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<<set $Devmode to false>>\ <span class="image"><img src="../img/kuo_title.webp" alt="The Kuolema. An interactive mystery by Ben Jackson ©2024." width="560px"></span> <h2>Complete guide and walkthrough</h2> The main goal is to experience the story and discover its secrets. The game is quite forgiving, and even if things go wrong you'll always get the chance to <i>rewind</i> and try something different. If you find yourself a little lost, just switch to 'Story' mode using the settings in the side bar. You'll still get the full story and the puzzles, but it includes clearer hints that should make them easier. If you're still stuck, use the chapter links below to find the part you need. Although it's split into 'interactive' sections, there will obviously be a lot of spoilers! [[› General hints|General hints]] [[› The map|The map]] [[› Chapter 1|Chapter 1]] [[› Chapter 2|Chapter 2]] [[› Chapter 3|Chapter 3]] [[› Chapter 4|Chapter 4]] [[› Chapter 5|Chapter 5]]
<h2>CHAPTER 1</h2> This introduces you to the story and the ship. It's mainly about exploration; getting used to moving around and also trying to work out why you're there and what might have happened prior to your arrival. Chapters 1 and 2 make up 'Act 1' of the story. Read the introduction and land on the ship. You'll find the entrance to the bridge is locked. Explore the stern and find the <b>bolt cutters</b>. Head back to the bridge and use the <b>bolt cutters</b> on the door. Enter the bridge and take a look at the navigation computer. It's locked by a user named 'Johansen' and requires a password. You don't have this yet, so exit the bridge and head out to the front (bow) of the ship. <<linkreplace "› Your pack">><b>Your pack</b> You'll now have the first opportunity to check your pack. Inside there's a map and a 'mission briefing' document which gives you a better idea of what you're actually doing here. Read through everything and pay particular attention to the [[deck plans|The map]]. There’s also a phone. On it there’s a couple of messages along your mission notes - which will be updated as you progress. Once you've checked them, you'll get shortcuts to both the Deck plans and your notes added to the side menu. If you read the messages on your phone, you’ll see that you’ve been given a codeword to identify your contact (which will also be added to your notes). Once you've looked through it all, head down the stairs to Deck 3 (first level down).<</linkreplace>> <<linkreplace "› Exploration">><b>Exploration</b> You're now at the main stairs on Deck 3. Your mission notes suggest your contact is waiting for you on this deck, but there's no sign of anyone, so you'll have to search for them. Read the note on the wall first, then it's time to explore. You can head in any direction you want, but you'll find many of the doors are locked to you at first. Take the side corridor towards the ship's mess. Here you'll find a handy 'Nautical Glossary' that might help explain some of the ship-based words and directions you might come across. Now, head back to the stairs and then down the corridor on this level. There are four cabins, but some of them are locked.<</linkreplace>> <<linkreplace "› Cabin 3">><b>Cabin 3</b> As it's one of the few rooms that isn’t locked, it's worth taking a look inside Cabin 3 and reading the 'welcome' note. In this room, you'll find a cupboard with some uniforms hanging up. Search them to find a note that says there's a 'Level 2 keycard' inside the safe and the combination has something to do with 'clearing the shower drains'. You can't do much with that information yet, but at least now you know where a Level 2 keycard is.<</linkreplace>> <<linkreplace "› Finding your contact">><b>Finding your contact</b> Now head to Cabin 2. You can try the lock, but you don't have the keycard yet. Instead, knock on the door. To meet your contact, say your codeword: '<b>expedite</b>' (which is mentioned in the first text message on your phone). You've met your contact and he's stuck inside due to the broken door lock. However, you should now have the code for the storeroom door. Note: the code is actually different each time, but you can see the code in your ‘mission notes’. If you return back to Cabin 2, he’ll also remind you of the number. Head further down the corridor, find the store room and unlock it with that code...<</linkreplace>> <<linkreplace "› Inside the storeroom">><b>Inside the storeroom</b> Things are clearly not ok on the ship. It seems like a spy has hacked the navigation system and there's something about a man called 'Vrieman'. You also now have a Level 1 Security Keycard. You can now use that to open up any Level 1 Security door. Head back to Cabin 2 and try the lock using the keycard (you can also open Cabin 4, but there's not much to find in there yet). You’re now presented with a choice. Do you trust the man inside? Choose to free him, or keep him locked in. Whatever you choose, you’ll then get the opportunity to talk to him and find out more about what’s going on. Go through the questions and read his answers. You can skip them and leave the conversation early if you want – your choice. Either way, he'll sum up the essentials at the end and give you some new objectives...<</linkreplace>> <<linkreplace "› New objectives">><b>New objectives</b> The first objective is to re-programme the ship’s navigation computer; the one you found in the bridge. You'll need to find the password, so it looks like you need to find Johansen (the spy). Once that's done, you need to locate and secure three components: <b>the alcohol</b>, <b>the coolant</b> and <b>the circuit board</b>. At the end of the conversation, he suggests that it's worth searching for a <b>hidden drawer</b> in Gerhardt’s cabin – so that's the next place you should visit.<</linkreplace>> <hr class="line"> [[› Next: Chapter 2|Chapter 2]] [[› Back|Start]]
