Dead reefs: Passage of game. Walkthrough for the game Dead Reefs Dead Reefs walkthrough

Walkthrough Dead Reefs:

October 13, 1727. On the island under the terrible name of Dead Reefs, a murder has occurred. Patrick, the son of the baron, was thrown from the observation tower.

His Majesty Amadeus Finvinero, an investigator, was sent to investigate the mysterious death, which we will lead with you.

In the inventory, we first have a cane (inventory called down arrow).

We look through the notes in the notebook (to call it, use the Q key). We go up the stairs. Meet William Hook, a local clerk. A detailed conversation with him awaits us at the hotel, which is located on the right.

Let's go ahead. We try to chat with the men near the cart. They will be uncommunicative.

We observe an unusual sign on the door of the hotel. We go inside.

We speak with Hook, sitting at a table in the far right corner. We talk to him about everything. Let's define the signs, the history of the Dead Reef, the death of Patrick and the sorceress Benish. At the end, we speak with the owner of the hotel, Shedwick Clenton.

From him we will determine about the signs, the cook and the ghosts in the estate. We leave the hotel.

On the estate:

We go to the right of the hotel. We go down the stairs. We pass by unfriendly-minded inhabitants, past the house (deer on the columns of the gate), cross the bridge in order to appear at the estate. We knock on the door several times. Butler Belmont will allow us to enter inside.

After he has gone to prepare a room for us, we will have the opportunity to look around the estate a little.

We pass to the concreted passage, which should lead to the left wing. We hear someone's steps. We pass to the right wing. We enter the door at the end of the corridor on the left. We are in the kitchen.

We go down to the wine cellar. We examine the bottle lying on the shelf on the right. At the end of the wine cellar we find a door leading to the garden. We return to the hall. We rise to the second floor.

We pay attention to the picture of the lady, bent over after the butler passed near her. After that, we observe the picture of a man, apparently the lady's husband.

In the bedroom we speak with Belmont. We listen to his version of why the left wing is walled up. In addition, we will determine who was depicted in those paintings. Watch the papers on the table. Finvinero will start writing.

Now we will hear the singing of a lady coming from the closet. We open an office. Use the cane to find the secret compartment. We open it. We see a castle in the form of four pictures, which can be changed.

We leave the bedroom. We study the coat of arms at the end of the corridor. The pictures on the coat of arms are the same as on the castle.

We return to the bedroom. On the lock in the closet we set the pictures so that there is a coat of arms. The cabinet wall will open.

We go up the stairs. We enter the door on the right. We approach the table. We select a page from the diary of Baron Cusbert.

Let's define the monk, Clarissa and the curse. We open a small box. From it we extract the old key. We leave the room. We approach the door at the end of the corridor.

We open the door with an old key. In the bedroom we meet the ghost of Clarisse. She will allow you to understand that it is necessary to follow her through the fireplace. We examine the bloody chair. Near the window we find a music box.

Open it, four sounds will play. We repeat them on the piano. To do this, press the 8th, 9th, 8th and 7th keys when numbering from left to right. The wall of the fireplace will open. We take the lamp standing on the fireplace.

Use it on the tunnel. We go inside.

We go down the stairs. We go forward until the path to the left and down is visible. We go left to the fork. Select the upper right path (the lower path is blocked). We find out in the grotto.

We see Clarissa. We take the old key lying on top of any mechanism. We return back to the main path (the screen with the path to the left and down). We go down. Clarissa will call us again.

We use the old key, picked up in the grotto, on the lattice door. We climb up the ledges (we were in a dried-up well). We are at the cemetery.

At the cemetery:

We observe tombstones located outside the territory of the cemetery. There are 9 graves of those who died in one day for 9 years. We pass through a hole in the fence in the cemetery, after that we pass into another part.

Clarissa will enter the original crypt on the left. Trying to follow her will fail. The crypt door will be closed.

We enter the caretaker's house, which is located at the other end of the cemetery. We speak with Oliver Boone. Let's determine from him about the curse. At the time when Oliver leaves, we remove the bunch of keys from the carnation near the stove.

We try to open the door of the crypt with these keys, but none of them will fit. Then in Oliver's house we examine the tool box. We take a crowbar, a key to the crypt and a grindstone. We try to open the crypt with the found key. He will break. In inventory combine a bunch of keys with a grindstone.

With one key from the bundle, we now open the crypt.

In the crypt we see the coffin to the right of the steps, in which Clarissa is supposed to rest, who died on the same day only 9 years earlier, as the other nine dead, buried behind the fence. We open the coffin with a crowbar in order to make sure that in: no one is lying! Now we examine the body of Patrick.

We purchase a handkerchief with a sign. Let's look at the body again. There is a wound on his arm, something is clenched in his fist.

An attempt to unclench the fist will not succeed. We leave the crypt.

The sorceress Benish will appear at the cemetery. We talk to her. Determine about her vision, cursing and killing Patrick. At the end of the conversation, a person will jump from the tree. Finvinero will try to keep up with the scoundrel, but he will hide.

We pass to the right side of the cemetery. In the broken part of the wall we find a piece of clothing of an escaped criminal. We return to Benish, we speak with her about how to unclench the dead man's hand.

We leave the cemetery through the gate near the caretaker's house. Finvinero will automatically go to the estate and sleep in his own room until morning.

Morning of a new day:

Finvinero wants to chat with everyone in the estate. We leave the bedroom, go down the corridor, enter the door on the right. We go down the stairs. We enter the corridor on the right. We enter the door at the right end of the corridor.

We speak with the butler Belmont. From it we get the key to Patrick's room. It is located in the right wing opposite the premises of brother Edward. We go up the stairs.

We pass to the right wing. Use the key to open the door on the left. We observe the tools near the sink. We take the rope. We approach the table.

We take a map of the island, and a bottle with a smelly substance. We compare it with the contents of a bottle in a wine cellar. We leave the right wing.

We step into the kitchen. We speak with the cook Melvin Clenton. Let's define the passions of a woman (and Patrick the treasure), a bottle with a smelly substance and a week of insomnia.

We go down to the wine cellar. From the inventory we extract a bottle with a smelly substance. We use it on the bottle, which is on the shelf. Finvinero will conclude that the substance in both bottles is the same.

Hearing the noise created by the fleeing man, we pass through the door at the end of the wine cellar into the garden. We go up the stairs. We study the footprints on the ground.

We return to the kitchen. Again we speak with the cook Melvin. We will determine the loss of a knife a day before the accident.

We leave the kitchen. We pass to the second finish of the corridor. We enter the door on the left. This is the laundry room. We speak with Mrs. Humphrey.

Let's define about Edward's pictures, about the daughter of the owner of the hotel Anabel Clenton, whom Patrick saw, about Mervyn, about the anniversary and the curse of the ghost. At the end of the conversation, we pass into the butler's room. We talk to him.

Let's find out about his alibi, about Edward and Patrick.

We rise along the stairs, we pass into the right wing. We turn left. We enter the door at the end of the corridor. We go to the right, observe the table. We read the chronicles of the family, we will define something new about Clarissa. We take paper from the table.

We read about the baron's order of some books. We notice the telescope and the balcony. We speak with the baron.

Let's define Patrick's search for an ancestral relic, which is a statue lined with precious metals. Let's define more about Anabel.

We leave the room. We turn right, enter the door on the right. This is Edward's room. We observe the portrait of Annabelle near the fireplace, after that on the fireplace itself.

Something is shown in it among the firewood. We go up. We observe all the pictures in the room. We speak with Edward about the curse.

During the conversation, paint will spill on the picture of the lady with the shadow.

We examine the place where Patrick fell:

Now Mr. Hook will arrive at the estate. We leave the room, go downstairs, go through the front door. Having met Hook, we will go to the cliff with the observation tower from which Patrick fell.

We speak in that place with Hook. We observe a depression in the soil near the broken fence. We pass into the observation tower. In front, we observe a broken board in the fence.

We try to pick up the board, it will fly down. We go down the path. We see a stone in the fire pit. We move it with a cane. There will be blood under the stone.

We rise back up. Someone will throw stones at Finvinero, but he will be able to dodge. We continue to move up.

We go up the stairs, we observe the edge of the cliff. From this stones were thrown. Watching the fire pits.

Hotel:

Now, at a time when we have a map, we can quickly move between locations. We get to the hotel. We speak with the owner Shedwick Clenton, Anabel's father.

We determine that Anabel is on the mainland.

We help the witch to choose the necessary runes for the potion:

We use the map in order to get to the house of the sorceress Benish. We speak with the sorceress about the potion of memory. She will ask for help to understand the runes.

