Another Shadow is a thrilling puzzle game developed by Dark Dome and is available to download for free on Play Store. If you are in the mood to play something a little more on the haunted side, this game is just for you!
There are two worlds in Another Shadow – Carrissa’s and Bastian’s. In Bastian’s world, his house is a dark, dilapidated version of Carrissa’s house. You will need to switch between two houses over and over again to solve puzzles.
Your objective is to save Bastian by solving puzzles after he goes missing. Shadows steal him away from Carissa.
Game mechanics remind us of Unwanted Experiment. Puzzles are of medium difficulty, but you will have to constantly move between rooms and the two worlds to solve them.
Table of Contents
To move between Bastian’s and Carrissa’s houses, select their respective profiles on your inventory at the bottom left of the screen:
Starting off with both bedrooms, keep in mind that some clues have to be found in other areas, and you will need to move between rooms and Carissa’s house, as well as Bastian’s house to find and use the clues.
Tap on the curtains and open the windows. This will be one of the clues you will need later in the game.
You will find uses for the red box on the bedside table, drawer, and tape recorder a little bit later in the game.
Select the carpet and tap on the hook to pick it up.
Beneath Bastian’s bed, you will find half of a mask. Pick it up. Beneath Bastian’s pillow is a furry black cat. It is creepy if you ask me.
Select Carissa’s profile again.
If you select the diagonal arrow pointing backwards on the bottom left-hand side of your screen, you will be able to enter the landing.
From there you can enter the bathroom, which is the middle door. In the bathroom cupboard, you will find another black kitty, by moving the toilet rolls; these kitties are hidden in all sorts of places.
If you switch to Bastian’s bathroom, the window can be opened to reveal the next set of clues. The mirror, toilet, and basin we will return to later.
When you return to the landing, you will see the third bedroom, in Bastian’s house it is unavailable at first.
In Carissa’s house, the door is locked.
If you select the arrow on the right of your screen, in Carissa’s house, the landing is clear with a trapdoor in the roof. You cannot enter the trapdoor as of yet. In Bastian’s house, there is a strange creature hanging in a cage.
If you tap on the stairs on the landing, you will be taken downstairs, where more rooms are available to explore. Here is where you will find more clues to help feed this strange creature.
In Carrissa’s house, go downstairs and move to the room next to the backyard. We will call this the “telephone room”. Tap the telephone kept on top of the white cabinet near the red door:
Dial the numbers scribbled on the piece of paper. Carrissa will call her brother. She needs his help to find her husband. A piece of paper coming out of the earpiece is a clue.
This piece of paper contains a hint to solve the cabinet door puzzle in the same telephone room. Tap the doors of the white cabinet. You can open the left door using that hint.
Tap the piece of paper in your inventory and note the position of all four dials. Tap on each dial on the left cabinet door to move them to the exact position as shown on the paper:
Tap to open the door and take the brown album from the bottom shelf:
Tap the brown album to open “Moments”, the album contains certain items pasted on 4 pages. In our game, the items are
1. Two pairs of 3D Glasses
2. A deflated balloon and a Smiley.
3. Pizza Sticker
4. Sea shells
The order of items on each page in your album will not be the same since it will be randomly generated.
Go to the staircase. Pay attention to the three picture frames above the stairs and the one on the right side. Tap on a picture frame to view it. The items on the Moments album are similar to each picture frame.
For example, The couple wearing 3D glasses – the pair of two 3D glasses- is on the album’s first page. We will label all picture frames in the same order as the items in the “Moments” album. The order will be as follows:
Tap Bastian’s profile in your inventory and go to his house:
Move to the staircase and pay attention to the photo frames on the wall. They are damaged beyond repair, but the photos are in the exact same position in Carrissa’s house, near the staircase. All four damaged photo frames have strange symbols in the background. Tap picture frames to view the symbols.
For example, here are two picture frames with symbols in the background:
We must reorder the strange symbols to get the right combination code. Looking at the order of items on the Moments album and their corresponding picture frames in Carrissa’s house, finding the correct combination will be easy as seen in the screenshot below:
In Bastian’s house, tap the lock under the stairs:
The storage door is locked with a yellow padlock. The lock has similar-looking symbols as seen on the damaged picture frames.
