2015: Original Dutch Walkthrough by: Louis Koot

2019: English translation by: Dick Leeuw

Chapter 5: Industrial Centre part 3:

Miners Dry and Ore Tramming film projectors

  A: Miners Dry: Repair the Film Projector:  

Go inside and immediately turn left and ..... well .... go click the 5 levers of Miners Dry in the right position and then click on the wheel ......

You have seen the positions for these levers in the office of the Mine Warden....  

Miners Dry is the changing and showering area of ​​the miners and it is full of metal lockers. Most of these lockers are open but some are closed and locked with a numeric code lock. You have found the "Locker Code" note in the desk of the Wardenís assistant. The "Locker Code" note shows the numeric codes of the foreman's cabinets, so you can open those cabinets here. In some cupboards you will find letters and other items that you can read and pick up. So walk through this changing room and open every locker and see what is in it .... On the lockers are the names of the miners.

  If you are standing in front of the 5 levers, with your face facing the levers, you will find locker of Sean.V right on your wall.

Open the Sean.V locker via the code 2910 and ......

  In the Sean.V locker you will find the coffee cup of the mine supervisor and a Hammer and a blueprint. Take the hammer and the coffee cup from the locker and put them both away in your case. You cannot get the Blueprint but you can click on it to view the blueprint in close-up .... if you do that you will see that 2 "weak" areas are indicated on the blueprint. Find the Chris. R locker, in the same row as the Sean.V locker, and open the locker with code 1730. In the Chris.R locker you will find a purple Lamp and a letter.

 

Take the Purple Lamp from the locker and store it in your Case. Read the letter.

Walk further to the back and while you do that, look into every locker and read every letter that you see lying in the lockers. You can also take a book from a locker and store it in your Case. If you have seen all the lockers on the left side of the room then you are at the back wall, at the passage where the axe hangs in the "Miners Dry" sign. On the left is a passage that brings you, via a hole in the wall and an "aqueous" room, back to the upper level of "Ore Tramming" ..... don't go there and don't go through the narrow corridor yet.  

To the right of the passage are 3 cupboards.... in these 3 cupboards you will find 9 Fuses that each have a different ampere, varying from 75 amps, 300 amps and 700 amps. You can store all those 9 plugs in your Case, but in a moment you will only need a 700 amp fuse, so I would leave all the fuses here.

Then continue to view the lockers on the right side of the room and read again every letter that you find in the lockers. 

You end up at the shower / laundry room. First go into the left side of the shower room because in the back you can read a note ...  

  On the other side of the shower / washroom you will find the 7th red Ribbon, so go click that away to your Case  

When you have clicked the red ribbon away, turn around and walk back to the back wall. In the back wall you see a crack. You need a hammer. 

So go back to your Case and grab the Hammer, which you previously grabbed from the Sean.V cabinet.  

  Return, with the hammer, to the shower room and then hit with it on the crack in the wall and ..... you hit a big hole in the wall and you hear Jean ......  

Go through the hole in the wall .... you end up in a small and tight secret hiding place of Sean V, where he kept the stolen things. At the "window" in the stone wall you can grab the helmet and the flask and store it in your case. Also take the Hammer back and store it in your Case and then return here. Through the "window" you see a medicine jar on the red pillow. Pick up that medicine jar ..... there is Arsenic powder in the jar ....... You hear Jean say something about Baseball again.  

Put the jar of Arsenic powder in your bag and keep it with you now. Step back through the wall hole and leave the shower / washroom and return to the long corridor and walk to the Film Projector. An "Arsenic Disposal" container is located under the stairs in front of the film projector.  

  Open the lid of the "Arsenic Disposal" container and then place the jar of Arsenic powder in the container and then close the lid of the container 

  At the back of this corridor is a kitchen. Enter the kitchen and turn right immediately. There is a cupboard above the sink .....  

Open the door of the cupboard and then take out the jar of granules and keep it with you. At the back of the kitchen is the coffee machine. You have read in the office of the Supervisor that he likes to drink coffee. However, the coffee machine must be descaled and there is a note on the notice board on which you can read how the coffee machine must be descaled.

 

Stand in front of the coffee maker so that you can see the left side. There is a flap in the left side of the coffee machine ....

.... open that cover and then throw in the granules ....... and .....  

... the machine is being descaled ....

 Now go and collect the supervisor's coffee cup from your case and put the cup in the coffee machine and then press the yellow button and .....

The cup will be filled with delicious fresh coffee and you hear Jean .....

 

Because you have put the Arsenic powder in the container and closed the container again and because you have tapped a mug of coffee for the supervisor, the Film Projector has now been repaired here. So go into the hallway and see ..... the film projector is standing, so turn the projector on ..... This projector projects a Baseball Glove ....

  Solved here. Go in Miners Dry again and walk on to the passage at the back. Enter the narrow corridor and ......

 ....... follow the corridor to the back and then you turn left through the gate ... you have arrived in:

B: Ore Tramming:

Repair the Ore Tramming Film Projector:

  The narrow corridor, behind Miners Dry, takes you into an Ore Tramming corridor, behind Miners Dry  

Take a look around ....... the wooden stairs go up and eventually bring you upstairs to an outside balcony where the Artefact can be found .... don't go up the wooden stairs yet. The "Brimcliff Ventilation Power Unit panel" hangs on the left wall. The panel is lit by a light above the panel. At the back of the hall is the 8th red Ribbon. If you turn to the stairs and then walk into the corner you can read the "Rumbling Pipe" note, which is on a barrel.  

  First go to the 8th, and last, Red Ribbon and let it disappear to your Case ......