<h2>CHAPTER 2</h2> You have now been introduced to the ship and have a much better idea of what you're doing here – now the game truly begins! Is the chemical leak story true? Has your contact been telling you the truth? Did you decide to trust him? He's given you some new objectives and the first one is to re-programme the ship’s Navigation computer: the one you found in the bridge. You'll need to find the password for it somewhere. <<linkreplace "› The hidden drawer">><b>The hidden drawer</b> At the end of the conversation, your contact suggested that you should search for a <b>hidden drawer</b> in Gerhardt’s cabin. Head to Deck 3: Cabin 4. It's a Level 1 Security door, but you now have the Level 1 keycard. Inside, search for the <b>hidden drawer</b> to find the security iPad. You can also search the <b>framed photo</b> here for an additional clue about the iPad passcode.<</linkreplace>> <<linkreplace "› The Security iPad">><b>The Security iPad</b> You’ll need to unlock the iPad. If you turn the screen off you can see some fingerprint 'smudges'. These marks correspond with the numbers 2, 5, 6 and 7 (you can turn the screen on and off to match them up). If you look closely, some of them are smudged in a specific direction ie. where the finger has moved from one number to the next. Depending on the starting number, that means the code could be either 2657 or 7562? If you searched the <b>framed photo</b> earlier, you should already know the correct order, shown by the lines and arrows. Enter <b>2657</b> to unlock the iPad. Once unlocked, you can see three sections: <b>Components</b>, <b>Navigation</b> and <b>Meeting</b> › The <b>Components</b> screen gives some clues as to who might have those missing components and where they might be. › On the <b>Navigation</b> screen, you'll find there’s a note written in Russian, Gerhardt mentions he needs to get it translated once their systems are back online, but he could ask ‘Elias’ in the meantime. Note. You can actually use something like Google Translate on the image or its text, otherwise, you’ll need to find Elias. › The <b>Meeting</b> note mentions an 'urgent meeting' in the <i>Operations room</i> and has a bold keyword: <b>whiteboard</b>. It seems that the Operations room might be a good place to search next. Luckily, it's another Level 1 door...<</linkreplace>> <<linkreplace "› The Operations room and the Gym">><b>The Operations room and the Gym</b> Check the deck plans and find the Operations room. It's on the next floor down (Deck 2). Head down there and use the Keycard on the door. Once inside, search the <b>whiteboard</b> to see a list of staff names, along with their job titles. You now have a better idea of who those people are and what rooms they might be found in. Those names will be added to your mission notes. You'll also find a small metal key with the number '<b>54</b>' on it. Check the deck plan to see where you might be able to use that. Head further down the corridor and try the Gym. When inside, use the key number 54 (or rather <b>054</b>) to open the locker. You’ll find a note inside that says something about 'clearing the shower drains'. This is the information you need to unlock the safe in Cabin 3!<</linkreplace>> <<linkreplace "› The Showers and the safe">><b>The Showers and the safe</b> Go into the Shower room (it's right next to the Gym). If you were to follow the instructions on the note you just found and correspond that with the numbers on the cubicle doors, you’d get the numbers in this order: <b>1431</b>. There's also something about the tiled wall on the right, but you can't do much about that yet. Now head back to the main stairs and back up to Deck 3. Go to Cabin 3, once inside, search the cupboard. Inside you'll find the safe (and the note about the combination). You can now try opening the safe. Use: <b>1431</b> to open it and get the level 2 Keycard (and another note - this one from Dr Vrieman about the fusion reactor). You now have access to all Level 2 doors.<</linkreplace>> <<linkreplace "› The Main stores and the translation">><b>The Main stores and the translation</b> From the whiteboard in the Operations room, we know that Elias was the store manager. Head to the Main stores on Deck 2 (which is a Level 2 door). Once inside, take a look at the clipboard. Attached to it is the translated message that he was working on. This is the translated text from the Russian note written by Johansen and it says that the password is the name of a city where he and Ella first met. So, now we know we're looking for the name of a city.