Jon Marrick
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Hints

Jon Marrick's prologue: 7 spoiler-free hints

October 11, 2026 · 2 min

The basement of the Marrick archive: a table with a map under a lantern, a ship's plan on the wall and expedition trunks

The Signal, the prologue, takes place on one rainy night and in two rooms. It is short, but every object tells you something. These hints point you in the right direction without handing you the answers; if you want to work it all out yourself, just read the headings.

If you only read this

  • The objective in the top left always tells you what to do next.
  • Whatever Jon says out loud is almost always a hint.
  • Puzzles never punish you for trying: get it wrong as often as you like.

1. Tap the floor to walk and the eye to look

Jon goes wherever you tap. Anything you can examine has an eye above it, and anything locked has a padlock. If you tap an object that is far away, Jon walks over and examines it when he gets there.

2. On the radio, listen before you look

What you just heard is written under the dial. Move the needle with your finger or the arrows and, on each part of the code, hold still for a moment. On the right frequency the static clears, three short pulses sound and a lamp lights up. Some stations sound clean and are not yours: the difference is in the pulses.

3. Read everything, even what looks like decoration

A photo, a torn page, a note on a cabinet: every card has a sentence that matters. What you pick up goes into your inventory and into the relics in the Archive, so you can read it again whenever you like.

4. If Jon says it out loud, take note

Jon knows this house better than anyone and has a sharp eye for what does not fit, like a lock that is newer than the cabinet it closes, or a line someone left written for him. When something catches his attention, it is usually the next step.

5. Turn the globe by dragging it

Drag the sphere to one side and let go: it spins with momentum and slows down on its own. You need to bring the mark on the globe to meet the mark on the ring. When they line up, the globe settles and the latch on the base lights up. Pressing too early does nothing bad; keep trying.

6. What you found upstairs works downstairs

An Atlantic chart is waiting for you in the basement. Something in your inventory goes on top of it. Then follow the code in the same order you heard it. If you are unsure what goes in each column, read your cards again from the inventory: the answer is written on them.

7. If you get stuck

Check the objective at the top and open the journal: between them they tell you what is missing. Tap things you have already seen again, because some respond differently once you carry something else. The game saves itself at every checkpoint, so you can stop and come back whenever you like.

And when you finish, read the last entry in Jon's journal: it is the first clue of Shadows of Lisbon.

Following the signal?

The prologue and the first chapter, Shadows of Lisbon, are free to play now.

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