The Whispered World Walkthrough Walkthrough for The Whispered World

Chapter 1. Autumn Forest
That night Sadwick had another nightmare.
When you wake up, open the door and go outside. Automatically you will come to a caterpillar named Spot, which is located in the center of the clearing. The person juggling red balloons near the van is your brother Ben. He says that Spot needs to get drunk.
Approach the trough to the right of Ben and dip Spot into the water. When he jumps out, he will change shape and become round, like a ball. Move the cursor to the top right corner of the screen. The picture will wrap up and you will see the Spot menu. It can take on five different states, now the first two are available to you - Spot Caterpillar and Spot Kettlebell.
Look at the clearing. Besides Ben, your grandfather is sitting near the second van. On the right, a dragon named Bruno sleeps.
Try to go to the left to explore the forest, but you will immediately come back. Ben will laugh and say that you have topographical cretinism. Talk to him fully and find out that Grandpa has the compass and Ben hid the map in his van. It's not easy to find because Grandpa always confuses it with recipes. Ask Ben what you need to do today, and he will say that you need to practice the Cannon Flight trick.
Go to the van. Open the drawer on which the candle stands (icon "hand"), and see what is inside (icon "eye"). Get a to-do list for today. Please note that today you need to practice saying the alphabet with a burp, do the Cannon Flight trick, watch the sunrise, clean the van, get an audience (with whom, I wonder?), wash Bruno and feed Spot.
Look at the flyer above the bed - it shows the Cannon Flight trick. Come to the stove. The damper cannot be opened because the handle is broken. There is a hole in the chimney upstairs. Give Spot a normal look (“caterpillar”) and apply it to the hole (“hand” icon). Spot will open the stove from the inside and, sneezing from the ashes, will roll out. Look in the stove and take the chest. Click on the head of the bearskin and take the key. In inventory, combine the chest and the key (select the key and apply it to the chest) and take out the card.
Tear off the paw from the skin - it will come in handy.

Go outside and take a shovel with you, which is on the left at the entrance.
Talk to grandpa. After a long conversation, he will give you the compass.
Open the door to the second van. To the right of the table, take the false teeth and the handkerchief on which it lies. There is a hair net hanging on the left wall under the shelf with jars, take it with you. Close the door from the inside and take the cork from the bottle, which is to the right of the door. Smell the soup ("eye" icon) - it's made of oil.

In the foreground of the screen, there are fire dragon traps that can be used in place of lanterns in the evening. To turn on the light, you need to put a red egg in the trap, which you don’t have yet (by the way, Spot’s favorite food is fire dragons).
Go to the forest.
A map will appear in front of you, select the new location "Shore".
Meet a man named Bobby. Talk to him about ezgil, which he is afraid of. Bobby is the king's messenger, or "chaski", and carries the Whispering Stone back to the king's stronghold, the Crown. This stone is a very important thing: it is used to prevent the end of the world. Sadwick also wants to become a Chasky, so Bobby will offer him to take a test - to catch a fish.
There is a branch in front of Bobby's feet. Pick it up and combine it with the hairnet in your inventory to make a net. Throw it into the lake and a fish will automatically appear in your inventory. Give it to Bobby, and when he eats it, Sadwick will automatically pick up the fish bone.

Tell Bobby about the nightmares, and he will advise you to go to an oracle named Shana, who can help interpret them. Where exactly Shana lives, Bobby does not know, but he will put new points on the map. You will have the locations "Ruins", "Cave" and "Tree".
Click on the map on the location "Ruins".
Go left across the bridge. The road to the gate is overgrown with bushes - you need a knife.
On the left is a statue with its tongue hanging out. Read what is written in the language: “In memory of the mighty sea eyes. They have been watching our world for thousands of years. They watched us from thousands of eyes. We offered them a green round fruit as a sacrifice. They have rewarded us by bringing light into our lives."
The forehead of the statue is overgrown with moss. Wipe it with a handkerchief and you will see a hole. Obviously, the statue is some kind of mechanism that needs a key.
At the base of the statue, pick up two turtles - they will come in handy.

Return to Bobby for advice - you will learn that the Whispering Stone can be used as a key to the statue. Take it from Bobby and return to the ruins.
Insert a stone into the hole - the earth will shake, the stone will fall to the ground, and Spot will immediately swallow it. Bobby needs to be told about this misfortune.
Return to the shore, but Bobby is gone. Pick up a knife and two bombs near where he sat. Return to the ruins, cut the bush with a knife and move on. You will get acquainted with two stones lying by the path and plotting to enslave the world. They will ask Sadwick three questions to which you do not yet know the answer. One of the stones will tell you, so just repeat after him: - what does Shana look like? It's a snake
How many eyes does the Moreye fish have? Eleven
Where does Kalida live? On an island in the middle of a lake
As a reward, you will receive a stone powder in a bottle, which will automatically appear in your inventory. To the right is a door in the middle of the road with nothing behind it. The stones say that this is the door to Shana's house and she still lives in the house.
Open the door and go through it - Sadwick will immediately return back. Talk to the stones - you cannot enter the house in the usual way. Stand to the left of the door, and when you see the down arrow on the screen, exit the door on the back side to the path.

Examine the chair, the parchment rack, the globe, and the large clock. Go outside and talk to the stones. They will explain that Shana can only be seen half an hour after midnight. Return to the house and approach the clock - it lacks an hour hand. Take out the fish bone from the inventory and apply it to the dial. Click the left mouse button on the minute hand and it will light up. Click on the dial on the number VI, and the hand will move. Set the hour hand to XII in the same way. Press the button in the center of the dial, and if everything is correct, a beam of light will fall on the parchment rack.
Take the parchment the beam is pointing at and read: "Do a favor for the sleeping giant." Open inventory and look at the to-do list - at 12:15 you should wash Bruno.
Set the clock to 12:15 and read the following note: "Colors are returning to this world." Check your to-do list - dawn starts at 5:30. Set this time and Shana will appear in front of you.
Talk to her about your nightmares and tell her that you are helping Bobby. She will reply that your mission is to return the Whispering Stone to the king's fortress. This will help Kalida, who lives on an island in the middle of the lake. The fire that wanders in the dense forest will help you find the island. Entering a trance, Shana will say that Sadwick will destroy this world, and when she comes to her senses, she will ask you what she was talking about. You will have to lie and tell Shana that your mission is to protect the kingdom.
Go back and near the statue you will see a triton playing with a red egg. At the request to give the egg, the newt will grumble something with displeasure - you need to find a way to take it away, because you have run out of eggs and it will be dark in the circus in the evening.
Select the location "Tree".
There are fireflies flying around him - apparently, this is the will-o'-the-fire that Shana was talking about. Try to catch the bugs - it doesn't work ("hand" icon). Look at the tree - fireflies fly into the hollow. Please note that there is resin on the tree above and to the right of the hollow.

Plug the hollow with a cork and try again to catch the fireflies - now they will fly away under the stone.
Move it aside with your hand and dig a hole with a shovel. Climb down. Walk to the left and touch the ground - it smells like gasoline. Climb up - you will find yourself at the top of the tree. Click on the island in the middle of the lake - how do you get there? Probably need to do the Cannon Flight trick.
Return to the circus and go to your van. Examine the leaflet above the bed again. To perform the trick, you will need a gun, a bomb, a fuse, a nozzle, a parachute and a Sadwick as a projectile.
As a parachute, grandfather's pantaloons are suitable, which dry on a rope between the vans. Try to take them, but Ben won't let you. Go to the trick and ask what he is not afraid of. Ben will answer that he is not afraid of spiders, tigers and other living creatures, but is only afraid of the Ezgils. Next, you must find out the appearance of Ezgil - for this, you need to choose the only correct one from several options. You should end up with a two-headed monster with claws and teeth. (If you answer incorrectly, you can talk to Ben again).
You already have teeth - this is grandfather's false teeth. Two heads are also two turtles. The claws will be replaced by a bearskin paw.
Now all this needs to be fastened - resin from a tree will do, but it must be poured into something. Select the location "Cave".
In front of her are several totems, one of which has a bowl on it. You can’t tear it off yourself, you have to use Spot. Turn it into a "weight" and apply to the bowl. Sadwick will throw Spot and the bowl will break off.
Go into the cave and look at the giant web blocking the way down. Sadwick is afraid of spiders, but the cobwebs need to somehow get rid of, because there might be something useful hidden underneath. Return to the tree and collect resin. In inventory, combine the bowl with the jaw, add turtles and a paw - you get ezgil.
Return to the circus and show the monster to Ben. He gets scared and covers his face with his hands. Quickly take away the pantaloons, and at the same time the red ball that he juggled (if you didn’t have time, show him the monster again). Go to your van and pick up the fallen hat - it will come in handy.
Return to the location "Ruins" and throw the ball to the newt. He will run after him, and you will take the egg. Go to the circus and put the egg in the dragon trap - the fire will light up. Because Spot likes to feast on dragons, cast on Spot's trap in the "caterpillar" state, and you will get a burning caterpillar ("matches"). Go to the cave and burn the web with the burning Spot. Go down the steps - from the darkness, eyes look at Sadwick. Count their number - it should turn out 11. Use Spot on them in the form of a weight, and the cave will light up - it turns out that this is a huge fish with 11 eyes. At the bottom right is a rope - a very useful thing for making a wick. Go to the circus, dip the rope into grandfather's soup - the wick is ready. The nozzle for the gun is missing. Go to your van and pick up the fallen hat, in inventory, pour stone powder on it, and the hat will petrify. Return to the tree and climb into the hole.
Use bombs and a wick on the gasoline on the ground. Light the wick with Spot in the "match" state. Climb up. Plug the exit with a hat and sit on it (hand icon).
The fuse will burn out, the bombs will explode, the hat will pop out of the tree, and Sadwick and Spot will fly towards the island. Pantaloons as a parachute will slow down the fall.

Chapter 2
After waking up, talk to Monk Mulahai. When he leaves, inspect the area. Nearby stands a statue on which is written that "Kalida has her ears in the water." Near the walkways, a stick sticks out of the water, which cannot be pulled out yet, in the lake there are some strange bubbles.
Go right and pick up the shovel handle at the next location. Follow the suspension bridge to the village. You will see a bell that does not have a rope. Go up - the first house is closed. Move on. The second house is open, Bando lives in it.
Talk to him fully. Bando will tell you how to wake up Kalida: you need to ring the bell, blow the bugle and start the pearl factory. The owner of the island is Ruben, who lives on top of a cliff.
Ask Bando for permission to take the ladder that stands against the left wall. Look at the bearskin on the floor and take the fang. There is a key hanging to the right of the door, but Bando won't let you take it. Go right. Here is a door with no handle, and a mechanism with a lever and gears. There is a box near the door, open it, and a red bird will jump out of the box. Pick up the gear and the ax (on the left).
Return to Bando and ask him about the bird - it's yaks. So that the birds would not sing and wake up Kalida, Ruben ordered candles to be placed all over the island, because yaks are afraid of the light. The locked door leads to the other half of the island, where Mulahai lives. Go down to the level of the locked house. Go right to the factory, go inside and pick up the flint from the floor.
Go down and cross the suspension bridge to two candles (where you took the shovel handle). A rope hangs from the bridge near the left candle, use flint on it. In inventory, combine the fang and the rope. At the same time, make a shovel - to do this, go down to the statue, chop off a piece of stick with an ax and combine the handle and stick in your inventory.
Return to the bell, use the rope on it and ring. Ruben will call Bando to him.
Return to Bando's house and take the key, and at the same time the sock from the stool on which he was sitting. Go down to the locked house and open the door. There is a horn inside. Try to blow into it (the “mouth” icon), but nothing will work - something is stuck inside. Take Spot-"weight" and apply it to the bugle. Spot will push his grandfather's pantaloons out of him, and he will sound. Ruben will call Bando again.
Take with you a conductor's baton (on a chair) and notes (on a wall).
Go outside and look at the pantaloons stuck in the stones. Try to take them, but it will not work - do not reach out. Return to Bando's house and close the door from the inside. To the left of the door you will see a mouse hole. Use your hand on it, and eyes will shine in the mink. Take the sock out of inventory and use it on the mink. When the mouse jumps out, it will begin to gnaw on the sock. Obviously, she likes to chew on clothes, and that's what you want. Take it with you, return to the stones and use the mouse on the pantaloons. (Sadwick will hold the mouse by the tail, and she will cling to grandfather's pantaloons with pleasure.)
Go to Ruben at the very top of the island. If Sadwick says that he can't enter because Bando is there, go down to the suspension bridge (so no houses can be seen on the screen) and go back.
Ask Reuben why he doesn't want to run the factory. He will answer that he already has 10,000 pearls, but he does not need more. He will also tell about the other side of the island, where the monk Mulahai lives, who guards the yaks. Reuben's pet, a barking crocodile named Kerrek, sleeps next to the table. Get outside. There is a window to the left of the door, use the ladder on it. Climb inside - Ruben is sleeping. Try to go up the stairs to the second floor, but the crocodile will wake up and bark.
Go outside and climb through the window again. Tie Kerrek's mouth with grandfather's pantaloons and go upstairs. Take one pearl and go outside.
Ruben wakes up and realizes that one pearl is missing. He will require Bando to run the factory, which is what you wanted.
Go to Bando - he needs a shovel. You already have it, so give the shovel to Bando and he will leave to mine the ore.
All conditions are met, but Kalida did not wake up. What to do?
Return to the factory - it is now lit up because Bando is looking for the pearl. Note that on the right wall is a press with five recesses. Find the second half of the broken gear on the floor to the right near the glowing stream of light. Go to Bando's house to the locked door.
In the foreground of the screen are a vise. Put both halves of the gear in them and apply on the Spot gears in the "match" state. Sadwick will automatically put the whole gear into inventory. Approach the mechanism and hang the gear on one of the pins. Click on the lever and the leftmost wheel will start. It is necessary to take the gears in turn and install them in the pins so that they continue to spin. When everything is correct, the door will open.
Go through the clearing to Mulahai's house. Talk to him fully.
Candles on the island are needed in order to prevent yaks from migrating. If they are blown out, the birds will meet the other five in the dark, go ashore to the statue, sing a song and wake up Kalida. If she wakes up, it will lead to dire consequences for the island.
Mulahai plays chess. You need to help him solve this puzzle - arrange eight chess queens so that they do not hit each other. Here is one solution:

After that, Mulahai will say that he will no longer light candles.
It's time to look for the birds.
You already have one yaki - from the box near the door with gears.
Take the extinguished candle with you, which is behind Mulakhai, and go out into the courtyard.
Extinguish all candles along the way (the “mouth” icon). When all the candles in front of Mulakhai's house go out, you will see yaks in the clearing.
Try to catch him (the "hand" icon), but the yaki will fly to the barrel near the house. Click on the bird again, but it will fly back. Take Spot in the form of a "weight" and put it on the barrel. Click on the yaks - now the bird will fly to the sign in front of the house. Click on it again and the yaki will fly back to the clearing. Cut down the pointer with an ax and click on the yaks. Finally, the bird will go to the forest. Follow - there are already four yaks sleeping under the tree. Obviously, the fifth bird, when you find it, will come here.
Return to Reuben's house after extinguishing all the candles in Bando's house. Climb through the window on the stairs and go up to the second floor. The squeak of a yaki can be heard in the room - it looks like it is hiding under the bed. Near the stairs, there is a nail in the floorboard to the left of the bed. Hang an extinguished candle from inventory on it and light Spot in the "match" state. The bird will jump out from under the bed and run away. Leave the house and go to the forest. All five yaks are there, but they are asleep and do not react to anything. How to take them to the shore? Obviously now everyone needs to find a mate.
Return to the factory, take Spot and apply it to the press. Turn the valve on the left wall, and the Spot will turn into five small spots that will fall down (the state of "pebbles"). You need to pick up Spot, but Sadwick will refuse to jump down. Return to Reuben's house and take the ladder, put it on the hatch in the center of the room and go down after Spot. Call him with you and go to the forest to the yaks. Use Spot on them and the birds will wake up. Lead the entire brood to the shore.
Time to get into music.
Get the notes from inventory. Knowing musical notation is not necessary, remember the location of the notes in height from left to right. Take out the conductor's baton from the inventory and click on the yaki like this: the first note is the highest, which means it is the top yaki, then the second note is the second highest, which means it is the yaki on the branch below, then the lowest note, which means it is the yaki on the lowest branch, etc.
Kalida will finally wake up - it turns out that this is a huge bird, on the back of which this island is located. She will carry Sadwick and Spot to the road to Corona.

