Passage of the game Hunters for the Snark. Welcome to the club! Snark hunters. Full steam ahead Walkthrough of the game Snark Hunters 2

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Part One: "The Bet"
Having started new game we are in a room. Our heroine (Kira) immediately notices that she received a letter, but it got stuck in the pneumatic mail, and in order to get it, you need to hit it with something heavy. We collect pieces of a sledgehammer in the room.

With the assembled sledgehammer, we hit the pipe in the place where the letter got stuck. After the blow, the sledgehammer disappears and a letter appears on the grid with a piece of a screwdriver (most likely this piece held the letter). In the letter, we are offered a bet, namely, to steal the helmet from Mr. Bow (the police chief). We find the remaining pieces of the screwdriver in the room. We twist 3 screws with a screwdriver, after which it disappears, and we can open the door. We go out onto the balcony and pull the switch, after the fan stops we return to the room and collect pieces of books. Having collected the books, we direct the cursor to the bookshelf, as a result of which the cursor will change to a magnifying glass. Several books are missing on the shelf, but we have already collected them)) We put the books and place them in the following order (from left to right): I, II, III, IV, V, VI, VII, VIII. A cache opens, we take a crossbow in it and go to the balcony. We collect pieces of a telescope and a wrench.

A wrench will be needed to disassemble the transformer and de-energize the wire, where the last piece of the telescope lies. We put a telescope and remember the number of the helmet (in each game it is different) and go back to the room. We approach the phone, look at the number by the code on the helmet and dial it on the phone. We watch how Bow goes to the phone and quickly run to the balcony, use the crossbow on the helmet and get it in our hands. This is where the first part ends...

Part Two: "House Arrest"

Before the start of the second part, we find out that dad is not happy with our jokes and now we are under house arrest, and there is a lock on the window, but this is not for long. Once in Kira's room, we collect pieces of the candelabra and hang to the right of the picture, after which we turn.

A cache opens, in it on the last shelf, moving the helmet, we find one of the pieces of the clockwork key, the rest of the pieces are scattered around the room, all of them. Having collected the key, we use it on the train and pick up the master key. We use the master key on the lock that hangs on the window and get a letter in the form of a paper airplane. By clicking on the airplane, a letter will appear, which will immediately scatter in the form of pieces throughout the room. Now we need to collect the following items: star, letter, hammer, tongs, rope. The star will be needed to open the mirror, there will be the last piece of the letter in the mirror. The letter must be used on the mirror and read all three pages, there we are offered to catch the mysterious creature "Snark". With the assembled hammer we break the jug and get one of the pieces of tongs.

The last piece of tongs and rope will appear after returning from the looking glass.
We click on the mirror and get into the looking glass. Once in the new room, we need to collect: a pen, a hat, a key, a curtain clip, scissors.

The handle will be needed to open the locker, there is the last piece of the hat and the key. We use the hat on the mannequin, a piece of the clip appears in his hand, and the key on the locker on the left, the last piece of the clip will lie there. We use the clip itself on the left curtain, the last piece of scissors appears. We use scissors on the carpet, where something moves. Butterflies fly out from there and fly away to our world. We return back to the room and see the last pieces of tongs and rope on the floor.

We take out coal from the censer with tongs and light the candelabra, after which we use the rope on the window and go down.
Having got out of the house, we use the wheel that is on the trunk and proceed to collect things: a net, a rake, a watering can, gloves, an oil can.

Having collected the watering can, we collect water from the pond and water the flower, there will be one of the pieces of the net. We will collect the rest of the items later, now we are heading to the bridge. Once near the bridge, we need to collect: parts of the mosaic, a broom, a sickle, a lantern, a lion's head.

We use the broom on the spider, behind it there will be the last piece from the sickle, and at the bottom of the mosaic. We use the sickle on the reeds under the bridge, after which we return to the car. The reeds arrived with a piece of a net and a hairpin. We catch the hairpin with a net and use it on the trunk. Inside is a wrench and a piece of a rake. We tighten the bolts at the wheel with a wrench, after which the car leaves without us ... ((In the place where the car used to stand, we find the last piece of gloves and a rake. We use the rake on piles of leaves and pick up the last piece of oiler. With the help of the oiler we repair the lift, but we don't go up.We use the gloves on the door, which is located on the right on the overgrown wall.We use the switch to light up the bridge and go to it.Under the bridge we find the last pebble and a piece of the lantern.Go back to the switch and turn on the light at the veranda.On the floor of the veranda we collect mosaic.

We take the last piece and hang the lantern under the bridge. We use the switch on the bridge and under the bridge we select the last piece of the lion's head. We put the head and turn so that they look at each other. We cross the bridge.
We find ourselves in a small alley with a fountain, here we need to collect: a jug, a chain, gears, matches, a screwdriver.

With matches we set fire to the leaves under the hive, behind the place where the hive used to be, we take a piece from the gears. We fill the jug with water from the fountain and put it on the stone at the feet of the angel, take the last piece from the chain. With the help of a chain, we lower the lantern, they give us a ceiling and in place of the lantern a piece of a screwdriver appears. We collect water into the ceiling and take out the last piece of gears from there. We use the gears in the mechanism under the fountain. Inside the fountain we take the last piece and unscrew the plate. Inside the plate there will be a figurine of a dragon, we pick it up and return to the looking glass. Use the dragon on the lock and jump into the mirror...

Part Three: "The Shore"

Once on the shore, we begin collecting items: a fishing rod, pencils, a mount, a mask, a wheel.

With the help of a fishing rod we catch a chest from the sea. In the chest we take a sheet and a piece of the mount. We apply the sheet to the symbols on the stone. We go up the stairs and find ourselves near the house. We collect the following items: angel wing, pistol, magnet, adjustable wrench and umbrella.

We use the wing on the angel and go through the looking glass. There we collect: a burner, a shovel, a cuckoo, scissors and a pickaxe.

We use scissors on the ball that closes one of the pieces of the pickaxe. We put the cuckoo in the clock and the last part of the shovel appears on the ground. We dig out the chest with a shovel, it is located in the place where the angel shines, after which we leave the looking glass.
Kira notices that the lantern broke the jugs and there lies the penultimate piece of the pistol. Also near the pit will lie the last piece of the adjustable wrench. We use the adjustable wrench on the cork, which is stuck in a barrel of water. There we find the last piece of the magnet. We climb into the hollow and use the magnet. We pick up a bullet from the magnet (the last piece from the pistol). From the pistol we shoot at the chest. We take away the last part of the umbrella from there and remember which lips the mask has. We tighten the wheel with an umbrella and go through the looking glass. From the chest we take the lever, a piece from the pickaxe and remember the location of the lips near the mask. After using the lever, the boat will leave, revealing a piece from the pickaxe and the last piece from the burner. We return to the chest and use the burner on the lamp. We light the burner from the sun and use it on the hardened resin on the tree. There will be the last piece of the pickaxe. Now we return to the shore and find the last piece of the mount inside the boat. We use the mount on the boat and get tow, the last piece of the wheel will also be inside. We use the wheel on the cannon and take the last piece of pencils. We use pencils on a piece of paper that we put on a stone, get the last code, return to the looking glass, break down the door with a pickaxe and find ourselves in the room.
We collect pieces of rope, ladle, silver, hammer and kerosene lamp.

We use the rope on the hatch, then on the hook and at the end on the dumbbell, but before that we crack the lock. We count how much is obtained on each piece of paper (for example, 5, 7, 3) and substitute in descending order (7, 5, 3). On the hatch we pick up a copper plate, a piece of copper and the last piece of the lamp. We use the lamp on the hatch and find ourselves below. Using the lamp, we find the fuses and insert them into the transformer, starting a fire.

We rise back into the room and find the remaining pieces of a ladle, copper and a hammer near the lamp. We turn on the stove, put a ladle there, and put silver inside. We use the plate on the damaged section of the pipe, nailing it with a hammer. We take away the ladle with silver and use it on the nailed plate. We turn the crane and go down. We need to collect an oil dish, tongs, a bucket and a chisel.

We use the chisel on the stone on the left and get the last piece of the butter dish. Use the oiler on the chest, take the valve and the last piece of tongs from there. We take out the last piece of the bucket with tongs, go to the washstand, put the valve on, turn on the water and cool the piece. We collect water in a bucket, put out the fire and go to the next room.
We turn on the right knife switch and collect the following things: figurines, reagents, lighter, wires, diamond ring.

We insert the figures into the table and a small cache opens, we take the last piece of reagents and a lighter from there. We place the reagents in the lamp and set it on fire, take the resulting reagent and use it on the sheet that lies in the cache. We pick up the razor and cut off the electrical tape (the last piece of wires). We restore the wires, turn on the switch. Using the machine, we look at the position of the lips of the masks, use the tick on the fish and go ashore. We take the last piece of the mask from the fish, insert the mask, set the location of the lips and take the core. We use the core and tow on the cannon, the tow must be lit from the fish. We sink the ship and return to the laboratory. Using the machine, we collect pieces of the ring, with which we cut a hole in the glass where the jellyfish lies. We return to the looking glass, use the jellyfish on the castle and jump into the mirror...

Fourth part: "Workshop"

Once in the workshop (2nd floor), we start collecting items: neutralizing liquid, shepherdess, notes, mirror, flower.

We use the notes and the shepherdess on the player and take a piece from the flower. Having gone down we collect: a part of the chest, a blunt knife, a butterfly, wire cutters, a button from the remote control.

We use the butterfly on the box and get the last piece of the button. We insert the button into the mechanism and go up to the second floor. We take the last piece of the mirror and insert it back. We rise to the third floor, we collect a light bulb, a chain, a plate, a key and a valve.

We insert the light bulb into the lamp, take the drawing and a piece of the plate. We use the drawing on a microscope, pick up the chain and remember 4 characters. We use the chain on the gears and take a piece of the valve.
We go into the looking glass, collect all the pieces of glass and insert it into the gate.

We go back and see the last piece of neutralizing liquid, pick it up and use it on the flask on the table. Open the lock and take the last part of the flower. We use the flower on the pot and go up to the third floor. We take the last piece of the key and open the lock. Inside will be the last piece of the plate. We put the record in the player and take the last piece of the valve. We insert the valve, turn and go down to the first floor. We take the last piece of the knife and sharpen it on the machine. We cut the package with a knife and take out the lever, insert the lever into the installation, turn on the valve at the top, turn the lever. We take the last piece from the part of the chest. Use the wire cutters on the chain and insert the parts into the chest. Put icons:

pick up the snake and go through the looking glass. Insert the snake and jump into the mirror...

