Welcome to our guide for Gordian Rooms 2: A curious island. This article will serve as both an achievement guide and a collectible checklist for the game. Whether you’re a seasoned player looking to complete all achievements or a new player looking to collect all items, this guide has got you covered. Let’s dive in!
Progression Achievements
Still got it
Finish the prologue.
Pathfinder
Complete the maze.
Grade B
Collect six unique tokens. Requirenment to complete the game.
Grade A
Collect all twelve tokens.
Grade A+
Collect all tokens and collectibles. See “Collector” for the collectibles
Repetition Achievements
Simply click on things marked with the thought bubble, can be the same spot repeatedly.
Inspector – Zoom in completely 100 times.
Use right mouse button to zoom in a 100 times. Seems only to count if zoomed in completely, button mashing will do no good.
Collector (Part 1)
The original google doc can be found here[docs.google.com].
This can serve as a checklist for the game, I know I used it that way.
The highlight items button, by default left alt, is your best friend for this one. Well it’s your best friend for the full game as well.
Split into multiple parts because of steam size limit.
Top Secret Letters
Note: Letters are numbered in the order you find them, the first you find is always Letter #1.
The Art of Gordeaux
For whom the bell tolls
Refined selection of wines
Strange Portraits
The Voodoo Ritual
My Sweet Collection
Sword collection
Elegant masks
Collector (Part 2)
Observation diaries
Spots for True Inspiration
Don’t forget to pick up both painting and note
Spy in the manison
Both secret folders and keys.
Sketch cards
The card numbers are arbitary
The doors and the plaques
The plaques are always hidden inside the room they’re for.
Wooden Wheels
Collector (Part 3 – Horseshoes)
The numbers are arbitrary
Collection related achievements
Finish the admiral’s sword collection.
The location of the swords can be found under “Sword Collection” in Collector (Part 1). To get the achievement to pop, you have to correctly arrange them in the secret study. Look for white marks on the sword wall and have the tip of the swords point at them
Creative Freedom
Sort out all the creative paintings.
The location of the paintings can be found under “Spots for True Inspiration” in Collector (Part 2). To get the achievement to pop, you have to place each painting in the correct easel. For that, read the notes.
Correct locations are: Labyrinth center: Ship in storm, Cellar: Old man reading the papers, Sisters balcony: Icy tree, Lighthouse: Old man reading a book and finally Overlook: Ducks.
The Horseshoe as a reward is at the overlook easel.
Culinary massacre
Collect all of the the Chef’s special recipes.
The location of the recipes can be found under “The Art of Gordeaux” in Collector (Part 1). To get the achievement to pop, arrange the recipes in the chef’s bedroom. Order: 2-5-3-1-4
Start horsing around
Collect all horseshoes.
See Collector (Part 3).
I Spy
Collect all of Amelia’s diaries.
The location of the diaries can be found under “Observation diaries” in Collector (Part 2). To get the achievement to pop, solve the puzzle to gain access to amelia’s secrets using the torn notes found in Bella and Della’s rooms, then insert the diaries.
The content of the two torn notes in case you can’t find them: Dial mask on the table and dress on the balcony, close all doors but the toilet door (this includes bathroom door), close all drawers on makeup table except top left and middle right, open the bottom dresser drawer, open both doors of mask cabinet, open only left door of warddrobe, close every drawer of her desk, close telephone drawer, open piano lid.
Odd wheel out
Assemble Alfonz’s wheel collection.
The location of the wheels can be found under “Wooden wheels” in Collector (Part 2). To get the achievement to pop, arrange the wheels in the gardeners house. Order: fancy, fancy broken, normal, normal broken
Peculiar pictures – Find all the Joseph Ducreux paintings.
The location of the pictures can be found under “Strange portraits” in Collector (Part 1). To get the achievement to pop, arrange the portraits in the master bedroom. Behind the picture places is an outline of the hand.