Chapter 3
When you wake up, go right. In front of you is a closed door with an image of a skull. There is a stone next to the door, pick it up and stand on the platform on which it lay. Sadwick will guess that it is some kind of mechanism. Go left and look at the foreground of the screen - in front of you are several stone structures that, when moving, move and fold into one, similar to a skull. On the left are five lever-bones. Try to move some lever and return to the platform - you will see that one of the structures has moved a little. Set the levers so that in the end the structures turn out to be a skull, and to check you need to stand on the platform.
The solution is to move the second from the left and the rightmost lever. If everything is correct, the door will open.
Go down the stairs a little. Below is a lizard named Gurney, and it is better not to mess with him for now. Approximately in the middle of the stairs on the left there is a yellow window. Look into it (eye icon) and you will witness a conversation between two ezgils who are planning an attack on the King. When they leave to inspect the troops, take the rope under the window you are looking through.
Return to the stairs. In inventory, connect the rope to the stone and go right. A huge horn hangs above Gurney's head, use a rope on it - it will wrap around the horn. Sadwick will pull the rope, the stone will swing and hit Ezgil on the head. The path is clear.
Go to the office and look at the plan of attack that is on the table, at the two discs with arrows and at the bucket that is on the top left. When you are about to leave, a chief ezgil named Luko will enter the room and arrest Sadwick.
In the prison cell, go to the door and look through the keyhole - a key sticks out from the outside. There is a hole cut into the door below for food. Talk to Gurney (mouth icon on the door) and ask for food. He will slip a tray of food under the door and say that the previous cook was executed, and he is going to look for a new one. Take away the tray of food - it's all moldy. Go to the barred sewer window and use the tray on it - it will become sticky. Place the tray in the food slot.
Along with the tray, Gurney gave a spoon. If you try to use a spoon on the keyhole, then it will not crawl through. So dig through the hay pile (eye icon) and Sadwick will find the needle. At the same time, grab some hay - it will come in handy.
In inventory, combine the spoon with the needle and apply this design to the keyhole - the key will fall out and stick to the tray. In inventory, combine the spoon and tray and you will get the key. Open the door and go outside.
On the left is a suspension bridge, fixed with a rope - you need a knife.
Go right, look at the grindstone. Then the door to the kitchen is open, go inside and pick up a rib near the table, and take chopsticks and a bowl from the table. Go left - a huge cauldron is boiling here, and a brown animal is sitting next to it. If you try to touch him, he will grab Sadwick's arm.
Go outside and go right. The next door is closed and has no handle or keyhole. Enter the rightmost door and Sadwick will be on the third floor of the village (1). Enter the leftmost door (2) and Sadwick will be taken to the third floor on the right side of the village (3). Enter the rightmost door and you will find yourself in the weapon room (4).
Return to the office and cut the rope from the horn with which you stunned Gurney - you have a bowstring. Go to the grindstone and sharpen the coin, in the inventory, connect it to the edge - the arrow is ready. In inventory, combine the arrow with the bow, and the bow with the rope. Go back to the log and shoot it. Grab the rope (hand icon) and jump over to the other side.
Approach the frog, but it will jump into the water. Put a sticky tray on the bump she was sitting on and move away. The frog will jump onto the tray and stick.
Go to the kitchen and throw it into the cauldron.
The last ingredient is something of yourself. Spit in the cauldron (mouth icon).
Sadwick will say that the soup is not hot enough. Throw hay into the fire and blow it up (mouth icon). After that, take out the bowl from the inventory, apply it to the cauldron and put it on the table.
A gong hangs to the right of the cauldron - obviously, you need to hit it with the cook's club. When you do this, Luko will say that this is not the right sound. Use the club on the brown animal, and he will cling to the club. Hit the gong with the club along with the animal, and Luko will come to dinner.
Now you need to free Spot. Go to the study window and put the caterpillar into the "match" state. It will burn the cage and fall to the floor. There is a mouse mink under the door, turn Spot into "pebbles" and apply it to the mink.
It's time to get out of here.
Go to the kitchen and take the master key from the sleeping Luko, hanging on his belt.
You should try to use the key on the valve that you found in the location with the frog and see what happens.
When you open the lock and turn the valve, some water will pour into the large flask. Obviously, you need to find three more valves somewhere so that the flask is filled to the top.
Go to the prison and close the door from the inside. Set fire to the hay Spot in the "match" state - under it there will be a second valve.
Climb up to the armory. Go to the wall to the right of the armor and feel it carefully. If Sadwick says he's wrong, keep looking for the pixel when Sadwick says "there's something here". You will have an arrow in the secret passage, where the third valve is located.
Return to the office.
Hit the left arrow disk with the club and the room will move. The window will disappear and the door will remain open. Head outside and you will reach the second floor of the village (1). Enter the next door on the right (2) and you will be transported to the right side of the second floor (3). Enter the rightmost door (4) and you will find yourself in a secret room.
Close the door from the inside and pick up the plug to the right of the door.
There is a valve on the floor. Twist it, and then hit the left disk with an arrow with a baton twice. Come outside. If you try to go back the same way, the leftmost door of the second floor (1) will be closed. Therefore, from the secret room, immediately go to the third door on the right (5), and you will exit through the locked door of the first floor to the right of the kitchen (which is without a handle and a keyhole).
Return to the office - the door has disappeared, but a window has appeared. Look into it (the "eye" icon) and knock down the bucket with a fork.
Go back to the secret room (door of the first floor and door 4 of the second floor). Hit the club on the left disk once and go to the office. Now the door is open, take the bucket. Return to the location with a large flask. It is completely filled with water, and the big wheel in the background is working.
In inventory, combine the fork and bucket and apply this design to the lever. Make "pebbles" out of Spot and throw it into a bucket, then turn it into a "weight" and the bucket will lower. An elevator will descend from above, get into it and rise to the surface.
Pick up a round stone on the ground and go left. Look at the little man, the drying laundry to his left and two birds in the garden.
You will arrive at the locomotive. On the side he has a box for coal, apply Spot on it first in the “tape” state, and then “matches”.
The locomotive has a lock ahead. Tie it with Spot in the “tape” state, and then apply it to the lock in the form of a “weight”.
Go to King Coronu's castle.

Chapter 4
Break the branch at the gate - it will come in handy. The gates themselves are closed, but there is a gap under them. Make a “tape” out of Spot and apply it to the gap.
We play Spot.
Crawl left past Bobby to the wall of the left white house. Bushes grow near the wall, set fire to them with Spot-“matches” - there will be a mouse mink behind the bushes. Make "pebbles" out of Spot and send it to the hole - Spot will appear in the window above. Make a “weight” out of it and drop it on the board. There is a heavy stone on the other end of the board and it works like a swing. Before the stone falls back onto the board, put Spot in the "caterpillar" state, and he will fly away to the roof of the left house. Make “pebbles” out of Spot and throw it into the drain - it will fall into a barrel of water. Bring it to the "weight" state, the barrel will tip over and fall on Bobby.
Again climb into the mouse hole (“pebbles”), make a “weight” out of Spot and drop it on the board. Bring him into the "pebble" state, and he will fly to the roof of the right house. Make a "weight" out of it and jump into the hole.
Climb to the third floor and you will enter the observatory. Try talking to the astronomer, but he speaks in a strange language.
Approach the bookcase. On the second shelf from the bottom are four thick volumes of the encyclopedia. In order for Sadwick to understand the astronomer, the volumes must be rearranged in alphabetical order (for the English version, from left to right A-G, H-N, O-U, V-Z).
Talk to the astronomer. He will tell you that the door to the king's rooms is blocked because there is no water in the fountain of life (it is located under a spinning model of the planetary system). The fountain will work if the mechanism of the planetary system is repaired, in which one planet is missing - the Whispering Stone (it was eaten by Spot), and the mechanism must also be lubricated.
Take a piece of chalk from the board near the telescope, go down to the mechanism and take out a piece of crescent-shaped ornament from it. Pick up the handle, remove the door ring from the left wall of the cabinet. Take the key from the right side of the door and go outside.
Go downstairs and open the throne with the found key, take the crowbar, pliers and saw. Note that one of the floor tiles in front of the throne has a pattern. Pick it up with a crowbar and go to the coat of arms on the wall (“eye” icon).
In front of you are spots. You need to collect the coat of arms that you saw above the entrance to the palace. The tags are double, i.e. you need to assemble each half separately. When you've done that, place the tile in the missing spot and Sadwick will tell you to paint it royal blue.
Go outside, remove the handle from inventory and draw water from the well. Go to the door near the entrance gate and use the ring on it. Climb up to the alchemy lab.
Open the desk drawer and take out the mortar. In the inventory, combine the mortar and chalk, then the mortar and bucket of water - you will get white paint. Take the empty glass from the table.
On the left is a blender with multi-colored paints. The three bubbles in each top row are mixed into the middle bubble in the next row, and then all the colors are mixed into one large bubble.
Place the flask under the lowest vial and open the faucets as follows:
- top row - blue 1 time (open), purple 1 time (close). In the middle bubble below them, you should get green paint (blue+yellow=green).
- middle row - purple 1 time (open). In the middle bubble below them should be white paint (purple+green+brown=white).
- bottom row - red 1 time (close). The largest bubble should contain blue paint (white + purple = blue).
Open the faucet above the bottle and pour blue paint into it. In inventory, combine the vial and the mortar and you will get a vial of royal blue paint.
In inventory, pour the vial on the mosaic and go to the throne room. Attach it to the coat of arms, and the door to the dungeon will automatically open.
Please note that there is an olive branch in the window at the top. You need to get it somehow to make oil. Hang Bobby's jumpsuit on the hook and place Spot in it (caterpillar state). Go to the cage with the skeleton and break off his hand, attach a crescent instead of a hand. Climb into the second cage and make a “weight” out of Spot. Spot and Sadwick will move the cage with the skeleton, it will rise and the crescent will cut the branch. Take it with you, at the same time pull out the teeth with pliers from the instrument of torture under the window - they will come in handy.
Now you need to get the Whispering Stone from the Spot. To do this, go to the rack and cut a circle out of it with a saw. Make "matches" out of Spot and set fire to the brazier to the right of the rack. Hang Spot on the rack in the "tape" state. Click on the brazier - it will move behind the rack, and Sadwick will x-ray the caterpillar. In the inventory, combine the skeleton's hand with the pliers and secure the resulting structure with a rope. Use it on Spot and get the stone.
(If you try to get the stone first and then cut the twig, Sadwick will refuse.)
Go to the alchemy laboratory. Put the olives in the large round flask near the right wall. Look at the pipes (eye icon). They need to be connected so that they go from the bottom of the flask with olives up to the flask on the window. There are two corks on the table to the left. After you connect the pipes, plug them with plugs. One of the options:
After that, apply a “match” to the flask with Spot olives, and olive oil will be in the flask at the top. To get it, make “pebbles” out of Spot and throw it into the flask. She will fly out the window - you need to go look.
Before you leave the laboratory, pay attention to the periodic table on the wall to the left of the table and remember the names and colors of the chemical elements. Go outside and enter the barn. The flask fell into the cow's feeder (touch it with your hand), and she safely drank all the contents. Take the empty bucket from inventory and use it on the cow - Sadwick will milk a whole bucket of olive oil.
Return to the observatory.
Place the Whispering Stone on the fountain control panel. In order to understand how to properly position the planets, look at the slate near the telescope - their size is drawn here. The color of the planets was indicated on the table in the laboratory. In the closet on the top shelf is a book that also contains clues: - Vernicus is bigger than Frobble, but smaller than Avrius.
- the planet Pornitus is the largest of the five and is central.
- from left to right from the sun, the planets become larger in size before Pornitus and decrease after it. - Silentia is the second planet in the system, but not the second smallest.
- Frobble is often obscured by the second largest planet, which is one position closer to the sun.
First you need to determine the size of the planets.
Imagine the planetary system like this: Sun - 1 - 2 - 3 - 4 - 5.
According to the second condition, Pornitus is the central planet, which means that it has number 3. The numbers 1 and 5 are for the smallest planets, 2 and 4 for the middle ones.
Silentia and Avrius cannot be the smallest planets under the first and fourth conditions. According to the fourth condition, Silentia is the second planet in a row, which means that it has number 2, respectively, Avrius has number 4.
So the two planets numbered 1 and 5 are Vernicus and Frobble.
By the fifth condition, Frobble is often obscured by the larger planet that is in front of it, so Frobble is number 5.
It remains Vernicus - number 1.
The planetary system is: Sun - Vernicus - Silentia - Pornitus - Avrius - Frobble. Now we need to determine their size.
According to the second condition, Pornitus is the largest planet.
According to the fifth condition, the fourth planet in a row is the second largest, this is Avrius.
According to the fourth condition, Silentia cannot be the second smallest planet, which means that it is the third largest. According to the first condition, Vernicus is larger than Frobble, which means that it is the fourth largest.
And the smallest planet is Frobble.
From largest to smallest, it turns out like this: Pornitus - Avrius - Silentia - Vernicus - Frobble.
According to the chart in the lab, Pornitus is yellow, Avrius is purple, Silentia is blue, Vernicus is red, and Frobble is green.
Now you need to look at the slate board and arrange the planets like this:
from left to right of the handle hole: red Vernicus, purple Avrius, blue Silentia, green Frobble and yellow Pornitus.
Insert the handle.
Go to the slate board, remove the teeth from the inventory and run them along the board. The astronomer will drop his hearing aid, pick it up and use it as an olive oil funnel. Fill the bucket with oil and the fountain will start working.
Spot will turn into a cocoon. Take the empty paint bottle from inventory and scoop up water. Spot will be washed into the fountain, and Sadwick will see his nightmare - a huge ball with a mouth. Insert the crank into the gears of the fountain's control panel and you will stop time. The ball will freeze, all colors will turn into shades of gray.
Exit the observatory and go towards Luco and Gurney. As a result, you will find yourself in a dungeon with Bobby. You can talk to him, but he only whines and does not say anything useful.
Please note that there are stones on the window and on the floor, but Sadwick does not reach them. Talk to Gurney (the "mouth" icon on the door) and ask to change the cage, because you are tired of Bobby. Gurney will agree and lift your cage up to the ceiling. Take the rocks from the window and throw them at Bobby. He will yell, after which Gurney will lower your cage to the floor. Pick up a large rock and place it on top of Bobby's cage to block it. After that, throw stones at Bobby again, and Gurney will lower your cage into the abyss in the floor. At the bottom, take the vial with liquid from the fountain and Spot's cocoon. Go to the cage and you will automatically be at the top. Pick up the crowbar that lies on the stairs and talk to Gurney. Request an audience with Luko and tell him that you have an interesting offer for him. Gurney will finally open the door.
Propose yourself to Luko as a clown. When he asks you to demonstrate that you can, choose the answer: "I can pronounce the alphabet with a burp."
A menu will appear in front of you, spell out Luko's name "L - O - U - C - A - U - X".
After that, he will be delighted and will appoint you as his jester.
Climb up to the balcony and look at the hoses that hang from the ceiling and are attached to Luco. He will say that these are power wires from which he draws his strength. If you try to touch them, then Gurney will not allow it. Gotta get rid of it somehow.
To do this, go down and exit to the porch. The Ezgils flew to the castle on a winged monster, which has a bag on the side of the harness. Get the bombs out of it and Gurney will come out onto the porch. He will demand that Sadwick does not touch anything here and send him back to the palace. Climb up to the balcony and cut the hoses with a crowbar - all that's left of Luko is a pile of brown goo.
Go to the observatory. The astronomer has been tied up and asks for help. Approach the telescope and break its glass with a crowbar. The shard will automatically be in your inventory. Cut the rope with a splinter and take it with you.
Sadwick will come up with the idea of ​​repeating the Cannon Flight trick to unfreeze the ball and start time again. Remove the hearing aid from the control panel and dip the rope into this hole - the wick is ready. In inventory combine rope and bombs. As a nozzle, a hearing aid is suitable, as a gun - a telescope, and as a projectile - Spot.
Put the rope with bombs into the telescope, then the hearing aid and Spot. A beam of light falls from the window into the observatory, apply a shard on it.
The telescope will shoot, the ball will unfreeze, and the doors to the king's rooms will open on the balcony of the observatory. Go there.
You will find yourself on the bridge leading to the royal tower. Spot's cocoon lies below, but you can't reach it. Try to cross the bridge, but it will collapse and Luko will appear in front of Sadwick. We must stop him.
There is a chute in the bridge, pour the liquid from the vial into it, and it will spill on Spot. At this time, Luko will grab Sadwick and they will fall into the abyss. Spot will turn into a butterfly and carry Sadwick to the other side of the bridge. There, on the very edge, there are grandfather's pantaloons (where would you be without them?), take them with you.
Go inside - in front of you is a room with a large mirror, which Sadwick decides to clean. Wipe the mirror with Grandpa's pantaloons and you'll be sucked in. Sadwick will be between two worlds, with mirrors on both sides. Break the right mirror with a crowbar and go inside.
After the final credits, grandfather will appear in front of you and ask where did you put his pantaloons.

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Before moving on to the walkthrough, let's talk a little about game mechanics and controls. The Elusive World is a classic quest. The keyboard is not used here - everything is tied to the mouse. The right button is responsible for inventory, the left button is for movement and actions. If you want to talk, inspect or use something, move the pointer over the item of interest and hold down the left button - a menu will open in which you can select the desired action.

To pull something out of your inventory, just grab the thing and move it away from the travel bag: the luggage will immediately disappear, and you can use your property.

Since the developers have decided to follow the tradition to the bitter end, we will have to tinker with hunting for pixels more than once. For simplicity, you can press "Space" and all active items will be highlighted.

And finally, Spot management - you need to change its appearance in the upper right corner of the screen. Once the pointer is there, a small menu will open with hand-drawn caterpillar metamorphoses.

Well, now - welcome to the "Escape World"!