<</linkreplace>> <<linkreplace "› The Med bay">><b>The Med bay</b> Now head to the Med bay and read the doctor’s log. There’s some more story detail in there, along with a mention of ‘alcohol’ which leads to a bold word ‘<b>vodka</b>’ - perhaps that's something to search for elsewhere? Now examine the dead body. This is Johansen (the ‘spy’). It looks like he won't be able to tell you anything, but he does have a postcard on him.<</linkreplace>> <<linkreplace "› The postcard and the password">><b>The postcard and the password</b> You've found a postcard owned by Johansen. On the front of the postcard is an image of the city you need, but what city is it? (it's a vague illustration, so don't expect to guess it just from the art!). Note: Depending on the decision you made earlier with your contact, you may have the option of showing it to him and asking for his help. Look at the quote on the front. It looks like a quote, but the phrasing is a little strange. Just look at the CAPITAL letters (it's a 'Capital' city after all). Put the capital letters together to spell: <b>Helsinki</b>. This must be the city we're looking for – so this must be the password you need to unlock the Navigation system. Now you can go back up to the bridge (top deck) and use the password: <b>Helsinki</b> on the Navigation computer. This finally turns the ship around. As a bonus, it also releases the Security Level 3 Keycard. You now have to decide whether to leave the ‘AIS’ tracking off or turn it on – that’s up to you!<</linkreplace>> <hr class="line"> [[› Next: Chapter 3|Chapter 3]] [[› Back|Start]]
<h2>CHAPTER 3</h2> Your first task is complete, but there is more to be done. Someone else is stalking the deserted corridors; their agenda unknown. In order to secure the ship, you'll need to find the missing components before they do. Keep digging, there is more to uncover... This chapter covers 'Act 2' of the story. It gives you more freedom to do things in whatever order you choose and so is probably the most complex part of the game. Your main objectives now are to locate the three missing components and then store them in the Security office safe. <<linkreplace "› Back on the Bridge">><b>Back on the Bridge</b> You start Chapter 3 on the bridge. The ship is now heading in the right direction, but the radio has been vandalised. If you recheck the system, you'll find you now have access to a 'Long-range Emergency Comms' system, but it won't do much without the right channel number. You can check in on your friend in Cabin 2. He can remind you of your objectives and give you some general pointers (but annoyingly, nothing particularly helpful!). More importantly, you now also have the Level 3 keycard, which means you can access the rest of those locked doors. Now you just need to find those three components...<</linkreplace>> <<linkreplace "› The alcohol">><b>The alcohol</b> In the doctor's note (originally found in the Med bay), Astrid mentions that they could use <b>vodka</b> instead. Head to the ship's mess on Deck 3. There’s a bar in there. Search for <b>vodka</b> to find a new and unopened bottle of 'Triple Distilled Vodka'. Component 1 found!<</linkreplace>> <<linkreplace "› The coolant">><b>The coolant</b> Head to the Science lab. There are several things to view here, but to find the coolant you need the notes written by Doctor Stevens. He mentions the coolant has been given to Ella and put in the new <b>chest freezer</b>. In the Operations room, you'll have seen on the whiteboard that Ella is Head Chef. So, you need to head to the Galley (Deck 3) where Ella worked. Once there, search the <b>chest freezer</b> to find the pack of Liquid Nitrogen. Component 2 found!<</linkreplace>> <<linkreplace "› The circuit board">><b>The circuit board</b> The circuit board is going to take a bit more searching around and will require several steps in order to get it. Some of these steps can be done in whatever sequence you choose, but you'll need to do all of the steps shown below to get it. Head to the Captain's Cabin (Cabin 1). Inside, look at the organiser and you'll see a note about a new tiled wall that’s been added to the shower room; however, this new wall is fragile. There's also a reference to the Engine room, but we’ll come back to that later.<</linkreplace>> <<linkreplace "› The crossword">><b>The crossword</b> Inside the organiser is a crossword. If you enjoy crosswords, you should be able to solve it without any further clues. The main thing to know is that this is the ‘Maritime’ crossword, so <u>all</u> the answers are ship-based words. Need more to go on? Go find the 'Nautical Glossary' in your pack (originally found in the ship's mess). <u>All</u> the answers on the crossword are shown within the glossary. Once you open the glossary from your pack a ‘shortcut’ will be added to the crossword page so you can easily re-check it. This should make it much easier to get the rest of the answers! Once you get all the crossword answers right, you'll see them all in place and the letters linked together by the red lines spell out the name of a book. Note: If you're stuck on some of the words, just switch to ‘Story’ mode – you’ll be given the option to automatically complete it once you've got a few right. To view all the answers in place [[click here|The crossword]].