Secret Files: Sam Peters is a short, linear point-and-click game, but its inventory chains are long enough that one missed object can make the next puzzle look unrelated. This walkthrough follows the Windows release on Steam (AppID 257220). It covers the Bali escape, the university break-in, the route across Ghana, the camp sensor setup, the cave wall puzzle, and the save point needed to see both endings.
The safest way to use the guide is to match your screen to the next observable checkpoint. If an action is refused, read the failure note before hunting for a different solution: the usual cause is an unfinished combination or a document that has not been read all the way through.

Bali: turn MAX into a seaworthy dinghy
Inspect the inflatable boat first. Its forward chamber is flat because of a bullet hole, and the metal crate carries a sliding lock. Pick up the dead crab beside the large rock and take the bottle from the sand. Smash the bottle against that rock so the letter and glass enter inventory.
The crate’s goal is more important than any single move list. The three numbered discs must finish in the lettered sockets like this:
- I in M
- II in A
- III in X
Only a disc connected to the vacant socket can move. A working route is to send I to M, move the disc currently at X into the lower-left vacancy, send III to X, move the upper-right disc to A, move the old A disc to the lower-right vacancy, and route II through the upper-right position into A. The lid opening is your confirmation. Take the boots, socks, and pump pieces.
If the lid stays shut: ignore the unnumbered discs and check the three final assignments. The slider permits more than one sequence; it does not permit a different I/II/III result.
Use a glass shard on the rubber boots to cut out a patch. Clean the dinghy’s hole with the socks now, but the patch still needs heat. Leave the beach to the right, take a bone from the animal remains, and follow the lower path to the burning bush. Combine the crab claw with the bone and then add the rubber. This creates a handle that lets Sam heat the patch without touching the fire.
Return to the dinghy and apply the hot rubber to the cleaned hole. Open the pump parts and build outward from the fixed yellow base: yellow cylinder, dark cap, upright tube, horizontal handle, hose, then nozzle. Use the finished pump on the flat part of the boat and select the dinghy.
If Sam will not leave: verify three separate states. The puncture must have been cleaned, the rubber must have visited the burning bush on the claw-and-bone holder, and the pump must be one inventory object rather than loose components.

Berlin: divert the camera before building the ladder
Talk to the guard at the Humboldt University gate and inspect the letterbox notice. Watch the collection truck: the security camera follows it. Take the carpet from bulky waste, move the orange bio-waste bin onto the kerb away from the right wall, and then use the carpet on that wall. The next collection movement pulls the camera away while Sam climbs over.
If she still warns about the camera: the carpet is not the distraction. The bio-waste bin must be on the kerb first; the carpet only protects Sam from the wall spikes after the camera turns.
Inside the grounds, collect the folding ladder, rake, and the toolbox contents (garden shears and gloves). The upper window exposes two different failure messages:
- If the ladder is too short, cut the chain that keeps it folded.
- If the opened ladder is too weak, combine it with the rake.
- Cut a section from the garden hose and bind it to the ladder-and-rake assembly.
Place the finished long ladder at the open upper window and climb into the foyer. Do not waste time trying to force Hartmann’s office with the credit card; that attempt merely breaks the card.

