Baron Wittard: Nemesis or Ragnarok

2020: Walkthrough by: Louis Koot

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A lot more very detailed game walkthroughs can be found on my site at:  www.pcgameswalkthroughs.nl

Chapter 2 Part 1: In Utopia: Basement and Ground Floor

A: Basement:

You stare at the concrete wall. Turn around. You are in the Utopia maintenance basement. Look around here. There are 2 large round tanks here and in the corner, to the right next to the stairs, is a table and above the table is a notice board.

There is a door behind the 2 tanks but that door is blocked. Go to the table and zoom in on it. 

On the table is a cardboard box and in that box is the first of the 10 rune stones that you must find and take. There is also a clipboard on the table. A letter is clipped on the clipboard. The notice board has work schedules, a red poster of the Indian Take Away and a ticket from a taxi company.

Click on the notice board on the white work schedules to read them. They are 3 work schedules and they all appear in your screen. To read the next timetable, click on the timetable in the screen. You find out that there are quite a few power outages in the building and that the elevator and the air conditioning no longer work. Also 1 of the employees report that he has heard noises in the sewer. When you have viewed all 3 work schedules, zoom out via the zoom out hand at the bottom of the screen. You can take a closer look at the red poster of the Indian Take Away and the ticket from the taxi company.

When you have viewed everything on the notice board, click on the letter on the clipboard to read the letter.

It is a letter from Tony Kennington, the maintenance director of Utopia. In the letter, Kennington reports that he has received a fax from Wittard in which he complains about yet another power outage on the 1st floor of Utopia. Wittard is "not amused" about all those power outages ..

Zoom out to put the letter back on the table. If you have now read and viewed everything, take the Rune stone from the cardboard box.

There is an "F" symbol on this rune stone. Click on the stone to store the thing in your inventory and then go out of the table close-up. Turn to the left, to the 2 large blue round tanks. There is a red pipe on top of the front tank and there are 3 red turning wheels in that red pipe. There is also a red rotary wheel on the front of both tanks.

Zoom in on the front of the front tank and then click on the red turning wheel of the front tank and .... You turn the front cover  off the tank. 

Move your cursor down to open the inventory and then left click on the "F" rune stone

Hold down your left mouse button and drag the rune stone up to the opening of the front tank and then click the Rune stone into the tank and .......

Your screen turns white and Amulet Wittard tells you that this "F" rune stone does not belong in this tank.

The rune stones each fit into their own machine and this "F" rune stone is not for this tank.

You are naturally out of close-up and the tank is closed again and the rune stone is back in your inventory. 

Look up a little and turn right and go forward to the barricaded door and then turn left.

You are now standing in front of the 3 red turning wheels, which stick on the red pipe on top of the front tank. Zoom in on the 3 turning wheels. You can click on any of the 3 wheels to turn them, but nothing happens. You need more information, so zoom out again and turn around. To the right of the barricaded door, and to the left of the stairs, is an electrical box on the wall. Zoom in on the electrical box and .....

Wittard appears and reports that he has provided many doors and devices with puzzle locks, this electrical cabinet also has a puzzle lock. This box contains the main switch for the electricity in Utopia. According to Wittard, it is important that you get the electricity up and running again, so you'll have to get the emergency generator working.

Zoom in again on the electrical box and .... you end up in the Emergency Generator Puzzle. You see a panel with 16 screens, 01 to 16.

These numbers are added up both vertically and horizontally and the result can be seen in the circles at the right and bottom. You can swap the screens to change the results, but you actually do not know what exactly the intention is. So stay away from everything and zoom out. Wittard has just reported that you can find more clues on the 1st floor, so turn clockwise to the stairs and click forward on the stairs and ..... 

you end up on the:

B: Ground floor:

Shopping District:

From the basement you have now arrived on the ground floor of Utopia and you look through the corridor. There are shops in the corridor and so this is the Shopping Street of Utopia. Turn left a little. On the wall hangs a fire extinguisher and a sign that says what can be found on the ground floor and that is the "Grand Hall", the "Kids Kingdom", the "Café" and the "Swimming Pool".

Turn left again and ... you see yourself in front of the basement door. Turn left again and .........

you are standing in front of a door with a red Andreas cross hanging above it. This is the door of the  First aid post. There is a grille at the top and bottom of the door Click on the door handle. The door is locked. Zoom in on the top grille.

