Alone in the Dark: The New Nightmare walkthrough. Alone in the Dark: At the Last Line (Walkthrough)

Do you love scary stories? If yes, then Alone in the Dark 4 is made for you. A terrible and very sad story about a family of scientists-devils who, because of their excessively far-reaching scientific ambitions, ended up in a hell that itself

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Guides and Walkthroughs

Do you love scary stories? If so, then the game Alone in the Dark 4 is made for you. A terrible and very sad story about a family of scientists-devils who, because of their excessively far-reaching scientific ambitions, ended up in hell, which they themselves discovered. Several generations of men of the Morton family were constantly working on their experiments in the family estate on the Isle of Shadows, not shying away from black magic and sacrifices. They tried to revive the corpses of people and animals, clone various creatures and summon demons of darkness. The glory of Dr. Frankenstein, you see, did not give them rest. When you, along with the main characters of the game, first get to Shadow Island and read some of the documents in the house, there is a very high chance that you will get confused about all these Mortons. After all, there were six of them. Therefore, I give here a little information about each of them.

Richard Morton

It was he who bought the Isle of Shadows and began to conduct his sinister experiments. The professor did not shy away from the rituals of black magic and stole little girls to sacrifice them to dark forces. He died his own death.

Archibald Morton

Richard's only son. During his life he was a very nasty subject. True, the girls did not steal. Instead, he bought slaves somewhere in Polynesia. You can find his corpse in the Abacanis Cave if you play as Carnby.

Jeremy Morton

The most sane of all the Mortons. He had a strange craving for invention. In the game itself, the main characters constantly use his inventions, such as magnesium and phosphorus cartridges, a photopulsar, and a perforator. The first to understand the need to destroy the forces of darkness. The prudent old Indian who periodically helps us in the game is a friend of the late Jeremy. At the end of his life, he became extremely religious, but it was already too late... The younger offspring of the Mortons managed to become infected with a passion for dangerous scientific research.

Howard Morton

Appears in the game in the form of a boss in the version when you play as Alyn. After his death, he was "resurrected" by his son Alan in the form of a very difficult to kill monster.

Lunch and Alan Morton

Twin brothers. The youngest members of the Morton clan and, fortunately, the last. Alan was much smarter than his brother, but at the same time he turned out to be an absolutely frostbitten type. His pathological research is striking in its cynicism. We will have to communicate with both Alan and Lunch throughout the game, and at the end of it, in addition, they will turn into final bosses for Carnby and Alyn, respectively.

Weapon

Revolver

Get it only if you play as Alyn. This weapon is extremely weak, makes its owner helpless against the forces of darkness, and by and large is suitable only for shooting through mirrors. Its magazine is designed for 6 rounds.

Double-barreled gun (double-barreled gun)

Only Carnby has it. Deals fairly low damage. Suitable for small and medium enemies such as dogs and some critters. The gun magazine is designed for 12 rounds (6 shots). Magnesium cartridges are suitable for it.

Triple-barreled shotgun

Deals significant damage. However, it consumes too much ammo. The magazine is designed for 9 bullets (i.e., you can fire three shots in a row without reloading). Perfect for taking down big enemies like zombies and blue light creatures.

Grenade Launcher

Good cannon! The store is designed for 5 grenades. Playing as Carnby, you will receive this weapon in the middle of the first part of the game in the attic. However, no one else will give you grenades to it. Therefore, save the available ones for the Boss, which you will have to fight at the end of the first part.

rocket launcher

The magazine of this cool thing is designed for 3 missiles. In the first part of the game, don't waste rockets on all sorts of zombies, monsters and other pot-bellied trifles. Leave the missiles for the Boss. All for him, beloved.

Plasma gun (plasma cannon)

A very formidable weapon that can turn an enemy into a heap of ashes. It is charged with gas cartridges (they are also cartridges). The most effective tactic is to let the enemy in very close range. Thus, you will spend less gas, and inflict more damage to the enemy.

Lightning gun

Cool stuff. Allows you to quickly make a chop out of any aggressive and stubborn creature. Can fry multiple enemies at the same time. And most importantly, it does not require a long tedious search for cartridges, because the battery for it quickly fills up from blue crystals that grow everywhere in the cave.

Photoelectric pulsar (photoelectric pulsar)

Invented by Jeremy Morton. This weapon is given to us at the very end of the game. I still do not understand why the creators of the game needed to do this. Probably bulo. The gun is uncomfortable, it takes a long time to charge. True, for the sake of objectivity, it must be said that it allows you to deal with several enemies at the same time. Personally, I have never needed this weapon.

Enemies

small creatures

There are several types. They shoot well from small-caliber weapons. Although sometimes it's easiest to just avoid them.

Dogs

The enemy is weak but nasty. Killed with three revolver shots. You can mortally wound her with two. True, towards the end of the game you will come across another subspecies of dogs. You can't just kill those with a double-barreled shotgun. But it won't matter anymore, because by then your weapon will already allow you to shoot them in batches and in one sitting.

Monsters

There are also two types: "grasshopper" type monsters, which have a pathological fear of light, and "aggressive creature" type monsters, who wanted to sneeze at all your manipulations with switches. The first are killed by light, but what else? But - only if there is a switch in the room. And if not, then use a double-barreled, triple-barreled or whatever is stronger. Others are killed two shotgun shots and several (5-7) from a revolver. They can only hurt in contact combat, so shots must be fired quickly and immediately.

Monster that lives in the water

It will only appear a couple of times throughout the game. Once - in the version of the game for Carnby, and once - for Alyn. However, it will spoil you a lot of blood. It is killed with just a few shots, but it is painfully agile, a beast. You never know which side it will pop up again. Detailed instructions on how to shoot him are in the walkthrough.

Zombie

Thoroughly spoil health and are quite dangerous. By three a shotgun shot (only 9 bullets) is enough for a brother. However, don't forget to recharge before each zombie. The plasma gun that you get at the very end of the first part of the game makes it much easier to communicate with them.

giant scorpions

Meet in the second part of the game. The enemy is quite strong, but frankly stupid. Perfectly fried with a plasma gun. There are, however, fried form is not worth it.

Carnby or Alyn? Whom to choose?

Let me tell you right away that such a formulation of the question is not serious. Because if you want to do a real deep investigation in the Morton house, you will have to play both Carnby and Alyn. Not simultaneously, of course, but one by one. The ability to look at the same situation through the eyes of two different characters adds volume to the game. And besides, you will never be able to fully understand the situation well, owning the information that they receive in the game one by one. Aline's Way and Carnby's Way are two games in one. Of particular interest to the game is that these paths sometimes intersect, and you look at the same events from completely different points of view. I still advise you to start the game on behalf of Carnby. You will have to shoot and run more, but there are much fewer problems in his game. And this makes it easier to get used to the controls and locations. Alyn gets a lot more information and items in the game. In addition, Aline's puzzles are an order of magnitude more difficult than Edward's, especially in the second part of the game.

Control

Alone in the Dark 4 is not an action game. Therefore, the management of the hero here is as simple as possible, but there is a huge inventory. I immediately recommend rebuilding the controls for the buttons that are most convenient for you. Here it is possible.

Hero move- carried out by buttons forward-backward-right-left.

Run- (I had forward+ your button run).

Fire-Before you shoot, you should aim. Therefore, when you want to put a bullet in the forehead of some villain, you must press first take aim, and then only fire, without releasing the previous button.

Action-allows you not only to pick up various items, but also to open doors and even climb rocks. By the way, action is the same button as Fire, only without aiming.

Flashlight- not only allows you to see better in the dark, but also scares away some creatures. By the way, you can shoot without turning off the flashlight.

Sight-Allows you to carry out some manipulations with the flashlight. Hold this button and use forward-backward-right-left. This allows you to take a closer look at locations.

Inventory consists of four parts: weapon, things, documentation And Notebook. After calling the inventory on the screen, select the directory with back and forth and press action or enter. Next, select an item in the same way and press again action to use it. By the way, weapons can be reloaded independently in the inventory. The exit from the inventory directories, as well as from the inventory itself, is carried out using Esc. Detailed instructions for working with inventory are contained in the next chapter using the example of using a key for a gate.

walkie-talkie allows you to talk to your partner. Sometimes your partner will call you. Some puzzles in the game are solved with the help of a walkie-talkie: a partner directs your actions from a distance, constantly contacting you.

Preservation carried out through amulets of conservation that the hero finds. To save, call inventory on the screen, then things, by using forward-backward-right-left select an amulet, then click action. You will be offered a file where to save your game. Select and press again action. After that, you will be informed that the game has been saved. Do I need to save saving amulets? Only at the beginning of the game. There are plenty of them throughout the game.

Walkthrough

Edward Carnby. I part

Forest

Turn on the flashlight, otherwise it will be problematic to move through the dark forest. You can shoot with the flashlight on in the other hand. Go left to the clearing. From the clearing there are two ways. Straight ahead - go out to the closed gate, to which you don't have a code yet. By the way, the entire first part of the game will be devoted to the search for this code. To the right is the path to the estate of the crazy Morton family. Before you have time to take a few steps, you will hear Alyn's voice on the radio. She is in the estate, and she is very scared. Go in search of her. Move along the passage under the fallen tree into the stone arch. Behind the arch, immediately turn left and enter the stairs of a small ladder, covered in blood, into the room. There, talk to the unfortunate wounded. He will tell you that there are a lot of monsters in the area, and he will advise our Edward to get out of here as soon as possible. After the conversation, turn on the flashlight and immediately press “action” , without moving. Get bronze key. It is impossible to see him on the floor. Exit and go forward along the passage. Before you have time to take a few steps, you will hear shots from the room where you just left the wounded. You don't have to go back there: this man is already dead. Before you is a gate, which you can open with the key you already have. Here are the full instructions how to use items in this game. Call the inventory on the screen, use the up and down arrows to call things. Next click enter or action, use the left-right arrows to select the key, then press again enter or action. So you unlocked the door. Click "action" and it will open.

In the estate

Come in. There is a box in front of magnesium cartridges. Approach it and take it with an “action”. Walk forward to the next archway. Thus, you will have a ladder ahead of you; but it's still too early for you. To the left of the hero is an arch with a lattice. Go to the grate and open it with an “action”. Go forward along the corridor. Freeze. Two huge dogs will rush past you. Take two in the hallway magnesium ammo boxes, and then in a dead end first aid kit at the statue. Return to the stairs and climb it up.

Here the first surprise awaits you: a huge dog will attack you. Apparently, poor Sharik hadn't eaten anything for twenty years. Dogs get killed three shots from a revolver. And if you do two shots, the dog will be severely injured and will no longer be able to harm you. I strongly advise you not to kill unfortunate animals. Firstly, Greenpeace will never forgive you for this, and secondly (and most importantly), save ammo. To shoot, you must first aim. I immediately set myself action/shoot - ctrl. So I aimed left ctrl, but fired shots right. You should not let this creature close to you. Because it not only undermines your health, but also prevents you from aiming. It is necessary to shoot, as in life: several quick successive shots, until the enemy has time to grab your arm.

Attention! And yet the best way to fight all sorts of creatures is not to kill them, but to make legs. Run past dogs and monsters that will be further in the game. They will not pursue you beyond a certain territory. You can reach the aqueduct, for example, without firing a single shot and without losing a drop of your own blood. Run and run. Just save the cartridges, and then they will come in handy for you later.

Go left along the corridor, you will fall under a canopy with columns, then along the corridor until you turn right. Then two more dogs will attack in turn. Get hurt or run away. Go right to the big dog statue. Opposite the statue is a staircase up. Get up. On the way you will meet another four-legged friend.

In the hallway at the end of the stairs

Move forward. In the middle of the corridor to the right there is a staircase ending with a gate. Hold on, even though you won't be able to open it. (I wonder what he needs a revolver for?) Apparently, the creators of the game did not know that in order to disable the lock, it was enough just to shoot at it. Return to the corridor. By the way, Alin will appear on the radio immediately. Go straight down the corridor.

At the end of the corridor in a dead end some creature eats the corpse of a dog. I don't want to disturb her, but it looks like I'll have to. This enemy is stronger, and two bullets will not get rid of him. It emerges from a blue glow. The main thing is not to let him near you. It is best if you start firing at him with a revolver before he has time to throw himself on your neck. But if this did happen, you will have to wait until the monster strangles you a little, and then runs a little further away. However, it is also impossible to shoot at him from a very long distance: the bullets do not hit. Stupidity, of course, but there is nothing to do. Having shot a couple or three of these reptiles, you will already determine the optimal distance for this process. When you kill him, go down the stairs from the dead end, open the gate.

Remember that this creature does not have to be killed. She runs after you only to the gate.

You are in a small room with a well in the center. A small ladder leads down to the water. At a dead end near the well there is activating valve, which allows you to drain water from the well. Click it. Go to the ladder that leads deep into the well. On the way there will be another monster. Spit in his face and run down the stairs to the well, there is a passage.

Aqueduct

You ended up in the basement waist-deep in water. Go all the time along the corridor (there is nowhere to turn) until you reach a room littered with stones. This is where you will be attacked. There is a monster in the water. You still have to kill him, so keep your revolver ready. After your shot, he dives and you don't know which side he will attack you from again. Therefore, after he dived, constantly aiming turn around yourself. Then don't miss out. He is killed with a few shots. When he stops emerging, wait a little more, continuing to aim and turn, and after making sure that he is dead, you can go further. Walk forward to the stairs. Climb up it by pressing "action". You are in the basement.

Basement

There is a locked door at the dead end. Climb with the help of "action" to the level above. On the floor near the iron door lie amulets to save. Enter the door and climb up the small stairs. Take it from the closet first aid kit And three-barreled shotgun (triple-barreled shotgun). There are phosphorus and magnesium cartridges on the boxes on the left.

Attention! All these things must be taken, because you will no longer have the opportunity to return here. Soon you will meet new enemies - zombies. Then without a shotgun you will be very bad.

Return to the stairs and go to the light. The barred door has a sarcophagus-type box. Open it up and take it out Golden Key. If you go to the light along the corridor with antique amphorae to the left, you will find yourself in a room littered with boxes, with a staircase up with a closed hatch at the top. You don't have to go here just yet.

Open the lattice door next to the sarcophagus box. Go up the stairs and open the wooden door. Enter the room. Hear Aline's voice. She's locked up somewhere nearby.

Hall. 1-2 floors

It's terribly dark in here. After talking with Alin, a monster will immediately attack you. Shoot him a couple of times with a shotgun. Near the table with a barely fuming light bulb there is a switch. Turn on the light in the hall. On the first floor on the table there is amulets conservation. Walk around the room. You will see a staircase leading to the second floor. Opposite the stairs is bust with some mechanism inside. We don't know the code yet. How to recognize him? Approach the bust on the left, from the side of the table with the book, and move it with the “action” and the “forward” arrow . He will drive off to the side and will now be just opposite the mirror. Look in the mirror: on the reverse side of the bust - the Latin letters HM. This is the code. Dial it on the panel that is built into the bust. On the second floor, something has now opened at the base of the far right painting.

Climb up to the second floor and use the "action" to explore the four paintings on the wall. Each of them has some complex mechanism. Look at the last picture. In the cache that is inside it, there is small rusty key. When you take it, a monster will attack. Shoot. Now go to the right, you will see a door in the wall and a vertical mechanism. Approach this door from the side of the mechanism and push with the “action”. She will move to the side. There will be another door behind it. Come in. Here is old Alina! Talk to the poor thing. After you put her in an open hatch in the ceiling, examine the place of her imprisonment - bedroom.

Bedroom

Look at the buffet photo of an Indian. Take in the bureau drawer acrobat statue And listen to the recorder. Read on the bedside table to the left of the bed diary. It is written about half of the photo with the code. There are two more doors in the room besides the one through which we got here. One is locked. The other is hidden and is behind the mirror. Go there, you will get to a very dark and dirty staircase leading down. So go down to the forged door. Enter it and then follow to the end until you see an iron door with a peephole. Take amulets of conservation next to her and look into the peephole. It appears to be a lab. You won't be able to go inside. Return to the bedroom, and then, by pressing the button to the right of the bed, go out into the hall again. Get down to the first floor. There is only one door in the hall that opens, and the one we came through is now locked. The door that can be opened is to the right of the bar. It is double with golden handles. Come in.

First floor corridor

In the corridor you will meet an old Indian with the sonorous name of Idenshaw. Grandpa is completely normal. He will give you amulet of conservation. In this corridor, you can turn on the light using the switch, which is located to the right of the door through which you just entered. Two zombies will attack. These guys are shooting back with a shotgun. Three shots - and a walking corpse will turn out to be a lying corpse. True, immediately keep in mind that the magazine of your three-barreled shotgun is designed for 9 bullets. That's just about as much as it takes for one zombie. Therefore, try to follow one simple rule: recharge more often. And do not walk around the house, for example, with 6 bullets instead of the prescribed 9. Zombies are a rather nimble rogue. And while you are reloading, it will have time to hang around your neck ten times.

Shoot the first zombie at the switch. Then a quick 180-degree turn, reload - and another zombie. By the way, there is no need to pull the trigger ahead of time either: the bullets fly past. Stupidity, of course, but you have to reckon with it. It is necessary to choose the most convenient distance to the zombies and then shoot. It's economical and efficient. Go first to left side of the corridor.

Left side of the corridor

Reach the end and take the box on the table phosphorus cartridges they will be needed soon. Go back a bit and go through the door with the initials HM. There is another zombie lying on the floor. Don't fire at him until he's up, it's a waste of ammo. After killing him, go further along the small corridor and lay down another walking corpse. At the end of this corridor in a dead end there is first aid kit on a chest of drawers, and in the corner in a pile of garbage - a box phosphorus cartridges. Go back a bit and go through another door with initials HM already inside this little corridor.

Cabinet with ship model

A terrible rout is going on in it (as, indeed, in the whole estate). Take it on the table phosphorus and magnesium cartridges. Go to the right of the ship model to a dead end. There you will see wolf mask on the table. As soon as you approach the table, some rubbish will stick to your face. Shoot her. This is done quickly. take mask, next to the table photograph And amulets of conservation on a table with a fallen lamp. Consider carefully the photo. It depicts a model of a ship with a flask standing next to it. Now go up to the model itself and examine it: in fact, there is no flask next to it. Thus, here is another small puzzle for your attention. Small creatures can attack you a couple more times in this room. Go out into the corridor and quickly run to its dead end. Two zombies are already roaming in the corridor. Shoot them from the right distance. Next, exit into a large corridor and go into it. right wing.

Right side of the corridor

Carefully! Zombies in the corner! Attacks suddenly. It is possible that he will have time to bite you before you shoot him. Reload and go through the door behind him. This is the only door that opens on this patch. Behind the door there will be a small and very dark corridor with two more zombies. Fortunately, they attack in turn. Therefore, during the break, you will quickly have time to recharge. Go to the door on the right. This is Lunch's office.

Lunch Cabinet

Turn on the light (the switch is next to the door). Here you have to rummage thoroughly. Standing next to the door amphora with water. You will need it soon. Go left, to where the horned mask hangs on the wall, and take the box in the closet phosphorus cartridges. We live! Thus, there will be an unfamiliar door ahead, to the right of the door itself there is another closet. Take in it 2 first aid kits. It's too early to go to the door. On a table with crooked legs lies flask. Take away. Next to the left on the bureau is Lunch's diary. Read. Opposite him, on the bookshelves, is the most curious bookkeeping. Check it out. On the desk with the head of an Indian, there is also one interesting document. Read it carefully, because it contains a clue to the puzzle in the library. On the drawer straight take crowbar. Use flask on amphora. It will fill with water. As soon as you do this, the lights will go out and a monster will attack you. Run to the switch and turn on the light. The monster will evaporate. Exit the door, the one next to the locker where there were first-aid kits. You will find yourself in the already known hall with stairs. Enter the corridor again and go to the room with letters HM on the door and ship model inside.

Cabinet with ship model

Use a flask of water on ship. This will turn on the mechanism in the hall on the second floor with paintings, and the next painting will open, which depicts a polar explorer. Return to the corridor. There are two more hungry zombies chilling out there. Kill them and go to the hall to the second floor. Click on the picture with the polar explorer - get golden key. Return to the corridor. Go to its right wing, out of it into a small corridor, but now not into Lunch's office, but through the left door (it is located just opposite Lunch's office). Apply on her golden key. Come in. You are in an office with an owl statue.

Cabinet with an owl statue (smoking room)

Kill the creature. On a round coffee table, take small gilded key. Come to owl statue and apply on it wolf mask. The statue's mechanism will work and you will receive steel key. Take first aid kit in the closet. You can only leave the room through the door you entered. Come out. Two zombies are already on duty in the corridor, who are very hungry. Personally, I had very little ammo at the time, so I just ran past them into Obed's office. It's in a straight line. From Lunch's office, exit into the hall. There is also a zombie walking in the lobby. Step into the hallway. And in the corridor, go to the left wing. Take phosphor cartridges on the sideboard (I remember we already took cartridges there, but someone's caring hand, it seems, put more for us). Go back a little and now go not to the left door with the initials HM, but to the right. Climb up the spiral staircase. At the end of the stairs, turn on the light and go to the attic.

Attic

Turn on the light - switch to the right of the door. Opposite the door on the box is grenade launcher. After turning the corridor, talk to Alyn on the radio. She will tell you about the cache. Open rusty key door at the dark end of the corridor and enter.

Room with lots of furniture

Here you will be attacked by two grasshopper monsters. They attack inconsistently, because they are afraid of the lantern in your hand. There are useful things in this room, and therefore it is best to shoot these evil insects, otherwise they will reflect too much. On the table to the right of the entrance is two boxes of phosphor cartridges. On the table with the bottle lying around, take lighter. Exit through another door. Walk along the illuminated corridor and go into the next room.

Dark room with a secret

At first glance, there is nothing here, but this is only at first. Call Alyn. She will show you the location of the cache. It is located in a narrow passage between two gray stone uneven walls, where the floor creaks. There is a hole in the wall on the right near the floor. Use crowbar to the hole - get two keys: small key And small gilded key. There are several doors in this room besides the one through which you entered. Almost all of them are locked, except for one. And go into it.

Room with a candle

As soon as you enter, you will see a lot of small critters. Go deeper into the room and take two ammo boxes left. After you see a puddle: blood is dripping from the ceiling. Keep your pistol ready. Now you will be attacked. Luckily, the little creatures are dumb enough to take turns attacking. They do not spoil health very much, but there are many of them. Shoot everyone with a double-barreled shotgun. One shot on a brother is enough for the eyes and ears. Then go to candle, which stands at a dead end on the boxes, use on it lighter. The candle will light up and the draft will go. Now knock on the wall in this cul-de-sac. It is necessary to knock with the help of “action”. A thud indicates that there is a room behind the wall. Take crowbar and use it on the wall. A passage will appear. Come in. You will find yourself in a dark corridor of the attic.

