Welcome to your new job at an occult antique shop, where the customers are weird and the artifacts are weirder. This Strange Antiquities walkthrough is your cheat sheet to becoming the best (and least terrified) intern in Undermere. We’re skipping the fluff and getting straight to the good stuff: identifying creepy objects, solving every single daily Clue Card puzzle, and managing your Fear level so you don’t have a total meltdown. Everything you need to master the shop is right here.
Everything You Need to Know in a Nutshell
- Artifact ID: Learn the step by step process of using your senses and reference books to figure out what that glowing rock actually is.
- Daily Clue Cards: Get the exact solutions for every Clue Card map puzzle from Day 2 to Day 18. No more guessing.
- Fear Management: Understand how the Fear mechanic works and, more importantly, how to avoid that frustrating dice mini game.
- Shop Puzzles: Solve the major in-store puzzles, like the Plinth Alcove, without any risk of failure.
What is in our Complete Strange Antiquities Walkthrough
Becoming an Occult Intern 101
Before you start selling cursed daggers, you need to learn the ropes. The gameplay loop is pretty simple once you get the hang of it.

Identifying… Weird Stuff
Your main job is to identify the strange items that come into your possession. This is a two step process.
First, you use your five senses to get some initial clues. You’ll check its color, what it feels like (slimy, spiky, etc.), if it smells weird, and if it makes any creepy noises. You also have an “inner sense” to see what kind of vibes it gives off.
Once you’ve gathered your clues, you hit the books. You have a big encyclopedia and other reference guides. Use the index to look up keywords from your sensory check (like “moon” or “bronze”) to pinpoint exactly what you’re dealing with. Once you’ve got it, slap a label on it. Pro tip: enable “auto label” in the settings to save yourself some clicks.
Managing Your Fear (So You Don’t Freak Out)
Making mistakes in this game has consequences. Messing up a customer request or clicking the wrong spot on the map will raise your “Fear” meter. If it maxes out, you get tossed into a dice mini game where you have to match symbols to save yourself. It’s a pain.
But here’s a secret the game doesn’t scream at you: any puzzle solving you do inside the shop is completely risk free. You can try placing items on pedestals and moving stuff around as much as you want with zero penalty. So if you’re ever unsure about a customer, just focus on an internal shop puzzle. You might even find the exact item you needed. Besides, you don’t want to look scared in front of Jupiter, the shop cat. He will judge you.
Solving The Big Shop Puzzle: The Plinth Alcove
On Day 6, you’ll get a note that kicks off the first major shop puzzle. It involves the three plinths (pedestals) behind your counter. Here’s how to solve it.
- Place the First Two Items: The note mentions the Horned Shackle and the Evocant. You should have identified both of these by now. Place the Horned Shackle on the left plinth and the Evocant on the middle one.
- Find the “Moon Something”: The note teases the last item as “a Moon something.” Your first thought might be the Moonstone Guardian, but that’s a red herring. Go to your encyclopedia’s index and look up “Moon.” This will lead you to the Selenic Totem.
- Unlock the Room: Grab the Selenic Totem from your shelves and place it on the right plinth. This will open a secret door to a new room with fresh artifacts to identify.

Your Daily Dose of Mystery: All Clue Cards Solved
Every day starting on Day 2, a Clue Card will appear on your desk. These lead to hidden artifacts. Here are the solutions for every single one.
| Day | Map | Key Clues | Precise Solution |
|---|---|---|---|
| 2 | Undermere | “two houses,” “behind,” “Locke,” “Key” | The artifact is in the field behind Locke House (#7) and Keystone Manor (#13). |
| 3 | Undermere | “an escaped prisoner,” “north west,” “first building” | Click on the first building to the north west of The Old Jail (#10). |
| 4 | Undermere | A pattern of building blocks | Match the pattern to the buildings next to Prince’s Street on the bottom of the map. |
| 5 | Gleaston Castle | A clue card with a cut out section | Place the card over the first floor map. It lines up with the bottom room. |
| 6 | Gleaston Castle | “Up the stairs,” “left, and then left again,” “second on the right” | Go up the middle staircase, turn left twice. The artifact is in the second room on your right. |
| 7 | Undermere | “a maiden in the tower,” “points | the way” |
Want to run the most efficient occult shop in town? Keep these tips in mind.
- Organize Your Shelves: The game has no search function for your inventory. This is on purpose. Create a system! Group items by material (wood, gold, etc.), by type (statues, rings), or have a dedicated “unidentified junk” shelf. It will save your sanity later.
- Use the Hint System: If you’re truly stuck, the Hint button is your friend. It doesn’t give you the answer outright but nudges you in the right direction.
- Pet the Cat: Don’t forget to give Jupiter some attention every day. It’s not a puzzle, it’s just your most important task as the shop’s caretaker. Happy cat, happy life.
Strange Antiquities Steam Page
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