Waterfall PrisonerWaterfall Prisoner

Game Details:  Puzzle, 2023

Links:  Moby Games, Steam, Adventure Gamers

Walkthrough Updated:  8/14/2024

Suggested Listening:  Help Me Out (Ash 25)

Waterfall Prisoner is a first-person escape room game. You awaken within a damp cell in the mysterious Waterfall Tower. Using a series of journal entries left behind by a previous captive, you must attempt to make your way to freedom. There are 11 Steam Achievements, all documented in the walkthrough below.

Catacombs

Go forward to the opposite wall from where you start. Look at the skeletal hands that are pointing at 3 bricks in the wall, and press them in the order indicated by the number of fingers showing on each hand. Inside the niche that opens, take a key and a journal entry (1/42). Use the key to unlock the cell door Welcome to Waterfall Tower.

Go around into the next cell on the left and pick up a journal entry (2/42) from the floor. Pull down the hanging skeleton from the chain here, then pick up the scribbled rag and the long bone. Return out to the larger area, then find another cell to the far right. Grab another journal entry (3/42) from here. Pull the metal ring on the wall, and use your long bone to keep it pulled, so the door in the larger room remains open.

Go through the new doorway and place your scribbled rag on the iron maiden. Close the doors, then open them again and take out the punctured rag. Back out in the main room again, look at the bricks sticking out from the side of the stairs heading up. Press the bricks in the order indicated by the punctured rag:

6
3
1
4
5
2

Go up the stairs and through the door, then continue straight across into a small room. Pick up the journal entry (4/42) from beneath the bed here. Look at the skull and teeth on the table in this room. Examine the key in your inventory to see where each tooth should be positioned, then insert them from left to right as follows:

6
5
2
4
1
3

Take the circular valve from the drawer that opens. Leave this room and turn left. There is a staircase that is blocked by venting steam. Turn left to see some pipes on the wall and rotate these to connect the bottom-right and top-right corners. Now turn around and go back past the smaller room to find a large boiler. Look in the bucket on the floor to the left to find the next journal entry (5/42). Now attach your valve to the left part of the boiler. You need to turn the valves so the gauge is on the green marker:

  • Turn the right valve 1 time.
  • Turn the middle valve 2 times.
  • Turn the left valve 1 time.

Head up the stairs that were previously blocked, and take the journal entry (6/42) from the wall ahead. Based on this, you must count the candles on each floor of the catacombs (1 on the bottom floor, 4 on the middle floor, 3 on the top floor). Go up the stairs to the door and pull the chains as follows:

  • Right Chain: 1 time
  • Middle Chain: 4 times
  • Left Chain: 3 times

You will head through the opened door Hydrophobia.

Tower Entrance

In the middle of this room is a large round platform holding 4 pedestals. On a window ledge with bars to the left of where you came in, pick up the journal entry (7/42). Look through this window to see a series of markings on the back of the wooden door. Go around to the front of that door and turn the keys to match the markings:

|
|
|
|
|

Once the keys are aligned like this, you can open the lock on the right. Enter the guardhouse and go upstairs. Find a journal entry (8/42) on the floor near the bed, and another journal entry (9/42) on the floor in the opposite corner of the room. Examine the top of the bookshelf to see a skull, candle and shield. Based on the information in the 8th journal entry, you need to arrange the books in the bookshelf in this order, followed by the numbers written on the bookshelf behind each book. The correct order for the books is therefore 31784256. Take the moon key. Use this to open the chest near the bed, then take out the open book.

Look at the shield that has fallen to the floor - it has the numbers 631 written on it. Go back downstairs and look at the dice on the table. Adjust these to show the combination 631. Take a box full of chess pieces out of the opened chest to the left. Return out to the main room.

Look at the wall just to the right of the guardhouse door to see a large lion's head. Rotate this until it is correctly aligned, then take out the journal entry (10/42). Next turn around to see a series of pillars with images on them. You need to recreate the image of a lion's head across the 3 pillars. Look inside a broken crate on the ground to the left of the pillars to find another journal entry (11/42).