Hartmann’s office: convert one cent into GHN-7531
Examine Sam’s wallet to unpack the two-euro coin and the other contents. Buy a snack from the vending machine; the change includes a one-cent coin. Climb back outside, use that cent on the screws holding the tree sign, and return through the upper window. The thin sign works on Hartmann’s locked door.
Take the paper scraps from the office wastebasket and inspect them. Rotate and assemble the fax around its fixed corner. Large pieces can hide small ones, so pull every fragment into open space before declaring the puzzle incomplete. Once rebuilt, the document shows the reference GHN-7531.
Look at the lowest shelf in the middle/third bookcase section and take the GHN binder. Read it through the location entry for Lake Bosumtwi. That document, rather than the fax alone, is the trigger that advances Sam to Ghana.
If the trip does not start: confirm that the fax is solved, the reference has been exposed, the GHN binder has been taken from the correct shelf, and its pages have been read.
Ghana arrival: amplify the right sound for the warthog
At the landing-strip hut, take the lemonade, old batteries, and megaphone. Inspect the central pole, remove the cap, and unscrew the hook beneath it with the pocket knife. The windsock cable and its connector matter later, but Sam cannot remove the connector until she owns a wrench.
Follow the jungle route toward camp until the warthog stops progress. A bare megaphone fails. Return to the landing strip and record the cat, add the old batteries to the recorder, and combine the powered recorder with the megaphone. Use that assembly on the warthog.
The animal leaving is the success state. Inspect the exposed fallen trunk and take its long branch. Remember the ants on the trunk; they are not collectible yet.
If the warthog ignores the noise: check the inventory icon. It must represent all three parts—cat recording, old batteries, and megaphone—not merely a recorder joined to a horn.
The bridge: retrieve the wrench before touching the cable
At the broken suspension bridge, look below the right edge to locate the hanging tool bag. Cut thread from the cap, tie it to the long branch, and add the hook from the landing-strip pole. Use this long hook to pull up the bag, then open the bag in inventory. It provides the wrench, tape measure, brush, and pencil.
Backtrack to the landing strip. Inspect the windsock support cable and use the wrench to remove its connector. Return to the broken bridge and apply that connector to the snapped rope. Assemble the repair in this order:
- connector housing around the break;
- perforated plate over the housing;
- both nuts, one at a time.
The mini-game may remain on screen after the second nut. Exit its close-up manually, then cross. If the bridge is still unavailable, reopen the repair and check that the plate is not underneath the housing.

Camp: unlock the power chain before placing sensors
At camp, collect the firewood and the 160-degree sensor near the fireplace. Note the 90-degree sensor already mounted behind and to the left of the hut. Crawl beneath the damaged floor, break the middle rotten board with the wrench, and take the metal pipe. The exposed locker is locked.
Combine the pipe with the wrench to make a longer handle. Use it on the winch at the tree, lower the supply crate, and open the crate. Take the sleeping bag, small key, solar pieces, 120-degree sensor, and 75-degree sensor. Return under the hut and unlock the locker. Collect the laptop, the second 90-degree sensor, the first-aid kit, and Hartmann’s letter. Open the first-aid kit now so the painkillers, pure alcohol, and bandages become separate objects.
The solar assembly grows around the fixed charging regulator. Attach the short connecting cable to its right side and the adapter beneath it. Put the power supply below the adapter, then the power cable below the supply. Connect the panel with the dark plug to the cable on the regulator’s right; rotate the remaining three panels until their tabs and slots join the first panel.
Combine the assembled solar unit with the laptop and place both on the sunlit rock. Inspect the taped rings on the laptop screen and read the anniversary letter. The letter is dated 2 April 2008 and identifies the twenty-second anniversary, so the wedding date—and the six-digit PIN—is 020486. Enter it with the keyboard drawn on screen and click that keyboard’s Enter key.
If the PIN fails: use Backspace on the laptop display, not the physical keyboard. The code uses 1986, not 2008. If no input is accepted at all, the solar array is still incomplete or the laptop has not been placed on the rock.
Open Documents, Photos, and especially both Maps pages. The local map supplies the sensor layout; the wider map reveals the mission. Skipping Maps can leave the next destination unavailable even after the camp is secure.
Place the five sensors by landmark, not inventory order
Right-click a sensor before placing it if its angle is unclear. Match angles to landmarks as follows:
- 120 degrees: the far-left/front stand.
- 90 degrees: the rear-left stand; one sensor begins there.
- 160 degrees: the stand beside the laptop rock, seen near bottom-middle.
- 90 degrees: the stand behind the hut.
- 75 degrees: the right stand beside the winch/hot rock.
Put the firewood in the fireplace and light it. The barrier is correct only when Sam confirms it; five occupied stands without that confirmation means at least two angles are swapped. Recheck the 75- and 160-degree units first, then distinguish the two 90-degree locations.
At night, use the camera on the red eyes in the trees. In the morning, inspect the camera image, leave camp, and select the mission on the map. If the mission is missing, return to the laptop and read the second map page.
The mission: turn the diary into a route and four ingredient groups
Speak with the nun and read Father Samuel’s diary to its final ritual page. A loose blank sheet falls out only after the diary has been read. Walk left to the graveyard, take the clay bowl, and use the blank paper on Father Samuel’s large tombstone. Cut the copied symbols with the pocket knife, then assemble the nine scraps around the fixed top-middle piece. Finishing this paper puzzle adds the cave route to the jungle map.
At the grass to the right of the church, use the diary drawings to select five blossoms: Hyacinth, Rose Herb, Star Lily, Alyssum, and the Goethe plant. Do not select by color alone. Reopen the last diary page before each pick if Sam refuses a plant.
Two more ingredients need preparation:
- Pour lemonade into the clay bowl, relight the campfire, and heat the filled bowl until the liquid becomes syrup.
- Dip the brush in that syrup, return to the swamp trunk, and catch five ants. Aim the brush itself at an insect while its hotspot label is visible; the last fast ant may require waiting through its loop.
The four groups required at the cave are now: all five flowers, five ants, pure alcohol from the opened first-aid kit, and the bowl of syrup.