Premium wines
Assemble the Chef’s wine collection.
The location of the wines can be found under “Refined selection of wines” in Collector (Part 1). To get the achievement to pop, arrange the wines in the basement. Add together the values of the chips. Correct order: 1918 – 1889 – 1911 – 1902 – 1899
Spy Game
Read the TOP SECRET letters.
The location of the letters can be found under “Top secret letters” in Collector (Part 1). To get the achievement to pop, put them all in the drawer in the study. To open the drawer, complete the sign under the sword with the cryptic sign between the lounger and the wall -> “Open sesame”. Type that into the typewriter to reveal the key for the top secret drawer next to the sword.
Traitor in the Mansion
Sort out the secret reports.
The location of the folders and the keys can be found under “Spy in the manison” in Collector (Part 2). To get the achievement to pop, arrange them in the secret cabin. Make a note which key is used to open a drawer and put that folder in the drawer, easier than squinting at the pictures.
You rang M’Lord?
Ring every bell in the game.
The location of the bells can be found under “For whom the bell tolls” in Collector (Part 1).
Croquet time!
For this achievement, you must first collect all the croquet heads (3) and croquet doors (4) that are strewn about in the croquet court. They are hard to see, use the “highlight items” button extensively. Then you must hit doors in the color of the doors on the operating table three times for the three sequences. Note one door only counts once, for the longest sequence you need to pass a door twice, it will only count once. You have to start with the shortest sequence and build up, as you don’t have enough doors at the start.
The putters will automatically hit the ball if it stops in front of them. The starting machine is always the one at the bottom left if viewed from the table.
Different croquet heads have different strengths. If installed in the first machine, the strengths are: Blue stops just before the first gate, Red stops in the first gate, orange reaches the second machine and purple reaches the third machine.
Solutions:
4-gate-sequence: Install blue gate in “j”, purple gate in “f”. Install orange head in “M”, blue head in “E”, red head in “F”
This will open a door on the red putter with a gate and a head.
5-gate-sequence: Install green gate in “j”, purple gate in “f”, blue gate in “c”. Install orange head in “M”, blue head in “E”, purple head in “F”
This will open a door on the golden putter with two heads.
6-gate-sequence: Install purple gate in “j”, yellow gate in “k”, red gate in “f”, blue gate in “c”, green gate in “b”. Install purple head in “M”, orange head in “D”, blue head in “I”, red head in “J”, purple head in “F”
Working under pressure
In The green house, you’ll find both a diagram and a “Maintenance note” pinned to it. This is all the information you need, but not all the tools.
You’ll need two big metal wheels to fix two disssembled walves. The first one can be found behind the gardeners house. To release it, you’ll ned the hammer that lies on the garages windowsill, optainable from the outside. The other big metal wheel is past the excalibur sword and the red way back to the starting shore. You’ll need the padlock key, found in the garage above the bikes, to release that one.
Once you have the wheels and the info, let’s get to work. According to the maintenance note, D always goes to D no mattes which way you turn it, H needs to be in line to the fountain as it has a filter, A and E are not connected (blocked pipe), F and H are not connected (no pipe at all), A and B are 180° wrong.
Not stated, but A is the source of the water.
This leaves us with this:
The red lines are clogged/non existant pipes. The blue line is what we want.
Set all the wheels according to the blue line, with the building in the middle as a reference point (the half circle is the entrance door, the front of the manison points leftwards) making sure A and B point opposite where they ought to go, and the achievement will pop.
Facing the manison, that means A forwards, D any direction, G backwards, C to the left, B backwards, F to the left, E to the left, (still facing manison but now from behind) H to the left, K to the left.