Chapter I. Autumn Forest

We are used to optimistic stories. But our storyteller immediately warns: this is his last story, and it will be sad, because its main character will soon have to destroy his world. The vans of a traveling circus are slowly moving along the mountain road, in one of which little Sedwick is sleeping. He has a strange dream: he runs through the ruined desert expanses and eventually finds himself in a dead end. This is where a strange meeting occurs - a huge blue sphere appears out of nowhere and warns the little clown that he will bring death to the world.

Sadwick will definitely use this plan, but tweak it a little.

The nightmare ends in the middle - Sedwick's brother, Ben, trumpets the rise. The hero reluctantly gets up and tries to find Spot, who has disappeared somewhere.

We look around in the room - there is a lot of things piled up. First of all, we will take the to-do list in the table next to the bed. The bear skin on the floor is full of surprises: the key is kept in the mouth, and the left paw should be taken as a keepsake. There is also a drawing of the “Man-core” trick hanging right there - was it really a child who was forced to fly under the dome of the circus ?!

Sadwick himself is not happy with his clown activities, but there is no choice. So the brother on the street says the same thing, and also advises to dip Spot into the water - he clearly feels unwell. We put the caterpillar into the basin (it turns into a ball), take a shovel to the left of the van and go to explore the forest - apparently, it should be beautiful. However, the walk ends quickly: our hero suffers from a common disease called "topographic cretinism". Ben is sure that the younger brother will be able to navigate the terrain with the help of a compass and a map, but that's bad luck - the first one was hidden by a deaf, suffering from sclerosis grandfather, and the second one personally, Ben put it in a hiding place and is not going to share it.

The only place suitable for a hiding place is the stove in Sedwick's van, but it is locked. But you can turn Spot back into a caterpillar and put him in a pipe. Soon he will open the door, behind which the clown will find the box. We unlock it with the key - voila, here is the map!

Getting a compass turns out to be an order of magnitude more difficult. Grandpa constantly confuses his grandchildren, and only after the youngest complains that he is constantly lost in the forest, will he share his treasure with him. It’s not worth running into the forest right away - it’s better to inspect the old man’s housing, in which many useful things are hidden.

A hair net hangs on the wall, false teeth are lying next to the bed, and under them is a pretty scarf - just a set for all occasions! We close the door, pick up the cork - that's it, nothing else is left. If only it didn't stink of kerosene soup to scare away wolves...

Talking stones and a door to nowhere... Believe me, you would have the same facial expression as Sadwick's.

The unfortunate Bobby got lost and is waiting for his fate on the shore of the lake. Well, what kind of royal messenger is he ?!

But these are trifles, because now Sadwick can walk through the autumn forest and admire nature. On the shore of the lake, he meets a strange creature that responds to the name Bobby. This is the personal envoy of the king, and he performs a particularly important mission to stop the end of the world. Only the ancient Whispering Stone, delivered to the palace in time, can save the world. But Bobby is being chased by the ruler's old enemies, the Asgils. In addition, he needs to find the famous oracle Shanu in order to ask for advice, and where to look is not clear.

Sadwick asks for help and receives a trial task - to catch a fish. We pick up a stick lying next to a new acquaintance, attach a hairnet to it - the net is ready, and fishing with it is going well. Bobby swallows the fish instantly and spits out the bone, which the thrifty clown immediately picks up. After the meal, the messenger will be ready to cooperate and mark three places on the map that can be associated with Shana. We should check them out.

First, we will visit the picturesque ruins - there is a strange statue, overgrown with moss. After working with a handkerchief, Sedwick will rid her of the vegetation and find a recess for the ball. It seems that the Whispering Stone should be placed here, but for this you will have to beg for it from Bobby. After much bickering, the clown takes it and inserts it into the hole - an earthquake begins, everything around collapses, including the nearby gate. In addition, the artifact falls to the floor and flies straight into Spot's mouth. Well, how to get it? Okay, let's figure it out, but for now, Sadwick returns to the shore of the lake, not forgetting to grab a couple of small stone turtles standing on either side of the statue.

The autumn forest is divided into five levels, you can move between them on the map.

Apparently, Bobby was attacked - traces of a fight are visible, and it is unlikely that he would have thrown away his knife and bombs just like that. However, this is to our hero's advantage: with the help of a knife, you can get rid of the bushes on the ruins that blocked the passage. And behind it is a suspension bridge and a beautiful lawn, where two stones are scattered. A couple of wits quickly give Sedwick the nickname "Greenhorns" and begin to mock him. The guys do not know how to keep secrets at all and blurt out that they are preparing to conquer the world. Helping them will not hurt, but first you need to pass the test - answer three questions. Innate intuition tells our hero that Shana is a snake-like creature, that Many-Eyes has eleven eyes, and Kalida lives in the center of the lake. Amazed by Sadwick's knowledge, the cobblestones present him with stone powder and tell him everything they know about Shan.

In any case, they point to the door to her house... Although no, there used to be a house there, but now there is nothing. It is not so easy to visit: as soon as the clown crosses the threshold, the boulders start laughing. What if you go around the other side and try again? Great, we're inside, but the hostess isn't there.

The stones don't know where she is, but they do know that the first clue will appear at 12:30 sharp. You can cheat - in Shana's living room there is just a massive clock on which one hand is missing - a fish bone will do instead. We translate the time to half past one, press the button in the middle, and a ray of the sun points to the note. It says that the sleeping giant needs a favor. Only one creature comes to mind - a huge pet of a traveling circus named Bruno. But why is he here? We look at Sadwick's schedule - he needs to bathe Bruno at 12:15. We translate the time, press the button again - the beam highlights a new hint, which says that the colors are coming back into the world. We look at the schedule - from the entire list, only sunrise, scheduled for 5:30, is suitable. And again we practice with the clock, but for the third time there is no beam anymore - Shana herself appears in the chair.

Soon this cute monster will have to fly down the cliff.

A plug in a tree will cut off the escape route for the fireflies.

This snake is not at all happy with the young guest and behaves arrogantly: she does not want to talk with the child - only the cowardly Bobby, who was taken prisoner, is suitable for a conversation. But as soon as Sadwick mentions his nightmares, Shana falls into a trance and repeats the words of the blue sphere from the dream - the baby is destined to forever destroy this world. Recovering herself, the prophetess asks what she prophesied, but the clown's tongue does not turn to tell the truth, so he lies and is called the savior of the world. He asked for it: now Sedwick needs to meet with the mysterious Kalida, and Shanu does not care at all how he gets to the island in the middle of the lake.

Our little hero comes back to the ruins, where the cute monster Newt sits, tightly clutching a hefty egg. Why does he need it? Let's rid the little one of the burden, but we need to find a suitable replacement.

We will do this a little later, but for now we are leading Sedwick to a cave, near which there are a lot of statues. One of them holds a tray in her hands - it can be knocked down by placing Spot on it and making a ball out of it. The passage to the cave itself is closed by a cobweb, which is still impossible to get rid of.

It seems that the clown was not only near the tree - we will visit there already. A beautiful edge, singing birds, frolicking fireflies ... But you can get rid of the latter. We plug the gap in the tree with a cork and chase insects - they hide under a stone. Strange, but there is nothing under it - does this happen? The shovel will tell you the answer, with the help of which Sedwick will dig a hole and find a tunnel. He goes to a sawn tree at a high altitude. If you competently approach the implementation of the "Man-core", then here it is, a way to fly to a neighboring island.

Shana went into a trance. This is for a long time.

We crawl out into the light of day, take out a tray and remove the resin from the tree, after which we return the boy to his relatives. The earthquake shook the wagons, and in Sedwick's dwelling there was a real pogrom. However, something useful of the things lies here - a dear cap, on which the clown pours stone powder for the sake of interest. Yes, a stone cap is another thing ...

I wonder how Ben reacted to the earthquake? It seems that this rogue really is not afraid of anything, except for the Asgils - Sedwick described to him terrible monsters with two heads, large fangs and sharp claws. It would be nice to scare the braggart and avenge all insults: the kid attaches a bear's paw, grandfather's jaws and stone turtles to a tray with resin. The resulting creature causes more laughter than fear, but Ben squeals in horror - fine, steal one of his juggling balls and grandfather's pantaloons.

We now have a lucrative offer for Newt, the creature in the ruins. Sedwick throws a ball to him, but he flies into the abyss - sooner or later the monster will catch up with him. But the egg is now ours, and it belongs in the dragon trap in the center of the camp. Small fiery dragons flock to the bait, one of which is eaten by Spot - from now on, he can ignite and set fire to everything he sees.

The problem with the cave is solved: the caterpillar burns a thick layer of cobwebs, and both comrades descend into the darkness, from which eleven eyes stare at them. A frightened Sadwick turns Spot into a ball and hides behind him, while a surprised Many-Eyes turns on the light. It is light in the cave, you can see the skull on the floor, and next to it is a rope. Considering that the clown has a stone cap and bombs in stock, the Man-Cole is almost ready - all that remains is to soak the rope in kerosene, which is plentiful in grandfather's soup.

When the preparations are completed, we bring Sadwick into the tunnel under a large tree, plant a bomb (we set fire to the fuse with the help of a burning Spot), climb up, insert the cap into the hole - goodbye, autumn forest!

Chapter II. Awakening Kalida

And again a nightmare, and again a talking blue sphere - it seems that this will never end ... Although no, everything is not so bad: the little clown comes to his senses on the shore of the lake, already on the other side. While he slept, night fell on the island, and only a strange creature in a long robe now stands nearby. The hermit's name is Mulahai, and he says that they are all part of Kalida. Neither who it is, nor how to wake her up, is still unclear.

Sadwick goes inland and comes out to a suspension bridge leading to the village. On the way there is a piece of a shovel that can be useful. It's time to visit the settlement - someone from the locals must know about Kalida.

Bando likes to complain about the boss and the lack of a decent job.

The miser is asleep at the table, and his dog cannot bark because of the pantaloons pulled over his muzzle.

It is somehow strange here, it is quiet - the bell does not ring, the factory does not work, the workshop is closed, and the only open house belongs to the worker Bando. The poor man was left without work by the local chief, who forbade all loud sounds: he is terrified of awakening Kalida. It can be fixed.

We ask Bando for a ladder, pull out a tooth from the mouth of the skin on the floor and go into the workshop. There are a lot of mechanisms here, but Sedwick picks up only half a gear and an ax near the door. I wonder what's in the nightstand? Nothing interesting, just the local yaki bird.

Now we need to look around the factory. The clown picks up flint from the floor - what if he needs it? Then the boy returns to the shore of the lake and cuts down a pole with an ax to attach it to the fragment of a shovel and restore it to its proper form. The found pebble also has a use - to cut the rope sticking out near the suspension bridge. If you tie a yak tooth to it, you get a quite tolerable hook with which you can ring a bell. Great, the first rule is broken, and the boss yells at Bando and calls him to him.

We make our way into the worker's house and drag the key lying under the window - it unlocks the barn a little lower. It contains sheet music, a conductor's baton and a horn that can be blown through Spot, who has been turned into a ball. Grandpa's pantaloons fly out of the instrument, and Bando again receives a hat for the noise - a great reason to climb up to him again. Now he has left a sock on the stool that he can feed to a hungry mouse that hides in a hole outside the door. A rodent is not only valuable fur, but also tenacious paws that can pick up pantaloons and take them off a cliff!

Ruben's cave is just studded with pearls!

I'm sorry, Spot, this isn't a tanning bed - it's going to hurt.

It seems that Bando has heard enough and returned home, and it's time for us to look at the local boss. We won’t go through the door, we’d better put a ladder under the window and climb up like that. The owner sleeps at his desk, a crocodile-like dog dozing at his feet, ready to bark at an intruder. Sedwick “silences” her by tying her mouth with pantaloons, after which he lifts her up.

The boss's bedroom is like a dragon's cave: it's not surprising that he sleeps at the table, because the bed, and the whole room is littered with pearls! The little clown has never seen so many treasures and cannot resist grabbing one pearl. He leaves the house through the door, but the bell rings and Reuben (that's the name of the boss) wakes up. He smells the loss and orders Bando to run the factory. It seems like all three rules are violated, why doesn't Kalida wake up? Looks like we need to dig deeper...

This is what the fully assembled mechanism should look like.

Mulahai's house is one of the most picturesque places in the Elusive World.

Here you can repair the gear - just clamp both of its parts in a vise, turn Spot into a torch and fuse the metal. The part is ready, and it immediately finds a use - on the wall next to the locked door there is a mechanism that must be assembled to open the passage.

It leads to the part of the island where Mulahai lives. The path to his hut is littered with burning candles, and Sedwick blows them out. As the clearing plunges into darkness, yaks appear on the fence. The clown tries to grab him, but in vain: the feathered creature instantly moves to a barrel near the house. Another attempt... to no avail, the yaki returns to its original place. Then the boy inflates Spot and puts him on a barrel, blocking the escape route for the bird. But she finds a new one - a road sign. Here you have to show what a real man is capable of if he has an ax in his backpack! Sadwick cuts down a wooden pole and Yaki runs off into the woods.

The hide-and-seek game is over, you can finally ask Mulahai about Kalida. The old hermit does not give a direct answer, beats around the bush, saying that the entire island and its inhabitants are all part of this ancient being. But it would be better for him not to wake up, otherwise trouble will happen. The only ones who are able to awaken Kalida are the little yaki birds, but they can't get together: they are afraid of the light, and Mulahai has placed burning candles everywhere. In principle, he does not mind Sadwick canceling them, but in return he asks to solve the chess problem of eight queens. Its goal is to arrange the pieces on the board so that none of them can harm the other. The clown copes surprisingly quickly, and the hermit is ready to keep his word.

This is how queens should stand to win.

A flock of yaquis succumbed to Spot's magic.

The boy takes a candle from the chest of drawers and again breaks into Reuben's house. In his bedroom, the yaki that used to sit in Bando's nightstand may well be hiding. We put a candle on a nail and set it on fire with the help of Spot - a bird comes out of the corner with a proud gait and goes down the stairs. All the birds are now hiding in the dark forest behind the house of Mulahai, but you need to bring them safe and sound to the shore of the lake, where there is a strange statue.

Sedwick blows out all the candles on the island and goes to meet the birds, huddled together and afraid to lean out. Faithful Spot comes to the rescue: in the form of five balls, he hypnotizes these mysterious creatures - from now on they are ready to follow him to the ends of the world. But you won't have to go that far - just to the lake, where a full complement of five yaks will wrap around the statue.

It's time to think about the notes and the conductor's baton, because the only artists here are songbirds. First, Sedwick makes the topmost yaki open its beak, then the one just below it. Then he switches to the lowest one to immediately return to the “growth” order and presses the last two. Everything around begins to shake, and Kalida emerges from the water - a giant bird, on whose back an island has grown, takes off and heads for the royal castle of Corona.

Among the Asgils

This skull opens a passage to the domain of the Asgils.

Kalida brought Sedwick and Spot almost to Corona itself, but missed a little and dropped them off near some gloomy place. Yes, you can see the castle from here, but it is not clear how to get to it. Probably have to go through the gate with the engraved skull. In front of them is some kind of tile on which lies a stone - you probably need to stand on it, and the doors will swing open. But everything is not so simple: the clown notices that stones are moving next to him, trying to depict a skull. It is necessary to help them with the help of levers near the place where the boy woke up - it is enough to move the second and fifth ones so that the picture is formed and the entrance opens.

Sadwick enters a large, dimly lit cavern. Bones and skeletons are scattered everywhere, and some predatory creatures are circling under the ceiling. Not the most friendly guard is on duty at the door below - it's better not to mess with him, but to look through the window on the left. The kid sees a room in which the king of the Asgils and his henchman (this same guard) are discussing a plan to capture the kingdom and overthrow the king. Having talked enough, they disperse, and we grab a rope, tie a stone found at the entrance to it, and hook the resulting weapon onto the skull right above the guard. One deft movement - and that's it, you can safely go through the door. There are plans for the invasion of the Crown, but before Sedwick has time to get acquainted with them, King Luko comes in and orders him to be thrown into prison.

Local food is only good for the sewer.

There is nothing in the cramped cell but a sewer drain and a haystack. Look for a needle in it? But she is here! Now the clown asks the guard for food and receives a tray of green abomination. These are the remains of Luko's favorite dish, which was ruined by another cook. Knowing full well that they were going to execute him, he hid. Well, let the guard look for him, but for now we will lower the "food" into the sewer and take the spoon from the sticky tray. To get out, you need to pick out the key: the mysterious “needle” mechanism is perfect for this - a needle attached to the end of a spoon. A tray under the door, a tool in the keyhole - and here we have the key, and you can pick it off the sticky board with the help of the same needle. Welcome to freedom!

Outside, the Asgil fortress consists of three tiers connected by a huge number of doors. On the first floor there is a bridge (it is tied), a grindstone, a barrel, a dining room and a still closed door. Behind it is a ticket to the left side of the third tier. The first door on the left leads to the right side of the floor where the armory is located. This is where our cook hid: after Sadwick closes the door behind him, he will raise his voice from the armor and begin to show off his talents. At first, the conversation with the clown amuses him, but the mention of Luko makes him shudder - after several persistent requests, the chef shares with the boy a secret recipe for the king's favorite dish, so that he does not give it up. The composition is simple to disgrace: something from the air, something from the water, something from the earth and something from yourself.

