Welcome to our guide for the game Whispers of Prague! If you’ve found yourself stuck and unsure of what to do next, this walkthrough will provide you with the necessary steps to progress through the game. However, be warned that this guide contains spoilers, so proceed with caution if you haven’t finished the game yet. Let’s dive in and discover the secrets of Prague together!
General Information
If you can’t find a hotspot, press the spacebar or the mouse wheel, and all hotspots will be displayed. Sometimes a hotspot activates only after a certain action, so try it multiple times in the same scene.
It’s worth talking to all characters about every topic, or trying to use items from the inventory on them.
Chapter 1 – Leaving The Apartment
Return to the hallway, where you hear knocking on the door. Click on the door, and a conversation will start, after which Paolo Garzone enters the apartment. During the next dialogue, you’ll receive the apartment keys from him, which the hero left in the lock yesterday, and an old coin. You will automatically go to the office, where you’ll use the coin on the spectrometer, which is on the table next to the monitor. A paper with the analysis will print out, so pick it up. Return to the hallway, and after another conversation, Paolo will leave. Now you can leave the apartment, so click on the door and step outside onto the street.
Chapter 1 – The Mystery of the Parchment
Talk to the bartender about all topics, and you’ll learn information about the mysterious MMM. Then, speak to the guy standing at the bar, who will send you a photo of a key to your phone at the end of the conversation. Go outside to the street and return to your apartment, where you can click on the monitor for a conversation with ARNEAS. Give him two tasks – track down MMM and the photo of the key.
Return to the hallway, where you hear a strange scratching at the entrance door. Look through the peephole, and after a brief scene, a letter will appear on the floor. Pick it up and read it. Go to the office and ask ARNEAS about the letter. Then, head to the kitchen and examine the cupboard by the left window, where you will discover your grandma’s diary.
Read the diary, and after you close it, you’ll receive the analysis results for MMM, which you can read on your phone. Step outside to the street, head to the square, and this time go right to Papírová Street, where you can enter the antiquarian bookstore. Examine the shelf on the left side, and you’ll notice a black book. Talk to the seller and buy this book (optional). Additionally, ask about historical facts regarding the executioner Mydlář, and the bookseller will promise to look into it (also optional, but it will enrich the story later). Go back outside to the street and continue toward the church.
Pick up the lantern from the wall in front of the church, and you can talk to the cat sitting on the wall to the left. Continue to the cemetery on the left side of the church, where you can examine the left gravestone (David Kmucha). Talk to the gravedigger and ask if the cemetery belongs to the church. The gravedigger will mention the priest, and the church’s organ will begin to play. Return to the front of the church and go inside.
In the church, talk to the priest about all topics, but especially ask about the organ and the executioner Mydlář. You’ll learn the name Střezimír Hemzál and that he has a grave by the church. Go back outside to the gravedigger and ask him about Hemzál. The gravedigger will reply that the grave is in the second part of the cemetery, which is currently inaccessible due to renovations. Return to the front of the church and offer the cat the cheese from the fridge. It will grab it and run off through the bushes, activating a new hotspot. Go through the bushes where the cat was sitting to reach the second part of the cemetery.
Examine the tombstone with the chessboard, where Střezimír Hemzál lies. Pick up the sign, which breaks, leaving you with only a metal rod. Return to the front of the church, then go around the anriquarian bookstore and the square back to Šeptavá Street, where you live. You’ll notice that the beggar is no longer sitting in front of the house. Enter your apartment, continue to the office, and instruct ARNEAS to search for a person named Střezimír Hemzál.
Return to the street, and you’ll receive an SMS from the bartender, which you should read. Go to the square, then to Sudová Street, and enter the bar, where you can ask the bartender about the message. He will give you an envelope, which you should read, adding a new contact to your phone. Call this contact (the guy from the bar). After the call ends, you’ll receive a report on Střezimír Hemzál, which you should read on your phone. Go back to your (Šeptavá) street and examine the dark door on the right. It is locked.
