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Walkthrough

Everything the game keeps hidden is here, each answer behind a flap you open yourself. Open only what you are looking for.

The heritage chests

One for each town with a stamp.

Basel

Discover every site of Basel: once its stamp is won, a chest appears near the town, and its clue is written in the backpack and on the map. Open it with a click.

What you find there: Läckerli.

Bellinzona

Discover every site of Bellinzona: once its stamp is won, a chest appears near the town, and its clue is written in the backpack and on the map. Open it with a click.

What you find there: Gazosa.

Bern

Discover every site of Bern: once its stamp is won, a chest appears near the town, and its clue is written in the backpack and on the map. Open it with a click.

What you find there: Gingerbread bear.

Chur

Discover every site of Chur: once its stamp is won, a chest appears near the town, and its clue is written in the backpack and on the map. Open it with a click.

What you find there: Bündnerfleisch.

Davos

Discover every site of Davos: once its stamp is won, a chest appears near the town, and its clue is written in the backpack and on the map. Open it with a click.

What you find there: Davos sledge.

Fribourg

Discover every site of Fribourg: once its stamp is won, a chest appears near the town, and its clue is written in the backpack and on the map. Open it with a click.

What you find there: Cuchaule.

Geneva

Discover every site of Geneva: once its stamp is won, a chest appears near the town, and its clue is written in the backpack and on the map. Open it with a click.

What you find there: Marmite de l’Escalade.

Gruyères

Discover every site of Gruyères: once its stamp is won, a chest appears near the town, and its clue is written in the backpack and on the map. Open it with a click.

What you find there: Double cream meringue.

Interlaken

Discover every site of Interlaken: once its stamp is won, a chest appears near the town, and its clue is written in the backpack and on the map. Open it with a click.

What you find there: Harder mask.

Lausanne

Discover every site of Lausanne: once its stamp is won, a chest appears near the town, and its clue is written in the backpack and on the map. Open it with a click.

What you find there: Night watchman’s lantern.

Lucerne

Discover every site of Lucerne: once its stamp is won, a chest appears near the town, and its clue is written in the backpack and on the map. Open it with a click.

What you find there: Chügelipastete.

Lugano

Discover every site of Lugano: once its stamp is won, a chest appears near the town, and its clue is written in the backpack and on the map. Open it with a click.

What you find there: Boccalino.

Montreux

Discover every site of Montreux: once its stamp is won, a chest appears near the town, and its clue is written in the backpack and on the map. Open it with a click.

What you find there: Narcissus of Les Avants.

Neuchâtel

Discover every site of Neuchâtel: once its stamp is won, a chest appears near the town, and its clue is written in the backpack and on the map. Open it with a click.

What you find there: Taillaule.

Schaffhausen

Discover every site of Schaffhausen: once its stamp is won, a chest appears near the town, and its clue is written in the backpack and on the map. Open it with a click.

What you find there: The Munot bell.

Sion

Discover every site of Sion: once its stamp is won, a chest appears near the town, and its clue is written in the backpack and on the map. Open it with a click.

What you find there: Channe valaisanne.

St. Gallen

Discover every site of St. Gallen: once its stamp is won, a chest appears near the town, and its clue is written in the backpack and on the map. Open it with a click.

What you find there: Biber.

St. Moritz

Discover every site of St. Moritz: once its stamp is won, a chest appears near the town, and its clue is written in the backpack and on the map. Open it with a click.

What you find there: Nusstorte.

Zermatt

Discover every site of Zermatt: once its stamp is won, a chest appears near the town, and its clue is written in the backpack and on the map. Open it with a click.

What you find there: Valais Blacknose sheep.

Zurich

Discover every site of Zurich: once its stamp is won, a chest appears near the town, and its clue is written in the backpack and on the map. Open it with a click.

What you find there: Tirggel.

The riddles

They are known from the start by their clue and a zone on the map, and are found with a gesture.

Where a philosopher saw everything return, skim the water.

At Lake Sils, in the Upper Engadine: descend to less than 150 m above the water and skim the lake for 3 seconds.

What you find there: Pebble of the eternal return.

Where it circles, land and simply look.

In the Swiss National Park: land less than 2 km from Il Fuorn and stay landed for 3 seconds; the bearded vulture circles above.

What you find there: A moment of silence.

Where a famous detective nearly never came back, touch the falling water.

At the Reichenbach Falls, near Meiringen: touch the waterfall (with the keyboard, “Waterfall” in the Places in view list).

What you find there: Sherlock Holmes’s magnifying glass.

When the night sky flares, make a wish.

At night, a shooting star crosses the sky: click its trail while it passes or within 6 seconds afterwards (with the keyboard, “Shooting star, make a wish” in the Places in view list). Until you have it, a star passes every 20 to 60 seconds.

What you find there: Shooting-star shard.

The master treasures

They unlock when you meet their condition, then are searched for like a riddle. They do not count towards the Pirate patch or the Pocket Switzerland patch.

Where the Rhine throws itself into the void, touch the falling water.