Sadwick lags behind the fugitive, takes the bow, club and knife, which he immediately goes to sharpen on the first tier. With it, he cuts the rope holding the bridge up - from now on, you can at any time be in the place where the kid knocked out the guard. Where he lay, there was a coin. Without money anywhere, we take away! The rope to which we tied the stone also returns to the pocket - it is enough to cut the knot with a knife.

A funny beater came out of a small fluffy monster!

We sharpen a coin and go to the dining room. Hmmm, it hasn't been cleaned here for a long time - there is garbage everywhere, dirty dishes, and even a fly flies. Sadwick catches it with the sticks lying on the table - it seems that we just got the ingredient "out of thin air". Also, the boy picks up a plate and a rib - they should come in handy.

It's time to find out what is hidden in the far right corner of the first floor. The passage leads to a small pond. There is a valve, a log sticking out from above and a frog. The one that fits the item "out of the water." The clown attaches a coin to a rib, then ties a rope to a makeshift arrow and shoots a bow at the log - now he can jump to the other side. But the frog is not given just like that, and when Sedwick approaches, it jumps into the water. Outwitting her is a trifling matter! It is enough to put a sticky tray on her stone, move away and wait for the croaking creature to jump back. Great, one less headache, and you can even look into the dining room.

Mushrooms grow near the cauldron, which the boy cuts with a knife. That's it, all the ingredients are in place! Well, almost everything. A fly, a toad and mushrooms fall into the cauldron, and Sadwick adds a good spit from himself. But it's too early to prepare the potion, you need to kindle a normal fire. The hay pulled out of the prison will help here - the fire lights up, and the boy fans the flame. We collect the resulting broth on a plate, put it on the table and look closely at how to hit the gong. A small toothy creature sits on the barrel - it is quite possible to put it on a club to get a mallet.

Sleepy Luco is completely harmless.

Luco runs into the refectory and sits down to eat, while Sadwick quietly runs to his residence. Unfortunately, it is locked, but you can still look through the window - Spot is kept in a cage under the ceiling. But no bars will stop the fiery caterpillar, and the pet turned into five small balls easily crawls under the door and ends up in the hands of the owner.

Meanwhile, Luko has already fallen asleep in the dining room and is completely harmless, so you can remove a bunch of keys from his belt. To get out of captivity, Sedwick will have to unscrew several valves. The first one is in prison under the haystack that Spot burns down. We open the lock, turn the mechanism - the job is done, and the clown can return to Luko's waiting room. He unlocks it, pulls out a mallet from his bosom and strikes a gong with an arrow to the left - the room turns. After a short wandering, the boy finds himself in a room with trophies. Here, behind the door, there is something that looks like a two-pronged fork - you definitely can’t eat it, but it’s completely useable as a screwdriver. Right there on the right is the second valve. We unlock the lock, turn it and hit the gong with the left turn signal twice.

Use this arrow to rotate Luko's residence to the right.

Sadwick descends to the ground floor and returns to Luko's residence. Due to the fact that we turned it, there is no more entrance, but you can look through the window. A bucket now hangs next to him. We knock it down with a fork and return to the room with trophies. One hit on the gong in any direction - and now the apartments of the king of the Asgils are again available, and with them the bucket.

Maybe you should look for valves in other places? Sadwick wanders into the armory, goes all the way to the right and notices that the wall is moving, and there is a passage behind it. Well, of course, here's another mechanism! Now the last, or rather, the very first one we saw, remained - near a small lake. The mill wheel starts to work, and the water level rises sharply. Some kind of lever is noticeable on the left, but the boy is unlikely to reach it and be able to hold it, but the construction of a bucket and a fork is quite suitable. We throw inside the Spot, inflate a ball from it - and an elevator descends from above, on which Sedwick gets out of the lair of the Asgils.

But that's not all, because the way to the Crown has not been found! Of course, now it can be seen much better, and the railway is visible, but first you need to talk with the stationmaster. The clown picks up a round stone from the ground and goes to a short peasant, who immediately begins to complain about his troubles, periodically saying that the train is not running, and in general it does not exist as such - one non-working locomotive remains.

The railway museum looks somehow poor.

Sedwick suggests that the caretaker open his own railway museum and charge visitors ten gold coins for admission. He gladly accepts the idea, but is not going to let the boy go for free. Then the kid has to hire himself as an assistant and make a number of useful changes in the management of the museum.

First of all, he is hired as a gardener to drive away birds, then he takes on the duties of a laundress, and then offers his services as a clown. Sadwick now has four jobs, a gold a day each, but that's too few to go inside. Then the clown hints at changing the name of the museum to make it less flashy, and then knocks down the price of admission to eight gold. Finally, he offers to give a fifty percent discount to each employee, and now only four gold pieces are needed. But they still need to be worked on!

Being a laundress is easy - take grandfather's pantaloons, the caretaker's shirt off the rope, and then take the twine out of harm's way. Getting rid of the birds is also not a problem, a good scarecrow will scare them. It is enough to stick a mallet and sticks into the ground, and then cover the monster with a shirt - the birds immediately fly away. Everything, the work is done, the entrance to the museum is open.

Now this locomotive has to take off.

To see the locomotive, you have to take the elevator, and it has been broken for a long time. With a knife, Sedwick unscrews one of the screws on which the shelf is attached, and it turns into a slide. Then he sticks a fork into the hole for the lever, winds grandfather's pantaloons around the gears, ties a rope to the rail, and Spot to the rope. Well, let him go upstairs, see how it is and what! But instead, the caterpillar is flattened, and it becomes flat - from now on, this is its new form.

We remove the pantaloons from the mechanism and wind Spot instead, the pantaloons are sent to the lever, and Sadwick puts a round stone on the shelf. While he is rolling down, the clown manages to run into the elevator car.

The point is small - to start the locomotive. First you need to melt it, and the pet goes into the furnace to take on its fiery form inside. Then he crawls back out, climbs under the lock on the front of the locomotive, turns into a ball - that's it, you can go! Or rather, fly - after all, this is the only way to get to the Crown.

Crown

Spot went on a journey in air pantaloons.

Here we have arrived. Finally! True, the king is already too deeply seated and is clearly not going to unlock the gate, so he will have to strain himself. The spot takes the form of a tape and is sent to the slot under the door. In the yard, he sees Bobby, unharmed, sitting next to a barrel of water. It would not hurt to signal his presence to him. The caterpillar burns a bush next to the swing and sees a mouse hole. Spot turns into five balls and makes his way through it upstairs to the window.

From here, he jumps down onto the swing, already a ball, and quickly becomes a ribbon. A rock falls from above, and the attraction lifts Sadwick's pet onto the roof. In the form of balls, it enters a barrel of water through a drainpipe, where it inflates again. The barrel falls and douses Bobby. He jumps in fear and rushes into the barn, and Spot again has to repeat all the tricks, but with one change: on a swing, he takes the form of five balls and flies exactly to the holey roof of the barn, from where he rolls down and hits the sock on a clothesline.

The caterpillar inflates, rolls to the right, making a slingshot out of the sock, and again divides into five particles in order to shoot and fall into the basin. What hangs over it? Oh yes, these are pantaloons, and if they are heated, they will turn into a balloon! Soon Spot flies to the fortress wall. Now he turns into a ball and falls on the mechanism that raises the gate - that's all, the entrance is open.

Sadwick breaks off a branch from a bush next to the engine, takes off Bobby's pants, and then goes straight to the castle and notices the coat of arms, which depicts fish in royal blue. Inside there is the same, but in a disassembled state. The clown collects it and realizes that one piece is missing. Nothing, we'll find it!

You should get this picture.

The boy goes up to the second floor, turns the pet into a ribbon, and tucks it under the shield to then fool Spot. A mechanism is found behind the shield, and behind the curtain on the left is a lever that opens the door to the balcony. Sadwick inserts a branch into the gears so that the door does not slam shut, and goes upstairs to the astronomer's room.

The letters of the old man are mixed up in his head - he is talking some kind of nonsense. Blame the books on the shelves, placed in the wrong order. The clown arranges them as they should: first A-G, then H-N, then O-U and finally V-Z. The astronomer abruptly returns to the gift of speech, and he explains that the end of the world can be stopped only if the fountain of life clogs again, and without the Whispering Stone, this is impossible. Sedwick takes the doorknob hanging on the bookcase and the key on the right, the chalk, the handle, the figurine of the month and returns to the throne room, where he immediately unlocks the lock on the throne. Inside is the royal secret. True, there is no smell of jewels here, but pliers, a crowbar and a saw are lying around.

At this moment, the boy notices a mosaic in the shape of a coat of arms on the floor. With the help of a crowbar, he picks out the required piece, but so far he cannot substitute it into the disassembled mosaic - the color is not right. We ought to fix that.

Sadwick steps out into the yard, inserts a handle into the well, and picks up a bucket of water. He climbs into the tower (the doorknob opens the door) and enters a room with bottles and outlandish devices. There is an empty test tube on the bedside table, and a mortar is kept in the drawer. In it, the clown compacts the chalk and pours it into a bucket of water, getting white paint. Now you need to get blue paint from the apparatus on the left, which the boy does, and then mixes the contents of the bucket and bottle - that's royal blue.

The flasks and pipes should stand that way.

The last piece of the mosaic returns to its place, and immediately a secret mechanism is triggered, opening the door to the left of the throne. Behind it lies a torture room, and in one of the cells there is a skeleton lying around. With a sigh, Sedwick breaks off his hand and puts a crescent moon in its place. Now, if the skeleton were to raise itself a little, it could cut off the branch of the olive tree.

We put Bobby's pants on the hook on the right, put Spot inside, and send the boy to a smaller cage. The caterpillar turns into a ball, the skeleton jumps up and does its job. We've got olives, so it's time to get to the alembic in the tower! We heat it with the ignited Spot and with the help of plugs we eliminate the troubles with the pipes. Everything, olive oil is ready, however, it is in a jar on the top shelf. Only the caterpillar can get it, if you divide it into five small Spots. But the clumsiness of the Sedwick family is innate - the can falls into the barn. Why not visit Bobby!

This coward advises the boy not to interfere, quickly falls silent and hides in his barrel. Meanwhile, the cow manages to gobble up the jar, but the clown milks it and gets a whole bucket of olive oil. It’s worth giving Spot a little torture walk and pulling the damned Whispering Stone out of him, but before that, Sedwick picks up a rope from the floor in the shed and returns to the torture room.

He stuffs the brazier under the rack, cuts a hole in it, and sticks the caterpillar on with nails pulled out with pliers from the board under the skeleton. To be sure to get the artifact, the boy fastens the pliers to the bony hand and clings to the same rope, and then thrusts the invention into Spot. Hooray, the artifact is back!

Time has stopped, the world is almost destroyed... What have we done, Sadwick?!

Sadwick puts it on the panel with balls in the astronomer's room - now he must arrange them in the correct order, because each ball is responsible for some planet. The drawing on the blackboard and the encyclopedia on the bookshelf suggest what needs to be done, and the clown ends up arranging everything as follows: a red ball above the lever hole, then clockwise pink, green, blue, and yellow. However, the right order is not enough. To start the planetarium, you need to fill it with lubricant through a pipe. The only suitable one is the auditory one, used by an elderly astronomer. Sedwick runs his nails across the plank to make the old man drop his trumpet at the wild sound. The boy sticks it into the device, pours oil and inserts the pen into a special hole. The fountain of life begins to bubbling, but then Spot turns into a chrysalis, and a blue sphere bursts out of the planetarium, which came to Sedwick in nightmares. She says that he did everything that was required of him to destroy the world. But the boy does not agree with this state of affairs. He picks up a bottle of living water, and then inserts a handle into the gears. Time stops, the world turns black and blue, and the Asgil army led by Luko approaches the Crown.

Sadwick is thrown into prison, but this time the conversation with the guard does not help much - he is no longer so kind and will not change the prisoner's cage. Instead, he hauls her up to the ceiling, where the clown grabs a stone from the windowsill and hurls it at Bobby, who is sitting next to him. He squeals, and Sedwick is lowered down. But even here a good cobblestone is found, which the boy puts into the mechanism above the cage of the royal messenger. Another conversation with the guard ends with the fall of the clown, but there is a plus in this: his personal prison breaks, and he is free.

The blue sphere fell silent - at least something pleases at the end of the world!

Back upstairs, Sadwick picks up a crowbar and asks for an audience with Luco. He invites the king of the Asgils to be his personal jester and shows what he is capable of: he belches the name of the new king (L-O-U-C-A-U-X). He is amazed and accepts the boy for service, freeing him from the shackles. In the courtyard, Sedwick takes the bombs from the bag hanging on the dragon, only to return to the throne room and cut off the hoses next to the throne with a crowbar. Luko is flooded with some rubbish, and the clown rushes to the astronomer's room.

Here he takes the auditory tube, smashes the telescope with a crowbar, and cuts the ropes on the old man with a shard of glass. To turn back time, Sedwick puts bombs into the telescope (he moistened the rope with gears in oil and attached them to them), a pipe and Spot. Then he uses the shard of glass to light the fuse, and... Boom!

The clock is ticking again, and it's time for Sedwick to have an audience with the king. Before he crosses the bridge, Luko appears out of nowhere in the form of a mud monster. He promises mountains of gold if the boy agrees to help him, but to no avail - the young clown pours living water into the drain, and the former king of the Asgils falls and drags the child along with him. At the last moment, Spot appears, transformed into a butterfly, and drags Sadwick to the other side. He picks up his grandfather's pantaloons and enters the king's tower.

Strange, but the chambers are not at all royal, and His Majesty is not visible either. Only a large mirror stands in the middle of the room. Sadwick rubs him down with his drawers and...

First chapter
Circus station.
The main character is the clown Sadwick.

We wake up in our house. There is a bear skin on the floor. We hit him on the head, he opens his mouth. There is a key inside. Let's take it. We tear off the right paw with claws, it will come in handy. We examine the drawer of the bedside table, open it. Inside is a list of responsibilities. We take it and go out into the yard. We take a shovel near the trailer. Our brother Ben is standing next to the trailer. The Spot caterpillar hiccups on the ground. Ben says that we should give her water to drink. We take a caterpillar and lower it into a trough with water. The caterpillar turned into a ball. Move the cursor to the upper right corner of the screen. It wraps inward, and the Spot menu opens to us with all its available states. So far there are only two of them - in the form of a ball and in the form of a caterpillar. We choose in the form of a caterpillar. We talk with Ben. He asks us to find an audience to present the performance. We speak with the old man and go to inspect his trailer. We go inside and to the left of the door we remove the grid from the nail. Close the door and remove the cork from the bottle. We pass forward, we take the jaw and a handkerchief. While there is nothing else to do here, we leave. We leave the grandfather's trailer. We examine the sleeping Bruno. We try to go into the forest, but we return back, we need a compass and a map. We speak with grandfather, after a long dialogue, he gives us a compass. But we could use a map. We go to the brother and ask about the map. Ben says that he hid the map from the old man in the trailer. Let's go to our trailer. We take Spot and apply it to the chimney pipe. Spot opens the stove damper for us. Take Ben's box from the stove. In inventory, open it with the key found in the bear's head. We take a card. Now we can start our journey. We leave for the forest. Another location appears on the map. We choose it.

Lake
Before us is a lake and a new hero, Bobby. We talk with him, he asks to catch a fish. Well what? We select a branch from the ground and combine it in the inventory with the net, we get a net. We apply it to the water and catch fish.
We give the caught fish. Automatically pick up the bone left from the eaten fish. After a long dialogue, we learn that Bobby has a stone that needs to be given to the king. And he is looking for the fortune teller Shana. We would like to get to her too. Bobby marks new locations on our map. Saying goodbye, we leave. We leave for the ruins.

Ruin
We cross the bridge and approach the statue. Nearby we select two small figurines. We wipe the large statue with a handkerchief and see some kind of coat of arms and a recess. We can't go through the gate, the bushes are in the way. We return to the lake
talking to Bobby. He gives us a fiery stone. We return to the statue and insert a stone into the hole. An earthquake starts. At this time, something breaks in our trailer. The stone falls out of the statue and is swallowed by our companion Spot. The gates are open, but the passage is still closed by bushes. We return to the lake, Bobby disappeared, but left a knife and some bombs. We take everything and return to the ruins. We cut the bushes with a knife and go through the gate. On the road we see two stones. We talk with them. We learn that Shana's house has collapsed, but after going through the door, we will still get into her house. We open the door and go through it. Nothing. We talk with stones, bypass the door and now we leave it. We get into the dwelling of Shana. But she's not there. Pay attention to the clock, the arrow is missing. We go out again and talk to the stones. They say that Shana shows up after half past one. We go into the house. We approach the clock and put the minute hand in half (6). We apply a fish bone on the clock, we get the second hand and set it to 12. It turned out 12:30. We press the button. A beam of light passes through the window and points to a rack of notes. We look at the note, it says about the sleeping giant, whom we must help. We look in the inventory for our list of tasks. 12:15 Bruno's wash. We rearrange the hands of the clock to 12:15. We press the central button. Now the beam of light points to another rack. Let's see the message. We read the list of tasks. 5:30 Dawn. Circus classes begin. Set the clock hands to 5:30. Shana appears in the chair. Again a long dialogue. Now we need to take the stone that Spot swallowed to the king. We need to get to the island in the middle of the lake. We leave Shana's house and head towards the ruins. Some creature sits there and plays with a red egg. After talking with him, we go to the tree.

