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Day 19 is the epilogue of Strange Antiquities. A stream of customers asks for the objects you have not identified yet, and this guide lists each of them with the object they need.
Strange Antiquities: Day 19 Walkthrough
Day 19, Monday
Who visits, and in what order, depends on the choices you made and the ending you saw, so some customers below may not appear. Find them by name.
Customer 1: Tess Sherwood
Tess asks for a cure for Morgan’s Insanity.
Give Tess the Diverging Hook.

Customer 2: Peggy Grafton
Peggy wants something that draws water from thin air. Look up Water in the index: the Manus weighs half as much as an Evocant. It is the bronze hand pendant with a turquoise stone, an Aquamarine, the stone of water. Weigh it against the Evocant to confirm it weighs half a pound.
Give Peggy the Manus.

Customer 3: Cecil Bateman
Cecil names the object he wants.
Give Cecil the Witch’s Finger.

Customer 4: Owen Foxe
Owen wants to call on Corchen, a serpent goddess of the earth, as the Ossic Ring entry reminds you. The Corchenna gives off an imposing aura. It is the dark red jar with a serpent on it: it is made of clay, has Jade stones, produces a Draedic field and feels unsettling with Inner Perception.
Give Owen the Corchenna.

Customer 5: Martha Chapman
Martha only visits if you did not get Ending III or IV. The Weaving Edge has an oak handle: it is the dagger with a gold blade and a skeleton carved into its wooden handle.
Give Martha the Weaving Edge.

Customer 6: Frances Mason
The only useful part of the Water’s Shadow entry is that it produces a faint Thaumic Field. It is the small grey pendant shaped like a girl in a dress.
Give Frances the Water’s Shadow.

Customer 7: Gus Foley
Gus names the object he wants.
Give Gus the Spirit Eye.

Customer 8: Alice Holtby
The Argyll entry is the shortest in the book: it relates to the earth and produces a Draedic field. It is the large clay pot with earth symbols on it.
Give Alice the Argyll.

Customer 9: Tommy Browne
Tommy names the object he wants.
Give Tommy the Aries Remnant.

Customer 10: Thomas Pope
Thomas wants something to get the quarry working again. Depending on your choices you may not have confirmed it, but you have labelled it.
Give Thomas the Pitt.

Customer 11: William Wheatley
William wants to feel fear. Depending on your choices you may not have confirmed it, but you have labelled it.
Give William the Zeah.

Customer 12: Althea O’Shea
Althea names the object she wants. You identified it long ago, though you may never have confirmed it.
Give Althea Corvan’s Might.

Customer 13: Constance Bader
Constance names the object she wants.
Give Constance Morgan’s Folly.

Customer 14: Jane Fairburn
Jane wants her sons to feel penance.
Give Jane the Binding Seed.

Customer 15: James Herschel
James names the object he wants. You have labelled it, even if you never confirmed it.
Give James the Lunima.

Customer 16: Freddie Lamb
Freddie names the object he wants. You have labelled it, even if you never confirmed it.
Give Freddie the Abrasive Mether.

Customer 17: Charlotte Bradshaw
The Shinn is made from things tied to the sea. It is the large wooden object with a turquoise stone: the wood is driftwood and the stone is Aquamarine.
Give Charlotte the Shinn.

Customer 18: David Chafer
David wants to stay dry. With one object and one entry left, this is the Storm Ward: it protects against the elements, is made of bronze or iron, and this bronze piece with a green stone carries the symbols of every element.
Give David the Storm Ward.

This completes the collection and earns the final achievement, Ascendant Thaumaturge. Give Jupiter a scratch behind the ears: the game is done.
Back to the Strange Antiquities walkthrough for every other day.