Dark attic corridor

As soon as you get there, two creatures will attack (or rather, run into) you. As you remember, they are afraid of the light. Therefore, run as fast as you can to the switch. Turn on the light and the creatures will disappear. Go through the door at the dead end of the corridor. Next to her there is a table, and on it lie two first aid kits. The door leads into the bedroom of an elderly lady. Talk to her. Come out. Go to the door next to the switch. unlock it second small gilded key. Go down the spiral staircase. There will be a terrible roar. Don't pay attention, they only scare you. Exit through the only door on the floor below. You are in a dark corridor on the second floor. Here Alin will call you on the radio. After the conversation, kill the monster that suddenly jumped out of the darkness and go to the nearest door on the right (for Edward on the left).

SECOND PAGE

Alan's office

Take first aid kit on the table by the cabinet to the left of the door. If you approach the chest of drawers with wide drawers on the lower level of the office, there will be a terrible roar, and three zombies will appear. Do not be afraid: they will immediately melt into the air. Joke! Climb to the second level of the office, read Alan's diary on the table, then open the left drawer of the table with small key. In the box you will find half of the picture And big key. Exit and go down the corridor straight and to the right. Turn on the light. After that, the creature will attack. Kill. Now with the help small golden key open the door to the right of the switch.

Attention! This is a very important door. Behind it is a staircase that leads to the first floor of the left wing of the corridor, where the HM door is. Through this door, we will soon have to wind up. So remember it well.

Now go through the door to the left of the switch. Here is the bedroom.

Bedroom

Go deep into the room and approach the bed on the left side. As soon as you get close, a huge creature will appear on the bed, which will first grab Edward, nibble a little, and then throw him deep into the room. Shoot from a distance at the lamp that hangs above the bed. She will fall on the bed and burn the vile animal. Now that the monster has turned into a pile of ashes, you can feel right at home. Take amulets of conservation on a sideboard with a candelabra. To the left of the bed on the dressing table there is three boxes of phosphor cartridges And rocket launcher. Come out. Walk down the corridor to the right to the end, past the bust of Richard Morton, to the door that ends the corridor. On the way you will meet a monster. Kill. Use steel key (steel key) to the door and enter.

The room next to the bust of Richard Morton

Turn on the light quickly, otherwise the monsters running around the room will start attacking you. Take it on the table second half of the photo And letter. Read the letter, and combine the two halves of the photo in inventory. Rotate the photo to the back using the left-right buttons . On its reverse side you will see two numbers that are proposed to be added. Add up. Happened 3926 . This is code that will be needed in the library soon. At the closet on a stool in a nook, take amulets of conservation And big key. Explore it. This is the key to the library. He is just what we need. Now you can go to the library.

Leave the room and run without stopping through the entire corridor. Three zombies are already walking there and chattering their teeth loudly. Run through that door I was talking about about "getting out." It's to the right of the switch. Phew! Go down the stairs to the corridor on the first floor. Go to the right wing, where there are three doors. Open the first door on the left with the key. She is the biggest. Congratulations! You have finally reached the library.

Library

Talk to Aline on the radio and turn on the light. Here you have to solve some simple puzzles, as well as kill the boss. Read Morton's diary on a table with a lamp. Next to the dragon statue on the music stand lies family history. Read it too. The family tree on the last page of the story contains the answer to one of the puzzles.

Go up the stairs to the second floor. On the stairs on the left along the way there is bunch of missiles(for the boss). Walk around the entire perimeter of the second floor. The stairs to the third floor have panel with four revolving handles. Enter code 3926. Next to you, one of the bookcases will move to the side. Behind him is a secret room.

secret room

Turn on the light and take telescope on the chest. It will come in handy soon. In a niche in the wall is a strange structure, consisting of statues of acrobats. Take a closer look: one figurine at the top of the structure is missing. Use the one you have acrobat statue to this building. A stash will open in this room. Take the statue of Abkanis from the cache. Don't touch the code lock, you still don't know the code. Look at the strange note on the shelf. It is written in mirrored letters. That is, in a normal, non-mirror version, it says: “The key to the portraits is the dates those they represent were born on”. It translates from English like this: “Keys to portraits-dates of birth of these people. Remember. It is important. Come out.

Library

Rise to the third floor. As soon as you approach the ladder with rungs that leads to the window, a vile winged monster will fly in and the lights will go out. This is the boss. But now he doesn't touch you. Frankly ignore him. Climb up the stairs and get out through the window. You have reached the narrow side of the building. Keep a loaded three-barrel gun at the ready and move along the side to the left. A cute dog will attack. Only this is not the same dog that is killed from a double-barreled shotgun with three shots. This one will have to be fiddled with. It's better to kill her, because another one will appear on your way back. Do not hesitate, they will spoil your blood abound. Climb up the ladder with the rungs to the tower.

in the tower

Take amulets of conservation. At the window, use tripod telescope. Look through a telescope magnifying the image 400 times. The date is written on one of the turrets of the fort. 1692 . This number fits perfectly with the combination lock in the secret room in the library. After that, you will see a man in the window. This is Obed Morton.

Attention! This is where you may have difficulty. For example, I could not get out of this telescope for a long time. I managed to do this using the "lantern" key. Here's a glitch!

As soon as the hero is back in the tower, Alin will call him. This time, the exalted girl will declare that Obed Morto is not her father. What a surprise! Get out of the tower and return to the library, killing one more dog along the way. Go to the secret room.

In a secret room

Enter "1692" into the combination lock. Another painting will open in the hall of the estate on the second floor. We don’t need to go there yet, because we haven’t done everything in the library yet. Come out. Now you have to activate four books. Save here and take a first aid kit, unless, of course, your health requires it, because very soon you will have a meeting with the boss.

In library

The books that need to be activated are on the shelves. You need to press them in the following order:

2nd - 1st floor, to the left of the front door;

3rd - 1st floor, at the stairs to the 2nd floor;

4th - 3rd floor, shelving not far from the stairs.

After you click on the 3rd book, a boss will appear.

Boss

To be honest, he is scary only in appearance, but in reality he is frankly weak. It shoots energy blasts. Take a comfortable position. The outcome of the battle depends on this. It's best to shoot him grenade launcher And rocket launchers. To be honest, I personally spent all the grenades and rockets. And all due to the fact that at first she took the wrong position and began to shoot at him when he flies. But this is exactly what you don't need to do. Wait for the boss to fly towards you and stop. Then fire. After a sure hit, he curls up and flies away. Returning, he flies up again, freezes, is about to shoot at you ... Shoot him quickly. You can rest assured that he will die soon. I finished him off with a three-barrel shotgun, not even expecting that he would end so soon.

After finishing with it, put the last book in its place, and the last painting in the hall will open. Come out. Shoot the creature in the corridor. Now to the lobby!

In the lobby

There are two more creatures running around. Not a fig here to dirty the floors! Kill both. Rise to the second floor. Take in the picture on the left small bronze key And plasma gun (plasma cannon), and in the picture on the right - engraved plate with code. On it is the code from the gate, which we could not enter at the very beginning of the game. After all the portraits are opened, combination locks will appear at the bottom of them. We have to enter the dates of the Mortons' lives. Look again history the Morton family. On the last, 47th, page there is a genealogical tree. The dates there are, in ascending order: 1852, 1874, 1899, 1931. Now enter them from left to right. When all dates are entered correctly, watch on the ground floor (on a table by the fireplace) will open. Get down and take decorative bronze key in them. This is the key to the main entrance. Use it on the door next to the switch. She will open. You went outside.

On the street

Walk around the estate. On the back of the house, in an iron open cabinet, take Plasma gun gas bottle And two first aid kits. Return to the gate. Remember them? This is exactly the same gate that we could not enter at the beginning of the game. Through them you need to return to the gate with a combination lock in the forest. I hope you know the way. Pick up near the gate amulets of conservation. Arm yourself with a plasma gun. Use on the gate small bronze key. Come out.

There is no need to mess with all those reptiles that you will come across along the way. Don't waste precious gas. Just run without stopping, ignoring them. Especially since after a certain limit, they no longer pursue. The only thing is that you can fry the heels of the zombies that appear after the cartoon, no longer in the estate, but in the forest. Then just let them get closer and fry them with a plasma gun. The closer the distance, the stronger the effect. Go to the gate with combination lock that in the forest. Examine the engraved plate you found in the painting. It has a code on it. Enter it.

Attention! If you don't study the plate right in front of the gate, you won't get access to the code. Game downside? Maybe.

Enter the gate, on the reverse side of which (oh, horror!) Hangs a corpse. Congratulations! You have successfully completed the first, more difficult, part of the game.

Edward Carnby. II part

After overcoming disgust, search the ugly corpse on the gate. Despite the fact that he is extremely scary, there is still a benefit from him: in the pockets of the corpse are two first aid kits And gas cartridge for a plasma gun. Cross the bridge. Talk to Alyn. She will call you herself. After the conversation, start running, because you will be attacked by a whole gang-brotherhood of small creatures that will bite your legs. Run to the end of the bridge to the wasteland. The bridge will collapse behind you. Your task is to get to the short stairs on the empty lot on the left as soon as possible. Rise to the ritual platform. Creatures will not run after you there, but simply wash off in an unknown direction.

Attention! In the wasteland a little to the right of the stairs there are amulets of preservation. However, for some reason I couldn't take them.

Rituals site

There are 7 stelae on the site: three main ones - northern, eastern and western - and four intermediate ones - northeastern, northwestern, southeastern and southwestern. Instead of the southern stele - the entrance. Your task: to conduct a certain Indian ritualist here. And for that you will be given something. Approach the large stele opposite the exit. You will be asked what kind of stele it is. Choose: “ Northern". Then call Aline. Further, the technology is simple: she tells you to approach a certain stele, examine it for the presence of certain notches, and then call her again, and she will tell you which stele to approach next. So every time we come to the stele, press “action”, call Alin, and then all over again.

You need to approach the steles in the following order:

1. northern (it turns out that after the first conversation with Alin on this site, you must again approach her and click on her);

2. southeast (small stele to the right of the entrance);

3. western;

4. southwestern (small stele to the left of the entrance);

5. eastern (someone or something growls next to her);

6. northeast;

7. east again.

At the last eastern stele, you will be asked to read a spell. The word order is: ogoul, Hypor, Harnis, Korna.

After you cast the spell, a glow will appear on the sacrificial table in the middle of the platform. Now you can take from the table bull statue And stone stele. Leave this place and go along the coast to the left. Get down the stairs. You are in front of the cave entrance. Take amulets of conservation and roast the giant scorpion at the entrance. Go through the cave to the left. It is very dark there, so be careful and try not to go past the ladder with rungs that leads up. Climb up and take it upstairs in the playground a bunch of missiles. It will be very useful in the future. Get down and again go deep into the cave to a ladder with stone steps leading up. Come out. You have reached the swamp.

Swamp

There are two exits from the swamp: to the plane and to the shore to the church. It is quite difficult to describe the way through the swamp, although it is very easy to find both exits. Here you can use the map. This swamp is inhabited by zombies. Of course, you can avoid them, but it's still easier to fry or shoot. Go left through the swamp, at the end of the path you will see a plane. Climb up the stairs to it. Take on the plane pliers, blue flashlight lens And 2 bundles missiles. Enter the cockpit to the pilot. Talk to him. After that, the plane will begin to sink. Get out quickly: the amount of time given to you for this is limited. The plane will sink, unfortunately, along with the pilot. Now choose the north direction. That's how you get to sushi. Get out of the swamp.

Forest near the chapel

On the way to the chapel, you will meet several scorpions; kill them. By the way, don't forget to raise amulets of conservation, which lie on a wasteland behind a swamp not far from the chapel. In front of the chapel there is a large wooden staircase leading up. Climb up it. Oh, old friend Aline! The poor girl almost shot our Edik out of fear. Fortunately, I changed my mind at the last moment. Take from Aline Morton's seal. Return to the chapel. Use pliers on the chain on the doors of the chapel and enter.

Chapel

Yes... an ominous place. Read ritual book, which lies to the right of the door. Next to her on the wall panel with combination lock. It has nine buttons with some kind of magical signs. You don't know the code yet. Take three first aid kits near the altar. On the altar lies rocket box. Now it's time to figure out the code for the panel. Connect blue lens co with your flashlight. Wow! Now in blue light we can see some ominous things that are not visible in normal light. The sign is inscribed in blood on the doors: an inverted pentagram. This first sign panel code. In search of the second and third signs, go outside. Behind the doors of the chapel, kill two scorpions. Climb up the wooden stairs. In blue light, bloody footprints are now clearly visible. The second sign is painted on the stone. I find it difficult to say what it is and even what it looks like. Just remember it. To find the third sign, you need to go back to the swamp, cross it, shooting zombies along the way, go into the cave and climb the stairs with rungs to the platform where you recently took the rockets. Focus on fresh pools of blood. Look at the last sign and remember it. Return to the chapel. Now enter the characters in the code lock. These are buttons 5, 3 and 9. A passage will open under the altar.

underground corridor

Use this hallway to the bar Morton's seal that Aline gave you. Go through the revolving turnstile door. Please note that there is a similar panel on the reverse side. So without one more seal, they simply won’t let you out of here. Go forward along the corridor and turn left. Enter the iron door.

Secret laboratory

As soon as you enter, you will see a switch by the door. It's not a light switch, so you don't have to pull it - it won't work anyway. In this place, Alan Morton just conducts his sinister experiments. Go between the cells along the passage forward, picking up along the way amulets of conservation(they will lie on the left along the corridor). Come into the room, where a bunch of all sorts of mechanisms are dumped on the floor. Go deep into the room. And here he is! Talk to Alan. After that, the mad scientist will fall down, blocking all the doors and turning off the lights. How now to get out of this disgusting place? Talk to Alyn. She tells you to approach a locked door with iron bars blocking your way. Contact Alyn again. To open this door, you need to press three levers in a certain order. Take in the locker first aid kit And gas cartridge. look letter on the table.

Attention! After the professor leaves, in the dark, zombies will occasionally attack you. Therefore, be vigilant. Although these are some strange zombies: after one shot they disappear.

Turn first lever on the table in the room with the locked door, the one where you just talked to Morton. After that, Edward will call Alyn again. She tells him to pull the second lever. Second lever located at the entrance to the laboratory. Remember we mistook it for a switch? Click on it. Return to the room with first lever. From the table with an electric discharge, go right past the blocked door, past the cabinet, through the door to the left of the table with the letter.

The interior of the laboratory

Press the last lever. Now the door is unlocked and the way is clear. Come in. Alyn will call. She opened the hatch to the greenhouse. Go all the time straight through the dark tunnel, and best of all - run, because the little nasty creatures will bite your heels. You will have a very long staircase ahead of you. At the end of it is a small room and a door. Come in.

Attention! In fact, there are two doors in this room. It's just that one of them is immediately visible, and the other is not. The second door is to the right of the mechanism lying on the ground.

Cabinet in the basement

You have already seen this room almost at the very beginning of the game, only from the outside through the peephole. And finally got here. Start the tape recorder on the table and listen to the conversation between Lem and Morton. Exit and look for a door to the right of the mechanism. Come in.

Basement

You have already been here. Through this room, we generally got into the house. Go to the right, where boxes of Boston University are piled up. The hatch in the ceiling is now open. Aline made this for you. Talk to Idenshaw. Climb up the stairs. There is a greenhouse there.

Greenhouse

Kill the creatures, otherwise they will not calmly let you do what you came for. Take ammo box in an orange cabinet in the corner of the greenhouse. In another corner, brightly lit, (he's the only one) take it from the closet first aid kit. Climb up the ladder with rungs to a small balcony. There is a statue there. Stand to her right. Push it two times to the left and one forward. She will fall down from the balcony and break. Get down too. On the spot where she fell, pick up on the floor Morton's seal And bear statue. Next, you have a very long way back through the laboratory to the turnstile door. Use Morton's seal on the panel and exit into the cave.

Cave

Here you will meet with Alin, and then go together. Alin will read the inscriptions on me. Go into the light deep into the cave, across the bridge with torches, into a beautiful illuminated archway. There is a small wooden door on the left side. It's hard to get past her. Open it up and take lightning bolt, 4 first aid kits, Charger, 5 amulets of preservation. Exit to the next archway. There you will meet with Alan and the old man. After a short conversation, Alan will read a spell that will destroy the stone in the wall, and wash off into this gap. Our Edik will also be dragged there by the wind.

Edward wakes up in a dark cave. Walk forward through the cave. After that, Alin will turn on. Talk to her. Next, you will have a non-trivial walk through several rooms of the cave, which will be stuffed with different creatures. Arm yourself with a lightning bolt. You can recharge it constantly with the battery that you have. To in turn recharge the battery, pluck the blue crystals that grow in the cave everywhere.

Long tunnel with dogs

You can, of course, gouge these creatures right and left with a lightning bolt, because the weapon is free. But why? This type of communication with dogs will cost you a certain amount of first aid kits. So my advice is: run through the tunnel without stopping. In this case, a horde of dogs that run after you will not be scary at all. Fortunately, it is impossible to get lost in this corridor.

Cave with Grasshopper Creatures

You can also run past these monsters if you wish. However, the exit from this cave is not as easy to find as from the previous corridor. Run all the time to the left, but then at the fork, choose the right path. When you reach the area with a blue crystal located in the upper left of the screen, turn in the opposite direction from it, that is, to the right. The next part of the cave is the exit. He is next to a large blue crystal growing on the ground.

Cave with scorpions

Kill a couple of these giants at the entrance. Here you can use the map. In general, I highly recommend doing this in caves. Go right. There are no scorpions in that branch of the cave. Then turn left at the fork. From now on, keep left direction. All scorpions that come across are best avoided. As soon as you see the blue light ahead, know that you have reached the exit.

Red cave with dogs

Fry several doggies on all sides. Go straight ahead all the time. The exit from this cave is in a dead end a little to the right.

Cave with creatures and the corpse of Archibald

Shoot some jumping little animals at the entrance. Go all the way to the right. Then there will be a cartoon: our Edik will start to move along a narrow stone boat to the opposite side of the cave. Evil Alan will cut the rope. But fig something! Our Edik is more alive than all the living. Talk to Alyn. Enter a very dark room with blue crystals. Recharge. In the dark cul-de-sac of this room lies the corpse of Archibald Morton. Evil creatures completely finished off the poor scientist. Take steel flask And photoelectric pulsar. This weapon was created by Jeremy Morton. Read Archibald's diary. Leave this room and go down the rope.

Attention! To get down the rope, you need to position the hero very well. It doesn't work right away.

Kill the bastard below. Run up the stairs (there is nothing at the bottom). Run away from grasshopper creatures. You will see Alan again. Run after him into the archway where he dived. Just don't forget to take on the column near the arch amulets of conservation.

Cave with scorpions

Run straight all the time. Kill scorpions that cannot be bypassed. Next will be a cartoon: you will encounter Aline, Alan and a creepy-looking monster. This is Obed Morton. Yes...he looks bad. After a short conversation, Lunch will throw Alan down into the abyss. As you probably guessed, Alan didn't die...

Go straight into the archway. Roast the monsters. Run away from the unfinished. Very soon you will see the rope. Climb up on it.

Cave with torches

Cross the bridge and talk to Johnson on the radio. In the next room, run forward all the time, trying not to mess with the dogs that will attack you all the way.

room with lava

Here you will be attacked by scorpions. As practice shows, it is best to kill them. Otherwise, you may lose too much health. Go to the end of the room and turn left to where the blue crystal grows. In the second cave, go to the fork, then turn left, then again to the fork and again to the left. Exit to the archway.

Dark cave with stairs

Go left immediately. Johnson will call again. After talking with him, shoot a few small creatures. Next, run up the stairs. It is still impossible to kill all the creatures, because more and more new ones appear in the place of those killed, as if they multiply by division. At the end of the stairs there is a small arch - the exit.

Cave with a large stone on the left

Go to the left passage. Climb onto the rock blocking your path with an "action". Descend from the stone in the same way. Go right and climb over another stone. Now run straight all the time. Dogs will start attacking you. It is not worth shooting at them, because more and more new ones appear all the time, as in the previous episode. Exit ahead. So it's hard to miss.

Great hall with columns

As soon as you enter, Alin will call. Talk to her. Walk a little forward, after there will be a small earthquake, one of the columns will fall, and you will have a great bridge to get over to the other side. When you start walking along the column, you will see a bright light on the left. There is a healing spring. Fill up the two flasks you took next to the corpse of poor Archibald and your health will improve significantly. Exit the hall on the opposite side of the source.

Cave with gate and altar

In this cave, your difficult journey should end. The gate behind the altar is an exit from the game. There are three figures on the altar, two of which are headless. Leave this room, because there is nothing for you to do here now anyway. To the right of the altar there is a dark passage. At the end of it hangs a rope. Get down.

Hall with a clay head in the middle

As soon as you start to approach the central stone with a head, Alan will appear.

Boss

The professor looks unimportant after being thrown into the abyss by his twin brother (I hope you figured it out by now). However, he has become much taller, stronger, and conventional weapons no longer affect him. Yes... What deceit! I would even say villainy! I'll have to deal with him like an adult. His death is at the end of the needle. Ugh... Spears. This a spear lies in a small passage. If we assume that the rope is in the south, then this passage is in the northeast. As soon as you try to enter this passage, the evil professor will kick you out. And how does this beast manage to get there ahead of us? You'll have to fry it up a bit. Take any strong weapon (lightning gun is the best) and give it a spark. After a while, he will fall to his knees. Then do not waste time in vain, quickly run into the passage with a spear. It might not work the first time. Then hit the beast again. This time he will hoard much faster. As soon as you get to the spear, your Edik will do everything on his own. When the monster is defeated, take clay head on the pedestal and return along the rope to the cave with the altar.

Cave with gate and altar

Install head on the figurine on the altar. And here is Alyn. She has the third head. Now the gate is open. Come out. Old man Edenshaw will perform his cleansing ritual. Our heroes will be picked up by a helicopter. And the whole damn island will go up in flames. It's the end of the game on Carnby's behalf.

Aline Cedrac. I part

manor roof

The adventures of the beautiful Alyn, or rather, the misadventures, begin on the roof of the sinister Morton house. Moreover, we immediately encounter an example of discrimination based on gender: we are not given weapons. Rare swine! Talk to Carnby. He will advise you to climb into the window of the house and sit out in some corner until he arrives. Get in the window.