Now that we know the correct combination/order of symbols with the help of the “Moments” album and the picture frames in Bastian’s and Carrissa’s house, enter the same symbol combination in the yellow padlock to unlock the storage door:
Note: This entire Moments album/yellow padlock puzzle will be randomly generated, including the order of items pasted on the album found in Carrissa’s house and the symbols on the damaged picture frames in Bastian’s house. This applies to most puzzles, if not, all puzzles in the game.
The padlock unlocks and Bastian opens the door. The space beneath the staircase cracks and breaks in Carrissa’s house, revealing a secret storage space.
Go to Carrissa’s house and tap the secret storage space under the staircase. Pick up the red lubricant can.
Tap the book and flip the pages. On each page, there’s a hint to solve a puzzle. On the first page, you will see four hands reaching out to grab a rag doll:
Go to Bastian’s room and tap the same storage space under the stairs to see what’s in it. Take the ragdoll from the storage space and tap those creepy hands blocking access to the kitchen entrance. Tap the ragdoll and then tap the hands. They will grab the doll and disappear.
In Carrissa’s kitchen, tap the purple box on the dining table. You must enter the correct four-symbol combination to open the purple box.
In Bastian’s kitchen, tap the oven to open the oven door. Tap the cookie plate. You will see nine burnt cookies in different shapes. The shapes are very similar to the symbols on the purple box found in Carrissa’s kitchen.
Tap each cookie and watch them disintegrate. You will find lines drawn underneath four random cookies. Also, note down the shapes of those four cookies.
The lines beneath those four cookies will hint at the correct order of the symbols that need to be entered into the purple box to open it.
Since this is another randomly generated puzzle hint, in our game, the lines were found under these four cookies on the cookie plate. Now, all we need to do is choose the same symbols on the purple box, from left to right:
Heart-shaped cookie – I
Duck-shaped cookie – II
Stick-man Cookie – III
Club-shaped cookie – IIII
Go to Carissa’s kitchen, tap the purple box, and choose the symbols in that order with the help of the oven cookie hint.
Inside the box, you will find a key.
Next, in Bastian’s house, open the cupboard next to the stove. You will find another black furry friend if you tap on the upside-down pot, (at least, I hope they are our friends).
Go back and then open the cabinet doors above the stove. Tap on the shrimp next to the open tin can to pick it up. Exit and select the windows where you will find another clue.
Open the red refrigerator’s door and pick up the rotten chicken.
Tap the three white drawers next to the red refrigerator. Open the middle drawer and take the box of matches.
The matches can be used to light the candle in the sitting room area. Once you have lit the candle, the candle in Carissa’s house will burn as well. Go to Carissa’s house and pick up the burning candle.
Enter the kitchen in Carissa’s house and pick up the pot found in the cupboard next to the stove. Select the stove top, use the candle to light the stove, and place the pot on top of the stove.
In Carissa’s house still, proceed to the backyard through the right-hand side door in the telephone room. Select the tree and pick up the metal spatula.
Return to the house and proceed to the garage located on the left-hand side through the door.
Use the car key to open the door of the yellow car.
Inside the car, you will find another furry friend if you click on the gear lever. Press the blue button on the left of the steering wheel to open the car’s trunk.
When you do this, the car’s trunk in Bastian’s garage also opens. A cut scene will show the trunk opening.
In Carrissa’s garage, tap the opened trunk of the yellow car to find a box with four symbols.
The hint to enter the correct symbol combination can be found in Carrissa’s garage, right on the wall as seen in the screenshot below:
There are four tools arranged on the wall. Choose the symbols on the box in the same order as the four tools on the wall. (The symbols on the box are shaped like tools):
Take the red key from the box:
Next, use the metal spatula to open the tin cans and reveal another key.
Go to Bastian’s garage and remove the fishing line and wood in the trunk of the car.
Return to the telephone room and place the pile of wood in the fireplace, and set it alight with the box of matches.
Watch a cut scene where the fireplace is revealed in Carissa’s house.
A hole is revealed in Bastian’s house with water, and in Carissa’s house, a lock is revealed with symbols.
In Bastian’s house, select the shrimp and place it on the hook in your inventory. Place the fishing line on top of the hook.