Dining in
Collect the indegrients for the soup of the decade:
carrots – Gardener living room
Beans, tomato juice – chef’s room, in cans
Potato – Basement, on table
Chilled cheese – White fridge in kitchen (open green, red, blue, yellow fridges in order)
Salt – Kitchen storage (locked cabinet, hint is on the wall of the kithen, around the corner from storage entrance, position the ladders like on the meal menu)
Dice everything on the kitchen counter. Fetch the pan from the counter, fill it with water with the only faucet that can do that (the one below the soup-of-the-decade chalkboard), put it on the stove and start the stove using the button inside the oven. Put all indegrients in, fetch the soup and put it on the dinner table.
Dining out
In the chef’s room is a “Knife to meat you” poster. The knifes are numbered, and oh, there are knife boards on the wall with a weird assortment of knifes.
Use those knife boards to get 4 codes of different length. These are: 2897, 11959, 228567 and 2885675.
Out in the garden are 4 picnic baskets which have differing amounts of digits needed to unlock. One is in the gazebo left of the house, one is a bit further where the excalibur sword and red gate to the shore are, one is in the badminton court and the last one is in front of the gardeners house.
Collect the safe knobs from all of them and return to the chefs room. Assemble all the knobs (and the safe handles if you haven’t, they’re all in the room), then look at the ceiling for the save code. Solution: Middle knob up, then from the top knob counter-clockwise lower left, lower right, upper right, left.
Dress Code
There are two mannequins to dress.
One is in the fashion show in the labyrinth center. As this one is a must for progression to the house, I’ll skip the description here (in short: dress the mannequin on stage with the hairpin, belt, umbrella and fan that are on the mannequins you can’t take them from and on the roof).
The second mannequin is in the workshop.
Gather all the hats you can find (pink one is in the cabinet behind boxes as you enter the workshop, white one is on the chair right next to it, blue one in the briefcase on the long table, purple one in the workshop storage on the windowsill, yellow one right next to it). Gather all the shoes you can find (all in workshop storage, yellow pair in the shelf as you enter, red dead ahead opposite door, black right next to the windowsill where the purple hat was, beige in cabinet below painting and unobtainable blue shoes)
Solve the mirror puzzle boxes in the courtyard and on the workshop balkony to gain two hints and two keys.
Puzzle box solutions:
Use the keys to open the two locked shelfes in the workshop.
Dress up the mannekin using the hints from the puzzle boxes (the correct cloth is in the box), high on and on the workshop wall left of it and in the window frame of the workshop storage.
The correct solution is blue hat, purple blouse, checkered orange skirt, beige shoes
Green Thumb
Go to the gardener’s bedroom and look at the wall poster to find out about roman numerals: I = 1, V = 5, X = 10, C = 100, D = 500, M = 1000 (and this game’s special version, a V with a line over it = 5000). As with real life roman numerals, a smaller numeral in front of a bigger one means the bigger one minus the smaller one. CM is 900 (1000 – 100) while MC is 1100 (1000 + 100), for example.
Other hints are in “Secret Codes 1.0” and “Secret Codes 1.1”. Forgot where they are but I think in the gardeners house and garage respectively – write a comment if you know.
From secret codes 1.0, we learn that each column of buttons stands for one digit, top button is 4, middle button is 2, lower button is 1.
From secret codes 1.1, we learn that numbers larger than 7 (1+2+4) are put in by first having all buttons in a column pressed (7) and then pressing the button for 1 or 2 in the next column. So 972 and 7272 and 99 results in the same buttons.
Using this knowledge, go open all 5 plant boxes in the garden. All but one have roman numerals on them, some times quite well hidden, the last one, next to entrance from the labyrinth with a pin on top, has the solution on the tree next to it.
Bring those plants back to the gardeners house and place them on the “scales” in his living rooms to find out what they stand for. Knowing this, read the note you found in the gardeners house, “Gardeners Poem”. It tells you how to arrange the plants on the scales. The order, knowing which each plant stands for, is apple, carrot, cabbage, corn, grapes -> plant with small round leaves, plant with big leaves, plant with white flowers, plant with long pointy leaves, plant with red flowers
This will open the compartement, getting you the plant name plaques.