Old lady's bedroom

You are right in the room of old Lucy. She doesn't seem at all surprised by your appearance. And what could surprise her now after so many years of living in this house? Talk to her. Grandma is terribly worried about the fate of her son Obed. She will give you small golden key. He unlocks the bureau in the smoking room. Well, let's go and find out what happened to this Lunch. Take the dead end room to the right of Lucy's bed first aid kit. Browse magazine on the chest of drawers to the left of the bed. Light up the flashlight. As soon as you are about to leave the room, a serpentine creature will appear on the threshold. Don't be afraid of her. She is afraid of you. More specifically, a small flashlight in your hand. Shine a flashlight on the creature. After a while, it will simply melt into the air. Take it to the right of the door amulets of conservation and get out.

attic corridor

In the corridor, as usual, darkness, and in this darkness two creatures brazenly walk around. Run to the opposite end of the corridor and quickly turn on the light. The switch is next to the door. It glows in the dark. As soon as the light in the corridor turns on, the creatures will disappear. Note the door next to the switch. Now it is locked, but we will leave the attic through it. Let's go in search of the key. There is a door in a small branch of the corridor. Come in.

Dark room with a secret

Of course, if you are playing as Aline, there will be no cache in this room. However, for convenience, I will call this room exactly so as not to confuse you. It's good when all locations have the same name. In this room you will meet two more creatures. Scare them with the light of a flashlight, and they will be afraid to approach you. However, always be on the lookout. Go through the door on the left first. It's the closest to the one you entered through.

Room with a candle

Walk forward along the passage. Take amulets of conservation on the barrel and talk to Carnby. At the dead end on the box with candles, take box of phosphor cartridges and go out into a dark room with creatures and a cache. Now run to the other corner of this room, where there are two doors. Enter to the right. Cross the small bright corridor and enter the door at the end of it.

Room with lots of furniture

There's another creature walking around here. Take it on the table golden key(Hooray! Finally we found it). Near the table with the overturned bottle there is first aid kit. And finally box magnesium cartridges lies on the table next to the locked door and waits for someone to take it. Let it be our Alina. Make your way all the way back to the attic corridor (which contains the lady's room), to the door next to the light switch. Use the newly found key on this door. You have reached the stairs.

On the stairs

Get down downward to the second floor and eavesdrop on the conversation of two men at the door. One of them is Obed Morton. Go to the first floor. Turn on the light, enter the door. Behind it are three more doors, of which only one is open. She is on the right (for Alyn on the left). Come in.

THIRD PAGE

Cabinet with an owl statue (smoking room)

Use key that Lucy gave you, on the bureau with the Indian statue - get revolver. Nonsense, of course, by and large, well, all the same, no, but a weapon. After that, a very nasty and, most importantly, annoying monster will appear in the room. You know, rogue, that now you have a revolver and you can fight. Don't fight! Otherwise, not only will he bite you thoroughly, you will also spend unmeasured cartridges on him. Run from him around the room. Pull the large glazed door. She's locked up. There is another door to the right. Until that moment, it was also locked. However, the kind professor will open it especially for such a beautiful girl as Alin. Jump out into the corridor. You will see the running away professor. Where are you, uncle? Run after him straight down the corridor to the door. It leads to a large corridor on the ground floor.

First floor corridor

Now you are in its right wing. Go forward all the time. See the switch. Turn on the light in the hallway. The professor ran to the left wing of the corridor through the door with the initials HM. Go there. You will find yourself in another small corridor. Go to the dead end of this corridor. There you will find a professor. Dinner is extremely unfriendly. After he shoots Aline with something, she will pass out and wake up locked in the bedroom. And without a jacket. Why, I wonder, did the professor need Alina's jacket?

Bedroom

Talk to Carnby. He's coming soon, but before that, we also have a little business. Turn on the light. Take screwdriver. On the bureau near the mirror lie three first aid kits. To the right of the mirror amulets of conservation on a pouffe. Read diary on the nightstand to the left of the bed. Now go to the mirror. This is not an ordinary mirror, it opens like a door. Come out. Behind the mirror there will be a dark and scary staircase leading to the basement. Get down on it to the forged door. Take near the door triple shotgun(we just lacked it!) and come in. Go down again to the end. At the big door with a peephole, take it on the floor first aid kit. Look through the eye. Outside the door, Professor Obed Morton is on the phone with Lem. After that, an ugly scene will occur: someone will come in and hit Obed. What happened next, we are never destined to know. Quickly run back to the bedroom door. Now monsters will attack you along the way. But if you do not slow down, they will not cause you any harm. Return to the bedroom. And there is old Carnby. He will plant Alina in the hatch door in the ceiling, and you will find yourself in a room with a magic mirror.

Room with a magic mirror

Talk to the mirror monster. This cunning beast needs you to bring him a mirror. After talking to him, leave the room. There is nothing else here anyway.

Dark room with a secret

Take amulets of conservation on the table. All the monsters have fled somewhere. Now head to Lucy's room. I hope you remember the way. When you exit into the corridor of the attic, you will be graciously informed that you have broken the handle.

Old lady's bedroom

Talk to Lucy. The old woman will again ask you to see Obed. Again, go through the door next to the switch that leads to the stairs. Get down to the second floor. Now the door is open. In the corridor of the second floor, immediately go to the nearest door on the left along the way.

Alan's office

Light up the light. Take first aid kit to the left of the entrance. At the first level of the office, take mirror. On the second - grenade launcher under the table. Read Alan's diary which lies on the table. Come out.

Second floor corridor

Move forward. Soon Alin will go by herself. She will be interested in the door, because of which strange sounds are heard. A trickle of blood flows from under the door. Brr... And the little creatures living on the ceiling are already there. It's not worth shooting them. Quickly run to the right along the corridor. Enter the door to the left of the switch. Here is the bedroom.

Bedroom

Go deep into the bedroom to the bed. Take on the dressing table to the left of the bed a box of phosphorus cartridges. On a chest of drawers with a candelabra lie amulets of conservation. Go behind the bed to the right. There is a mirror there. The mirror monster will not be slow to appear. He will invite Aline to enter the mirror. Come in, sorry! He will ask you for the mirror that you took in Alan's office, and in exchange promises to tell you who Alin's father is. Don't trust him, and don't give him a mirror either. It will kill him and you will get bison statue.

After that, Alyn will talk to Carnby. Return to the bedroom. At the exit from it, talk to the old Indian with the strange name of Idenshaw. It turns out that this funny grandfather is well acquainted with Indian rituals. He needs seven statues to hold one of these. After talking with him, Carnby will call you again. Come out. Only not through the left door, into the corridor of the second floor, but through the right one - into the hall.

Hall

You are on the second floor of the hall. Shoot the stubborn creature. There are 4 paintings on the wall. But unlike Carnby's version of the game, there is no puzzle here. Get down. Turn on the light. Take box of phosphor cartridges by the fireplace behind the armchair. Go out into the corridor of the first floor and run into its right wing into the last door in the dead end - into the small corridor along which we chased the professor the day before, but only now our goal is the room on the right. Why do you need to run? Because first, two monsters will attack you in the corridor, and then two zombies will attack you in a small corridor. It's better to run past them. And it's not that hard.

Lunch Cabinet

There is a broken mirror in this room. And opposite him on a round table - box of magnesium bullets. Take the bullets and shoot the mirror several times with a revolver, thus completely finishing it. As soon as you break the mirror, the lights will go out in the room and two dogs will appear, which will immediately ingloriously disappear. In the cache, which is located behind the mirror, there is book, which reports on the seven Indian gods of light. Read it carefully. Yes, there is a lot to think about here, and Alyn correctly decides that she needs to see Lucy urgently. Before you leave the room, be sure to read book, which lies in the closet opposite the broken mirror, and Lunch's diary which is to the right of the mirror. Exit through the other office door. However, I do not advise you to linger near the closet, which is located next to the door. Noises and roars come from the closet. Two dogs are trying to escape from it. I wonder how they got there? It's not worth helping them. They themselves are quite capable of getting out of there ... Run faster through the door before they pounce on you. Do you think that you will get into the hall? .. No matter how! To Lucy's room!

Lucy's room

Talk to the old lady. This time the kind granny will give you glass prism. Exit to the corridor. Go through the door next to the switch to the stairs, go down to the second floor. Go to Alan's office. Carefully! Two creatures are waiting for you at the entrance in the dark.

Alan's office

Use lens that Lucy gave you to the projector on the second level of the office. After that use flashlight to the projector. All this must be done in the inventory. You will be told to turn off the lights. Turn off. After that, the projector will work. You will watch a not very aesthetic film about how kind Alan decided to revive the corpse of his father Howard. We will very soon have to face the result of this revival. After watching the movie will be available engraved cube, which has hitherto been in the projector. Study it carefully by twisting it. It is engraved with the date 1991. This is the code for a puzzle in the library.

Come out. Return to the stairs and go down to the first floor. Keep the three-barreled gun at the ready: two corpses are walking outside the door. I didn't find a better solution than to shoot them. Go to the large door on the left (alin's path is on the right). You are in the library.

Library

Turn on the light. Read on the table Jeremy's diary And Morton family history on the music stand. Climb to the third floor of the library and climb out the window along the ladder with rungs. On the street, go left along the side to the tower. Climb up the stairs to the tower and take the grenades there. Return to the first floor of the library. Examine the bookcases on the first floor. The second cabinet on the left has four books with a combination lock. Enter 1991 and this cabinet will open. Go to the cache, talk to Carnby, take a plate with signs, 2 first aid kits And amulets of conservation. Next, you will be prompted to pull the lever. Pull. A glass prism with an ape-like monster will rise from under the floor. Learned? This is the lively Howard, Obed and Alan's dad and part-time boss. Nice to meet you. And my name is Alina.

Boss

Quickly equip yourself with a grenade launcher and take a first aid kit if your health requires it. This stupid monster is disabled by several shots from a grenade launcher. And you can just stand still, as, however, I did. When he pretends to be dead (in fact, he honestly died, but not very much), take half a medallion from his prism. Don't approach the doors, because you will then be automatically transferred to Lucy's room. Go to the second floor of the library to the secret room that is open. Take in her two boxes of phosphor cartridges V and return to the doors. This will automatically take you to Lucy's room.

Lucy's room

The old woman (I hope you understood that she was the wife of this monster when he was a man?) will give you the other half of the medallion. Whether Obed Morton is Alyn's father, she does not know. Connect two halves of a medallion in inventory and exit into the attic corridor. After there will be a cartoon that will report that the newly killed Howard has come to life. Now you need to get to the hall with the least losses. There are two ways to get there: through the first floor, where zombies roam, or through the second, where monsters graze. I advise you to choose the lesser evil, that is, monsters. Go down the stairs to the second floor, then run along the corridor straight - to the right - into the door to the right of the switch - down the stairs - into the corridor of the first floor - into the hall. Along the way, you will come across a total of four monsters. Run past them. This is done easily. In the lobby, finally, kill the same creature. One grenade is enough. Click the medallion on the mirror next to the bust of Howard Morton. The mirror door is now open. Go down the dark stairs down. The grill door is also not locked. Go straight to the room littered with boxes, with the stairs up. Climb up it. Next, Alyn will automatically use the screwdriver found in the bedroom and open the hatch.

Greenhouse

Here you will meet Idenshaw again, who tells you to go to the fort. To the fort so to the fort! Take a box of grenades on a crate in the only well-lit corner of the greenhouse. Exit through a small door with broken glass.

outside of the house

Run right into the gate. Howard is already there and will immediately rush after you. Run from it to the second gate, enter it. You have reached the family cemetery.

Cemetery

Here the boss will stop his pursuit for a short time. If you go straight from the gate, you can find a dead end two boxes of ammo. Beware of the dogs here! Return to the gate and take on the left not far from the gate grenades and right on the ground amulets of conservation.

Attention! To be honest, I didn't manage to take these amulets because I couldn't position Alyn properly. And I didn't want to spend a lot of time on it.

Now go to the left of the gate. On the way, the boss will attack you again. Run from him to the Morton family tomb. It is very easy to find her. It is best to navigate on the map.

family tomb

Here Howard will stop chasing you. Therefore, you can perform all further actions slowly. Look carefully: another puzzle is hanging on the wall in the form of an iron frame with symmetrical lights. You need to light these lights in a certain order. Push Jeremy Morton's tombstone. Come inside, take on the floor rocket launcher And a box of missiles. Take from the sarcophagus two first aid kits And amulets of conservation. Next, you will be informed that the next tomb can be opened with a symbol of light, and you will be given metal tip for flashlight. Connect it to your flashlight and go to the puzzle that is in the previous room. You need to highlight on this iron frame a drawing in the form of a letter M. Start highlighting it from the lower left end. Here we will be given the opportunity to use the mouse. Points illuminated in the correct order will turn green. When you do all this properly, access to the tomb of Richard Morton will open. Come in. Kill three creatures. Search the corpse and read the note left by the deceased. Now go back to where the creatures came from. Run straight all the time. When there is nowhere to run, press “action”. The computer will ask you to put in the second disc of the game. End of the first part.

Aline Cedrac. II part

Forest near the fort

Move forward along the aisle and take care of the dog, which will joyfully jump out to meet you. Go under the fallen tree. When you reach a clearing with withered grass, turn slightly to the right into the next passage. You can use the map, although the whole way to the fort is quite simple. There is nowhere to get lost here. Go through a small wooden gate, then into a stone arch, then follow straight across the bridge to the gates of the fort. They are locked. Look into the dead end, which is located to the right of the fort. There take box of phosphor cartridges and return to the gate. To the right of the gate hangs a huge chain. Climb up on it to the roof, so you will get into the fort.

Fort

Go down the stairs. Calm the creature and go left to a small door. This is the entrance to the workshop. Remember it. You have yet to return here when you find the key to the door. All the time go down the stairs to the fort gate and then down again. Enter the dark archway, go through the entire dark corridor. Not far from the exit from it lies on the floor first aid kit. Exit and go down again. Ahead of you will be a large archway. There is a chest inside the room. Go there too early. However, remember this place, we have yet to return here. To your left is what appears to be a small open courtyard. From behind the stones on the left comes the screeching and stomping of creatures. Go to this courtyard, climb on the stones by pressing the “action” twice. Take on the stones box of phosphor cartridges. Climb down by double-clicking “action” again. Deal with the creatures. Enter the only door.

Corridor with three doors

Help two zombies finally go to the next world. Go to the right end of the corridor, where there is one door. Come in. Behind this door sits the unfortunate Obed Morton. Talk to him. Of course, he is not Alyn's father. Which, however, was required to be proved. Take in this room amulets of conservation And black plate resembling a punch card. Come out. On the left side of the corridor, go through the only available door (the second door has a complex combination lock).

Large hall with two stairs

Go down the stairs. It is terribly dark below, the destruction is terrible, and the room itself is very large. A very difficult location. So try not to miss anything here. Go to the left of the stairs along a clear perpendicular. There, in the middle of the room on the table in a pile of some junk, take pliers, drawing perforator(it is drawn on blue paper) and Jeremy's note. Take metal tripod for puncher. Next to the table is a gun mount. Remember her. Will have to come back here soon. After that, three creatures will immediately attack you. Shoot them so as not to interfere with work. Now you need to search all the surroundings for useful things. If you go under the stairs by which you came here, at the exit from under it lie amulets of conservation, and on the left in the room behind a large arch there is phosphor cartridges. If you go straight from the stairs you came from, in the room on the left side there is rocket box. In this large hall there is also a second staircase leading upstairs. Next to it there is a niche with a locked door and first aid kit on the floor. Now climb up the second ladder, kill three monsters, go to the big archway. There is a chest there. Take double form lying on it. Do not try to open this chest, you still won't succeed. Now return to the courtyard, to where you recently climbed the stones. The way there is quite long and all littered with all sorts of monsters and zombies. Climb up the rocks back to the big archway. Come in. In the dark you will find a large chest tied with a chain. Use pliers for this chest. In it lies rusty workshop key And steel bar. Now return to the very roof of the fort. Remember the locked door there? Open it.

Workshop

Go left and take it on the counter orange accelerator (orange accelerator), weapon handle (butt) and gun cylinder (barrel). Combine the orange accelerator and the weapon grip in your inventory. Opposite them is some strange car. Use on her double shape And steel beam. Get metal cylinder (perforator barrel). Now in your inventory find tripod, which you took in a large room, and click on "disconnect". You will now have in your inventory half metal ring and herself tripod (tripod). Connect tripod With metal cylinder. Thus, you will have two parts of the perforator. Connect cylinder guns (burrel) With photopulsar with an orange accelerator. Next, connect the resulting unit with tripod connected to a metal cylinder. Thus, your puncher is almost ready. It remains only to find a couple of missing parts. Pay attention to the stairs with rungs leading up. However, you should not climb on it yet. Read in the corner of the workshop Jeremy's diary. On the last page, remember the word order: Silver Flash, Golden Star, Red Sun, Black Moon (Silver Flash, Golden Star, Red Sun, Black Moon). To the right of the front door in the niche, take two first aid kits, and in an iron cabinet - telescope lenses. Take care of two dogs. Exit to the air from the opposite side of the workshop into the passage without a door.

At the telescope

Click lenses to the telescope. Now you can look into it: you will see a strange statue in the distance. If you go down the stairs, you will get to a locked door. Go along the wall straight to the end. After that, there will be a cartoon: Alin will fall into the water.

In water

There is a water creature here. If you've played Carnby before, you should remember her. Just in case, I will repeat the method of its elimination. Keep your three-barreled shotgun at the ready. After the creature rushes at you for the first time and drags you under the water, emerging, begin to slowly turn around its axis. So you don't miss her. From a three-barreled shotgun, she is killed with just two shots. Walk forward, then exit the water and follow the dark door. In a small room, find a ladder and climb up it.

Room with colorful punch cards

In the room upstairs to the right of the door, take first aid kit, to the left of the door in the chest - red, silver And orange punched card. Exit the door, go up the stairs. Deal with the dog. You are again at the entrance to the workshop near the telescope. Further, your path lies to the door with four combination locks, which is located in the corridor, where you just talked to Obed Morton and beat the zombies on their impudent decayed mugs. Click on the door of any of the four punch cards. Next, install the cards in the following order: gray, orange, red, black. The door will open and you will enter the observatory.

Observatory

Collect useful things: plasma gun And amulets of conservation. Not far from the illuminated locked door on the crate is the second half of the metal ring, and not far from it - first aid kit. Connect the two halves of the ring in inventory. Climb the stairs up to the second floor of the observatory. Talk to Carnby on the way. On the second floor of the observatory, take map and enter into the code lock: 10-31-2001. What are these numbers? This is today's number! Not for you, but for Aline and Carnby. The mechanism will start and a cache will open below. Get down, take it there bronze key, seal, small rusty key And snake statue. Use the large bronze key on the illuminated door and go outside.

strange statue

Take a box of grenades at the entrance. Go straight ahead and examine the Indian statue. It has a round notch. Talk to Carnby. He will make an appointment with you. True, the place of this meeting is far from us. Do you remember where you started the second part of the game? Now run over there. Little vicious creatures will start biting at the heels. Run away from them through the door of the observatory. Kill some monsters there. Now exit through the third door, you will find yourself in a room with an empty chest, in the place where you cut the chain with wire cutters. Return to the gates of the fort, it is quite possible to open them from the inside. Return to the forest. True, along the way you will again stumble upon the annoying Howard. I think he liked our Alina. Why else would he follow her around? Talk to Carnby, he will give you large round stone.

Come back. The good creators of the game this time will not make you go all the way back to the end, but will automatically take you to the Indian statue. Use on her round stone that Carnby gave you. Now extract from the statue luminescent stone And fish statue. Now you have all the details for the perforator. Talk to Carnby again. Now connect luminescent stone With metal ring, and then with almost ready perforator. Finally he is ready. Take amulets of conservation at the cliff. Return to the workshop and climb the ladder with the rungs to the second floor.

Attention! Here again I give a scheme for assembling a perforator.

1. Disconnect the tripod. Receive: tripod and half metal ring.

2. Connect the tripod (tripod) to the metal cylinder (perforator barrel). Get a tripod with a cylinder.

3. Connect the orange accelerator (orange accelerator) and the handle for weapons (butt). Get a photo pulsar with an orange accelerator.

4. Connect the gun cylinder (burrel) to the photo pulsar with the orange accelerator.

5. Now connect the result of point 4 with the result of point 2. You will have an almost finished puncher, but without a stone.

6. Connect the two halves of the metal ring.

7. Connect the metal ring to the luminous stone.

8. Connect the luminescent stone in a metal ring with an almost finished puncher. Ready. Uff...

From the second floor of the workshop, climb the stairs with the rungs to the third, from the third climb out onto the roof of the tower. The ladder is at a dead end behind the assembly with the lever.

On the roof of the tower

Use key on the hatch in the floor. Now it's open. Get down to the third floor and lower the lever of the unit. Return to the second - there is another unit with a lever. Also activate it. Thus, you have launched a lightning rod. Here's Howard! He will fall from somewhere from the ceiling exactly on you. Now it's time to destroy this annoying corpse.

Boss

You have two minutes: time while the lightning rod works. The round unit in the middle of the room does not constantly produce an electric discharge. First, a sharp flash of light occurs, and only then does a discharge occur. Run from the boss. This bouncy contagion will haunt you with the tenacity of a T-1000 of Terminator. Sometimes, in pursuit of you, he jumps over the machine. Your task is to make him jump literally a second before the discharge appears. The boss is not a fool, and you will not jump at the moment of active operation of the lightning rod. When the boss gets hit, he starts to twitch, and then kneels for a few seconds. Thus, if he has been discharged three times, he is not a tenant. My advice: run around the circle, but not very close to the machine. And, most importantly, do not twitch, looking at the counter: when the lightning rod turns off, you can again pull the lever and finish off the boss again. When the boss freezes, sprawled on the floor, wait for the lightning rod to turn off, and climb up to the third floor again. Now you need to start it again and in two minutes, while it is running, run to a large hall with two stairs, where you took the blueprint of the gun the day before. There, next to the table, is the installation for your newly assembled rock drill. I repeat, you have only two minutes to run there and install the hammer drill in the installation.

Pull the lever on the third floor, then go down to the second and start the installation.

Attention! The lightning rod is considered to be running only when the counter turns on. Therefore, you may have to press the lever several times.

Now, without wasting a second, run into the hall. If you do not have time, you will have to return to the workshop and start the lightning rod again. On the way you will be attacked by all and sundry. And many will not be lazy, believe me. Run to the hall along the shortest path, i.e. through the observatory. Exit the observatory through the door with a combination lock (it is to the right of the one through which you enter). The door to the hall, as far as you remember, is nearby. In the hall, rather, put the finished punch in the installation. If your two minutes have not yet expired, the perforator will destroy the wall opposite, and you can enter the abacanis cave.

