Dark City 9: Amsterdam – Travel to dark and mysterious Amsterdam to solve a mystery that has shaken the city. Famous detective Agatha receives a letter asking for help from naval officer Arjen Van der Decken. According to him, the ghost ship “The Flying Dutchman” has been spotted repeatedly off the coast of the city, and ghost sailors appear on the streets. The city is gripped by panic, the police are powerless, and the legend of the vengeful Captain Philippe, Arjen’s ancestor, threatens his family’s reputation. Arjen is convinced it’s just a myth, and invites you to conduct an independent investigation. You will have to gather evidence, interview witnesses, and figure out how the ghosts of sailors are connected to the legend of the Flying Dutchman. The unfolding events lead you to the royal palace, where the situation becomes even more dangerous. You will have to solve not only the mystery of the ghosts, but also find out what is behind the series of strange events that are terrifying the city. If you can not pass any of the puzzles or do not know where the items are, on our site you can watch the walkthrough of the game Dark City 9: Amsterdam, and save the city.
Dark City 9: Amsterdam – Walkthrough
Here you can see the full walkthrough of Dark City 9: Amsterdam, namely for all chapters, including bonus chapter, in pictures.
- Read journal (A).
- Select eye for puzzle (B).
- Talk, take FOLDER (C).
- FISHING LINE from FOLDER.
- Take NOTEBOOK with FISHING LINE (D).
- BELT and DAGGER from NOTEBOOK.
- Use DAGGER, open (E).
- Take CART WHEEL (F).
- Take map and CLOCK NOTE (G).
- Take WINDING KEY (H).
- Find pairs (I).
- Take SWITCH, pack suitcase and use BELT (J).
- Place CART WHEEL (K), take GUILDER 1/4 (L).
- Place SWITCH, move horn.
- Take GUILDERS 2/4 (M).
- Place CLOCK NOTE and WINDING KEY (N).
- Solution: Ox9.
- Take ORNATE KEY and GUILDERS 3/4 (Q).
- Use ORNATE KEY (R).
- Take HOOK 1/2, note and GUILDERS 4/4 (S).
- Use GUILDERS, take CHEW TOY (T).
- Offer CHEW TOY, play puzzle (U).
- Solution (V): (8-9)-(5-7)-(3-6)-(1-4)-(2-3).
- Receive DOCUMENTS.
- Offer DOCUMENTS, go (W).
- Take ORANGE TULIP, place arrow (X).
- Solution (Y): (2-4)-(1-3)-(2-3).
- Use FISHING LINE (Z), take HORN and DEAD LANTERN (A).
- Use HORN, take GREEN TULIP (B).
- Open, take LIGHTER and SCRUBBER (C).
- Take note and UMBRELLA, place ORANGE TULIP and GREEN TULIP (D).
- Take RIBBON and LIGHTBULB (E).
- LIGHTBULB on DEAD LANTERN, take LANTERN.
- Use LANTERN, take VALVE with UMBRELLA (F).
- Use SCRUBBER and VALVE (G).
- Casual solution (H).
- Hard solution (I).
- Take WALLET (J).
- LOCKPICKS from WALLET, receive evidence.
- Open journal (K).
- Solution (L).
- Select 2 (M).
- Select 1 (N).
- Select 3 (O).
- Take HOOKS 2/2 (P).
- Place LOCKPICKS (Q).
- Place 2 and 4 (R).
- Take TOW ROPE (S).
- HOOKS on TOW ROPE.
- Use TOW ROPE (T).
- Talk (U).
- Go (V).
- Talk (W).
- Take FOUNTAIN PEN (X).
- Take SECRET NOTE (Y).
- Take LAPEL PIN (Z).
- Open, use LAPEL PIN (A).
- Take WINDMILL (B).
- Open (C).
- Place WINDMILL (D).
- Solution: E-2-Ex2-1-3-Ex2-4.
- Open (F).
- Take CORKSCREW.