Part Five: "Flying Islands and Terrible Emmy"

Once on the flying island, we begin to collect items: a jar, a morning star, furs, an owl figurine, a coin.

We catch a bee with a jar and use it on the ball, there will be the last piece of the morning star. We use the morning star on stones with coal, take a handful of coal, open the firebox door and throw coal there. We go to the steam locomotive. Inside we collect a light bulb, a disk, a gear, a circuit, a pressure gauge.

We hang the scheme at the entrance and assemble a small mosaic.

We put the light bulb in the panel. We insert the gear into the mechanism with the lever. We use the gear to open the top door, there is the last piece of the pressure gauge, but before these we will have to put all the icons in the right places. We insert the pressure gauge into the place near the pipe and, according to the scheme on the wall, start the device, below it is written what and how many times you need to turn.
Before us is a new island and new items: slingshot, dynamite, magnifying glass, arrow, machete.

We shoot down the kite with a slingshot and take the last piece of the machete. With a machete, we cut the thickets and take a piece of a magnifying glass, the last piece of an arrow and dynamite. We use the arrow on the clock. We set the time according to the schedule (usually the first line), take the last piece of the magnifying glass and remember the pose of the little man. We use a magnifying glass on dynamite, holding it at the right height, blow up the gate and go into the plane.
We collect a pipe, threads, books, a skull and a disk from the phone.

To begin with, we use a pipe, there we find 4 different pieces, we collect the rest of the pieces around the room, use the switch and jump through the looking glass, there we collect: a scoop, a ring, a portrait, a heart, apples.

We hang apples on an apple tree, there will be the last piece of the portrait and a piece of the heart. We put the portrait back and get the beads. Scoop dig the earth in a box. We go back, take the appeared (last) piece of thread and sew the pillow with them, then move it away, take the last piece of the disk and put it in the phone. We press the lever, and then the red button. We watch the tower rise, get into the trailer and drive back. We collect the remaining pieces of fur, owls and coins.

We throw a coin into the box and get a newspaper, after which we enter the tower. We put the owls so that a circle burns under each platform. We take the unicorn from the chest, throw the newspaper into the iron and fan the coals. We go out into the street, throw coals into the firebox of the train and go back to the phone. We dial the number and pick up the handle. We use the handle on the hurdy-gurdy and take a piece from the books. We jump back into the looking glass, take the last piece of the heart from the floor and insert it into the box with the ground. We take a vessel with a fish and water the earth. We take flowers and go to prepare the dough for the cake according to the recipe. We put the dough in the oven, go back and turn on the oven, then open it, take the cookies and feed the “Ass” (parrot). We take a piece of the book and put the books on the shelf. We take the last piece from the pipe, turn on the music, put the skull and collect the skeleton from the picture by the clock. We return to the looking glass, open the lock with the unicorn and jump into the mirror...

Part Six: "Evil Spirits"

Once in the hut, we put the boiler on the coals and start collecting items: a bottle of wine, a fan, black pepper, a bowl, a lemon.

Having collected the fan, we put it back, collect the remaining pieces and take the apple from the shelf. We go outside, throw dirty things into a basin of water and collect the following: a knife, a shuriken, a tomahawk, a doorknob, a wineskin.

We cut out the last piece of the waterskin with a knife, draw water into it and pour it out to the camel, taking the last piece of shuriken. We throw the shuriken at the target, pick up the powder and wash the dirty linen. We look at the location of the snakes and open the door to the cave. In the cave, click on the stone 2 times, after which we return back. In the cauldron we find a piece from the handle, and next to it is the last piece from the tomahawk. We use the tomahawk on the tree and put the resulting bark to supply water.
We return to the cave, going inside we collect pieces of brush, glue, hammer, key, ladder, and then we jump into the looking glass.

Once in the looking glass, we set up mirrors and collect pieces of the sun, head, sledgehammer, claw and mug.

With the help of a sledgehammer, we break the slab under the statue and take the snake, with the help of the snake we open the grate on the floor. We collect water with a mug and pour it inside the grate, we get a bell. We leave the looking glass and collect the remaining pieces. We hit the gongs with a hammer, the sequence is indicated on the column (from top to bottom). We take the last piece of glue and half of the castle. We use the brush on the statues, glue the other half and use the key. We solve not a simple puzzle and go through the looking glass. We select the last piece of the head and claw. We put the head and use the bell on the ice flame. We hang the bell and pull it. We take a piece of the sun, put a claw and a bone (it lies on the ground). Come out of the looking glass and take the last piece of the ladder. Use the ladder on the image in front of the entrance to clean it. We go into the looking glass and look at this tablet, take the last piece and insert the sun into the column. We cut the heart with a sword and return to the boiler on the street. We take the last piece of the handle and use it on the door near the firebox. We put the desired combination and return to the hut.
We take the last piece of the bowl, collect the clay that is under the table, throw it into the water and cover up the hole in the TV. We take the rest of the pieces and go to the table. Apple mode, I pray pepper, after which we throw everything that we have into the vat. We take a mug near the fan, scoop up the drink of the gods and drink the sick person, as a token of gratitude they give us an emerald, which we immediately push into the statue. We pick up the scorpion, return to the looking glass, use the scorpion on the lock, jump into the mirror...

Part Seven: "Someone else's home or homecoming"

Once in a strange house, turn on the lamp, turn the lever near the entrance to the balcony, open the closet and quickly start collecting pieces of things, otherwise the owners will suddenly come) We need wire cutters, an extension cord, a knife, a clock weight, a wrench.

We use the key to open the bomb, there will be the last piece of the knife. We use the knife on the cheese and lure the mouse out of the hole. In return, the mouse will pull out a piece of wire cutters for us. We jump into the looking glass and collect the following pieces: whisk, blowtorch, chips, mount, light bulb.

We use the panicle wherever there is a web, revealing new pieces. We light a blowtorch from a candle and melt the ice. We take the last piece of the light bulb and the toggle switch. We screw the light bulb into the garland and turn on the vacuum cleaner. We take the last piece of chips and play the machine on the table. We take a piece of the mount and look at the cards, remember how many pictures and what suit is on the card, go back and look at two more cards on the table, after which we enter the number on the lock. Inside will be the last piece of the extension cord and a piece from the kettlebell. We plug the extension cord into the socket and throw it on the balcony.
On the balcony, turn on the water and collect all the things, namely: a saw, a mop, a magnifying glass, a film and a watering can.

We use the saw on the stairs, we throw the stairs and do not forget to pick up the last piece of the mop. We use a mop on the water, and then on a contaminated stand, take the last pieces of a magnifying glass and a watering can, and also remember the frequency, it will come in handy soon. We fill the watering can with water and water the sunflower, take the last piece of film, turn on the projector and use the film with a magnifying glass on the projector. We return to the looking glass and use the toggle switch to catch the memorized frequency, if everything is done correctly, the cache will open and there will be the last piece of the mount. We use the mount on the board under the bed. We look at the sheet and return back to the room. We take the last piece of the weight and hang it in the clock, the last piece of wire cutters falls from there, with which you need to bite the wires on the bomb. We blow up the wall and go to the bank. Here we will need to collect the following: gloves, hammer, key, stethoscope, weights.

We break the alarm panel with a hammer, there will be the last piece of gloves. We use gloves on the wires. The puzzle is to light ONLY the green lights. After turning off the alarm, we open 3 safes by selecting numbers from pieces of paper. In one safe there will be a cruciform key, in the second a scale, in the third a piece of our key. We use the collected keys on the safe, the last part of the stethoscope will lie inside. Use the stethoscope on the safe. When the green indicator of the stethoscope lights up, you need to press the left mouse button, if you do everything right, the light on the left will light up, so you need to do this several times. Inside we find the last piece of weights and use them on the scales, we need to dial 190g, after which we use the weights on the fairy (the hint about 190g is in the suitcase on the table. We return to the looking glass, use the fairy on the lock, jump into the mirror and find ourselves at home.
This is where the game ends. We didn't catch the Snark, but now we're honorary members of the Snark Hunters Club!

For all lovers of adventure and quests, a difficult game is very important, with riddles, complexities and difficulties. Well, when all attempts have been made, all paths have been trodden, all options have been tried and a dead end! We appear and help you in this difficult task, or to be more precise, we create for you an original, detailed and accessible walkthrough with pictures! This time, together with you, we decided to catch the Snark and write a walkthrough for the game "Snark Hunters. Welcome to the club!" The main character of the game, Kira, with her love for betting and funny tricks, has already won many hearts not only of girls, but also of boys. And all the subtleties of her adventures and tricks are revealed by us and presented in this walkthrough of the game "Snark Hunters. Welcome to the club!" Enter the mirrors, solve the mysteries of the looking-glass world with us!

Select the scene (level) you are interested in to read the walkthrough. Or scroll manually.

SCENE 1

From the very first minutes of the game, we find ourselves in the room of the young lady Kira. At first glance, this is an ordinary girl's room. Well, if you look closely, there is something to be surprised.

We draw your attention to the items in the toolbar at the bottom of the screen. So that everything is not so easy and simple, you can find them in the room not immediately entirely, but in parts. And, the more difficult the level, the more parts the desired object is fragmented. If some details of the items are highlighted in red, you will not be able to find them immediately, but only during the game, they will open for you after some finds or changes. For example, as you can see, some of the books are highlighted in red, other colored parts we can find right in the room. And to get the red part, you need to go to the balcony, turn off the fan above the door and, as soon as you turn it off, the red parts of the books will become colored. And after that they can be picked up from the fan.

In this room, we are looking for a sledgehammer, a screwdriver and books. In every new room we'll be in first of all gather all details available to us items (those not highlighted in red).

Suddenly, a secret mail arrives through the pipe into Kira's room, in order to get it from there, we collect sledgehammer and knock on her pipe(one). If everything is done as it should, it will fall out of the pipe letter, and with it - one of screwdriver parts. The letter talks about a bet: is it weak for Kira to steal his helmet from his neighbor, the chief of police. Let's see if you can do it or not!?

