and turn left. Notice the marks on the top of the Dressing Room door.
  • Enter the Dressing Room and look at the puzzle on the wall on your right. Use the Carved Stone Block on the space at the bottom.
  • The numbers above the dials should be viewed in pairs. The first pair is 34. Look at the block and use row 3, column 4. The first letter decoded is O. Continue this for all the pairs. Enter 1265.
  • Take the Triple Key.
  • Exit the Dressing Room and go to the Violet Room.
  • Look at the door to the left of the door to the toilets.
  • Use the Triple Keys to open these doors.
  • Combine the marks you noted above the Dressing Room, Yellow Room, East Corridor toilets and The Violet Room doors. It forms an LCD readout of numbers. Enter 3528. Take the paper in the box.
  • Name any heir you like.

    PC System Requirements:
    Windows 98/2000/ME/XP
    Pentium III 800 MHz
    64 MB RAM
    DirectX 9.0c compatible 64 MB video card
    DirectX 9.0c compatible sound card
    16X CD/DVD-ROM drive
    700 MB Hard disk space