Alex Hill: Whispers at White Oak Inn Walkthrough
A big thanks to @Dreamer372 for creating this walkthrough!
Gameplay: The Main Menu has the new game, load-save game, options, and exit game. Options has instructions, display, graphics, and audio controls.
Enter at Concilio Detective Agency. Click and get a comment.You can check your phone and read through your messages. Find out that you were suspended and are returning. Back out by clicking the power button at the bottom.
Enter the building. Talk to the woman at the front desk. This is Cassandra. She and Alex are friends, and she informs Alex that Concilio has a case for her. Go around the corner to see two doors.
Go to the door on the left and enter. It’s a singular office with a man at the desk. Talk with him. This is Concilio. He is Alex’s boss. He warns Alex that she needs to be more careful in the future after messing up the Milliken case. Hmmm…
You can choose either text option. No matter what you choose, you will get a small warning before you find out more about your case.
It’s a case in the small town of Little Springs, New York. One of the employees is getting threatening letters, and a ghost has shown up around the same time.
Leave the conversation and turn left and leave the office. Turn left into the larger office. If you wish, you can get coffee.
Head for the back left desk. Click the Blue Case Folder to find out more about the case and the client. You’re being hired by Ronnie Bakir to investigate.
Click the ‘Click to get started’ button to progress.
Enter in a cab. Alex turns right to see a ghostly figure walking on the lake. She mentioned it to the driver, who mentions that weird things have been going on. Before he can explain more, you arrive at White Oak Inn. Alex exits.
Walk forward to the front door and enter. Speak with Ronnie at the front desk. He welcomes you and notes that you’re looking unwell and you learn the ghost’s name: Audrey. Find out that she died a little over 2 years ago.
Speak completely with Ronnie about her. Find out that she started showing up about three months ago on the anniversary of her death, that she died in a boating accident, and that she and Ronnie were friends. Audrey’s mom owned the place, but recently sold it.
Ronnie finds out that you’re Alex. Find out that you’re in Room 2 and get your Key.
Explore the downstairs.
The living room has 4 sections to look at: An area with brochures for Grand Air and Anew View, a grandfather clock with the hands stuck at 12:15, the coffee table and fireplace, and the bookshelf.
Go to the bookshelf and notice the Puzzle Box on the top shelf. It has the words QUID TEMPOREM EST; PATER PATRIS MEI. Back out so you can look at your phone.
Go into your phone and look at the internet options. You can investigate the White Oak Inn and Basic Latin. If you look at the basic latin, you can figure out that the latin on the box means: What time is it, my father’s father? This is a reference to the grandfather clock.
Exit out of your phone and click back to the Puzzle Box. All of the hands are set to 12.
The first one moves only itself by one increment.
The second one moves those directly adjacent to itself. It moves itself by one increment, the first by 2 increments, and third by 4 increments.
The third one moves all of them. It moves itself and the first by one increment and the second and last by 3 increments.
The last one moves the first and last one. It moves itself by one increment and the first one by two increments.
We need to get all of them to read 1 2 1 5.
Click the first one 6 times.
Click the second one 11 times.
Click the third one 5 times.
Click the last one 2 times.
A drawer slides out to reveal a Key #1.
Explore the grounds. Find a locked shed with a keycard required, a gazebo with a poem under the ceiling by the entrance, a destroyed boathouse, and a closed Grand Air.
Be careful when going into the main building of the boathouse. If you click on the boards, it creates a death scene.
Investigate the boat. It has a hole in it. We will need to come back to this.
Return to the inn. You can investigate the second and third stories. There is a book you can read on the third floor about the White Lady.
Return to Room 2.
Investigate the suitcase. Look at the wallet and its contents. Pick up the Lockpit kit.
Look at the desk. Click on the notepad. The notes change from time to time.
There is a minigame for word scramble that gets progressively harder.
Call Cassandra and Concilio
Click on the bed to sleep to progress to Day 1.
Day 1
Exit the room to run into Shirley. She is the only other guest at the inn. Find out she has been there for three months in Room 5, is a paranormal blogger, and most of the other guests have left since the ghost showed up. Shirley leaves.
Go downstairs for breakfast.
Warning! Do not eat more than 5 servings of food from the breakfast bar! This will result in a last chance!
Speak with Ronnie to get caught up. Learn more about the threatening letters. Ronnie says that he doesn’t understand why he is getting the letters. Alex asks for leads and learns about Henry and his curiosity shop, Ronnie’s drinking problem, and the other suspects, Lauren and Dennis.
Go to the Office to speak with Dennis. Speak with him completely and find out that his great grandmother, Eliza Meyers, used to own the inn, but his father had sold it off. Speak to Dennis completely and find out that Dennis believes that Shirley’s blog can be good for business as a ‘haunted inn’.
