Enigma of Fear: Strach Mansion Walkthrough

Enigma of Fear: Strach Mansion Walkthrough

Enigma of Fear is a recently launched detective horror game where players must solve many interesting puzzles to progress through the different levels. You play as Mia, a member of the Paranormal Order, and along with your dog companion Lupi, you set off to investigate the disappearance of your father, Verity.




The first section of the game has you investigate the Strach Mansion. This vast, zombie-infested manor is filled with plenty of secrets and puzzles that will leave many players scratching their heads for hours. For those struggling with it, here’s a complete walkthrough of Strach Mansion in Enigma of Fear.

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Related
Enigma of Fear – Official Launch Trailer

Enigma of Fear is a pixel art mystery game that was developed by Dumativa and Cellbit. Take a look at the launch trailer here.

Starting Enigma of Fear

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One of the coolest things about the game is that you’ll need to solve a puzzle just to start playing it. When you click Begin on the main menu, you’ll see a large Sigil with smaller signs encircling it. Hovering your mouse over each of the signs will cause them to glow. To start the chapter, you’ll have to interact with the three symbols with bloodstains. At that point, the large sigil in the middle will light up. Click on it to start the game.


Reaching Strach Mansion

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The game starts with you standing in front of your van. Lupi, your trusted pet and companion, comes, and after a brief exchange, you get control over Mia. Go ahead and talk to the two NPCs nearby. One is Samuel, the tech guy, and the other is Agatha, the Paranormal and Occult Expert. After exhausting their dialogue, you’ll learn you’re looking for your missing father, Verity.

Follow the path past the two NPCs, and you’ll eventually reach a car. You’ll find Verity’s Driving License on the front seat. The trunk at the back of the car will have an empty box. From the car, head left, and you’ll find a wooden door blocking your path.


Switch to Lupi (the default button is Tab on PC) and go through the small opening on the right of the door. On the other side, interact with the wooden door as Lupi to unlock it. Keep moving forward, and you’ll reach the Strach Mansion soon enough. But walking up to the mansion door shows the entrance is barred with Wooden Boards.

Finding the Crowbar

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Walk down the steps of Strach Mansion and follow the path along the left. You’ll find a couple of 9mm Ammo for your Pistol nearby. Pick it up since you’ll need it for later. Head down to the Cellar nearby through the open entrance. There’s a note that you’ll find sitting on an antique furniture. Pick it up and read it.

Switch your Flashlight to UV Mode (the default button is F on PC) to see the hidden message. You’ll be using the UV Mode in your Flashlight to find a lot of clues and solve puzzles in the game. With that out of the way, pick up the Crowbar from the table nearby.


This will unlock the Ol’ Reliable achievement in
Enigma of Fear
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When you pick up the Crowbar, the corpse in the room will come to life. This is your first encounter with a Blood Zombie. Thankfully, taking them down is pretty straightforward. You can either shoot it with your Pistol and then walk up to it once it’s stunned to finish it off with the Crowbar. Or you can crouch up to it from behind and interact with it to kill it in one blow without wasting your ammo.

The Wooden Crates in the Cellar contain Medkits and 9mm Ammo. Break them using the Crowbar.

After taking care of the Blood Zombie, head back to the Strach Mansion’s main entrance, finishing off the Blood Zombies along the way. Equip your Crowbar and use it to remove the wooden boards to enter the Strach Mansion.


Strach Mansion 1F

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Entering the Strach Mansion will put you in the Living Hall. Take a moment to look around the room and interact with the paintings. They won’t help you solve any puzzles, but they add a bit more to the lore of the Strach family. You can interact with the Cassette Tape on the table to learn about Agent Calisto Besatt, a character you’ll meet later.

You’ll find a Medkit in the Bathroom next to the entrance door.

Once you’ve explored the Living Hall, head right through the door. You’ll find another Blood Zombie in the room. Dispose of it as you see fit and read the Agent File of Calisto Besatt that’s lying on the floor near the Blood Zombie. Afterward, head through the door on the right to reach the Storage Room.


Inspect the Map on the table to get a clear idea of the Mansion’s layout. Use UV Mode with the Map open, and you’ll see the name of Each Bedroom along with some symbols and arrows. This is your first clue to solving the level’s main puzzle.