We take the runic alphabet from the table. For each offer, choose the following runes:

Give back the cane of memories - The first rune has already been written

To the swamp owner at dawn - king frog

That six eyed monster guards-spider

Where the unborn laborers dwell - ant eggs

Bring her the boar's treats barefooted-acorn

That grew on the wise-man in the green cape of eternity - Hundred year old moss

Name: Dead Reefs
Developer: Streko Graphics
Publisher: The Adventure Company
System requirements:
P4-1.8, 512MB RAM, 64MB 3D Card
Recommended:
P4-2.2, 1024MB RAM, 128MB 3D Card
Genre: Adventure
Rating: 6.5

On the embankment you will be met by a local clerk. After the welcoming speech, follow him to the tavern, which is located nearby. After entering the premises, talk to the bartender. He will inform you that Hook is waiting for you in the next room. Sitting on a chair, talk to the clerk about Patrick, the murdered son of the baron of the island, about the old seer woman and the goblets in which the owner of the establishment brought wine. At the end of the conversation, go to the bartender and talk to him, then go out into the fresh air and go left down the street. At the next location, go straight to the bridge, after passing through which you will find yourself in the estate.

Estate

Once inside the building, go up to the second floor using the stairs behind the fireplace. You need to inspect two portraits hanging on the wall, and then follow the butler to the room prepared for you. Inside it, talk to the servant about the blocked wing and the lopsided portrait, and then sit down at the desk. Hearing singing coming from the closet, go up to it and open it - it's empty. Use a cane to tap the back wall, and then open the hidden panel, consisting of 4 squares. You need to arrange the images in the following order: the top left square is royal lilies, the top right square is a picture of a lion standing on its hind legs, the bottom right square is a cannon with skulls, and the last square is sabers. It is these images that are part of the coat of arms of the baron.
After climbing the stairs, go through the door on the right. Inside the room, take a leaf from the baron's diary from the chest of drawers, then open the chest of drawers and take the old key from the drawer, with which you can open the door at the end of the corridor. Behind it is a room where you will meet the ghost of Melissa. Go to the fireplace and take away the kerosene lamp from there. Then go to the music box and listen to the melody. You need to repeat it by playing the harpsichord. Press the keys in the following order: C, Do, C, La (according to the account, from left to right: 8, 9, 8, 7) - a passage will open in the fireplace.
When moving along the tunnel, control the left side of the screen so as not to miss the side passage - go through it. At the fork of the side tunnel, go right and you will reach a cave with a small lake. There is a rusty key on a stone pillar located on the shore of the reservoir - take it. Please note that Roman numerals are carved on the stone pillar - we will return to them later. Then return to the main corridor and go right to the iron door. Open it with the found key, go to the end of the passage and go upstairs.

Cemetery

When you get out of the hatch, go to the right to the graves. There are 9 graves with dates of death, which have the same interval - 9 years. After that, go through the cemetery to the caretaker's house. You will see how the ghost of Melissa will hide in the family crypt. Try to log in - it will not work. Next, go inside the caretaker's house. Take the candle stub from the bedside table, and then talk to the cemetery watchman. After finishing the conversation, remove the keys from the wall (they are to the left of the stove) and go to open the crypt. A bunch of keys will be useless, because. no key can open the door of the tomb. Go back to the lodge and get the crowbar, crypt key and grindstone from the tool box. You won't be able to open the door again - the key will break. To get inside the tomb, combine the grindstone and a bunch of keys - get repaired keys. With their help, you will open the door. While inside the crypt, examine Patrick's body - you will see that he has something clenched in his fist, but you will not be able to unclench your fingers. Next, search the body and find a handkerchief. After completing the inspection, go to the opposite part of the crypt and use the crowbar on the coffin on the left. This is Clarissa's coffin, and it will be empty. There is nothing more to do in the tomb.
After going outside, go to the grandmother, who will appear near the graves, and talk to her. Your conversation will be interrupted by a man jumping from a tree - the character will run to the second part of the cemetery. When control passes into your hands, go to the far left corner to the fence. On the destroyed section of the fence, you will see a piece of fabric torn from the clothes of the one who eavesdropped on you. After that, return to the seer and continue the conversation. At the end of the conversation, leave the cemetery through the gate located not far from the gatehouse.

Morning of a new day. Estate

Exit the room, go right along the corridor, then through the door on the left and down to the first floor. There, go into the corridor on the left and go to the kitchen, located on the left side of the passage. Inside the room you will see the cook Marvin Clayton - talk to him. After the conversation, inspect the set of knives on the wall to the left of the table on which the cutting board lies. Next, go down to the basement. To the left of the door is a cupboard containing a blue bottle - examine it. Then return through the kitchen to the corridor and go to the butler's room, which is located opposite the kitchen. Belmot will inform you useful information and give the key to Patrick's room. It is located in the right wing of the castle. Once you're in the hallway, go straight ahead and go through the first door on the left, using the key you got from the butler. Inside the room, go to the washbasin to pick up the rope, and then take the map of the island and the vial of stinky liquid from the desk. Next, return to the kitchen and ask the chef about what is poured into the vial. Having received the answer, go to the basement and apply the vial to the bottle in the closet. After the investigator compares the liquids, run through the door for the man peeping behind you. On the street, you need to examine the footprints left on the sidewalk, then return to the kitchen and talk to the cook again. Next, first go to the laundress Humphrey and talk to her, then go to the room opposite Patrick's room. Climb to the second floor and you will find yourself in the studio of Sir Edward, who is painting. First examine the paintings, and then talk to Patrick's brother twice. Having learned what interests you, go downstairs and use your cane on the fireplace - something lies in the coals, but you can’t pick it up yet. You leave into the corridor and iditol on it to the right for the corner. At the end of the passage, go through the door and find yourself in Sir Arthur's room. At the end of the conversation with him, go to the desk that stands opposite the baron's desk, and take away the family chronicle and document from there. Next, go down the hall and go outside to meet Mr. Hook.

signal cliff

After finishing the conversation with Hook, examine the place where you are standing. Climb the hill and go to the veranda. Examine the repaired railings and try them on the fortress. After the board falls down, go down the path past the place where you communicated with Hook. Once you're under the wooden pavilion, poke a small pebble with your cane to make it flip over and you'll find blood. Then go upstairs, at the pavilion turn right onto the stone stairs, from there continue along the path. When the map icon appears in the left corner of the screen, turn it on and head to the village to visit the tavern for a short conversation with Shadwick.

Soothsayer Sue Benish

After talking with the bartender, go to visit the grandmother living in the swamp. You can get there with a map. When you are inside the hut, talk to Benish, then go to the dining table, on which you will find a runic alphabet and a chalk board. Rune sequence for the right recipe will be next: Rosemary (already on the board), King Frog (King Frog), Spider (Spider), Ant Eggs (Ant Eggs), Acorn (Acorn), 100 year old moss. Next, talk to the old woman again, then go outside and go to the alchemist.

Tower of the Alchemist

Approach the apparatus with the capsule. A sheet with text and a picture will open in front of you - a circle, inside of which there are drawn little men. You need to draw three straight lines so that the figure located in the center of the circle is inside the triangle. The answer to this riddle is quite simple. Start drawing the first line from a point to the left of the figure located above the central man, and drag the line down to the right. Start the second line to the right of the top figure and drag it down to the left. The last line should go under the center symbol, forming a triangle. Put the received message into the capsule, and apply the capsule to the crossbow - the bridge will fall.
Once inside the tower, go left and climb the spiral staircase one floor higher. Walk left and knock on the door. After talking with Tyrell, go down the stairs to the alchemist's bedroom. There is a scoop hanging on the wall next to the aquarium - take it. Take the needle and thread from the bedside table by the bed. By combining them, get a fishing tackle. Next, go to the tables and take the jar, electrodes and bread crumbs from there. Combine crumbs with a hook, and a jar with electrodes. To the left of the entrance to the room, there is a web hanging on the wall, from there you need to pick up the fly and put it on the hook. After that, use the tackle on the aquarium, and you will catch a stingray, which will automatically be in the bank with electrodes. Now you need to return to the cemetery to try to unclench Patrick's fingers.

Cemetery

Try to open the crypt - locked. Go to the watchman's house - and then failure. The watchman is drunk and does not want to open the door.

Estate

Go to Edward's room, then go downstairs and talk to the butler. From him you will learn that the son of the baron went to the mountains to paint landscapes. Leave the estate and go to the city.


Coast

In the city, you will hear how the inhabitants discuss the news - a corpse has been found on the shore. Turn on the map and go to a new location. Upon arrival there, Hook will talk to you, then you need to examine the found body twice, and then take the amulet from the corpse. Next, go to Tyrell's tower.

Alchemist's tower

Talk to Tyrell, then go downstairs to the library. Approach the car located on the left side of the room. On her remote, move the cursor to the letter "T" and press the lever, then bring the cursor to the letter F and press the lever again. After reading the book, go to the old woman.