Now turn around and go over to the banners hanging beneath the balcony. Use the rope to the left to start a puzzle - you must recreate a continuous image across the banners. From the starting position, this is one order of rope pulls that you can use:

  1. Left rope
  2. Right rope 2 times
  3. Left rope
  4. Right rope
  5. Left rope
  6. Right rope 5 times
  7. Left rope
  8. Right rope 4 times

Go and look at the large door covered with a grille and pay attention to the positions of the chess pieces. Go upstairs and use your box full of chess pieces next to the chess board, then place the pieces as indicated on the door:

R
K
P
N
P
Q
N
P
R

Pick up the sun key that falls to the floor. Go back down the stairs and look between the barrels to find a chest that you can open with the sun key. Take out a chalice. Go back up the stairs and examine the door with multiple latches. Click on the latches in the follows order to open the door:

4
5
3
2
6
1
7
8
9

Go through the door and take the short sword from the left wall. Pay attention to the direction the various swords are pointing on the left wall here. Go back downstairs and look at the direction of each of the shields around the walls. Head back upstairs and approach the door at the end of the hallway. Rotate each of the sword and shields symbols to match what you have seen:

Go through the door and look on the table on the left to find a candelabra and the next journal entry (12/42). Now head back downstairs to the large round platform. You need to place items on each pedestal:

  • Bottles: Place the chalice
  • Anvil: Place the short sword
  • Books: Place the open book
  • Candles: Place the candelabra

Go back upstairs and look at the controls overlooking the pedestals. Press the left button repeatedly until you can see the bottles and chalice in front of the bronze lion's head (based on journal entry 10). Now press the other buttons so the chalice is pointing inwards, the sword tip is pointing inwards, and the open book is pointing outwards. At this stage, the central part of the platform will open again. Insert your sun key and moon key, then enter the code from the books earlier: 31784256. Take the eclipse key. Return upstairs and use this in the locked door Light of the eclipse.

Go up the stairs to find another door with latches to open in a specific order:

2
10
3
9
1
7
4/8
6
5
11
12
13
15
14
16

Head through the door into a new area.

Hall and Kitchen

Collect a journal entry (13/42) from the box covered with a sheet straight ahead, then go through the open door on the left into the kitchen. Look in an open sack on the floor to the left to find the next journal entry (14/42), and in some shelves towards the far end of the room to find another journal entry (15/42). Look at the arrangement of each place setting at the wooden table in the middle of the kitchen.

Return out to the hallway and look at the large closed door. Based on the times mentioned in journal entry 13, you need to turn the 4 torches to indicate the times 2:15 and 8:45. You can do this as follows:

  • Top-Left Torch: Turn to 8 o'clock position
  • Bottom-Left Torch: Turn to 45 minutes (left)
  • Top-Right Torch: Turn to 2 o'clock position
  • Bottom-Right Torch: Turn to 15 minutes (right)

Now you can go through to the dining room. Pick up the journal entry (16/42) from a chair near the fireplace. Go to the incomplete place setting at the right end of the table and arrange the utensils as you saw them in the kitchen:

  • Left Outer: Big spoon
  • Left Inner: Small knife
  • Right Outer: Small fork
  • Right Inner: Big fork
  • Top Outer: Big knife
  • Top Inner: Small spoon

Pick up the brush that falls to the ground. Also take the stale, hard bread from the middle of the dining table, and you will see the message "2-CSO" written on the plate. Head back out to the hall and you will find the next journal entry (17/42) beneath a shield just to the right. Enter the kitchen again and go through to the Cook's room on the right. Look in the shelves here to find a journal entry (18/42) and note the order of the cooking utensils on the spines of the books here. Go back out to the kitchen and find the wooden board on the wall holding the cooking utensils, then arrange them in the correct order from left to right:

  • Silver ladle
  • Wooden spoon
  • Copper ladle
  • Wooden spatula
  • Large knife
  • Slotted spatula

This will reveal a message "3-PAS" written on the board. Go over and use your brush at the sink to reveal the message "1-APA" on a frying pan. Back in the dining room, there is another journal entry (19/42) on some barrels to the far left side of the room. Go to the kitchen again and head to the stove where there is soup bubbling away. Add the bread to the soup, then follow the instructions from the 3 messages you have revealed:

  1. Add ingredients A, P, A
  2. Add ingredients C, S, O
  3. Add ingredients P, A, S

Take the spoon key that appears in the soup. Head back into the Cook's room and use this to unlock the chest on the floor. Take out the journal entry (20/42). Next look at the small desk in here with 8 bottles. Use the spoon key to remove the corks from the bottles, then replace corks in all bottles except the 2 with onion symbols (based on journal entry 18):

Take out the crank. Return to the kitchen and examine the side of the fireplace. Open this using the crank, then move the gears into position to connect the bottom right to the top left. Now back out and look at the image over the front of the fireplace, noting the positions of the animals. Also read the poem on journal entry 20. Stand at the head of the table and you will be able to adjust the images on the 4 columns around the room:

  • Near Left Column: Snake, facing across the table towards the right
  • Far Left Column: Wolf, facing the banners behind you, therefore looking at you
  • Far Right Column: Eagle, facing the shield on the back wall, completely hidden from view
  • Near Right Column: Mouse, facing the right wall, hidden from view to the right

You will need to walk around to ensure you have the images complete. Once done, a secret door will open to your right The Mousetrap. Go through and use your eclipse key on the padlock on the next door, then go through.