- Move feathers x4, place RIBBON.
- Take FEATHER DUSTER (G).
- Use FEATHER DUSTER, take BROKEN BADGE (H).
- Move rug, take ROLLER and PERFUME (I).
- PERFUME on SECRET NOTE, use LIGHTER.
- Take MUSIC.
- Place MUSIC, play 8-4-6-7-6-7 (J).
- Take PAINTBRUSH (K).
- Place ROLLER, read note.
- Take GLUE (L).
- CORKSCEW, PAINTBRUSH and GLUE on BROKEN BADGE.
- Use brush on glue and on badge.
- Take POLICE BADGE.
- Place POLICE BADGE (M).
- Solution (N).
- Solution continued (O-P).
- Take MAGNIFIER (Q).
- Talk (R).
- Use eye for puzzle (S).
- Go (T).
- Take BOWS 1/3 and note (U).
- Take ROSES 1/2 and note (V).
- Take SPOKE (W).
- Take BOWS 2/3 and ROSES 2/2 (X).
- Place ROSES (Y).
- Take STICK and BICYCLE (Z), take BOWS 3/3 (A).
- Place BICYCLE (B), take AWARD (C).
- BOWS, AWARD and FOUNTAIN PEN on STICK, take DEPTH GAUGE.
- Use DEPTH GAUGE.
- Find and take GARDENER’S KEY (D).
- Use GARDENER’S KEY (E), take BOWL and SHEARS (F).
- Use SHEARS (G).
- Use MAGIFIER for puzzle (H), receive SCREWDRIVER.
- Open journal (I).
- Solution (J).
- Select 1 (K).
- Select 2 (L).
- Select 3 (M).
- Take LOCKPICK (N).
- Use LOCKPICK and SCDEWDRIVER (O).
- Solution (P).
- Go (Q).
- Open, take WRENCH (R).
- Take BOTTLE.
- (S)
- Take FIRE STARTER, note and SWEEPER.
- Use WRENCH, take PRESSURE GAUGE (T).
- Use BOTTLE (U), receive MILK.
- MILK on BOWL.
- Offer MILK, take SOUND CYLINDER (V).
- Use WRENCH and SPOKE, place SOUND CYLINDER.
- Pull lever for mini-puzzle (W).
- Take GEAR (X).
- Use SWEEPER, remove note.
- Replace PRESSURE GAUGE and GEAR (Y).
- Solution (Z): 2-4-6-4-2-4-6.
- Take CLARINET (A).
- Read note, place CLARINET (B).
- Take PAPER CLIP and VALVE OIL (C).
- Use VALVE OIL (D), move gear and nuts x4 (E).
- Go (F).
- Solution (G).
- Solution (H).
- Solution (I).
- Receive BRACER.
- Open journal (J).
- Solution (K).
- Select 2 (L).
- Select 1 (M).
- Select 3 (N).
- Take WICK (O).
- Move notes, take GARAGE KEY (P).
- Take LIFE PRESERVER (Q).
- Take PULLEY HOOK, use GARAGE KEY (R).
- Take CROCHET HOOK (S).
- Use CROCHET HOOK (T).
- Solution (U).
- Move net, take GOLDFISH and LAMP (V).
- Use LIFE PRESERVER, take RIGGING (W).
- PULLEY HOOK on RIGGING, take GRAPPLING HOOK.
- Use GRAPPLING HOOK and GOLDFISH (X), take note, FLINT, DIODE and OIL (Y).
- WICK, OIL, FIRE STARTER and FLINT on LAMP, take LIT LAMP.
- Place LIT LAMP for puzzle (Z).
- Use eye for puzzle (A), receive COORDINATES.
- Place DIODE and COORDINATES (B), select C-D-Cx2-D-Cx6.
- Go (E).
- Read notes (F).
- Take HANDLE 1/2 and CORKSCREW, use PAPER CLIP (G).
- Read notes: take PENCIL and BAIT (H).