Sue's hut

Examine the dead body, then take the knife and go outside. Run to the left following the tracks. When you find yourself in the forest, run forward, turn right at the stone, then left. Turn left at the next fork. Having fallen into the pit, pick up the stone lying at the bottom and combine it with the rope and apply the resulting projectile to the left edge of the pit.
Once on the ship, ring the ship's bell to lure two men onto the deck. Then use the knife on the rope tied to the port side. She attaches the boom to the main mast. When you cut the rope, the boom will break and you will fix the problem. Next, you need to tie up the man lying on the stern, and then go down to the cabin. Inside it, you need to pick up the book of the demon and the letter that lie to the right of the table, you can also pick up Sue's potion, and then go out onto the deck to interrogate the prisoner. After receiving the information, go to the city. There, go through the gate, decorated with deer heads, and knock on the door - it's locked. Note the creaking step. After that, go to the tavern and talk to the bartender. Next, go to the cemetery.

Cemetery

Go to the graves near which you first met Benish. There you will find a piece of shroud. Use it on the garden scarecrow, and then go to the ship for the goat's skull. When you leave the cabin with him, pay attention to the place where you left the prisoner. There you will find traces of blood.
After you return to the graveyard, use the skull and candle on the scarecrow. After scaring the watchman, take the keys and open the crypt. Inside the tomb, apply a stingray on Patrick's clenched fist, however, the expected effect will not be, because. your fish is dead. For a new fish, go to the shore, where Hook discovered the body of a stranger. There you will meet a boy with a live electric stingray splashing in his jar. To get the fish, you will need to solve the stick fish puzzle. It must be directed in the opposite direction. This is done as follows: attach the top fin of the fish to the bottom to make a square, lower the top right stick down - you get a tail, and lower the top left stick down so that you get the bottom fin. After that, the ramp will be yours. Return to the crypt to get what is held in Patrick's hand. After picking up the button, try to get out of the crypt. After an unsuccessful attempt to open the door, return to Patrick's body and pick up two pieces of rope - connect them. Use the long rope on the dormer window, and then use the crowbar on the lid of Clarisse's coffin. After getting outside, go to the estate.

Estate

In the hallway, talk to Belton, then go to the washerwoman and talk to her. Next, go up to Edward's door and inspect it. You need a pin - you can get it from Miss Humphrey. Use the pin to open Edward's door - the lock is too complicated. Go to the baron's office and open the balcony door with a pin, near which there is a telescope. Next, get out of the balcony to the ledge that runs along the wall, and go to another balcony, from where you can get into Edward's rooms.
Move the ashes in the fireplace with a cane and get a leaf from the diary, then go upstairs and inspect the picture that the young man painted. It shows a stone pillar with Roman numerals - this is the code that you will have to repeat on the pillar located in the cave with water. To get there, you need to return to your room and follow the path that you already know. Once you are in the cave, place the disks in the following order (from top to bottom): XIII, II, X, VI. Next, go through the opened door to the crypt, where you will find Clarith's mummy. After examining it, get out of the caves through the well and go to the tavern to talk with the owner. After the conversation will open new location- Lighthouse.

Lighthouse

Once inside the lighthouse, go right to the caretaker's room. Talk to Skipper there. Find out from him who can borrow the spyglass, then return to the tavern and talk to Shadwick - get the keys to the cellar and the chest. The door leading to the basement is located to the right of the table you were sitting at while talking to Hook. The chest is in the farthest part of the basement, use Shedwick's keychain on it and a spyglass will appear in your inventory. Next, leave the hotel and return to the lighthouse.
Climb to the top platform of the lighthouse. When you get a view through the spyglass, look to the right at the cliffs and zoom in to see a rope tied to the edge of the path. After going down it into the cave, you will see Edward and Hook. One of them is a killer. At the end of their conversation, choose Hook as the accused. The moment the clerk has a gun in his hands, tell him that it is not loaded. While the clerk is examining the weapon, press the action key (Right cursor key) to disarm Hook. Then there will be a fight scene, at the moment when the clerk starts to break down, you will have the opportunity to press the "Action" key again to stay alive. Then go deep into the cave, where you will find a relic and a leaf torn from the book of the Demon. Returning back to Edward, talk to him and go to the city.

City

Once near Hook's house, go to the porch. Using a crowbar, pick out the creaking floorboard and attach it to the stairs on the left to enter the house through the window.
In the room, open the wardrobe located against the wall on the right. There you will find a cloak with a button torn off. Then go to the table with a mirror, on it you will see a handkerchief, exactly the same as you found at Patrick's. Then go down and save the game. Approach the clock and inspect it. Pay attention to the scratches in the corner, then come close to the clock, press "Inspection" - in front of you is the dial. Set the time to 12:45 and then move the clock. Save the game again and go through the hole in the wall where you go up the stairs to the attic. There, approach the perch on which the stuffed pigeons are sitting. The perch has 3 rows of 7 birds each. You need to click on 8 birds to solve the puzzle. Number the rows from top to bottom, and the birds from left to right, and follow this sequence (the first number is the number of the row, the second number is the number of the pigeon): 2-3, 1-1, 2-4, 3-2, 2-6, 3- 7, 1-7, 2-1. After doing everything right, you will receive another sheet from the book of the Demon. After that, leave Hook's house and go to the tavern to talk to Shadwick. He will send you to the fishermen at the docks. After leaving the tavern, run to the right to the end, and then exit to the pier. There you will find only one fisherman who will not want to talk to you. Go back to the bartender and talk to him again, then visit the fisherman again.

Upper deck of the ship

Examine the two doors and the gunpowder kegs on the central deck. Climb to the stern of the ship to the second deck. There, remove a small anchor from the port side, then climb aft, go around the helm and go to the starboard side to pick up the rope lying on the deck. After that, combine the rope with the anchor - get a "cat". Then go to the bow of the ship. Use the "cat" from the port side of the ship, where the fence is broken.

Lower deck of the ship

Go right, turn left in the corridor and go through the door. Next, climb the stairs and approach the steering wheel. A map hangs on the wall opposite him - unfold it with a cane. Then use the amulet key on the wheel and turn the steering wheel so that the key points to the letter "B" carved on the wheel stand. After that, look behind the steering wheel and you will see four letters YRFZ - this is the code. You need to enter it using the steering wheel and the map. The sequence of turning the steering wheel will be as follows: to Y - clockwise, to R - clockwise, to F - counterclockwise, to Z - clockwise. After that, a niche will open in the helm stand, from which you can pick up the rune carved on a piece of stone. After that, go down and try to exit through the door - it won't work. To the right of the stairs leading up, lies the core - pick it up and go up to the steering wheel. From there, go to the right to a table suspended on chains, on which lies a cannon barrel - put a cannonball on it. The second cannonball lies on the floor next to the cannon carriage in the corner. You will find the third core in the box, which is on the floor to the right of the steering wheel. After placing the third core on the table, go to the port side. There is a barrel - look into it, then use your cane on it, after which you can get shrapnel out of the water. Take it to the table and you can get out to the upper deck. From there, you will only have to cross over the starboard side to find yourself in a fisherman's boat, which will take you to the pier. Next, go to the alchemist's tower.

Tower of the Alchemist

Once inside the tower, go to the blackboard to see the paint formula. After that, take the vial with the blue reagent from the table, and then go up to the upper room of the tower. There, take an empty jar from the desk, then go back down. At the exit from the stairs, look to the right. Two kegs on the floor have another empty jar - take it. Use two empty containers on a jar of greenish liquid that is on the table. You will now have three jars partially filled with reagent. You need to get 4 oz of reagent. It is done like this. From the left jar, pour into the central jar, and from the central jar into the right jar. From the right jar, pour the reagent into the left jar. Then, from the central jar, pour the rest of the liquid into the right jar. After that, from the right jar to the central one, and finally drain the liquid from the central jar into the right one. Exactly 4 ounces will remain in the center container. After picking up the can, go to the locked gate of the barn, in which there is an aircraft. Apply a jar of clear liquid to the gate, and then a flask with a blue reagent. After that, approach the airplane and use a loaded pistol on it.

Thunder Island

Run along the path to the stairs - try to climb. Then run along the coast into the mine. Go down the lift. After leaving the platform, pay attention to the gears located in the wall on the right - take them. Look through the gap where the nut rolled away from the lift, and then take the pickaxe, tool kit and mining shoes from the table. Use the pickaxe on the wall to the left of the lift - get a piece of magnetic ore. With it, you can get the nut rolled into the slot. Use the gears and the nut on the lift to repair it. Apply the set of tools to the aircraft - fix the shoes. Then go up the stairs to the center of a small round area. There is a pillar on which exactly the same runes are drawn as those that you found on the ship. You need to place your runes in the stone spiers. But before that you need to climb along stone vein to an empty pedestal. When the "inspect / action" icon appears, use a pickaxe on the vein to break the connection. After that, return to the first staircase and go left to the spire. Insert the rune "Acre" into it. After passing through the arch above, turn left, go down the stairs to the platform and insert the Zef rune into the spire located there. Next, go along the suspension bridge to the next spire and apply the Kulu rune on it. "Inus" place in the spire, located behind the pillar with carved runes. Insert the last rune "Urak" into the spire, located to the right of the destroyed tower. When all the runes are in place, take the relic to the pedestal. The demon will break free. As soon as the control passes into your hands, immediately return the piece of stone vein to its place so that the electric discharge reaches the pedestal. All. Let's watch the final video.