<</linkreplace>> <<linkreplace "› The bookshelf and the secret room">><b>The bookshelf and the secret room</b> Search the bookshelf on the right. You're going to have to find a specific book title and it's spelled out by the red lines marked over the crossword. Take a look at the full [[crossword solution|The crossword]] for the book title. Once you've found it, this will open up the shelves and give access to a ‘secret’ area. You’ll find a laptop in there, but it requires a fingerprint from the Captain, so you'll need to find a way to gain access somehow. There are actually two different solutions to this. There's nothing in the cabin that seems to have his fingerprint on it so there's not much you can do right now (unless of course you did this in a different order and already have what you need!).<</linkreplace>> <<linkreplace "› The Engine room">><b>The Engine room</b> Head back to the corridor. The note about the shower repairs mentioned something about the engine room and that's accessed at the far end of the Deck 2 corridor, so head there next. Once you're down in the engine room, you'll find two lockers: › The Storage locker looks interesting, but it needs a 6-digit code. You’ll have to come back to that later. › In the Tools locker, there’s a note that mentions that old '<b>Harry</b>’ died, but he’s been replaced and can be found in the Main stores. While you're down here, you can also search deeper into the engine room, but... be careful! It looks like you'll need a Level 4 keycard to access the cargo hold, so that will have to wait for now.<</linkreplace>> <<linkreplace "› 'Harry'">><b>'Harry'</b> Head back up to the Main stores (Deck 2) and search for '<b>Harry</b>'. Now you have Harry, maybe that's something you can use on that ‘fragile’ wall in the showers? Looking at the deck plans, there could be some sort of access to the other blocked toilet from there.<</linkreplace>> <<linkreplace "› The Showers and the tiled wall">><b>The showers and the tiled wall</b> Head to the showers and use <b>Harry</b> on the tiled wall. This will expose a hole in the wall. Reach in to get the silver watch with a 6-digit date on the back. That storage locker you found in the Engine room requires a 6 digit code – but annoyingly if you try it, it doesn't work?<</linkreplace>> <<linkreplace "› The Captain">><b>The Captain</b> You now have the silver watch you got from the guy in the blocked toilet. This has an anniversary date on it and seems to match up with the anniversary box you found in the Captain's room. So... the dead person in there must be the Captain! You really need his fingerprint to access the laptop, but you can’t drag him out of the room. This calls for desperate measures! How ruthless are you feeling..? Use the bolt cutters while you’re at the hole. You now have a choice: either chop off a digit or look for an alternative solution. If you decide to go through with it, this will give you the Captain's thumb!<</linkreplace>> <<linkreplace "› The alternative solution">><b>The alternative solution</b> You’ll need to figure out the Storage locker code before accessing the laptop. This will get you the USB thumb drive (along with the circuit board). You’ll also need to read the security manual in the security office, which will give you the admin password (which will be added to your mission notes once you find both that and the thumb-drive). Once you have both you’ll be able to access the Captain’s laptop – without having to cut anything off!<</linkreplace>> <<linkreplace "› The Captain's laptop">><b>The Captain's laptop</b> Go back up to the Captain’s Cabin (Deck 3, Cabin 1). Now use the 'thumb' (either the Captain’s thumb or the thumb drive) on the laptop to access it. If you used the thumb-drive you'll also need the admin password from the Security manual. There's plenty to read on there, but the two most important items are: At the end of the 'Secure comms' messages there's a note about the new Security computer password, they changed it to <b>apate_01</b>. This is the password you’ll need to access the Security safe. In '<b>Tasks</b>' there's a note saying that the Captain has hidden the circuit board in the storage locker (the one you found in the engine room) and set the code to the date of his wedding (which of course is not the same as his anniversary date). Once you're done with the laptop, you'll also get the chance to send out a message directly to Achlys. Choose wisely! Depending on what you choose, you may get a channel code (this will be added to your mission notes). Using this, you’ll be able to call Achlys for rescue using the long-range comms system on the bridge, but crucially not until all the components are found and locked away.<</linkreplace>> <<linkreplace "› The circuit board">><b>The circuit board</b> Now, unless you managed to use the alternative solution, it's finally time to get the circuit board. The anniversary date on the Captain's watch is <b>18.03.24</b>. It's unlikely that he got married on that date, especially as it's an anniversary present. It is a silver watch that came in a silver box, so it's more likely that it's a <i>silver anniversary</i> gift - and 'silver' represents a <u>25th Anniversary</u>. So, if we take 25 years off the anniversary date, the date of his wedding would be <b>18.03.99</b>. Head back down to the engine room and use <b>18 03 99</b> on the secure locker keypad to finally obtain the circuit board. You'll also find the USB thumb drive, but if you've already accessed the laptop, that's of no further use. If you've found all three components (and the updated Security computer password), you now have everything you need, so head up to the Security room.