Tree
Lights fly near the tree. We touch them, they fly into the hollow. We take a cork from the bag and plug the hollow with it. Again we touch the lights. They fly under the stone. We move the stone and dig a hole. We go down into the cave and pass to the second exit. Pay attention to spilled gasoline. We go out into the passage, we find ourselves on a tree. How close to the island, but how to get there: We return back to the tree and return to the parking lot of the circus.

Circus parking lot
We go into the trailer .. Carefully consider the drawing above the bed. This is a detailed description of the trick, firing Sadwick from a cannon. It's a good idea to get on the island. We need a parachute, a bomb and a sleeve. We raise the hat from the floor. As a parachute, you can use pants that hang on a rope, but when you try to take them, Benn drives us away. Gotta get rid of him. We go to Ben and talk to him. We ask him if he is afraid of Asgils. He does not know who it is and we tell him that these are terrible creatures with big teeth, claws and two heads. Ben replies that it's really scary. In principle, you can not talk to him, but simply make a monster and show Ben. To make such a monster, we have everything in our inventory, but we need to glue it together. We saw resin on the tree, but it needs to be collected into something. We go to the caves. There is a plate on one of the pillars. We cannot break it. Move the cursor to the left corner and give Spot the shape of a ball, throw it into the plate, it breaks off. We select it and go to the tree. We collect the resin in a plate. We connect resin, bear paw, jaw and figurines. It turned out to be a monster. We return to Benn and show his monster. He gets scared. While he turned away, we remove the pants from the rope and pick up the red ball that Benn dropped. We go to the cave and throw the ball to the little animal, she runs away, and we take the egg or berry. We return to the wagons. We put the berry in a trap near the sleeping Bruno. Fireflies gather near the trap. We use it on Spot's trap and it lights up. Now he also has a state of fire. We go to the cave.

Cave
We go into the cave. We have a huge web on the way. IT can be burned. We use a burning Spot on it. The passage is free. We go. 11 eyes are looking at us. These are the eyes of the many-eyed fish. Round Spot is applied to the eyes, the light comes on. We raise the rope on the ground. We return to the circus. On the way we will go to the brothers - stones. We talk with them. They ask us questions and we must answer correctly.
1. Does Shana look like a snake or a bird? - answer 2. How many eyes have many eyes> - answer 11. 3. Where does Kalida live? is the answer on the island. If you answer incorrectly the first time, the stones will ask a question until they get the correct answer. As a result of negotiations, they will give us a can of cement. We use it on a hat and get a stone hat (sleeve). In Oppa's trailer, throw a rope into the cauldron and get an excellent wick. Now we have everything to repeat the trick. We go to the tree.

Tree
We go down under a tree, put bombs and a wick on a puddle of gasoline. We set fire to the burning Spot. We get out upstairs. We insert a cemented hat into the hole, sit down in it and fly to the island.

Chapter Two

So we wake up on the island. We are met by a monk. We ask him about Kalida, he leaves. We pass forward and raise the broken shovel. We go across the bridge. Before us is a village. We look at the bell, but we can’t ring, we don’t get it. We go up the stairs, we approach the first house, the door is closed. We pass above, we go into the house on the left. We talk with Bando. He says that he used to work in a factory, blowing a horn and ringing a bell. But now you can’t cut and call, so as not to wake Kalida. The factory is closed because the owner has collected 10,000 pearls and he doesn’t need more. So we need to blow the horn, ring the bell and start the factory to wake up Kalida. We pass into the next room. We see a broken mechanism. On the floor we raise half of the gear and the ax. We open the bedside table, a bird runs out from there. We return to Bando. We ask about the bird. The bird's name is Yaki, she is afraid of the light. So the monk lights the candles. We leave the house. Let's go up to Ruben. A bell is ringing above the door, a dog is sleeping near the table. After talking with Ruben, we understand that he does not need the factory, since all the pearls (10,000) have already been collected. We go to the factory, go inside and raise the stone. We approach the hanging bridge, where there are two large candles. Cut off a piece of rope with a stone. We go down to the place where we woke up and chop off a piece of stick with an ax. We go to the bell. We connect the rope and the fang, apply to the bell. We ring the bell. Ruben screams and demands that Bando urgently rises to him. It's time to take the key from Bando's room. We go into Bando's hut, he is not there. We take the key on the wall. There is a sock on the chair. We go down to the closed house. Use the key on his door. We go inside. From the wall we tear off a poster with notes. We take the conductor's baton from the stool. We cannot blow the horn. Inflate Spot and apply it to the horn. Grandfather's pants fly out of the horn. Let's try to take them, we won't get them.
We go to Bando's hut. We close the door, look at the mouse hole. We see a mouse, but how to get it. We use a sock on the hole, the mouse crawls out, we quickly grab it. We use the mouse on the pants, thanks to the mouse. We need to get into Ruben's house and steal the pearl from him so that he starts the factory again. You can't go through the door, the bell rings and he wakes up. Let's find another way. We apply the stairs to the window of Ruben's house and get inside. It is necessary to isolate the dog, we bind her mouth with grandfather's pants. All passages are open. We go into the vault, take one pearl. We go out and open the door, the bell rings. Reuben woke up. I immediately felt that there was not enough pearl and shouted to Bando to start the factory. We go to Bando's house. He says that he cannot work, his shovel is missing. We combine in the inventory a shovel and a stick chopped off on the shore, we get a whole shovel. We give it to Bando. So. We need to get to the other side of the island, Kalida will not wake up until the Yaki birds are on the other side of the island: We will repair the mechanism. We go to the factory. Under the lava flow, we raise the other half of the six-hander. We return to the room with the mechanism and the door, we see the vise. We apply in turn the first piece of the gear and the second on the vise. We use the burning Spot on the gear, we have a ready-made one-piece gear. We use it on the mechanism on the back wall. Now we need to position the gears correctly. The cursor turns into a hand, we can take gears and put them on fasteners. The door is open. We pass through the door and get into a clearing. In a hut at the edge of the forest, we meet again with a monk. He sits in front of a chessboard. We'll find out by talking to him.
that Kalida can only be awakened with the help of 5 Yaks who live on the island. We ask him not to light the candles, as the birds are afraid of the light. The monk agrees to help us, but in return we must help him solve a chess puzzle:
correctly arrange 8 queens on the chessboard so that they do not attack each other
Solution: a-2, b-4, c-6, d-8, e-3, f-1, g-7.
There are probably other solutions, but this is what I did.
Now you can go blow out the candles.
We take a candle, which is on the chest of drawers. We leave the hut, blow out the candles in the clearing and go to the forest. There are 3 Yaks sleeping on the path here. We need 5 to wake Kalida. We return to the monk's hut. We see Yaki on the track. If you try to take it, it disappears and appears on a barrel near the house. If you approach the barrel, then Yaki appears on the pointer. We take Spot in the form of a ball and apply it to the barrel. We cut down the pointer with an ax. Yaki heads into the woods and joins the three, now there are four. We go in search of the fifth.
We leave through Bando's house and extinguish all the candles on the island. Through the window we climb into Ruben's house. We go to the bed. We hear the squeak of Yaki. You need to light a candle so that he gets out. We use a candle on a nail near the bed on the floor and set fire to it with a burning Spot. Yaki got out and ran away. We leave the house and take the ladder with us.
The monk said that, according to the prophecy, Kalida would wake up when five Yaks met the other five and sang their sad song on the pier. We go to the factory, in front of us is a press with five recesses. We take Spot, put it on the press. On the left, press the lever. What happened from Spot rolls down.
We lower the ladder into the hatch and go down. What we see, Five small Spots: He got a new state. We go to the forest. Spot is following us. All five Yaks are sitting on the path in the forest. We use the multiplied Spot on them. The yaks wake up and follow Spot, and Spot follows us. We go to the pier. The yaks are seated on the statue. They must sing. We take the conductor's baton and use the baton in turn on those sitting on the Yaka statue. If you fail, then the order is: Third, second, fifth, fourth, first.
After the Yaks have sung, Kalida wakes up. It turns out the island is located on her back.
Let's watch the video.

Chapter Three
We wake up in a location with flashlights. We pass a little forward. There is a closed door in front of us. There is a round slab in the ground in front of the door. There is a stone on it. We raise it. If you stand on the stove, then it drops a little. She should probably open the door. But how? Let's take a closer look at the stones in the foreground. As we move, they shift and resemble a skull. There is also an image of a skull on the door. Nearby we see five levers, if you press them, the stones that form the skull are displaced. Our task is to move the stones in such a way that they form a skull. We press on the second and fifth levers. We pass forward and stand on the stove. The door is open. We go inside. We see a guard guarding the entrance. On the left we see a small window, we look into it and see the guard and his boss, probably. There is a map on the table. There is a rope hanging to the right of the window. When the video ends, take the rope. We need to neutralize the guard in order to enter the room. In the inventory we connect the stone and the rope, we fix this
construction to the horn of the skull above the guard. A direct hit and the guard loses consciousness. We go into the room that we saw through the window. We look at some plan on the table. There is nothing to take here, we are trying to get out.
And so we are in the chamber. We look at the haystack and find a needle. We take hay. We shout to the guard through the bars, we talk to him and ask him to eat. Through the hole below, the guard puts us a tray with a type of food and a spoon. He leaves to look for a cook. We connect a spoon and a needle. We lower the tray with food into the water behind the bars and put it through the hole under the door. We use a spoon with a needle on the keyhole. The key falls on the tray. We remove the key with a spoon, use it on the lock. We leave. To the left of us is a suspension bridge. We pass to the right, we get into the dining room. On the table we take a plate, chopsticks .. Above the table you can catch a fly with chopsticks. Bones are lying on the floor, we take one. There is nothing else to do here so far, it was possible not to go in. We pass through the door further and get to the very top of the village. We go in the leftmost door and get into the right wing. We go into the next door and get into the armory. Someone is hiding in the armor. We are trying to talk to him by knocking on the armor. We approach the door and close it. The visor in the armor rises. We caught the cook who the guard is looking for. We talk to him and say, we say that we will give him to the boss, whose name is Luko. We say that we will say that we know where the cook is hiding. The cook says that he is hiding because he could not cook the boss's favorite soup. We are trying to find out the recipe for the soup, the chef does not want to talk, but after a few shouts towards the door, he gives up and tells the recipe.
Soup requires some of the air, some of the earth, some of the water, and some of us.
We take the club, which stands near the armor, on the wall to the right of the door we take away the bow and under it the knife. We leave the armory. We descend to the lower level to the bridge and try to cut the rope so that the bridge falls, but the knife is dull. We use the knife on the grinder, it is to the left of the barrel. Again, apply it to the rope. The bridge is falling. We cross the bridge and get into the cave where the chief's room is located. We look out the window and see in the room Luko and Spot in a cage. Let's try to cook soup and lure the boss out. We go down to the door, it is closed. We raise a coin on the floor. We rise to the horn, we use a knife on the rope. The stone falls, we pick up the rope. We go back across the bridge to the kitchen. And so we need to cook soup.
Something out of thin air. Most likely it is a fly, which we already have. Something from the earth. We pass into the second room to the kitchen, to the boiler. Mushrooms grow on the floor. We use a knife. We have mushrooms.
Some of the water. We go to the right of the bridge and turn the corner. A frog sits below. She is what we need.
But you have to get to the other side. We go to the grinder and use a coin on it. We connect the coin with the bone from the kitchen, we get an arrow. We connect it with a bow and tie a rope. We go to the location with the frog and shoot at the log. We take the rope and we are on the other side. We go down to the frog, but it jumps into the water. We take from the inventory the tray that we took from the prison cell and put it on the stump on which the frog was sitting. We're leaving. The frog jumps back and sticks. We pick it up and return to the kitchen. It's time to cook the soup. We throw a fly, a frog, mushrooms into the cauldron, and from ourselves we spit into the cauldron. We throw moss from the chamber into the fire and blow on the fire. That's it, the soup is ready. We use the plate on the boiler and put it on the table. Now we need to call Commander Luko. For this there is a gong. But if you hit it with a baton, you get the wrong sound.
We use the baton on the animal and beat the gong with the baton with the animal. The chief goes to eat. We leave the kitchen past Luko. We head to the location where the commander's room is. We look out the window. To the right of the window is a cage.
We speak with Spot. Select its burning state. The cage burns down and Spot falls to the floor. Left door. And there's a hole at the bottom of the door, but Spot is too big to fit through. Choose its state: five balls. And apply it to the hole in the door. The spot gets out. We return to the dining room. The commander has eaten and is sleeping. We take the key from him. We go to the location where the frog was caught. We see the valve, apply the key to it. The lock has been removed. We turn the valve. We go to our prison cell. Behind the door is a haystack in which we found a needle. With the help of the burning Spot, we set fire to this haystack. We see a valve. We take the lock. Cool. We go to the armory. There is a secret passage on the right wall. Need to look carefully
wall to find him. We go inside. We see a valve. We remove the lock with the key, turn the valve. We leave the armory. We go to the commander's room. She is closed. Use the key and the door will open. We go inside. A bucket hangs from the ceiling. Need to get it. We see two gongs on the wall. We beat the right gong. The room moved and the door closed. We hit two more times. The door is open. We leave, but we get to the second level of the village. We pass through the door nearby and exit to the right platform. We go into the right extreme door. Here, apparently, the secret room of the commander and another 4 valve. We use the key, remove the lock and turn the valve. Close the door. Behind the door we take a fork. We beat the gong twice. We leave and we pass into the left extreme door on this platform. We go down and go into the cave. We look out the window. The commander's room has moved and now the window is on the other side. Use the fork on the bucket, it falls. We return through the door from which we entered the second level of the village. We go to the middle door. We get to the left side of the second level. We go in the next door, we are in the commander's room. We raise the bucket. Beat the right gong once. Everything fell into place. A valve in the commander's secret room and a bucket. We go to the commander's room, where the plan of attack of the Asgils is and where Spot has just escaped from. With the help of the key, we can now open it. We open with a key. There are two gongs on the back wall. We beat with our mallet in the right. Notice the window above. It has moved to the left side. There is a bucket next to him. We could get the bucket through the window outside. But we are inside, and the door is closed. If you now inspect the door, then Sedwig will say that the gongs are probably turning the room. This is true. We beat the right gong two more times. The door will open again, but it will not lead us back to the cave with skulls, but to the village. To a place where we could not go before. Therefore, we leave. We get to the village. We pass into the nearest opening and get to a new platform. On
it has three entrances. We are out of the middle. The far left leads down, and we will exit through the door, which we could not open due to the lack of a handle. The far right leads to the secret room of the commander. We go inside. We close the door behind us and take something like a fork that is behind the door. The room contains the fourth and final valve. We remove the lock and twist it. There are also two gongs. Why do we need them? Right! To get to the bucket in the room with the attack plan. We hit twice on the left or on the right. Doesn't matter. Meanwhile, the room in the cave turned as we needed. We leave the secret room of the commander. We pass to the location where the frog used to be. The wheel works. On the right is a lever to which a chain with a hook is attached. We cannot reach it. We connect the fork and the bucket in the inventory. We hang the bucket on the hook. On the bucket we use Spot in the form of balls and turn it into a ball. The elevator goes down and we go up. We exit the elevator, pick up a stone and go to the left. We see a little man sitting on a chair. This is the station guard. We notice the clothesline on which Oppa's pants are hanging. They're following us and the shirt. Birds are sitting in the garden. We approach the caretaker and begin a long dialogue. We persuade him to make a museum at the station. He agrees, but asks for money for the entrance. We speak with him again, the caretaker says that there are no visitors. Then we offer him our advisory services for
a certain fee. We persuade him to take off his underwear before entering, disperse the birds, change the name of the museum (Maurice Medium Museum), attract visitors with the help of a clown. We hire him to work. And we ask you to make a discount for the museum workers. Let's get to work. We take off the shirt and pants from the rope, we will also take the rope with us. We take a gong stick and use it on the pumpkin garden. We add Chinese sticks to the scarecrow and put on a shirt. The birds have scattered. We talk with the caretaker and go into his room. We directly see the elevator, it has two gears and a handrail. On the right is a chest of drawers, above it is a shelf, next to it is a hole. We insert a fork into it, twist it. Nothing happens. We use Oppa's pants on the gears in the elevator. We turn the fork. The elevator worked. We tie a rope to the elevator handrail, and we tie Spot to it. We press the plug, the door closes, the elevator leaves, pulling Spot. We get a new Spot state - flat. We need to get into the elevator and press the lever at the same time.
We remove the pants from the gears and apply a flat Spot on them. We unscrew the right fastening of the shelf, we hang the pants on the fork-lever. We put a stone on the shelf. While the stone is rolling down, we quickly run into the elevator. We find ourselves near the locomotive. On the front we see a padlock. We will break. We take Spot and use it on the castle. Choose the state of the ball, the lock is broken. Now we need to light the fire. We apply a flat Stop on the firebox and select the Fire Spot in the menu. The coals caught fire. Let's watch the video.

Chapter Four.