Lower Bedrooms

Pick up a journal entry (21/42) from the small table on the right as you enter the hallway. Go through the open doorway on the left into a bathroom and collect another journal entry (22/42) from the shelf. Go over to the window and use the latch to close it. Now go to the basin and make sure only hot water is coming out - this will fill the left part of the room with steam. Head to the bath and empty it by using the plug, then fill it with hot water - this will fill the right part of the room with steam. Examine the 2 mirrors near the window and notice the writing you can see on them (8P, 7A, 2b, 9u).

Go back out to the hallway and explore down the far end. Go around the corner and find the next journal entry (23/42) on a window ledge. Return towards the bathroom and examine the door opposite. This requires a combination to open, and the clue involves the letters P, b, A and u. Based on the mirror writing, enter the code 8279. Enter the Alchemist's room. Look at the wooden grid on the desk and place the various colored objects according to the hints around the edge (including the diagonal):

Take the lens key and use it on the locked door, then go through to the Doctor's room. Look in the shelves across the room to find a journal entry (24/42). Read this, then look at the bench to the right, which holds 6 jars of different body organs. Based on the journal entry, position them as follows from left to right:

  • Heart
  • Mouth
  • Eyes
  • Brain
  • Hand
  • Ears

Lift up the handle, then turn right and take the syringe key. Use this on the next locked door, then go through to the operating room. Pick up the journal entry (25/42) from the wooden workbench. Examine the jars of blood in the shelves. Pick each of them up to find one where the blood still moves, then use your syringe key on it to draw up some blood. Go back to the Doctor's room and look in the partitioned area to find another journal entry (26/42).

Return out to the hallway. There are still two closed doors with combination locks. You can open the door to the Doctor's room using the same combination of body organs as for the puzzle in the Doctor's room above. For the other lock, go around to the side window where you collected a journal entry earlier. Look at the tools on the wall here (the hammer has fallen to the ground), then go around and enter these as the combination in the lock:

  • Chisel
  • Crank
  • Saw
  • Hammer
  • Screwdriver
  • Corkscrew

Enter the Tinkerer's room and grab the journal entry (27/42) from the bottom of the shelves. There is a large steam machine with 3 levers in here - you can find the correct lever positions by looking through the window again, this time from slightly up on the stairs. Go back to the machine and set the levers to up, middle and up. Now slide open the wooden panel to reveal 4 smaller switches. Look at the blackboard opposite to get a clue about the order, then move the switches as follows:

  1. 1st switch on
  2. 4th switch on
  3. 3rd switch on
  4. 1st switch off
  5. 2nd switch on
  6. 4th switch off
  7. 1st switch on
  8. 4th switch on

Now pull the big lever on the right - the machine will start up but one of the glass tubes will blow, and a panel will open in the bottom of the machine. You cannot fix this machine yet, so it is time to head up the stairs to the next level.

Middle Bedrooms

Take the journal entry (28/42) from the fruit bowl as you arrive on this floor. Now examine the suit of armor near the start of the hallway. You need to place 8 arrows in this based on the diagrams in the Doctor's room downstairs:

Now examine the pattern of colored feathers that is revealed. Based on journal entry 26, you must reverse the order of these when you enter them in the combination lock just to the left:

  • Striped, narrow tip
  • Wavy contour
  • Widest one
  • Two points at base
  • Starting feather
  • Narrowest one

Enter the Hunter's room and take a lead bullet from the table, then a journal entry (31/42) from the anvil. Look at the shelves near the door to see figure and horse figurines. Pick up the fish figurine from the floor and place it beneath the horse on the top row so that it stays there. Pay attention to the positions of the fish, noting that each pair of a fish and horse looks like a musical note. Leave this room for now and you will hear music playing from the opposite room. Look at the combination lock here and set the order according to the musical instruments you hear:

  • Guitar
  • Drum
  • Trumpet
  • Bells
  • Xylophone
  • Piano

Enter the Bard's room. Use the gramophone on the left to change the music that is playing. Now go over to the piano and play the notes according to what you just saw in the Hunter's room. You can play the piano using keys on your keyboard, and this is the correct sequence: NV,,XVN (or in musical notes, AFC'C'DFA). Take the music key from the opened slot in the piano. Use this on the music box on the small table, then open the drawer in the side of the music box and take out a ripped frame.