You look through the top grille into the room and see a filthy examination table in the room behind the door.  Zoom out and look down and zoom in on the lower door grille. You cannot peek in through the bottom grille, but you can remove it. So click on the grille to remove it.

 In the door you will see 7 bars with 5 colored discs each.

You can click the discs on the bars 2 positions up and again 2 positions down. However, you do not know how to place the discs on the bars, so you cannot solve this door puzzle yet. So zoom out and turn left so that you can look through the corridor again. Walk 1 click forward and then turn left. You are now at the left gate of the daycare center, the "Kids Kingdom".

Kids Kingdom.

Look down and to the left of the gate. To the left of the gate you see a copper pipe on the wall and on the pipe you see a valve. 

Zoom in on the pipe and the valve.

There is a switch on the valve that can be set to 1 and 2. The switch is now on the left, so on 1. Remember this valve / switch, but keep stay off it now. 

Zoom out, turn right and go forward 1 step further and then turn left again. Now you are standing in front of the "Kids Kingdom" entrance. You cannot enter because the large door is barricaded. A lamp hangs to the left and right of the door. Under the right-hand lamp you see a yellow symbol. 

The yellow symbol is a square with a yellow dot in the middle. Note down the symbol and remember that this symbol can be found here at the Kids Kingdom. Look down and to the left. Behind the cube there is an alphabet sign against the wall. You can take a closer look at the alphabet board, but you can't do anything with it. 

Turn right again. Further on in the street / corridor you see a red ATM in the right wall and the Café on the left. Go forward one step further and .... Oops ... the light goes out and your screen goes black again for a few seconds and you hear strange noises that you cannot bring home. Then the light comes on again. You are now close to the Café. Turn clockwise to the ATM.

You do not have a credit card with you and the machine does not work anyway, so never mind. Turn left again. 

There is a brown bench in front of the Café. Go 1 step forward again and then turn clockwise to the bench.

The left-hand seat of the sofa has disappeared, but on the bottom you see the red Symbol that you saw in the Sewer. Turn around to the Café.

Cafe:

The Menu is on the left in front of the entrance. Zoom in on the menu to see what  "A La Carte" diner can enjoy in the café. 

Zoom out again and turn to the red doors of the Café. On the left door window is a poster that you can see more closely.

It is a "Brickyard" poster, the singer who would perform in a café. Zoom out again and now click on the 2 door handles of the red doors to enter the Café. 

You are then in the hall of the cafe. The left red door is the door of the Snack bar. The double red door on the right is the door of the billiard room.

Walk forward to the wall, turn left and go through the left red door into the:

Snack bar:

Walk 2 clicks past the counter to the table where the box is placed. Turn right and walk further to the rear table.

There are 2 symbols painted on the back table. Zoom in on the table and draw the two symbols over.

One symbol is the same yellow symbol that you also saw at the entrance to the Kids Kingdom. The other symbol is a green Andreas cross. 

Zoom out and walk through the snack bar back to the red door but don't go outside yet.

Turn left. Right behind the counter is a closed red door. The door is locked and the lock is exactly in the middle of the door. Turn right again and leave the snack bar through the red window door, back to the hall. Now go through the double red door to the:

Billiard room:

To the right of the billiard is a round table with a board game on it.

You can view the board game in close-up. If you do that, you will see that there are 6 circles around the round logo. On 4 circles is a colored cap and 2 circles are empty. You can pick up the 4 caps and drag them to 1 of the empty circles. However, you have no idea what the purpose of this board game is now, so get out of the close-up again and turn left. Behind the billiard table you will see a blue door, in the back right corner.

Go forward 1 click, towards the blue door. Then turn slightly to the right and go forward to the wall.

Then turn counterclockwise to the blue door and click on the door handle to open the door. You arrive in the:

 Garden:

You look at a bridge. Turn counterclockwise to the wall. There are 3 cardboard boxes at the window of the cafe.

Zoom in on the boxes and then click on the top box to open it

You will find the 2nd Rune stone in the top box. Grab the Rune stone out of the box.

This stone has the "N" symbol. Click the rune stone to your inventory and exit the close-up twice.

Turn slightly to the right and walk past the window to the corner. Turn to the right and walk for 2 clicks to the rear seat.