Cave

Take photopulsar at the entrance and read the inscription on the rock. At the end of this small branch of the cave, go down the stairs. In the next cave, you will have to run a little over the bridge. Two monsteroids will rush after you, but the exit from the cave is located so simply that they are unlikely to catch up with you. In the next cave, go down the ladder above the abyss and take the only passage. In the next cave, climb over the rocks and go forward to meet Carnby. Next comes the episode, completely identical to the one that was in the game for Carnby. Run after him, then Alin will read the inscription on the stone. Run into the light, cross the bridge with torches and enter the archway. In a well-lit cave, open the cache. This is a small wooden door located on the left. Take it in the hiding place lightning bolt, 5 first aid kits, Charger And five amulets of preservation. This time, all these useful things will go to Alin.

Attention! I already said that the 3charger can be charged by blue crystals that grow everywhere in the cave.

Come into the next room. There, Alan Morton is talking to Edenshaw (you have already seen this episode if you played as Carby). After the professor casts the spell, the stone wall will collapse. The professor will run into the gap, and Edward will be pulled there by the wind. Talk to Idenshaw, who will reassure Aline that Carnby is alive. Get out of this cave. Go down the stairs (it is located a little to the right of the exit). Carnby will turn on. Be glad that he is alive and continue on your way. Go to the only exit. In the next cave, follow all the time in the right direction on the map.

Cave with Grasshopper Creatures

Throughout the next cave you will be chased by grasshopper creatures. It's best to ignore them. Go straight, and then turn left, to where the blue light comes from. In the next room, climb onto the rocks. Then run into the dark gap, and from it to the right, again climb onto the stones. Then - along the aisle forward and to the left. Come out.

Cave with the fortress of the Abakanis

As soon as you enter here, Alin will decide to immediately explore the fortress. Go down the stairs. She is on the right. A herd of dogs runs up the stairs. Shoot the most annoying ones, just run past the others. Thus, you will reach the stairs with rungs, which is the entrance to the fortress. Climb up on it. In the next corridor, fry some grasshopper creatures. Always run up the stairs. It is impossible to miss the exit.

Fortress of the Abakanis

It is a large cave with two round rooms-halls (you don’t need to go there - there’s nothing there but dogs anyway), a staircase with steps leading to the temple, and a staircase with rungs leading to the second level of the cave). Do not waste time, go up the stairs with steps to the next cave, cross it. On the way, pay attention to a low stele in the shape of a pyramid with a cut off top. You will have to come back here later. Go straight to the end. At the dead end, Alin herself will move the stone slab and enter the temple.

Temple

The temple is a small room, lit by the light of torches. In the middle of it is a small round altar with a torch in the center and seven buttons. Six buttons each open their own altar-cache, which is located just behind the button that opens it. The seventh button opens the exit from the temple. Press the button, approach the cache, take the round seal and read the inscription on the stone. This operation must be done 6 times. Thus you will have 6 stone seals. Press the last button opposite the exit and leave the temple. Return to the room, which is named in the walkthrough "Fortress of the Abakanis", and climb the ladder with rungs to the second level. There you will find a hole with a ladder leading down.

Attention! In this place I had a terrible glitch: my Alina did not want to climb into this hole. Stupidly walked around him and did not react to any action. I believe it was due to my inconsistent button presses in the temple, although I may be wrong. Therefore, try to press the buttons in the temple sequentially in a clockwise direction. Otherwise, you may have to, like me, replay this episode.

A small room with stone stelae and the top of a pyramid

The top of the pyramid lies in a small dead end, but it is still impossible to take it. There are six stone steles in the room. Put in each of them round stone printing that you took in the temple. The quickest way to do this is to use the method of selection (or scientific poke). After all six seals are in place, access to pyramid will become open. Take her and amulets of conservation at the same time. Return to the place not far from the temple, where there is a pyramid without a top. Install a pyramid top on it. The whole cave will be illuminated with an unusually beautiful radiance, and at the top of a large pyramid will appear statue head. Take her. Now it's time to leave the fortress. Exit this cave, then return to the corridor with the creatures, go down the stairs with rungs and continue your way up the stairs with steps, brushing off the dogs. At the bottom of the stairs on the stone platform there is a single passage. Go there. You have entered a cave with lava and scorpions.

lava cave

Here you will be attacked by giant scorpions. It is not necessary to kill all of them. Fry only those that suddenly appear on your way, so neither pass nor pass. To exit the cave, you need to go left - straight - right - left into a narrow passage. There is a way out in the last lava room: it is a dark hole at the other end of the cave.

Corridor with aggressive creatures

Run forward all the time without messing with the creatures.

Bridge with torches

Here a whole flock of small monsters will fly at you. Kill everyone! Remember this place very well. Soon you will have to return here and look for a rope here in the dark.

Cave with a spring

The source is on the left along the way. The Carnby game also had a similar source. From it we filled flasks that improve the health of the hero. However, I could not find these flasks in the game for Alin. I suspect that they must be somewhere in the fortress of the Abakanis. However, I missed them quite late, but I did not want to go back.

Exit the cave.

Cave with rocks and dogs

Calm down a few balls. Get down, climb on the rocks, get down. Run to the dead end and climb the rocks again. Next, you will see a cartoon: Alin will notice Alan Morton descending the rope. Stop! Talk to Carnby. Now run after the nasty professor. Return to the bridge with torches, where you gouged the little creatures the day before. Take amulets of conservation and find a rope. Now it is marked on the map and is immediately at the exit on the left. Get down under the bridge.

Exit the cave. Then there will be a short cartoon: Alin will meet with Carnby and Alan, but a two-headed monster suddenly appeared out of nowhere (this is Obed's new-look) will grab Alan and drag him into the abyss. Aline will jump after them. Lying down below eagle figurine that Alan dropped. Aline will pick it up. Go to the only passage, do the “action” - Alin will jump into the hole on the level below.

Crypt-like room

There is only one way out, but there are many dead ends. Kill the scorpion and exit across the map. At the very exit, Johnson will call you. It turns out that his story about Alyn's father was pure fiction. And all this was invented to force the poor thing to investigate in the creepy Morton house. After sending Johnson to hell, get out.

Cave with water

Move on the water to the right, and then straight. Deal with the water creature. Get out of the water on the rocks. You will fall into a room with stones and grasshopper creatures. Jump down and run into the hall with columns and the abyss.

Hall with columns and abyss

Heal thoroughly: you will soon meet with another boss. As soon as you go a little forward, one of the columns will fall, and you will be provided with a bridge across the abyss to the other side. As soon as you start walking along the column, a scarecrow will block your path. This is what lunch looks like now. This smart guy will twist Alina's brains for a long time about the fact that he is her daddy. Don't trust this self-proclaimed dad. I don't know if it's possible to kill him. Personally, I spent my entire arsenal on it (and I had it, believe me, rather big) - zero sense. However, all you need is to run past him. It is done like this. As soon as the cartoon ends, go straight to the boss, firing at him with a lightning gun. He will take a few steps back. You only need this. Now, while continuing to shoot, try to slip past him to the left. When you finally manage to do this, keep running to the left, and then to a small dead end with an exit. Check the map, because I strongly advise you not to get lost on this stretch of the path. The boss runs fast and his punches are strong.

Cave with gate and altar

Approach the altar with three statues, two of which are headless. Place the head you have on the altar. Here comes Carnby! His last head. After he places it on the altar, the gate behind the altar will open.

They are all evil here. Let's get away from them!

1 2 3 All

* Monsters.


- Aracnocid
These are small monsters from the spider family. Their body is the size of a soccer ball, and their numerous legs reach a length of more than a meter. They live in dark corners on the ceiling in whole colonies, they are terribly afraid of light and move all the time so that even the slightest ray of light or a lantern does not hit them. Cornered, they jump to the floor and attack.
These monsters usually lie in ambush, waiting for the victim to be under them, and then jump from the ceiling and wrap their numerous paws around the head of their victim. However, throwing them off is pretty easy, just grab their legs and slam the spiders to the ground. As soon as they are on the ground, the spiders immediately jump up and try to bite on the knees. But with a powerful kick they can easily be destroyed.

- Night Ripper
These monsters are quite decent in size, perhaps over 3 meters in height. They move very fast, and therefore it is difficult to kill them. In the attack, they try to cut off the head of their victim. Night Ripper usually appears after midnight, most often attacks alone, but sometimes a couple of these monsters come together to hunt together. Before rushing to the attack, they emit a deafening howl.

- The Protosaurus.
Jeremy Morton apparently had dinosaurs in mind when he named these monsters, as they bear a clear resemblance. These devils of Darkness avoid the light at all costs and are very strong, attacking with their very sharp tongues, hitting the victim even from a considerable distance. As soon as you hear their heartbreaking cry, immediately prepare some kind of bright lantern or drape with all your might.

- The Hounds of Tindalos.
These monsters can be called darkhounds, they are very fast, they attack in a pack, and their razor-sharp fangs are able to cut deep into the victim's body. These are not very powerful monsters, although they can deal serious damage, and because they are extremely fast and move in large packs, they are not easy to deal with.

- The Ophthalmicides.
Archibalt Morton called them such a refined name, who noticed that these extremely aggressive monsters first attack their opponent in the eyes. They do not have much strength, but their bites are extremely painful and it is very difficult to dodge their swift attacks.

- The Phocomelus.
Water monsters and sometimes ghosts. Able to drag their victim into the very depths of Darkness. The wounds they inflict are very dangerous and often fatal. It is pointless to try to elude them. It's actually the best way to die. Fight and don't give up on them.

* Weapon.


- The Disc-Launcher (disc launcher, weapons only for Elaine).
This weapon fires a magnesium-coated disk that spins rapidly and glows brightly. At the same time, it can cause serious damage to the enemy and ricochet off the walls, which makes it extremely dangerous. It is a multi-purpose weapon, it can be used in ranged and close combat, and when the disk ricochets off the walls, bright flashes occur, hitting all monsters that are afraid of the light. There are five discs in the "store" of this disk launcher, so you can conduct fast aimed fire. This is one of Jeremy's wonderful inventions.

- Laser Gun (laser gun, Kearnby only)
This weapon was developed by Jeremy Morton literally recently. His idea is based on theoretical research in the field of laser technology, which was carried out by Dr. Heinrich Strausmann (Heinrich Strausmann) in the forties. The results of these studies allowed Jeremy to create a very simple and efficient portable laser. This weapon fires deadly beams that strike monsters in near-total darkness. A successful combination of power, range and energy.

- Aline Colt (normal colt).
- Colt Custom-made (Cairnbn only).

This is actually a unique weapon. A double-barreled Colt pistol and because of this, it has twelve rounds, not six. In addition to this important technical characteristic, the pistol uses 9mm cartridges. By the way, tracer 9 mm rounds can also be used, which Kearnby can find in sufficient quantities on the island.

- The Photopulsor (photopulsar, Kearnby only).
This is perhaps the most powerful weapon that Jeremy Morton has created, and it is certainly his outstanding technical achievement. Since so many monsters have quite a lot of power, it was for this that Jeremy created, as it were, the final weapon. It is capable of attacking the enemy with powerful charges, as well as deadly beams. In this case, a bright flash of light occurs, reminiscent of the flash of a nuclear bomb, but, of course, on a completely different scale, so there is no need to accurately point the weapon at the target. It is important that the enemy is approximately in the line of fire, and as soon as you go down into the grotto, the weapon will be ready for the next attack in just a few seconds. Keep in mind that from a bright flash your character will also be blinded for a few moments, but when the vision returns, he will see that destroyed or seriously wounded monsters are lying around. This weapon uses a huge amount of energy, so Jeremy was only able to conduct initial tests. It is understandable that Kearnby prefers some other weapon, such as a laser pistol, which consumes significantly less energy, but, nevertheless, the photopulsar remains the best weapon in the game and a clear testament to Jeremy's true inventive genius.

- Plasma Torch (Weapon only for Kearnby).
The Plasma Lantern was also designed by Jeremy Morton after he met some amazing monsters. With this lantern, you can suddenly illuminate the monsters of Darkness hiding somewhere in the corner, and then easily elude them. This is exactly what happened to Jeremy. And then he realized that he needed a melee weapon capable of destroying several monsters in just a split second. The result of the research was a plasma flashlight. This weapon uses natural gas, which, mixed with oxygen, creates a powerful jet of very high temperature flame, and this gas stream has the shape of a cone that expands as it approaches the target. True, this consumes a huge amount of gas, and it is advisable to use this weapon only in critical situations.

- Archibald's triple-barreled shotgun (Cairnbn only).
A rather strange three-barreled shotgun, available only to Kearnby. It was invented by Archibald, Jeremy's father. The invention of weapons was a family tradition. He added a third barrel to a conventional hunting rifle and modified the trigger so that it was now possible to shoot from all the barrels at once at the same time. Homemade cartridges supplied with magnesium are used as ammunition. This weapon is very effective. If you manage to make an accurate shot, then almost any monster of darkness that is at close range will be literally torn to pieces. In this case, the gun can be effective and at a fairly decent distance. Unfortunately, after each shot it needs to be reloaded, and this is a serious drawback. Once this invention was Archibald's favorite weapon, and he was a famous adventurer, perhaps the brightest representative of the Morton family in this regard.
It is clear that this gun is a rather primitive weapon, but it served its inventor for quite a long time in his numerous battles with the monsters of Darkness. Unfortunately, this rifle has disappeared somewhere, perhaps Kearnby will be able to find it and use it.
This is where we end the maybe even too long introduction, which allows you to better feel the atmosphere of the game, and proceed to specific tips and walkthrough.

* Adviсe.


* Try to save ammo, especially at the beginning of the game. You will really need them when you get inside the estate, especially when you play as Elaine.
* The revolver is a very useful weapon, especially against small enemies, but in no case should you use it against large enemies such as zombies. It's practically useless.
The gun works great against large enemies. You can easily destroy the zombies. However, you can only attack one enemy when you shoot them, so don't expect to kill several monsters at once with one shot.
* Be sure to turn on the light if you see a switch. Some monsters will never come to you if you have time to turn on the light. When you play as Elaine, some puzzles require you to turn off the lights or you won't be able to solve them.
* Use the medallion when solving certain puzzles. Especially if you have some stock. In this case, you will not have to start the game again if you make some stupid mistake, for example, spend all your ammo or turn the lights on or off at the wrong time. You always have a chance to correct your mistake if you have a medallion in stock.
* Try to know exactly the next place where you need to arrive and what you need to do. In this case, you will save a lot of time, never get lost, you will be able to choose the best route and save precious ammunition.
* Some monsters can be easily dodged. In this case, do not waste ammunition. When you meet one, just run as fast as you can.
* Often useful to press a button R2 for more information about the game's plot twists.
* Use a flashlight. With it, it is much easier to find items that are sometimes quite difficult to find. In the light of a lantern, they sparkle brightly enough, and it is almost impossible to miss them.
* Always try to use the examine option to look into your inventory and see if you have key items at your disposal. In this situation, you will always know where and how to use the appropriate items. And do not forget - you can view them in close-up or, on the contrary, reduce them by pressing the buttons, respectively. L2 And R1.
* Always try to look around the room after loading a previously memorized game, if you, of course, memorized the game in this room. Some items may retain their original location and return to their original place, even if you took them before remembering the game.
* Use left analog button L3 to direct the light of the lantern to the right place.
* Crystals in the last cave appear again after you take them. Wait until they reappear, and then you will have an excellent supply, and you can always recharge the batteries.

PASSING.


You can choose to play as Edward Kearnby or Elaine Cedrac when you start a new game. In Edward's scenario, you have to fight more, however, this scenario is noticeably shorter and simpler. In any case, Kernby already has a double-barreled gun and is armed at the very beginning, unlike Elaine, who has only a flashlight at her disposal. On the other hand, Elaine's scenario has more puzzles and is noticeably longer. In particular, Elaine is much worse armed, so we advise you to start playing for Kearnby. At the same time, you will noticeably get used to the various territories and when you start passing for Elaine. It will be much easier for you.

* Screenplay by Edward Kearnby.


- The wood (forest).
So, if you have chosen Edward Kernby as your character, then you find yourself in the thick of the forest. Immediately you will see two main paths. One leads to the left, the other to the right. The left path is blocked, there is a locked gate. Therefore, go to the right, and as soon as you go a short distance, Elaine will contact you. After a short conversation, move on until you are in front of an empty house. It is empty only at first glance, as soon as you enter it, you will see a seriously wounded man. His hand was cut off. Talk to him, do not forget to press the X button and immediately find a bronze key on the floor. Otherwise, it's easy to miss it. Get out of the house and continue your journey. After a short transition, you will hear two shots from a gun. Now you can go back, but you may not come back. If you return, you will find that the wounded man has disappeared somewhere. Apparently, the journey will not be easy.

- Around the estate.
Use the found key to open the locked gate, go through it, watch the cutscene, and then pick up the clip of magnesium bullets on the side of the road. Open the gate at the top of the screen, go through it and after a while you will have to watch another video clip, after which you will find two clips of magnesium bullets on the road. Move further up until you see the first aid kit on the sculpture. Be sure to take it, and then return to the place where you entered this area and go up the stairs. Finally, you will meet the first enemy, this is a dog. Use your double-barreled gun, take a few accurate shots, then the doggie is finished. The double-barreled shotgun is very effective against fairly small enemies, but be sure to switch to some other weapon when you encounter someone larger. At the same time, be sure to save ammo, try to count each shot, otherwise you can get into serious trouble if you do not have enough ammo. By the way, you don’t have to destroy the dogs, it’s enough to dodge, which is quite simple, but you still need to finish off the first enemy, if only for the sake of interest.
Then you can go along any road, because you will still end up in the same place. After reaching the flight of stairs, climb up, go through the gate and move further up until you see the next gate at the bottom of the screen. They are locked, so ignore them for now. Watch another cutscene and then a monster will try to attack you. To kill him, you will have to spend a fair amount of ammo, so your best bet is to try to avoid fighting him. Run down the stairs, go through the gate, turn right, turn the steering wheel-valve to drain the water, and you can continue your journey. As soon as another monster appears, try to avoid a fight with him, go down the stairs and find yourself in the sewers. Here in the conduit, everything is quite simple. Move up until you reach an open area, and as soon as you get to its center, a monster will suddenly appear. Shoot the enemy, do not try to dodge the fight, as you can get serious problems. So shoot the monster, go up a few steps, wait for the monster to appear, and shoot him again. Continue to act in the same manner, and, in the end, the monster will fall behind you. Turn right, dive into the hole in the right corner, climb the wall, take the amulet and go through the door. Now you are inside the estate, it's time to find Elaine.

- Ground floor.
Climb up the ladder, enter the closet, grab the Magnesium ammo clip on the crate and the first aid kit on the table, and don't forget to search the three-barreled shotgun near the table, otherwise you'll have a hard time going forward. It's pretty easy to miss, so be very careful. Open the basket near the locked gate, watch the cutscene, and then take the key and open the gate with it. There are other locked gates in this room, but ignore them for now. Go through the open gate and up the stairs. When you pass the mirrored door, you will find yourself in the lobby of the first floor. Please note that the mirrored door will be locked immediately. That is why it is necessary to find a three-barreled gun, because it will not be possible to go back.

- The first and second floors of the estate.
As soon as you enter, Elaine will immediately contact you. She is trapped and needs to be released. Pay attention to the statue, push it so that it is in front of the mirror and recognize the password letters H and M that are painted on the statue. The mechanism under the painting on the first floor will work, and you will be able to go to the first floor. After examining the picture, you will find a small key. Look in your inventory, "examine" the key and you will find out that they open the door on the third floor.
Do not rush to the third floor. Move the cabinet next to the painting you carefully examined, go through the door and meet Elaine. After a short conversation with her, don't forget to grab some important items in this room. In particular, the diary near the bed, read it. There are two doors in the room, and one is locked, and the other is like a mirror. Go through this mirrored door, go down the stairs and see the next door. Unfortunately, it is locked and you cannot enter it. Look through the "spyhole" and you will see something like a laboratory. Find another medallion near the locked door and go back where you came from. Exit through the door, go down to the basement, take another medallion near the main door. Unfortunately, she too is locked and cannot be used.
Enter the door behind the flight of stairs and immediately see the old Indian. He will claim to be the guardian of the island. I wonder how he managed to survive surrounded by so many monstrous monsters? Then, after a short conversation, the old man (and this is, in fact, the Edonshaw Indian) will suddenly disappear, but before that he will give you another medallion.
Now turn left, go to the end, take a clip of phosphorus cartridges on the shelf, enter the door to the left of the stairs, and here a couple of zombies are already waiting for you. It is quite difficult to dodge them, it is easier to finish them off. After dealing with them, go to the end, take the first aid kit, go out of the hall through the door. Beware of small monsters hanging on the ceiling, look for a clip of phosphorus ammo and another clip of magnesium. They are on the table. Then be sure to grab the Wolf Mask and a photo, but that's on the next screen. Carefully inspect the picture and you will see that some detail is missing behind the glass on the scales. Go outside again, finish off the three zombies waiting for you, then go all the way to the other side and enter the door. The library is just opposite, but the entrance is closed, this should be remembered.
As soon as you enter the room, finish off a couple more zombies and enter the door to the left. First of all, activate the switch and you will see an amphora filled with water. Pay no attention to her for now. Take the crowbar, examine the box, be sure to find Richard Morton's will, read it carefully and on the last page you will find a hint that will help you deal with the puzzle in the library. Examine the bookshelf in the center of the room and find another book, and on the opposite side of the shelf is a clip of phosphorus cartridges.
Read the ObecTs diary, which is on the same shelf, take the flask from the table, fill the flask with water from the amphora, go to the other side, inspect the closet, find the first aid kit, deal with a couple of monsters that have appeared, open the door and exit into the lobby.
Go through the door behind the flight of stairs again, but this time turn left, go back to the room with the scales and the boat, pour water from the flask on the scales. As a result, the second painting on the first floor will be activated. Now you can return to the first floor and carefully examine the picture. When the mechanism starts, you will receive a golden key. Look in your inventory and find out that this key must be used on the first floor.
Note.
In fact, the first floor is, as it were, the basement floor, and the next floor will already be the second, and not the first.

So, go back to the basement, go through the door behind the stairs again, turn right, go through the door at the very end, kill the zombies, open the door, go inside and here you will be greeted by another monster. Kill him, inspect the bookshelf near the window, find a first aid kit, as well as another golden key on the table. Here you will see a statue of an owl. Put a wolf mask on him and get a steel key. Now you can leave the room, there is nothing else to do here.
Enter the door directly opposite the one you left through and go into the lobby. Go back to the door behind the stairs, turn left this time, enter the door on the right side of the stairs, climb up the spiral staircase, you will find yourself in the attic, where the first thing you will need to find is a grenade launcher.
Note.
Keep in mind that once you get the grenade launcher, you will definitely need to save your grenades for the last boss fight, because it is unlikely that you will be able to find additional ammo for the grenade launcher as the game progresses.