Walkthrough Dead Reefs:

October 13, 1727. On the island under the ominous name of Dead Reefs, a murder took place. Patrick, the son of the baron, was thrown from the observation tower. His Majesty Amadeus Finvinero, an investigator who we will manage with you, was sent to investigate the mysterious death.

From the very beginning, we have a cane in our inventory (inventory is called with the down arrow).

We look through the notes in the notebook (to call it, use the Q key). We go up the stairs. We get acquainted with William Hook - a local clerk. A detailed conversation with him awaits us at the hotel, which is located on the right. Let's go ahead. We are trying to talk to the men near the cart. They will be uncommunicative. We look at the strange symbol on the door of the hotel. We go inside.

We speak with Hook, sitting at a table in the far right corner. We talk to him about everything. We learn about the symbols, the history of the Dead Reef, the death of Patrick and the witch Benish. After we speak with the owner of the hotel, Shedwick Clenton. From him we learn about the symbols, ghosts and the cook on the estate. We leave the hotel.

On the estate:

We go to the right of the hotel. We go down the stairs. We pass by unfriendly residents, past the house (deer on the columns of the gate), cross the bridge to find ourselves at the estate. We knock on the door a couple of times. Butler Belmont will let us in. After he leaves to prepare a room for us, we will have the opportunity to look around the estate a little.

We pass to the concreted passage, which should lead to the left wing. We hear someone's steps. We pass to the right wing. We go in the door at the end of the corridor on the left. We are in the kitchen. We go down to the wine cellar. We examine the bottle lying on the shelf on the right. At the end of the wine cellar we find a door leading to the garden. We return to the hall. We rise to the second floor. We pay attention to the picture of a lady who leaned over after the butler passed by her. Then we look at the picture of a man, apparently the lady's husband.

In the bedroom we speak with Belmont. We listen to his version of why the left wing is walled up. We will also find out who was depicted in those paintings. We look at the papers on the table. Finvinero will start writing. At this time, we will hear the singing of a woman coming from the closet. We open an office. Use the cane to find the secret compartment. We open it. We see a lock in the form of four drawings that can be changed. We leave the bedroom. We study the coat of arms at the end of the corridor. The drawings on the coat of arms are the same as on the castle. We return to the bedroom. We set the drawings on the lock in the closet so that we get a coat of arms. The cabinet wall will open. We go.

We go up the stairs. We enter the door on the right. We approach the table. We select a page from the diary of Baron Cusbert. We learn about the monk, the curse and Clarisse. We open a small box. From it we take out the old key. We leave the room. We approach the door at the end of the corridor. Open the door with the old key. In the bedroom we meet the ghost of Clarisse. She will make it clear that you need to follow her through the fireplace. We examine the bloody chair. Near the window we find a music box. Open it, four sounds will play. We repeat them on the piano. To do this, press the 8th, 9th, 8th and 7th keys when numbering from left to right. The wall of the fireplace will open. We take the lamp standing on the fireplace. Use it on the tunnel. We pass inside.

We go down the stairs. We go forward until the path to the left and down is visible. We go left to the fork. Select the upper right path (the lower path is blocked). We are in the grotto. Watching Clarissa. We take the rusty key lying on top of some mechanism. We return back to the main path (the screen with the path to the left and down). We go down. Clarissa will call us again. We use the rusty key, picked up in the grotto, on the lattice door. We climb up the ledges (we were in a dried-up well). We are at the cemetery.

At the cemetery:

We look at the tombstones located outside the territory of the cemetery. There are 9 graves of those who died on the same day for 9 years. We pass through a hole in the fence in the cemetery, then we pass into another part. Clarissa will enter the first crypt on the left. Trying to follow her will fail. The crypt door will be locked.

We go into the caretaker's house, which is located at the other end of the cemetery. We speak with Oliver Boone. We learn from him about the curse. When Oliver leaves, remove the bunch of keys from the carnation near the stove. We try to open the door of the crypt with these keys, but none of them will fit. Then inside Oliver's house we examine the toolbox. We take a crowbar, a key to the crypt and a grindstone. We try to open the crypt with the found key. He will break. In inventory combine a bunch of keys with a grindstone. With one key from the bundle, we now open the crypt.

Inside the crypt, we look at the coffin to the right of the steps, in which Clarisse should rest, who died on the same day only 9 years earlier than the other nine dead buried behind the fence. We open the coffin with a crowbar to make sure that no one is lying inside! Now we examine the body of Patrick. We get a handkerchief with a symbol. Let's look at the body again. There is a wound on his arm, something is clenched in his fist. An attempt to unclench the fist will not succeed. We leave the crypt.

Witch Benish will appear in the cemetery. We talk to her. We learn about her vision, the murder of Patrick and the curse. At the end of the conversation, a person will jump from the tree. Finvinero will try to keep up with the villain, but he will hide. We pass to the right side of the cemetery. In the broken part of the wall we find a piece of clothing of an escaped intruder. We return to Benish, we speak with her about how to unclench the dead man's hand. She will recommend visiting the alchemist in his tower on top of the mountain.

We leave the cemetery through the gate near the caretaker's house. Finvinero will automatically go to the estate and sleep in his room until the morning.

Morning of a new day:

Finvinero wants to talk to everyone on the estate. We leave the bedroom, go down the corridor, go into the door on the right. We go down the stairs. We go into the corridor on the right. We go in the door at the right end of the corridor. We speak with the butler Belmont. From him we get the key to Patrick's room. It is in the right wing across from Brother Edward's room.

We go up the stairs. We pass to the right wing. Use the key to open the door on the left. We look at the tools near the sink. We take the rope. We approach the table. We take a map of the island, as well as a bottle with a smelly substance. We compare it with the contents of a bottle in a wine cellar. We leave the right wing. We step into the kitchen. We speak with the cook Melvin Clenton. We learn about Patrick's passions (treasures and women), about a bottle with a smelly substance and about a week of insomnia.

We go down to the wine cellar. From the inventory we get a bottle with a smelly substance. We use it on the bottle, which is on the shelf. Finvinero will conclude that the substance in both bottles is the same. Hearing the noise created by the fleeing man, we pass through the door at the end of the wine cellar into the garden. We go up the stairs. We study the footprints on the ground. We return to the kitchen. Again we speak with the cook Melvin. We learn about the loss of the knife the day before the accident.

We leave the kitchen. We pass to the other end of the corridor. We go in the door on the left. This is the laundry room. We speak with Mrs. Humphrey. We learn about Edward's drawings, about the daughter of the owner of the hotel Anabel Clenton, whom Patrick met, about Mervyn, about the curse and the anniversary of the ghost. After the conversation, we pass into the butler's room. We talk to him. We learn about his alibi, about Patrick and Edward.

We rise along the stairs, we pass into the right wing. We turn left. We go in the door at the end of the corridor. We go to the right, we look at the table. We read the chronicles of the family, learn new things about Clarissa. We take paper from the table. We read about the baron's order of some books. We notice a balcony and a telescope. We speak with the baron. We learn about Patrick's search for an ancestral relic, which is a statue lined with precious metals. Learn more about Anabel.

We leave the room. Turn right, enter the door on the right. This is Edward's room. We look at the portrait of Anabel near the fireplace, then at the fireplace itself. Inside it, among the firewood, something can be seen. We go up. We look at all the paintings in the room. We speak with Edward about the curse. During the conversation, paint will spill on the picture of a woman with a shadow.

We examine the place where Patrick fell:

At this moment Mr. Hook will arrive at the manor. We leave the room, go downstairs, go through the front door. Having met Hook, we will go to the cliff with the observation tower from which Patrick fell. We speak there with Hook. We look at the depression in the ground near the broken fence. We pass into the observation tower. In the front part we look at the broken board in the fence. We are trying to take the board, it will fly down. We go down the path. We see a stone in the fire pit. We move it with a cane. There will be blood under the stone. We rise back up. Someone will throw stones at Finvinero, but he will manage to dodge. We continue to move up. Climb the stairs, look at the edge of the cliff. From here stones were thrown. Look at the fire pits.

Hotel:

Now that we have a map, we can quickly move between locations. We go to the hotel. We speak with the owner Shedwick Clenton, Anabel's father. We learn that Anabel is on the mainland.

We help the witch to choose the right runes for the potion:

We use the map to get to the house of the witch Benish. We speak with the witch about the potion of memory. She will ask for help to understand the runes. We take the runic alphabet from the dining table. For each offer, choose the following runes:

Give back the cane of memories - The first rune has already been written

To the swamp owner at dawn - king frog

That six eyed monster guards-spider

Where the unborn laborers dwell - ant eggs

Bring her the boar "s treats barefooted - acorn

That grew on the wise-man in the green cape of eternity - Hundred year old moss

We will automatically get a board with runes if everything is done correctly. We speak with Benish. She will ask you to take a walk for a while while the potion is being prepared. We leave the house. We walk along the path to the right.