We are in front of a closed door. There is a gap under the door. On the left we break off a branch from a bush. We take a flat Spot and apply it to the gap. Spot should open the gate for us.
Playing as Spot. Bobby is in the yard. To the right is the entrance to the shed. Bushes grow to the left of Bobby near the back wall. Use the burning Spot on the bushes. When they burn down, we see a mouse hole. We use Spot in the form of five balls per hole. Spot appears in the window. Use the round Spot on the swing under the window. The stone flies up. While he is flying, change the shape of the Spot to the most common one. The rock lands back and Spot flies up to the roof above the swing. To the right of it is a drain for rain. We use Spot in the form of five balls per drain. Spot falls into a barrel of water. Now change its state to round Spot. The barrel falls and spills over Bobby. Bobby goes to the barn. We repeat the trick. We climb into the hole. We jump on the swing. This time we change the state of the Spot to ariki. We fly away to the roof of the barn and slide into a hole in the roof. We fall right into the sock. Change the state to heavy Spot. Pull off the sock. Change the state to balls. The sock stretches and shoots into the pelvis. The pelvis falls and clings to the shirt. We use the burning Spot, we fly to the wall above the gate. Below we see the wheel. We use a round Spot on it. The gates are open.
Playing as Sadwick. We take off our pants from the bushes. We go into the yard. We go into the shed. We talk with Bobby. We raise the rope near the cow. We leave. We go into the palace. We see the throne and a keyhole next to it. We examine the coat of arms, there is not enough part. We rise to the second floor. We move the curtain, we see the lever. Press - the grate rises. If you try to go through the gate, the grate falls and blocks the passage. We return the curtain to its original position. There is a shield next to it. We use a flat Spot on the shield and inflate it inside. The shield is out. We apply a branch there and fix the chain. We pass into the passage, we rise upward. We get to the observatory. Let's talk to the astronomer. On the right under the board we take chalk. To the left of the book cafe, remove the ring from the door. To the right of the door through which we entered, we take the key. Raise
the handle from the floor and remove the month from the solar system. We approach the bookcase and put the books in alphabetical order. We speak with the astronomer. We need to repair the model of the solar system, which is located in the middle of the hall. We return to the throne room. We insert the key into the keyhole, the throne rises. We take the saw, wire cutters and crowbar from the secret box. One of the plates in front of the throne has a drawing. We use scrap on it.
This is part of the coat of arms. Let's go collect the coat of arms on the wall. A piece is missing. We add a piece found in the floor, but it is of the wrong color. Need to paint it. We'll have to make blue paint. We go out into the yard. We use the handle on the well. We take a bucket of water. To the right of the shed we see a door. We use the ring from the door from the observatory on it. We go. We take the flask from the chest of drawers. Open the chest of drawers and take the mortar. In the inventory combine the mortar and chalk, add a bucket of water. We get a bucket of white paint. We use the flask on the tap with colored flasks. Let's start chemistry. In the lower flask, blue paint should turn out. Click on the tap and get a flask of blue paint. We use it on a bucket of white paint. Blue paint is ready. We connect in the inventory a flask with blue paint and a piece of the coat of arms. We get the coat of arms painted in blue. We return to the throne room and insert the missing piece into the coat of arms. Coat of arms collected. The door on the right opens. We go down. We get into the torture room. We break off the brush from the skeleton in the cage. With pliers we break off 4 pegs under the cage. On the right we see a facility for torture. We use a saw on it. We set fire to the coals with the Fire Spot. We select a flat Spot and lay it on the cut out circle. We move the coals. Now we can see where the stone that Spot swallowed is located. In the inventory we combine the brush, wire cutters and rope. We use this construction on the Spot and pull out the stone. Shooting Spot.
Here, near the window, we see an olive branch. We need olive oil to lubricate the solar system. We use the sickle of the month, taken from the observatory, on the hand of the skeleton in the cage, Bobby's pants on the hook hanging to the right of the second cage. I put Spot in the Tany. We go into the right cell and select Spot in the form of a ball. When the cell is raised, the sickle of the month, attached to the skeleton's arm, cuts off the olive branch. We leave the cell. We take out Spot. We take olives. Now we go to the laboratory. We pour the olives into the flask on the floor on the right. Apply to the vessel of the fiery Spot. A system of tubes runs from the flask along the wall, which should end in the flask, which stands on the window. We need to draw a pipe so as to connect the upper left tube to the lower right one. We take two corks on the chest of drawers and plug them into the places where the steam comes out. The finished oil falls into the flask on the window. But we can't get it. We make 5 balls from the Spot and throw it into the vessel on the window. You can go out. Let's pay attention to the wall where the table of chemical elements hangs. We go into the shed. The oil fell into the trough of the cow and she ate it. We use a bucket on a cow and get clean oil.
We go to the observatory. We approach the board with the drawn circles and use the spikes from the torture room on it. From the rattle, the astronomer drops the auditory tube. We select it and use it as a funnel for oil on the model of the solar system. Pour the oil from the bucket through the funnel. We put the stone that was taken from the Spot to the rest of the stones. You need to put them in the correct order. We approach the bookcase and read the book. We arrange the colored planets in the correct order. It turns out red, lilac, green, blue and brownish. We use the handle on the hole for the handle and start the system. We watch the video. Spot we drink from the fountain and turns into a cocoon. We apply the flask to the fountain with water. The cocoon falls into the fountain. The head from Sadwick's dreams says that the world will be destroyed. We take the handle and apply it to the gears located under the colored stones. We stopped time! We leave the observatory. In front of the palace we see Luko with his subjects. We go down. The Asgils notice us and throw us in jail. Bobby is hanging in a cage nearby. Let's talk to him. We shout at the door of the prison, the guard responds to the call. We ask him about Spot. Gorni says that he probably fell into Nowhere. So we also need to go nowhere. We tell the guard to transfer us to another cell, away from Bobby. The guard raises our cage a little higher to the window. We take stones from the window. And throw them at Bobby. Bobby screams, and the guard lowers our cage closer to the floor. Pick up the rock and use it on Bobby's cage. We throw stones at him again, Bobby yells and the guard lowers the cage into Nowhere. Raise the bottle of living water and Spot's cocoon. We go back into the cage and get back into the torture room. From the steps we take the crowbar. We approach the door and call the guard. We say that we need to talk to Luko. The guard opens the door and leads us to Luko. We offer him the services of a clown and Luko asks to show his skills. We say that we can pronounce letters with a burp. A menu with letters appears. We choose in turn L O U C A U X. Luko learns his name and appoints us as a clown. He says that we can walk everywhere except the observatory. We talk again with Luko on all topics. We go out into the yard. A bag hangs around the dragon's neck. We take bombs from it. We return to the throne room. We try to go upstairs to the observatory, Luko swears. An active zone appears on one of the tubes connected to the throne. We use a crowbar on it and Luko fills it with a brown liquid. We run to the observatory. We see a connected astronomer. We approach the telescope and break it with a crowbar. We select a shard of glass. With a shard we cut the ropes and take them into inventory. We talk with the astronomer. We approach the solar system and pick up the auditory tube. We lower the rope into the oil compartment, we get a rope in oil. We connect it with bombs, insert the Spot Cocoon into the auditory tube. We use the Spot tube and bombs on the broken telescope. Glass on the beam under the window. We set fire to the fuses on the bombs. The telescope fires a cocoon and shatters the Fossilized Head. The solar system is working again and the doors are opening at the top. We run out onto the bridge, which leads to some distant tower. We see a cocoon but we cannot get it. We are trying to cross the bridge, but it collapses. And a dirty Luko appears from behind. We talk to him. We use a flask with living water on the drain. The water drains and pours onto the cocoon. Let's watch the video. We fall down. But our faithful friend Spot has turned into a butterfly, he catches us and takes us to the other side of the bridge. Oppa's pants are on the edge again. We raise them and go in the door. The king is not there. We see a huge mirror. We wipe it down with our pants. Let's watch the video. We find ourselves between two mirrors. We have a choice to break one of the mirrors. Use the crowbar on the mirror. We return to reality!

Walkthrough - Page 1

Passage and saves for the Russian version of the game

Control in the game is standard - using a computer mouse. Before starting the game, I advise you to read the entire guide to managing and interacting with characters and objects in this game.

Cursor types

  • Cursor in the form of a stylized arrow– active cursor. By clicking this cursor anywhere in a location, you direct the character to that location.
  • red arrow above the exit means that here you can go to another location. Left click on the exit and Sadwick will approach it. To speed up the movement of the hero and immediately go to the next location, double-click on the exit.
  • Palm cursor Helps to move items. By default, the palm is open. When pointing at an object, the palm contracts. If the item can be taken with you, then its image will be attached to the cursor, and you can place it with a mouse click in the place you need.
  • Illuminated cursor- when pointing at an object with which you can do something, or at another character, cursor starts to glow. This way you will immediately know what you can interact with. To open the interaction menu, press and hold the left mouse button.

Interaction Menu

Three actions are available on this menu:

  • Eye symbol- by clicking on this symbol with a left mouse button click, you will force Sadwick to examine the specified object more carefully. Often this helps to notice important details or gain valuable information. If you are at a dead end when passing, then first of all, carefully consider everything around.
  • Open hand symbol- by clicking on this symbol, you can do something with the selected item. Try this feature for everything. Take with you everything you can carry. Any, even the most useless-looking little thing, at some point can come in handy. All collected items go into Sedwick's backpack (inventory).
  • Mouth symbol- By clicking on this symbol, you can talk with all the animate inhabitants and inanimate objects of the Elusive World. With some inanimate objects Sadwick will not speak - he will try to eat, puff or bite. Interlocutors can reveal important information to you, give you useful advice or a hint.

Drop Management

The role of the Drop in the game is very important: without the help of the domestic caterpillar, Sedwick will not solve even half of the mysteries that he will have to face in the course of his adventures. Using the interaction menu, you can look at the Droplet, talk to him, or pick him up so that he can help. To do this, select the hand symbol in the interaction menu and do whatever is necessary with the Drop. Already at the beginning of the game, you will learn that Drop can change shape, and you will be able to choose the appropriate form for him. To open the drop shapes menu, move the cursor to the top right corner of the screen. Click on one of the symbols to change the shape of the Drop. After that, you can combine it with any other object. With the right mouse click, you can return the Drop to its original shape.

Inventory

All collected items Sadwick puts in a backpack (inventory) that can hold an unlimited number of things. You can open the inventory with the right mouse button and view everything that is in it. If there are already a lot of things and they do not fit on one screen, then you can use the scroll arrows to find the desired item. Items in the inventory can be interacted with in the same way as with the rest of the objects in the world. If you want to combine an item from your inventory with something that is outside the backpack, then select it with a left mouse button click. The item will "stick" to the cursor, and you can merge it with other things. You can close the inventory with the right mouse button.

Dialogues

During a conversation with other characters, a dialogue panel appears at the bottom of the screen, in which you can select various options for Sedwick's lines. To select the desired phrase, click on it with the left mouse button. If Sedwick's interlocutor is too talkative, then clicking with any mouse button will cut off the character's line. In some cases, not all possible replica options are placed on the panel. Then use the arrows on the right to view all available options. You can also skip the replica using the Enter key or by clicking the left mouse button.

"Hotkeys

Key " Esc» opens the Main Menu with standard options. You can skip videos using this key.

Key " Space»highlights all active objects in the location, incl. and exits from the current scene. Objects are marked with blue circles. And the exits are yellow.

Key " Q» - quick exit from the game.

Key " F1 » - opens the boot menu

Key " F5 » - opens the save menu

Key " F9 » - Quick game save. Note that each press of this key overwrites the previous quick save.

Key " F12 " - fast loading of the game saved by the quick save key "F9"

The game is linear, but with free passage of some locations.

Saves located at C:\Program Files\snowball.ru\Escape World\savegames

Play as the sad little clown Sadwick

Autumn forest

Circus

After watching the introductory video, we wake up in our van. On the wall near the bed we find and examine snippet of a note, which was drawn by the elder brother Ben. Open the drawer of the bedside table, take out a piece of paper from there. Looking at sheet in inventory, remember what we have to do today. We select the clawed paw of the bear skin and knock on the head of the bear rug. We take out key from the open mouth of a bear. Pay attention to the costumes hanging on a rope above the bed. Open the door on the left and exit.

We find Drop, a domestic caterpillar, in a deplorable state. Ben offers to water the pet. We click on the Drop, select the hand symbol and click on pelvis. Happy Drop swallows water from the heart and inflates like a ball. Now it can take the round shape of a ball. We discuss with Ben all available topics. We approach the grandfather sitting at the van and also communicate with him on all available topics. We enter the grandfather's van. We take away the false jaw and the handkerchief on which the jaws lay on the right. Remove to the left of the door hair net. Close the door and take out cork from the bottle that stood outside the door. We look at the kerosene soup, which is boiled in a boiler. We get out of the van, take shovel near the ladder of his van. We try to go left into the Magic Forest, but again and again we return to the parking lot of vans. We discuss the problem with Ben and find out that we need a compass and a map. We turn to grandfather for help. As a result of a long conversation, we get a compass from him. We decide to look for a map in our van. We enter the trailer and take a look at the stove. What a pity that we can not open it, because. damper handle broken. We note a hole in the chimney at the top and decide to send a Drop there. But the round Drop will not crawl through, it is necessary to return the caterpillar to its previous appearance. Move the cursor to the upper right corner, select I drop its shape and press the left mouse button. Now apply a drop on hole in the chimney. We take the box from the furnace. Open inventory, take the key and unlock it in inventory casket. We get a map of the Autumn Forest. Now we can go into the forest with confidence that we will not get lost. We leave the trailer and approach the sleeping monster Bruno. We remember that we must wash it today and sigh. We go to the left screen. By map move to the location "Coast"

Lake Shore

Sitting on the shore of the lake is the sad royal messenger Bobby. We discuss with him all available topics. After the end of the conversation, select branch at the feet of a watch. In inventory, combine the branch with the hairnet and get a net for catching fish. We use the net on the lake, we catch fish. We hand over the catch to the messenger and continue the conversation. We decide to go in search of Shaana's oracle, which can interpret our dream for us. After the chasqui finishes eating the fish, the fish bone will automatically appear in our inventory. We move along the road to the lower left corner of the screen and move along the map to the location "Ruins".

Ruin

We pass through the bridge and approach the statue. To the right and left of it are stone turtles we take them with us. We read the inscription on the protruding tongue of the statue. I wonder who it's dedicated to? We note that the forehead of the statue is overgrown with moss, but it cannot be scraped off with bare hands. We take the handkerchief from the inventory and wipe the forehead of the statue with it. Looking at royal coat of arms with a round hole in it. We look at this hole, then we decide to report the find to the messenger. We go to the lower right corner of the screen and on the map we return to the location "Coast".

Shore

We inform Bobby about the hole in the royal coat of arms, which should start some kind of mechanism. We persuade the chaski to give us the Whispering Stone. We automatically get an artifact and rush to the statue in ruins.

Ruin

Use the Whispering Stone on the hole in the royal crest. Watch a short video about the earthquake. It destroyed the gate, and something happened in Sedwick's trailer. The Whispering Stone rolls out of the hole in the statue's forehead and rolls down the abyss. To save the stone from falling, our faithful Drop swallows it. We decide to tell Bobby about this and go to the lake.

Shore

The envoy of the king is no longer on the shore. Did the Asgil get to Bobby, or did the coward just run away? Unclear. We pick up from the ground bombs and knife. We return to the ruins.

Ruin

House of Shaana

We look around while the hostess is not at home. We look around the chair, the globe and the clock. We note notes on the shelf on the left, but it makes no sense to understand them. We leave the house, ask the brothers. The stones explain that Shaana is a creature from another world, so she appears in her house at a certain time of the day. The first clue appears at half past one.

We return to Shaana's house and approach the clock on the right. We see that there is only one hand on the dial - the minute hand. We click on it (the arrow will become luminous), then we press at the bottom of the dial on six o'clock. (VI) The minute hand will move to the specified position. We take out the fish bone from the inventory and set it on the dial at twelve o'clock (XII). Click on button in the center. We turn around and approach the shelf with various notes. A beam of light points to one of notes. We take it from the shelf and read it. The note says that we should render a service to the sleeping giant. This giant sleeps in our parking lot by the wagons. Yes, by the way, in our task for the day it is indicated time when we have to wash our monster Bruno. We approach the clock, click on the minute hand, and translate it into place three o'clock(or fifteen minutes). Leave the hour hand in place, and press the button in the center of the dial. The clock strikes again. We leave the approximation, we take note where the beam of light is pointing. We read in the note that "Colors are returning to the world." We assume that this happens at dawn, when the sun rises. We look again at our plan for the day and see that Ben invited us to meet sunrise at 5-30 am. We translate the clock hands on the dial to the specified time , press the button in the center.

After the clock strikes, a displeased Shaana appears in the chair. We look at the oracle, it does not look like a bird at all, as Ungo claimed. We talk with Shaana on all the proposed topics. Watch a video about the oracle's prophecy. We choose any answer to Shaana's question, because Sedwick will still say that the prophecy said that he, Sedwick, must save the world. In a conversation with Shaana, we will find out the answer to the third question. Now Ralph is wrong. There is nothing else to do here, so we leave Shaana's house and follow to the ruins.

Ruin

We see a baby salamander playing with a red Noah's egg. He does not want to talk to us, just as he does not want to give the egg. Apparently, it will be necessary to offer the baby some other toy instead of an egg. We go to the lower right corner of the screen and move along the map to the tree.