Go to the locked door and
Elaine will contact you immediately.
She will report that in your room, more precisely, in the attic, there is a hatch door and some people think that it may be useful. In fact, this is not true at all. Don't waste time running around the room trying to find the hatch door. You will find it, only you will look very stupid.
Use a small rusty key to open the door, and immediately you will see a couple of monsters that are terribly afraid of the light. So, if you light your lantern, they will rush off, mad with fear. Grab a couple of clips with phosphorus bullets, and don't forget to look for a lighter in the southeast corner. It is very easy to miss, and you will need it. Then exit through another door. Contact Elaine, and she will inform you that after all the hatch door must be found. In fact, you will find it on the second screen, open it with the crowbar you found earlier and as a result you will receive a golden key and another very small one. Exit through the next door and here you will see a whole bunch of small monsters hanging from the ceiling. In no case do not even try to pass directly under them, otherwise they will jump down on you and attack. Find a clip with phosphorus cartridges and another one with magnesium cartridges on the cabinet and at the end of the room find a candle, light it with a lighter, click on the wall and be sure to hear a "response" sound. Hit that spot with your crowbar. After punching the hole, exit into the next room.
Here you will meet a couple of monsters. Quickly turn on the lights in this room and they will immediately disappear. The door near the switch is locked, so open it with the small golden key, but don't go in yet. First of all, enter the door opposite. In front of it, take a first aid kit, and going inside you will meet Lucy. This old lady stayed at the manor and is not afraid of terrible monsters at all. Then go back to the door you just opened and exit through it.
Go down the spiral staircase and as soon as you see the first door, open it. This door leads to the first floor. Go through it, then go through the door on the right and you'll be in Alan's office. Take the first aid kit and read the note left by Alan on the table. The locker is closed, but if you use the small key that lies on the floor, you can open it. As a result, get a large original key and half of the picture. Pay attention to the numbers written on the back.
Exit the room and go to the end of the corridor, then turn left and go all the way to the end until you see a bust of Richard Morton. Use the steel key to open the door. Once inside, take the large original key and the medallion on the small chair in front of the bookshelf. Then inspect the bookshelf, find a clip of phosphorus cartridges, and at the same time take the second half of the picture on the table and read the letter. Connect both parts of the picture and read the numbers written on the back. Now they form the number 3926. Before you leave here, read the diary lying near the bed. You have both keys to the library at your disposal, but you should not rush there yet. After leaving the bedroom, go to the switch, turn it on, go through the door to the left of the switch and find yourself in another bedroom. Approach the bed, but be careful, because three hefty tentacles will instantly appear from under the bed and throw you back like a toy. Shoot the lamp hanging from the ceiling and roast this monster right in its lair.
Take the rocket launcher and three clips of phosphorus bullets on the table, find a first aid kit and another medallion on the fireplace, and then you can safely leave the estate, there is nothing more to do here. It's time to go to the library.

- Library (Library).
Remember the door we mentioned a little earlier? Approach her, use the large original key that you found in the Lunch room, open the door, go inside, watch the video, contact Elaine and turn on the light after the conversation. The library looks very impressive. Use the second original key to open the next door. There is nothing interesting in this room, so do not waste time on meaningless searches.
Here you have to solve two main puzzles. Let's start with the easy one. First of all, read the diary on the table and find out the Morton Family's biography.
Clue.
On the last page of this biography, you will find vital information that is absolutely necessary for the successful solution of the puzzle.

Now head up the stairs, pick up the crate of rockets along the way, and you'll see a panel on the second floor of the library room. Try to solve the code yourself before continuing to read the walkthrough. If you can't decide right away, think carefully. Just in case, we will give you one more hint. Remember the digital code written on the back of the picture, cut into two parts? If B is forgotten, we will remind you: 3926. Enter this code and the passage behind the bookshelf will open. Once inside, the first thing to do is turn on the light. Then look around the wall and you will see several statues stacked on top of each other, but the top statue is missing. Place the acrobat statue on this spot and the panel will open. If you do not know the code, then do not waste time trying to figure it out. It is better to look on the shelf and find a note. Here is what it says: THE KEY TO THE PORTRAITS IS THE DATES THOSE THEY REPRESENT WERE BORN ON. This phrase is translated as follows: The key to a portrait is the date of birth of the people painted on it. Try to guess what it means first. You will definitely need it.
Before you leave the room, take the telescope and climb up until you see a ladder. Climb up it, exit to the roof, enter the tower, take the medallion on the barrel (these medallions allow you to remember the game). Then use the telescope by placing it near the window, get the maximum magnification by aiming it at the window ahead, and you will see the numbers 1692. This is the code that will allow you to open the panel in the secret room. Climb back down, enter the code, and one of the painting mechanisms on the first floor will be activated. But you should not rush. You have to solve another puzzle here. Be sure to remember the game. You may not feel the need, just take our advice.
Now you need to "activate" four books in the library. We will give two simple diagrams that may help you to cope with this task.


Books 1, 2, 3 and 4 must be shifted in the correct order. When you "activate" the third book, go up the stairs, watch the cutscene and get ready for the boss fight.
In fact, you absolutely have to kill the boss before you move the last 4th book. He is very difficult to defeat, he flies around quickly, and it is quite difficult to hit him even with a rocket launcher. It's best to stand still and wait for him to attack, and then, as soon as he tries to pounce on you, shoot him with a rocket or some other powerful weapon. The monster will get what he deserves, but will not calm down. Wait for it to fly back and repeat this procedure. This tactic will allow you to deal with him without any problems. However, you should have at least 3-4 first aid kits in your inventory, as the boss's attacks are very powerful and fast.
After dealing with the enemy, move the last book, and the last painting on the first floor will be "activated". Now go back to where the paintings are. Activate the left picture and get a small bronze key, and at the same time a plasma cannon. This is a very powerful weapon, unfortunately, effective only in close combat. So you need to get close to the enemies in order to destroy them. "Activate" the last picture (third from the left) and you will get an interesting metal picture, inspect it and find out the code with which you will open the locked door at the very beginning of the game, you will have to go back there to do it.
Now you can enter the correct codes on all pictures. The panel is open, enter the codes from left to right. You will learn the code for each picture from the biography of the Morton family. They, in fact, denote the dates of birth of the respective ancestors. Richard Morton was born in 1952, Archibald in 1874, Jeremy in 1899, Howard in 1931. When you enter all the codes correctly, a passage will open on the basement floor. Go downstairs, find the key, use it to open the main door and exit the estate.

- Garden (Manor's graden).
Take the medallion near the gate, you will definitely need it. Then go to the back of the estate and see the doghouse. Look into it, you will find two first aid kits and a gas cartridge, which is necessary for the plasma gun. Now go back to the gate, open it with the found key, and you know how to return to the starting point of the game, since everything here is familiar to you. We will not repeat. Take a look at the previously found metal plate to remember the code that opens the lock, and easily deal with it. By the way, when you leave the estate, beware of the monsters. There are a lot of them here. Of course, there will be surprise attacks, and you need to keep your weapons ready. After you open the gate, you will receive a message that you need to insert a second disc. Note. You may be surprised that you still have one key left in inventory. This key actually opens some doors inside the estate that will take you to the very places you've already been to, so don't mind that.

* Aline Cedrac.


Screenplay with Elaine.


Manor / 3rd floor
Elaine starts on the roof of the manor. Climb through the window and see an old lady lying on the bed. I wonder how she managed to survive in this terrible place? After a short conversation, she will give Elaine a small bronze key. Look around the room, there are more useful items here, and when you try to leave, a monster will suddenly appear. You, unfortunately, do not have a weapon, so immediately turn on the light using the switch, and the monsters will immediately disappear. They are terribly afraid of the light. Go back, turn right, take the medallion and go through the door on the left. Look for the phosphorus ammo clip on the barrel and another medallion on the table, and then go through the door right in front of the table that had the medallion on it. Once in the corridor, go straight ahead, enter the door, look for a small golden key on the table and a first aid kit on the crate. Don't forget to grab the magnesium ammo in this room. The door is locked here, so you have to go back to the room where you turned on the light to get rid of the monsters. Open the door near the switch using the key you just found, go into the next room, go down the spiral staircase and hear the two men talking. Looks like one of them is Professor Lunch. Then continue the descent down, go through the door and find yourself on the basement floor.

- Manor / Ground floor.
Enter the door on the left, turn off the light, examine the statue, use the key the old woman gave you to open it and get a revolver. It, of course, is not as powerful as the modified Kernby pistol, but still it is some kind of weapon, and so you are with just one flashlight. As soon as you take the revolver, a monster will immediately appear. Dodge the fight to save ammo, run straight to the window and hear someone open the door. Enter it and see Professor Morton running away. Climb straight up, enter the last door, turn on the light and go through the door to the left of the stairs. Move to the very end, where you will meet Professor Morton. After a short conversation, he will pounce on Elaine, who will wake up after a while and find that she is in a room on the first floor, and for some reason her jacket has disappeared. The professor is a terrible bastard.

- Manor / First floor.
After talking with Kearnby, look around the closet and find a rather strange wrench for unscrewing bolts and nuts, as well as three first aid kits. At the same time, you can read Alan's Diary, which is located near the bed, and take the medallion on the chair. Then enter the mirrored door, go down the stairs. You need to be very careful when you come to the first door, because there is a gun here, which easy to miss.Get it by all means, enter the door and go down until you are near the door.Watch the cutscene, get another first aid kit on the floor, then go back to the room where you will meet Kearnby.Elaine is a very self confident girl, she will refuse to act together with Kearnby. She thinks she can handle it. Anyway, you find yourself in a room on the second floor.

- Manor / Second floor.
Here you will meet a "talking" mirror, which will ask you to find a mirror for it and will immediately disappear. Open the door, enter it, find the old lady, talk to her again, and then leave the room and enter the door near the switch. Go down the stairs, enter the door behind which you heard the conversation of two men, now it is open. Then exit through the door to the left and, once in the room, look for a first aid kit near the weapon rack. Take the mirror and the grenade launcher under the table, exit the room and move straight ahead until you see blood flowing from the room, and then numerous small monsters that resemble huge insects will fall down from the ceiling. You can easily dodge them if you run as fast as you can. Don't waste ammo.
Run through the door to the left of the light switch and find yourself in a room resembling a bedroom. Hear some strange sounds, as if someone is calling Elaine. Never mind. Find a clip of phosphorus cartridges, go to the right side of the bed, and then Decerto will speak to you. Go straight through the mirrored door and you will be presented with two options, whether you give the mirror you found or not. If you choose the option "No" (No), then you have to kill Dessert, if you choose the option "Yes" (Yes), then he uses a mirror to turn Elaine into a monster, which means that your game is over.
After receiving the Abkanis Statue, exit through the mirror and meet the old Indian Edenshaw. He will congratulate you on a wonderful victory, because you killed Dessert. After a short conversation, Elaine will contact Kernby, then open the door next to the one she entered through and proceed through. You will now be back in the lobby.

ELIN SEDRAK. DISC 1.

Estate. Floor 3

Walk forward and climb into the illuminated window. Find the old lady (Lucy) - the mother of the Morton brothers. She will give you a small "Gilded Key". To the right of Lucy's bed you will find a first aid kit, and by the window on the bedside table there is a magazine with information about Obed Morton. A snake appears at the carpet door. Shining on her lantern, go through the door and turn on the light with the switch at the end of the corridor. Walk through the rooms available to you, collecting shotgun and pistol cartridges, first aid kits, and most importantly, find another key (3rd F East). Now return to the door near the switch, use the found key and go down the spiral staircase to the basement.

Estate. Ground floor

From the corridor, go into the room on the left and turn off the light in it - now a useful thing in a stone box will become visible. Using Lucy's key, equip yourself and shoot the creature that appears. Contact Edward and go to the window. In the meantime, someone will unlock the door - go through it and see Martin running away. Catch up with him - and he will break you on the first number! You will wake up already on the first floor and see that your troubles were not limited to injuries - Professor Alan Morton, not disdaining looting, stole your jacket.

Estate. Floor 1

Looking around the closet (hoping to find a jacket, probably), you will find a curved key (“Allen Wrench”) and first aid kits. Alan's diary is by the bed, and on the chair is a conservation medallion ("Charm of Saving"). There is no jacket. Go through the door behind the mirror and be sure to pick up the three-barreled gun. Further, at the clogged door, pick up a first aid kit, take a look at the door window and - run into the room with a mirror. And there you are already met by Edward, who dreams of transferring you to the next level.

Estate. Floor 2

The ghost in the mirror wants his mirror back. Jump into Lucy's bedroom and after talking with the old lady, go down the spiral staircase to the landing below. Now the door is open. Enter it, go through the nearest door on the left - you will find a first aid kit, a grenade launcher and Alan's notes. Exit and enter the door to the left of the switch. There you will pick up phosphorus cartridges and a medallion of conservation. The ghost is also here, demands his mirror and invites him to the hiding place. Go to the hiding place, don't give back the mirror. After the cutscene in the stash, get "Abkanis Statue". By the way, if you are wondering what will happen if Elin says: “Yes” (give up the mirror) - experiment, but I advise you to save the game before the experiment.

After leaving the cache, you will meet the old Indian Edenshaw and go to the living room. Admire the mirror here, in the frame of which a piece of ornament is missing. Further, walking along the floor, do and find the following: in a hefty room, observe the changes in the image in the picture in the dark and in the light; find two journals (one with Obed Morton's entries); pick up revolver ammo and cracked mirror. Now finish off the mirror from the revolver and get another magazine. Read it and go through the door near the closet to the old lady. Lucy will give you a glass prism ("Glass Prism"). Now go to Alan's room (where they took the mirror) and turn on the light, use the prism and your flashlight in the projector. Take the cube from the projector. Examine it from different sides and see the number "1991". The main thing is done. In principle, you can go to Morton's Dinner room and take a couple more interesting documents ... Now along the spiral staircase to the library.

Estate. Library

Examine the shelf on the left and enter the previously seen code "1991" on the spines of the books. In the secret room, pick up stone tablets ("Abkanis Tablet"), first-aid kits and grenades. After that, turn off the switch and meet the boss.

Boss daddy Morton, quite frisky. Dodge his blow, fire a grenade launcher, repel a new attack and repeat the procedure. When finished, take from the flask, located at the place where the boss was waiting for you, half of the medallion ("Half Medallion"). Climb the stairs and in the secret room take the ammo for the three-barreled shotgun. After going even higher, make your way to the turret, where you will find grenades. Now - back to Lucy, who will give you the other half of the medallion.

Go to the mirror in the living room. Having connected both halves, insert the missing part into the mirror frame - now the passage to the basement has opened through the previously blocked door. There, find a ladder and, using Alan's curved key, go to the greenhouse. After another conversation with the Indian, go out the door and, without messing with dad, run in a straight line until you reach the ruins of the Morton crypt.

Crypt of the Mortons

After picking up a portable rocket launcher along the way with a supply of rockets, take a lantern attachment ("Cover for Flashlight") from the tombstone and read the inscription on the slab: "Only the symbol of light will open the tomb." After leaving the crypt, examine the metal structure with sparkling patches, located on the wall. After attaching the nozzle to the lantern, from left to right, draw something like the letter "M" on the inclusions. The plate with the inscription "Richard Morton" will be unlocked and you will be able to take the note lying on the body of the deceased. Now run to the surface - the first disk for Elin is passed.

ELIN SEDRAK. DISC 2.

There is nothing to do at the bell gate yet, run in the other direction, to the fort. To the right of the fort gate, climb up the thickets and from there go down the stairs to the courtyard of the fort. From the gate down another ladder, through the passage, where we take the first aid kit. Reach the chest on the chain and take the grenades to the right of the closed door. A little back and climb onto the dilapidated wall on which the cartridges lie. After going down the stairs from the other side, go into the passage (on the map to the right) and open the cell door where Obed Mortan is languishing. Pick up the black card and save medallion on the floor.

Return to the corridor in front of the camera. One door is locked with a cunning lock, so - into the third door. In the room on the unit, similar to a weapon with a shield, take the tongs and the workpiece. Nearby are Jeremy Morton's notes and a drawing of a perforator. Look around. Trophies: medallion, first aid kits, rockets. Climbing up the stairs near the unit - guns, take the mold with metal. Return to the courtyard to the chest on the chain. Cut the chain with pliers, take a metal bar and a patterned key. Use this key to open the door at the top of the fort (where you climbed the wall). Here is the workshop.

To the left of the strange machine, read the document. To the right of the passage leading outside, activate the switch. Take the accelerator, barrel and butt from the wall. Take the lenses in the closet. First aid kits are on the floor. Push the mold and metal bar into the machine. Unfold the cloth and get the first half of the finger. Go out into the passage and use the lens on the telescope (an interesting statue is visible through the telescope). Going further, go down into the sewer, where a crocodile welcomes us joyfully. Wait until the beast jumps out from behind, and from his shotgun, the bastard. Get out of the water and, after going through the door, take the ammo. Climb the stairs and take the cards from the chest on the left, as well as
first-aid kit on the right (left of what? on the right of what? Doors, stupid). Come out. Bah, familiar telescope! Now - into the corridor in front of Lunch's chamber, to the same locked door. The code on the door is: silver, gold, red, black plate.

Planetarium

Pick up the Plasma Cannon and Save Medallion. On one of the boxes - the second half of the ring, and next to it is a first-aid kit. Climb up the spiral stairs. After talking with Edward, inspect the planetarium upstairs, find a piece of paper with a blueprint. Contact Carnby again, great help. Now enter the month, day and year on the implement. What is the date? What day do the events take place? October 31, 2001! Take away the key (Large Browse Key) and seal (Seal) from the box. Having picked up another small rusty key and a figurine, open the door to the left of the box and run from the fort to the bell gate.

Surprise! There is no one at the gate! Return to the planetarium and use the large key to open the locked door. Pick up the grenades and examine the familiar statue. Now meet Edward at the bell gate and after the nix you will get a stone disc (Stone Stele). Insert the disk into the hole of the statue and get a glowing stone (Lumiscene Stone) and a figurine. Ring - on a pebble, and then connect with a perforator.

Now - to the workshop. Climb up the stairs to the right of the strange car. After turning on the light, take the second ladder to the roof, unlock the lock on the hatch with a rusty key. Now save and activate the panel in the round room above the workshop.

Now it's time for the fun. Run around the spike so that Father Morton jumps over the spike in the center of the room behind you. Having caught three lightning bolts, the boss will get rid of you for good. Reactivate the panel. You have two minutes to run to the gun carriage and activate the perforator there. Only one shot, but the passage is broken.

Dungeon

Immediately pick up the pulsar from the floor. Now a run through several caves before a joyful meeting with Edward Carnby. Elin will decipher the inscription on the plate. Dark Gate nearby. After the territory with the bridge, open the hatch to the right (of the character) and take first-aid kits, a battery and an electric gun. A scene will follow with the super-egoist Alan Morton, where Carnby will be dragged after Alan into the hole in the gate of Darkness.

Collecting energy crystals that recharge the battery, go to the connection with Carnby. then read the inscription on the stone. In a cave with "evil" music, where creatures climb, run down the map into the passage. Next, Elin will climb past the stairs to the Abkanis Temple. In this room, go up a long staircase and, past the pyramid, into the passage. The stone hospitably drives off and you get to the round pedestal of the gods of Light. By pressing the levers on the pedestal, collect six discs. With them, go back to the hall with a long staircase. Pick up an Indian flask and insert each of the disks into the slot with the pattern corresponding to the disk. After taking away the stone pyramid, return along the stairs to the cave leading to the pedestal of the gods of Light, and put your small pyramid on top of the big one. After taking the head of the statue that appears and listening to the speech, go back. After descending the stairs, go up the map - to the left.

Scorpion lava cave

A few caves after it, a glowing green area is visible on the map. This is a fountain where you can fill an Indian flask. A little further you will see Alan and - back to the bridge. The bridge now has a rope on the side, down it. Pick up Alan's backpack and a sentimental meeting of the Morton brothers will follow in the cave. After that, after jumping down after them, find the last figurine needed by Edenshaw. Then make your way to the cave with columns. One of the columns will make a bridge for you, but Obed Morton, suffering from a split personality and mutated, will appear. Save. Careful firing. I didn't understand exactly how to cut it out. Somewhere in the middle of the column, trying, stepping forward and backward, to hit Obed in the back.

Then a scene will follow with the rescue of this monster Elin. That's it, now into the next cave, where you put the stone head taken on the pyramid in place near the gate. Edward appears with the last stone head taken from Alan. Having gone out into their own world, the brave guys give the magical figurines to the Indian Edenshaw, who forever closes the passage of Darkness to the normal world. The island is collapsing. Johnson's helicopter takes Edward and Elin (who gave Johnson a hefty slap in the face for his idiocy for putting the world in such danger) off the island. Elin Sedrak still had stone tablets with inscriptions. To not think that she dreamed all this.

EDWARD CARNBY. DISC 1.

Forest near the estate

From the tree on which the parachute hung, go right, from under the arch turn left, where you will find a mutilated man. Exit and, after hearing the shots, return to the wounded man. He mysteriously disappeared, but there was a pool of blood in which you will pick up a bronze key ("Bronze Key"). Activate the key on the gate and enter the estate. On the way, pick up cartridges with magnesium ("Magnesium Bullets") and return to the archway. Climb up the stairs and move on until you enter the gate at the dog's corpse. You will see a valve on the left - turn it and head down into the sewer. Here you are attacked by a "crocodile", which has an interesting ability - it always attacks from the back. That is why the tactics of dealing with him is as follows: when the “crocodile” barks joyfully behind you, turn around, take it at gunpoint and shoot once. Then wait for a new attack from the back and repeat the technique. And so six times.

Go up the stairs and pick up the medallion of conservation ("Charm of Saving"). In the basement, take a three-barreled shotgun, cartridges and a first aid kit. Now check who hid in the coffin near the lattice door. And here is the Gilded Key. Now you can go through the door to the corridor, and from there - to the door with mirror glass. Just keep in mind: the mirror will not let you back.

Estate. Floors 1 and 2

Immediately move the statue to the right by the mirror and you will see the letters "H" and "M" in the mirror. Type this combination on the statue and take the rusty key "Rusty 3rd F West Key" from under the picture. Move aside the closet and go into the next room. Next to the mirror, take the Acrobat Statuette and the voice recorder. Near the bed, read Alan's document, go behind the mirror, go to the boarded door and pick up the safe medallion from the floor.

Return to the living room, go through the double doors and get another medallion from the Indian. Take a walk along the corridor (note that the revolver does not work on zombies), go into a large room, where you will take: a crowbar (“Crowbar”), a flask (“Flask”), three documents and cartridges (from one of the shelves). Fill the flask with water from the amphora by the window and exit through the second door back into the living room. Again - through the double doors to the corridor. Here, in a place familiar from the game for Elin, equip yourself with a first-aid kit and a revolver and go through the door in the middle of the corridor. Pick up ammo, wolf mask and photo. Take a look at the broken aquarium and compare with the image in the picture. Found differences? Use the flask of water on the aquarium and again (for the umpteenth time!) return to the living room.

