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Found yourself stuck solving the McDermott House Murders?
No worries! Below you’ll find a full walkthrough of the mystery that you can use to help give yourself a different perspective and solve those tricky puzzles.

The Lodger’s luggage is located inside the Dumbwaiter (QR-13). To open it, you’ll need to first use the Oracle Board located inside the Toy Chest (QR-02). The Oracle Board requires two players to operate – one to find the board and one to use the planchette. You’ll need to have a Psychic player use the planchette to get information from the Oracle Board, including the important word: FADED.

If you look at the Lodger’s luggage, you’ll see there is a basic alpha-numeric cipher on the front: ABC = 123.


Use this cipher to translate the letters FADED into the numbers 61454 and open the luggage!
Inside, you’ll find two important items which will come into play momentarily:





Make a note of these two items.


The Aunt’s Purse is located on the Counter (QR-06), but it requires a jewel to unlock. To obtain the jewel, players will need to operate the Radio (QR-08). To operate the Radio, players need to set three numbers: the Volume, the Station, and the Wave.

You now already have the Station from the Lodger’s luggage:



You can find the Volume by investigating the Toy Chest (QR-02) and checking the photo there:



You can find the Wave by searching the Fireplace (QR-09):

 

With all three numbers, players can set the radio. The song, “Till We Meet Again” will play. Either the Criminal or the Professor will then need to visit the Piano (QR-04) and input the song, “Till We Meet Again” to obtain the red jewel:



Players can then use the jewel’s ID to open the Aunt’s Purse on the Counter (QR-06) to obtain the other half of the key you found earlier:



With both key halves, players should have the Key ID: “9FN3B” which they can use to unlock the face of the Grandfather Clock (QR-07) to retrieve a Book of Matches (ID 47F) and a Green Cloth (ID: G32R):





Make note of these two items.


You’ll find the Salesman’s Briefcase inside the Armoire (QR-03), but to open it you’ll first need to visit the Hallway (QR-10).

Amongst the paintings in the hall are four that contain the same house in the background with a different character in the foreground. The four characters represent the four player types: Detective, Criminal, Psychic, and Professor.



Each painting contains a date to help place them in the correct order of Detective, Criminal, Psychic, and Professor. Each character in the painting is holding one of four weapons respectively: A noose, a wrench, a gun, and a knife. Note which character is holding which weapon, then visit the mirror on the closed Armoire (QR-03).

Each player will see a different set of numbers on the mirror, along with the four weapons.



The Detective will need to record the number associated with their weapon from the painting (noose), and so on in order with each character type to get a four-digit code for the Salesman’s Briefcase4740.

Inside are two items of importance, a torn paper and a Salesman’s Map:





Make note of these two items.


You’ll find the Brother’s Journal in the Floorboard (QR-12). To open it, you’ll need to take the Salesman’s Map and apply it to the dolls inside the Armoire (QR-03).



To use the map, you’ll need to find the best route through the neighborhood in order to hit all of the green-circled houses before exiting to the North.
The best route is:
RIGHT
STRAIGHT
LEFT
LEFT
RIGHT

Once you inspect the dolls inside the Armoire (QR-03), you’ll be given the option to turn their heads. Turn them in the order indicated by the map to unveil a key (ID: 4V8W).



Use this key to unlock the Brother’s Journal in the Floorboard (QR-12) to obtain the other half of the torn paper:



Inside the Floorboard (QR-12) is a yellow case. With both halves of the torn paper



-you can use the code 9319 to open the case.

Inside, you’ll find an Orange Cloth (ID: V27G):



Make note of this item.


You’ll find the Neighbor’s Handbag on the mantle of the Fireplace (QR-09). To open it, you’ll need to start a fire in the fireplace using the matches you retrieved from the Grandfather Clock (QR-07).



Once the painting above the mantle has been burned, you can reach into the hole to retrieve the Handbag Key (ID: WT33):



Use the key to unlock the Neighbor’s Handbag.
Inside, you’ll find a second radio Station number.



Make note of it.


The Stepmom’s Vanity (QR-05) contains a locked drawer which you’ll need to access. To do so, you’ll first need to locate and record the seven colored numbers from around the House. They can be found in the following locations:
(Some numbers can only be found by certain characters.)

