You, Agent Price, Agent Morris, Commander Russo and his two men make your way to the Southeast side of the Colosseum. Upon arriving, you quickly find a door that's overgrown with vines as if it were left forgotten for a long period of time. You notice, however, that the vines don’t cross the seams between the door and wall, and there is a well-oiled lock with a six letter combination lock keeping it shut. Could the bizarre answer "input head in code" provide a clue to the combination? You look back to the paintings set.

I need a hint

Look at the Paintings Set, and think about what six-letter word is clued from the phrase "input head in code". If you need additional hints, select Get Extra Clues > Part II > Paintings Set.

You, Agent Price, Agent Morris, Commander Russo and his two men make your way to the Southeast side of the Colosseum. Upon arriving, you quickly find a door that's overgrown with vines as if it were left forgotten for a long period of time. You notice, however, that the vines don’t cross the seams between the door and wall, and there is a well-oiled lock with a six letter combination lock keeping it shut. You then remember the code you previously uncovered, CAESAR.

You input the code and the lock slides open smoothly. Heart racing, you watch Russo and his men lead the way with guns drawn. You enter the door to find a network of corridors which seem eerily quiet.

I need a hint

You explore a couple of the corridors and find a large round room with a mosaic of Caesar on the floor - the input to the lock on the door. Strangely, there doesn't seem to be anyone around. Could Il Padrino have been tipped off? Or are you just not to the main section of the hideout? There is a door at each of the following directions: north, northeast, east, southeast, south, southwest, west, and northwest.

I need a hint

You enter the door, but it quickly forks.

I need a hint

As you begin to walk down the corridor, you see a staircase leading outside, a bright shaft of light streaming in.

I need a hint

Around the next corner you reach a dead end with a door and another lock. There are some symbols burned into the door:

This appears to be the entrance to the hideout. The lock requires a five letter combination.

I need a hint

Enter Codebreaker

Use this Companion Guide to check your solutions as you play by selecting Check Solutions & Unlock the Story below. Sometimes, the story will progress as you check your solutions. The Companion Guide can also be used to view hints. Most players use at least a few hints to get through the entire game.

Below is the list of items you should have for each part. If you are missing anything from Codebreaker, click here.

To begin with, you should have a 'Read Me First' pamphlet for Codebreaker.

Codebreaker - Part I

  1. Envelope addressed to you, the Investigator, with a one-page letter inside dated July 27th
  2. Trifold brochure
  3. Map of Rome
  4. Five different photos of sculptures
  5. Gladiator games flyer
  6. Gladiator envelope with eight different gladiator cards
  7. Transparent sheet with a brief poem
  8. Catacombs poster
  9. Pantheon poster

The Takedown - Part II

  1. Envelope addressed to you, the Investigator with a one-page letter inside dated July 30th
  2. Large envelope with materials delivered by Agent Price. These materials include:
    • A sheet with columns on it
    • Opera flyer
    • Set of four tiles
    • Set of six paintings and an art studio card
  3. Medium-sized Open When Instructed envelope with five sheets of notes
  4. Small-sized Open When Instructed envelope with a pin

Recap of La Famiglia (Game I)

At the FBI's request, you help them determine that La Famiglia, a dangerous criminal organization based in Chicago, plans to assassinate the Chicago mayor's upcoming election opponent. With this information, the FBI is able to put the challenger into protective custody, just in time to save his life from a bomb set off at his home. After discovering the lengths to which La Famiglia would go to keep the current mayor in office, you surmise that the two must be working together. You further help decode messages to provide enough evidence for the FBI to arrest Chicago's mayor, William Thompson. Chicago is substantially safer thanks to you, but there is still more to be done.

Recap of The Takedown (Game II)

A month after Mayor Thompson's arrest, there was a major shootout at a warehouse in Chicago. Many members of La Famiglia were found deceased, and the FBI was called in. You aid them in unlocking the door to a secret room in the warehouse, where Vincent Milano, the supposed head of La Famiglia, is found dead. Within the secret room, you uncover that La Famiglia is in fact a global operation and that Vincent Milano was taking orders from "Il Padrino" who punished Milano and others for failing.

Your decoding skills have uncovered that Il Padrino is based in Rome. Agent Price informs you that you may be needed abroad in the near future.