OUR GAME GUIDES
Legend of GrimrockMurder in the AlpsThe Legend of Heroes: Trails in the SkyWizardry 6: Bane of the Cosmic ForgeWizardry 7: Crusaders of the Dark SavantWizardry 8Rune Factory: FrontierRune Factory: Tides of Destiny
Murder in the Alps: The Phantom Walkthrough
Sections in this Chapter:
Anna leaves the inn and drives to the nearby town only to learn of another murder tied to those she just solved.
An ancient legend wraps around these new murders. Maybe the Antique Shop has a piece of this puzzle.
Something has disrupted the power of the town!
After resting for the night, Anna and the Policeman bump into another visitor from the Hotel.
Arriving in Town
The Phantom begins as Anna arrives in the nearby Alps town. The policeman she reported to at the Hotel Reger greets her and gives the bad news that Anna's work has not yet finished. The mystery caller she spoke to at the Inn was found dead. Follow him to the Town Market to see the murdered suspect. They need the keys from the station to investigate the bar he visited recently, so progress forward and into the Police Station.
Collectables available: King, Knight
A glass case embedded into the back wall holds the keys, but it is locked, and the key is nowhere in sight. She will need to manually move the tumbler gears so the locking bolt can pass smoothly unrestricted. Start with the center, then spin the others counter-clockwise to open the latch. The bar key is the one with the ale mug attached to it hanging at #6.
Return through the Market and back to Anna's car at the Town Square. Select the Bar Door, then use the key on the lock to open it. With the bar unlocked, both Anna and the Policeman can step inside.
Collectables available: Bishop
For a bar that was just opened recently, it is certainly a mess. You will need to open the curtan to expose the first investigation area.
Why is a Police Badge hidden at a bar? Maybe the murderer has something to add. Return to the police station. The Prison Corridor is now open on the left. Enter this new area to discover someone broke in and committed another murder. Inspect the prisoner's arm for a clue, then examine the baggage in the cell. Not sure why luggage is allowed in a cell, but let's go with it.
Collectables available: Pawn, Queen
How did the prisoner get Walter's book in the cell? Hand Professor Clark's book to the policeman. Are the murders related to this book? Better go back to the Town Market to check on the other victim. Roll up the sleeve to find the same markings as before. Time to make a phone call, but check the body first to find a Police Uniform Button. First a badge, and now a button. Was the murderer in disguise?
An Old Clue
The mystery continues later that day. Maybe the local Antique Shop as clues of what is happening. Swipe the key from the cabinet behind the policeman; it is hanging on hook 1. Return to the Town Square and open the shop next to the officer with the key.
Collectables available: Rook
With the possible murder weapon in hand, return to the prison to compare the stab wounds. Drag the dagger onto the "x" wound on the body below the symbols. It is a match! Another blade is still missing. Check the luggage in the cell first.
This Cipher Disk will be very useful in solving coded letters. A Decipher machine is needed for it, though. Perhaps a uniformed spy has one. Provide the badge and button found earlier to the Policeman. Venture back to the Police Station office so he can check for any leads.
Power Outage
Unfortunately, the power fails before the investigation can continue. Get the instructions to repair the fuse box from the Policeman, then go to the bar again to fetch a lantern before the flashlight fails.
The lantern is on a stool next to the bar table. Matches are needed, so return to the Town Market. The Matchbox machine is on the left stall, but a coin is required. The Antique Shop has a cash register, but it needs a code. Thankfully the owner was forgetful and left the number code on the left side of the machine.
Show the register code for the Antique Shop.
25328After stealing a one-cent coin from the Shop, return to the Town Market and place the Coin in the slot, then pull the lever. Grab the wet matches from the machine, then return to the Prison to unsafely dry them on the fireplace. Select the fireplace, then put the matches there to watch them magically dry without combusting! Place the lantern on the hook to the left of the fireplace, then grab a match from the box to light it. Claim your lit lantern before going to the Town Square.
The electricity fuse box is next to the Bar, but it is locked. Someone forgot to give Anna the key. Return to the Police Station. Somehow the Policeman lost the key you need. Revisit the Bar to collect the Crowbar from the bar table nearby where you found the lantern. Back outside, use the Crowbar on the lock protecting the fuse box.
The Policeman already gave Anna the solution, but click here if you have any issues.
Once you wire it correctly, pull the lever to return the glory of light to the town. Go back to the prison so Anna can explain what she saw when trying to fix the power. Since it is late and possibly dangerous, they decide to rest for the night.
The Coded Message
Surprise! The number one suspect has arrived! The book in evidence is needed to vindicate the professor. Grab the key from the Policeman and return to the Police Station. The glass case is on the wall to the left of the prison door. Use the key to open it and take the book. Return to the Market and give the officer the book. Revisit the Prison to confirm the symbols don't match. Anna decides that maybe something at the Bar will answer this riddle. The men will follow as Anna investigates the area again.
We now have a Cypher and a Coded Message. The professor also claims the dagger found earlier was a fake. Best check the Antique Shop for clues again.
We now found the Decipher Machine needed to decode the message. Place the Decipher Machine, Cipher Disk, and Coded Message on the table. The Decipher Machine's use is more challenging than solving the riddle. Use the gold-coloured wheel on the left side of the machine to spin the letters closest to the wheel to match the first line. The goal is to get the message to show on the RED line. Move the square with the red dot over the letters to swap between the red and grey lines. Once it correctly shows the message on the red line, the second chapter will conclude.