- Take REEL (I).
- Place REEL, take FISHING ROD (J).
- Use BAIT and FISHING ROD, catch FISH (K).
- Offer FISH (L), take ANCHOR and note (M).
- Place ANCHOR (N).
- Hang tools, take CROWBAR and HANDLE AND SCREWS 2/2 (O).
- Use CROWBAR for puzzle (P), receive SCREWDRIVER.
- Use HANDLE AND SCREWS and SCREWDRIVER (Q).
- Go (R).
- Use eye for puzzle (S).
- Take TENTACLES 1/3 (T).
- Use SCREWDRIVER, take STUD PULLER and SHIP IN A BOTTLE (U).
- Take KNIFE, find pairs (V).
- Take TWEEZERS.
- Use PENCIL, take MYSTERIOUS NOTE, WRITING SET and BULB (W).
- Use KNIFE, take HARPOON (X).
- Place BULB, open book.
- Take TENTACLES 2/3 and MAGNIFIER (Y).
- CORKSCREW on SHIP IN A BOTTLE, take TENTACLES 3/3 with TWEEZERS.
- Use TENTACLES.
- Solution (Z).
- Take note and LIGHTHOUSE KEY (A).
- Walk down.
- Use LIGHTHOUSE KEY (B).
- Open.
- Solution (C): 5-4-6-3-1-4-5-2-1-4.
- Use HARPOON (D).
- Take TIME NOTE and GEAR 1/5, take MACHINE BELT with KNIFE (E).
- Inspect (F).
- Walk down.
- Play puzzle (G), receive GUN OIL.
- Go (H).
- Use GUN OIL, take LADDER (I).
- Place LADDER (J).
- Press button, use KNIFE.
- Take GEAR 2/5 and ELEVATOR KEY (K).
- Move ladder (J).
- Place TIME NOTE, move hands to 12.
- Receive GEAR 3/5, take GEAR 4/5 (L).
- Zoom (M).
- Open, take GEAR 5/5 (N).
- Place GEAR and MACHINE BELT (O).
- Swap (1-4)-(2-3)-(4-5).
- Use ELEVATOR KEY, pull lever (N).
- Move shards, use shard for puzzle (P).
- Receive clue.
- Open journal (Q).
- Solution (R).
- Select 2 (S).
- Select 1 (T).
- Select 3 (U).
- Take FLARE (V).
- Take WINDOW (W).
- Turn houses x3, place WINDOW.
- Move pieces.
- Take CONSTELLATION NOTE 2/2 and LENS (X).
- Place LENS and CONSTELLATION NOTE (W).
- Select 1-2-3, take COMBINATION (Y).
- Place COMBINATION, move dial to 6-7-4 (Z).
- Solution (A): Cx7-Bx6-Cx6.
- Take DIRTY GUN (D).
- Inspect DIRTY GUN.
- Play puzzle (E), receive BARREL BRUSH.
- BARREL BRUSH, GUN OIL and FLARE on DIRTY GUN, use oil, brush and flare on barrel.
- Take FLARE GUN.
- Use FLARE GUN (F).
- STUD PULLER, MAGNIFIER and WRITING SET on BRACER, take NAME and OPENED BRACER.
- Offer NAME (G).
- Take HACKSAW (H).
- Take STEERING WHEEL (I).
- Take TANGLED PUMP (J).
- Place STEERING WHEEL (K).
- Move hammer, bobber and tray (L).
- Take RAG, inspect bottle (M).
- Use HACKSAW for puzzle (N), receive PLIERS.
- Take CORK 1/2 with PLIERS, move (O).
- Use key (P).
- Open, take COINS (Q).
- Use RAG (R), receive WET RAG.
- Use WET RAG, find pairs (S).
- Take CORKS 2/2 with PLIERS (T).
- Access TANGLED PUMP, select purple, orange, green, blue and red (U).
- Place CORKS and PUMP, take COAL SCUTTLE (V).