Leave the office and go outside. Take the dirt trail and turn right to get to Grand Air. Go inside and speak to Lauren. Find out that she didn’t like Ronnie and Audrey dating. Speak with her completely.
Return to the inn and speak with Ronnie completely again. The puzzle box we solved is likely an antique from when the original owner stayed there, and that it’s rumored that she has tunnels underneath the inn. Hmmm…
Call Cassandra and Concilio. Get encouraged to keep an eye on everyone so far.
Go back upstairs to talk with Shirley. Knock on her door and talk with her. Find out about the accidents and the name of her blog. Finish talking with her.
Look around her room at her typewriter and the book Ghostly Affairs. The book has a few passages on hoaxes regarding ghosts.
Talk to Shirley again completely. Find out that Dennis has yelled at Ronnie before. Find out that Henry likes to snoop around.
Go back downstairs to ask Ronnie about Henry. You can bike there, but the bike outside needs a new tire tube. You’ll need to get the part from Lauren. Go to the Grand Air.
Talk to Lauren and ask about the bike part. Get it from her and go to the green bike. Find out you still need the bike pump. You can ask Ronnie, and then Dennis, about it, or you can go to the shed and look behind the sack on the right for it.
Look in the window and find a Hope Chest with Audrey’s name on it. Since we still need a key card, we need to come back.
Return to the inn and go to the bike. Click and drag the pump and part icon to the bike. Click on the left tire to start.
Click on the center lever, and then on the upper part of the tire from current orientation.
Click the two yellow shims, and then the area between them to remove the current tire. Click the new tire tube to bring it up, and then the slime canister. Click the tire pump to connect it and pump it twice. Click the connection spot to disconnect it, and then on the tire again to attach it over the wheel.
Click the wheel to attach it to the bike. Click the lever again to secure it to the bike. Click the upper section of the tire to find out that the correct PSI is 50-75 PSI. Click the tire pump again to pump it to within that range. You can only do 3-4 pumps.
Warning! Too few or too many will cause a second chance scene!
Click done to continue, and go to Anew View. Enter and meet Henry. Learn about some of his wares. Find out that Henry doesn’t like journalists.
Look around his shop and find the magnet board. Take one and return to Henry to buy it. Henry makes some suspicious comments.
Return to the inn and talk with everyone.
Confront Shirley about the fake hauntings. She brushes you off.
Confront Dennis about yelling at Ronnie and what’s going on with Henry. He isn’t proud of yelling at Ronnie but attempts to justify it, and find out that Henry has been trespassing on the property.
Talk to Ronnie about the shed and why you want to get into it. He tells you that Dennis leaves at 6 every day implying that you can break in then.
Go outside to progress time to night.
Night 1
Go to Dennis’ office and click and drag the lockpick kit to it. You will need to use it every time you need to return, so look around well.
Use the arrows at the bottom to move the pick. Click right to the fourth position from right, then back 2. Click to the second from right, then return to the very left of the lock, and return to the very right. The door opens.
Look all around his office. Look inside his bookshelf, and find one book to click on. American Ferries, by Currier and Ives. Notice a wrinkle on the bottom left corner of the inside cover. Find the password ‘Maritime1905’.
Look inside the middle drawer of his desk. Find a to-do list. He seems to be sure that the tunnels exist. Look at the compass with the marking ‘N.S.W.E.’ on it.
Click the right drawer. Find another puzzle. Remember the compass.
Click N, then the center point. Repeat with S, W, and E. (1, 2, 3, 2, 4, 2, 5, 2). The drawer opens. Find a diary dating back to 1949, and learn that it’s the diary of Eliza Meyers. Find out that the tunnels are real. Alex notes that the ‘key to an endless song that hides behind doors of dust and fire.’Note the odd drawing on the second to last page.
Back out and grab Red Keycard and Key #2.
Back out and look at the computer. It’s locked. Use the password from the book.
Look through his emails and see the message from Mark about how he’s wanted this forever, despite everyone saying he stumbled across the listing. The rest is spam and a newsletter from a sailing blog.
Click the web icon and see that it opens to a review about the positive effect that Shirley’s blog had on a reportedly haunted hostel.
Leave and head for the shed. Use the keycard on the card reader and enter. Look to the left and go through the shelves. Find a putty knife behind a glass jar and a cockroach behind the flour.
Look at the hope chest. Move the boxes to the left and find the inscription on the side. “When the sun rises and the flower blooms, the bird will return.” Look at the lock on the chest. It should be a rising sun, a tulip and the bird.