Game: Platform: PC Genre: adventure Release date: July 3, 2007 Developer: Streko-Graphics Publisher: The Adventure Company Publisher in Russia: New Disc / Hunt Walkthrough Dead Reefs:

October 13, 1727. On a peninsula under the ominous name of Dead Reefs, a murder has come out. Patrick, the offspring of the baron, was thrown from the observation tower. His Majesty Amadeus Finvinero, the investigator, whom we will manage with you, was sent to investigate the mysterious death.

From the very beginning, we have a cane in our inventory (inventory is called with the down arrow).

We look through the notes in the notebook (the Q button is used to call it). We go up the stairs. We get acquainted with William Hook - a local clerk. A detailed conversation with him awaits us at the hotel, which is located on the right. Let's go ahead. We try to talk with the men near the cart. They will be silent. We look at the strange sign on the door of the hotel. We go inside.

We speak with Hook, sitting at a table in the far right corner. We talk to him about everything. We learn about the signs, the history of the Dead Reef, the death of Patrick and the sorceress Benish. After we speak with the owner of the hotel, Shedwick Clenton. From him we learn about signs, ghosts and a cook on the estate. We leave the hotel.

On the estate:

We go to the right of the hotel. We go down the stairs. We pass by unfriendly residents, past the house (deer on the columns of the gate), cross the bridge to find ourselves at the estate. We knock on the door several times. Butler Belmont will let us in. After he leaves to prepare a room for us, we will have the opportunity to look around the estate a little.

We pass to the concreted passage, which should lead to the left wing. We hear someone's steps. We pass to the right wing. We go in the door at the end of the corridor on the left. We are in the kitchen. We go down to the wine cellar. We examine the bottle lying on the shelf on the right. At the end of the wine cellar we find a door leading to the garden. We return to the hall. We rise to the 2nd floor. We pay attention to the picture of a lady who leaned over after the butler passed by her. Then we look at the picture of a man, apparently the wife of a lady.

In the bedroom we speak with Belmont. We listen to his version of why the left wing is walled up. We will also find out who was depicted in those paintings. We look at the papers on the table. Finvinero will start writing. At this time, we will hear the singing of a lady coming from the closet. We open an office. Use the cane to find the secret compartment. We open it. We see the castle in the form of 4 drawings that can be changed. We leave the bedroom. We study the coat of arms at the end of the corridor. The pictures on the coat of arms are the same as on the castle. We return to the bedroom. On the lock in the closet we set the pictures so that the coat of arms comes out. The cabinet wall will open. We go.

We go up the stairs. We enter the door on the right. We approach the table. We select a page from the diary of Baron Cusbert. We learn about the monk, the curse and Clarisse. We open a small box. From it we get an old key. We leave the room. We approach the door at the end of the corridor. We open the door with an old key. In the bedroom we meet the ghost of Clarisse. She will make it clear that it is necessary to follow her through the fireplace. We examine the bloody stool. Near the window we find a music box. Open it, four sounds will play. We repeat them on the piano. To do this, click on the 8th, 9th, 8th and 7th buttons when numbering from left to right. The wall of the fireplace will open. We take the lamp standing on the fireplace. Use it on the tunnel. We go inside.

We go down the stairs. We go forward until the path to the left and down is visible. We go left to the fork. We select the upper right path (the lower path is blocked). We are in the grotto. Let's see Clarissa. We take a rusty key lying on top of some mechanism. We return back to the main path (the screen with the path to the left and down). We go down. Clarissa will call us again. We use the rusty key, picked up in the grotto, on the mesh door. We climb up the ledges (we were in a dried-up well). We are at the cemetery.

At the cemetery:

We look at the tombstones located outside the cemetery area. There are 9 graves of those who died on the same day for 9 years. We pass through a hole in the fence in the cemetery, then we pass into another part. Clarissa will enter the 1st crypt on the left. An attempt to follow her will not succeed. The crypt door will be locked.

We go into the caretaker's house, which is located at the other end of the cemetery. We speak with Oliver Boone. We learn from him about the curse. When Oliver leaves, remove the bunch of keys from the carnation near the stove. We try to open the door of the crypt with these keys, but none of them will work. Then inside Oliver's house we examine the toolbox. We take a crowbar, a key to the crypt and a grindstone. We try to open the crypt with the found key. He will break. In inventory combine a bunch of keys with a grindstone. With one key from the bundle, we now open the crypt.

Inside the crypt, we look at the coffin to the right of the steps, in which Clarissa should lie, who died on the same day only 9 years earlier, as the other nine dead buried behind the fence. We open the coffin with a crowbar to make sure that inside: no one is lying! Now we examine the body of Patrick. We get a handkerchief with an emblem. Let's look at the body again. There is a wound on his arm, something is clenched in his fist. Trying to unclench your fist will not work. We leave the crypt.

The sorceress Benish will appear in the cemetery. We talk to her. We learn about her vision, the murder of Patrick and the curse. At the end of the conversation, a certain person will jump from the tree. Finvinero will try to keep up with the villain, but he will hide. We pass to the right side of the cemetery. In the broken part of the wall we find a piece of clothes of the runaway villain. We return to Benish, we speak with her about how to unclench the hand of the deceased. She will advise you to visit the alchemist in his tower at the top of the mountain.

We leave the cemetery through the gate near the caretaker's house. Finvinero will automatically go to the estate and sleep in his own room until morning.

New day morning

Finvinero wishes to speak with everyone in the estate. We leave the bedroom, go down the corridor, go into the door on the right. We go down the stairs. We go into the corridor on the right. We go in the door at the right end of the corridor. We speak with the butler Belmont. From him we get the key to Patrick's room. It is in the right wing across from Brother Edward's room. We go up the stairs. We pass to the right wing. Use the key to open the door on the left. We look at the tools near the sink. We take the rope. We approach the table. We take a map of the island, also a bottle with a fetid substance. We compare it with the contents of a bottle in a wine cellar. We leave the right wing. We step into the kitchen. We speak with the cook Melvin Clenton. We learn about Patrick's passions (treasures and ladies), about a bottle with a fetid substance and about a week of insomnia.

We go down to the wine cellar. From the toolkit we get a bottle with a fetid substance. We use it on the bottle, which is on the shelf. Finvinero will conclude that the substance in both bottles is identical. Hearing the noise made by the fleeing man, we pass through the door at the end of the wine cellar into the garden. We go up the stairs. We study the footprints on the ground. We return to the kitchen. Again we speak with the cook Melvin. We learn about the loss of a knife a day before the ill-fated option.

We leave the kitchen. We pass to the other end of the corridor. We go in the door on the left. This is the laundry room. We speak with Mrs. Humphrey. We learn about Edward's drawings, about the daughter of the owner of the hotel Anabel Clenton, whom Patrick met, about Mervyn, about the curse and the anniversary of the ghost. After the conversation, we pass into the butler's room. We talk to him. We learn about his alibi, about Patrick and Edward.

We rise along the stairs, we pass into the right wing. We turn left. We go in the door at the end of the corridor. We go to the right, we look at the table. We read the chronicles of the family, learn new things about Clarissa. We take paper from the table. We read about the order of the baron of some books. We notice a balcony and a telescope. We speak with the baron. We learn about Patrick's search for the relic of the fathers, which is a sculpture lined with precious metals. Learn more about Anabel.

We leave the room. Turn right, enter the door on the right. This is Edward's room. We look at the portrait of Anabel near the fireplace, then at the fireplace itself. Inside it, among the firewood, something is shown. We go up. We look at all the paintings in the room. We speak with Edward about the curse. During the conversation, paint will spill on the picture of the lady with the shadow.

We examine the place where Patrick fell:

At this moment, Sovereign Hook will arrive at the estate. We leave the room, go downstairs, go through the front door. Having met Hook, we will go to the cliff with the observation tower from which Patrick fell. We speak there with Hook. We look at the depression in the ground near the broken fence. We pass into the observation tower. In the frontal part we look at the broken board in the fence. We are trying to take the board, it will fly down. We go down the path. In the pit for making a fire we see a stone. We move it with a cane. There will be blood under the stone. We rise back up. Someone will throw stones at Finvinero, but he will be able to dodge. We continue to move up. Climb the stairs, look at the edge of the cliff. From here, stones were thrown. Look at the fire pits.

Hotel:

Now that we have a map, we can quickly move between locations. We go to the hotel. We speak with the owner of Shedwick Clenton, Anabel's dad. We learn that Anabel is on the continent.

We help the witch to choose the right runes for the potion:

We use the map to get to the house of the sorceress Benish. We speak with the sorceress about the potion of memory. She will ask for help to understand the runes. We take the runic alphabet from the dining table. For each sentence, we select the following runes:

Give back the cane of memories - 1st rune already written

To the swamp owner at dawn - king frog

That six eyed monster guards-spider

Where the unborn laborers dwell - ant eggs

Bring her the boars treats barefooted - acorn

That grew on the wise-man in the green cape of eternity - Hundred year old moss

We will automatically get a board with runes if everything is done correctly. We speak with Benish. She will ask you to take a walk for a while while the potion is being prepared. We leave the house. We walk along the path to the right.