<</linkreplace>> <<linkreplace "› The security computer and the safe">><b>The security computer and the safe</b> Once inside, access the Security computer. If you tried the password your contact in Cabin 2 gave you, you'll have already discovered that 'password_01' no longer works. However, you now know that it was changed remotely to '<b>apate_01</b>'. Enter the new password into the system, this will enable you to unlock and open the safe. Inside you’ll find another official note about bidding for the ‘Perses’ tech. At the bottom, there are channel codes for both OPEC and the Navy. Once you read the note, you’ll automatically add these codes to your mission notes on your phone. Now store all three components in the safe and read the rest of the story…<</linkreplace>> <hr class="line"> [[› Next: Chapter 4|Chapter 4]] [[› Back|Start]]
<h2>CHAPTER 4</h2> The ship is safe and the components found, but you now find yourself in an impossible situation; at the mercy of an assailant with unknown intentions. You'll have to fight or negotiate your way to freedom using everything you've found along the way. But the stakes may prove to be far higher than anyone could have possibly realised... Chapter 4 starts 'Act 3' of the story (the final act). You'll find that this part feels a little different. It's less about exploring the ship and more about getting to the heart of the story in a multi-stage confrontation with the main antagonist. You can no longer rely on your mission notes, but you should find that the puzzles are a bit more straightforward from now on. <<linkreplace "› The container">><b>The container</b> You'll start Chapter 4 in a shipping container within the cargo hold. This is down on Deck 1 (the lowest deck); past the bulkhead door in the engine room that you couldn't open before. You won't have access to your pack yet. It's worth looking at the missing pages from Dr Vrieman’s diary and the phone just to tie up some story threads. Once you've done that, exit the container and head into the main area outside. You can talk to the man or run, but if you run now you won't get far as you'll need a Level 4 Security keycard to get out.<</linkreplace>> <<linkreplace "› Dr Vrieman">><b>Dr Vrieman</b> Approach him, you'll now get to ask some questions. Be careful, he's happy to talk 'at' you, but you'll need to steer the conversation if you want to try to convince him. Sometimes the simplest option is the best, so ask him "<b>Will you let me go?</b>". At this point, he'll hand you the Level 4 Security Keycard. You can leave right now, but if you continue, you'll get the opportunity to say: "<b>Stop this! Innocent people will die!</b>". He'll want to see some evidence, but you don't have anything to give him yet and you're not going to get it just talking to him. Leave the conversation and head for the exit to see what else you can find. Go to the bulkhead door and use the Level 4 keycard.<</linkreplace>> <<linkreplace "› The lower corridor">><b>The lower corridor</b> You're now in a short corridor with four new cabins. They've all been evacuated, but there are still a few things to find in there. You can choose to head to the engine room and maybe make a run for it… you never know, you might make it out in time. If you choose not to do that, head to <b>Cabin 5</b> first. You'll find what remains of your pack in there, although many items are missing. You’ll get your map back, but unfortunately, your phone has gone. You’ll have to get by without your helpful mission notes! <b>Cabin 6</b> appears to be empty, and <b>Cabin 7</b> is almost completely dark. We'll come back to both of those in a moment. Head into <b>Cabin 8</b>, in here you'll find more notes from Dr Stevens. Now you know the stakes are higher than anyone (even Dr Vrieman) thought. You don't have the actual evidence yet, but there is a new clue, something about a light and someone hiding things under their <b>mattress</b>. Head to <b>Cabin 6</b> and search under the <b>mattress</b>, you'll find a small <b>blacklight</b> torch. Now go into <b>Cabin 7</b> (the really dark one) and use the <b>blacklight</b>. This will reveal a strange handprint on one of the ceiling tiles. Push the tile to find more notes from Dr Stevens, along with a circuit diagram. This is the evidence you need and you'll see a key phrase to use: the '<b>cascade reaction</b>'. You should now see that all four rooms are marked as 'searched' - which means there's nothing more to find in them. Now it's time to go back and confront Dr Vrieman with the evidence (and that key phrase) you've found.<</linkreplace>> <<linkreplace "› Confrontation - part 1">><b>Confrontation - part 1</b> Head back to the Cargo hold. You can explore the area either to revisit the cargo container you started in or to find a complicated looking control panel, but you can't do much with that yet. Talk to him and look for the option: "<b>Millions will die! And I have the evidence to prove it!