And to begin with, let's look around in the room: download rocking chair(2), and pick up after her part of the books, open bottom cabinet doors(3), and we find there another screwdriver detail, shift pillow(4) on the sofa, and under it - the last detail from the screwdriver.
Screwdriver is ready! We look at door handle(5) closer, take screwdriver and fasten each screw to it separately, the screwdriver disappears from our arsenal of items. We turn the doorknob and step out onto the BALCONY.

Here you need to find a wrench and a spyglass. Looking for available parts.

Collecting wrench and use it to unscrew the bolts on electrical panel(one). And we take out the fuses from there. Now the electricity is out and we can take it with our bare hands the last part of the spyglass from a puddle on the floor (2). We install a telescope on a special stand(3) and look into it, right in front of us is the cherished helmet with a number, remembers this room. Now we switch lever arm(4) fan control and thus stop it. We return to the ROOM.

Now all parts of the books are available to us, one of them lies behind the fan. Collecting books and put them on the shelf- a mini-game appears where you need to arrange the books in order. If you have problems with Roman numerals, we will tell you: I, II, III, IV, V, VI, VII, VIII.

As soon as you do everything right, the cache behind the painting will open and you can pick it up from there crossbow.

Here we are at the finish line! It remains only to call Mr. Bow. For this we look phonebook, we remember the number that was on the helmet, and from it we determine the number of Mr. Bow. Dial this number, and while your neighbor is running to the phone, you go to the BALCONY and shoot a crossbow at his helmet(5). The helmet is in your hands!

SCENE 2

And now Kira falls under house arrest. Will the castle stop the smart young adventurer from running away from here!? We'll find out later. We're locked up in KIRA'S ROOM.

In the room you need to find a chandelier and a key. Are looking for! We put forward drawer in dressing table(1), we move all the little things there, we find the second bottom, and under it part of the key.

Chandelier easy to assemble, hang it in its place to the left of the mirror(2) and rotate it. The cache with helmets is opened. Apparently this trick of Kira was not the first! We move bottom helmet, we find under it piece of key. We open left cabinet door(3) under the window, pick up another one from there part of the key. The key is ready!

Start with it children's train(4), he leaves and opens to our eyes a bunch of picks- we take them for ourselves and immediately open lock(5) using them on the window. From the window flies a strange a note, click on it with the mouse - it scatters.

And our room seems to be transformed: who ordered the mess? We are looking for new items: a star, a note, a hammer, a rope, tongs.
Collected star and paste it into padlock(1) on the dressing table mirror. The mirror opens, and under it the last part of the note. If you had a cache of helmets closed, then one more part of the note(2) hiding in it: turn the candelabra again and take it out.
As soon as you collect a hammer, smash them vase(3) on the table on the right, it will reveal another piece of rope. A trifle, but nice!

The note is ready! You can only read it with a mirror. Click on the note mirror and we read it. There is a whole letter of three sheets, which talks about a new bet: Is it hard for you to catch the Snark - a mythical beast that no one has ever seen? You can not answer right away - the game will show! Only one important detail needs to be caught from the letter: now you have the ability to enter mirrors and see what happens in the looking glass. And new abilities are always new opportunities! We pass into the MIRROR of our room, that is, we go into the mirror.

Here are miracles! It seems that the room is the same, but everything in it is different, it smacks of mysticism. We are not lost, especially since we need to find here a dressing table handle, a pirate hat, a key, a curtain clip and scissors. Every minute it becomes more interesting and difficult to play. Dressing table handle put in place for the handle on left locker(1), open it and take the last part of the key. From right door(2) dressing table take out part pirate hats. key open locker(3) under the TV and take out part of it curtain clip. hat put on dummy(4), a kind mannequin gives us the last part curtain clip. We remove the clip left curtain(5). Please note that if, when you hover the mouse over an object in a room or other room, a wheel appears next to the arrow, then we can somehow interact with it in the future.



If a magnifying glass appears when you hover the mouse over an object in a room or other room, then here we can look closer and do something in this window when magnified.



We return to the game. After the left curtain opened, we received last piece of scissors. Cut with scissors carpet(6) in the place where someone fidgets, butterflies fly out from under him and fly into the mirror. Unfortunately, this is not a Snark! We pass through the mirror into the ROOM.

There have been some changes here: we have access to parts of rope and tongs. And colorful butterflies fly around the room. tongs take coal(1) from the mini-fireplace on the table, and light it with it candelabra (2) (3).

Butterflies clear the mirror and rush towards the light.
BUT rope throw for window(4) and go down it. And here we find ourselves in the COURTYARD OF THE HOUSE.

The backyard is a mess! It would not hurt to tidy up here, we collect in the yard: a watering can, a net, a rake, gloves and an oil can. lake collected immediately, we collect in it water from the pond(1) and water flowers in a pot (2).

After the roses rose, on the pot opened part of the net. Now let's move on to the DRIVING BRIDGE.

Here we need to find: a piece of the mosaic, a broom, a sickle, a lantern and a lion's head. Let's start searching. Some of the items are easy to find, you just have to look at the picture on the screen. But with the rest you have to sweat. Kira is such a brave girl, but she is afraid of spiders, so broom remove cobwebs in the gazebo(1) and find in it the last sickle part. We cut with a sickle reeds(2) under the drawbridge.

Now we return to the COURTYARD OF THE HOUSE.

And we observe that a beautiful flower appeared in the pond and the last part of the net.

Sachkom fished out of the pond hairpin. Then we remove wheel(3) from the trunk of the car and hairpin open trunk.

From trunk pick up part of the rake and wrench.

With it, we fasten tighter bolts in the wheel (4).

The car leaves by itself, and useful details are revealed under it: the last parts of the rake and gloves(one). We rake a bunch of leaves(2) in the middle of the courtyard, and in it we find the last part of a butter dish.

We put on gloves and forward - remove poisonous plant(3) from strange doors in the building, for this we click on the doors several times until all the plants disappear from them and they open. And inside the whole mechanism opens!

Now turn red valve and we observe the following picture: the lighting has moved from the gazebo to the bridge.

We return to the BRIDGE. After the lighting under the bridge has turned on, we can see under the bridge part of the lantern and the last piece of the puzzle. We approach the HOUSE and switch the lighting again to illuminate the gazebo. We return to the BRIDGE. We are watching on the floor(3) in the gazebo - there is a place for coins, insert them there - a mini-game appears: arrange the coins correctly.
If you're having a lot of trouble with a mini-game, you can always skip it. But, if you pass it yourself, you will feel like a winner and shake your brains! As a result of passing the mini-game, you will receive the last part of the lantern. Now torch can be hung under the bridge in place for the lantern (4). We approach the HOUSE again and switch bridge lighting.

Everything under the bridge caught fire four light bulbs, and it became available to us the last part of the lion's head. Putting her in her place right lion(5) and turn the lions towards each other. Oh miracle! The bridge is up and running!
And we can go through it and see what's going on there. No one has gone there in a thousand years! Blimey! The fountain!

At the fountain you need to find a jug, a chain, gears, matches and a screwdriver.
When jug will be ready, we fill it fountain water(1) and put on left brick(2) under the statue of an angel.

The angel's wings rise and we take a piece of chain from under the wing. The chain is fully assembled and we can attach it on a lamppost(3). As soon as you do this, the lamppost lowers, the lamp turns off and appears in your tools. empty ceiling very similar to an aquarium.

Behind the lamppost opens one piece of screwdriver. We sit in the received ceiling small fish(4) floating in the fountain. And, to our surprise, we notice that together with the fish, gear detail.

Now we set fire to the matches foliage(5) under the hive, the bees take the hive and fly away with it to distant lands, away from the smoke. Under the hive we see the last part of the gear.
Put the gears in place fountain base(6) the water leaves and we find the last detail of the screwdriver and strange hatch (7).

Unscrew our screwdriver all bolts hatch.
And under the manhole cover - golden dragon figurine. We take it to ourselves and run to the YARD.

Here we lubricate butter dish strange mechanism(4) under the house and use it to climb back up to the ROOM (5).
In the room we immediately go to the looking glass. And we put our dragon in the castle on the mirror on the left(7). Let's go to this mirror! Hooray, we did it!!!

SCENE 3

The Snark Hunters are back on the adventure trail. Through the mirror you got to some island. You'll have to take a good look around here until the natives eat you.
On the island you can find a fishing rod, a mount, a mask, pencils and a wheel. Let's start with fishing rods, collect it and pull it out with a fishing rod suitcase made of water.

The suitcase opens, we take out of it part of the mount and tear off one sheet from notepad. And boldly go up the stairs to the HOUSE.

The house is abandoned, a lot of things are scattered around it, let's find it here: an angel's wing, a pistol, a magnet, a wrench and an umbrella. angel wing going faster than all other items, set it to figurine(1) above the door.

She rises a little, and the stone begins to glow. We pass into the LOOKING LIGHT OF THE HOUSE, that is, we go into mirror(2) to the left of the house.

That familiar blue glow and mysterious objects everywhere, it is immediately clear that this is not real life, but behind the looking glass. We are looking for a burner, a shovel, a cuckoo, scissors and a pick here.
cuckoo put in watch(1), falls out detail from a shovel. shovel dig out a place surrounded by fire(2), and we find a treasure there! Chest, that is.

scissors cut off balloon rope(3), he flies away, and behind him opens part of a pick.
We return back to the HOUSE.

There have been some changes here. The lamp on the right fell and broke the pots, and in them piece of pistol. And about dug hole lies the last detail of the wrench. Let's take this key and remove bung from a barrel(1) below.

The water leaves the barrel, and at the bottom we find it magnet part and the strange first equality, remember it just in case.
It is not yet clear what this means, so we move on. magnet collect all the iron things from hollow(2) in the tree and thus find bullet for pistol. Shooting with a pistol chest lock(3). Boom!

The chest is open, and in it the last detail of the umbrella and some strange picture with a face, remember it, maybe it will come in handy for us.

By using umbrella lowering tire on a rope(4) thrown onto a branch.
And again we return to the looking-glass of the HOUSE.

The chest is open and you can look into it (1) and take part of a pick and gate levers. And pay attention to the fact that another face is already shown in it in the figure, we remember it too.

Gate levers attach to ship(2) like this.

The ship literally leaves us and appears on the shore. And behind him opened burner and pick parts.

burner point to kerosene lamp, lying in the chest (1), and fill it with kerosene. Then we set fire to fire(3), burning on the ground, and only then we melt with a burning burner wax on wood (4).
Hiding under the wax the last detail of the pickaxe and the second equality, remember it.
Kirka open house door(5) and go into it.