October 13, 1727. On the island under the ominous name of Dead Reefs, a murder took place. Patrick, the son of the baron, was thrown from the observation tower. His Majesty Amadeus Finvinero, an investigator who we will manage with you, was sent to investigate the mysterious death.

From the very beginning, we have a cane in our inventory (inventory is called with the down arrow).

We look through the notes in the notebook (to call it, use the Q key). We go up the stairs. We get acquainted with William Hook - a local clerk. A detailed conversation with him awaits us at the hotel, which is located on the right. Let's go ahead. We are trying to talk to the men near the cart. They will be uncommunicative. We look at the strange symbol on the door of the hotel. We go inside.

We speak with Hook, sitting at a table in the far right corner. We talk to him about everything. We learn about the symbols, the history of the Dead Reef, the death of Patrick and the witch Benish. After we speak with the owner of the hotel, Shedwick Clenton. From him we learn about the symbols, ghosts and the cook on the estate. We leave the hotel.

On the estate:

We go to the right of the hotel. We go down the stairs. We pass by unfriendly residents, past the house (deer on the columns of the gate), cross the bridge to find ourselves at the estate. We knock on the door a couple of times. Butler Belmont will let us in. After he leaves to prepare a room for us, we will have the opportunity to look around the estate a little.

We pass to the concreted passage, which should lead to the left wing. We hear someone's steps. We pass to the right wing. We go in the door at the end of the corridor on the left. We are in the kitchen. We go down to the wine cellar. We examine the bottle lying on the shelf on the right. At the end of the wine cellar we find a door leading to the garden. We return to the hall. We rise to the second floor. We pay attention to the picture of a lady who leaned over after the butler passed by her. Then we look at the picture of a man, apparently the lady's husband.

In the bedroom we speak with Belmont. We listen to his version of why the left wing is walled up. We will also find out who was depicted in those paintings. We look at the papers on the table. Finvinero will start writing. At this time, we will hear the singing of a woman coming from the closet. We open an office. Use the cane to find the secret compartment. We open it. We see a lock in the form of four drawings that can be changed. We leave the bedroom. We study the coat of arms at the end of the corridor. The drawings on the coat of arms are the same as on the castle. We return to the bedroom. We set the drawings on the lock in the closet so that we get a coat of arms. The cabinet wall will open. We go.

We go up the stairs. We enter the door on the right. We approach the table. We select a page from the diary of Baron Cusbert. We learn about the monk, the curse and Clarisse. We open a small box. From it we take out the old key. We leave the room. We approach the door at the end of the corridor. Open the door with the old key. In the bedroom we meet the ghost of Clarisse. She will make it clear that you need to follow her through the fireplace. We examine the bloody chair. Near the window we find a music box. Open it, four sounds will play. We repeat them on the piano. To do this, press the 8th, 9th, 8th and 7th keys when numbering from left to right. The wall of the fireplace will open. We take the lamp standing on the fireplace. Use it on the tunnel. We pass inside.

We go down the stairs. We go forward until the path to the left and down is visible. We go left to the fork. Select the upper right path (the lower path is blocked). We are in the grotto. Watching Clarissa. We take the rusty key lying on top of some mechanism. We return back to the main path (the screen with the path to the left and down). We go down. Clarissa will call us again. We use the rusty key, picked up in the grotto, on the lattice door. We climb up the ledges (we were in a dried-up well). We are at the cemetery.

At the cemetery:

We look at the tombstones located outside the territory of the cemetery. There are 9 graves of those who died on the same day for 9 years. We pass through a hole in the fence in the cemetery, then we pass into another part. Clarissa will enter the first crypt on the left. Trying to follow her will fail. The crypt door will be locked.

We go into the caretaker's house, which is located at the other end of the cemetery. We speak with Oliver Boone. We learn from him about the curse. When Oliver leaves, remove the bunch of keys from the carnation near the stove. We try to open the door of the crypt with these keys, but none of them will fit. Then inside Oliver's house we examine the toolbox. We take a crowbar, a key to the crypt and a grindstone. We try to open the crypt with the found key. He will break. In inventory combine a bunch of keys with a grindstone. With one key from the bundle, we now open the crypt.

Inside the crypt, we look at the coffin to the right of the steps, in which Clarisse should rest, who died on the same day only 9 years earlier than the other nine dead buried behind the fence. We open the coffin with a crowbar to make sure that no one is lying inside! Now we examine the body of Patrick. We get a handkerchief with a symbol. Let's look at the body again. There is a wound on his arm, something is clenched in his fist. An attempt to unclench the fist will not succeed. We leave the crypt.

Witch Benish will appear in the cemetery. We talk to her. We learn about her vision, the murder of Patrick and the curse. At the end of the conversation, a person will jump from the tree. Finvinero will try to keep up with the villain, but he will hide. We pass to the right side of the cemetery. In the broken part of the wall we find a piece of clothing of an escaped intruder. We return to Benish, we speak with her about how to unclench the dead man's hand. She will recommend visiting the alchemist in his tower on top of the mountain.

We leave the cemetery through the gate near the caretaker's house. Finvinero will automatically go to the estate and sleep in his room until the morning.

Morning of a new day:

Finvinero wants to talk to everyone on the estate. We leave the bedroom, go down the corridor, go into the door on the right. We go down the stairs. We go into the corridor on the right. We go in the door at the right end of the corridor. We speak with the butler Belmont. From him we get the key to Patrick's room. It is in the right wing across from Brother Edward's room.

We go up the stairs. We pass to the right wing. Use the key to open the door on the left. We look at the tools near the sink. We take the rope. We approach the table. We take a map of the island, as well as a bottle with a smelly substance. We compare it with the contents of a bottle in a wine cellar. We leave the right wing. We step into the kitchen. We speak with the cook Melvin Clenton. We learn about Patrick's passions (treasures and women), about a bottle with a smelly substance and about a week of insomnia.

We go down to the wine cellar. From the inventory we get a bottle with a smelly substance. We use it on the bottle, which is on the shelf. Finvinero will conclude that the substance in both bottles is the same. Hearing the noise created by the fleeing man, we pass through the door at the end of the wine cellar into the garden. We go up the stairs. We study the footprints on the ground. We return to the kitchen. Again we speak with the cook Melvin. We learn about the loss of the knife the day before the accident.

We leave the kitchen. We pass to the other end of the corridor. We go in the door on the left. This is the laundry room. We speak with Mrs. Humphrey. We learn about Edward's drawings, about the daughter of the owner of the hotel Anabel Clenton, whom Patrick met, about Mervyn, about the curse and the anniversary of the ghost. After the conversation, we pass into the butler's room. We talk to him. We learn about his alibi, about Patrick and Edward.

We rise along the stairs, we pass into the right wing. We turn left. We go in the door at the end of the corridor. We go to the right, we look at the table. We read the chronicles of the family, learn new things about Clarissa. We take paper from the table. We read about the baron's order of some books. We notice a balcony and a telescope. We speak with the baron. We learn about Patrick's search for an ancestral relic, which is a statue lined with precious metals. Learn more about Anabel.

We leave the room. Turn right, enter the door on the right. This is Edward's room. We look at the portrait of Anabel near the fireplace, then at the fireplace itself. Inside it, among the firewood, something can be seen. We go up. We look at all the paintings in the room. We speak with Edward about the curse. During the conversation, paint will spill on the picture of a woman with a shadow.

We examine the place where Patrick fell:

At this moment Mr. Hook will arrive at the manor. We leave the room, go downstairs, go through the front door. Having met Hook, we will go to the cliff with the observation tower from which Patrick fell. We speak there with Hook. We look at the depression in the ground near the broken fence. We pass into the observation tower. In the front part we look at the broken board in the fence. We are trying to take the board, it will fly down. We go down the path. We see a stone in the fire pit. We move it with a cane. There will be blood under the stone. We rise back up. Someone will throw stones at Finvinero, but he will manage to dodge. We continue to move up. Climb the stairs, look at the edge of the cliff. From here stones were thrown. Look at the fire pits.

Hotel:

Now that we have a map, we can quickly move between locations. We go to the hotel. We speak with the owner Shedwick Clenton, Anabel's father. We learn that Anabel is on the mainland.

We help the witch to choose the right runes for the potion:

We use the map to get to the house of the witch Benish. We speak with the witch about the potion of memory. She will ask for help to understand the runes. We take the runic alphabet from the dining table. For each offer, choose the following runes:

Give back the cane of memories - The first rune has already been written

To the swamp owner at dawn - king frog

That six eyed monster guards-spider

Where the unborn laborers dwell - ant eggs

Bring her the boar`s treats barefooted - acorn

That grew on the wise-man in the green cape of eternity - Hundred year old moss

We will automatically get a board with runes if everything is done correctly. We speak with Benish. She will ask you to take a walk for a while while the potion is being prepared. We leave the house. We walk along the path to the right.