</b>" – then tell him about the <b>cascade reaction</b>. Note: You can ask him more questions if you want, but these are all entirely optional. Annoyingly, it seems that doesn't believe you. In fact he’ll now judge you on your actions. How much he trusts you (and what answers you can give) will vary depending on choices you made. The crucial thing is, you’ll still be able to get through this. However, how you answer will very much affect how much he trusts you going forward. Get it very wrong and things could end right here. Just try not to lie! Note: getting the answer to the last question right can make a big difference! If you manage to get through this bit, he’ll trust you a little more; at least enough to look at the research properly, but he's still not convinced. You're getting through to him though, so proceed with care. Saying the wrong thing here could end badly!<</linkreplace>> <<linkreplace "› Confrontation - part 2">><b>Confrontation - part 2</b> You'll get plenty of options, but the first one to pick is: "<b>But what about your dream?</b>" He'll ask you what his 'dream' was. If you remember the diary pages you found (and mentioned again if you ask him 'what about your dream?' previously) you'll know his dream was to "<b>Give free energy to the world</b>". Then he mumbles something about the thing he 'lost'. There have been several hints along the way that this all went wrong when his friend and colleague, Dr Stevens (David) was killed. It was that traumatic incident that pushed him too far. Answer with: "<b>You lost a friend</b>". It looks like you've finally got through to him! It's time to end this and there's only one option remaining... Dr Stevens' untested 'emergency shut-down procedure'.<</linkreplace>> <hr class="line"> [[› Next: Chapter 5|Chapter 5]] [[› Back|Start]]
<h2>CHAPTER 5</h2> Chapter 5 is the final part of Act 3 and marks the conclusion to the story. You're going to need all your wits and quite a lot of luck if you have any hope of surviving this! Avert disaster with a limited set of items and an even shorter amount of time. Don't worry, you'll always have the option to 'rewind' if something goes wrong. <<linkreplace "› Step 1: Remove the coolant">><b>Remove the coolant</b> According to Dr Stevens' notes you'll need to: <i>› Remove the coolant › Enter the initiation code › Then reset the circuit board module sequence</i> First things first, remove the coolant. It turns out that's not so easy. Investigate the cooling ducts, then you'll need to find something you can use on them. You can try the <b>Bolt cutters</b> here (or even Dr Vrieman's gun!) but it’s more effective to use '<b>Harry</b>' one last time. You can either smash the duct with the hammer end or puncture it with the claw end. It's probably best to do the latter. The heat is now building, so you need to back off towards the control panel you found earlier.<</linkreplace>> <<linkreplace "› Step 2: Enter the initiation code">><b>Enter the initiation code</b> Time is ticking. You have just over 6 minutes left! Don’t worry, it’s not ‘real’ time, but time will reduce with every action (and every incorrect guess!). Don’t panic and you should have just enough time available. The glass cover has been glued down, you'll need some sort of ‘ethanol-based’ solvent. Perhaps the bottle of <b>vodka</b> could work? (<i>Note: Ethanol or high alcohol solvents can indeed dissolve some types of glue</i>). Next, you need to enter the initiation code into the keypad. Have you found that code anywhere? (<i>no you haven't</i>). Dr Vrieman doesn't know either and suggests you take a guess. Is there something you could use to increase your chances? Use the <b>blacklight</b> on the keypad. Luckily there are a couple of nice clean prints on there, even more luckily, there are only two numbers (<b>7</b> and <b>6</b>) which might mean one is repeated. You now have a much higher chance of guessing the answer! Take your best guess (the chances are very high you'll get it right!).<</linkreplace>> <<linkreplace "› Step 3: Reset the circuit module sequence">><b>Reset the circuit module sequence</b> Now it's time to work out what that circuit board diagram was all about. Don't worry, it's not as complex as it looks. You just need to set the correct order of the 'modules' from: <b>Timing, Power, Data, Sync and Control</b>. He suggests they might be written down somewhere, so check your pack to see if there are any references to the correct order in there. The first letter of each module is underlined in the diagram you have, they could have used abbreviations? You should see in Dr Vrieman's diary, a small circle with a '<b>T:2</b>’ on the first page. On another, you’ll see ‘<b>P:1</b>'. That could suggest that <b>'T'iming</b> is position 2 and <b>'P'ower</b> is position 1? If you look through the notes from Dr Stevens, you’ll see another saying '<b>D:4</b>'. That would put <b>'D'ata</b> at position 4. That’s probably enough to work out the remaining order, but if you look at the control panel screen itself (at the top of the page) you can see '<b>S:3</b>', which puts the final module <b>'S'ync</b> at position 3. So that gives us: <b>1: POWER 2: TIMING 3: SYNC 4: DATA</b><</linkreplace>> <<linkreplace "› One last thing...">><b>One last thing...</b> The clock is still ticking down. You enter the correct sequence and... nothing happens! It seems you'll need to manually connect those modules together. You need a short length of metal or wire... It’s <i>finally</i> time to use the '<b>paper clip</b>'! Give the paper clip to Dr Vrieman and he'll attach it to the circuit board. Now you have a choice, do you remain with Dr Vrieman or attempt to make a run for it? Assuming you run, as you turn to go, he may tell you something (depending on how much he trusts you). Don’t worry, even if he doesn’t say anything, you can still complete the game.