Return to the apartment and try to open the drawer between the stove and the sink in the kitchen. It’s stuck, so use the cream on it to open it. Take the pliers. Go outside, continue across the square to Papírová Street, and buy the sheet music for the church organ in the antiquarian bookstore. Go to the church and give the sheet music to the priest, who will leave the scene to practice the piece. Take advantage of his absence, examine the crucifix on the pillar, and pull out the nail using the pliers. Use the pliers on the nail to create a primitive lockpick.
Return to Šeptavá Street and use the lockpick on the dark door. Enter the door, and you will find yourself in a dark attic where you can’t see anything. Go back outside and continue to the bar, where you can use the lantern on the bartender, who will pour oil into it for you. Go outside again and use the lantern filled with oil on the smoker, who will light it for you. Go to Šeptavá Street, enter the dark door once more, and this time you will see everything in the attic thanks to the lantern. Examine the chest and open it using the rod. Take the parchment and read it. Go outside, and you will receive a report about the key. Read it and return to your apartment.
In the office, ask ARNEAS about the parchment, and you will receive a report on your phone. Read it. ARNEAS wants additional information, so talk to him again (I’m ready to discuss the parchment from the chest). Gradually answer the questions with options 3, 2, and 4. ARNEAS will decipher the parchment and send you a report with the solution to the chess puzzle. Read it.
Go outside and continue to the church, where you should enter the back part of the cemetery and examine the grave with the chessboard. Previous events have activated a hotspot at the opening in the pedestal, so use the rod on the hole, which will activate the buttons on the chessboard. Click on the squares F3, F6, D6, and E7 in order. You will hear a click from the nearby tomb. Enter the tomb, press the button, and a secret wall will slide aside. Examine the symbol and the skull. Go outside, return home, and instruct ARNEAS to investigate the unknown symbol.
Chapter 1 – The Hidden Safe
Return to the apartment, and you will receive an email from René, who has deciphered the code. Read the email, then click on the safe in the office and enter the code 6EQUJ5. One of the two green LEDs will light up, indicating that the unlocking is incomplete. Call René again and ask about the second code. You won’t learn anything, so you’ll have to figure it out yourself. Go to the kitchen, turn on the gas stove, and when the pot starts emitting black smoke, use your grandma’s diary on the pot. Turn off the gas and examine the diary (use it on yourself). In the bottom-right corner, the flame will reveal a second six-digit code using the secret ink (this code is randomly generated for each game). Return to the office, click on the safe, and enter the second code. From the opened safe, take the mask and documents, and read them. Ask ARNEAS for an analysis of the new names – Martin Kmucha, Arnold Roštapil, and Cyril Durand.
Go outside from the apartment, and you will receive the results of the photo analysis, read it. Continue to the square, and your phone will start ringing – it’s the guy from the bar who disappeared so suddenly. Answer the call and go through the dialogue with the unknown person who is threatening you. If you return to the apartment now, the hero will no longer want to leave, so you have one last chance to explore something else. Go to the church and then to the cemetery to see the gravedigger. Examine the gravestone on the left again, and you will get a more detailed comment about the name David Kmucha. Ask the gravedigger about him.
Return to the front of the church and go inside. The priest doesn’t like burning objects in the church, so he will throw you out. Place the lit lantern back on the wall where you originally took it from, and go into the church again. Ask the priest about David Kmucha, and he will give you his contact information for your phone. You can also show the priest the mask from the safe, which will open up a dialogue option later.
Before returning home, you can call the number from the threatening letter, and after receiving instructions, slide the documents from the safe under the door at the square with the fountain. This is not mandatory, but this decision will affect some dialogues in later chapters.
Return to the apartment and go to the office, where you’ll receive a report on the symbol from the tomb; read it. Go to the kitchen and use the couch to get a good night’s sleep for the adventure that awaits you.