The cave: five resins, five pictures, one vertical code
At the cave mouth, place the flowers, ants, alcohol, and syrup bowl into the pot on the left, then ignite the mixture. If Sam refuses to enter, one of those four groups is incomplete; most often the brush has not actually caught all five ants.
Inside, every useful mural chamber has a hanging clay bowl. A resin chunk goes into that bowl and the lighter turns it into a lamp; the beam then selects one tile in the mural. Your objective is not simply to find the door. You need five resin chunks, five lit bowls, and five recorded pictures before the door panel can be solved.
Use every direction below from Sam’s view as she enters the current room:
- From the first mask chamber, go left. In the next mask room take the right passage, collect the resin in the lit room, and continue right. Light the mural bowl here; record the man with children.
- Leave that mural to the right and continue until the route returns through the earlier mask rooms. Back at the first chamber, take the passage the creature used, then turn left at the next room. This reaches another mural, but its resin lies farther on.
- From that unlit mural, use the mask’s right-hand exit. Take the right exit in the next two-way room and continue right. The next mural room contains its own resin. Light it and record the figure with arms spread.
- Leave right, then take two left passages to reach the mural room where a growl is heard. Its resin is in a nearby dead end: use the exit beside the tiles, then take the left passage in the next room. Collect the resin, backtrack to the growl mural, and light the man before the red rock.
- Use the growl mural’s leftmost exit, collect the next resin, and continue left into another mural room. Light the picture of a figure carrying a bowl. The drawing can resemble a scale; its fourth vertical position matters more than that label.
- Leave through the middle route, take the right passage in the next room, collect the final resin, and continue right to the stone-door panel. One mural is still dark. From the panel room, follow five consecutive right exits, use the last resin, and record the man with a bow. Return by taking the middle exit once and then four left exits.
If the room count stops matching, switch from directions to state recovery: locate the nearest dark mural bowl, then search its adjacent short branch or dead end for unused resin. Do not rotate the final panel from memory until all five images have appeared under a light beam.
At the stone door, rotate the five tiles into this top-to-bottom order:
- man with children;
- man in front of the red rock or cave;
- man with a bow;
- figure holding the bowl/scale-like object;
- arms-out transformed figure.
Press the square button to the left. If the door does not open, the most easily confused positions are two and four; the arms-out picture belongs at the bottom.
Final cave: save before the hospital response
Create a manual save immediately after the stone door opens. This is the reusable branch point; there is no supported opportunity to save after the rescue and before the final choice.
Use the camera on the creatures around Hartmann, give him the painkillers, apply the bandages, and then select Hartmann to carry him out. The scene advances two days to the hospital. Finish the conversation and choose whether Sam should publish the story. Reload the final-cave save and repeat the short rescue to select the other answer and view the second ending.
If the hospital scene will not trigger: the camera only drives the attackers away. Hartmann still needs both medical interactions before the final click on him can evacuate the cave.
Keep the final-cave save until both hospital responses have produced their ending scenes. Once both have played, no earlier route needs to be repeated.
The verified Windows release is listed on Steam.