Unlocking Antique Mysteries: A Guide to Opening the Locked Shelves

Unlocking Antique Mysteries: A Guide to Opening the Locked Shelves

Upon diving into the eerie yet charming world of Strange Antiquities, a noteworthy feature you’ll encounter early on is the locked shelving unit located to the left of the main entrance. The anticipation builds as you gaze upon the seven antiquities contained within, particularly the ominous skull that occupies the upper left corner.

The crux of the matter is accessing these intriguing relics. To do this, you will require a specific key. In this guide, we will explore how to unlock the shelves in Strange Antiquities.

Initiating the Quest

Your adventure will officially kick off on Day 11, when Francesca Robertson approaches you within the confines of Strange Antiquities. She expresses her desire for an item known as Ambra, which unfortunately resides behind a sturdy metal gate.

Francesca reveals that the elusive item is secured by an Ethereal Key, setting you on a quest to examine your list of antiques. Thankfully, there is a dedicated entry for the Ethereal Key that provides valuable clues for your endeavor.

Firstly, the Ethereal Key prominently features a gemstone of light—which is identified as amber. Furthermore, it holds two gemstones of darkness that must be onyx and moonstone. A quick overview of your antiques will reveal one piece that matches this description. The challenge now lies in how to activate it.

Activation Process

The third clue provided in the key’s entry states that the object is activated through a circular motion. Thus, the task at hand is simple: manipulate the object in a circular fashion, and voilà! The key materializes.

Insert this newly acquired key into the keyhole of the shelving unit, and witness the doors swing open. With access granted, your next objective is to locate the Ambra. This remarkable item is known for generating a Noctic Field—something you can easily determine using the Thaumic Lens.

Keep in mind that your choices are limited to the antiques inside the shelving unit. This means only one item is viable—the wooden man-like statue adorned with a ‘confusion’ icon, which hints at the mental fog it can induce.

Hand over the Ambra to Francesca to advance the narrative of your journey. If only all puzzles in the game adhered to this model of straightforward, logical progression!

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