Body found:

Once in the city, we overhear the conversation of three citizens about the body found on the shore. Using the map, we find ourselves there. We talk with Hook. We look at the body. On the wrist we find a tattoo of a boar. Let's look at the body again. This time we find a wound inflicted directly in the heart. Use the picture of the hand to get the medallion. We are talking to a man and a woman. We go to the inventor Tyrell, using the map.

Inventor Tyrell Tower:

We look at the stand to the left of the raised bridge. We read Tyrell's letter. To get inside his house, we need to solve the riddle of the inventor. We see a circle with seven prisoners. The goal of the puzzle is to draw three lines so that the prisoners are isolated from each other. Draw a horizontal line below the top three prisoners. Then two diagonal lines, the center of which will be between the central and lower prisoner.

If everything is done correctly, then Finvinero will take the piece of paper. We put the sheet in the ball, we use the ball on the catapult. When the bridge goes down, it will be possible to go inside the inventor's house.

We climb the stairs to the floor above. We knock on the door. We speak with the inventor. Downstairs in the bedroom-library there is an electric fish that will help open Patrick's fist. A boar tattoo and a medallion are signs of necromancers. Details of all this in the book. The Fall of Darkness, which can be found in the library.

We go down the stairs to the lowest floor. We take the scoop, which hangs to the right of the stairs. From the web to the left of the landing we take out the fly. We approach the table with plates and food. We take some food. From the table where the red-green powder, we take a jar. On the other side of the same table we take the electrodes. From the bedside table we take a thread and a needle. We combine both of these items in the inventory to get a fishing hook.

We approach the aquarium. Combine the fishing hook with the fly in inventory. Then we combine the jar with the electrode. Now use the fishing hook with the fly on the fish in the aquarium, which will automatically end up in the jar of electrodes.

Let's go to the library mechanism to search for books. We are looking for The Fall of Darkness book. Select the letter T on the mechanism. We press the lever. Then select the letter F and press the lever again. The right book will be in our hands. We read it. Hearing the explosion, we rise to the inventor. We talk to him. We go down to the floor below. We take a candle from the barrel. Exit the tower of the inventor.

Witch House:

We go to the house of Madame Benish. Near the door, Finvinero will notice the same footprints as in the garden. We go inside the house. We study the body of Benish Sue. We get a knife from the body.

Pursuit of a killer:

Let's go after the killer. Exit the hut, turn left. So we are in the forest. We go forward to the stone. We turn left. Then right and left. Let's go ahead. We find footprints on the ground. Moving on, we fall into a trap. We select a stone from the ground in the left part of the pit. Combine the stone with the rope taken from Patrick's room to get the bungee. Use the bungee on the left wall of the pit. Having got out of the trap, we step along the path to the ship.

On board:

We pass to the end of the ship. We try to open the door leading to the cabin. There might be someone there. We pass to the bow of the ship. We find the bell and the rope holding the crossbar. In order to lure people out of the cabin, we quickly do the following. We ring the bell. Then we cut the rope holding the crossbar. Two enemies will be shot down. One will fall overboard, the other will be neutralized for a while. While he is in this state, we tie his hands with a rope.

We pass into the cabin. We take the potion of memory prepared by Benish Sue from the barrel. We pass to the left side of the cabin. There we take a document and a book. We notice the skull of a goat. We leave the cabin. We speak with the connected person. If he was not bound, then death awaits you. We learn from him about the leader Thurston and the relic. Using the map, we return to the city.

In the town:

We are trying to enter Hook's house, in front of which deer heads flaunt on pedestals. The door is locked. We look at the ladder on the left. It does not have one crossbar. We go to the hotel. We speak with the owner about Hook and about the man on the ship. I'm going to the cemetery.

At the cemetery:

We pass to the territory where the witch Benish used to stand. Several graves have been excavated here. Near the dug grave on the left we take a piece of shroud. We knock on the door of the caretaker's house. He won't open the door because he thinks Finvinero is a demon. Near one of the sides of the house we find a scarecrow. We hang a shroud on him. Next, we go to the ship, where we take the skull of a goat from the cabin. We return to the cemetery. We plant a goat skull on a stuffed animal. Then use the candle on the scarecrow. Finvinero will show the scarecrow through the window to Boone, the caretaker. He will run away. We go into the house. From the nail to the left of the stove, remove the bunch of keys.

Use the keys to open the door of the crypt, in which Patrick's body lies. We use on the body a jar of electric fish. But, unfortunately, the fish will be dead by this point.

On the shore:

I'm going to the coast. There we will meet a boy who caught an electric fish. We are talking to the boy. He will give us the fish if we solve the riddle. It is right on the rock where the boy is sitting. The meaning of the puzzle is to change the direction of the fish by dragging only 3 sticks. Drag the numbered sticks as shown in the picture:

We get a jar of electric fish. We return to the cemetery.

At the cemetery:

We go into the crypt. We use electric fish on Patrick's body. From the unclenched fist we get a button, which Patrick, apparently, tore off the killer's clothes at the moment when he was thrown off the cliff. Finvinero will use the memory potion again to immerse himself in the moment of the crime.

Our immediate goals are to find the owner of the buttonless garment and find the relic that is causing so many problems.

We are trying to get out of the crypt. The caretaker locked the door from the outside. We look at the window on the right side of the crypt. We take 2 ropes that are stretched under the body of Patrick. In inventory combine these two ropes. Then use the long rope on the window. One end will be tied to the lid of Clarissa's coffin. Use the crowbar on the coffin. We go outside through the window. I'm going to the estate.

On the estate:

We speak with the butler Belmont, who is cleaning the fireplace in the hall. We learn from him that the cook, Mr. Hook, Edward and Anabel left the island for a long time. We rise to the second floor. We go to Edward's room, which is located in the right wing. We try to open the door. Locked up. We study the door. A comment about the pin follows. We go down to the butler. We ask him where Edward is. We go to the laundry room. We speak with Miss Humphrey. We get a pin from her. We return to the door of Edward's room. We try to open it with a pin.

We go to the baron's room. We approach the balcony door. With a pin we will be able to open it. On the balcony we climb over the railing on the right. We move along the ledge to the next balcony. We go in the door. We find ourselves in Edward's room. We look at the fireplace. There is something in it. With a cane, we bring this "something" closer, which will turn out to be part of a burned page from Patrick's diary. We read the page. We go up. We look at the painting that Edward painted when we visited him. It depicts the mechanism that we previously saw in the grotto. On it are the numbers VIII, II, X, VI. We're going down. We go out to the balcony. Also along the cornice we get to the balcony of the baron's room.

We go to the left wing of the estate. We pass into the Finvinero room. Open the cabinet, move the back wall. We go up the stairs. We go into the bedroom of Clarissa. We play 4 notes on the piano. A passage behind the fireplace will open. We step into the tunnel. We go forward, then turn left. Next, select the top right track. So we will be in the grotto. This time there will be no water in the grotto as a result of low tide. We look at the mechanism. We expose the following numbers on four disks (from top to bottom): VIII, II, X, VI.

The door will open. We go into it. Clarith's ghost will appear and say Edward's name. Near the door we find traces. In the secret room we look at the corpse of Clarisse. There is something missing from her chain. We leave the grotto. We return to the main path. I'm going down. We get out of the tunnel through the well. I'm going to the hotel.

Looking for Edward

We speak with the owner of the hotel about Edward. He may be in the mountains. The best place from where we can find it - the lighthouse. I'm going to the lighthouse. We go inside. We pass into the room on the right, where we speak with Neil. We ask him about the spyglass. He lost her. Climb up the stairs to the top of the lighthouse. We go down, again we speak with Neil. We learn that he was the last to see Patrick, Hook and Edward near the cliff. We also learn that the owner of the hotel should have a spyglass. Select a pier on the map. We go to the hotel. We speak with the owner. The spyglass is stored in a chest, but the lock on the chest is broken. He will give us a bunch of keys to the basement so that we ourselves try to open the chest. Let's go to right side hotels. Open the basement door with the key. We're going down. We pass to the very end of the basement. From the shelf on the right we take the key to the chest. We try to open the chest for them. Does not work. Then we use a bunch of keys that Shedwick gave us and the chest, oddly enough, will open. We take a telescope. We leave the hotel. I'm going to the lighthouse.

We climb to the top of the lighthouse. Through the perspective of a spyglass, we look at the area. We pay attention to the cliff, the cave and the hanging rope. Finvinero will have to comment on this situation. He will automatically be near the cliff. We go down the road. We go down the rope to the cave. Save! We go inside.

We listen to Hook and Edward. Next, we will need to choose which of the two is the killer. You can choose Edward, but this is not a correct assumption. In the case of this choice, the end of the game awaits us. Correct Hook. He is Patrick's killer. When we say Hook's name, he will take the gun from Edward and point it at us. We tell him quickly that the weapon is not loaded. As soon as this opportunity appears, select the image of the hand. At the edge of the cliff, immediately use the image of the hand again to save Finvinero's life.