Turn clockwise. You are now in front of the bridge. Turn left, towards the left pillar and look at the bottom of the left pillar. 

At the bottom of the pillar you see the red "eye" symbol again. Remember that you have seen this symbol here. 

Turn back to the bridge and walk across the bridge to the other side of the garden. 

You are then on the "terrace" and with a double door. Continue to the double door.

There is a red handprint on the door. Do not go through the door yet, but turn to the left. There are 3 round tables with chairs in front of the bridge. 

Go 1 step forward to the right table and then turn around to the table. 

There is a magazine on this table. Zoom in on the magazine. It is a "Music Magazine" from February 2008. 

Open the magazine. Page 25 is the puzzle page and there are 2 puzzles. 

Click with your grab hand on page 25 to see the page in close-up. The top puzzle is the "Prize puzzle" and the bottom puzzle is a "Sudoku puzzle". View the "Prize Puzzle". The diagram of the "Prize Puzzle" is very similar to the box panel in the electrical box in the basement. In the circles you can see that all results must be 34 both horizontally and vertically. The number 15 is already entered in box 2. 

This seems like a great hint with which you should be able to solve the puzzle in the electrical box. So remember this hint and get out of the close-up twice.

Now go back to the double door and click on the door handles and ..... you end up in the:

Grand Hall:

The Grand Hall is the large entrance hall of Utopia, where people enter from outside. You stand in front of the round flower box that is made exactly in the middle of the hall like a square in the hall. There is a striking piece of sculpture in the round box. Behind the flower box you can see the barricaded exterior doors. To the left of the outside doors is the reception / information desk. To the left and right are corridors that lead to the side wings of the building.

Turn a little to the left and then aim your hand at the reception desk, to the left of the front doors and then take 1 step forward. 

Then turn a little to the right and aim the forwards towards the barricaded front doors and go 1 step forward again. 

Then turn left and ..... you look now, along the reception desk, into the left side corridor. You can now also see the left round glass elevator shaft. The elevator is out of order.  Go 3 times forward into the side corridor. At the end of the side corridor you stand in front of a double door. There are a few loose floor tiles in front of the door.

Zoom in on the loose floor tiles. There are 4 loose floor tiles. Click with your grab hand on the one tile to move this tile to the side and ...

...You have found the 3rd Rune Stone. Take the rune stone from the hole.  On this rune stone is an "M" standing on its side. 

Click the stone to the inventory and step 2 times out of the close-up. Turn around to look at the reception and the center of the Grand Hall again. To your right is the left round glass elevator, but  the elevator is out of use. 

Walk 1 step forward and then turn slightly counterclockwise and aim the forward hand at the desk chair that is behind the reception desk and then go 2 steps forward.

You are then behind the reception desk. You can't do anything with the computer, so turn right. On the desk are the maps of the Utopia building and a notepad on which the meaning of the rune stones is mentioned. Zoom in on the notepad.

You cannot take the notebook with you, so I recommend  that you  copy the list. The list gives you the meanings of the symbols on the 10 rune stones and the location of the devices in which you have to put the rune stone in question. Unfortunately, the list does not show the symbols themselves, so you cannot yet associate a symbol with a meaning.

Zoom out and zoom in on the floor plans. They are 3 floor plans.

There is a floor plan of the Ground floor and the basement, a floor plan of the 1st and 2nd floor and a floor plan of the roof.  Click on the floor plans to store them at the top left, in the upper black border. Right-click in the screen and then move your cursor to the top black border to open the 3 icons. Then left click on the middle icon to open the floor plans.

You can travel quickly from one location to another via the floor plans, but you must first have visited a location once. The map is currently not working. You have already been to the basement, the Café and the garden, but that was before you found these floor plans. To make those locations available on the floor plans you must first visit those locations again. Store the floor plans again by clicking next to them with your zoom hand.

Turn right and look down.....under the counter, you see a safe with a numeric code dial

Zoom in twice on the numeric dial. The dial has colored symbols. 

They are the symbols that you have already seen here and there. You don't know the right combination yet, so get out of the close-up again. 

Go to the right, next to the counter, and then go one step further, towards the loose floor tiles where you have just found the "M" rune stone. 

Then turn back and go 1 step forward, to the front of the reception desk. Turn around to the counter. On the left-hand side of the counter is a standard with postcards. 

