The Hand of Glory

The Hand of Glory

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Hand of Glory - Walkthrough (Part 1)
By TheDeluxeTux
This will help you if you have trouble with some of the game's puzzles.
   
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Introduction
When you get control of our detective, have a look around. We need to open the mailbox.
Walk over top of the CRACKED CEMENT a few times until a STONE falls off. Get STONE automatically.

Jam your BADGE into the mailbox and use your STONE on it to open it.

Examine the FLASK on your bike for some SCOTCH TAPE. Combine the tape with the paper in your inventory for a jigsaw short puzzle.

Once assembled, use the letter on the vending machine to make some text appear. Read the letter, and make sure to click the suspicious smiley symbol.

Next, have a look at the intercom. Locate the button with the same symbol. We have a chat with the resident. Now, we need to get inside.

Hop over the low gate to head up to the roof. Toss your STONE at the ladder to drop it down, and then head upstairs.

NOTE: It is possible to die in this scene. If you are going for the all-deaths achievement, you must die each possible time in one playthrough. Hang out as soon as you get into the apartment and you will be caught and killed.

Grab the BOTTLE and use it on BlowTorch. It doesn't work, so quickly roll under the table.
NOTE: From this position, use the BADGE on the TV for an Easter Egg.

Examine your PHONE in your inventory and enable the alarm. Slide the phone into the open closet. When Blowtorch goes to investigate, close the closet behind him and then quickly seal doors with the nearby lamp. Watch the scenes as the intro ends.
Investigation: The First Day
When we next gain control, have a look around your bedroom. Note the mysterious numbers on your letter, the poster in the corner, and the teddy bear under the bed. Also, grab the CELL in the nightstand. Fully reading the newspapers each morning will lead to an achievement.

Grab the remote from the drinks trolley and use it on the TV. The batteries are dead. The poster mentioned that the cold can help with this. Remove the magnet from the side of the freezer, and put the remote inside. You can now watch TV, so check out the news.

Leave the room and have a chat with your neighbor. The next order of business is to get our bike back. Head to HPD HEADQUARTERS.

Look around and have a chat with Wilo. There's a lot here in this area that we cannot do much with yet.

Next, head left and speak with the mason and the newspaper vendor to automatically receive ADULT MAGAZINE. It's not the right one, so sneakily swap yours with the mason's. On this screen, also take note of the blowtorch poster. There is an Easter egg for using your cigarettes with the fountain.

Deliver the magazine to Wilo for some gum, which you should use on your bike to repair it. Now unlock the BIKE with your keys, and off we go!... or not. We do see a new location, though.

Examine the homeless man here for a strange message to close out day 1.
Investigation: The Second Day (Part 1)
Read your newspaper and then head back to HPD HEADQUARTERS. Have another chat with Wilo.

Now, we need to get rid of the sports car. We can now grab Wilo's MARKER, so pick that up.

Head left and try to grab some tools from the toolbox. Distract the mason by scribbling on his wall with the marker. Loot the toolbox for a hammer, a wrench, and a tape measure.

Head back and use your new WRENCH on the fire hydrant, for a scene. After the scene, collect the visitor's badge and head inside.

In this office, there are two Blowtorch posters to check out. Next, meet Alice for a scene. After the scene, convince her to help you. Exit to the balcony.

On the balcony, take the TUBE. Also, take a board and balance it across the gap to a window. The second player death is here; if you try to cross the gap before stabilizing the board, so grab that if you are going for the achievement. There is also an Easter egg by using the magnet on the skyline.

Use your hammer and nails to stabilize the board, and head across the gap. Give Alice a call.

Playing as Alice, head inside the office. We get a short tutorial for the ultra-cool body language mechanic. After a scene, we need to get Bundy out. Head back in and examine the chief with your new powers. Head downstairs to buy a newspaper; bring it back. As Lars, duck behind the red chair and then call Burton on your phone to escape.

Now we need keys. Head back to the balcony and attach the magnet to the window frame. Use the drill here to make a hole in it. Combine this with the PIPE for a makeshift manhole tool. Try to weld the tool together. We need to get rid of the welder first. Accomplish this by going back and forth between the welder and the mason and stoking their rivalry. Eventually, we can weld our tool.

With your new tool, head down into the sewer and meet Em.

NOTE: There is a player death available here, by trying to jump across the gap to grab the keys.

Try to grab the planks near Em; we need his help. Talk to him and exhaust dialogue, then hand him your REMOTE CONTROL. You automatically get KEYS. We can now access more locations!
Investigation: The Second Day (Part Two)
Make a quick pit stop at the ALLEY. The mysterious man is gone! Not much here at the moment, but you can grab TIN CAN and STRING from the garbage. There is also a Blowtorch poster here to check out.

Next, visit the MULZBERG MANSION. Not much to do outside for now, so head on in. Have a chat with the maid, Lupe, and then grab the PIANO STOOL and some LINENS from the cart. Have a go on the piano, if you'd like, and note the suspicious sheet music.

Head upstairs; the door is locked. Head back down and ask Lupe about the key. Back upstairs, search around for the key. The key is located on the top of the door frame closest to the stairs, we need the piano stool to reach it. Enter the room. NOTE: for an achievement, do *not* open the drawer in the bedside table.