Go back to the hallway and look at the next door to the left, which requires a color combination. Take a journal entry (32/42) from the ledge here. Go up the stairs briefly and look at the collection of 6 paints on the stools at the top, paying attention to how much remains in each. Come back down and enter this combination:

Enter the Artist's room and look at the collection of sketches on easels to the right. You need to reorder and rotate these to make a cohesive picture - once you are done, a picture will fall down on the wall to the right, revealing another one. To the left you will find a picture that has been ripped into pieces. Use your ripped frame here, then solve a jigsaw puzzle to recreate the picture. Pick up the incomplete palette key and another journal entry (29/42). Look in the tall set of shelves to the left to find the next journal entry (30/42).

Return to the Bard's room and look at the series of bells on the wooden table in the corner. The shapes of the bells match the dresses in the ripped picture you just restored (and several of the women in the picture are holding what looks like the music key). If you number the bells 1-6 from left to right, play them in this order:

  • Touch bell 6
  • Touch bell 5
  • Hit bell 3 with the music key
  • Hit bell 1 with the music key
  • Hit bell 2 with the music key
  • Touch bell 4
  • Touch bell 6

Now you can pick up a screw. Go back to the Hunter's room. You now need to rotate the animal heads on the shields, based on the footprints you saw in the shelves in the Artist's room. The arrows in the diagram below point to the bottoms of the shields:

Pick up the gun key. Use this on the chest, then take out the journal entry (33/42). Go out to the final locked door in the hallway, which has a series of numbers. Continue around the corner to the right and collect another journal entry (34/42) from the barrels. Based on this journal entry, the paintings on the walls of the 3 levels of bedrooms, and on examination of the keys you have collected so far, enter these numbers outside the locked door:

9
6
4
5
1
7
5

The door will now open The Key is mightier than the sword. Enter the Scribe's room and take the journal entry (35/42) from the desk and the pen key from behind it. Use the pen key to unlock the chest, then take out a glass tube and another journal entry (36/42). It is time to head back down the stairs again.

Lower Bedrooms

Return to the Alchemist's room. Look at the instructions on the blackboard on the wall, then use the lab table. Place the lead bullet in the clear flask in the middle of the table. Use your syringe key on the left flask to inject your blood here. Now use the brown flasks on the raised clear flask, according the positions you placed the ingredients in the grid on the other table in this room:

5
1
7
4
3/6
2

Ignite the flame beneath the green liquid, then pick up a gold bullet. Go over to the Tinkerer's room again. Use your new glass tube with the broken one in the bottom of the machine, and the machine will power up again. Insert your punctured rag into the slot on the left - you will note something happening on the floor above you.

Now pay attention to the symbols on the metallic punch-cards that are available in the open part of the machine. Head around looking at the paintings on the walls, and you will find matching symbols on some of them:

  • The Firstborn
  • Two Hearts
  • Hunting at Noon
  • A Heart Split into Four
  • The Final Death

This order through a life tells you the order in which to use the punch cards in the machine:

2
5
4
3
1

Now you can take the tool key. Use this on the door behind you, but there is only one puzzle in here and you cannot solve it yet. Head across to the operating room. Use the tool key on the 2 hex screws in the corners of the grate in here, and you will reveal the next puzzle. You must have all buttons pressed in at the same time. Number the buttons as follows:

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

Press the buttons in this order: 9, 11, 2, 7, 12, 17, 7, 20, 15, 10, 5, 15. The light box to the right will now show two pictures of a skull pierced by screws. Go upstairs again.

Middle Bedrooms

Go to the Artist's room and examine the clay head. Insert the incomplete palette key in the head, and it will rotate. Now add your screw to the collection on the wall here, then place the screws according to the pictures you just saw on the light box downstairs. The left part of the diagram shows the positions of the screws on the wall, and the right part shows the positions they should be inserted in the head:

1
6
2
7
3
8
4
9
5
10
6
2
8
4
10
9
5
1
3
7

Once all screws are inserted, pour clay from the bottom into the top and take out the palette key with plaster. Go around to the area next to the stairs leading up and enter a new room that was opened by inserting the punctured rag into the machine downstairs The 15h Guest. Pick up the mug from the table. Look in the shelves to see some objects with plaques containing music notation.

Return out to the Bard's room and sit down at the piano by using the stool next to it. Play another tune on the piano based on what you saw in the secret room. You can play the piano using keys on your keyboard, and this is the correct sequence: NNNNVBNBN (or in musical notes, AAAAFGAGA) Unforgettable Classics. Now it is time to head up to the top floor.