Chapter 2
Go down to the underground garage and head right, where your car is parked in an alcove. Get in and use the keys on the ignition. The car won’t start, so get out again. Examine the grate in the wall. Move left to the mechanic and try to search through his tools. Then, talk to the mechanic and ask him for a screwdriver.
Return to the elevator and go up to the first floor – the cafeteria. An Italian supplier is restocking pizza in the vending machine and throws you out. Take the elevator all the way to the roof, where you’ll receive an email from the notary; read it. Then talk to Agnes about all topics. Use your phone on her to get her contact. Call ARNEAS and ask him to distract the mechanic. Then call Paolo and ask him to come pick you up.
Take the elevator down to the cafeteria, which has since opened, and use the PizzaMat. You’ll get a pizza, and you’ll receive an SMS from ARNEAS, who successfully distracted the mechanic to the reception. Go down to the garage and grab the screwdriver from the abandoned tool bag. Head right to your car and use the screwdriver on the grate. Crawl through the opening behind the grate. Crawl to the far end of the tunnel, and near the ladder, pick up Alex’s wallet from the ground. Use the screwdriver on the grate in the ceiling and climb out to the street.
Use the wallet on Alex, and after the conversation, you’ll receive an SMS from Paolo, who needs gasoline. Enter the building, take the elevator to the cafeteria, open the storage closet, and grab a bucket. Then take the elevator to the 7th floor, where Cota Mertex is located. Talk to Denisa and ask if anyone was looking for you. After the conversation, you can enter the boss’s office on the right. Examine the cabinet under the aquarium and take the hose from the drawer. Grab the golf trophy from the desk and return to the elevator.
Go down one floor to the Pharma Inventum laboratories. Open the cabinet and try to take the funnel. A chemist will appear and throw you out. Go down to the underground garage, head to your car, and crawl into the hole in the wall. Open the metal cabinet on the right and try to use the valve. Since it’s stuck, hit it with the golf trophy. Crawl back through the hole into the garage and take the elevator.
Go up to Pharma Inventum, and you’ll automatically return to the elevator, dazed by the smoke. Head up to the roof to recover in the fresh air. You can talk to the chemist, but he’s angry and won’t tell you anything. Ask Agnes to lend you a handkerchief, then return to the elevator and go down to Cota Mertex. Since you smell terrible, Denisa refuses to let you in. Ask her for a neutralizer, and she will lend you her perfume.
In the elevator, use the perfume on the handkerchief, and you can use it on yourself as well, but it’s not necessary. Use the perfumed handkerchief on yourself and go down to Pharma Inventum. Now you can breathe a little in the green fog, so open the cabinet again and take the funnel. Head down to the garage.
Go to your car and use the hose on the fuel tank to get a bucket full of gasoline. Crawl through the opening in the wall, continue down the tunnel, and climb the ladder to get outside. Use the bucket on Paolo’s car, which has arrived in the meantime. Click on the car.
Chapter 3 – The Forest Maze
Now, read the letter from your grandmother that the notary sent you, which you’ve copied into your notebook. You need to open the notebook on the top left under the mobile, switch to Chapter 2, and flip through a bit. The message from your grandmother is different for each game and will contain five numbers, for example: Second. Third. Second. Second. Sixth. You must press the stones on the wall in the basement in the order of the Greek symbols we’ve sorted alphabetically, so in this case, delta, lambda, delta, delta, sigma. If we are successful, you will hear a click and the sound of a panel moving.
Go back upstairs, and you will see an opening in the floor, from which you can take two papers and read both. These are mysterious instructions and a letter from your grandmother that partially explains past events. Click the switch next to the basement door, and next to the lit fluorescent light, examine the shelf. You will find a compass, which you should take.
Step outside the cottage, and the fog has cleared. Enter the shed behind the cabin and take the axe from the wall. Continue into the forest, and you’ll receive an SMS from Paolo saying he went to the cottage to write his article. Examine the stone on the path; it has a Y engraved on it, which corresponds to the first instruction from the paper you found in the opening in the cottage. Continue deeper into the forest.