- Use HACKSAW, take COAL with COAL SCUTTLE (W).
- Open, use COAL (X).
- Play puzzle (Y), receive MATCHES.
- Use MATCHES (X).
- Offer COINS (Z).
- Take DIRTY BINOCULARS (A).
- WET RAG on DIRTY BINOCULARS, take BINOCULARS.
- Use BINOCULARS (B).
- Use eye for puzzle (C).
- Go (D).
- Take PUZZLE 1/2 and FORK (F).
- Use FORK and PLIERS (E).
- Defeat opponent (G).
- Talk (H).
- Take UMBRELLA, take POCKETKNIFE with PLIERS (J).
- Remove mask, move arm and open jacket.
- Take PUZZLE PIECES 2/2, DIARY and ELECTRICAL TAPE (I).
- Use MATCHES, take AMULET.
- Move pieces, place PUZZLE PIECES (K).
- Swap (1-2) (L).
- Use POCKETKNIFE, take POCKET WATCH (M).
- AMULET on DIARY, take INLAY and FINGERPRINT 1/3.
- INLAY on POCKET WATCH, restore image (N).
- Take evidence and POCKET WATCH.
- Open journal (O).
- Solution (P).
- Select 2 (Q).
- Select 2 (R).
- Select 1 (S).
- Take COLOSSEUM (T).
- Take ADDRESS (U).
- Use ADDRESS, go (V).
- Talk (W).
- Take STONE (X).
- Use STONE, open (Y).
- Take SUITCASE (Z).
- COLOSSEUM on SUITCASE.
- Solution: 4-1-3-2-4 (A).
- Take notes, GLUE and MAGNET.
- ELECTRICAL TAPE and MAGNET on UMBRELLA, magnet and tape on handle.
- Take LONG MAGNET.
- Take CAR KEYS with LONG MAGNET (B).
- Use CAR KEYS (C), take JACK (D).
- Place JACK, take FLAT TIRE (E).
- Place FLAT TIRE and GLUE, move (F).
- Pump until dial is in green zone (G).
- Take TIRE (F).
- Place TIRE (H).
- Take FLYING DUTCHMAN (I).
- Place FLYING DUTCHMAN (J).
- Solution (random) (K).
- Solution continued (random) (L-M)
- Take HAIRPIN (N).
- Use HAIRPIN (O), move wires.
- Solution (P).
- Ring bell (Q).
- Go (R).
- Talk (S).
- Offer POCKET WATCH (T).
- Open, take CLIP-ON LENSES (U).
- Remove pairs, take CAT TOY (V).
- Use CAT TOY.
- Move paper, take BROKEN GLASSES (W).
- CLIP-ON LENSES on BROKEN GLASSES, take MAGNIFYING GLASSES.
- Offer MAGNIFYING GLASSES.
- Take MAGNIFYING GLASSES (X).
- Use MAGNIFYING GLASSES (Y).
- Select 7-8-3-1 (Z).
- Go (A).
- Use eye for puzzle (B).
- Take TORN NEGATIVES and MASK 1/3 (C).
- Take FINGERPRINTS 2/3 (D).
- Place TORN NEGATIVES, place 3-2-1 (E).
- Place and use GLUE.
- Take NEGATIVES (F).
- Open (G).
- Move note, place NEGATIVES (H).
- Casual solution (I): (4-9)-(5-9)-(6-9)-(5-8)-(7-8)-(3-4)-(3-7)-(3-9)-(3-8)-(2-3)-(7-3)-(5-2)-(1-5)-(1-7)-(2-1)-(2-7)-(2-5)-(6-2)-(4-2)-(4-1)-(4-3)-(6-7).
- Hard solution (J): (1-9)-(3-1)-(5-3)-(5-9)-(2-8)-(3-8)-(6-2)-(5-6)-(5-8)-(3-5)-(1-3)-(7-1)-(7-5)-(6-7)-(6-5)-(2-6)-(2-3)-(2-5)-(1-2)-(1-9)-(4-7)-(4-2)-(4-6)-(4-9).