Use the hook to catch a fish in the fireplace where the hole opened up previously.
Return to Carissa’s house and use the small key to open the electrical box in the backyard.
Proceed back into the house, go up the stairs, and open the third door on the landing, using the red key. You will find yourself in the study.
In the study you will find numerous clues that will help you proceed further.:
- On the bookshelf, on the last shelf, take the key that is enclosed with plastic inside the brown box.
- Remove a sheet of paper in the red basket.
- On the top shelf, you will see a book that explains the town’s story, as well as a list of missing inhabitants and the case investigators.
- The two photos on the wall define Bastion’s brother; Ezio’s love for his wooden airplane.
- The computer needs a password to crack the code.
- The table that the computer is resting on has a chest of drawers that can be opened with a code.
- The window has another clue. Use the red lubricant can to loosen the window. When you open the window, the room in Bastion’s house will also open.
- The table with the printer has a drawer where you can find a piece of paper with three different colors on it.
- The wall behind the computer has 3 sticky notes stuck on it.
In order to find the next clue, tap on the printer and add the page to the printer. Return to the printer’s drawer and take note of the order of the colors. In my case, the note in the drawer is red, green, and yellow.
Enter the lines according to the sticky notes on the wall, as well as the color variation in the drawer. For example, I will enter the red sticky note lines first, green second, and yellow last.
Note that the lines have to look exactly like the sticky notes.
Once the correct code is entered, you can select the print file tab and proceed to the printer, where you will find the code needed for the drawer.
Inside the drawer, you will find a pair of tongs.
Also take note of the poster on the wall above the flower pot, as this will be needed in a bit.
Return to the kitchen in Clarissa’s house still, where you will proceed to the pot and add the plastic cube with the key in it to the pot. The plastic will melt and you can then remove the key with the tongs.
The key will then be used in the drawer in Carissa’s bedroom. Pick up the red switch and place it on the electrical board in the backyard.
Switch to Bastian’s profile and go to the third bedroom that opened. In the drawer, you will find a piece of paper that shows you which fingers to tap on the spirit.
In the exact same order found on the paper, tap on the spirit’s fingers to make it move, the fingers are numbered with dots that tell you which fingers to tap, and in which order.
When the spirit moves, you will be able to access the drawer, where you will find a piece of paper with arrows on it.
Notice the poster on the wall. We have one similar in the study in Carissa’s house. These tell us which images, and in which order to use them for the box that is located on the top shelf in Bastian’s study.
In my game, it will be bedroom first, lower left, bathroom second, top right, kitchen third, top left, and study last, bottom right.
Go to Carissa’s bedroom and look at her windows. This is the bedroom they are referring to. The bathroom refers to Bastian’s bathroom. The kitchen is also in Bastian’s profile,
Inside the box, you will find the wooden airplane that Ezio, Bastian’s brother, loved to play with as a child. Pick it up and go to the telephone room. Give Ezio’s ghost the airplane and he will fade to reveal the backyard door.
Using the sheet of paper with the arrows, you will be able to determine which way the electrical switches need to be. Take note that the left-hand side arrows refer to Carissa’s house, and the right-hand arrows refer to Bastian’s house.
As we are already in Bastian’s backyard, tap the switches in the direction of the arrows. Proceed to Carissa’s profile and use the left-hand side set of arrows for the electrical box. When you have completed this, the piano will not be electrified anymore.
Proceed to the piano and watch the cut scene where Bastian plays the piano. Lian appears and will give you a red folder to help you with the search.
Using the red folder that Lian gave you, go to the telephone room and dial the number in the folder. Watch the cut scene. The seer will give you four symbols, in my game it is a sun, eye, frog, and water.
In the cabinet below the telephone, use these symbols to open the cupboard. Inside the cupboard, you will find a bird whistle. Pick it up.
Proceed to Carissa’s bedroom and tap on the window. The way that the birds land on the wire will enable you to open the red box on the bedside table. In my game, the birds reveal an upside-down arrow.
Use the cassette tape in the cassette tape player.
Bastian’s dog, Laika will come into the house with a key hanging from her collar. Take the key by tapping on Laika’s neck. Proceed to the bathroom and open the tile that has a key slot in it, using the key. A red handle will appear for you to open the water supply.