We return to the cave. We select a pistol from the ground. We go deep into the cave. On the ground we find a ritual circle of necromancers. From the circle we take the figurine. Finvinero will use the potion of memory to plunge into the past. From the circle we also take a torn page from the necromancer's book, which describes the ritual. Back to Edward. We talk to him. He will give the key that hung around Clarissa's neck. We leave the cave. We go up the rope. We go to Hook's house.

At Hook's house:

On the porch we find a loose board. Break it out with a crowbar. We use the board on a stepladder. We climb up the ladder to the second floor of the house. We find ourselves in Hook's bedroom. Checking the wardrobe. In it we find clothes with a torn off button. In the pocket of clothes we find a piece of paper with a riddle. We approach the dressing table. We look at the handkerchiefs on the table. Enough evidence that Hook is Patrick's killer. We go down the stairs to the first floor. We look at the clock. They do not work. We look at the footprints on the floor to the left of the clock. It can be seen that the clock was often moved. We read the book "Summoning the Demon" in the inventory. In it we find the underlined time at fifteen to one. Set this time on the clock. We move them.

We go into the secret part of the house. We climb up the ladder. We look around. We see pigeons sitting in three rows on sticks. They are artificial. Save! You can lose if you choose the wrong dove! We look at the paper that we took from the clothes in the wardrobe. It has everything you need to solve the puzzle. Let's get started.

The first was twenty-third, but out of order. This means you need to choose a bird in the second row, third from the left.

The second flew the highest. This is the very first dove in the front row.

The third was the center of attraction. We select the central dove in the second row.

The fourth moved like a "knight" and became second, but was not first. The movement of the knight in chess is similar to the letter L. Choose the second dove in the bottom row (not the first).

The fifth was the most unfortunate. This is the sixth dove from the left in the second row. Its serial number is 13.

The sixth was offended. The last dove in the third row. Turned back.

The seventh was himself. Select the seventh dove in the top row.

The eighth was blind. It is a dove with black eyes. He sits first in the second row.

Having successfully guessed the riddle, we will receive a torn page from the book "Summoning the Demon", which refers to the place where the demon was killed. We get out of the house through the window in the bedroom on the second floor.

In the town:

I'm going to the hotel. We speak with Shedwick about the boat. We leave. We go to the right to the farthest pier, near which the sailor sits. We are trying to talk to him. We return to the hotel. We speak with Shedwick about Pete. He'll forgive Pete the debt if he helps us. We return to the sailor. We tell him what Shedwick said. We swim to the ship that ran into the reefs.

On the ship:

We study the deck. We go up. We take the hook stuck in the fence on the right. We rise even higher to the helm. Take the rope lying on the right side of the ship. In inventory, combine the hook with the rope. We go to the bow of the ship. We look at the left fence. We see a crack in the hull. We use a hook with a rope on the crack. We are inside the ship.

We go to the right. We pass through the doorway. We go in the door at the end of the corridor (above). We go up the stairs. In the center of the room we find the steering wheel. Use the cane on the rolled up map behind the helm to open it. We insert the key-amulet into the steering wheel. We look at the steering wheel. We see the amulet on the background of the map, we see letters around the steering wheel. We turn the steering wheel so that the amulet looks at the letter B. Now we look at the back of the steering wheel. There we see the letters YRFZ. We stand at the helm and turn it so that the amulet points to these letters. We turn the steering wheel as if we are opening a safe.

Counterclockwise (image of a hand on the left) turn the amulet on the steering wheel to the letter Y.

Clockwise (image of the hand on the right) turn the amulet on the steering wheel to the letter R.

Counterclockwise (the image of the hand on the left) turn the amulet on the steering wheel to the letter F.

Clockwise (image of a hand on the right) turn the amulet on the steering wheel to the letter Z.

A secret niche will open. We take from it 5 runes. We go down the stairs. We're trying to get out the door. She's blocked. We return back to the top. We look at the platform attached to the right to the ceiling. There is a gun on it. Finvinero will make a remark about the fact that the boards on the ceiling are rotten and if you make the platform heavier, the ceiling will collapse. We collect 3 cores throughout the room. One lies near the cannon above this platform, the other is in the chest on the left side of the room, the third is at the bottom right of the stairs. We put all three cores on the platform. This is not enough yet. We go to the barrel on the left side of the room. There are algae inside it. We move the algae away with a cane. Inside we notice a buckshot. We take it. We put the buckshot on the platform to the cores and the cannon. The ceiling will collapse. Finvinero will be on deck. We sit in the boat to the sailor Pete.

Inventor Tyrell Tower:

Having moored to the shore, when asked how to get to the island of Thunder, Pete will say jokingly only if you fly like a bird. We use the map to get to the tower of the inventor Tyrell. Inside we find the inventor sleeping right at the table. We pass to the flying car. Let's look at her. We pass to the closed gate. We are also studying them. We need to blow them up.

We return to the sleeping inventor. Let's look at the board. It has the explosive formula written on it: 1 ounce of reagent, 4 ounces of liquid. We take 1 ounce of the blue reagent, which is on the table near Tyrell. Next, take an empty jar to the right of the stairs. We find another one on the top floor on the table. We go down. We approach the jar filled with water, which stands on the table opposite the board. We put two collected cans near it. We look. There is an 8 oz jar of liquid, an empty 5 oz jar, and an empty 3 oz jar. We need to use these three cans to calculate 4 ounces.

Pour the liquid from the 8 ounce jar into the 5 oz jar (3 - 5 - 0).
Pour the liquid from the 5 ounce jar into the 3 oz jar (3 - 2 - 3).
Pour the liquid from the 3 ounce jar into the 8 oz jar (6 - 2 - 0).
From the 5 ounce jar, pour the liquid into the 3 oz jar (6 - 0 - 2).
Pour the liquid from the 8 ounce jar into the 5 oz jar (1 - 5 - 2).
Pour the liquid from the 5 ounce jar into the 3 oz jar (1 - 4 - 3).

In inventory, we will automatically have a jar with 4 ounces of liquid. We go to the locked gate in front of the flying machine. Place a jar of 4 ounces of liquid in front of them. On top of it we put a flask with 1 ounce of reagent. We approach the aircraft. We use a pistol on it. Finvinero will fire a pistol at the banks, which will provoke an explosion, and fly to the island of Thunder.

Thunder Island:

We approach the stairs. We know that she is electrified. On the left we see the littered entrance to the mine. We pass to the right side of the island. We go into the mine. We go down on the lift. Going down, the lift will break. Mechanisms will fly out and get stuck in the wall, one of them will fall into a crack in the floor. We pull mechanisms out of the wall. We insert them into the lift. We look at the crack on the floor. She is very narrow. We pass to the table, which stands on the left side of the mine. We take a pickaxe, a set of tools and shoes with a missing sole on one shoe. We approach the wall from which we pulled out the mechanisms. Use the pickaxe on the wall to get the magnetic ore. We use it on the crack to pull the nut that has fallen there. We insert it into the panel on the lift. We rise to the surface. We go to the broken aircraft. We use a set of tools on it to repair the shoes found in the mine. Finvinero will automatically put it on. We rise, thus, on the electrified stairs.

Last riddle:

The first task is to study what is where. We pass to the clearing center. We see a small pillar, on the basis of which the runes are applied. On one side of the pillar, we closely study the runes. There are three of them.

Behind the pillar we find a ladder that leads to the pedestal. It turns out that this place is intended for the installation of the figurine. On the ground to the left of the path is a stone vein that conducts electricity to the pedestal.

Next to the pedestal we find another staircase that leads to a glass ball. There are 5 spiked stone pillars all over the area, which have recesses into which the runes in our inventory can be inserted.

We finally read the leaflet "Destruction of Kapjip-Naviz" in the inventory.

First you need to destroy the stone vein, through which current flows to the pedestal. Otherwise, the pedestal will be struck ahead of time. The stone vein should be destroyed with a pickaxe.

Secondly, we will find out which spike columns correspond to which runes. To do this, use a glass ball. In this case, runes will appear on the columns-thorns. The main thing to remember is the location of these columns.

Then we place the correct runes in the correct spike columns. If the rune is placed in the proper column, it will light up above the column in the center of the clearing.

The ritual is this:

1. Remove part of the stone vein leading to the pedestal.
2. Place 3 runes in the corresponding stone spike columns. These are the runes Acra Zeph and Inus.
The column for the Acra rune is located below and to the right of the glass ball (down the stairs, there is a wall in the background).
The column for the Zeph rune is located opposite the stairs leading to the glass ball.
The column for the Inus rune is located to the left of the arch and closest to the column in the center of the clearing.
If the runes are inserted into the correct spike columns, then they should light up above the column in the center of the clearing.
3. We install a figurine on a pedestal near a stone vein. A creepy monster will appear.
4. Immediately move the extended part of the stone vein back.

If everything is done correctly, then the monster will be destroyed. If not, then check if you inserted the runes into the correct spike columns. The case is over. Finvinero is sent back to the mainland.



 
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