Leave the house and go to the vegetable garden in front of it. 2 plant pots have seed packets on them making it easy for you, the rest you must determine by the text on the plaques.
The correct order for the plaques is, clockwise order from entry door: Basil, Bay Laurel, Chives, (Coriander), Parsley, (Lemon Balm), Oregano, Peppermint, Thyme, Sage
Naval Studies
Find the cryptic sign for the cabinet in the Admiral’s study (there are two, one between the shelves which you’ll want, one between the lounger and the wall) and install it on the cabinet (-> open project). Type that code (openproject) using the typewriter, revealing the Project: Project wall.
Read the Project: Project signs and then go to answer the three questionaires, one in the study, one on the study balcony and one in the master bedroom.
The Answers: Project Marrs (study): Confectionery, not enough data, false, false. Project Pluto (balcony): Sweets + seeing others in distress, (all 3), (none), Venus + Pluto. Project Venus (master bedroom): 0.026.. hours, false, venus, (none).
This will cause a direction to highlight on all questionaires, N for Pluto and Venus, W for Mars. It will also open the cabinet where you installed the sign. Open it.
Inside are three busts, labeled Venus, Mars and Pluto. On the cabinet door are also three arrows. All busts have two buttons, one which changes the position and one which turns them.
Have them all in the position of the arrows and facing the direction highlighted on their quiz boards. Whch direction is north can be determined by the compass that is in the drawer of the table in the master bedroom.
Solution: North is to the right of the drawer. Have venus on the left facing right, have Mars on the right facing away from you, have Pluto on the right facing right.
Part-time butler
First collect all the indegrients for setting a dinner table: Plates, Napkins and Figurines.
Plates: Green one is on the wagon in dining room, beige one in the kitchen counter opposite the door, red one is above pans on kitchen wall, black one is in the oven, blue one is in kitchen sink.
Figurines: Giraffe is in the middle left drawer of the makeup table in Amelia’s room, Unicorn is in Bella’s room under the phone, Spider is in Dellas room on the purple table, Fox is in the workshop storage at the window, Stag is in master bathroom on the sink.
Napkins: All 5 napkins are strewn about in the butler’s room.
Now get the dinner rules from the locked cabinet in the dining room. The code is in the butler’s room. 4 numbers on his to do list are circled (6,7, 8, 9) and the to do list contains a note “rules (arrow up)”, so the code is 9876.
The rules determine where each item goes. You can cheat with the figurines if you remember where you found them. If you’re anything like me and would have forgotten that if you didn’t take notes for steam guide, don’t fret, the dinner rules don’t rely on that knowledge.
The correct placement is: Head of the table: Stag, pink napkin, green plate. Right of the table (with a single seat able to set): Giraffe, blue napkin, blue plate. Left of the table bottom (leftmost): Unicorn, green napkin, red plate. Left of the table middle: Fox, red napkin, beige plate. Left of the table top (rightmost): Spider, beige napkin, black plate.
Part-time librarian
Collect the chess game notes “Note regarding chess” (on table with chess board), Note about chess (On chair of upper floor), Excert from Strange chess rules (in lower library door).
Collect all the 6 chess pieces in the library (and all the 5 books while you’re at it), the highlight-items-button is your firend yet again.
Solve the chess board withe Amelia’s special rules.
Solution: Top to bottom, left to right: Queen, bishop, knight, pawn, king, rook.[/spoiler]
This reveals “A note about chess lectures” in which the admiral tells us he prepared a puzzle wall in which you have to input all possible moves according to Amelia’s rules one step further. This is the big checkered wall.
Now, personally I’m still somewhat sure that is not according to the rules, as some seem to need at last two movements because some pieces are set in place in relation to each other and not free to move in a single play, but the correct solution is this:
After this, flip the switch next to the puzzle.