Here, too, not all objects are in their places, we will collect here: a rope, a ladle, silver, a hammer, kerosene and a lamp. Rope immediately put on hook(1) hanging from the ceiling. moved stool(2) and one detail found behind her.
Now let's move on to the SHORE OF THE ISLAND.

Pick up here part of the mount from the boat. And we pick it off the boat with a mount tow (1).

And in the hole that appears, we see the last part of the wheel. Install the wheel on cannon(2). And pick up from the wheel part of pencils. Now we take blank sheet of paper and put it on hole in the rock (3).

Pencils draw on a sheet and get the third equality, remember it.
We return to the HOUSE.

We look at lock(1) at the door on the floor, and solve the example. First, get those three numbers that should stand in place of questions, and then just substitute them into equality on the lock. As soon as everything is set correctly, the lock opens and we first click on rope(2), then on kettlebell(3), on the floor and thus open the door to the basement.
Under this door we find one silver coin, part of a kerosene lamp and copper plate. We take kerosene lamp and go down to the BASEMENT.

It's dark and damp in here, we should turn on the light somehow. Such lighting will not help us at all. Are looking for circuit breakers and put them in fuse box.

The light comes on, the bulb bursts, and the fire starts. The following items will help us extinguish it: an oiler, tongs, a bucket and a chisel. Collected bit and knocked them out brick(1) in the wall on the left, we opened the last detail of the oiler. Butter dish lubricate chest loops(2) on the floor and get out of it valve and last piece of tongs.

Valve put on faucet over sink(3), twist, twist, there is still no water. We need to look for the reason above, we go up to the house.

In the house, all the details of the items we are looking for have become available. We collect them and now we will chemically. copper plate close hole in the pipe (1). with a hammer nail it in that place. Then ladle put on gas stove (2), silver put in ladle. We turn red lever(3) on the pipe above the stove and melt the silver.

Molten silver fill all the cracks pipe, where the plate is nailed. And we turn big faucet(4) on the pipe.
Now we go down to the BASEMENT and open tap. Hooray! Everything was done correctly, the water poured!
tongs we get piece of hot iron(4) from the fire. And cool it under water sink(2). This was piece of bucket, and the last one. Recruiting in bucket of water and put out the fire. Now they will take us not only to the club of hunters, but also to the group of firefighters. We pass further and get into the LABORATORY.

We collect items: figurines, reagents, a lighter, wires and a diamond ring. Everything that was available was found, now we turn to more interesting methods.

We lower right switch(1), the light on the screen lights up, and with it appear figurine details and lighters. figurines put in place in desk drawer (2).

The drawer opens, we take from it parts of the lighter and reagents, and look at the note with the formula: Fe + HCl, and fire is depicted under the formula. Chemistry has always attracted with its unusual experiments, let's try to do some chemistry.

lighter set fire to burner and put on top reagents. A violent reaction takes place, resulting in some reagent, pour it on formula sheet. A secret note appears on the sheet. We read it, and then we take it out of the drawer of the table razor. Cutting with it electrical tape(3) glued on the pipe left. By using electrical tape and wires we repair left switch(4), switch it (5), and note that the iron tentacles move. Now we look at binoculars (6).

In the binoculars we see a kind of mini-game: you need to catch a fish with the help of a tentacle. And we glance at the strange face painted on the ship. Who drew it there and why? After all, no one sees it under water anyway.

We catch fish, and under it another face opens. The fish we caught floats on the shore. Let's go quickly to the SHORE OF THE ISLAND to see what kind of miracle of technology it is.

We set fire tow from sparkling fish(1), remove from the fish the last part of the mask and put the mask on place under the mask on the rock (2).

A mini-game appears: find the correct position of the lips. We remember the faces that we met on the way and choose. We opened cannonball, insert it into cannon(3) standing on the shore and set fire to tow core wick. The gun fires and the ship goes under water. Here's the thing! We return to the LABORATORY.

Nothing has changed in the laboratory, except that the ship can already be seen in its entirety. binoculars. Although, with using a tentacle can now be collected under water all the missing parts of the diamond ring. Thus, we collect the ring and cutting glass with a diamond under the coffee table, we take it out of the resulting window octopus. And we pass into the looking-glass of the HOUSE.

Paste octopus in the castle in the wheel and go into this new mirror. That's all!

SCENE 4

Our adventures continue! And here we have a workshop, a great place for new discoveries! Here you need to find: neutralizing liquid, shepherdess, notes, mirror and flower.

Collecting notes and shepherdess, insert the notes into casket, a shepherdess put on top. Music began to play, the shepherdess rises and under it comes off part of a flower.
Move on. Going down spiral staircase located on the left, down, into the GARAGE.

In the garage we will collect: a part of the chest, a dull knife, a butterfly, wire cutters, a button from the remote control. We collect everything that is available. We look at table.

Butterfly insert into frame on the table. It opens up and becomes snuffbox, and in it the last button detail.

button put in place for the button in mechanism on the table.

As soon as the button fell into place, the mechanism started working, and some kind of flying thing rose above the motorcycle. We go to the WORKSHOP to see what kind of aircraft it is.

It turned out to be a flying platform, it rose near the window and opened to us the last part of the mirror. We take it and install the mirror in frame.

The mirror is ready, and it beckons you to go into it. Don't resist, feel free to come in!

Again we are welcomed by the world behind the looking glass! We collect glass for stained glass here. We look at beautiful window and, focusing on the shape and color of the glass, insert them there. It turned out beautiful!

It turns out that this is not a window, but a real door. After we have inserted all the glasses, it opens. And we return to the WORKSHOP through the mirror.

Here the door also opened, and behind it opened the last part of the neutralizing liquid. We pour it into flask standing on the table. The liquid in the flask has changed color.

And we have access to an interesting locker on the table, to which we also need to pick up the code. Because we don't know him. Climb up the spiral staircase to the LOFT.

There is dust and disorder in the attic, but still we can find something here, for example: a light bulb, a chain, a key, a plate and a valve. light bulb screw into lamp(1) hanging on the left.

The lights come on and open drawing and part of the record. We take them for ourselves. We look under the drawing microscope(2). And what do we see!?

Those are drawn there symbols which we need for code lock in a strange locker from the workshop, and lies last part of the chain. We put the chain on gears(3) to the right of the fan. The fan starts spinning, and another one has become available to us valve part behind him. You just need to have time to take it so that the fan does not hurt your hands. Well, now back to the WORKSHOP.

And put the code in combination lock locker (1) on the table. Its doors open, and there the last part of the flower. The flower is inserted into the recess for the flower in a strange mechanism in a pot(2). The plant from the pot begins to grow rapidly and breaks through the ceiling. Blimey! We go upstairs, let's see how big the hole the flower made.

Here the technique has reached, and the flower is like a real one! We take from it the last part of the key. We open with the key lock on the doors (1).

The doors opened, and inside there are a lot of interesting things, especially interesting for us plate detail. Hooray, plate ready, now paste it in gramophone(2) let's listen to music!

The gramophone began to play, only now its music is more like a creak. Well, nothing, we take from him part of the valve.

And put the valve on place for a valve(3) on the pipe and twist it. Something happened in the garage, we urgently go downstairs!

Stopped walking in the garage steam from the pipe, and opened the last part of a dull knife. We look carefully at table(1) and find there strange mechanism.

We turn it on and sharpen our knife.

sharp knife - dangerous weapon, so we get rid of it as soon as possible: we cut it bale(2), and pull out of it lever arm.

Put the lever on place for lever(3) left. The lever would need to be turned, but without steam it does not work. We rise to the ATTIC and again turn the valve on the pipe.

We go down after that back, the steam goes, now you can press the lever. The motorcycle descends, and behind it appears the last part of the chest. wire cutters we cut wire on the chest and insert into it the found by us part of the chest.

A mini-game appears: put the two dropped chips in place. The correct combination of chips in the mini-game.

The chest opens, and in it golden figurine of a snake. We take it to ourselves and go to the WORKSHOP MIRROR.

We look at castle on the floor, insert a snake there. And we go into an open mirror! Hey gay!

SCENE 5

Here it is, the rainbow meadow! A beautiful, but some strange place, where did we get to?
Everything is like in a dream, the clouds are all around. We need to get out of here ASAP! In the meantime, let's find a few items here: a jar, furs, an owl figurine, a coin and a morning star. Note: a bronze ball with steel spikes screwed into it is called a morning star.
AT bank we catch bee(1) flying near the honey pot. And we release our bee on balloon (2). The balloon bursts and appears the last part of the morningstar. We take it in our hands and break it stones(3) that are constantly moving.

Stones scatter, and a hot geyser bursts out of the ground, and there is some kind of detail in it. We can't take it yet, it's hot. But we can take handful of stones, and to be more precise hard coal, from heaps(4), which appeared near the geyser.

And this one coal throw in trailer firebox(5) on the left. The trailer puffed let's go into it let's see what's inside. And there are many interesting things inside.

We collect the following items: a light bulb, a disk, a gear, broken circuits and a pressure gauge. Note: A manometer is a device that measures the pressure of a liquid or gas.

light bulb screw on place, next to other light bulbs (1).

gear put in mechanism with gears(2) left.
Broken circuits insert into empty frame(3) on the wall. A mini-game appears: assemble a diagram from pieces. We collect and go to the disk.

Disk put in little window(4) at the top. A mini-game opens: place the pieces in the castle in the correct order. As a result, we have access to the last detail of the manometer.

pressure gauge screw into pipe(5), to the place where the steam goes. Well, that seems to be it! Well, let's go for a ride, shall we? You just need to learn how to manage this train, consisting of one car. To do this, look again at diagram in a box (3).

And remember: first turn the red valve once(6) then turn the dial twice to the right(7), then switch lever once(8), and then double click on the red button(9), well, at the end we pull once per lever(10) hanging from above. The green light comes on and we're off! Tu-tu!

The train brought us to an abandoned station.
We find at the station: a slingshot, dynamite, a magnifying glass, an hour hand and a machete. Note: A machete is a long and usually thin but wide knife. From slingshots we shoot at flying kite(1), knock it down, and behind it opens detail from a machete.

We take machete and cut thickets(2) at the end of the bridge. A door was hidden behind the thickets, and with it details from clock, dynamite and magnifying glass. Clock hand put in watch (3).