Upper Bedrooms

Start by getting a journal entry (37/42) from the barrels at the top of the stairs. You can find another journal entry (38/42) from next to the paints at the top of the stairs, and yet another journal entry (39/42) on the table at the end of the hall. Try to open the doors - a guillotine will come down to block passage to one of them. Come back and examine the bust on the wall near the paints. Insert the gold bullet in the eye, and the palette key with plaster in the ear.

Go through the opened door into the Butler's room. Look in the shelves on the right to find the next journal entry (40/42). Go to the table with the coins and bags. Based on journal entry 40, you need to place 4 coins into the left bag and 5 coins into the middle bag. Put the final coin into the right bag. Now empty the middle bag and very quickly drag the 5 coins into the right bag - a secret passage will now open. Turn left in here and grab the disk. Head back downstairs.

Lower Bedrooms

Enter the Tinkerer's room, then the side room. Look at the blackboard on the wall, then examine the puzzle on the table. Use your lens key on the left, and the extra disk you just found upstairs on the right. Now you need to insert the lenses based on the information from the blackboard:

  • Top Position: Small circle
  • Middle Row: Big square, big triangle, big circle, small square
  • Bottom Position: Small triangle

Take the lantern, then head back upstairs.

Upper Bedrooms

Examine the large wardrobe with 12 knockers. You need to search the room for 3 patterns (over the bed, in the middle drawer of the wardrobe, in the secret room). Now you need to use the knockers in order according to these 3 patterns:

1
6
4
1
3
2
5
5
3
2
4
3
4
1
2
5

Once you have completed all 3 sequences in order, the wardrobe will open and you can go through into the Count's room. In the first part of the room, look at the cabinet over the bath. Open the cabinet to see a sliding tile puzzle. Number the pieces as follows:

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16

From the starting position, click on the tiles in this order: 9, 5, 1, 2, 3, 7, 8, 12, 11, 15, 14, 10, 9, 13. Take the zodiac gemstones from the water.

Continue into the next part of the room and take the journal entry (41/42) from the table. There is also a note that mentions C3. Open the chest near the foot of the bed, but it is empty. Go over to the chess board and place the black king on the board (according to the note in position C3, but it doesn't seem to matter) - the chandelier will crash down and you will see the number 0113. Go and try to enter this in the combination lock next to the door, but the shelves will fall over. Pick up the carved stone sphere from the floor.

Return out to the Butler's room and look at the desk with the balance scales. Use your zodiac gemstones here, and there will be 12 in total. You can use the various journal entries to work out the value of each of the gemstones, in particular journal entries 33 and 37. The following shows the values of the gems:

2
3
1
5
6
3
2
4
5
11
9
7

You need to place 6 gemstones on each side of the scale, so each side has the same weight. Place the ones marked in gold on one side of the scale, and the ones marked in silver on the other side. Press the button in the middle to confirm this. Take the door knocker key. Return out to the hall and find a stone dragon figurine near the top of the stairs. Place your carved stone sphere here, then use the dragon to find yourself in a small room with a large circular device. This requires you to match a series of symbols with keys and a specific order. Use the dragon again to return out to the hall.

Now you need to go down to the lower bedrooms and hang the lantern on the hook in the hall. Grab it again and repeat this on the middle bedrooms floor, then the upper bedrooms floor. Finally go to the Count's room and hang the lantern on the hook near the clock - you will see an image in the clock which corresponds to the order to use the keys on the circular device. Go back and use the stone dragon once more. Review journal entry 22, then insert the keys as follows:

  • 10:00 (Butler): Door knocker key
  • 8:00 (Day Guard): Eclipse key
  • 11:00 (Artist): Palette key
  • 7:00 (Scribe): Pen key
  • 12:00 (Hunter): Gun key
  • 6:00 (Tinkerer): Tool key
  • 1:00 (Night Guard): Eclipse key
  • 5:00 (Doctor): Syringe key
  • 2:00 (Alchemist): Lens key
  • 4:00 (Cook): Spoon key
  • 3:00 (Jailer): Skeleton key
  • 9:00 (Bard): Music key

The device will transform once you are finished. Use the stone dragon again, then head outside and through the cave No Longer Rained In. There is an extra achievement if you are carrying the mug from the Scribe's secret room Bring Me Something Nice.

Epilogue

Walk forward over the bridge and approach the well. Examine the blank piece of paper here and use the pen key on it. Now pick up the final journal entry (42/42) The Scribe Successor. Head through the open gate on the right and follow the path back to the tower. Use the door knocker Complete the Circle.