Next comes a maze that is generated differently for each game. In this location and the following ones, there will be four exits available – onward, to the back, to the left, and to the right. Additionally, there is a large stone and a tree in the location, both with engraved Greek symbols. You need to follow the next lines from the paper, for example: “Omega is the chance.” So, we will examine the stone and the tree to see if anything is written about this letter. We find the omega on the stone, and there is an arrow pointing to the back, so the next direction is the hotspot to the back.
We continue this way in the following locations, and if we proceed correctly, we will reach a stream after the first four instructions, where we can take a stone.
By the way, it may happen that the Greek letter from the paper is not found on either the stone or the tree. In that case, we will deduce the missing direction using the process of elimination. For example, if we find arrows pointing left, right, and backward, the correct direction must be forward.
Now we can continue, and according to the instruction Sail against the current, click on the upper hotspot Continue against the current. This leads to the second part of the maze, again in four locations, with hints on the stones or trees. If we go correctly, we will arrive at an old oak.
Chapter 3 – Get the Map
Examine the stone stairs, where you’ll see a large I, corresponding to the line “Iota is the end” from the paper. Continue up the steps, and you’ll reach the ruins, where a hanged man is hanging. Examine him, and you’ll find a piece of paper in his pocket. Take the paper. It’s a crumpled invoice, which you read. Continue inside the ruins and realize that your mobile battery has died. The hard soil under the large stone arch marks the end of your journey, but you have nothing in your inventory to help you further, so return to the cottage – continue from the old oak to the stream, then click on “Continue downstream” (or “Back to the crossroads”) and further to the cottage.
At the cottage, Paolo greets you, and you share your discovery with him. Your mobile is non-functional, so Paolo will call the police himself and goes back into the cottage. Go to the shed and take the shovel. Enter the cottage and use the mobile on the socket to start charging it. Return outside the cottage and head into the forest to the crossroads, where a new hotspot “Path to the stream” has been activated. Use it so you won’t have to wander through the forest again. There is also a new hotspot “Path to the old oak tree” by the stream (another shortcut). From the oak, continue to the stairs and the ruins.
Go inside and use the shovel on the hard soil. After a while of digging, you’ll hit some rotten boards, which you can break with the shovel or the axe. Climb into the hole in the ground. You will emerge in a small cave with a skeleton lying there. Examine it and take the ring from its bony finger. Examine the inscription on the rock on the left side of the scene, and then climb up through the opening.
Now you can optionally cover the hole by using the branches on it and then the shovel on the excavated soil. Return to the cottage.
Meanwhile, the police have arrived, and Detective Toman will start questioning you immediately. After a brief dialogue, you will accompany him to the crime scene, where the conversation continues. Click through to the end of the dialogue, and you will automatically leave the ruins. Return to the cottage, where a police officer will ask you to wait inside. In the cottage, go to the attic and speak to Paolo twice until he mentions that he sees the detective coming from the window. Step outside the cottage for the final part of the dialogue, after which the police car will leave.
Talk to Paolo, who decides to sell the ring to a well-known antique dealer and will also leave. Return to the cottage and take the mobile, which has recharged in the meantime. Read the report from ARNEAS, which recommends searching the cottage for clues about Cyril Durand. Go to the attic and examine the clock, behind which you will find a black-and-white photograph. Look at it, and you can optionally call ARNEAS for advice.
Exit the cottage and head into the forest, where at the crossroads, use the axe on a dead tree. You will obtain a long pole. Go left toward the lake and use the pole on the boat. Click on the boat, and you will row to the island.
On the island, talk to the fisherman, but you won’t learn anything interesting. Show him the photograph, and he will direct you to the second part of the island. Click on the new hotspot To the rock, which has been activated in the left part of the scene. You will reach a rock with many engraved inscriptions. Explore them until you come across the inscription starting with CD + OM, which you will automatically note in your notebook.
Return to the beach and you can ask the fisherman about the inscription. He knows nothing but suggests you ask people in the surrounding villages. Call ARNEAS and ask him about Olga M. Row back to the other shore and head into the forest.