Look at the diary. Alex makes a comment that Lisa and Henry were close. We’ll need to look into that. Take the Geese Vs. Fox game. It can be played with the game system at Anew View.
Back out and leave the shed. Watch the ghost approach and someone runs off. Go to try and find them, but get interrupted by someone screaming. It’s Shirley. She slipped and fell, blaming it on the ghost.
Go to the front desk and snoop. See the magazine and look in the trash. There’s a letter that’s been torn up. You need to fix it.
Visit Shirley in her room. She’s just surprised at this point.
Leave and go to bed.
Day 2
Talk to Ronnie completely. When you bring up Audrey’s diary and Henry, he gives you Lisa’s phone number. Finish talking to him to go talk to Lisa.
She is up to date on the situation, and mentions that people blame him for Audrey’s death. She isn’t one of them and is firmly on Ronnie’s side. Bring up Henry and she confirms they had an affair. Ask about Dennis and she says that he had been hounding her about selling. Seems he was lying.
Ask about Lauren and find out she was sticking her nose into Ronnie and Audrey’s relationship a lot. Ask about Shirley and find out that the woman practically harassed Lisa about her daughter’s death.
Call Cassandra and bring up the ghost and Shirley’s hoax comments on her blog. She says she’ll look into it.
Call Concilio too to update him.
Go find Dennis next and talk to him completely. He brushes off the comments about stumbling across the listing for the inn. If he kicks you out of the conversation, talk to him again.
Go talk to Lauren and she mentions that she needs help before she can talk. It’s a sorting puzzle!
10% off:
15% off:
20% off:
25% off:
Pass:
Go back to talk with Lauren and find out some information about the night of the accident.
Go to talk with Shirley about the night before and learn about a previous set of hauntings. Shirley seems to have little inclination to help ghosts.
Leave and talk to Cassandra. Get an update on her comments and find out that Shirley’s fanbase is willing to go to the physical location of the haunting to cause trouble.
Head out to Anew View and talk with Henry. Confirm the affair with him and he exits the conversation. Talk with him again and find out that Shirley asks a lot of questions. Time to ask some of our own.
Go to her room and knock, but she doesn’t answer… but the door’s unlocked. Look into her bag. See that there’s a concealed carry license and her phone. Hack in.
My strategy:
Move around the outer points in a circular motion, and then check the eight directions from the center point out. Then, do the other diagonals from the exteriors to exteriors.
You don’t need to have them in any specific order, only so that you have 4 green lines on the screen. It’s tricky, but the lines will stay if you get them right!
See that she has a picture of Dennis looking behind the fireplace, of Henry under the gazebo and Lauren putting out food. Check her notes. She seems to be genuinely looking into the ghost.
Leave and go look behind the fireplace. There is a set of keyholes behind it. There are a total of three. We can put Key #1 and Key #2 in the top and bottom slots respectively, but we’re missing another key.
Back away for now.
Go look at the gazebo and notice a pen on the floor. It’s from Anew View. Proof Henry was there. Call Cassandra to talk about the pictures.
Talk with Ronnie before you leave for Anew View. He doesn’t seem bothered by Lauren’s letters. Leave for Anew View and talk with Henry. He brushes you off.
Visit Lauren next and talk about Audrey’s parents and Henry. She says she didn’t notice anything.
Return to the inn and check your room. There’s a note stuck in the door. It says to meet at the boathouse that night. It isn’t signed.
Night 2
We open on the porch. Head out to the boathouse. Click forward to go in between the boat and ruins, and notice a flickering light. Go into the boathouse and notice that the boards that would normally cause a Second Chance scene have been moved. Enter through the doorway and get the boat repair putty.
Now that we have everything we need, go to the boat and click and drag the putty knife and putty to the hole in the boat.
Take the boat out and continue paddling out. Noticed the ghost again, but continue onto the shore. Walk along the shore and find the projector. Back out and head back to boathouse.
Hear a crash and head back in. Alex heads in to investigate and finds Ronnie.
We cut to a 911 call and then Cassandra talking to us.
Ronnie is dead. Oops.
Day 3
Cassandra tries talking you out of staying, but Alex insists. She goes to bed. Concilio calls her in the morning. Alex convinces him to let her stay to continue working on the case.
Call Cassandra to update her. You’re staying for one more day.
Go talk to Dennis. He seems surprised you’re there, but you get into an argument with him. He kicks you out of the conversation and won’t reenter a conversation for now.
Leave the office and call Casandra again and admit to making Dennis angry. You’re going to need to apologize.
Call Lisa to update her. Henry already did.