Take the key from under the second painting on the left ("1st F East"). Through the painfully familiar double doors, go into the sickened corridor. Using the found key, enter the room opposite the one where the amphora was. Pick up the key from the table ("1st F West") and... put the wolf mask on the owl sculpture! And here is the Steel Key 2nd F East. With him - again into the corridor and up the spiral staircase - to the attic.

You will immediately find a grenade launcher. Using a rusty key, go into another room where you will take cartridges and a lighter ("Lighter"). Go to the crooked room with four doors. Attention: in one place the floor boards creak underfoot. This is a hiding place. Use the crowbar and get two keys: "Small Key 2nd F Office" and "Gilded Key 1st F West". Go to the farthest door (on the plan - from the bottom right), pick up the cartridges and find a candle in the corner.

Use the LIGHTER on the candle. To the right of the candle, use the crowbar again and go through the punched hole into the next room and turn on the light. Bah, and here is Lucy! After chatting with the old lady about the difficulties of life, go through the door near the switch, go down the spiral staircase one flight and through the door enter Alan Morton's office. Use the steel key on the desk drawer and take the "1st F Library" key and half of the photo. Examine it carefully (using the arrows and joystick buttons) and read the number "2518".

After going out into the corridor, unlock the door near the switch, but do not go into it, but go through the door to the left. Shoot the lamp with the revolver, pick up the rocket launcher and medallion. There are also boxes of shotgun shells. Now - down the hall past the bust of Morton to the door at the end. Turn on the light right away. Pick up the other half of the photo and the document from De Certo. By the bed there is Lunch's diary, and by the bookcase there is also a shaped key, a medallion, cartridges and a first aid kit. Everyone, now one floor down. You are in the library.

Estate. Library

After the splash screen, contact Elin, turn on the light. Unlock the door near the switch, but do not enter there, but take a look around the library. Find two documents below, go up the library stairs and pick up the rockets. Having reached the second staircase, connect both halves of the photo. "1408" + "2518", how much will it be? On the device by the stairs, enter the result - "3926". A room opened up at the back. Turn on the light, place the acrobat figurine with the rest of the figurines and take the telescope. What do we see? And we see the inscription, which, when read backwards, reads: "The key to the portraits is the dates of birth of the people depicted on them." Exit the room and go up the stairs to the tower. Pick up the medallion in it and install the telescope. Look into it and at maximum magnification above the window you will read the date - "1692". After the cutscene, return to the library, pick up the figurine in the secret room, and enter the number you saw on the switches. One of the documents has a diagram drawn by Richard Morton.

On the edge of the third library floor in a dead end - the first book with a lever. Go downstairs, be sure to turn on the light and activate the second book to the left of the switch. The third book lies near the stairs. Now get yourself together. Climb the stairs and beat the boss (if you are not sure of yourself, first save in the secret room).

The last book is two screens to the right of the stairs to the ledge. In short dashes, make your way to it and take the book. Return to the living room, to the portraits. Take the flamethrower, bronze key and metal plate with symbols. From left to right, enter the dates on the portraits: "1852", "1874", "1899", "1931". Take the carved bronze key from the opened table clock. Use it on the big double doors and leave the house.

Forest near the estate

After examining the area near the house and picking up a first aid kit and a gas canister, unlock the entrance gate with the last key. Now running, without contacting anyone, to where Edward's adventures began - to a tree with a parachute hanging on it. After leaving the gate, save near the place where the mutilated man disappeared. From the parachute, go to the right and at the gate enter the code written on the plate found behind the portrait.

EDWARD CARNBY. DISC 2.

swamps

Examine the corpse on the gate and take the first-aid kits and clip. In the middle of the bridge, wait for the enemy change, then run to the corpse and across the bridge to the altar - this way you will save ammo. At the altar at the highest sculpture, talk to Elin and go from the severed head to the caves. Climb up the ladder and pick up the crates of missiles. Go to the swamp and, moving to the left, find your plane. Inside, take first-aid kits, wire cutters (Wire Cuttek), blue lens (Blue Lens) and rockets. Immediately connect the lens to the flashlight. If you approach and talk to the pilot trapped in the wheelhouse, the plane will sink halfway and you will not be able to help him, all that remains is to escape. But if you get out of the plane without approaching the pilot, the plane will remain in the same position. Observation is interesting, but to what - it is not clear.

Return to the severed head at the altar and follow the bloody footprints visible in the blue light to the swamp. Climb up the stairs again along the way. Here is the first character. In the swamp, go a little to the right of the passage to the plane, into the arch. Immediately from the flamethrower - fire! Turn onto the stairs, at the bell gate on the stone - the second symbol. Go down the stairs. bite the chain cutters on the doors of the chapel. Inside is a book (no, not the Necronomicon), rockets and a third symbol. Enter all three characters to the right of the doors (top-right, center, bottom-right). Going down the hatch, you will see a steel door and a slot for a special key on the right. Return to the altar again, contact Elin and follow her instructions until she guesses the right sculpture. Standing at the sculpture, say the spell recorded on the recorder (third word, second, fourth, first). Take the stone circle (Stone Stele) and the statue (Abkanis Statue) from the altar. At the bell gate, Elin will take you for a setup, but then he will take away the stone disk and give you a ring - a seal - as a consolation. Go down in the chapel to the steel door and use the seal on the fixture on the right. Yes, it's a turnstile!

Laboratory

Go straight without turning, pick up the save talisman along the way. Alan is gutting someone's corpse and is clearly going to create a monster again. Caught doing this, Morton locks the doors and cuts out the lights.

With the help of Elin, activate the three switches and find the letter on the table. To the left, near the corpse on the table, there is a first-aid kit and a gas cartridge. Go to the unlocked door. In the corridor, first select the door on the left, find Lem's curious note. Now to the second door of the corridor. familiar basement. Another Indian Edenshaw. The hatch is unlocked, through it - into the greenhouse. Having found cartridges in the closet, and nearby a first-aid kit, climb the stairs and push the statue, find the second ring and figurine in the wreckage. Return to the turnstile and use the ring.

caves

Meeting with Elin. Run across the bridge, on the next screen to the right of your hero under a wooden cover - a bunch of useful junk. The best thing is the lightning bolt. The special battery can be charged with energy crystals, which you will then come across everywhere. After a certain time, another crystal will appear instead of the taken crystal.

Next, you will see Alan, who is about to open the gates of Darkness. I would have simply fired a double shot from Edward's double-barreled revolver in the forehead of this psycho, but the main characters have a different upbringing. As a result, Edward ended up in the caves of the world of Darkness. Run quickly forward, looking at the map. Through several caves, when Edward tries to get over the rope on the wall to another part of the hall. Alan will try to spoil him. Nifiga. Go into the cave and find the body of Archibald Morton, a pulsar gun (it takes a long time to prepare for a shot, but how shy!) And a flask of healing water. Nearby is a diary, from where you will find out that De Certo abandoned Morton here. And the poor man died of hunger.

Rope up from the cave and run again. Near the place where Alan was disappointed with the sight of the living Edward, pick up the save talisman. You will meet both Alan and Elin at the huge hole. And then Obed Morton, crippled by experiments, will appear and throw his brother into the hole. Elin jumps after them (well, a girl!), And you will have to climb up the rope at the end of the cave. On the bridge you will be contacted by one of the employers, Johnson. He tells interesting things.

Another run. After the scorpion-lava cave, once again contact with Johnson. In the next cave, climbing over the rocks, run into the passage on the map on the left. Elin will contact you in the hall. Cross the fallen column to the other side. In a luminous source, you can fill a flask. Then find the remains of ancient Indian warriors in the cave. See the pedestal at the stone gate? Two of the statues don't have heads, that's what they're missing. Go into the passage and go down the rope. One of the heads stands on a stone below, but a very tenacious zombie does not allow you to take it. Running from side to side, stun her with shots and run down the map - to the right, to a dead end. There, something will change you into the costume of an ancient Indian warrior. It remains to impale the insolent Alan on a spear and take the head of the statue, and then put the head at the stone gate above. Together with Elin - into the open gate.

Magazine "Great Dragon", 2001.

Passage of the game "ALONE IN THE DARK" for PLAYSTATION-2 release of the game: 2008 (ATARI)

SOMETHING IS STARTING....

Somewhere in the middle of 843 acres of Central Park lies a terrible secret. The park, founded in the middle of the 19th century by an international cartel (community) of powerful gentlemen, was supposed to be a quiet retreat in the heart of New York. But it turned out that the shelter was not intended for the townspeople at all. Something completely different lurked in the park...

For generation after generation, the keepers of the secret kept the truth hidden, at all costs keeping intact an island of greenery in the middle of the most expensive and powerful city in the world. But all the secret becomes clear.

ALON IN THE DARK

Tonight you will discover the secret of Central Park. Overcome the border of death and fight the ancient forces. This final showdown will present you with a decisive choice, the eternal choice between good and evil.

Find out who you really are...

___________________________________________________________________________

The game has 10 Episodes, each with 3-4 chapters.

Go.

EPISODE 1 - The Nightmare Begins

Chapter 1 - Wake Up

Your main character Edward Cornby is in the lab. The game starts from the first seconds. During the first cutscene, you need to constantly blink (R3 button), keep an eye on Eddie's vision, avoid blurring and loss of vision.

We leave the laboratory and follow the urgent request for unknown people. When you try to turn into another corridor, you will receive a decent poke from the guard. Don't forget to keep blinking (R3)! We go up the stairs, and something strange happens. Our escort is dragged through the door by an unknown force. We do not understand anything, clap our eyes (R3) and go through the opening. We go boldly forward, and approach the mirror. Small roller. We break the mirror. Our vision no longer bothers us.

Chapter 2 - Vertigo

We leave into the elevator shaft, the elevator rises from below to us. Let's watch the video. Some dark force engulfed the men in the elevator, after which it collapsed into the shaft. Carefully along the wall we pass along the narrow bridges. Hm! A woman's voice is heard asking for help, we must hurry. We unwind the fire hose and quickly go down it, we see huge fans, push off the wall and go down even lower. Attention! From above, the fragments of the building will fly, try to dodge to the side. Below is a doorway, jump into it.

Chapter 3 - Fire Escape

There is a fire in the corridor, do not hesitate and run forward as soon as possible. The fire spreads incredibly fast (burns in real time). Let's watch the video. The girl at the elevator asks us for help. We pass into the office building, take a fire extinguisher from the wall and eliminate all the fire. Remember, any unextinguished hearth will lead to further spread of fire. Extinguish the fire on the ceiling. This process is one of the most exciting in the game. Small roller. We meet the head of the office, who is in a panic and calls an employee named Anna, asking for help. Of course we will help him! With the same fire extinguisher we knock out the door. And here is the girl. -

"Hi Anna, so, it was you at the elevator, obviously. ;)"

A fire is raging in the corridor, we are enjoying the extinguishing. While the head of the office and Anna are arguing, we feel like a real firefighter. We need a corridor to the right, we put out the fire, do not forget the ceiling, we pass into the extinguished corridor ... - "OPA!" the floor has failed... there is a hole in front of us. We throw a fire extinguisher, do not jump over it. Run, jump... great! Fire on the right, go left, then right. Room.

Chapter 4 - Collapsing World

Room. We pass and inspect both rooms, there is nothing in them, but as soon as we try to get out, the forces of evil begin to destroy the building. Everything and everything shakes, and Edward Cornby falls into the abyss. But our hero is a hero, very tenacious.

EPISODE 2 - Close Encounters

Chapter 1 - Don't Look Down!

We are standing on the balcony of a destroyed building. Climb up the rope and jump to the left on the visor. A few steps forward and from above the debris breaks our visor. We cling to the remains with our hands and move to the right, crawl to the end and pull ourselves up to the ledge (square button), immediately we rise even higher. Now on the hands to the left side slowly crawled. Attention! Dodge large building debris falling down on you. On the rope, we push off the wall and reach a small ledge, jump up and go forward on our hands. -"A-A-A-Aaaaaa!!!" the wall is falling off, but Edward Cornby is definitely in luck!

We are on the balcony, we go into the ruined building, we climb the slab to the left of us. We're back on the outside of the building, climbing the rope like a young tarzan. We see Anna in the window, but we are not up to it yet, we are riding a rope. We jump to the balcony and enter the room.

Chapter 2 - Off the Beaten Path

In the room, you can take a globe or a trash can by the door, with the same object we knock out the door. We reach the middle of the room, and the floor collapses under us. We look around. Did you notice that the table can be moved? Let's drag this table to a large slab, go up and see a guard on the right in the opening. How can we get to the light there? So we see a wooden chair and a fire, excellent, set fire to a chair and quickly run in the dark along a narrow path to the light in the opening. Oh, you, that's bad luck, the floor collapsed under our feet, we will jump on the islands of the floor. Take your time, the flying pendulum fragment can kill the hero. Next, we jump voluntarily into the fire and sharply back. We take a fire extinguisher and knock out an iron, strong door. Let's watch the video.

Chapter 3 - Lifeless Reception

So, after the video, Cornby and the new hero Laura ended up in an elevator. We get out of it and see the corpse of a certain man, we take a flashlight from him. In the future, he will play an important role for passing. We jump into the next elevator and go out into the hall of the building. Let's watch the video.

Meet our first zombies! With a chair that was in our hands, we hit the zombies, a couple of hits is enough for everyone. We go behind the reception desk, in the room there is a corpse of a guard, we take a pistol from him. A well-aimed shot at the lock of the cabinet - and our two clips of cartridges.

To save ammo, we again take a chair and go out into the hall. Two zombies. Chair them with all the dope! Ready!

Frightened Laura is waiting for us at the door with the code. We dial a simple combination of numbers and enter. The necessary numbers are suggested in the game, they are stained with blood. Play with the numbers 2,4,9, after each option, press the lower right button (B). We go down the stairs. Let's watch the video.

Laura and Grandpa hide behind the car as we move further into the underground car park. It's time to take advantage of our unique super vision. Press and hold the movable lever-button R3 to see the items we need and all sorts of opponents. Cornby's super vision allows him to see through walls at great distances. In the future, we will often use the R3 button. Press and hold while looking around you. To the right is a large iron garage door, to the left are a couple of zombies. We take out the gun and shoot at the lock on the door. The garage door will open.

How to kill zombies!?

Each zombie monster has a black cracked stripe on its chest. This is the universal evil that has consumed the people and the city (New York). We shoot exactly at the crack, otherwise 4 rounds anywhere and you're done. To save ammo, I recommend bringing the same chair from the top floor. They'll love it.

We look through R3, the second garage door, but the lock is on the other side. We leave through the door, which was guarded by zombies. We go down two floors. You are on the (-3) floor underground. No more weapons are needed.

Chapter 4 - Car Park Nightmare

We go to the floor and immediately come across a black crack, it grabbed us and drags us along the floor until we resist, but we will! And we grab everything along the way and get out. The most important thing is not to lose the landmark and the direction where you need to run. From the door we run to the right and to the end to the car that stands across. There is a cross on the door. We press quickly and jump into the wheelbarrow. We examine the contents of the bordachka (cartridges) and the shield from the sun. We leave the car through another door. Zombies - they are nearby, coming towards you. And here we can save ammo, we run into the opening on the right and take a fire extinguisher from the wall.

We beat zombies if they interfere with L1 +<>. We extinguish the blazing car from the fire. Move the car away from the garage. We shoot at the lock - the door is open. Further, the rest of the zombies are waiting for the same fate. Kill them so they don't interfere. Look for a car in the parking lot with the headlights on. Get comfortable, you're in for a tough ride. Bordachok - cartridges, on top - the ignition key. R1-gas, L1-reverse, brake. We drove through the garage door we opened, into the tunnel and through the burning path. Let's watch the video.

As soon as our friends have loaded, we press on the gases and drive to the CLOSED garage door. (we go around in a circle) And we crash, a couple of times, we knock out the door! Let's watch the video.

EPISODE 3 - Dark Central Park

Part 1 - Flat Out on 59th Street

A black crack has swallowed up New York, buildings are collapsing, roads are heaving. Your task: with the maximum speed of this car, drive along the road, avoiding all obstacles. Flying, ramming cars, giant fragments of buildings falling from above will interfere with you. Drive to the center circle and turn left, two patrol cars (detour on the left side).

Part - 2 - Life Line

So, our grandfather could not stand such an overload. Shot himself. And why did we save him at all? Laura decided that everything was fine now, gave her a business card and set off on her way. Here it is - gratitude! ;) Well, okay, one is easier.

After such a hard landing, we have no health at all. We run towards the cliff and run through it. We rise and along the edge we run to the white brick building through the open door. Let's watch the video.

The door next to the trash can is closed. Since we are wounded and weak, we cannot take the tank and kick the door, so the gun will help us. We shoot at the door handle and run to the first aid kit. Let's watch the video.

Yes! Yes! We had to give these guys the medical spray, but there's more on the floor. We heal quickly. Take the ammo from the corpse. We look at the wall with our super vision, we see a map of the city. But we don't need it, so we'll be vandals. We take the tank and destroy the wall. A broken cable hangs on the left, we grab it and go down. We jump over to the next cable, push off from the wall to remove the cable from the stick. Attention! From below, a flame bursts out of the pipe, do not fall under it. We rise and jump to the ground to the right.

Part 3 - Blood Thirsty Rampage

To the left of us is a door, next to it is a man. Then a flock of bats swoop down on us and attack. You can’t enter the door, therefore, with all your strength, we run along the path to the bus. We take the first-aid kit from the floor and heal. We pass through the interior of the bus and sharply run to the right. We are looking for a small booth and run into the open door. Attention! Bats have a "Mommy", she is big and strong. Mommy can grab you with her tentacles by the leg and drag you away. Cut with a knife, get free.

In the booth near the blinds, take the cartridges, on the floor a first aid kit. Heal up again. Don't shoot mice, it's useless, and you'll need ammo now. We run out of the booth and run to the right to the standing car.

Part 4 - Skyride Assault

Push the car from behind to start the engine and quickly get into the passenger seat. As soon as you start moving, the bats will attack you again. Mommy's strong tentacles will lift your car into the air. Take out your gun and quickly shoot all the tentacles. When she leaves you behind, the car will land, but, alas, your driver will no longer be there. Well, now you can ride along a small alley and suppress unbearable zombies. Be sure to get on the bus and pick up the first aid kit, quickly run out of it, the bus will burn down. At the end of the alley, an employee of the sewer station is waiting for us. We go down with him.

EPISODE 4 - Sewage Refuge

Part 1 - Deadly Underground

Having gone downstairs and chatting with Laura on the phone, we follow the employee.

"Oh! What is this?" The bats grabbed him and carried him upstairs. Let's go boldly forward, since Edward Cornby can look through the walls and while nothing threatens him. We carefully examine all the nooks and crannies, they may contain precious cartridges. We go forward and to the right we see that the road is blocked by sparkling and dangling broken cables. Don't pass. We return and go into the bunker with a hatch, the cartridges are on the floor, we jump down and take the cartridges on the right. Go around the right side of the maze first, there are zombies and ammo. Then clean the left side, going to the end, pick up the first aid kit in the corner, next to the passage down. Let's jump.

Part 2 - Draft to Survival

Take out the flashlight and put away the gun. Edward will replace the flashlight with an efficient lighter. Nothing threatens you in these half-flooded tunnels, your goal here is the same - to find a way out. Seek and go to the light! Climb the stairs and take the ammo under your feet. Get ready to fight the next monster. This zombie is very tenacious. Your miracle vision will tell you where to shoot. On the body of a zombie, you will see a bright spot, it can move. Shooting requires a lot of ammunition. Let's kill him quickly and effortlessly! To do this, we combine a medical spray and a lighter, we get a hand-held flamethrower. Works very effectively against everyone! Use the can wisely, release the liquid in small portions. Do not forget that you will be treated later with nothing! After the massacre, look around and go into the light bunker. Jump on the ladder and it will go down. We rise and go to the grate with a lock. We select the first-aid kit from the floor. We shoot at the castle. To the right on the wall, we remove the ax and we pass further. Do you recognize the place? We approach and chop with an ax along the wires. The path is clear. We raise the cartridges in front of the grate, knock out the lock in the door with an ax, throw the ax and raise the first-aid kit with cartridges. We reach the stairs up, sorry, but the ax will have to be left here. We rise and press the button on the left, the sim-sim has opened, and the path to freedom through the next staircase is open. Hooray! Air! Earth!

Part 3 - Flaming Desire

We run into the house, immediately at the entrance we take a garbage container and use it to knock out the next door. We replace the tank with a gas cylinder, ignite the gas at the included burner. We get a flamethrower. The door that leads to the exit is littered with boards, set fire to the door while it burns, fry the bat through the grate. When the whole room is engulfed in flames, we run out into the street. Zombie. An ambulance is waiting for us at the gate. Let's watch the video.

EPISODE 5 - Unexpected Expeditions

Part 1 - Blood Sucking Chase

We quickly take a bottle of alcohol or a bag of blood, this good is to our right. We toss up and hit the object with an accurate shot. If you hit the bottle, it will explode and destroy the little mice. If you hit a bag of blood, it will splatter over the rest of the mice, and they can even kill each other. Constantly blow up Mommy mice. When you run out of ammo, turn around and take another magazine from the medical officer. Keep shooting and blowing everything up.

Part 2 - Monster Hitchhike

As soon as Mommy moves to the roof of the car, the nurse will open the hatch in the cabin, climb up and open heavy fire on all the mice from there. Don't forget to take ammo from the bottom of the nurse. With an exact hit in Mommy, she emits a characteristic screech. Attention! Another dangerous enemy will appear on the roof of the car! It's a monster with claws. He climbs onto the roof from different sides and attacks you, causing great damage to your health. Shoot back from him and go back to Mommy and her small children. Shoot Mommy and watch the cutscene.

Part 3 - Mind the Gap

Behind you on the concrete barrier, take the ammo. We are moving forward on the road. BOOM! The road collapsed, but it's okay, we go around the edge of the cliff in a circle and run to the red headlights of the tow truck. With miracle vision we see the trigger lever, shoot at it, and the car rolls off the tow truck. Now we will push this car from behind, we will free the road. We run along the alley and look for a free car. Now everything is clear. We need to use the tow truck as a springboard. We accelerate, crush zombies along the way and jump over the cliff.

EPISODE 6 – The Manic Museum

Part 1 - Playground Railing

We go into the gate and very quickly run to the right, a black crack will chase us. If she caught you, then cling to everything along the way and hurry to the platform with verandas, it's safe there. Laura will follow you. You now need to get to the building, through the cliff. Go to the edge of the abyss and you will see a button (square). We run up and jump onto the cable of the iron bridge. Lower the elevator platform using the button (left). We enter the restroom, pay attention to the body lying at the door. Super vision tells that the monster is alive. Do not get close to him, otherwise he will attack you and kill you. But you can deceive him, for this we quickly run along the wall on the right and dive into the saving room. We take a first aid kit, we are treated, we rejoice. There is a garbage can and a gas cylinder lying nearby, but we don't need them yet. Medical spray and a lighter, that will work great! We burn the monster and knock out the door with a gas cylinder.

