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Bosch's Damnation Cheats

Bosch's Damnation

Hints and Tips:
---------------
Submitted by: David K.

-= Investigation loop =-
Search every view before leaving a location, inspect each new inventory item, and
then check the notebook only for the objective that is blocking you. Some objects
appear long before they can be used, so a dead hotspot usually means the story has
not supplied the required clue or item yet.

-= Read the cursor before clicking =-
An open hand marks something Carol can take or touch, a magnifying glass opens a
closer examination, and a gearwheel accepts an inventory item. When the cursor
remains an arrow, treat the screen as navigation rather than a puzzle surface.

-= Inventory discipline =-
Move the pointer to the top of the play area to open the inventory. Right-click every
new item for its close-up and caption. Drag an item onto a gearwheel hotspot to use
it, or drag one inventory item onto another when two parts may combine.

-= Map and new leads =-
Leaving a location returns you to the travel map. A newly unlocked place blinks until
its first visit, and the game briefly signals a new map lead when an examined
document or object reveals it. Recheck the map after reading papers, cards,
photographs, and computer files.

-= Use the notebook without spoiling the case =-
The notebook lists current objectives on the left and their hints on the right. Open
only the objective that has stopped progress: later hints can state the solution
directly, especially for logic puzzles.

-= Save by investigation milestone =-
Right-click anywhere or press Escape to open the menu, then create named saves before
opening coded containers, applying a clue at another location, or entering the
Pyramid. Keep separate saves for the winter investigation, the later location chain,
and the final sequence.

-= Nonlinear progress =-
Many locations can be visited in different orders, but new destinations appear only
after their lead has been examined. When every visible hotspot seems exhausted,
revisit the last document, photograph, or inventory close-up and confirm that all
pages and sides were viewed.

-= Old Barn bottleneck =-
Inside the Old Barn, take the ladder and place it against the usable wall. The black
object on the upper level is out of reach. Get the rake outside the nearby abandoned
house, return upstairs, and use it on the object. After it falls, search the straw
below and fully inspect the clock purse.

-= Carry clues between locations =-
Several locks are solved by evidence found somewhere else rather than by trial and
error. Photograph or write down color order, marked dots, vehicle details, and
cabinet papers before traveling. If a code panel has no clear local clue, leave it
and continue the investigation.

Solutions:
----------
-= Compact route - Opening investigation =-
1. Follow George's leads until the Stierngranat family's house and Martin's rented
   room are available.
2. Search under Martin's bed and take the coded box, but do not guess the colored
   solution before its clue has been found.
3. At the Old Barn, take the ladder; obtain the rake by the abandoned house; then
   retrieve the clock purse from the straw.
4. Inspect the purse until the Malte Stierngranat Museum card appears and the museum
   is added to the map.
5. Read the museum book and displays, including the Morse Code exhibit, to open the
   Pyramid trail and later clue connections.

-= Compact route - Museum and location chain =-
1. Examine the die with red dots in the Church Museum and preserve the marked order
   before leaving.
2. Use that red-dot information at the School Museum rather than testing random
   codes.
3. At the Sonic Forge, inspect the bottom of the cabinet and take the paper that
   identifies Emhart's office.
4. At the Car Graveyard, locate the car that matches the vehicle shown in the church
   folder and inspect it closely.
5. Return to earlier locations whenever a new name, address, photograph, or key
   changes an old hotspot into an active one.

-= Compact route - Final evidence chain =-
1. Use the later Martin and Radiot leads to establish that entry to the Pyramid
   requires both a key and a separate code.
2. Search Malte's Train Wagon and fully open the relevant object to expose its code
   clue.
3. At the Skiing House, inspect the paper protruding from the cushion and take it
   before leaving.
4. Revisit the Church Museum, School Museum, and Pyramid when their collected clues
   become usable.
5. At the final colored control, press green three times and blue twice, then take
   and open the rolled paper.

-= Home computer USB stick =-
1. Return home after obtaining the USB stick.
2. Go upstairs twice and turn left toward the computer.
3. Use the USB stick on the computer and examine the files that become available.
4. Recheck the map and notebook for the lead created by the computer evidence.

-= Allotment lock =-
1. Return to the Allotment after obtaining the oil.
2. Reach the locked object and use the oil directly on its lock.
3. Operate the loosened lock and search the newly accessible contents.
4. Inspect every acquired paper or item in close-up before leaving.

-= School Museum code method =-
1. At the Church Museum, examine the die and record the faces marked by red dots.
2. Take the in-game picture when the interaction offers it.
3. Travel to the School Museum and open the coded device.
4. Enter the order represented by the die's red-dot clue; do not substitute the
   ordinary numerical order of a die.

-= Sonic Forge office lead =-
1. Enter the Sonic Forge and move into the cabinet area.
2. Inspect the bottom of the cabinet rather than only the shelves and doors.
3. Take the paper found there.
4. Read it completely to add Emhart's office as the next usable lead.

-= Pyramid colored control =-
1. Reach the final Pyramid control only after the key and code trail is closed.
2. Press the green control three times.
3. Press the blue control twice.
4. Take the rolled paper that is revealed and open it to expose the Bosch painting.

Reference:
----------
* Open hand - take or touch the highlighted object.
* Magnifying glass - inspect the object or view in close-up.
* Gearwheel - use a dragged inventory item on the hotspot.
* Top screen edge - open the inventory.
* Right-click inventory item - enlarge and examine it.
* Right-click or Escape - open the Save, Load, and Exit menu.
* Old Barn - ladder, rake retrieval, clock purse, and museum card.
* Malte Stierngranat Museum - family history, Morse exhibit, and Pyramid lead.
* Church Museum - die with the red-dot code clue.
* School Museum - coded device that uses the die clue.
* Sonic Forge - cabinet paper leading to Emhart's office.
* Car Graveyard - vehicle match from the church folder.
* Malte's Train Wagon - later Pyramid code clue.
* Skiing House - paper protruding from the cushion.
* Pyramid - key and code chain ending with green x3, then blue x2.


Achievements:
-------------
Complete the following Tasks to earn the listed achievement. To view your 
achievements and stats in Steam, select "Community", then search for the 
game hub that corresponds to [Bosch's Damnation]. Select the "View Stats"
drop down option, then choose the option for your username's achievements.

Achievement              How to unlock
------------------------------------------------------------
The Sonic Forge        - You've unlocked the Sonic Forge.
The Skiing House       - You've unlocked the Skiing House.
The School Museum      - You've unlocked the School Museum.
The Saint Maria Church - You've unlocked the Saint Maria Church.
The Pyramid            - You've unlocked the Pyramid.
The Johansson Peak     - You've unlocked Johansson Peak.
The car graveyard      - You've unlocked the Car Graveyard.
The Blood Falls        - You've unlocked the Blood Falls.
The Barn               - You've unlocked the Barn.
Malte’s Train Wagon    - You've unlocked Malte's Train Wagon.
Emhart Zurich          - You've found Emhart Zurich.
 
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