Tap on the red handle to turn it facing downwards. This will open the water supply.
Open the hot water tap and watch as symbols appear in the mirror. If you switch to Bastian’s profile, the correct symbols will appear. If you go into Bastian’s backyard, the kennel will reveal a lock.
Use the symbols that you found in the bathroom to unlock the lock. Inside, you will find a trap. Proceed to Bastian’s bathroom and place the trap next to the hole where the toilet should be.
Switch to Carissa’s profile and flush the toilet. You will see in the cut scene that a piece of tentacle is chopped off. Go to Bastian’s profile and pick up the tentacle.
On Bastian’s profile still, feed the fish, tentacle, and chicken to the strange creature hanging on the landing.
The creature will open up the trapdoor and a cut scene will reveal more of the story.
You will now find yourself in a cabin, where there are various clues hidden in the rooms.
Note that you will not be able to toggle between Carissa and Bastian’s profiles, as this is Bastian’s memory.
In the first room with the fireplace, pick up the teacup. Proceed to the second room, on your left.
You will notice various clues here, such as:
- A book on the table
- A photo frame on the table
- A lock for a trapdoor
- A mannequin in a dress
- A box on the red table in the back
- A hanging photo frame
- A frame with butterfly-shaped icons
Using the portrait with the faces, we will open the trapdoor lock.
If you look at the book on the table, it will show you faces enclosed in shapes of similar bearing to the photo frame.
For example, in my game the snake has a triangle shape, the horned goat has a diamond shape, the tiger has a circle shape, and the eagle has a square shape.
Using the photo frame next to the book will show you in which order to use the symbols on the lock. In my game, the tiger is first, the snake second, the eagle third, and the goat fourth.
In this case, I will enter the symbols as follows:
1. Tiger – circle
2. Snake – triangle
3. Eagle – square
4. Goat – diamond
You will now be able to enter the trapdoor to the lower level.
In this room, you will notice the following:
- A table with a mixing bowl and vials
- Skeletons with differences
- A photo frame
- A wardrobe
- Three circles with various colors and shapes
You can pick up the chemistry flask in the meantime.
Upstairs you will see the following:
- Two locked doors, (for now)
- A panel on the far side of the landing
- A book on the white table, you can pick it up
- A cuckoo clock on the wall
- A trunk with a lock
- A display cabinet with butterflies in glass jars
The first thing you will need to do is select the panel on the wall, at the far end of the landing. If you tap the switch, it will reveal key symbols, as well as skeleton symbols.
The symbols will disappear after a short while, so be sure to memorize where all the keys are. If you tap a skeleton, the puzzle will reset. Your goal is to select all the keys in order to open the panel.
Once you have all the keys, the side panel will open and reveal a key that you can pick up.
This key can be used to open the wardrobe in the skeleton room. Inside the wardrobe, you will find a note and a pair of shoelaces. Pick up the note and use the shoelaces on the shoes in the room with the mannequin in it.
The shoes will lead you to the stairs, and continue leading you to the upper floor. If the shoes stop walking, simply tap on them to proceed. A man will appear in front of the door, which will then open for you.
In this room, you will notice the following:
- A map on the table
- A puppet with buttons for eyes, nodding his head
- A music box on the dressing table
- The wall has bricks that can be pushed
- The man standing by the window will tap his head against the window when you touch him
Start off by tapping the puppet, and tapping his head again for his button eye to pop off.
The red music box has symbols that look like dice numbers. If you touch the man that taps against the window with his head, he has a certain rhythm. The number of times he taps his head will be your clue for the music box symbols. There will be pauses in between the taps.
Enter the numbers into the music box and the man will fade away. Tap on the window to open it, and again on the outside. Watch the cut scene.
You will then be able to enter the second bedroom on the landing through the window.
In this room, you will notice the following:
- A chest of drawers with a blue feather, pick it up
- A table with a teapot resting on it
- A drawing standing on a tripod
- A figure pointing with his arms, drawn on the wall
You can unlock the door by sliding the latch and watching the cut scene. The handprints left on the wall are a clue.