Tree

To the left of the huge tree we see a flock of merrily dancing fireflies. We approach them, we try to speak with flying lights. Fireflies in fright fly into a huge tree trunk and fly out from the other side. We examine the tree, which seems to be hollow inside. We take out the cork from the inventory and plug it hole in a tree trunk. To the right of the tree we notice some kind of shine. We examine it closer - it is resin, but we have nothing to put it into. We approach the fireflies again and try to catch them. Now the fireflies are hiding under the stone. Move it to the side and use the shovel on stain on the grass. We jump down, go to the next passage. Exploring kerosene puddle, and go up the arrow. We look around. Visible in the distance Calida Island, which Shaana told us about, but how do we get to it? We go down to hole, move to the lower left corner of the screen. On the map we move to the cave.

Cave

We find ourselves at some altar. We note a bowl for offerings on the totem, we try to take it. Nothing works. We turn the Drop into a ball and throw it into bowl. We select a bowl from the ground and head to the right screen into the cave. There is no further passage for us, because. the entire cave is blocked by a giant web. Exit the cave, go to the right screen. On the map we return to the tree.

Tree

Apply the bowl to resin, get resin in a bowl. Through the lower left corner of the screen we get to the map, and we move to the circus parking lot.

Circus

We approach the sleeping dragon. This is Bruno, who drags the wagons instead of the horse. Pay attention to the empty trap in front of the monster. Red Noah eggs are placed in this trap to lure the self-igniting whelps, which are the source of the fire. We communicate with Ben on all topics. We ask the brother, is he really not afraid of anything? We describe to Ben the asgils (which we ourselves have never seen) in such a way that items from the inventory can be used to make them:

  • Asgili - monsters with sharp claws (we have a bear paw with claws in our inventory)
  • They have two heads (we have two stone turtles in our inventory)
  • And even worse is their sharp teeth (we have grandfather's false teeth in our inventory)

In a conversation, Ben gives us the idea that you can get to the island if you perform a trick with a cannon. We go into our wagon. We pick up the fallen from the floor hat. We look at the drawing on the wall to refresh the memory of the room with a gun.

So, to perform this number, you need a bomb (available in inventory), a cannon (you can use a hollow tree), and a parachute (you can use grandfather's pantaloons, but Ben does not allow them to be taken) and a cork Now you need to take a red balloon from Ben and steal grandfather's pantaloons . It is necessary to somehow distract Ben, and for this you need to scare your brother. Let's start making stuffed asgil. We open the inventory, grease the bear paw with claws with resin, attach two turtles on top and add the false jaw. We get a stuffed two-headed monster. We leave the trailer and show the monster we made to our brother. Quickly pick up from the ground red ball and pull grandfather's pantaloons from the rope. If you didn’t manage to do it the first time, then show the monster again. We leave for the location with the ruins.

Ruin

Use the red ball on the baby salamander. We pick up Noah's egg from the ground and hurry to the parking lot.


Original name: The Whispered World
Russian name: elusive world
Developer: Daedalic Entertainment
Publisher: Daedalic Entertainment
Localizer in Russia: 1C
Release Date: August 28, 2009
Release date in Russia: In 2010
Platform: PC, Nintendo Wii, Nintendo DS

Chapter 1 "Autumn Forest"

Waking up from a nightmare in his bedroom, Sadwick gets out of bed and sighs heavily. He does not understand where the drop, which constantly woke him up, had gone. This is where the game starts.

Circus

First of all, we read a note nailed to the wall above the bed. It's a blueprint for the Core Man stunt, and of course Sadwick plays the lead role in it. We tear off the paw with claws from the carpet, inspect the stove with a broken handle, open the bedside table, take a note and go outside.

So Drop was found, it turns out he is thirsty. We take him and put him in the basin, after which he will drink and inflate like a balloon. We talk with Ben and with Grandfather. We pick up the shovel, which is stuck in the ground next to Sedwick's trailer. We open the door and go into the kitchen car (Grandfather is sleeping near it). We consider recipes, take a false jaw, a scarf from a hemp, remove a hairnet from a hook on the wall. We close the door and remove the cork from the head of the bed, after which we go out into the street. We are trying to go out into the forest, but Sadwick will fornicate and constantly go out to the circus. After we go into the forest at least once, we talk with Ben, he will say that Sedwick needs a map and a compass. We ask Grandfather for a compass, after a short conversation, Grandfather will give Sedwick "compost". Now we go into the bedroom, hit the bear's skin on the head, find the key. Move the mouse cursor to the upper right corner of the screen, the Droplet control panel will appear. Here you can choose what form to betray the caterpillar. Strictly speaking, at the moment there are only two forms: the actual form of the caterpillar and the form of the ball. We choose the shape of the caterpillar and stuff the Capel into the hole in the chimney near the stove. The furnace will open, inside we find the box, select it and open it with the key found in the bear. Everything, now Sadwick has both a map and a compass, you can safely go into the forest, to the lake.

Shore

Some weirdo is sitting near the lake with a frying pan on his head, and next to him is a backpack, obviously this weirdo often travels. We talk with the weirdo and find out that his name is Bobby and he is the royal messenger. He has a task - to bring the Whispering Stone to the King's castle. Sedwick will volunteer to help Bobby in this matter, Bobby will agree, but will give a task for verification - Sedwick needs to catch fish for him. We raise a twig from the ground, which lies under Bobby's feet, open the inventory, combine the twig and the hairnet, we get a juice. We use the juice on the lake, Sedvik catches fish. We give the fish to Bobby, he eats it, and Sedwick gets the fish bone. We talk with Bobby, find out that we need to find Shaan - an oracle that can explain Sadwick's dreams. Bobby will mark the places on the map where we supposedly need to look for Shaana, we are heading towards the Ruins.

Ruin

We approach the statue, we select two turtles that stand on both sides of the statue. We clean the moss from the head of a stone fish with a handkerchief, it turns out that the fish has a coat of arms and a recess. We return to Bobby, talk to him, get the Whispering Stone. We insert this Stone into the recess in the statue. An earthquake starts, everything around will shake, even in Sedwick's trailer there will be a small pogrom. But the gates will open. After the earthquake ends, the Stone will fall out of the recess and roll towards the cliff, but Capel will grab it. Sadwick simply has to tell Bobby about this. We go to the shore, but Bobby is not there! Instead, bombs and a knife are lying on the ground, which you need to pick up. We return to the Ruins. We clean the passage to the gate with a knife, we get into a location with a door and Talking Stones.
We talk with Pebbles.

After talking with the Stones, open the door and go through it. Naturally, nothing happened. You need to go through the door on the other side, that is, as if from the house to go outside. After that, you will find yourself at Shaana's house, but the hostess herself will not be there. We go outside and ask the stones what's the matter. It turns out that Shaana appears at a strictly defined time! Again we go to her house, we approach the clock. At the bottom there is only a minute hand. The stones said something about the time 12.30. We put the minute hand on IV, we take out the bone from the inventory and use it as an hour hand. We put the hour hand on XII, a beam of light appears, which will point to a note that says "Help the giant." The only giant we met was Bruno, the big dinosaur who drives the circus. We look at the note that we found in the bedroom, the note says that at 12.15 you need to feed Bruno. We set it at 12.15, after which another beam will appear and point to the next note. This note will talk about changing the color of the day. When do the colors change? Perhaps at sunrise, we look in the schedule of the day at what time the sunrise begins, and this is at 5.30. We expose this time and meet Shaana.

Tree

After talking with her, we leave her house and head to the tree. We immediately plug the hole in the tree with a cork that we found in Grandfather's kitchen. After this, he remembers what Shaana told us about fireflies, we touch these luminous creatures, they will fly away under a stone. We move the stone away, but under it there is nothing but a spot on the ground, no. Therefore, we take out a shovel and drip in this place. Yeah, there is some kind of passage under the stone, we jump into it and get into a cave under a tree. There is a kerosene puddle next to the path to the top of the tree, remember this and leave after we look at the lake and the island from the top of the tree. We go to the circus.

Circus

We go into the bedroom, look at the pipes, pick up Ben's fallen hat. Once again, we look at the drawing of the trick (if you haven’t understood yet, it is he who will help Sedwick get to the island). We need a sleeve, a bomb, a fuse and a parachute. The bushing could very well be Ben's hat, it just needs to be solid. To do this, we go to the Ruins and talk to the Stones about their plans to take over the world. During the conversation, you will have to answer three questions to prove that Sedwick is not a yellow-mouthed chick. In fact, the answers to the questions are given by the second (blunt) stone, we just repeat what he says. However, here are the answers:

Bird
-Eleven
- in the middle of the lake

If all answers are correct, you will receive stone powder to sprinkle on your hat. We return to the circus and talk to Ben about his fears. We need to scare him. We ask if he is afraid of the Asgils, it turns out that he does not know who it is. So we describe to him that this is a terrible, toothy, clawed, two-headed creature! It remains only to find or make this creature. We will make it. We already have all the materials except glue. The glue will be the resin that grows on the Tree. But to collect the resin, you need a cup. And the cup is located on the location of the Cave. The cup lies at the totem, it cannot be moved, not torn off. We make the Drop round and throw it on the bowl, that's it, it's ours. We go to the Tree and collect resin. With the help of it we fasten turtles, teeth and a bear paw. Returning to the circus, we scare Ben with the resulting monster. While he will squint, we pick up the red ball and Grandfather's pantaloons, which hang on a rope between the trailers.

Cave

We give the red ball to the salamander, which is located at the location of the Ruins. Instead, we get an egg. We take the egg to the circus and put it in a trap for dragons. Whelps will fly into the trap, but here's the problem - you can't take them with your hands. It doesn't matter, we use a Drop on them. Now the Drop has received a new look - a fiery caterpillar. We walk to the location of the Cave. We go into the cave itself, the way further is blocked by a huge web. You can't cut it off, you can only set it on fire. And set fire to what? Of course, our fiery caterpillar. After the web is burned, we go inside the cave. Use the Blob in ball mode as a lantern by simply clicking on its eyes. Here is a monster! Thank God it's frozen in ice. In principle, in this cave, apart from a coil of rope, we will not find anything, but this is not enough!

Tree

Everything, it remains only to assemble the attraction and fly to the island. We go to the tree, climb into the cave, put bombs in a puddle of kerosene and try to throw a rope there, but Sadwick will say that it is wet, therefore, the wick from it is bad. But nothing, we go to the Circus, go into the kitchen and lower the rope into the cauldron in which Grandfather cooks kerosene soup. Finally, this “delicacy” came in handy. We return under the tree, throw a rope into the puddle, set it on fire with the help of a fiery bomb drop and quickly climb to the top of the tree. We install a sleeve in the hole, sit down and prepare for flight. Let's watch the video.

Chapter 2 "The Awakening of Kalida"

Getting to know the village

We talk with the monk, after that we go out to the bridge. There is a broken shovel near the bridge, we pick it up, there is also a rope here, but so far there is no way to take it. We cross the bridge and find ourselves in a small village, which consists of only a few houses and a factory. Before entering the village, we are met by a bell, we remember this. The first house in the village is closed, but the doors of the second house are open, we go into it. Here lives Bando, a sad man who misses his job. He used to work in a factory, but his owner Reuben stopped the factory. Now Bando is just bored. In his house, we can take a ladder and a claw for now. We go to the next room. There is a door that does not open and a mechanism that does not work. These things are interconnected, that is, it is necessary to repair the mechanism in order for the door to open. But so far we do not have the necessary gear. Only a part of it is lying on the floor, but we will need it, in addition, in this room you can take an ax and open a cabinet from which an interesting bird will come out. We go to Bando and ask him about the bird and about the door.

After all the conversations, it becomes clear to us that Kalida is somewhere nearby, but she is sleeping. She can be awakened by ringing a bell, blowing a horn, starting a factory and raising the cry of funny birds called Yaks.

ringing the bell

We go down to the first house and step to the right, to the factory, we go into it. Flint is lying on the floor, we pick it up and step to the place on the bridge where we saw the rope. Cut the rope with flint and combine it in inventory with the bone. We approach the bell and throw a rope on it. We're calling.

We blow into the horn

Because of the noise, Ruben called Bando, now his apartment is free. We go to it and take the key that hangs next to the front door. We also take a sock from the chair and go down to the first house. We open this house with the found key and go in. We tear off a piece of music from the wall, and take the conductor's baton from the chair. We try to blow into the horn, but something is clearly stuck in it. Use the ball-shaped drop on the horn. Everything, the horn blew.

Launching the factory

We go to Bando, he is not yet at home, so we go out and go into his house again. That's it, he's inside. After that, we go to Ruben, we talk with him. We leave from his mansion, put the ladder to his window and climb back. Ruben is sleeping, we are trying to get into the bedroom, but the dog notices us, we will have to leave. You need to somehow immobilize the dog, something to tie her mouth. This can be done with pantaloons, but they are not enough. Therefore, we go to Bando, close the door, knock on the mouse hole behind it. When mouse eyes appear, put a sock next to the mink, take the mouse. We go to the pantaloons and use the mouse on them. Our pants. Again we climb to Ruben through the window, we tie the dog-crocodile's mouth with pants and go up to the bedroom. We take any pearl and return to Bando. We talk with him, he does not mind working at the factory, but he needs a shovel. We show him the shovel from inventory, it is too short for him. We step on the very first location, to the lake. A bar sticks out next to the bridge, chop it with an ax and attach it to a shovel. The shovel is ready, we give it to Bando and we walk to the factory, where work is already in full swing. We select the second part of the gear and step to the door with a strange mechanism. We clamp both parts of the gears in a vise and use a fiery caterpillar on them, we get a new gear.

We put the gear in place. Now we have to solve a small puzzle, the purpose of which is to make all the gears spin. To do this, arrange them in the following order as in the screenshot:

Looking for Yaka

Now the door has opened. We go into it and find ourselves in a clearing on which there is a house. We go into the house, we meet the Monk. We talk with him, during the conversation a dispute about the Balance will begin. To prove his point, the Monk will offer you to solve a chess puzzle: you need to arrange 8 queens so that they do not attack each other. In general, there are several ways to solve this puzzle, here is one of them:

If we solve the puzzle, the Monk will not light candles on the island that scared away the funny Yaqui birds, which means that soon the birds will start yelling. We take a candle from the table and leave the house. We go into the forest and meet three Yaks who sleep peacefully. But the fact is that Yaki should be 5 pieces. We have to find two more.

Now we go around all the areas and blow out all the candles! After that, through the window we climb home to Ruben and go into his bedroom. We use the candle on the bed, the candle must be fixed. As a stand, a nail that sticks out in the floor, next to the entrance to the bedroom, is well suited. We light a candle with a fiery caterpillar. The first Yaki was found, at the same time it became clear what kind of strange creak the bed was making. We leave the house, pick up the ladder and walk to the Monk's house. Somewhere nearby, the last Yaki lurked. It can be seen if you put out the candles on the entire island and the candles next to the Monk's house. Only after that we will see the last Yaki sitting on a barrel. We approach the barrel, Yaki will disappear and appear a little to the left. We put a spherical Drop on the barrel and approach the Yaka, this time he is at the pointer. We cut down the pointer with an ax and again we approach Yaki. That's it, Yaki ran into the forest to his friends. It remains to lure them to the village.

Now we remember what the Monk said, he said that it is necessary for 5 sad Yaks to meet 5 of their friends. We need to find 5 more Yaks! But we will do it easier.

We go to the factory and approach the press. We pull the lever next to him. Now we have to commit a crime against a friend: we take the Drop and put it under the press. Don't be scared, it's just that now the Drop is divided into 5 parts. The drop will slide into the hole, use the ladder to this hole and climb down after it. Now the Drop has acquired its fourth state - the multiplied Drop. In this state, we use it on 5 Yaks that sleep in the forest.

We are leading the Yaks to the pier.

It's time to wake up Kalida

As soon as Sadwick arrives at the pier, the Yaks will sit on a nearby statue. The statue says that Kalida's ears are in the lake. So it is, some bubbles are gurgling on the lake, for sure it is Kalida. So, in order to wake her up, you need to play the melody that we plucked from the wall in the room with the horn. Yaki will be the musical instrument, and Sadwick will be the conductor, because he has notes and a conductor's baton! The higher Yaki sits, the higher his sound. So, we pick up the conductor's baton and click on the Yaki in this order:

1) Top right
2) Top left
3)Lower right
4)Middle right
5)Lower left

If everything is done correctly, Kalida will wake up. Yes, yes, Kalida is an island, or rather the island is part of Kalida. Let's watch the video.

Chapter 3 "Asgils"

Opening the cranial door

We start a new chapter again with an empty inventory. We find ourselves in a place where orange lanterns hang everywhere. Let's go ahead. At the next location, we come across a closed door and a slab with a stone on it. We select a stone. We examine the stone sculpture in the form of a skull, only the skull is a little clumsy. We need to correct this situation. There are several levers on the location, if you pull any of them, the sculpture will change a little. You only need to pull the second from the left and the rightmost levers. After that, the skull should take on a normal shape, if this happens, then you can stand on the slab from which we raised the stone. Eventually, the closed door will open! We go into it.

We sneak into the room

At the new location we meet the Asgil guard. This is how I met this people. Sadwick doesn't want to have any relationship with the Guardian. Therefore, we rise closer to the small window and eavesdrop on the conversation that comes from it. We need a map, but we haven't got it yet. We take the rope that hangs nearby. We combine the rope and stone in the inventory. Above the guard (which we saw first) is a huge horn. Use the rope with the stone on this horn.