This opens the diagram on the upper floor:
The bookshelfes on this are swapped vertically (the upper ones are on the lower floor) but left to right they’re accurate. The middle at the bottom looks wrong because the top right has a gap and the shelf in the middle has none there – this is probably a bug, it is the middle shelf.
The books you found have numbers on them. The side the numbers are on doesn’t matter, all are valid. All but one book only have a single place where they could fit according to the diagram, and the remaining one is set because another book with just one place takes up one of the two possibilities.
The solution is: Blue 4: Old Christmas. Red 6: Sonnets of three centvries. Yellow 3: The Blue Bird. Red 1: Folk Tales From Many Lands. Green 5: Poems and Songs of Fairyland. Green 2: The Vicar of Wakefield.
The perfect fragerance
First you need all 9 perfumes. They are hidden inside the sisters rooms, many hidden behind small puzzles.
You know from the other achievements that I would detail where to find each – if I noted it down, which I did not. So, well, good luck 😀
Once you have all 9, go to the big draweer in Amelia’s room and open it. You’e faced with a puzzle and 3 empty perfume spots.
The puzzle needs not much more info, but the perfume spots are determined by the animals in the puzzle and the animals associated with the perfumes (open inventory and look at the perfume bottles, each has an animal printed on it). One hint for animal order is on the wall to the right of the cabinet (second puzzle), another one is Della’s bathroom (third puzzle). I didn’t find the 3rd hint for the first puzzle, if it exists, but with just 3 animals remaining it wasn’t too hard to figure out.
Once you solve this “wall”, it will continue in the same vein 2 more times, so allow me to concatenate:
For the first puzzle, you’ll need to click bottom left 2 times, top right 2 times, top left one time and bottom left one time. The perfume order is bear – fox – squirrel.
For the second puzzle puzzle, you’ll need to click top left 2 times, bottom left one time, top right 2 imes, top left one time. The perfume order is eagle – kangaroo – frog.
For the third puzzle, the cilck puzzle doesn’t actually matter, just place the perfumes, but for completenes’ sake, you’ll need to click bottom right 3 times, top left one time, bottom right one time, top right one time, bottom right one time, top left two times, top right two times, bottom right one time, top left 5 times, top right 2 times and once on bottom right. The perfume order is elephant – crocodile – lion.
Treasure hunting
Go to Amelia’s room and find 3 treasure maps.
The first one is in her wardrobe next to the bed – be sure to also pick up the slab. The second one is in the mask cabinet. The third one is in her secret hiding place, see “I Spy” achievement on how to open it. The only one that matters for the achievement is the third one, but let’s be torough.
All three are digging spots, you need the shovel from the garage for them. The first two will reveal slabs and aren’t really neccessary for the achievement, they’re on weirdly colored ground on the western shore, one about in the middle of the way down to the horseshoe one-armed-bandit, one shortly before the tree outcropping in front of the lighthouse.
The third one, to the right of where you started the whole game (ignoring tutorial) will reveal a huge puzzle box.
This alone unlocks the achievement, but for completeness’ sake, let’s continue:
First step is the signs on the corners. For each row, one sign will be red and unmoving, just turn the rest to fit the first. This will lower the outhernmost walls. Now you have two walls you can’t interact with and two walls opposite them where you can. Turn the symbols on a wall where you can turn and the symbols opposite (that you can’t manually interact with) turn as well. Turn each symbol so the opposite wall is all right side up. This will expand the box. Climb on top of it and insert the slabs (one from amelias wardrobe, the others you dug up). Turn the knob so it’s still on yellow and points to the right, the right side of the puzzle will light up. Turn each symbol that has an arrow pointed at it. Advance the knob on top one space and turn once and do the same with the now light up side, repeat 2 more times.
And that wraps up our share on Gordian Rooms 2: A curious island: Achievement Guide and collectible checklist. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Akhlys, who deserves all the credit. Happy gaming!