You need to set the correct time, look at train schedule(four). And we set the first time from above, then the second, and so on, until the clock opens.

The clock is open and inside the last detail of the magnifying glass and funny picture.

Let's move on to dynamite, put it under locked door(2), then take magnifying glass and click it on the dynamite. Now the magnifying glass has become large, and we can use it to catch the sun's rays to set fire to the dynamite.
Hold the magnifying glass with rays until dynamite won't explode. The gates are open, the pipe is damaged, and these are all the consequences of the explosion. We will not focus on this, but go into AIRPLANE.

Either this is an aircraft, or some kind of room. It would be necessary to consider everything here, but first we will collect: a gramophone trumpet, a spool of thread, books, a skull and a disk from a telephone.
We collect some parts in the room, and the other part with binoculars(one). We look through binoculars at the surroundings and use the arrows to change the view, while we look, we collect the rest of the available elements of objects there.

Everything that could be done here was done, we switch lever arm(2) To the right of the window, a mirror appears. We pass into the looking glass of the AIRPLANE.

In the looking glass, everything is much more interesting! We are looking for a scoop, a ring, a portrait, a heart and apples.
Apples hang back on apple tree(1), two details: from the portrait and from the heart.

Portrait insert into frame(2) and get for this beads.

Sovcom dig into box with sand(3) a place for a heart. We return back to the PLANE.

Here appeared last piece of thread.
We take threads and sew up torn pillow(1) on the floor. Pushing back pillow to the side and underneath part of a telephone disk. Disk put in telephone(2). And again we pass into the looking glass.

Here appeared the last part of the heart. We put heart dug shape in the sand(1), in a box grass grows. We pour it from aquarium, appear magic flowers. We rip them off. Click on table with mortar(2). And we look at an unusual recipe.

Well, let's get ready. First step: take beads from our arsenal, put them on board(1) and cut knife(2). Second step: put the resulting pile of stones in a cup of water(3). Third step: in mortar(4) put ring from the toolbox and push it. Fourth step: pick up from the mortar ring powder and put him to sleep cup(3). Fifth step: put magic flowers, freshly grown cup(3). Sixth step: take ladle(5), which hangs on the right above the recipe book, and mix everything in cup(3) carefully. Seventh step: pour bottle of liquid(6), standing on a shelf, in bowl(3) on the table. Eighth step: put in cup (3) mirror(7) off the shelf.

Ninth step: pick up cup with magic potion ourselves and put it in oven.

We return to the real plane. We switch lever on the oven(1), and take out the resulting dish. It turns out that we have prepared from beads, rings and other nonsense cookie! It must have been delicious. Let's give it a try parrot(2). The parrot gnaws cookies, and then slowly moves on the perch, thereby revealing to us part of the books. Let's take it. For now, we can't do anything here, although let's switch the lever(3) and press this red button(four)! Wow! Something happened outside the window. Need to go see. We return to the CAR.

We pull the lever and go to our RAINBOW GLADE.

We've arrived!
And then, as an interesting tower grew out of the ground, and became available all details. Collecting coin and paste it into newspaper vending machine(one). Once you bought a newspaper, take it for yourself. In a good deed, everything will fit! Now click on the mouse tower entrance(2) - the elevator goes down and a green arrow appears, click on the arrow and take the elevator up.

And here are owls of all colors and sizes. We put our owl on an empty pedestal and arrange all the owls in the order shown in the picture.
We open box and take ourselves golden unicorn statue. Now we put our newspaper in iron, inflate furs fire in iron.

Then the iron went on a note.
Look at her: some room. We go down.

We take a handful of coals, put in furnace in the wagon.
We go into the train and pull for lever arm.
We arrive at the station. We leave the train and climb into the PLANE.

Here we immediately type the mysterious number from note on the phone(1) (it is not necessary to memorize this number, there will be a hint in the corner). The phone opens and we pick up from it handle.

Insert it into red box(2) under the phone. From there, a clown jumps out with the last piece of books.

Books put on bookcase(3), cabinet doors disappear and open closet with skeleton and the last part of the gramophone trumpet.

pipe put in gramophone(four). Music is playing. And the parrot flies on him. And a parrot appeared on the perch the last detail from the skull. skull return skeleton. And here's the fun: the skeleton can move its legs and arms, what would it be?

Remembering the pose funny man in the clock at the station, and put the skeleton in this pose.

As soon as he becomes in this position, the wardrobe opens through the looking glass. We switch lever arm(5) and go through the looking glass. We look at mirror lock and insert into it unicorn. Chains with a lock fall, and we go into another mirror. Maybe we can finally get home!

SCENE 6

Where are we? Is it at home? At home, then at home, but not at home. Some tent...
Well, what are we going to look for a way out of this strange world, and at the same time we will find: a bottle of wine, a fan, black pepper, a bowl and a lemon. We are looking for fragments, we put boiler(1) on bonfire(2), and under it was another fragment of a bottle of wine.

We put fan on the place(3). Okay, so the wind blows. BUT lying on the floor(4) hurt a lot of swearing. We talk to him and calm him down by preparing a hot wine drink for him. For him you need: apple, lemon, pepper and wine. Some more are available item details we collect them. Now let's go outside and let's take a look.

So we are in the desert! This is great, it's really hot. What do we have here? You need to find a knife, shuriken, tomahawk, doorknob and waterskin.
Note: Shuriken is a Japanese under-clothes throwing weapon, which is a small blade made in the form of everyday items (needles, nails, coins, jewelry). Tomahawk is a melee weapon, which is a hatchet on a straight handle. A wineskin is a leather bag made of whole animal skin, designed to store liquids.
We figured out the names of the objects, let's move on to their search.

We find knife and cut them piece of skin(1), we take it to ourselves. Now we are ready waterskin. Pour into a wineskin water(2) and pour this water into trough(3) camel. While the camel drinks and bows its head, we pick up after its head final shuriken detail. If you didn’t manage to do it the first time, try to water the camel again. shuriken shoot down target(4) right.

The target falls, and behind it stands washing powder, take it for yourself and pour it into big bowl (2).
Well, you can wash! Raise rag(5), which is lying on the right side of the bowl, we throw it into soapy water, wash it and take it for ourselves.

She immediately flies to dry on a rope.

Although it is still wet, you can already see it. Ugh, some snakes. We remember their location. We look at cave entrance(6) and there is a mini-game: you need to correctly compose the kites (we already know how to do this). This is where the rag comes in handy. We go into the CAVE, the further, the more interesting!

Here, apparently, a human foot has not entered for a thousand years. No one, probably, thought to wash the rag and look at it, except for us! We collect in the cave: a brush, glue, a hammer, a key and a stepladder. We pull for bell(1) while he rises, pick up after him one more detail.

Click the mouse several times round cobblestone(2) in the middle of the cave, he rolls away from here, and behind him opens the last part of the brush.
We look at statue(3) and brush the image on it. Hmm, a castle in the form of a ram's head, and half of the castle is missing. We enter the CAVE'S LOOKING LIGHT through mirror on the wall (4).

Through the looking glass you need to find: the sun, the head of a snake, a sledgehammer, a claw and a mug.
Note: a sledgehammer is a heavy hammer with a long handle, used earlier in the blacksmith shop.
AT mug pour water from waterfall (1).

Now let's look at the mirrors, turn them so that they shine into each other, and the leftmost mirror shines on flower (2).
The flower blooms and we take from it the last piece of the sledgehammer. We break with a sledgehammer plate under the dragon(3) and get out of there snake. Put the snake in cut in stone (4).

The stone turns and opens to us symbol on stone like a bell. Pour water into it from mugs and we get water bell let's take it for ourselves. We return to the CAVE through the mirror.

Here, too, there have been some changes: we have access to the last detail of the hammer. And this hammer is not simple, but for gongs.
Note: The gong is a traditional ancient Chinese self-sounding percussion instrument.
Let's look around, but here they hang everywhere gongs. Now we take the hammer in our hands and hit the gongs in the order indicated on the column on the left. The trick is to hit quickly and in the right order. All four gongs must sound simultaneously. We strike first the first gong (1), then the second (2), the third (3) and finally the fourth (4). Here is the sound!

Everything shook, and stones began to fall from the ceiling, and with them last piece of glue and half a sheep's head. A sure sign to repair the lock in the statue. We look at statue(5) closer, spread glue on the free half and put a part there ram's castle. Well, everything is as good as new! Now you can also key insert! A mini-game appears: open the eyes. Kind of mini-games here. We pass into the looking-glass of the CAVE.

What happened while we were away! The dragon statue has a heart, and next to it part of a claw, on the floor opened part of a dragon's head and bone(1), with which we can do something, but it is not yet clear what exactly. In the economy, everything will fit!

dragon head put on left half-dragon(2), he starts spewing cold air, and his right neighbor is hot. Bell freeze under cold wind of the dragon. Our bell is freezing!

ice bell hang on rope(3) to the right of the column and pull it. The column rises and reveals to us some symbolic notches and part of the sun. Pick up from the floor bone, from tools claw and put them in there. Then we leave the looking glass into the cave, and from there immediately into the DESERT.

Wow, the block has done things here. But there were tomahawk details and door handle.

By using tomahawk make of log halves(1), lying at the entrance to the cave, pipe.

We put pipe where flowing water(2). Water begins to flow into the cave. And we go into the CAVE to look at the changes.

The well in the middle of the cave filled with water. Collecting the last parts of the ladder, one of which floats in water (1).

We put a ladder in front of the exit from the cave, under the triangle(2) and erase brush dust from this triangle. There is a funny inscription on the triangle: the ancestors bequeathed that the machine should breathe, remember a number of numbers. Are we going to need that too? Let's see, but for now we pass into the looking-glass of the CAVE.

And here rope ladder(1) appeared, climb on it and look at the other triangle(2). There is again a funny inscription: the ancestors made a mistake and a number of numbers, as well as the last piece of the sun. The sun is inserted into recess under the sun(3) in a column. And we get ghost sword.

We take sword and pierce them heart of Dragon(four). The dragon falls, and a mirror opens behind it. We leave from here and head to the DESERT.

Appeared in the desert final door handle detail, set it to drawer opening and turn. A mini-game appears: turn the knobs to the correct numbers.