It unlocks once you have achieved every feat of the First flight tier. Then touch the Rhine Falls, near Schaffhausen.

What you find there: Scale of the patient salmon.

Land in the middle of everything, where Switzerland keeps its balance.

It unlocks once you have every patch. Then land less than 2 km from the Älggi-Alp, the country’s geographical centre, and stay landed for 3 seconds.

What you find there: Compass of the middle.

At the far end of the Grisons, where an emperor is said to have built a convent, land and dig.

A surprise, unlocked once you have found the riddles of Sils and the National Park. Land less than 2 km from the convent of Müstair and stay landed for 3 seconds; it also earns you the Distinguished archaeologist feat.

What you find there: Charlemagne’s seal.

Where a poet signed his name on a column, skim the water at the foot of the castle.

A surprise, unlocked at level 6. Skim Lake Geneva for 3 seconds, less than 3 km from Chillon Castle.

What you find there: Lord Byron’s penknife.

Where the man with the crossbow was born, land in front of his chapel.

A surprise, unlocked at level 7. Land less than 1.5 km from the chapel of Bürglen and stay landed for 3 seconds: the key opens the William Tell quest.

What you find there: Key to Tell’s house.

The grand chest awaits you in the sunken lane.

It waits for you in the grand chest, at the end of the William Tell quest.

What you find there: William Tell’s crossbow.

The William Tell quest

The key to Tell’s house opens the quest. Its stages are found in order, and only the current stage has its clue and its zone on the map. Once they are all found, the grand chest appears a few hundred metres from the last place: it holds William Tell’s crossbow and earns you the Living legend feat.

Stage 1: Where three cantons swore loyalty to one another, land on the meadow.

The Rütli: land and stay landed for 3 seconds.

Stage 2: Where an apple sat on a head, land at the foot of the monument.

Altdorf: land and stay landed for 3 seconds.

Stage 3: Where Tell leapt from the boat in the storm, brush the lake.

The Tellsplatte: skim the lake for 3 seconds, less than 150 m above the water.

Stage 4: Where Tell lay in wait for the bailiff, land in the sunken lane.

The Hohle Gasse: land and stay landed for 3 seconds.

Bern

The answers of the walk, in the order the story opens them.

Odile’s spring

Land the balloon for three seconds at the far end of the Kandertal, on the bank of the Kander, in the valley that opens at the foot of the Niesen. Odile must have asked you first. Bring her the spring: she tells you the tower’s secret and names Léon.

The tower’s key

It is in a chest at the corner of a lane that leaves the Grand-rue to the north, very close to the Zytglogge. You can open it at any time.

The tower

With the key in the backpack, open the door of the turret and climb the stairs to the mechanism. Touch the rooster’s wheel, from the side of the frame opposite the landing: the parade runs across the façade. The hours are 3 for the rooster, 7 for the jester, 10 for the bears and 5 for the golden figure. The backpack keeps them as a note.

The gardens

The sundial reads daylight only, from 6 to 18: 3 becomes 15 and 5 becomes 17. So there are four hours: 7, 10, 15 and 17. Push the four blocks by walking against them, on foot, each onto the socket of one of these hours, and set them in the sun’s order: 7, then 10, then 15, then 17. What counts is the order in which the blocks arrive; a block that leaves its socket loses its arrival. R puts the blocks back. The gate opens, and the earth is turned over on the noon line, beyond the terrace.

The shovel and the lamp

Urs, the tools merchant at the market, lends you his shovel. It digs only on the noon line, where the earth is turned over. The chest you dig up gives back the Wise Virgin’s lamp, and the shovel goes back to Urs by itself.

The cathedral portal

On the Münsterplatz, give the lamp back to the wise virgin in the middle, the one with empty hands. The lamps of the five wise virgins light up one after another: the third from the street, the fifth, the second, the fourth, then the first. Then relight the lamp of each foolish virgin, facing the matching wise one, in that order. A mistake puts out the foolish lamps already relit; “Watch again” replays the sequence. The door opens.

The gallery

Behind the door, a spiral stair leads to a small door, then to the tower’s gallery. The zipline’s trolley hangs there from the bell-ringer’s hoist: take it. The hoist lifts you up and lowers you in five seconds.

Léon

Léon, the boatman of the Matte, is on the bank of the Aare, near his pontoon. Give him the trolley back, on foot or by the cable: he lends you his paddle.

The descent of the Aar

Board from his pontoon and paddle with the arrows, or with A and D: one stroke on each side to move forward, two on the same side to turn. The current carries you. Dock at the Lauferplatz pontoon: the square’s little gate opens for good.

After that, the same pontoon offers a challenge: six buoy gates, in order. A missed gate or a swimmer bumped adds 3 s. A run with no fault, through every gate and without bumping a swimmer, earns you Léon’s boatman’s cap. Under the time to beat, you win the secret feat “Faster than the current”.

The postcard

On the Lauferplatz quay, near the Messenger’s fountain, the keeper of the letters gives you your grandma’s postcard.

The cheat codes

This walkthrough gives no cheat code: they are to be found elsewhere.