<</linkreplace>> <<linkreplace "› Escape">><b>Escape</b> Now you need to get off the ship. Head back, past the lower cabins, through the bulkhead door and make your way up to Deck 2. At this point, there'll be an almighty explosion and the ship will start to sink. You can explore some of the other rooms, but don’t dwell too long! Run down the corridor to the stairs and up to Deck 3. You now have some options. You can explore the cabins on this deck. You can run down the corridor and try to escape that way or just run up the main stairs to the top deck. However, if you run up the stairs now you’ll miss out on the final secret (but you can still complete the game). Running down the corridor to the viewing platform may lead to an unfortunate end. The sign that says '<i>Danger unsafe</i>' is there for a reason! Most of the cabins don’t have anything to find, but Cabin 2 (Dr Vrieman’s cabin) is now open. Venture inside and you’ll be asked what you’re looking for. However, even if you know, there’s seemingly no way to search <i>and</i> escape in time (at least, not in 'original' mode anyway!).<</linkreplace>> <<linkreplace "› The plans">><b>The plans</b> The very first thing to do is head directly to the ship’s mess. This will enable you to lock the bulkhead door and it's this action that buys you a few more vital seconds; which is just enough to salvage something and escape. Now head to Cabin 2 and search for the device <b>plans</b>. You should have enough time to grab the folder and the phone (which means you’ve finally got your old mission notes back). Head back to the corridor and the main stairs. If you didn't waste time doing anything else, you should be able to make it to the top deck. Note: in 'Story' mode it's a bit easier, you can just head to Cabin 2, collect the plans and leave.<</linkreplace>> <<linkreplace "› Call for rescue">><b>Call for rescue</b> Head back to the bridge. You now have the option to make a last-second rescue call (but don’t take too long choosing!). Check your mission notes: look in the ‘<b>Long range comms</b>’ section to find the three radio channels you can pick from: <b>Achlys</b>, <b>OPEC</b> or the <b>Navy</b> (assuming you found them earlier). The choice is yours – you can also choose not to send a message to any of them. Enter the correct channel number and send the rescue message (or don't), then escape out of the bridge before it’s engulfed.<</linkreplace>> <<linkreplace "› A final decision">><b>A final decision</b> You’ll find yourself at the stern of the ship where you first landed. There, still tethered by a single cable is that last remaining life raft. Use the <b>bolt cutters</b> to free it. You can now finally jump overboard. Don't wait around for the perfect moment, there won't be one! Assuming you managed to retrieve the device plans, you now have time to look at the folder you found. The final ending you get depends on whether you: found the device plans, made a rescue call (and who you called) and if you didn't, whether you turned AIS on or off. No matter the rescue option, if you did manage to find the plans, you’ll have one last decision to make. Choose whether to keep them or destroy them – and that decision is <b>entirely up to you</b>. <h3>THE END</h3><</linkreplace>> <hr class="line"> [[› View and compare choices|Results]] [[› Back|Start]]
<h2>General hints</h2> Getting around can be a little confusing at first so take time to familiarise yourself with the two main decks you'll be roaming around (Deck 2 and Deck 3). Use the full deck-plan to show you the whole map. You can also quickly jump between the decks using the ‘fast travel’ links at the top. Once you've been to a deck, its link will be added. <b>Look out for Security Keycards</b> You'll only have access to a limited number of rooms at first. You'll need to find Keycards 1 and 2 fairly early on. Once you've found them you'll gain access to most of the ship. <b>Look out for 'bold' words</b> These will be either areas or items you'll need to search for or use. They will just consist of one or two words. Any time you're asked if you want to <i>use an item</i> or <i>search somewhere</i> the correct answer will <b>always be one of those bold words/phrases</b>. The text entry button will usually give you a good idea of what you need to do in that room eg. 'use' (an item) or 'search' (for something). <b>Mission notes</b> Open your phone (found in your pack) and check your 'mission notes'. From that point on, there will be a direct 'notes' link in the side menu (as long as you still have your phone!) Your mission notes will update as you progress through the game, don’t forget to check them as they will contain all the codes and passwords that you’ve found, a list of things you've done and perhaps hint at what you need to do next. <b>The 'To do' list</b> You can also find a 'To do' list to your phone. This will contain a simple list of dynamic objectives that can help if you're not sure what to do next. These objectives will automatically update based on the things you've done or clues you've found. Many will also contain links that will take you directly to the location in question. <b>Game saves</b> The game is very merciful; you won't encounter anything that will force you to completely restart. It also automatically saves your game quite regularly eg. at the start of each chapter, or whenever you solve a puzzle or open a new door. You can also save manually whenever you wish. If an autosave exists, you'll be shown the 'Load Autosave' option at the start. <i>Note: game saves are stored by your browser. Apple's Safari browser (the default browser on iPhone and iPad) has an annoying habit of clearing this after seven days of non-use. You can save your game file by using 'Save to Disk' and 'Load from Disk'.</i> [[› Back|Start]]