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You’ll also find a Door with a weird mechanical lock. Once you have your bearings, use the Radio to talk with Samuel and Agatha. Agatha will mention that Blood Zombies don’t respawn once killed. Asking Samuel about the weird door reveals that it’s an Advanced Mechanical Lock that requires you to input the correct symbols to unlock it. Remember the markings on the Map? The arrows on the Map point where you’ll find the correct symbols.


Now, you’ll have to get to the Altar Room. So make your way past the Dining Room and Kitchen to reach the location. You’ll find other clues and insights as you move forward. If you see any Wooden Crates, break them using your Crowbar.

In the Kitchen, you’ll have to fight another Blood Zombie.

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Once you enter the Altar Room, inspect the book on the Prayer Altar. You’ll find a couple of weird drawings in it. Interact with the Cassette Tape on the Piano and listen to Verity’s Evidence Report. Finish off the Blood Zombie and head out through the door at the bottom to loop back to the Living Hall.


Strach Mansion 2F

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There’s nothing more for you on the Ground Floor, so take the stairs to reach the Mansion’s first floor. When you go up the stairs, an alarm will start ringing nearby, attracting two Blood Zombies. After killing them, head into the Master Bedroom on the left. Inspect the papers on the table and check the ones with the invisible ink markings using UV Mode.

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This is your main clue for solving the Advanced Lock puzzle downstairs. Note that you’ll have to input the Hours, Minutes, and Seconds to open the Advanced Lock. Once you’re done with it, check the Master Bedroom and inspect the items. You’ll find another Cassette Tape here.


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Go out to the hallway and inspect the ringing Alarm Clock. Note that the time is 4:00. Now, interact with the Large Clock on the right, turn on the UV Mode, and note the symbol corresponding to four on the clock. This is the Hour symbol for the Advanced Lock.

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Now head to Yuri’s Room on the far right side of the hall. Scroll through the pages of the Journal on the table, paying close attention to the phrases marked when you switch to UV Light. Note that Yuri’s Visions occurred the exact second the Alarm went off. With that info, walk back towards the door and interact with the model castle on the right side. Check the drawer to find a broken pocket watch. Note that the Seconds dial is stuck at XI. This is another clue for the Advanced Lock. Head back to the Large Clock in the hallway and note down the symbol for it.

Note that the door to Thiana’s room on the right side of the Large Clock is locked.


For the final symbol, head into Goliath’s room. If you haven’t turned the Alarm Clock off, you’ll hear a haunting melody coming from the other side of the wall when you walk up to the wall on the right. If you look closely, you’ll notice that part of the wall is loose. Smack it with your Crowbar to reveal a hole. Switch to Lupi and head through the hole to unlock the door on the other side. You’ll also notice a ghost playing the Piano in Thiana’s Room.

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Run to the now-unlocked Thiana’s Room, inspect the Music Sheet near the Piano, and note the song’s name. You’ll find some Vinyl Records on the floor in this room. Look for the one that matches the song name and switch to UV Mode. You’ll find the number 3 written in Invisible Ink. Like before, cross-check with the Large Clock in the Hallway to find the correct symbol for Minutes for the Advanced Lock.


Opening the Advanced Lock

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With all the clues for Advanced Lock collected, run back to the Storage Room on the Ground Floor of Strach Mansion. You’ll want to insert the symbols in the correct order for Hours, Minutes, and Seconds. That means, first, you’ll insert the symbol that matches the number 4, then the symbol that is aligned with 3, and finally, the symbol for 11. The Advanced Lock will open, allowing you to move onward.

Go down the stairs and keep moving forward. This area will be riddled with Blood Zombies that you’ll have to kill. Eventually, you’ll arrive at a large room with scribblings on the floor. Kill the Blood Zombie in this room and inspect the note in the middle. The game will start to glitch, and you’ll be sent back to the start screen. Note the markings before that happens.


Verity’s Story

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You’ll find yourself back at the starting puzzle. However, instead of clicking the Sigils with blood, click on the Sigils you saw on the note. This will let you play as Verity for the next segment of Enigma of Fear.

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Playing as Verity, you’ll have no trouble fighting off the Blood Zombies. Your Sword can practically one-shot them. From the start point, run to the Cellar, and the locked door from earlier will now be open. Head through the door and take the first door on your right.

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You’ll meet with Calisto, the same guy whose recordings you kept finding as Mia. After a brief dialogue, a boss fight will begin. After besting him in battle, Verity will collapse, and you’ll be able to move on to the next part of Mia’s story in Enigma of Fear.

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