The whole secret is to fold first number on one note with the first the number on the second note, and turn the knob to the number that turned out in sum. And so with the second, third, fourth and fifth numbers. Please note that different signs are in front of the numbers in the second note: plus or minus so be careful.
The mini-game was over, the machine that the ancestors spoke about started working. And with a calm soul we go into the TENT.

The TV started working in the tent, and there appeared bowl detail. We fill the bowl dry clay(1), lying in a pile under the bottom shelf. Then add there bucket of water(2). And with this clay mixture we cover hole in the tv (3).

On the TV screen are now visible parts of a lemon, black pepper and wine bottles. And this means that we are starting to prepare a potion for the patient lying in the corner. First we take Apple from the top shelf (4), look closer at bottom shelf (5).

And there, with knife cut our apple in pieces.
Now we put in manual pepper grinder and we pray to him. We take away the received ingredients. a bottle of wine pour into cauldron on fire(6), then throw there apples, peppers, lemon and now our cocktail is ready. We take mug(7) to the right of the fan, pour the resulting drink and let's drink sick (8).

He comes to life, sits down and gives us emerald, insert it into the second eye of a wooden statue(9) and get from it golden scorpion. Hurry, we run into the GLOWING ROOM OF THE CAVE.

Let's take a closer look at mirror lock and insert into it scorpion. Let's go to this mirror. Maybe we can still get to our house!

SCENE 7

We ended up in a strange apartment and we need to find the following list of items: wire cutters, extension cord, knife, clock weight, wrench.
First, we collect all the available parts in the room (note that the red parts are not yet available to us for some reason). Now we begin to be wiser: we move aside a vacuum cleaner(1) and take more after him one detail, open right(2) and left cabinet door(3) and find more a couple of details, reveal glass cabinet doors(4) and find there a piece of weight from a watch.

Wrench assembled and can help us unscrew the screws from hours(5), very reminiscent of a bomb.

Unscrew in turn every screw by using wrench, press red button and a very interesting mechanism opens before us, and in it piece of knife. We take it for ourselves.

Now let's look at the room. On the table we find two cards(6): four of hearts and six of crosses, just in case, remember them.

Let's go to the sofa. We pull for rope(7) - and the lamp is on! Part of the room was lit up with a bright light and appeared in it. other item details. We collect them. We have formed knife.

Take it and cut it cheese(8) on the table, treat with a piece of the resulting cheese mouse in a hole(9) under the mirror. She joyfully runs out, takes the cheese, and leaves us more one piece of nippers. It attracts a lot of attention mirror on the wall(10), let's look into it.

We find ourselves in the looking glass of the apartment, and here everything is complicated and magical. Now we collect a whisk, a blowtorch, chips, a mount, a light bulb.
We find all available details, without forgetting open cabinet doors(one). Here we have got panicle, take it and clean it all over the room cobweb, if you remove all the cobwebs, the panicle will disappear from the toolbar, pay attention to this. We now have blowtorch, ignite it with candles(2) and drown ice on the window(3) right. After that, the window appears last piece of light bulb, we take it.

light bulb put in garland(4), where there is an empty place for a light bulb. The garland is on fire! As if New Year has come. Now turn on a vacuum cleaner(5): press the red button on the vacuum cleaner. The vacuum cleaner started working and opened to us the last piece of chips.

Chips insert into slot machine (6) and click on the screen with the mouse. Then the machine started working and gave us three sevens, apparently we won the jackpot! And instead of money they got enough sleep two cards: nine of diamonds and five of spades, and piece of mount. We return to the APARTMENT.

Now let's try to open casket(1) on the table. We expose the code, remembering which cards we met: nine of diamonds and five of spades, four of hearts and six of clubs.

The box opens and inside a note, the last part of the extension and piece of clock weight. Well, what a good catch! Extension include in socket(2) and exit to the BALCONY (3).

Many more items need to be found: a saw, a mop, a magnifying glass, a film, a watering can. First, we collect all the visible parts. And here we have collected saw.

We saw off her part of the stairs attached to the building. We click on it with the mouse and it is thrown to the neighboring balcony. And behind the stairs opens the last part of the mop. We return to the APARTMENT.

We turn lever on the pipe(one). And we throw extension(2), already plugged in, to the balcony. We return to the BALCONY.

Here we turn red valve(1) over the faucet, water ran. We wet our mop and wash her picture(2) on the adjacent balcony.

A beautiful aunt and numbers appeared 102.3 . What does it mean? Also in the picture opened the last parts of the watering can and magnifier. AT watering can pour water from crane(1), now you can close it, and water the withered sunflower (3).

It blossoms, a crow sits on it, which sat next to it before, and pecks at a sunflower. And we are taking the last part of the film who had been hiding behind crow (4). Magnifier and film set to movie projector(5), include it in extension(6) and observe strange patterns and numbers on the wall.

They may say a lot to someone, but we don’t understand anything here. We return to the looking-glass of the APARTMENT.

On the windowsill we find toggle switch(1) and put it in radio(2), standing in the cabinet, then turn the toggle switch without looking up from the mouse, and set the desired frequency: namely 102.3 (we saw this clue in the picture).

The radio receiver opens and contains the last part of the mount.

We open it floor under sofa(3) and read the note: 964. Apparently some kind of password or code, we'll find out further! Let's go to the APARTMENT.

And here we have already undergone changes: a hole appeared in the floor near the sofa and the last part of the weight from the clock. We open watch glass door(1), set kettlebell into place, and from there it falls out last piece of nippers.

Looking closer bomb(2) and with wire cutters we cut all the wires.

Boom! The bomb exploded and opened secret passage in the wall. We go into it. And before us opens a whole room with safes. Who is this rich guy?

And here we are inside this, one might say golden, room. Now we are looking for rubber gloves, a hammer, a key, a stethoscope, weights.
Collected first a hammer, we break them glass(1) in a locker with an alarm device. Behind the glass we find last piece of gloves, take the finished gloves and click them on locker with alarm(one). A mini-game appears, after passing it, the alarm is turned off and we have access to all the safes!

First we consider safe on the floor(2) in the middle of the room. There are two lockers here. Let's start with left(3): There are clues in the form of numbers in its three corners. Enter one first, then turn the lever. If the left locker of the safe did not open, we do the same with the second hint and so on until we open it. When this locker is opened, we will find in it the last part of the key.
Now let's move on to right locker(4) and proceed in the same way. In it we find the second already whole key Let's take it from there.

We look at manhole cover(5) on the wall. And put it in both keys. The manhole cover opened, and under it the last part of the stethoscope.

That's stethoscope ready! We take it and click on it opened mechanism, and now a mini-game: hear the heartbeat of this mechanism. We turn the knob in the center clockwise and stop exactly at the place where we heard the signal. The lamp lights up. We continue to select the code in this way until all the lights turn on.

When all the lights on the left light up, this huge safe will open completely. And here it is a room with riches! And the last piece of weight. Now let's move on to the top closed cabinet of the safe(6), standing against the wall according to the old scheme. Open before us scales.

We expose them to our weights and remember the hint: how much does a fairy weigh? The note read: 190 grams. So we leave on the scales those weights, the sum of which is equal to 190 .

So we leave those weights on the scales, the sum of which is 190. Now the received weights weighing 190 grams change to fairy figurine in a round safe and quickly return to the looking-glass of the APARTMENT!

Paste fairy in the castle on the wall, and opens mirror. Let's get into it! AND…
And what happened next, you will see for yourself!

This is a long-awaited continuation of the popular mystical quest with the subtitle Welcome to the Club, dedicated to the search for the unknown and mysterious. That is, a mythical (at the same time, some skeptics believe that it is completely fictional!) Creature - the Snark. However, the old Snark hunter Robert Blair is not a skeptic at all. According to old Blair, the thing is this - while you are hunting for the Snark, he seems to be a fictional creature, but until you grab his tail!

Join the Snark Hunters Club

In Game Snark Hunters: Full Steam you will not only meet with an old acquaintance Robert Blair, but also meet his grandson Jack, whom Blair's grandfather connected to this most interesting business. Well, your competence will include helping Blair Jr. In search of the Snark, you will travel through the Looking Glass to open six enchanted doors. But here's the bad luck - it's worth opening such a door, as Jack turns out to be incomprehensible where, while the road back is already closed and sealed. In Hunters of the Snark: At full speed, you have to go only forward!

Do you like graphic quests with an interesting mystical plot and exciting puzzles? Then the game Snark Hunters: Full Steam, created in the popular Hidden Object genre, is what you need. colorful graphics and incredible adventure, in which you will take a lively part together with the main characters of the game, will not leave you indifferent. Download Snark hunters: Full steam ahead right now and go to the heart magical land in search of the mythical Snark!


The mythical Snark haunts his pursuers who want to find and catch him. Collect all the powers of your hero to find the mysterious creature. For this download free game Snark Hunters: Full Steam and start a new desperate pursuit.

For your upcoming travels, you will need to be in the world of the Looking Glass. It is here that the protagonist Jack Blair will begin his investigation. If you free download Snark Hunters: Full Steam, then you will find out that the main character has five championship titles of a special Formula Zero behind him.

Find the keys to the six magical doors to get to a sports car that can reach the required high speed. So that Snark Hunters: Full Steam game free download and help put together the meeting pieces of objects. Even if the dangerous journey on the airship and the transition from one world to another seem like a fun journey.


Title: Snark Hunters 2: Full Steam
Foreign name: Snark Busters 2: All Revved Up
Release year: 2011
Genre: logic
Developer: Alawar Stargaze
Publisher: BUKA
Platform: PC
Publication type: license
Russian language
Sound: Russian
Tablet: not required
Size: 1GB

Version features:
1. Game files are not touched.
2. Full Russian localization.
3. Presented as an ISO image.

System requirements:
Operating system: Windows XP / Vista / 7
Processor: 1 GHz
RAM: 512 Mb
Video card: with 64 Mb video memory

Download the game Snark Hunters: Full Steam for free in Russian without registration in one file:

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We recommend downloading the game Snark Hunters: Full Steam via torrent for free on your computer in one click without registration. Select the Russian version of the game in the table and click on the green button. Remember what more number downloading and distributing, the faster the download speed. Keep in mind that in order to download via torrent, you need a torrent client program, such as uTorrent. If you don't have such software yet, install it, or just download the game directly from the file hosting service.

How to download free Snark Hunters: Full Steam?