Go apologize to Dennis. Offer help and he will ask you to make Shirley a tea latte. It needs to contain at least one tea bag, water from the beige teapot, and to be frothed by clicking on the metal grey pitcher next to the machine.
Take it up to Shirley. She’ll let you in once you mention the latte. Talk with Shirley completely. Leave.
Go check out Ronnie’s desk and find the typed note. It’s similar to the one we found.
Time to check out the boathouse. Head out that way and notice the yellow crime scene tape. Since we can’t cross it, there must be other things we missed. Look at the ground to the left and see footprints. Follow the trail to a Key ring.
While we’re still in the area, go to the Grand Air. Talk with Lauren and offer your help. It’s a scheduling puzzle.
Some need a full hour for service, and others don’t.
Finish talking with her and head to Anew View. Talk with Henry and he’s not happy. Have your conversation and leave.
Head back to Grand Air and find out that Lauren is leaving for the day. Talk with her. Notice that her car is still there. Go check the red jeep out.
Notice the muddy boots in the back and the glove box. There’s a picture of Lauren, Ronnie and Audrey. Find a note with the letters:
RLRLRLRLRLRR
Return to the inn and talk to Dennis. The favor seemed to patch things up, but he informs you that he’s closing the inn for a little while in a few days and all the guests will need to find new lodging. Leave the conversation.
Call Cassandra and Concilio and speak with them each completely.
Head out the back door and let it transition to night.
Night 3
Head to Anew View. Use the Key Ring we found and open the front door. Use it again on the Staff Only door in the back.
Look around the office and find the blueprints, a crumbled and unsent letter to Lisa, and his desk. Open the drawer and notice a rectangular indent in it.
Use the Magnet we bought earlier to open it. Take Key #3 and find his computer password: Somedaysoon9978.
Read Henry’s emails, his internet history, and his sales history. He seems to be trying to find ways to get more business.
Leave and head for the inn. Go to the fireplace. As before, put Key #1 in the top spot, Key #2 in the bottom, and Key #3 in the middle spot.
Recall the drawing from Eliza’s notebook.
These kets need to be facing in those directions, but the middle key can only move when the top key is in this position:
And the bottom key can only move if the middle key is in this position:
To solve:
Turn the top key three times counterclockwise (CCW), turn the middle key twice clockwise (CW), and turn the bottom key once CW. Turn the middle key twice more CW, and then the top key twice CW.
The fireplace opens up into The Tunnels. Remember the instructions on the note from Lauren’s glovebox: RLRLRLRLRLRR. You can alternatively continue going right and left alternating until you pass through a gate. In which case, you take one more right.
Continue until you get to a set of doors and find different things lying around. Henry’s hat, a typewriter,, projectors, an open notebook with the note from the gazebo and a map of the tunnels.
There’s a room in the back that has plenty of food, barrels, and bunk beds. It’s enough to last someone a while.
Take a look around the tunnels and make sure that the exits are as they’re marked. If that was how someone was able to sneak around the property…
Return to the bunker and find your culprit! They’re shocked to find you and they run into the bunk room. Head to the door and talk through it, but they’re not coming out. You need to get them out by force.
If we know anything about Eliza by now, she had back up plans for back up plans, so she HAD to have put something on the door.
Click the lower right decorative panel and open it. It’s a twisting puzzle.
The top circle will be designated as 1, the middle 2, and the last as 3. These can rotate clockwise (hold mouse over right side of circle; GREEN arrow) and counterclockwise (hold mouse over left side of circle; BLUE arrow).
There are multiple solutions, but this guide will be using the CLOCKWISE/GREEN ARROW only solution: 1,2,2,1,1,2,3,2,3,2,2,1,2,2,1,3,2,2,2
Talk with Lauren through the door.
You need to get out there, but you’re not done with the puzzle yet.
Move the tokens in this order, with tokens marking in bold and underlined being moved from or to the center circle:
Wind, Moon, Ocean, Time, Mountain, Star, Moon, Wind, Mountain, Star, Moon, Wind, Ocean, Time, Star, Mountain, Ocean, Time, Star, Mountain, Moon, Wind, Time, Ocean
Go inside and oh no! You’re locked in!
Have a look around. See a Pin under the far left bed. Grab it.
Look back at the door. There is a small mark where there is a panel on the right side of the door, equal to height with the handle. Open it and press the button inside. Back up to the door and click the handle to zoom in. Click it again to reveal a small pinhole hiding behind the door. Place the Pin inside.
Exit the room.
Oh no! The culprit’s getting away! Recall the lever by the door and pull it to lock her in.
Talk with the culprit.
Watch the end of the cutscenes and cut to credits.
Keep on the case with Alex Hill: Body at Clearwater Bay!