Notice the direction of the hands of the man drawn on the wall. We will use this clue on the clock on the wall, on the landing.
We will tap on the hands on the clock until the clock opens its compartment.
Remove the bulb from the clock and place it in the glass cabinet, with the butterfly display.
You will now notice that only certain butterflies are moving, while the others are all stationary. Memorize the sequence and proceed to the room with the butterfly shapes on the wall.
Enter the butterfly shapes as seen with the moving butterflies in the glass display case.
Remove the eraser from the compartment and proceed to the second room on the landing. The room with the handprints is where we will need the eraser. Proceed to the drawing on the tripod and erase the clouds.
The sunlight will reveal black and white handprints.
Memorize the white handprints, and which tiles they are located on. Proceed to the first bedroom and select the bricks according to the white handprints.
Remove the tea leaves and the piece of paper with the color and shape symbols on it.
You will need to place the teacup on the table and add the tea leaves to the teapot, then pour some tea. The cut scene will show you the skeleton writing symbols on the table.
Use these symbols on the lock on the trunk situated on the landing.
Inside the trunk, you will find a fourth circle, which will be placed on the wall in the skeleton room.
Using the piece of paper with the colored shapes on it, arrange the shapes according to color and direction by tapping on the circle until the sequence is correct.
Once you have done that, a compartment will open, then pick up the revealed harpy’s talon.
The note in your inventory shows you that you require a harpy’s talon, a blue feather, as well as the eye of a possessed doll. If you have followed all these steps above, you should have them in your inventory.
Place the three ingredients into the mixing bowl, then use the chemistry flask to scoop some of the magic potion up.
You will notice that the chemistry flask has a colored liquid in it, which turns out to be a magic potion.
Proceed to the room with the fireplace.
Pour the magic potion over the frog.
A skull will drop down from the fireplace which you can pick up.
Proceed to the room with the handprints on the wall and the skeleton drinking tea. If you tap on the skull you will be able to pick it up.
If you look at the map in the room with the puppet, (first bedroom), it has another clue. The map on the blue table in my game shows me:
- Lake & mountain
Now proceed to the paintings in the cabin and look at the pictures.
In my game, it shows me the following number of shadows:
- Trees (found in the fireplace room)= 5 shadows
- Castle (found in the room with the four skeletons)= 8 shadows
- House (found in the room with the mannequin)= 2 shadows
- Lake & mountain (found on the landing next to the two bedrooms)= 3 shadows
Using the purple book you picked up earlier, look at the second page:
The numbers next to the symbols represent the symbols you will need to use on the box. The map represents the order of the symbols, as shown above.
For my box, the input will be as follows:
Proceed upstairs to the first room with the puppet and map. The music box on the dressing table was opened earlier. We will now place the ballerina inside the box, and turn the music box winder on the right-hand side of the music box.
Watch the cut scene, then pick up the necklace that is laying on the floor, in the same room.
If you click on the mannequin, downstairs, the bottom half of her will reveal a furry kitty beneath her dress. The upper half is where you will place her necklace, around her neck.
The last skull will be revealed and you can now pick it up.
Proceed to the room with the skeletons, where you will now be able to use the skulls.
If you refer back to the purple book, the first page will show you where each skull should be placed. The skulls have each got patterns that are colored.
The book shows you the arm positions of the skulls, as well as the colors of the skulls. Using this sequence, place the skulls in their respective places on the skeleton’s bodies.
The following puzzle will appear:
Now you will need to take note of the positions of the skeleton’s hands, as well as the direction they are facing. You will need to enter the symbols according to the positions of the hands.
Your black blocks must be in the direction of the skeletons’ hands. This is your biggest clue as to which position the white and black blocks should be in. Moving from left to right, I will explain this as follows:
In my game, the first skeleton shows his right hand facing diagonally toward his left shoulder. This means that my first block will be a triangular black block on the top right. The triangular white block will be on the bottom left.
The second skeleton has his left hand facing toward his right arm in a vertical line. This means that the black block will be vertical on the left side, while the white block will be vertical on the right side.
The third skeleton has his right arm facing diagonally toward the table. This means that the black block will be a triangular block on the bottom right, while the white block will be a triangular block on the top right.