There, your mobile will start ringing. Answer the call, and Paolo will excitedly inform you that someone attacked him on the road. Then the call will drop. Return to the cottage and continue to the road, where Paolo’s car is parked at the edge. Get in, and your mobile will ring again. A dark voice, which you remember from the end of the first chapter, is on the line, threatening that the kidnapping is the last warning. After the call ends, check the glove compartment and take the map. Click on the steering wheel, and a map with available locations will appear. For now, only one location is available – the antique shop. Drive there.
Chapter 3 – Center of the Crown
At the museum, ask the guard about an expert on excavations, which will activate the To the Office hotspot. Click on it, and you’ll find yourself in the office where Sarma starts talking to you. Click through the dialogue, and Arnold Roštapil, the museum director, will enter. Again, click through the dialogue, after which you’ll leave the office. You don’t want to return while Roštapil is present, so leave the museum and head back to the cottage.
Call ARNEAS and tell him about your experiences at the museum. Click on the car and drive back to the museum, where Roštapil has since left. Try talking to Sarma again, but she’s not too impressed with you. Give her the mask, which will immediately catch her interest. Talk to Sarma again and go through the whole dialogue about the poem from the rock. After you’re done, use the map on the table and mark three locations with a pencil: Hrnec Pond, Ondřejov, and Propast Pond. Sarma will draw an inscribed circle and mark its center, creating a new hotspot on the map. Leave the museum and drive to the Center of the Crown.
Examine the information board, and you’ll receive a report from ARNEAS, who has analyzed the poem and the name Olga M. Read the report, and you’ll learn the name Kateřina Čermáková, Olga’s daughter, who lives in Prague. Return to the car and drive back to the museum, where you tell Sarma about your discovery. Talk to her about the excavations, the treasure, and the hanging man. Sarma will show you a parchment containing the Latin version of the inscription from the cave with the skeleton. You’ll learn that Justice is a former execution site, which activates a new hotspot on the map. Leave the museum and drive with Sarma to the Former execution site.
Talk to the treasure hunter, who just wants to chase you away. Speak with Sarma. Use the crumpled receipt on the treasure hunter, and he will suddenly start talking. Click through the dialogue, and you’ll receive a necklace. Return to the car and drive Sarma back to the museum, where she will give you her contact information and say goodbye. Exit the museum and drive to the antique shop.
Use the necklace on the antique dealer and click through the following dialogue. You’ll learn about a planned ritual somewhere in Prague 15, where Paolo is to be sacrificed. Leave and drive back to the cottage. Go to the shed and turn off the generator. Click on the car and then on the new arrow Back to Prague, which has appeared on the map.
Chapter 4
Click on the intercom by the building, and four buzzers will appear. Ring K. Čermáková. However, Kateřina doesn’t know you and won’t let you in. Ring her again, but since you don’t know the answer to her question, the call ends. Click on the bus stop and return home. In the office, talk to ARNEAS about Kateřina. After the call ends, use the photo on the spectrometer. Head to the hallway, where you’ll receive a report – read it. Then, leave the apartment and return to Štěpánská Street. Ring Kateřina again and answer the question with The whisper of the sea played a romantic song … Kateřina will buzz you in, and you can enter the building.
Talk to Kateřina and click through all the dialogue topics; you’ll learn about the Mydlář Chapel. You can use your phone on Kateřina to get her contact. Go outside and take the bus back home. Head to your office, then return to the hallway where someone knocks on the door. Talk through the door, and Sarma will enter your apartment. After a brief conversation, both of you will go to the office.
Talk to Sarma, and you’ll learn the location of the Mydlář Chapel. After the conversation ends, you’ll receive a report from ARNEAS, who has analyzed Sarma using your webcam on his own. Go outside, where you can call ARNEAS and then René to report a bug. This is optional, but if you return to the office, Sarma will ask about ARNEAS, and after the conversation, she’ll start talking to him. Meanwhile, you can leave and head to Větrné Square, where you can use the new exit To the metro station and Jezuitská street.