- Create and take EVIDENCE 2/3 and 3/3 (K).
- Walk down.
- Offer EVIDENCE (L).
- Take BEDROOM KEY (M).
- Use BEDROOM KEY (N).
- Go (O).
- Take DRAWER PULL (P).
- Place DRAWER PULL, open.
- Move note, take WIRES 1/2.
- Take PENKNIFE, take note and ELECTRONICS 2/2 (Q).
- Take KIMMELAAR’S DIARY (R).
- Open (S), take CANE and DEAD FLASHLIGHT (T).
- Place ELECTRONICS, take BATTERIES (U).
- BATTERIES on DEAD FLASHLIGHT.
- Place batteries, take FLASHLIGHT.
- Use FLASHLIGHT, take SOUND TUBE with CANE (V).
- Place SOUND TUBE for puzzle (W), receive SHIP TOKEN.
- SHIP TOKEN on KIMMELAAR’S DIARY.
- Solution (X).
- Take FINGERPRINTS 3/3.
- Place FINGERPRINTS, take CHEST KEY (Y).
- Use CHEST KEY, take FILM (Z).
- Place FILM for puzzle (A), receive ENVELOPE.
- Evidence from ENVELOPE.
- Open journal (B).
- Solution (C).
- Select 3 (D).
- Select 2 (E).
- Select 1 (F).
- Take SMALL WRENCH (G).
- Offer FINGERPRINTS (H).
- Go (I).
- Take HOOK, use SMALL WRENCH (J).
- Receive EXTINGUISHER.
- Use EXTINGUISHER (K).
- Ring bell (L).
- Select parrot (M).
- Use PENKNIFE for puzzle (N).
- Solution (O).
- Receive PARROT.
- Ring bell, offer PARROT (P).
- Go (Q).
- Take WAREHOUSE KEY (R).
- Take ROPE (S).
- Walk down.
- ROPE on HOOK.
- Use GRAPPLING HOOK (T), receive LADDER.
- Use WAREHOUSE KEY (U).
- Take VALVE, place LADDER (V).
- Use PENKNIFE, take TOOLS (W).
- Go (X).
- Offer TOOLS (Y).
- Take GROCERY LIST (Z).
- Walk down.
- Place GROCERY LIST, move basket for puzzle (A).
- Receive GROCERIES.
- Go (B).
- Offer GROCERIES, take LABELS (C).
- Place LABELS.
- Solution: (1-7)-(2-3)-(6-3)-(9-4)-(5-6)-(7-6)-(7-8)-(8-9).
- Take COOKIE and CHIPS 1/2 (D).
- Offer COOKIE (E), receive CHIPS 2/2.
- Place CHIPS (F).
- Score 30 points (G).
- Take TROPHY (H).
- Offer TROPHY (I).
- Take SHIP KEYS (J).
- Walk down.
- Offer SHIP KEYS (K).
- Go (L).
- Repeat heartbeat.
- Take CLAMP (M).
- Place CLAMP (N).
- Take CROSS with PENKNIFE (O).
- Place CROSS (P), take AMMONIA (Q).
- Offer AMMONIA, take BADGE (R).
- Place VALVE and BADGE.
- Solution: (1-5)-(2-3)-(3-6)-(4-5)-(5-6).
- Take SHIP LOG with PENKNIFE (S).
- Place SHIP LOG.
- Select 1-3-5-7 (T).
- Go (U).
- Casual and hard solution (V): (6-16)-(13-25)-(20-26)-(3-14)-(26-10)-(19-17)-(7-14)-(8-14)-(8-21)-(4-9)-(11-15)-(5-18)-(9-25)-(8-22)-(15-9)-(22-23)-(5-12)-(12-9)-(16-19)-(23-26)-(9-1)-(1-16)-(2-23).
- Walkthrough Bonus Chapter, at the link below.