Zoom in on the postcard rack. There is an empty space in the standard and on the empty space you see the yellow square with yellow dot symbol again.

Zoom out and turn right and go 1 click forward and then turn clockwise to the round flower box. 

Behind the round flower box is the double door of the inner garden. Go, left or right next to the flower box, to the door of the inner garden and then enter the inner garden again. 

Immediately turn around in the garden and go back through the door into the Grand Hall. You are then again behind the round flower box. Now open the Floor Plans again, so right-click in your screen and then move your hand up so that the Menu, the Floor Plan and your film Camera pop up in the top black border. Left click on the Floor Plan to get it large in your screen. The floor plan of the ground floor is then in your screen. Place your cursor on the  Garden or the Elevator  and see .... these locations now turn orange.

If you now click on the orange-colored Garden, or the Elevator, you will go there. Do not do this now.  Put the map away again. 

So you are back behind the round flower box and the doors to the inner garden are in your back. Turn to the right. In the corner, to the left next to the  garden doors, is a staircase that goes up to the balcony. Aim your hand on the stairs and then go forward 5 times up the stairs.

You are then upstairs on the balcony and stand in frond of 2 chairs. Behind the chairs there is a copper pipe on the wall and in that pipe there is another valve / switch. Zoom in on the valve / switch and you will see that this switch is set to the right. 

Zoom out and turn right. The doors in the middle are the doors of the balcony above the inner garden.  You are now looking at the doors of the Viking Museum. Go 1 step forward and then turn left. You are now standing in front of the middle doors, which lead to the balcony of the inner garden. Do not go through the doors but turn left. On the left wall you see a box with 2 buttons. 

Zoom in on the button box and click on the lower red button. Nothing happens. 

Zoom out, turn right again and walk on to the doors of the Viking Museum. Click on the door handles and ......

Amulet Wittard appears and warns you that there is a powerful energy behind the doors. You are not yet ready to enter the Viking Museum, so do not enter. Turn clockwise. To the right of the Viking doors is a rack. with leaflets.

Zoom in on the top leaflet. Take the top leaflet from the rack. It is "the Travels of Odin" leaflet. You can't do anything else with it, so zoom out twice, turn to the right and walk 2 steps back towards the toilets. To the left of the toilet doors are 3 boxes. On the lower right box you see the yellow square with the yellow dot again.

Turn left and aim the hand cursor  to the stairs and descend the stairs again in 4 clicks, to the floor of the Grand Hall.

Down again you turn to the right and, to the right of the round flower box, and then go 2 steps forward to the barricaded front doors. Then turn right and .... you look at the right round glass elevator shaft and the right side corridor. Go forward 1 click and then turn right.

You now look at the round wall where the stairs to the balcony go up. Go 1 click forward to the 2 seats in front of the round wall and then turn slightly to the left.  The copper pipe comes down behind the left-hand seat and the pipe then disappears further along the wall to the left. 

There is another valve / switch here in the copper pipe, so zoom in and see .... this switch is also in the right-hand position.

Zoom out, turn left and then go, between the chandelier and the elevator, 1 step forward. Then turn slightly to the right and .......you are now standing in front of the right-hand round glass elevator shaft and looking at the doors at the end of the right-hand side corridor.

This elevator is not working either, so go forward to the double doors and click on the door handles to open the doors. You end up in the:

Shopping street

In the tile floor is a plaque and, on the left, is a floor wiper and a yellow bottle of detergent. Zoom in on the plaque. On the plaque it says that you are back in the shopping street, where you can find the Café, the Kids Kingdom and the First aid post. Zoom out and turn to the yellow bottle of detergent. Behind the bottle of detergent you see the entrance doors of the swimming pool. To the left of the doors is a blue box on the wall that contains a puzzle that we are not going to solve yet.

There is no electricity, not even in the swimming pool. It is therefore handy if you first switch on the emergency power supply. In the magazine, which is on the table in the garden, you have found the clue with which you can now solve the puzzle in the electrical box, in the basement. So turn right again and now enter the shopping street, behind the plaque, and walk through the street to the gray basement door at the other end of the street.

Click on the door handle of the basement door and .... you end up in 

Chapter 2 Part 2: In Utopia: Basement and Ground Floor

2020: Walkthrough by: Louis Koot