Return to the "Brimcliff Ventilation Power Unit". The panel has 12 rotary valves, always 3 in a row and there is a number above each rotary valve. Above the panel hangs a lamp holder with a white light bulb that is now burning and the panel is illuminated with white light.  

To the left hangs a lever and a power box that has a code lock. A note hangs on the rotary valve panel ......

  Read that note ..... you read that you have to open 3 of the 12 valves and that the mine only opens at 6 p.m.

 

So you have to open 3 rotary valves whose numbers then add up to 18 ... But what will happen if you open 3 wrong valves? First let's try that out ..... Click on the 3 top rotary valves ... the buttons of the 3 valves are then on the left .... Click on the lever and ..... Oh dear ..... short circuit .... the white lamp is now broken ..... Press your T-key to return to your Case and take the Purple Light Bulb from the cabinet and return to the valve panel. Look up at the lamp holder and click the Purple Light bulb in the holder and .....

 

  through the purple you will see code 1909 on the panel .... the code for the fuse box. 

Zoom in on the number ring lock of the fuse box and put code 1909 on it and ......  

 ..... the fuse box swings open. There is a stop in the fuse box but it is broken because you have just turned the wrong 3 valves ...... left click on the fuse and keep your left mouse button pressed and you will read that this is a 700 amp fuse and so you have to replace the fuse by a new 700 amp fuse .....

 

In Miners Dry there are 9 fuses in the 3 lockers, so return, via the narrow corridor, to Miners Dry and then take a 700 amp fuse from the locker and return to the fuse box. Place the new 700 amp fuse in the cabinet and close the door again. Now we are going to turn the 3 good valves. The note, which hangs on the valve panel, has told you that you have to turn 3 valves that add up to 18 ..... they are the 3 valves of the second to bottom row, because 10 + 05 + 03 = 18 . So click on the 10, 05, 03 valves and next to these 3 valves the light will turn green. Now click the lever down and ......

 

Only the light from the 10, 05, 03 row should now turn green and the indicated depth is 420F .... remember this ....... We are now going back to the filling station of Ore Tramming, under the control room where the film projector is located and where you have found red ribbon 3. So walk back through the narrow corridor to Miners Dry and immediately go through the gate in the corner ..... You have to stoop .... and then through the hole in the wall  

  you end up in a space where water is on the floor ...

wade through the water and walk over the right gate and then through the gate and you are back on the top floor of Ore Tramming  

  Go down the stairs to the catwalk and then further down to the floor below the catwalk ....  

  Go under the catwalk behind the film projector and go to the large white plate in the alcove with the 2 pipes ....  

  Study the white board again. You read the following:  A = Tin and B = Iron ....

The "Receive from Brimcliff Mine" line tells you "A 2 times, B 1 times, A 1 time" .... so "2 times Tin, 1 time Iron, 1 time Tin" 

Turn to the 2 pipes .... The left pipe is B = Iron .... the right pipe is A = Tin .... you must now hit these 2 pipes according to the "Knocker Code", so turn back to your Case and get the Bell Hammer, or the regular Hammer, out of the cupboard and return to the pipe alcove ........ I grabbed the Bell Hammer .... as you can see on this picture

  Now click twice on pipe A, once on pipe B and once on pipe A (2 times Tin, 1 time Iron, 1 time Tin). 

You hear Jean .... turn around and walk out of the alcove and ....  

  ....... mine carts full of arsenic ore come out of the tunnel and hook onto the empty cart and drive out of the tunnel and stop at basin and funnel 2 ......

........The first full mine cart is now under the Gripper.  

Now go to the blackboard again and view it again in close-up .... You see that on the top line is missing the name of the foreman (Captain) and that no weight value has been entered for Sean, V. ...... You read that Sean.V was responsible for Funnel (Chute) 5. So Chute 5 is opposite Chute 2 .... go look at Chute 5 ..... All gauges of all 5 Chutes are now at 60 ...... we have to determine the value for Chute 5, so for Sean.V and then enter it on the blackboard and also enter the missing name.

 

So we have to fill Chute 5 with arsenic powder from the mine cart that is now under the Gripper for Chute 2. So now go back to the control room and stand in front of the button / lever console. De Gripper hangs above Chute 2 and below Chute 2 is the first full mine cart. Now do the following: Click Button A ...... the Gripper sinks down through Chute 2 and grabs a bucketful of Arsenic from the mine cart and comes back up. Click on yellow button 5 and then pull the lever down ... this will cause the gripper to slide to Chute 5. When the gripper is above Chute 5, click on the yellow Release button and .... the gripper will open and drops the arsenic basin 5.  

  Run back down and view the pressure gauge of basin 5 ..... see .... the hand of the pressure gauge is now at 75 .... 

this weight you have to write on the blackboard behind Sean. Vís name...  

 Turn around and walk back to the blackboard .... so you can write on the blackboard .... a name is missing and a value is missing .... In the office of Ore Tramming you have read the names of the 4 Captains .... the blackboard lacks the name of Nick.B. Type Nick. B in the empty box of the top line. Then click in the empty box behind Sean.V and then enter value 75 and .....  

  You hear Jean .... turn around and see ..... the film projector has been repaired and is standing.

Walk to the film projector and turn on the thing .... this projector projects a nice drinking glass from Jean 

 when Jean's doctor and then Phyllis are done talking, you return, via the catwalk, the watery room and the narrow corridor, to the corridor with the rotary valves to continue with

  Chapter 6: Industrial Centre part 4:

2015: Original Dutch Walkthrough by: Louis Koot

2019: English translation by: Dick Leeuw