Note the projector and the bookshelf. Have a look in the mirror for some fun. Make sure to peek out both windows. One window looks over some garbage, the other is directly above Mr. Mulzberg's room. If you DO open the dresser drawer, you will see some numbered balls, with numbers 11, 23, 8, 52, 72, 36, and 61.

Head outside and through the gate to the backyard. Chat with the gardener, and then keep on going. Not much to do here for now besides rooting through the garbage for a BINGO CARD. Head back to the bedroom and lower the blind.

to solve the Bingo card puzzle, you are meant to cross-reference the numbers from the drawer and the numbers from your mysterious note earlier in the game. Tricky! select all numbers on the card to hide them except for numbers 11, 52, and 72. Load the completed bingo card into the projector. Grab the object indicated by the puzzle solution. Day 2 ends.
Investigation: The Third Day
Read your morning newspaper and head out. Stop by HQ and pay Alice a visit. Next, head back to the mansion and talk to Mr. Mulzberg. He's kind of shifty; we need to search his room.

Unfortunately, Lupe is in the way. She can be easily scared. She is scared of a ghost that says a specific thing that also throws bloody hearts.

Go upstairs to the portraits and look at the one at the end of the hall for our spooky phrase. Also, examine the portrait of the dude with the medallion a few times for an Easter egg that will be familiar to fans of GK1.

Next, head to the alley; we can access the building here. It is a shady kitchen! The chef will give us a bloody heart if we find the ingredients for his recipe. We need: a large egg, fancy wine, some old cheese, some unusual meat, and local fresh ginger.

Head back to the mansion and have another chat with Lupe. She cannot help us, but she does give us a lead on some wine.

Head outside to the backyard and have another chat with the gardener. Try to grab the EGG, but we can't get it due to the malfunctioning door. Use your LOCK on the chicken coop, and now we can grab the egg with no problems.

Next, we need to steal the keys for the shed. There are two ways to do this. Method 1 is to use the same trick from the beginning of the game, enable your alarm, and drop your phone into the leaf pile. Method 2 is to put your phone into the leaf pile with no alarm, and then head inside and call your own cell from the hall telephone. The second method will eventually lead to a Steam achievement later in this section.

However you decide to do it, grab the keys and head back to the shed. Use your TIN CAN to grab a big old scoop of dog food, and enter. Feel free to look around, but there's not much here for now except the WINE we were after, and a reachy-grabby CLOTHES STICK.

For the cheese, head home and use our new reacher tool to finally grab the hunk that is hanging in the hallway.

Finally, we need to tackle the ginger. There are two ways to approach this problem, as well. We need to learn how to identify the plant. You can either pay Alice a visit and ask her to look it up for you, or you can use one of the botany books in the Mulzberg bedroom. Each approach has an achievement associated with it. After you have the info, head to the PROMENADE. There's nothing to do here at the moment except collect our GINGER.

Ingredients in hand, head back to the kitchen. Grate your cheese and ginger with the grater, and prepare the meatballs according to the recipe. How appetizing! Give your creation to the chef and collect a HEART on your way out.

Back at the Mulzberg residence, head upstairs. Use the LINENS on the right-hand window and descend. Speak to LUPE and then scare the poor woman with your HEART. How heartless!

It's a good idea to make a save here. Heading inside, poke around a bit and then check out the desk. All the drawers are empty. Plug in the lamp and have a look at the carving on the surface. This is half of the puzzle. The other half is the sheet music on the piano, which you should go get.

I am not sure if this puzzle is randomized. Once you have the whole puzzle, it works like this: Each box on the engraving grid corresponds to a drawer. Each measure on the page also corresponds to a drawer. The symbol to the left of each row of boxes corresponds to a line of music on the page. For each drawer, locate the box and measure it corresponds with. The number in the box refers to the individual note. If the box has a number 2, you are looking at the second note in the measure. If the note is black, the drawer is closed, otherwise, it is open.

In my game, the solution is:
Closed Open Open
Open Closed Open
Closed Open

Grab the revealed item, and see some fun scenes!

In this next sequence, there are two mutually exclusive things. You will be asked a few questions: if you answer correctly on the first go: ("I'm listening", "I'll take the bait..." "I quit...") then you will earn an achievement. If you do not, you will die. This is a player death that contributes toward the death achievement.

Day 3 ends.
Investigation: The Fourth Day
The day opens with a visit from Alice. Make sure to head back in and read your paper. Now, it's off to continue investigating! The alley and the mansion are closed for now, but we have some new places to check out.

Start by heading to the PROMENADE. The man here has some information for us if we can help him by fixing up his plant. Not much we can do for him now.

Next, let's check out the FACTORY. There's another blowtorch poster here to check out. Have a chat with the lovely guard to learn he really misses his stuffed panda. Also, have a look through the small hole in the wall; note the manhole.

Next, head back to RAMOS' HOUSE. Answer however you like in the interview, but there is an achievement for picking the braggiest responses. Not much else here for the moment, so let's focus on that panda.