On Jezuitská Street, try to climb over the gate into the park, which will upset an old lady watching from the window. None of your arguments work, so you’ll need to get rid of her. Return to Větrné Square and take the bus to Štěpánská, where you should ring the doorbell that says NEZVONIT !! (DO NOT RING !!). Say I come in peace … and in response to the next question, answer, The name must not be spoken. You’ll hear the buzzer, and you can enter the building.
You find yourself in the apartment of a religious fanatic. Examine the red curtain and learn about secret weapons against evil spirits. Talk to the fanatic about the book he wants from you. Leave the apartment, take the bus, and walk through both squares to Papírová Street, where the path to the church is blocked by police tape. You can ask the policewoman about the current situation. Enter the antique bookstore and ask the seller for a book on exorcism, which you can buy. If you inquired about Mydlář in Chapter 1, you can also buy a book about Prague’s executioners, which the bookseller has managed to find in the meantime. Leave the shop and travel through several locations back to Větrné Square, from where you can take the bus to Štěpánská Street. Ring the fanatic’s doorbell and answer The name must not be spoken. Enter the house and give him the exorcism book, for which you’ll receive a smoke grenade. When leaving the apartment, the fanatic will also give you a flashlight. Take the bus and then the metro to Jezuitská Street. Use the smoke grenade on the door, and you’ll be able to climb over the gate into the park. You arrive at the chapel.
Enter the chapel and examine the statue and its pedestal. Call Sarma and tell her about your findings. Use the flashlight on the statue’s legs, and you’ll reveal a button. Press it, and a secret compartment with stone disks will open. Call Sarma and inform her about the button and the stone disks. After ending the call, call her again to receive instructions for setting the disks. Go through the dialogue, then click on the mechanism and set the numbers on the disks to 11, 5, 4, 4. The altar will move aside, revealing an entrance to the underground.
Enter the darkness. Since you can’t see anything, use the flashlight on the darkness. Examine the bookshelf and call Sarma. Ask her about the library and the name Abraham Buchholzer, which you read on the letter found on the bulletin board. Finish the call and move your cursor over the books until you find Buchholzer’s book. Click on it, and a secret passage will open. Enter it, and your phone will ring. Sarma is calling, but the signal is distorted, and you can’t understand her. Examine the sword on the wall and take it. You get hit on the head and lose consciousness.
Chapter 5
In the hallway, continue into the darkness and you’ll encounter a cultist. When you try to walk past him, a dialogue begins, and at the end, it is revealed that Sarma is under the hood – she has come to rescue you. Enter the storage room and take a hood from the box. Examine the drawer where you’ll find your mobile and notebook. Read the SMS from ARNEAS and call him to learn something about the upcoming ritual. Use the hood on yourself and return to the hallway. After a conversation with Sarma, go upstairs.
You’ll find yourself in the lobby of a luxurious villa. On the next set of stairs, a cultist appears and calls you to follow him. Go up to the first floor and talk to the cultist. You’ll learn a password that will let you pass the guards. Return to the lobby and call Detective Toman, describe your situation, and ask for a police intervention. Click on the large doors, and two cultists will appear. Give them the password and enter the garden. Continue to the pond and talk to the cultist in the red hood. A secret entrance in the pavillion will open. Enter the sanctuary.
Go through the dialogue with Roštapil, after which the lights go out and the avenger appears, having overpowered the grandmaster and driven the cultists into retreat. Talk to the avenger, and to hear the full story, click on the option Wait a moment! I would like to ask him and you a few things. Go through the rest of the dialogue and exit the sanctuary.
Talk to the detective. He returns the keys that the cultists stole, along with the rest of your belongings.
Epilogue
And that wraps up our share on Whispers of Prague: The Executioner’s Last Cut: Full walkthrough (English). 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 Fencer, who deserves all the credit. Happy gaming!