<h2>THE MAP</h2> The main deck-plan has more information on it, so don't forget to check it from time to time. It also allows 'fast travel' to any deck you've already been to, which can really speed up traversal around the ship! If you look at the image below, the small outlined dots show each of the 'hub' areas on the ship - ie. locations where you can access the rooms around you and move from point to point. The deck numbers are labeled from Deck 4 (top deck) down to Deck 1 (the lowest deck). The white doors with black outlines are locked and require a Security Keycard to open. The black doors aren't locked. The small numbers by certain doors show the Keycard Level you'll need to open that particular door. The main stairs (shown towards the front) connect Decks 4, 3 and 2. At the rear of Deck 2 are the smaller stairs that lead down to Deck 1. <img src="../img/deck-plans.webp" alt="The map shows 4 decks across the ship. There are few additional notes: 'You can change the ship's course via the Navigation computer in the Bridge, but you may need security access.' 'You should meet your contact on Deck 3, they'll update you on the situation.' 'The Head of Security can give you ship-wide access.' 'You should stay away from the cargo hold till we know what we're dealing with.'" width="100%"> [[› Back|Start]]
<h2>Choices made by other players</h2> \ <iframe width="444" height="269" seamless frameborder="0" scrolling="no" src="https://docs.google.com/spreadsheets/d/e/2PACX-1vRqaibrNZgKuzY0kUC0KrYl7QXp5EEalgyRK2H0uryrJaJdRnmUNceLoxGkxUmi_f6t2NbQBSauPEm4/pubchart?oid=1388939246&format=interactive"></iframe> \ <iframe width="444" height="269" seamless frameborder="0" scrolling="no" src="https://docs.google.com/spreadsheets/d/e/2PACX-1vRqaibrNZgKuzY0kUC0KrYl7QXp5EEalgyRK2H0uryrJaJdRnmUNceLoxGkxUmi_f6t2NbQBSauPEm4/pubchart?oid=406747224&format=interactive"></iframe> \ <iframe width="444" height="269" seamless frameborder="0" scrolling="no" src="https://docs.google.com/spreadsheets/d/e/2PACX-1vRqaibrNZgKuzY0kUC0KrYl7QXp5EEalgyRK2H0uryrJaJdRnmUNceLoxGkxUmi_f6t2NbQBSauPEm4/pubchart?oid=1536501576&format=interactive"></iframe> \ <iframe width="444" height="269" seamless frameborder="0" scrolling="no" src="https://docs.google.com/spreadsheets/d/e/2PACX-1vRqaibrNZgKuzY0kUC0KrYl7QXp5EEalgyRK2H0uryrJaJdRnmUNceLoxGkxUmi_f6t2NbQBSauPEm4/pubchart?oid=361498895&format=interactive"></iframe> \ <iframe width="444" height="269" seamless frameborder="0" scrolling="no" src="https://docs.google.com/spreadsheets/d/e/2PACX-1vRqaibrNZgKuzY0kUC0KrYl7QXp5EEalgyRK2H0uryrJaJdRnmUNceLoxGkxUmi_f6t2NbQBSauPEm4/pubchart?oid=874778853&format=interactive"></iframe> \ <iframe width="444" height="269" seamless frameborder="0" scrolling="no" src="https://docs.google.com/spreadsheets/d/e/2PACX-1vRqaibrNZgKuzY0kUC0KrYl7QXp5EEalgyRK2H0uryrJaJdRnmUNceLoxGkxUmi_f6t2NbQBSauPEm4/pubchart?oid=336678352&format=interactive"></iframe> \ <iframe width="444" height="269" seamless frameborder="0" scrolling="no" src="https://docs.google.com/spreadsheets/d/e/2PACX-1vRqaibrNZgKuzY0kUC0KrYl7QXp5EEalgyRK2H0uryrJaJdRnmUNceLoxGkxUmi_f6t2NbQBSauPEm4/pubchart?oid=1134872005&format=interactive"></iframe> <span id="sub3">Charts show percentage of players who did (<i>True</i>) or did not (<i>False</i>) make that choice. Data is live and updated every 5 minutes. No personal information is stored or shared.</span> [[› Back|Start]]
<img src="../img/title.webp" alt="THE KUOLEMA by Ben Jackson ©2023 / 2024" width="100%"> [[WALKTHROUGH|Start]] [[General hints|General hints]] [[The map|The map]] [[Chapter 1|Chapter 1]] [[Chapter 2|Chapter 2]] [[Chapter 3|Chapter 3]] [[Chapter 4|Chapter 4]] [[Chapter 5|Chapter 5]]
<h2>THE CROSSWORD</h2> In the Captain's cabin, inside the organiser, you'll find a crossword. You’ll need to solve it (or at least most of it)! All the answers are ship-based words and <u>all</u> the answers on the crossword are shown on the 'Nautical Glossary' (found early on in the ship's mess). Drawn in red over the crossword, several of the letters have been circled and linked together. These form three words (5 letters, 2 letters and 3 letters) – which could be the name of a book? <<linkreplace "› Click here to view all the answers in place">><img src="../img/crossword_solved.webp" alt="The crossword puzzle is solved! The red lines link these letters: S P A I N A T W A R." width="600px"> Once you've entered all the answers, the words will all be shown on the crossword itself (as above). If you spell the circled letters out in linked order, you get “<b>Spain at War</b>”.<</linkreplace>> <<return>>