Now we can go into the room, look at everything. On the way out of it, Sedwick will be captured and put in jail.

Jail break

There is a haystack in the cell, in which we will find a needle, and, in fact, we also need to take some hay. We approach the door and shout into the bars. The guard will come, we ask him to eat. We get a tray and a spoon. We continue to talk with the guard, we assure him that we will behave quietly. The guard leaves.

We insert a needle into the door lock, but the needle is short. We combine a needle and a spoon, now the length of the needle suits us. Drain the slop from the tray into the green water and push the tray under the door. Use the needle on the keyhole and take out the tray. The key is ours, but it's stuck to the tray. We unstick it with a spoon, insert the key into the lock and leave the prison.

small village

We go to the right, past the bridge, the dining room, the door without a handle. We go into the next door, we automatically find ourselves in a maze. We go into the left door, then into the next one, we get into the armory room. Until we touch the one hiding in the armor. We look around and collect things: a bow, a club and a knife. On the left side of the room there is a secret room with a locked valve. Now we take a club and hit it on the armor. Surely there is someone inside. We leave the armory and go in again. Now let's cheat a little. We approach the door and just close it.

We talk with the cook, we threaten him that we will tell everything about him! And we will tell his boss Luko that we know where the cook is. The poor cook is going to be scared in earnest. Turns out he didn't cook for his boss. We learn from the cook the recipe for a dish that he did not cook. We will need some elements of earth, air, water and something from Sadwick himself. We leave the armory and go to the bridge.

We sharpen the knife on the grindstone and cut the rope that holds the bridge with it. We cross the bridge. We find ourselves in a familiar cave. We select a coin in the place where the guard stood. We also need a rope, which we threw on the horn. We rise to the horn, cut the knot and take the rope. We look out the window: poor Capel is sitting in a cage, and he is guarded by the chief cook - Luko. Here we will prepare soup for him, and he will definitely come out of this little room!

Gathering the Ingredients

First of all, we go to the dining room in the village. In the dining room, we take Chinese sticks and a cup from the table. On the floor among the bones we find a rib. An annoying fly flies in the air. Attention! This is our first "airy" ingredient. As strange as it may sound, nothing but Chinese sticks can catch her! We step into the kitchen and cut off the mushrooms growing near the boiler with a knife. It's an "earthy" ingredient. We go outside, we approach the grindstone. We sharpen a coin on it, we get a tip. We put this tip on the rib, we get an arrow that will help us a little later. We go to the right, past the armory, we go around the corner. See the frog? That's what we need! But here the cliff prevents you from reaching it. A log hangs over a cliff. We insert the arrow into the bow, tie a rope to the arrow (only in this sequence!), Shoot the log and fly to the other side.

The frog will jump away from Sadwick if he approaches it. So let's go for the trick. We approach the frog, it jumps. In the place where she just sat, we put a sticky tray and move away. The frog jumps into place and sticks. Here is the “water” ingredient in our pocket.

We step into the kitchen and throw all our ingredients into the cauldron: a frog, a fly and mushrooms. The last ingredient remains, so to speak, "On my own" ... Just spit into the cauldron! The soup is almost ready! Only the light is missing. We throw hay into the fire and blow the flame. All right, now we're ready. Pour the food from the boiler into the bowl from the inventory, go to the dining room and put the bowl on the table.

Dinner is served, sit down at the table, please.

It remains to call Luko. We go to the kitchen, there is a gong in the left corner, you need to hit it so that the comrade chief comes. But nothing to hit! The stick from the inventory is too weak to hit, but only if it is improved a little ... We approach the animal that is sitting in the kitchen and give it a stick. He will sink his teeth into her. Here is an improvement for you! We hit the gong with a stick with an animal, Luko comes, eats himself and goes to sleep.

Starting the wheel

We go out into the dining room and remove the key from Luke. This key removes the locks that block the valves. Leave the dining room and go to the location where we took the frog. See the water wheel? Here it is necessary for it to go, and for it to go, you need to open all the valves so that water flows. One valve can be found right here. Open the lock with the key and turn the valve. The second valve is in the armory in the secret room (on the right side of the armory). The third is in prison. Just at this moment, the Drop will run away, which we will really need. When you are in prison, take a fire caterpillar and use it to set fire to hay. Behind the hay there will be a third valve.

We step into the room from where Drop escaped, now we can open this room with keys. We go inside. The most important thing in this room is the two gongs. By hitting the right gong once, you can understand that these gongs are not simple, they turn the room! Hit the right gong two more times and leave the room. We get to the village. We go through the passage, then we go into the passage to the right. We close the door and take the teeth. We also find the last valve, open and twist it. In addition to all this, there are two gongs in the room. Now we know what they are for! We hit the left gong twice and exit to three passages.

We go into the left passage, go into the cave and look out the window. Yeah, the bucket is nearby, it remains only to pick it up with a gong stick ... But no, the bucket is falling! We'll have to go back to this room. But now you can not make such a long way, but just go through the door without a handle. We go into the secret room of the chief and take a bucket.

Taking a bucket, we step to the water wheel. In the inventory we connect the teeth and the bucket, use what we got on the lever with the chain. We load the bucket with cargo: we make the Drop turn into a fragmented state and, in turn, we throw all the Drops into the bucket. The elevator will descend to us, we go into it and go up.

We select the cobblestone and turn left. We find ourselves in a zone where a man is sitting (the guard of the railway station, by the way!), And next to the man there are garden beds and Grandfather's pantaloons on a rope. We talk with a man, his name is Maurice, and, as I said, he is the guard of the railway station, he will tell Sedwick that the train has not been running for a long time. And we need to go to the station.

Turning a railway station into a museum

In the meantime, I'll have to talk a lot with Maurice. First you need to convince him to turn the station into a museum. Surprisingly, Maurice is pretty quick to agree. After that, we talk to him again and take an interest in his affairs, which, by the way, are not going very well, there are no visitors at all. This is where Sadwick's ingenuity comes in handy, we pester Maurice with initiatives. First of all, we are hired as an assistant adviser. By joining the post of assistant, we get 1 gold. We propose to rename the museum to the "Medium Maurice Museum", after which the entrance price will immediately drop to 8 gold (previously it was 10 gold). Then we offer to remove the underwear from the ropes, which scares away the “visitors”. Thus, we become someone in the likeness of a laundress, and this is another 1 gold in the piggy bank. We get a job as a gardener to scare away the birds (1 more gold), insolent further, we offer our candidacy as a clown to amuse the people (+1 gold). Well, the quintessence of impudence will be to ask for a 50% discount on visiting the museum by its employees. In total, the entrance is 8 gold, with a discount we get 4 gold. We earn money to pass.

Work in the museum

It is necessary to drive away the birds and take off the clothes from the rope. We take off our clothes and the rope itself. We take out the gong stick from the inventory and stick it into the garden. We attach hands to the stick, which will serve as Chinese sticks. Now we just put a shirt on the scarecrow, the birds will fly away. We talk with Maurice and go to the station.

Station

We look around the room: there is an elevator that we need to start, as well as a groove for the lever, which is located next to the box under the shelf. We don’t have a lever, but the teeth will perfectly replace it. Insert them and turn. The gears in the elevator start spinning, but the elevator doesn't work. It just lacks a few gears, and in order not to look for them, we just use Grandfather's pantaloons on them. The elevator will work. We wind the rope on the handrails in the elevator, tie a spherical Drop to them and start the elevator. Now we have the last Drop state - rope.

Now the most important thing is to start the elevator while in the elevator itself. To do this, you have to create an ingenious design. To begin with, we take Grandfather's pantaloons, and instead of them we impose a rope Drop. We break the mount at the shelf, the shelf collapses. We hang Grandfather's pantaloons on the lever, roll the cobblestone from the inventory along the shelf and immediately step into the elevator. We rise.

See the lock that prevents the train from moving? So remember a new way to break locks! We tie a rope Drop around the lock, after which we turn the little green friend into a spherical state. The lock will just break. Now Drop will have to work as a stoker. In the form of a rope, we put it into the department with coals and turn the Drop into a spherical state. The coals are burning, the locomotive is moving. Let's watch the video.

Chapter 4 "Crown"

We are finally at the castle! But it's too early to rejoice, you still need to get inside! We break off a branch from the bush on the left. We turn the Drop into a rope and put it into the slot in the gate. Now the smart Drop will open the gate for us. And for this you need:

1) Use the fire drop on the bushes, a hole will open
2) We drop the crushed Drop into the hole, it will appear in the window
3) We throw off the spherical Drop on the swing
4) While the stone is in flight, we make an ordinary caterpillar from the Drop. When the stone lands, the drop will fly up to the roof
5) Use the crushed drop on the drain
6) When the Drop is in the barrel, make it spherical. The contents of the barrel will pour out on our old friend - Bobby.

We get Drop into the barn, watch Bobby dry things. We go outside, repeat all the steps, up to jumping onto the swing. Only now we turn the Drop not into a caterpillar, but into a fragmented state. The drop will fly right into Bobby's sock.

We make a spherical Drop, the sock will stretch. We pull back, turn into a fragmented state and fly like a bullet into a sieve that will fall on the shirt. We turn the Drop into fire and fly away like in a balloon. When the Drop lands at the wheel, make it spherical. The gate will open.

Looking for an astrologer

Now again we play for Sedwick. We pick up Bobby's pants and go into the courtyard of the castle. We go into the barn, talk to Bobby and pick up the rope that lies next to the bull, go outside.

We go to the castle. We look around: a throne, a coat of arms with tags, a keyhole to the right of the throne. We rise to the second floor, inspect the shield, move the carpet to the side, and press the lever that appears. We press the lever, but, alas, Sedwick will not be able to pass yet. We move the carpet to the other side, turn the Drop into a rope and push it behind the shield. After that, we make it spherical, the shield will fall. We examine the chain, insert a branch into it. We walk through the passage.
We leave to the balcony, we pass to the right and go up the stairs.

Setting up the solar system

We find ourselves in the astrologer's lair, there are a lot of useful things around that need to be collected: a door handle (on the cabinet), a handle (under the model), a month (on the model), chalk (on a board), a key (to the right of the door). We are trying to talk with the astrologer, but the conversation is not going well. We try the following: in the bookcase we put the books in this order: A-G, H-N, O-U, V-Z (in the order of the English alphabet).

We talk with the astrologer, he gives us the task to fix the model of the solar system. To do this, put the fifth planet in its place (and during the conversation we learn that this planet is the Whispering Stone, which will swallow the Drop). Also, the model must be lubricated. After collecting all the items, we leave.

We insert the key into the keyhole next to the throne. From the secret department we take away the saw, crowbar and tongs. We examine the plate, in front of the throne. This is the missing plate from the coat of arms. We take a crowbar, hook the plate with it and pick it up. Now we come to the coat of arms, it's time to solve the tags.

Now click on the "green" tiles in this order:
6 5 4 1 2 5 4 1 2 3 6 9 8 7 4 5 8 9 6 5 8 9
After that, click on the "blue" tiles in this order:
7 4 5 8 9 6 3 2 1 4 7 8 9 6 3 2 5 6 9 8 7 4 5 8 9 6 5 8 7 4 5 8 9 6 5 8 9 6 5 4 7
If everything is done correctly, there will be a single pattern on the coat of arms.

We insert the found plate into the free space, but it is not the right color!

We go outside, insert the handle into the well and raise a bucket of water. We approach the tower at the gate, insert the handle from the door into the door, open it, go in and rise. We take a flask from the dresser, and in the dresser itself we take a bowl. Grind the chalk into a bowl and pour it into a bucket. Now we make blue paint. We use the flask on the mechanism of the flasks in the corner of the room. Each flask of this mechanism has a paint of its own color. Under the flask there is a faucet that has two modes: plus and minus. By changing the values, you can mix colors. In the end, you need to make sure that there is blue paint in the lower flask. Only 3 levels of flasks. Here is the solution: (top to bottom) ++-; +++; -++

If everything is done correctly, you will get blue paint.
We merge it into a flask, add it to white paint, it will turn out blue. Use the blue paint on the tiles. We insert the tile into the coat of arms, we go down to the torture room.

torture chamber

We collect a brush from the skeleton, with the help of pliers we pull out several pegs from the board with pegs. We use the saw on the structure, which is located in front of the torture room. We plant a brazier for a fiery caterpillar so that there is more heat. We take the rope Drop and put it on the structure. We move the brazier behind the structure. Now you can see in which part of the spot the Stone is located. We are preparing a tool that will get the stone.

We connect the pliers and the brush of the skeleton and wrap it with a rope. We use this tool on the Drop.

Our stone!

How to prepare lubricant?

The solar system model will be lubricated with olive oil. Olives grow in the torture chamber, but getting them is quite difficult. Combine the month and the skeleton brush in inventory. We hang Bobby's pants on a hook next to the second cage. We put an ordinary caterpillar in these pants, put Sadwick in a cage that stands in the middle of the cell. Making the drop spherical. The desired cells will rise and the olives will be cut with our sickle. We leave the cage, pick up the olives and the Drop and go to the tower where we prepared the paint. Pour the oil into this pitcher.

Now we have to solve the puzzle. It is necessary to assemble the pipeline so that the oil from one end overflows to the other end. Somewhere you need to use 2 plugs.
After the oil flows out, we use a fiery caterpillar on the vessel. The oil will condense into a flask that we can't get. We use the crushed snail on the flask.

We look at the board on which it is written which element corresponds to which color. Remember!

We go outside, we go into the barn. We see that the cow drank all our butter. We make a milkmaid out of Sedwick: we take a bucket in our hands and milk a cow. We get oil. We step into the lair of the astrologer.

Fixing the solar system model

We are trying to pour oil into the model, but we need a funnel. We use the pegs on the board, a terrible rattle is heard. Stargazer drops his hearing aid. We select it, and the funnel was found! Pour oil through a funnel.

It's time to sort out the order of the planets! This, to be honest with you, is a very difficult task. I will describe here the principle of the solution and immediately the ready answer. If you are interested in doing it yourself, use only the principle of the solution.

So, we put the Whispering Stone to the rest of the planets and talk to the astrologer. He will tell us to look at the location of the planets on the board. The planets must be lined up in the order in which they are drawn. To find out the size of the planets, we take out an astronomy encyclopedia from the top shelf of the cabinet and solve 5 problems.

Then we correlate the names of the planets and their color. To do this, we need records from the tower of the alchemist. The first letter of the element is the first letter of the planet. We solve this problem and arrange the planets in the correct order, like this:

Insert the starter handle into the hole for the handle and pull it. The doors to the King open, the Drop becomes the Cocoon.

We are trying to pour living water into the flask. This is where strange things start to happen. The White Circle of Dreams will appear. We quickly take out the start handle and stick it into the gears! Time will stop, the end of the world is delayed.

We leave and step into the throne room. After an unpleasant meeting, we find ourselves in prison.

Jailbreak again

We talk with Bobby, then we talk with the guards about the Drop. Our main task is to get to Nothing. Once again we speak with the guard and ask for another cage, we are raised a little higher. We take pebbles from the window and throw them at Bobby, we are lowered to the floor. We take a flat stone and put it in the block above Bobby's cage. We throw stones at the messenger again. We are lowered into the basement.

We select the Cocoon and the bottle, go upstairs, there is a crowbar on the steps, we raise it. We knock on the door and tell the guard that we need to talk to Luko, as we have interesting information for him.

Entertaining Luko

We tell the head of security that we can become his personal clown, and that we can burp all the letters of the alphabet. Luko will ask you to burp his name. If you play the Russian version of the game, then you need to burp L-U-K-O, and if the version is German, then you need to burp L-O-U-C-A-U-X

After that, Sedwick can move around all territories, except for the astrologer's lair. We ask Luko what kind of tubes stick out of his back.

We go out into the yard, we see a flying creature with a bag. We get the bombs from the bag, after that we go to the throne room and break the tubes with a crowbar.

We step into the lair of the astrologer. The astrologer himself is lying tied up. We rise to the telescope and knock out the lens with a crowbar, pick it up and cut the ropes on the astrologer's body, raise the rope. Now you need to break the White Ball.

Remember the cannon trick from the first chapter? Here we are going to repeat it! The body of the gun will be a telescope. We use the rope on the funnel with oil, soak the rope and take the funnel. We combine rope and bombs. We put the bombs into the telescope, cover it with a funnel from above. Put the Cocoon in the funnel. We take a lens and catch it with a beam of light falling from the window. "Cannon" shoots, the Ball is broken. The doors to the King are open, we have nothing more to look forward to.

Last ghostly chance to save the world

We run across the bridge, but it collapses right in front of our noses. A terrible Luko crawls out from behind, you have to talk to him. We look from the cliff and see the Cocoon. We drip Living Water from a bottle on it. The drop turns into a beautiful butterfly and takes us to the other side of the bridge.

We select Grandfather's pantaloons and go to the King. Familiar things lie around, but there is no King ... But there is a mirror and Grandfather's pantaloons will serve us for the last time. We erase the dust from the mirror with them.

Sadwick finds himself between two mirrors. He has a "choice": which of the mirrors to break. Do not suffer, draw more air into your chest and hit with all your might with a crowbar on the right mirror. The left just doesn't exist. The choice is just a lie.
The end of a beautiful fairy tale.

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