6 – On a hallway painting
2 – On the countertop (Detective only)
7 – On the floorboard (Criminal and Professor only)
4 – In the dumbwaiter (Professor only)
1 – On the vanity mirror (Psychic only)
5 – Out the window (Detective only)
3 – On the fireplace portrait (Detective and Psychic only)

Once located, put them in order according to the colored bulbs on the Vanity (QR-05) to reveal the code “6274153” and unlock the Vanity drawer. Inside are two items of importance:





Make note of these two items.


To unlock the Countertop Cabinet (QR-06), you’ll need to go back to the old Radio (QR-08).

Use the new Volume, Station, and Wave photos you’ve collected:







to tune the radio and listen to what it plays.
Record the knocks you hear to get a code: 5842.
Use that code to open the Countertop Cabinet (QR-06). Inside, you’ll find a Yellow Cloth (ID: C49B). Make note of this item.


You should now have all three pieces of cloth:



Head to the Sewing Table (QR-11) and input the cloth IDs to receive three sewn cloths:



Overlay all three to form a number – 0653.
Use this number to set the time on the Pocket Watch in the Toy Chest (QR-02).

You’ll need to collect three items in order to solve Phase II: a ROPE, a GEAR, and a CRANK.

To obtain the ROPE, you’ll need to visit the mirror on the closed Armoire (QR-03). You’ll need at least one other player to help follow the instructions and scan the QR codes.
Once done, you’ll receive a message telling you to check the bottom of the Armoire mirror.
Go back to the mirror and scroll all the way to the bottom of the screen to find a button. Select it to obtain the key to the Armoire cabinet (ID: Y6S4):



Use this key to unlock the Armoire cabinet to obtain the ROPE (ID: R828):



To obtain the GEAR, you’ll need to set the clock hands on the Grandfather Clock (QR-07). To do so, you’ll need to locate four segments of a poem from around the room.

One is located on the Sewing Table (QR-11).
One is located at the Fireplace (QR-09).
One is located in the Floorboard (QR-12).
One is located on the Radio (QR-08).

The four pieces of the poem each reference a character type, i.e. Professor, Criminal, etc.
The color themes of the character types will correspond with the clock hands, and the numbers should be set accordingly. For example, the first clock hand matches the Criminal’s color – crimson red – so that riddle should be solved first:

“The tried one finds it hardly fun,
Sixty in an hour, and three fourths are done.”
The Criminal’s number is 45 (IX).
Set the crimson-red clock hand to IX.

Repeat for the other hands:

“The bloodhound sniffs a trail gone cold,
Where fathers were in times of old.”
The Detective’s number is 2 (II).
(We know this is “2” because the father was three hours behind at the time of the murders.)

“The learned one knows the hour fast,
Before six but four is past.”
The Professor’s number is 5 (V).

“The all-seeing eye believes it true,
That seconds fly and half are through.”
The Psychic’s number is 30 (VI).

Once at the Grandfather Clock, set the hands accordingly to reveal a compartment containing the GEAR (ID: GR08):



To obtain the CRANK, players must first visit the Toy Chest (QR-02) and inspect the Oracle Board to note six letters that have been burned off:
A  F  I  L  M  Y

Rearrange these letters to spell the word: FAMILY.

Head over to the Piano (QR-04) and input the word FAMILY into the dials to open a compartment containing seven statuettes, each representing a murder victim.

You’ll need to put these seven statuettes in order according to when they died. You can gain this information by interviewing the spirits around the room and their memories of the events that transpired.
Once you do, you’ll get the following order of deaths:
1. Elsie
2. Stepmom
3. Neighbor
4. Aunt
5. Salesman
6. Lodger
7. Brother

Once in order, the piano keys will display the following numbers burned into the keys:



You may have already located a page from a book on top of the Sewing Table (QR-11) indicating an alphabetical order for piano keys:



Use this page to put the burned piano key numbers in order for a seven digit code for the Safe inside the Countertop Cabinet (QR-06).
CODE: 6210348

Inside the Safe, you’ll find a Jack-in-the-Box.
Operate the toy to obtain the CRANK (ID: KN55):



With all three dumbwaiter components, you can operate the Dumbwaiter (QR-13) by inputting the component IDs.
NOTE: The component IDs are case-sensitive.

     

Once you operate the dumbwaiter, you’ll receive a special code you can use back at the Altar (QR-01) to select a murderer. You’ll also need to investigate the Doll you find by interacting with the zipper.


Once you remove a few pieces of cotton, you’ll find a note that will help you to determine who the murderer is!


Ready to see who the murderer was?

WARNING: MAJOR SPOILERS AHEAD