The best way to download without torrent Snark Hunters: Full Steam for free - download from a direct link without viruses from safe file hosting. Such as: Unibytes, DepositFiles. Principle of operation everyone has one - in 4 steps. 1 Go to the file page; 2 Select regular download, deselecting Premium access (no, thanks); 3 Wait for the countdown; 4 Enter captcha (characters from the picture) and get a direct link to the file from the server. The order of these steps differs from service to service, the main thing is to read further tips. After these simple operations, you can install the game on a PC and it will work without bugs and brakes even on Windows 10. If you still can’t download, click on the “How to download?” button, where you will find a detailed video review for each specific file sharing service.

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Part One: "The Bet"
Starting a new game, we find ourselves in a room. Our heroine (Kira) immediately notices that she received a letter, but it got stuck in the pneumatic mail, and in order to get it, you need to hit it with something heavy. We collect pieces of a sledgehammer in the room.

With the assembled sledgehammer, we hit the pipe in the place where the letter got stuck. After the blow, the sledgehammer disappears and a letter appears on the grid with a piece of a screwdriver (most likely this piece held the letter). In the letter, we are offered a bet, namely, to steal the helmet from Mr. Bow (the police chief). We find the remaining pieces of the screwdriver in the room. We twist 3 screws with a screwdriver, after which it disappears, and we can open the door. We go out onto the balcony and pull the switch, after the fan stops we return to the room and collect pieces of books. Having collected the books, we direct the cursor to the bookshelf, as a result of which the cursor will change to a magnifying glass. Several books are missing on the shelf, but we have already collected them)) We put the books and place them in the following order (from left to right): I, II, III, IV, V, VI, VII, VIII. A cache opens, we take a crossbow in it and go to the balcony. We collect pieces of a telescope and a wrench.

A wrench will be needed to disassemble the transformer and de-energize the wire, where the last piece of the telescope lies. We put a telescope and remember the number of the helmet (in each game it is different) and go back to the room. We approach the phone, look at the number by the code on the helmet and dial it on the phone. We watch how Bow goes to the phone and quickly run to the balcony, use the crossbow on the helmet and get it in our hands. This is where the first part ends...

Part Two: "House Arrest"

Before the start of the second part, we find out that dad is not happy with our jokes and now we are under house arrest, and there is a lock on the window, but this is not for long. Once in Kira's room, we collect pieces of the candelabra and hang to the right of the picture, after which we turn.

A cache opens, in it on the last shelf, moving the helmet, we find one of the pieces of the clockwork key, the rest of the pieces are scattered around the room, all of them. Having collected the key, we use it on the train and pick up the master key. We use the master key on the lock that hangs on the window and get a letter in the form of a paper airplane. By clicking on the airplane, a letter will appear, which will immediately scatter in the form of pieces throughout the room. Now we need to collect the following items: star, letter, hammer, tongs, rope. The star will be needed to open the mirror, there will be the last piece of the letter in the mirror. The letter must be used on the mirror and read all three pages, there we are offered to catch the mysterious creature "Snark". With the assembled hammer we break the jug and get one of the pieces of tongs.

The last piece of tongs and rope will appear after returning from the looking glass.
We click on the mirror and get into the looking glass. Once in the new room, we need to collect: a pen, a hat, a key, a curtain clip, scissors.

The handle will be needed to open the locker, there is the last piece of the hat and the key. We use the hat on the mannequin, a piece of the clip appears in his hand, and the key on the locker on the left, the last piece of the clip will lie there. We use the clip itself on the left curtain, the last piece of scissors appears. We use scissors on the carpet, where something moves. Butterflies fly out from there and fly away to our world. We return back to the room and see the last pieces of tongs and rope on the floor.

We take out coal from the censer with tongs and light the candelabra, after which we use the rope on the window and go down.
Having got out of the house, we use the wheel that is on the trunk and proceed to collect things: a net, a rake, a watering can, gloves, an oil can.

Having collected the watering can, we collect water from the pond and water the flower, there will be one of the pieces of the net. We will collect the rest of the items later, now we are heading to the bridge. Once near the bridge, we need to collect: parts of the mosaic, a broom, a sickle, a lantern, a lion's head.

We use the broom on the spider, behind it there will be the last piece from the sickle, and at the bottom of the mosaic. We use the sickle on the reeds under the bridge, after which we return to the car. The reeds arrived with a piece of a net and a hairpin. We catch the hairpin with a net and use it on the trunk. Inside is a wrench and a piece of a rake. We tighten the bolts at the wheel with a wrench, after which the car leaves without us ... ((In the place where the car used to stand, we find the last piece of gloves and a rake. We use the rake on piles of leaves and pick up the last piece of oiler. With the help of the oiler we repair the lift, but we don't go up.We use the gloves on the door, which is located on the right on the overgrown wall.We use the switch to light up the bridge and go to it.Under the bridge we find the last pebble and a piece of the lantern.Go back to the switch and turn on the light at the veranda.On the floor of the veranda we collect mosaic.

We take the last piece and hang the lantern under the bridge. We use the switch on the bridge and under the bridge we select the last piece of the lion's head. We put the head and turn so that they look at each other. We cross the bridge.
We find ourselves in a small alley with a fountain, here we need to collect: a jug, a chain, gears, matches, a screwdriver.

With matches we set fire to the leaves under the hive, behind the place where the hive used to be, we take a piece from the gears. We fill the jug with water from the fountain and put it on the stone at the feet of the angel, take the last piece from the chain. With the help of a chain, we lower the lantern, they give us a ceiling and in place of the lantern a piece of a screwdriver appears. We collect water into the ceiling and take out the last piece of gears from there. We use the gears in the mechanism under the fountain. Inside the fountain we take the last piece and unscrew the plate. Inside the plate there will be a figurine of a dragon, we pick it up and return to the looking glass. Use the dragon on the lock and jump into the mirror...

Part Three: "The Shore"

Once on the shore, we begin collecting items: a fishing rod, pencils, a mount, a mask, a wheel.

With the help of a fishing rod we catch a chest from the sea. In the chest we take a sheet and a piece of the mount. We apply the sheet to the symbols on the stone. We go up the stairs and find ourselves near the house. We collect the following items: angel wing, pistol, magnet, adjustable wrench and umbrella.

We use the wing on the angel and go through the looking glass. There we collect: a burner, a shovel, a cuckoo, scissors and a pickaxe.

We use scissors on the ball that closes one of the pieces of the pickaxe. We put the cuckoo in the clock and the last part of the shovel appears on the ground. We dig out the chest with a shovel, it is located in the place where the angel shines, after which we leave the looking glass.
Kira notices that the lantern broke the jugs and there lies the penultimate piece of the pistol. Also near the pit will lie the last piece of the adjustable wrench. We use the adjustable wrench on the cork, which is stuck in a barrel of water. There we find the last piece of the magnet. We climb into the hollow and use the magnet. We pick up a bullet from the magnet (the last piece from the pistol). From the pistol we shoot at the chest. We take away the last part of the umbrella from there and remember which lips the mask has. We tighten the wheel with an umbrella and go through the looking glass. From the chest we take the lever, a piece from the pickaxe and remember the location of the lips near the mask. After using the lever, the boat will leave, revealing a piece from the pickaxe and the last piece from the burner. We return to the chest and use the burner on the lamp. We light the burner from the sun and use it on the hardened resin on the tree. There will be the last piece of the pickaxe. Now we return to the shore and find the last piece of the mount inside the boat. We use the mount on the boat and get tow, the last piece of the wheel will also be inside. We use the wheel on the cannon and take the last piece of pencils. We use pencils on a piece of paper that we put on a stone, get the last code, return to the looking glass, break down the door with a pickaxe and find ourselves in the room.
We collect pieces of rope, ladle, silver, hammer and kerosene lamp.

We use the rope on the hatch, then on the hook and at the end on the dumbbell, but before that we crack the lock. We count how much is obtained on each piece of paper (for example, 5, 7, 3) and substitute in descending order (7, 5, 3). On the hatch we pick up a copper plate, a piece of copper and the last piece of the lamp. We use the lamp on the hatch and find ourselves below. Using the lamp, we find the fuses and insert them into the transformer, starting a fire.

We rise back into the room and find the remaining pieces of a ladle, copper and a hammer near the lamp. We turn on the stove, put a ladle there, and put silver inside. We use the plate on the damaged section of the pipe, nailing it with a hammer. We take away the ladle with silver and use it on the nailed plate. We turn the crane and go down. We need to collect an oil dish, tongs, a bucket and a chisel.

We use the chisel on the stone on the left and get the last piece of the butter dish. Use the oiler on the chest, take the valve and the last piece of tongs from there. We take out the last piece of the bucket with tongs, go to the washstand, put the valve on, turn on the water and cool the piece. We collect water in a bucket, put out the fire and go to the next room.
We turn on the right knife switch and collect the following things: figurines, reagents, lighter, wires, diamond ring.

We insert the figures into the table and a small cache opens, we take the last piece of reagents and a lighter from there. We place the reagents in the lamp and set it on fire, take the resulting reagent and use it on the sheet that lies in the cache. We pick up the razor and cut off the electrical tape (the last piece of wires). We restore the wires, turn on the switch. Using the machine, we look at the position of the lips of the masks, use the tick on the fish and go ashore. We take the last piece of the mask from the fish, insert the mask, set the location of the lips and take the core. We use the core and tow on the cannon, the tow must be lit from the fish. We sink the ship and return to the laboratory. Using the machine, we collect pieces of the ring, with which we cut a hole in the glass where the jellyfish lies. We return to the looking glass, use the jellyfish on the castle and jump into the mirror...

Fourth part: "Workshop"

Once in the workshop (2nd floor), we start collecting items: neutralizing liquid, shepherdess, notes, mirror, flower.

We use the notes and the shepherdess on the player and take a piece from the flower. Having gone down we collect: a part of the chest, a blunt knife, a butterfly, wire cutters, a button from the remote control.

We use the butterfly on the box and get the last piece of the button. We insert the button into the mechanism and go up to the second floor. We take the last piece of the mirror and insert it back. We rise to the third floor, we collect a light bulb, a chain, a plate, a key and a valve.

We insert the light bulb into the lamp, take the drawing and a piece of the plate. We use the drawing on a microscope, pick up the chain and remember 4 characters. We use the chain on the gears and take a piece of the valve.
We go into the looking glass, collect all the pieces of glass and insert it into the gate.