Part 2 – Egyptian Art…Or Disaster

We run to an open fire and make a flamethrower. We pass forward, on the way we burn a couple of zombies and a fence of wooden beams, then we burn three more zombies, we go to the elevator. We raise the cartridges on the floor and click on the desired floor. We leave. Let's watch the video.

Part 3 - Terror Exhibition

From the elevator to the right are cartridges. We go straight to the sculpture that stands in the center of the hall. Saving rounds will always appear on it, but, unfortunately, only two rounds in the magazine. The characteristic sound of a black crack is heard, we run again to the elevator so that the crack does not swallow us. We meet a new monster from this crack. Big, scary, but harmless as such. We have two options for eliminating it. Spray and a lighter, which is optimal for us now, or shoot at close range, in his luminous points on the body. We use miracle vision. Slowly move towards the sculpture and shoot the monster. We take cartridges and enjoy the fact that he does not give back. Requires a lot of ammo! Think about it. After all, to finally deal with the monster, you need 22 accurate shots. Now let's look at the hall of the museum, at the stairs there is an iron stick, and in the corner there is a bedside table with flammable liquids. We need to throw the can and shoot so that the tree burns down and the ladder is free. You can also use a spray and a lighter, and take fuel with you (for the future). We rise and burn the next zombie. Behind us we pick up a first aid kit. In the next passage, the opening wraps around the tree, we burn it and go down the stairs to the dining room. And there! Tons of good. We collect everything that fits in our pockets. We welcome the lonely monster from the crack, as he loves, with a spray and a lighter. Move away from the blazing monster - you don't need burns. On the left side of the hall there is a combination lock with a piece of paper -23-. We go to the right side of the hall, where the picture with the number -23- is lit and hangs. Let's use our super vision. WOW! Yes, that's the code! We remember it and run to the code door, in the center of the hall there are a lot of cartridges, collect if necessary. We typed the correct code and we pass into the corridor with paintings. We approach the sensor, put a palm. Let's watch the video. After a short conversation with the guard, he agrees to open the door for us. We take the elevator to the desired floor.

Part 4 - No Forkin' Brakes!

Warehouse space. To the right in the box are cartridges, and we go to the forklift. We sit down and go to the opening, which is blocked by three large tall boxes. We drive up to the middle box and lower the invader down (lower or raise the arrows on the joystick), hook the box from the bottom and take it aside. Use the (X) button to drop the box and drive through the gap between the boxes. Now squeeze your hands tightly on the steering wheel and lower the invader, he will serve as a brake for us! Move through the tunnel as slowly as possible, press (L1) at high speed on the descent. Now you have to go around the abyss on the road, obstacles and blockages. Dangerous area, steep descent! Have you reached the end? Well done! We put the forklift in the parking lot and along the gentle slope we go down and to the left, then we pick up the first aid kit. Climbing up the stairs, we see two bottles of fuel on the shelf. The boxes have a hammer. The road to the elevator is blocked by very passive bugs. Wait for them to gather in a crowd, set fire to them and throw fuel bottles at them. Run to the elevator, press the button and wait for it. Next to the left of the elevator, you can take a shovel and chop the rest of the bugs. We jump into the elevator and drive away. We leave, and there is a hammer on the left, you can use it for two zombies, which we see through the wall, with our super vision.

EPISODE 7 - Seeking Room 943

Part 1 - The Maze of Antiquities

We kill the zombies and go through the opened door. We are in the museum. We extinguish the fire and accidentally hook on the laser beam, the alarm turns on. We press the button at the door and turn off the screech of the siren, the next door is open again. It is necessary to hook the beam, the doors will close. We take a fire extinguisher and spray near the bedside tables with lasers, now we can see them. Carefully go through all three rooms.

Part 2 - Deeper Underground

We go into the big hall. Super vision tells us about several zombies. Our monster has crawled out of the crack and is ready to receive its share of lead. We take an ax from the sculpture and go to the corpse of the guard. We need his hand, or rather palm prints. We chop. We take away the hand and go to the doors with sensors. In the right door we pick up a couple of first-aid kits and go to the left, in the freight elevator we take another first-aid kit. In the elevator through the hatch we go up, shoot off the block at the rope, go down into the elevator and go down the rope to the door. There is a black mass in the corridor, a killer. As soon as she crawls back, we run forward and to the right. Room.

Part 3 - Darkness in Room 943

Below us is a liquid black substance. This mass is afraid of the light. We need to turn on the searchlights so that the mass retreats back. There are only three spotlights, but the third one doesn't work! Carefully inspect the room, below is the door and next to the barrel. We need to get into this room 943. So, we turn on the spotlight at the top at full power, and the timer starts to decrease. We hurry to the hatch and jump down to the next searchlight. We repeat actions. We quickly climb up and jump from the side of the bridge towards the door. There are cartridges on the barrel, but it doesn’t matter, we shoot at the door handle and quickly run inside the room until the mass swallows us up. Darkness.

Darkness in room 943. We examine the room with the help of super vision. Some things glow brightly, which means we will need them. In this room we use only a flashlight. We press the button (X) on light objects. Poster on the wall, gramophone, handle on the door, perfume on the shelf, drawer upstairs. We approach the brick wall and shine with a flashlight. Let's watch the video. Waking up, press the button (X) on the wall, the box hangs on the right, open and activate the lever. The brick wall moves apart, we enter a bright room and take some paper from the shelf. We head to the door with the symbol, it is already open, go up the stairs. Let's watch the video.

EPISODE 8 - Location is Key

Part 1 - Air Crash Survival

Our helicopter crashed. Those bats again! To them! We climb the rope to the helicopter, but unsuccessfully. We avoid meeting with the cobblestones that fall from above on us. How we didn’t crawl and shout to Peter, but we have to jump onto the train car. We run up the wall and hook on the edge of the car. Let's watch the video. We jump into the hatch of the car, a crash occurs. We quickly get out of the car along the rope. Wow! Three monsters that are quite difficult to kill. Medical spray and a lighter, that's what we need. We don't have enough ammo for them! We rise to the platform of the station, we take cartridges on the floor. We shoot small, boring bugs. Meet the new monster! It looks like a monster from a crack, but it is very active! With dagger-like hands, it deals heavy damage to your health. Burn it and go to the train at the station. On the left we take a fire extinguisher and head to the open door of the last car. In front of the door are boxes with a first-aid kit. We pass to the end of the car and with a balloon we knock out the right door. We burn two zombies and rise to the next platform, take the cartridges and go down into the tunnel. Use super vision to see the number of enemies.

Part 2 - Dead End Track

We destroy insects and a couple of zombies. We go into the train car and climb through the top hatch, go along the roof to the end of the cliff. We jump off, take cartridges and inspect the next car. Wow! Yes, it's the control panel! Let's try to go. What's happened? Why don't we go? One more time. Maybe something is interfering? Let's go out and have a look. Thank you super vision! We shoot at the clutch of wagons. Well, now you can ride. We approach the remote control and the lever forward. Go! Great! –A-A-A-……BOOM!

Crash. Okay, we're alive. We go out and take a look. Jumping from one platform to another is useless. Do not crawl under the train and do not enter the car. The right railroad goes down, we go down a bit and see a rope. We jump on it and rise from the depths of the subway to the ground.

Part 3 - The Belvedere…Free Entry

We go up the stairs to the castle. Peter is standing on the observation deck, warning us about the strange black water at the entrance. Hm! We already know what it is and how to deal with it. At the column we raise cartridges, take out a pistol and with well-aimed shots we hit the light lamps. The black mass has receded, the entrance is free. We go up the stairs. – Hello, Peter! - We put out the fire and go upstairs to the door, which we knock out with habitual movements. Area.

Part 4 - Astronomical Revelation

We look at the sky through an astronomical instrument. Let's watch the video. We need to run fast before we get caught. On the right we notice a rope, we go down, we jump. Us to the car.

EPISODE 9 - Concealed by the Park

Part 1 - Alchemists on our Tail!

Here you need to do everything very quickly. We sit in a wheelbarrow, open the panel with wires, quickly sort through the wires and find the right ones, start the engine. Switch the camera to see the car and the road. Gas all the way to the floor and drive as fast as possible, a car with criminals will always rush behind you. The road ahead is very difficult, winding with obstacles on the way. Avoid trees and cars. To quickly and accurately fit into a sharp turn, press (L1). This is the tricky part of the game, as it's hard to remember all the turns.

After the detour of the cobblestone, off-road will begin, but the path is visible, follow it. A narrow and dangerous path will lead to a small cliff. Jump off the cliff onto the track and rush further. All! You broke away from the bandits! Let's watch the video.

Part 2 - Beat Around The Bush

Well? After a long dialogue between Peter and Eddie, have your hands stopped shaking from the trip? Good, because here you can completely relax. We need to walk through a dark park and find a path leading to a white brick building lit by a spotlight. Are looking for.

Part 3 - Come to Light

Strange square structure. In the middle is a flagpole with a raised US flag. What does your super vision tell you? Light strip along the labyrinth grooves. Right. We turn on the flashlight and direct the light to the beginning of the maze. Can't raise the flashlight that high? Let's take a lighter in our right hand. Now let's draw a light strip to the end of the maze. A passage opened up on the floor. Let's watch the video.

EPISODE 10 - The Light Carrier

Part 1 - Light Initiation

We pass through the tunnel and sit in the funicular. A room with a beam across. Feel free to go through the beam to the bedside table. We move the pedestal so as to block the beam. We pass through the door. We carefully jump over the ledges in the rocks and go into the hall. We move the cabinet, close the beam, the platform drops. The concrete block moves the pedestal and the platform rises. We manage to jump, we go upstairs. We stand on a ledge, around the abyss. We jump onto the rope and go down to the very bottom. We jump down to the lower platform and go to the rope, go down and jump to the next rope. We swing and jump to the ledge. We enter the opening.

Part 2 - Light Progression

This is an interesting place. Remember, we led a beam of light with a flashlight, as if through a maze. It seems. So, we take a curbstone and we approach two light beams. We wave along the right beam and see that part of the wall has moved. A ray of light ran through the labyrinth on the walls. Avoiding sharp spikes, we run to the next safe place. We wave along the beams, we look behind the beam. Our goal is to hold the beam to the doors and then they will open. We go further. We see a long beam of light and next to the pedestal. We take the cabinet and stand on the black square. We lower the pedestal (X button) and block the beam, start moving along the beam. Be careful, deadly knives fly out of the black cracks. Raise the cabinet (X button) and stop your movement. We pass further and go down the spiral path to the next room.

Part 3 - Light Confirmation

In this room, everything is much more complicated. Everything is connected here. A bedside table, a beam, spiked walls, a platform, a button, and even a flying, fiery censer. Try to first explore the room on your own and understand all the interactions of objects. Try…… try……………

Well? Can't get on the platform? Are you constantly stomped with thorns? Okay, let's get it right.

We drag the pedestal to the button, the walls move, the fiery censer flies by and sets fire to our pedestal. We grab the cabinet and close the beam of light. We run to the lowered platform and wait for the pedestal to burn down. We went upstairs. We admire how the iron spiked mouth closes its deadly jaws. Brrr……

Wow! Abyss! How will we get through? And what do we need super vision for!? Right. While holding down the button (R3), we pass along the paths to the first column of light. As soon as we cross it, the ceiling begins to descend. We run to the left pillar and raise the ceiling, standing in the light beam. Carefully inspect the path leading to the exit. Remember and run out of this room. We pass along a narrow path to the next and already the last room.

Part 4 - Revelation

This is our final rebus riddle. Very simple, which is even a shame. Let's decide. We turn on the flashlight and highlight various symbolic signs on the walls. When you hear a characteristic click, climb onto the large gear in the center. Turn and direct the beam of light from the control panel to the door we need. We pass and take the curbstone we have already fallen in love with, we break the wall in the cracks with it.

Put down the hot joystick and watch the cutscene.

Alone in the Dark - game completed.

I played with you and simultaneously wrote this passage Tisha.
Specially for the site.

Introduction

After the video, you will see the main character - Geron, who is drowned in a trough. Geron decided to participate in the Oak Leaves Competition, the reward for winning which is a meeting with the king. But Ulfrid and Olgird, rivals in the competition, took one of the leaves collected by Heron. Talk to Olgird when he appears on the screen. Then take the hammer near the trough in which Heron is drowned. When the jug appears on the screen, open your inventory and click on the symbol of the broken jug on its left side. Apply it to the jug, it will break and Geron will be released.


oak leaf competition


Geron will be in the house of his teacher, the hunter Gwinnling. Talk to him about everything, then take the teacher's stick at the far end of the room. Go down the stairs. Open the chest and take the flute from it. Take the oak leaf on the mattress on the left. Now you have two of them, the third one belongs to Olgird.

Exit through the door on the left side. Enter the door on the right and eavesdrop on the conversation between Olgird and Ulfrid. Then go down and go right.

Talk to Hilda, the bored girl who was assigned to run the lottery. Play by paying one coin, but Geron will lose. Ask about the rules of the lottery: when you pay a coin, you can take an acorn from the box: if there is a pattern on the acorn, you won. Ask about her favorite song. Approach the musician and ask him to play a song for Hilda. While Hilda is distracted, open the box of acorns (Heron will take the winning acorn). Then ask the minstrel to play something else and talk to Hilda again. Pay a coin - Heron will quietly replace the acorns and win. Talk to Hilda, buy another acorn. Geron will quietly replace it with a winning one. As a prize, ask for plum alcohol. Hilda will inform you that you can always exchange one prize for another. Return to the previous location and apply alcohol to the trough from which the pigs drink. When they fall asleep, take them out of the trough third Oak Leaf. The last one remained - the one at Olgird's.

In order to get it, you need to find the sheet Olgird needs and exchange it for the one taken from Geron. To do this, in the location with Hilda's cane, remove the brown camisole from the rope and inspect it with the right mouse button in the inventory: you will find a brass oak leaf. Go to Olgird and apply the leaf to him. Exchange leaves. Now Geron has everything four.

Go to the castle and talk to the chamberlain. He will give a new task - to hang the flag of Andergast (it will be in your inventory). Hang the flag on the flagpole and turn the crank. After a little explanation from the chamberlain, Geron will be with the king. Regardless of your behavior, the king will instruct Geron to free the bedroom from the crows, which will accommodate guests from the neighboring kingdom.


The chamberlain will lead you to the right room. Place the bird trap on the carpet and place the egg in it. You will catch the first crow. Take the crow trap, pick up the fallen horns and hang them back. Take the candlestick from the table on the left and place it in the fireplace. Use the mesh from inventory on the horns or candlestick and Heron will strengthen it. Hang a crow trap on the horns.

Catch a fairy


Go to Gvinnling and talk to him on all topics (about the Prophet, ravens, fairy and Magic harp). He will say that the ravens are the harbingers that the old sorcerer Prophet, burned at the stake many years ago, may return. And he will ask you to catch a fairy so that with her help he will get rid of the crows. After the conversation, take the cage from the table to the left, leave the house and go to the left of it.

You will find yourself in the forest. Geron will play the flute and hear the fairy. She will agree to go out into the clearing if you prove that you love the forest.

Take a snail from the stone on the left, chestnuts under the stone on the right, and listen to the leaves under the tree. Then examine them (RMB) and find out that there is a hedgehog hiding there. Apply a snail to him, and Geron will report that he (the hedgehog) likes it. Take the cage and combine it in inventory with the snail. Use the cage on the pile of leaves and the hedgehog will climb into it. Click on it to get thorns. Combine the hedgehog thorns and chestnuts in the inventory - you will get a doll. Click on the tree where the voice of the fairy came from and show the little man. Go inside.

Talk to the fairy and ask to come with you. But she cannot leave without water from the magical spring that gives her life. Take the ropes on the right. Go outside, open the cage, release the hedgehog and take the cage. A snail shell will remain in that one (apparently, the hedgehog ate it). Align the snail shell with the ropes and re-enter the tree. Align the sink with a stick and use a makeshift fishing rod to draw water from the source. Apply an acorn to the resulting container to close it and give the amulet to Nuri. She will agree to go with Heron to the city.

Worse and worse


On the way, Nuri will notice a raven (he's talking!). After talking with the raven, Geron and Nuri return to Gwynnling, but the door is open and blood is everywhere. Open the closet door on the ground floor and Geron will hide the fairy there. Go up. Talk to the dying Gwynnling. He will order Geron to kill the fairy, but he does not want to do this. Then talk to Nuri on the roof. People want to burn her like a witch. Return to the room and pick up the broken knife at Gwinnling's feet. Go downstairs, knock on the hinges of the door to the closet with a hammer and take the door. Leave the house and talk to the raven. He will report that Nuri can repair broken things with magic. Enter the door on the right and go upstairs. Talk to Nuri and she will repair the knife. Climb down and use the hammer to remove the support from under the barrels. Climb up to the right and cut the rope holding the barrels with a knife. When the barrels fall, go downstairs, enter Gwinnling's house and look out the window. Use the door on the barrels and Nuri will be able to climb down from the roof.

On North!


Geron with Nuri in the company of Raven will go to look for the fairy researcher and stumble upon the parking lot of the gypsy Isis, whose van has broken down.

Talk to her. Geron will volunteer to fix the wheel of the wagon. Gather the two broken wheel pieces around the wagon. Then examine the active point in the bushes on the right (RMB) and you will find another part. Talk to Nuri and she will teach Geron how to fix broken things. Open your inventory, now a shell icon will appear next to the broken jug icon. Apply it to a broken wheel and it will become whole. Apply the wheel to the cart axle. Come and talk to the gypsy. She will give you the key to the van.

When you go inside (Nuri will pay attention to the pot of magnesium), there will be a noise outside. The gypsy is spoken to by two monsters who killed Gwynnling and are hunting Heron and Nuri.

We need to get rid of them. Examine the van, move the curtain and take the head of one of the puppets (the one below). Open the powder pot on the left and use the puppet head on it to collect the powder. Take a ladder from the wall on the right, and a rag from the drawer under the bed. Close the curtain again and use the puppet head with the powder on it. Combine the rag with the puppet's head and get a "grenade". Attach the ladder to the hatch in the roof of the van and climb on it. You will see how the creatures kill Isis. At this time, one of the creatures will begin to break into the door. Climb out through the hatch again and throw the "grenade" into the fire. However, it won't break. So use Heron's ability to break on it, and one of the creatures will be neutralized. Get down into the van, open the right door and go out onto the goats. Take the whip, unbrake the wagon and whip the horse.

Blood Barrier


Geron and Nuri reached the foothills. Enter the wagon and collect the following items there: a bottle, a drumstick, reins on the window, a funnel and a stick with bells on the right.

Get out of the wagon and talk to the knight (Bogumil the Wrathful): ask where you can buy equipment for further travel. Bogumil will answer that all this can be taken from the gnome in the shop, but the gnome is hiding and does not want to open the door, because he poisoned his horse.

Examine the mechanism with the bell on the right. Apply a stick with bells and reins to the big wheel. Then turn it, and the ringing will be heard. Talk to the owner of the shop, Gram. He wants money for supplies (a whole ducat, which Geron does not have), and for information about the right place - something in exchange. Examine the bottle of beard dye in the second shop window that opens. Break it with Heron's skill.

Talk to Bogumil again and offer him to buy a horse for one ducat. He will answer that a horse is worth half a ducat. Talk to Nuri (such a remark will appear during the dialogue with the knight) and remind her of the house. Nuri will become very sad, after which once again offer the knight to buy a horse. He will give one ducat for the horse and Nuri's smile. Give the coin to Gram and he will give you supplies.

It remains only to get information. Examine the flowers in the upper left. Apply a bottle to them, and Heron will report that he can make paint for Gram. Talk to the raven and ask him to bring berries. The raven will drop them on the table in front of the knight, pick them up. Use the berries on the funnel, and then use the drumstick on it to crush them. Pour the contents of the funnel into a bottle and give it to Gram. Talk to him. You can go further.


At the orc camp


Geron and Nuri reached the orc camp. According to a crow who flew to reconnaissance, Red Lake is located directly behind the camp. There is no detour, and it is impossible to pass through the camp - the orcs are the enemies of people. Meanwhile, the orcs are preparing for a certain ritual, and as soon as they finish it, they will leave for another place. Ask Nuri to translate the orcs' conversations: it turns out they are waiting for some kind of bloody sign.

Look around, pick up a split human skull and a board from the ground, remove the bag from the pony's muzzle. Repair the skull with Nuri's skill. Examine the pillar on the left and the jaw on it. Ask the raven to bring the jaw for Nuri. Raven will drop a bone, pick it up. Combine the bone with the rope and get a hook. Examine the red stone on the left and use a knife to break off a piece from it, take it away.

Go to the location to the left, watch the ritual - the shaman asks the god for a sign. Then go upstairs, use the board between the rocks to get to the head of the orc god. Examine the dry tree next to the waterfall and use the grappling hook on it. Heron will bend the tree, and the water will flow through it like a drain. Return to the location with the shaman and put the skull into the container with dripping water. Water will start dripping onto the skull, the drummer will lose his rhythm and approach the shaman. Cut the bugle off the piece of wood the drummer was sitting next to and combine it with a redstone.

Go back to the statue. Place the horn with the stone in the slot in the statue. Water will flow through the "gutter" and the forge into the mouth of the statue of God, and from there it will begin to fall into the gorge, creating a kind of blood-colored waterfall (the stone tinted the water). The orcs will take this as a sign they expect and leave. Return to the first location - the path is clear.

Fairy Explorer


After the video, talk to the leprechaun, ask for help. He won't. Pick a flower on the rocks, try to touch the strange plant on the tree. Then go back to the orc camp, pick up the necklace on the pillar and the shield. Using a knife, cut off a piece of meat from a carcass roasting over a fire. Go to the place of the ritual and give the meat to the dog. Take the bag of tobacco that will fall from under it.

Return to the Red Lake and use the orc shield on the gap between the rocks on the right. The butterfly will fly off the flower and fall right into the teeth of the voracious plant. Collect the mucus that has flowed out of the plant and smear it on the stone on which the leprechaun jumps (the one from which the flower was plucked).

Talk to him again. The leprechaun will fall into the water, lose his hat and his tobacco pouch. Give him the bag that fell out from under the dog. Combine in the inventory the bag taken from the pony and the necklace, then give the makeshift hat to the leprechaun. Finally, he will tell you how to get to the fairy researcher's cave.