My fourth skeleton has his left hand pointing vertically toward the sky. This means that the black block will be vertical on the top, while the white block will be vertical on the bottom. See the following image:
Proceed through the opening and then watch the cut scene which explains exactly what happened with Bastian when he was younger.
You will then return to Bastian and Carissa’s house where you can continue the search.
Proceed to Carissa’s attic, where you will be able to find more clues. The following can be seen in the attic:
- A safe that needs a key to unlock
- A chest of drawers
- 2 empty boxes
- Another set of drawers with a purple lockbox
- Notes with symbols hanging from peg lines
The chest of drawers with three drawers is where you will find the first clue. Move the files lying in the first draw by tapping on each one.
Beneath the files, you will find four blocks with numbers in them. In my game, the top right corner block has a single line in it.
My third drawer has five blocks, the first top right block has two lines in it, the bottom left block has four lines in it, and the third bottom right block has three lines in it. The other two blocks are blank.
Looking at the posters hanging from the peg lines, we will enter these symbols in the purple lockbox.
The first drawer represents the posters on the left-hand side, while the third drawer represents the posters on the right side. Because my first drawer has a block with one line, I will begin on the left side.
On the right side posters, the symbol that is shown in the top right block is the first symbol I will be entering into the lockbox.
The second symbol I will be entering is the top left block because it has two lines in it according to the third drawer.
The third symbol will be the bottom, right, according to the third drawer, and the fourth symbol will be the bottom left symbol.
The purple lockbox will reveal a key and a red crank.
The key will be used to open the red safe, watch the cut scene and see what is revealed.
Using the metal spatula, you will be able to peel away the wallpaper to reveal a tree with birds facing in different directions.
Switch to Bastian’s profile and enter the attic. In the attic you will see the following:
- A ghost holding two cups on top of the chest of drawers, the top drawer is locked
- A box that reveals half of a mask, pick it up
- The window, once opened, reveals boards that represent symbols
Place both halves of the mask on the ghost. Take the yellow key and use it in the top drawer. Remove the gardening shears.
Proceed to Bastian’s backyard.
Tap on the top of the tree where you can see a black crow sitting. Using the tree clue that was revealed by removing the wallpaper in the attic, tap on the crows until they are all in the correct position.
The tree will split open and reveal a black diamond. Pick it up.
Using the gardening shears, cut away the vines on the garden bench, and then pick up the watering can.
In Carissa’s house, the flowerpots are positioned in different areas in her house; these have flowers of various growth stages. Take note of the flowers.
Each flower is at a different growth stage.
In Carissa’s bedroom, her flower in the flowerpot, on top of the table, is in the final stage of growth. It has four places where the leaves are growing.
I will now tap on the flowerpot using the water can in Bastain’s bedroom, until the flower is the correct length, with the same amount of leaves on the stem.
On the landing, in Carissa’s house, the flower is on the first level of growth. In Bastian’s house, I will only water the flower once.
In Carissa’s bathroom, the flower is on the second level of growth. I will proceed to Bastian’s bathroom and water the flower twice.
In Carissa’s study, the flower is on the third level of growth. In Bastian’s study, I will water the flower three times.
Proceed to all the rooms in Bastian’s house and pick up the flowers.
In Carissa’s telephone room, proceed to the lock in the fireplace. Remember the window in Bastian’s attic? The kennel in the backyard reveals a cellar. You will find the symbols needed to open this lock by referring back to that window.
Place the red crank on the wheels on the far wall. Turn the crank and watch the cut scene.
Go to Bastian’s telephone room, and enter the cellar using the fireplace.
The ghost has lost someone dear to her. Hand her the flowers and watch the cut scene.
Place the black diamond in the right-hand side slot on the wall where there are two coils.
Proceed to Carissa’s profile and take the white diamond.
Place the white diamond in the left-hand side slot by the coils.
Pick up the white skeleton key when the slot is revealed.
Use the skeleton key in the front door of Carissa’s house and watch how the end of the game unfolds…
I hope you had as much fun playing Another Shadow with me as I did!
Another Shadow by Dark Dome is a thinking game, with various puzzles guaranteed to make you think a bit. It has been fun to play! With various puzzles, it is a game that will keep you busy for a while.