Head home and grab the TEDDY under your bed. Take it to the fountain by HQ, and slather it in the bucket of whitewash. Finally, use Wilo's black marker to add the final touches. Return it to the big galoot to earn his friendship and gratitude... for now.

Next, pay Alice a visit and give her an update. She gives you a SEWER MAP. Head down into the sewer again. Em will help us, but he wants his medallion, and he wants a soda.

Try heading left, and you should warp around to the right side of the screen where the medal is. Combine your LACE and BROKEN MAGNET for an impromptu fishing rod; grab the medal.

For the soda, head back to RAMOS' HOUSE and use your tape measure on the vending machine to fish one out. Giving both of these items to Em will lead us to a new location.

In the office, have a look around, particularly at the pictures on the wall. Grab a RUSTY KEY from the snow globe and some SOLVENT from the floor. Combine these items to clean the key right up. Open the drawer for some FILES.

After a short scene, we are in danger! It is possible to die here by waiting around and clicking random stuff, so grab that if you are going for the player death achievement.

Quickly use the POPPER on the woman to momentarily chase her away. When she leaves, light your CIGARETTE and throw it in the ashtray, distracting her. Then, use your TAPE MEASURE on the power strip to turn on the fan. While her back is turned, dive out of the window on the right. Finally, whack her in the noggin with your WRENCH and make your escape.

Now that we have the SOLVENT, stop by the promenade and remove the paint from the palm. Speak to the man here for an extended scene. We are automatically taken to the HQ office, where you should talk to Alice a few times for some more scenes.
Investigation: Citlalicue
We are trapped, with no inventory! Examine your new surroundings. Grab a LAMPSHADE, a CD PLAYER + ANTENNA, and some ADHESIVE TAPE. Also, mess with the cot in the corner several times, and eventually a SPRING pops out.

Examine the PORTHOLE and notice the HINGE. Try your antenna on the hinge and a bit snaps off. Hmm... the antenna is weak. Use your antenna again on the LOCK by the floor for a pointed implement. Use your new pointed antenna to open the hinge and replace the SPRING inside. Look outside the porthole to see an ally.

Lower the winch hook and sling it out the window. Clip the hook to the cable, and then raise it again. After a short scene, we get CHEESE and a REMOTE CONTROL. Try to operate the CD player, but we need help! Speak to our helper once again, and the player opens. Combine the player with the lampshade and cheese for a nice rat trap, and hide behind the curtain. When the rat runs into our trap, snap it closed with the remote!

Next, reach outside the window and grab the BULB. Place the bulb on top of the lampshade. There is another player death available here by trying to cut the cable several times with no precautions. After doing that, combine the TAPE and the ANTENNA and slice the winch cable in two. Use the CABLE to power the LIGHTBULB; the rat digs a hole. Finally, put the winch cable back together with your tape, move the hook around to the hole, and down you go!

After some more scenes, we now need to unravel a mystery. Poke around a bit, and eventually you will get a COMPASS MAGNET. Use the magnet on the large map, and then EXAMINE the chess note in your inventory. This puzzle works by moving the magnet in accordance with the rules of chess.

Move the magnet 1 left and two up, to a red dot.
Move the magnet 4 right, to a green dot.
Move the magnet 1 down and 2 right, to a red dot.
Move the magnet diagonally upwards 4 spaces to a red dot.
Move the magnet up 1 and 2 right, to a red dot.
Move the magnet horizontally to a red dot far to the west.
Finally, move the magnet 1 down and 2 right to a green dot.

Lars hears footsteps. You are meant to block the door, but there is a player death here for not doing that. After seeing that, bolt the door with the chain to progress the story. We see a number of scenes, and things are really starting to heat up with the plot!
Investigation: The Fifth Day
Read the newspaper and have a chat with Alice; if you've been talking to her regularly up til' now, you will get a really awesome backstory scene. Head outside and fish out the SMARTPHONE with your clothes stick. Give it to Alice and you will get your new task.

You will automatically be taken to the Mulzberg garden shed, where we are once again in great peril! Trying to leave the shed will lead you to the final player death of Part 1 and an achievement, if you have seen the others up until this point.

Grab some PEBBLES from the ground and a HONEYPOT from the fridge. Use the WRENCH to loosen the toilet. Use the TOILET with the OPENING, and Lars will move it. Then, use the BOX on the TOILET to build a ladder. Climb the ladder and peek outside. Drip the honey on Eugene, and throw some stones at the beehive until you are able to escape.

Return to Alice; there is a short puzzle which involves tracing the signal. The target area is in the far southwest corner of the circle.

Next, we arrive at a cabin. Peek in through the window and use the CLOTHES STICK to open the hatch. Use the broken antenna in the door keyhole to drop the keys. Click the bottom of the door to access the open hatch. Grab the key and enter the cabin. Examining the envelope on the table brings us to the end of part one - but make sure to stay all the way through the credits for a post-credits scene!

What an amazing game, what a wild ride; see you all in Part 2 (out in a few days, as of this writing!)
1 Comments
Coach Gamer 28 Aug, 2023 @ 6:24am 
Thanks for the guide