Fairy Explorer


Examine the map on the table and take it. Open the chest on the left and take the stone block. Take a piece of coal from the fire. Break the moth jar on the right with Heron's skill. Then put the flower in a container near a dark niche. The moth will fly towards him and illuminate the niche containing the map of the caves. Go there.

In front of you is a wall with grown stalactites and stalagmites. Ropes are tied to the stalagmites (below). Examine the bar (in the inventory, RMB): it says how to tie stalactites and stalagmites with a rope. You should be interested in the third line from the top (where a whirlwind is drawn): 4 - 1, 2 - 4. The first number is a stalactite (from left to right), the second number is a stalagmite. Tie the fourth stalactite and the first stalagmite, then the second stalactite and the fourth stalagmite. If done correctly, the shadow from the crossing of the ropes will indicate the location of the explorer. Now apply a piece of coal to the map. Heron will draw a path on it. Go to the tunnel on the right.

You will meet a fairy researcher named Giacomo, after which Nuri will arrange a small earthquake and will be cut off from Heron and Giacomo by a deep abyss.

Pick up the statue's arm and part of the broken ruler from the ground. Find the second part of the ruler and with the help of the first move the stone in order to get it. Repair the ruler with Nuri's skill and combine it with the statue's hand. Use this device on the bag and take it out.

Give Giacomo water from the flask and figure out what to do next: he will draw for Nuri how to get out of the cave, but for this he needs a backpack. Give it to Giacomo to get Nuri's instructions. Throw the leaf into the basket on her side. Nuri will leave and Giacomo will answer Geron's questions. He will explain that Nuri needs to be brought back to her world. To do this, you need to talk with a man named Gosvin, get to the portal located in the swamp and find a magical prism. Giacomo will go to Andergast, and Geron will go to meet Nuri at the mill.


New old enemies


As soon as you go inside, Heron will be caught by the "sad fairies" and tied to a pole (at the same time it turns out that Raven is a traitor). Click on the hole in the roof in the upper left corner of the screen and talk to Nuri. She will illuminate various parts of the room through the holes in the roof and throw a shard into the broken scales behind Heron.

Use Nuri's skill on the top scale. Click on the hole in the center of the roof and Nuri will jump over there. Examine all the available items in this part of the location, and then ask Nuri to go to the right. Examine the mechanism with the wheel and use Nuri's skill on it. The mechanism will begin to move, and the saw will fall on the stool. Now light up the central part and use Heron's skill to smash the oil lamp. The shards will fall on the stool, find them and use Nuri's skill to assemble the lamp. She will push the saw and it will fall at the feet of Heron. Use the saw to free the legs.

Kick the support of the stunted shelf with your foot and the hourglass will fall on the scales. Now light the left side and use Heron's skill to break the clock. The sand from them will fall on the scales and the second bowl will rise. Take a fragment from it and apply it to the ropes on the hands of Heron. He will be released.

Pick up the rope and repair it with Nuri's skill. In the central part, take a saw and a stool, inspect the hatch in the floor, it turns out that it does not have a handle. On the right side, take a bunch of straw under the mechanism and your things in the opposite corner.

Go back to the hatch in the floor and use the rope on it. Now you can open the hatch. Prepare a trap for the monster - apply a blanket to the open hatch, then a knife to the blanket to fix it. Throw straw on top. The monster will automatically come and fall into the trap.

A tired Nuri is sitting on the street, who needs to lie that you are going to a fairy-tale kingdom. Make steps for it from a saw (you need to apply it to the gaps in the pillars of the extension on which Nuri sits) and stools (you need to put it on the flooring on which Heron stands).



Geron and Nuri will reach Enkvi, the city of smugglers where Gosvin lives.

Attention! To avoid bugs that will make it impossible to continue through, you should perform the steps described below (in this chapter) in the exact order in which they are described.

A person on the street will notice that Goswin has died. Follow the up arrow on the screen to the pier and talk to the dumb boatman. Geron will figure out that for a trip to the swamp you need to bring some kind of alcohol. Go back to Goswin's house and go right. Behind the back of the drunkard, take the empty bottle, then cut the tarpaulin of the boat with a knife and remove the hook.

Return to the boatman. Throw a hook on the beam to the left of it and jump over the water to the warehouse. Remove the grid and pay attention to the barrel, on which stands the rabbit figurine. Now you need to find a tap with which you can fill the bottle with alcohol for the boatman.

Go back to Goswin's house, go right and enter the brightly lit house. This is a bath. The crane you need lies on the left of the barrel. Talk to the man in the vat and the woman on the stool. It turns out that the woman is a messenger and carries an important message for the local merchant, but is wounded and forced to resort to the services of a bath attendant. The man in the tub will name the merchant and add that the wounded woman is in love with him (a sailor, not a merchant).

Take the towel hanging from the far vat and go outside. Approach the man at Gosvin's house and take the broken mirror. Repair it with "Nuri skill" and wipe it with a towel. Ask Nuri to go to the bathhouse. Follow and give the mirror to the wounded woman. While she is watching Nuri, take a scroll from the knapsack at her feet for Harma.

Return to the warehouse. Drive a tap into the barrel, then hit the tap with a rabbit. Apply an empty bottle to the tap and pour alcohol. Give the bottle to the boatman.



Return to the bathhouse and ask Nuri to go to the pier. Already there, ask her to steal a fish from the fisherman (first consider it near him). Then go to the location with the fisherman, talk to Nuri again and she will give the fish. Use the knife on the fish to get the skeleton.

Go right to the ship and talk to the guard. Introduce yourself as a messenger, say that you need to deliver a message. In order to get to the merchant, you need to answer three secret questions: what is Harm's profession, what animal does Harm like best, what is Harm's favorite wine. Until you know the answers to the last two questions (they will not be in the list of answers). The answer to the first question: "an honest merchant." If he doesn't show up, talk to the man at Gosvin's house (Zharre). He will also provide answers to the other two questions.

Ask him about Harma and he will say that he loves money the most. Go to the guard on the ship, answer the first question correctly, and on the second choose the option: Money. He will complain about Heron's ignorance of smuggling jargon.

Ask Jarre about it. He has a sheet with a translation, but in response, Jarre will demand to bring him a figurine. Go to the warehouse.

The desired figurine is on the top shelf of the rack. Break the glass tube with "Heron's skill" and the figurine will fall on the middle shelf. Remove the wooden bolt holding the shelf from the post. The shelf will tilt, the figure will move to the floor. Give it to Jarre and take the translation. Examine the sheet. The correct answer is Moths.

Regarding wine, Jarre will joke that the merchant loves Red Heron. In fact, a single bottle is drawn on the transfer sheet, next to which a frog is drawn. This is the correct answer - frog wine.

Return to the guard and correctly answer his questions: "Honest merchant", "Moths", "Frog wine".

The guard will let you through to Harm. Talk to him, you can choose any answers. Harm will give Heron an anchor on a chain. Use a fish skeleton on it to get an amulet similar to Harm's amulet. Then look around the cabin, open the top shelf of the sideboard and take a bottle of fish oil, which Harm uses for treatment. Open the cabin window. Examine and take a candle from the sideboard (you must inspect it, otherwise you won’t be able to take it). Light the candle by aligning it with the flint in inventory and use it on the bells on top of the whale box. To get out of the cabin, Geron will give the bottle of fat to Harm. Now you need to find a way to steal his key from Harm.

To do this, on the pier, remove the hook from the hanger with hooks and return to the bathhouse. Talk to the attendant about the powder for the wounded and used bandages (they cause a terrible frequency) - after that, the attendant will start throwing the used bandages out the window.

Take the bucket behind the bath attendant and go outside. To the left of the door is a post on which you need to hang a hook and a bucket. Take the used bandage from the bucket.

Find Nuri (should be near the boatman) and give her the fish skeleton on a chain. Tell her what to do. Geron and Nuri will go to the bridge next to Harma's ship. Climb to the bridge above the cabin and turn the helm twice to lower the boat. Return to Nuri and ask her to sit in it. Climb up to the bridge and turn the steering wheel once. The boat with Nuri will be next to the window of Harma's cabin.

Enter Harm's cabin and take the bottle of fat from the locker. Combine it with the bandage and give it to Harm. He will begin to itch and remove the chain with the key from his neck. Talk to him by choosing the "Distract" line, ask questions until Nuri steals the key and notices it with a fishbone. Then exit the cabin, lower Nuri down, talk to her and take the key. You can ask her to get off the boat.

Enter the cabin again. Open the whale box with the key, take the prism. Take the wooden box from the sideboard and place the prism there. Throw the prism box through the window and leave the ship.

The box will float in the water next to the ship. Apply a hammock (net) to it to get it. Go to the ferryman and talk to him. Geron will call Nuri and they will set off.


Fanglari

Talk to Nuri, you can choose any replicas, the result will be almost the same.

Pick up the shovel handle by the fire, take out the ax from the wall of the rickety hut opposite. Chop off the wooden stick from the structure on the left and pick it up. Combine the stalk and stick and get an oar. Use Nuri's skill on the boat to repair it. Then apply an oar to the boat and click on the arrow to sail away.

Take the rope from the boat. Go to the dry tree in the center of the screen and chop it down with your ax to make a bridge to the tree in the center of the swamp. Go there and tie the rope to the curved bough. In order not to return here, dig a strange toothy plant on the right with a shovel-oar.

Repair the oil lamp on the left with Nuri's skill. Examine the peacock statue in the center (just inspect, RMB). Nuri will come up to her and touch her. Then talk to Nuri and ask him to touch the statue again. A beam will break out of the statue, which will be reflected from the mirror, and the eye will look to the right side.

Go to the left, take the lamp and apply a flask of water to the oil spilled nearby. The lamp has no wick - it cannot be lit.

Apply Heron's skill to the eye - its protective shell will crack. Then turn the peacock around and the eye will turn for the beam. Take the mirror on the right. Go right further, pick the mushroom near the pond, then use the hammock (net) on the flying dragonfly to catch it. Go back and rotate the peacock statue again so that the eye is looking to the left. Go right, pick up the petrified bat (opposite the woman with the mirror). Apply a mirror to the holes on the right. Put a plant in a large hole, and then apply flint to it. He will spew fire, and the eye, devoid of protection, will close.

Return to Nuri and go behind the rocks on the left. You will see a staff with a wheel that looks like a torch. Install a prism on its top. Examine the circle with three cells. Put a dragonfly in the top cell, a lamp in the left cell, and pour oil in the right cell and set it on fire. Return to Nuri and turn the peacock one more time. The light will bounce off the mirror you placed on the right and enter the middle of the circle. Return to the circle and turn the wheel on the staff. You will see the symbols on the circle light up.

Turn the wheel so that the beetle and the bird near the top basket light up. Then turn the prism and the gate to the Fairy World will open. Raven will fly here and Nuri will come. She learns about Heron's lie and pushes him into the portal, and she herself will go with Raven to the harp.

Three impossible tasks


Talk to the gate guard. He will say that there is another gate, but the Queen has forbidden to use it. Walk left and go up the stairs. Talk to the guard and he will take Geron to the Queen.

Persuade her to open the portal to return home. As a result, the queen will make a decision - you need to complete three impossible tasks: get an apple from the garden, make a life-size statue of the queen and paint it with all the colors of the rainbow, make a sighted raven statue. At this location, take the bowl and basket.

Exit through the same passage through which you entered and talk about everything with the guard. Then, after talking to the peacock in the center of the room, you will find out that he replaces the clock here and is friends with the gate guard. Now go to the door on the left (not the passage, namely the door next to the window) and you will enter the gallery.

Take the crystal on the left, tear off the horns from the left sculpture and repair them with Nuri's skill. Turns out it's an onion. Then take one of the props that surround the sculpture. Combine it with the goblet. Apply the crystal to the same holder on the right, and a passage to the second floor will open. Climb up there, take the colored sphere and the spear from the mouth of the fish.

Go downstairs and put the sphere in the lower basket, in front of the painting. Step outside and you will see that the season has changed to summer. Apply the spear to the upper pool, and then take it from the lower one and you will see that it has turned into an arrow. Combine it with the bow.

Through the bars (in the garden) shoot the apple. Go to the art gallery and turn the painting over. Return to the main hall and look at the garden - it turned over and the apple fell through the hole. Go to the upper right passage to the gate guard and get the apple from the well in the center of the hall. The first task has been completed. At the same time, use a goblet on a stick to collect honey.

Return to the main hall and talk to the Peacock on all topics. It turns out that if you put an object on the compass, the hermit crab will turn to the smell. In winter the wind blows from the west, in summer from the east. The peacock sleeps only in winter at night, and determines winter or summer by the murmur of water and the sighs of a hermit crab. In addition, Peacock has a gatekeeper who recently had a birthday as friends.

Put the bowl of honey on the "west" mark, the creature will turn its nose away, and on the contrary, there will be a path to the statue. Go there and find a can of paint (add honey to make the paint orange). To use it, you need a brush or something like that. Peacock tail feathers can help here. Peacock has already reported that he sleeps at midnight in winter.

Go to the gallery and pick up the orb (or put it in the basket on top). When you get out, winter will start again. Go to the creature by the compass. Put the bowl of honey on the "south" mark and the peacock will fall asleep. Climb down and pluck the feather from his tail. At this point, a bug is possible - the Peacock will lose his head, but the tail will not fold. Just move the goblet of honey to another space, and then return it to the "south". Should help.

Set the bowl to the west and return the multi-colored ball to the holder on the ground floor to make summer. The bridge to the statue will appear again. Go there and dip the pen into the paint (if your pen is in red paint, go back to the compass, take the bowl of honey and dip the pen into the honey). Go to the art gallery and get a multi-colored ball from the mount.

Climb up to the second floor. Place the statuette of the queen (it can be found by the well) on the ladder and remove the crystal from the holder to make the image flat. Put a multi-colored ball in the mount and draw a feather in orange paint along the ladder. At the same time, the figurine will also be painted over. Put the crystal in the holder to make the ladder and figurine voluminous. Take the figurine and the colorful ball.

Go down to the first floor and put the multi-colored ball in the first floor fixture. Exit to the main hall and throw the multi-colored figurine into the lower tank (the painting should still be upside down). Now the water flows backwards, and from a small figurine you will get a large one. Fish the figurine from the upper tank. The second task has been completed.

Go to the gate guard. Explain that you have found a dark place for him, then answer that this place is an empty eye socket, then he will dream of his birthday there. Take the animal and go to the statue (the bowl of honey should be in the west, the multi-colored ball should be inserted into the fixture on the first floor of the art gallery). Put the basket in the left eye socket and put the gate guard in it. Ask him to open his eyes - in response, he will offer to talk about his birthday. You know the answer only to the first question about the participants of the holiday, which Peacock prompted. Go down to the main hall and click on the large shell, which stores information about all the intricacies of the animal's birthday (dances, music and raisin cake). Return to the gate guard; now four lines should appear in the menu of dialogues about his birthday, after which the animal will finally open its eyes. The third task has been completed.

Go to the queen. Give her the figurine and the apple and talk about the eye in the bird statue. You will receive a key to the portal. Head to the compass and insert the key into the plinth at the edge of the platform. A portal to the next world will open.


Dream Room


Go all the way to the right until you see a portal in the middle. Try to enter it, but a voice will stop you. Geron will go to the right and meet the Queen's sister. Talk to her. She will offer Heron to plunge into his nightmare in order to overcome him. Say you're ready.

Geron will be in his room. Examine the closed door, the hooks on the wall - each of them makes a sound. Open the chest and take the flute. Now jump into the chest - you will find yourself in the parking lot of Isis. Take the bone key from the window. Go back and exit through the door - you will find yourself in the same place again. Take the fire and break the hourglass that is hanging on the rope from above. Pick up the shard. Return to Heron's room and use the bone key to open the lock on the door. Geron will be in the forest. Pick up the feather of the raven. Pull back the curtain and you will see Nuri. Talk to her, but the crows will interfere. Use the shard on the curtain and cut it off. Geron will hear voices again. Use the flute on the raven. Talk to Nuri. She will give Geron the ring of the Prophet.

Return to Heron's room and hang things on the hooks in this order: curtain, flute, feather, fire, ring.

Geron will return to the fairy and she will report that now the gate will let him through. Go left and go through the portal.


Homecoming


Geron wakes up in Nuri's hideout. Cut the bush with a knife to get through. Take the icicle frozen to the source and the mandrake in the middle of the site.

Go outside, use a knife to cut off the lichen on the left. Go towards Andergast. Talk to the already familiar knight Bogumil the Wrathful, he will tell you about what is happening in the city now. Pluck the surviving oak branch from the tree. Move further into the city.

Talk to Olgird, he confesses that he killed Ulfrid and wants to commit suicide. You can talk him out of it, or you can let him do what he has planned. If you decide to dissuade, then at the end of the dialogue, ask to give the pitchfork. Otherwise, you will have to come back for them in the next chapter and remove them from the body. To dissuade Olgird, you need to choose the following remarks: "Get trust" --> Say that the prophecy did not come true. and "Prove innocence" --> Say that Olgird was cursed. To both of the replicas, Algird should respond: "Do you really think so?". If everything is done correctly - Olgird will give the pitchfork. Don't forget to pick up the pitcher at his feet. The one that started it all.

Enter Gwynnling's house. Open the chest in Heron's room and take the needle and thread and the green clothes. Take the pigeon egg out of the cage.
Climb up to the second floor. Pick up the pieces from the floor. Take the herbarium book from Gwynnling's table. Examine the oil burner and use the flint on it to light it. Examine the nightstand by the window, one of the drawers is stuck. Open the second one and use the knife on it. From the hidden bottom, get the scroll with the recipe.

Examine the map on the right (RMB), Heron will say that there is an inscription in small print.
Use Nuri's skill on the shards to repair the container. Put it on the burner and add the icicle, mandrake and egg to it. Apply the lichen to the herbarium book to find out what it is called, and then add it to the container as well. You are missing the last ingredient, leave the house and go to the market.

Use the knife on the closed tent and get a piece of cloth. Move the pitcher away and find the root underneath. Apply the root to the herbarium book and find out that this is the desired ingredient. Go right towards the magic academy and talk to its guard. He will report that Geron will be able to enter inside only by order of the king.

Return to Gwynnling's house and brew the potion (add the root to it). Take the container and go to the king's castle. Find the window in the arch opposite and talk to the guard. Then turn the handle of the mechanism to lower the old flag. You need to make a new flag - apply oak leaves to the green clothes. Then apply a knife to it to cut green leaves from matter. Apply the leaves to a piece of white cloth. Return to your house and exit the city. Talk to Bogumil again and he will give you part of his banner (with a crown). Attach a red crown to your flag with green leaves, and then apply a needle to it. The flag is ready. Go to the castle.

Combine the flag with the potion, then hang the flag on the flagpole at the royal castle. The ravens will disappear, and Geron will be with the king. During their conversation, Raven will fly in and demand the ring. As a result, the king will give Heron permission to visit the Magic Academy.
Exit to the street and go to the right of Hilda's kiosk. Knock on the door of the guard and say that you have permission to go inside. Go to the courtyard of the Academy.


magic academy


Open the door of the Academy and in the corridor go to the right carved door. This is the library where Giacomo works. Talk to him on all topics and tell him that the Prophet has moved into Raven and demands a ring. Jacomo will explain that the ring is hidden in the Academy, but only the master knows where exactly. The Magister, in turn, fears the Prophet and has barricaded his door with magic. Take the decanter of wine and the magnifying glass from the table. Examine the bookshelf and read quotes from books. You can read all the quotes on the tablets (RMB) and listen to Giacomo's comments.

Go out into the corridor and remove the tapestry from the wall. Get out the window and find yourself on the roof. Go to the next window and look into it. Then apply the pitchfork to the window and climb inside. Examine the notes, try to talk to the master, but he went crazy. Pick up his hat from the floor, read the inscription on the plate on the back.

Return to Giacomo and ask him what the phrase that the master repeats means. Go home, go up to the second floor and use the magnifying glass on the painting. Heron will read the inscription. Return to the academy and talk to Giacomo. Then go to the bookshelves, select "Geography" and then "Raven's Peak". You will learn that this place is located in the forest outside the city, there should also be a magic harp.

Go out into the corridor and examine the three boards on the wall. After that, a hand icon will appear near the far right. Apply a knife to it and find a secret compartment. Get the key out of it. Examine the board in your inventory and you will see that if you turn it over, the letters on it turn into numbers: 5, 12, 1, 3.

Exit to the courtyard and insert the key into the hole in the center of the circle. Now you need to correctly click on the plates with images of the gods. Right click on the name of each god on the plate to learn about it. You will learn that Praios is considered the supreme god, which means that we will count from him. Count clockwise, you need to click on the plates: 5, 12, 1, 3 (Boron, Rahya, Praios, Efferd).

The stone slab will turn into a spiral staircase, go down. You have found the vault of the Prophet's magic ring. Go down to the very bottom, break the jug in your inventory and apply it to the ring. Then use Nuri's skill on the fragments. Apply the wizard's hat to the candelabrum above the ring. Pour wine into the hat and use the knife. The ring will pop out of the jug, take it. Go to the library and talk to Giacomo.

A replica should appear in the conversation "change the magic word" ("Prophet's Artifact" --> "Focus"). Geron will tell that he saw in a dream how the prophet pronounced "Corvus", and together with Giacomo they decide to reprogram the ring to the word "Satinav". Then "Departure" will appear in the dialogue menu, and Geron will go to Raven's Peak.



Once near the fortress, first get rid of the monsters. Break the ice in the center of the lake where the statue stands with Heron's skill - to do this, click the "skill" on the statue itself. Monsters will gather around the statue. Examine the catapult on the left and take the lever in the snow near it. Climb up to the top catapult.

Examine the catapult and Heron will report that it is frozen. Apply flint to it. Apply the lever to the catapult mechanism and turn the wheel. Pick up a stone from the ground. Use the knife on the horse's corpse, cut off a piece of skin and meat (in two steps). Apply a piece of leather to the chain hanging from the catapult. Put the stone in the bag and press the lever.

Climb down, the enemies are neutralized. Pick up the broken pole on the ice and repair it with Nuri's skill. Combine the pole with a piece of meat. Enter the cave, the far entrance to the harp is guarded by crows. Use the pole on the pile of stones at the entrance to this location. Crows will flock there, and Geron will be able to pass. Go to the second cave.

Heron will be attacked by one of the monsters. Use Nuri's skill to repair a broken and flying knife. Use Heron's skill on the icicle above. Heron will pick up the bone. Apply the bone to the knife, Heron will pull and pick it up. Use the knife on the creature to end it.

Geron will find Nuri playing the harp. Talk to her. Then talk to the Prophet. Click on the arrow to talk to Nuri again. Use the ring on her, then use the ring on the Prophet. Choose any replica.

However, this is not the end of the story of Heron and Nuri. It will continue in the game Memoria.