We go back and see the last piece of neutralizing liquid, pick it up and use it on the flask on the table. Open the lock and take the last part of the flower. We use the flower on the pot and go up to the third floor. We take the last piece of the key and open the lock. Inside will be the last piece of the plate. We put the record in the player and take the last piece of the valve. We insert the valve, turn and go down to the first floor. We take the last piece of the knife and sharpen it on the machine. We cut the package with a knife and take out the lever, insert the lever into the installation, turn on the valve at the top, turn the lever. We take the last piece from the part of the chest. Use the wire cutters on the chain and insert the parts into the chest. Put icons:

pick up the snake and go through the looking glass. Insert the snake and jump into the mirror...

Part Five: "Flying Islands and Terrible Emmy"

Once on the flying island, we begin to collect items: a jar, a morning star, furs, an owl figurine, a coin.

We catch a bee with a jar and use it on the ball, there will be the last piece of the morning star. We use the morning star on stones with coal, take a handful of coal, open the firebox door and throw coal there. We go to the steam locomotive. Inside we collect a light bulb, a disk, a gear, a circuit, a pressure gauge.

We hang the scheme at the entrance and assemble a small mosaic.

We put the light bulb in the panel. We insert the gear into the mechanism with the lever. We use the gear to open the top door, there is the last piece of the pressure gauge, but before these we will have to put all the icons in the right places. We insert the pressure gauge into the place near the pipe and, according to the scheme on the wall, start the device, below it is written what and how many times you need to turn.
Before us is a new island and new items: slingshot, dynamite, magnifying glass, arrow, machete.

We shoot down the kite with a slingshot and take the last piece of the machete. With a machete, we cut the thickets and take a piece of a magnifying glass, the last piece of an arrow and dynamite. We use the arrow on the clock. We set the time according to the schedule (usually the first line), take the last piece of the magnifying glass and remember the pose of the little man. We use a magnifying glass on dynamite, holding it at the right height, blow up the gate and go into the plane.
We collect a pipe, threads, books, a skull and a disk from the phone.

To begin with, we use a pipe, there we find 4 different pieces, we collect the rest of the pieces around the room, use the switch and jump through the looking glass, there we collect: a scoop, a ring, a portrait, a heart, apples.

We hang apples on an apple tree, there will be the last piece of the portrait and a piece of the heart. We put the portrait back and get the beads. Scoop dig the earth in a box. We go back, take the appeared (last) piece of thread and sew the pillow with them, then move it away, take the last piece of the disk and put it in the phone. We press the lever, and then the red button. We watch the tower rise, get into the trailer and drive back. We collect the remaining pieces of fur, owls and coins.

We throw a coin into the box and get a newspaper, after which we enter the tower. We put the owls so that a circle burns under each platform. We take the unicorn from the chest, throw the newspaper into the iron and fan the coals. We go out into the street, throw coals into the firebox of the train and go back to the phone. We dial the number and pick up the handle. We use the handle on the hurdy-gurdy and take a piece from the books. We jump back into the looking glass, take the last piece of the heart from the floor and insert it into the box with the ground. We take a vessel with a fish and water the earth. We take flowers and go to prepare the dough for the cake according to the recipe. We put the dough in the oven, go back and turn on the oven, then open it, take the cookies and feed the “Ass” (parrot). We take a piece of the book and put the books on the shelf. We take the last piece from the pipe, turn on the music, put the skull and collect the skeleton from the picture by the clock. We return to the looking glass, open the lock with the unicorn and jump into the mirror...

Part Six: "Evil Spirits"

Once in the hut, we put the boiler on the coals and start collecting items: a bottle of wine, a fan, black pepper, a bowl, a lemon.

Having collected the fan, we put it back, collect the remaining pieces and take the apple from the shelf. We go outside, throw dirty things into a basin of water and collect the following: a knife, a shuriken, a tomahawk, a doorknob, a wineskin.

We cut out the last piece of the waterskin with a knife, draw water into it and pour it out to the camel, taking the last piece of shuriken. We throw the shuriken at the target, pick up the powder and wash the dirty linen. We look at the location of the snakes and open the door to the cave. In the cave, click on the stone 2 times, after which we return back. In the cauldron we find a piece from the handle, and next to it is the last piece from the tomahawk. We use the tomahawk on the tree and put the resulting bark to supply water.
We return to the cave, going inside we collect pieces of brush, glue, hammer, key, ladder, and then we jump into the looking glass.

Once in the looking glass, we set up mirrors and collect pieces of the sun, head, sledgehammer, claw and mug.

With the help of a sledgehammer, we break the slab under the statue and take the snake, with the help of the snake we open the grate on the floor. We collect water with a mug and pour it inside the grate, we get a bell. We leave the looking glass and collect the remaining pieces. We hit the gongs with a hammer, the sequence is indicated on the column (from top to bottom). We take the last piece of glue and half of the castle. We use the brush on the statues, glue the other half and use the key. We solve not a simple puzzle and go through the looking glass. We select the last piece of the head and claw. We put the head and use the bell on the ice flame. We hang the bell and pull it. We take a piece of the sun, put a claw and a bone (it lies on the ground). Come out of the looking glass and take the last piece of the ladder. Use the ladder on the image in front of the entrance to clean it. We go into the looking glass and look at this tablet, take the last piece and insert the sun into the column. We cut the heart with a sword and return to the boiler on the street. We take the last piece of the handle and use it on the door near the firebox. We put the desired combination and return to the hut.
We take the last piece of the bowl, collect the clay that is under the table, throw it into the water and cover up the hole in the TV. We take the rest of the pieces and go to the table. Apple mode, I pray pepper, after which we throw everything that we have into the vat. We take a mug near the fan, scoop up the drink of the gods and drink the sick person, as a token of gratitude they give us an emerald, which we immediately push into the statue. We pick up the scorpion, return to the looking glass, use the scorpion on the lock, jump into the mirror...

Part Seven: "Someone else's home or homecoming"

Once in a strange house, turn on the lamp, turn the lever near the entrance to the balcony, open the closet and quickly start collecting pieces of things, otherwise the owners will suddenly come) We need wire cutters, an extension cord, a knife, a clock weight, a wrench.

We use the key to open the bomb, there will be the last piece of the knife. We use the knife on the cheese and lure the mouse out of the hole. In return, the mouse will pull out a piece of wire cutters for us. We jump into the looking glass and collect the following pieces: whisk, blowtorch, chips, mount, light bulb.

We use the panicle wherever there is a web, revealing new pieces. We light a blowtorch from a candle and melt the ice. We take the last piece of the light bulb and the toggle switch. We screw the light bulb into the garland and turn on the vacuum cleaner. We take the last piece of chips and play the machine on the table. We take a piece of the mount and look at the cards, remember how many pictures and what suit is on the card, go back and look at two more cards on the table, after which we enter the number on the lock. Inside will be the last piece of the extension cord and a piece from the kettlebell. We plug the extension cord into the socket and throw it on the balcony.
On the balcony, turn on the water and collect all the things, namely: a saw, a mop, a magnifying glass, a film and a watering can.

We use the saw on the stairs, we throw the stairs and do not forget to pick up the last piece of the mop. We use a mop on the water, and then on a contaminated stand, take the last pieces of a magnifying glass and a watering can, and also remember the frequency, it will come in handy soon. We fill the watering can with water and water the sunflower, take the last piece of film, turn on the projector and use the film with a magnifying glass on the projector. We return to the looking glass and use the toggle switch to catch the memorized frequency, if everything is done correctly, the cache will open and there will be the last piece of the mount. We use the mount on the board under the bed. We look at the sheet and return back to the room. We take the last piece of the weight and hang it in the clock, the last piece of wire cutters falls from there, with which you need to bite the wires on the bomb. We blow up the wall and go to the bank. Here we will need to collect the following: gloves, hammer, key, stethoscope, weights.

We break the alarm panel with a hammer, there will be the last piece of gloves. We use gloves on the wires. The puzzle is to light ONLY the green lights. After turning off the alarm, we open 3 safes by selecting numbers from pieces of paper. In one safe there will be a cruciform key, in the second a scale, in the third a piece of our key. We use the collected keys on the safe, the last part of the stethoscope will lie inside. Use the stethoscope on the safe. When the green indicator of the stethoscope lights up, you need to press the left mouse button, if you do everything right, the light on the left will light up, so you need to do this several times. Inside we find the last piece of weights and use them on the scales, we need to dial 190g, after which we use the weights on the fairy (the hint about 190g is in the suitcase on the table. We return to the looking glass, use the fairy on the lock, jump into the mirror and find ourselves at home.
This is where the game ends. We didn't catch the Snark, but now we're honorary members of the Snark Hunters Club!

For all lovers of adventure and quests, a difficult game is very important, with riddles, complexities and difficulties. Well, when all attempts have been made, all paths have been trodden, all options have been tried and a dead end! We appear and help you in this difficult task, or to be more precise, we create for you an original, detailed and accessible walkthrough with pictures! This time, together with you, we decided to catch the Snark and write a walkthrough for the game "Snark Hunters. Welcome to the club!" The main character of the game, Kira, with her love for betting and funny tricks, has already won many hearts not only of girls, but also of boys. And all the subtleties of her adventures and tricks are revealed by us and presented in this walkthrough of the game "Snark Hunters. Welcome to the club!" Enter the mirrors, solve the mysteries of the looking-glass world with us!

Select the scene (level) you are interested in to read the walkthrough. Or scroll manually.

SCENE 1

From the very first minutes of the game, we find ourselves in the room of the young lady Kira. At first glance, this is an ordinary girl's room. Well, if you look closely, there is something to be surprised.

We draw your attention to the items in the toolbar at the bottom of the screen. So that everything is not so easy and simple, you can find them in the room not immediately entirely, but in parts. And, the more difficult the level, the more parts the desired object is fragmented. If some details of the items are highlighted in red, you will not be able to find them immediately, but only during the game, they will open for you after some finds or changes. For example, as you can see, some of the books are highlighted in red, other colored parts we can find right in the room. And to get the red part, you need to go to the balcony, turn off the fan above the door and, as soon as you turn it off, the red parts of the books will become colored. And after that they can be picked up from the fan.

In this room, we are looking for a sledgehammer, a screwdriver and books. In every new room we'll be in first of all gather all details available to us items (those not highlighted in red).

Suddenly, a secret mail arrives through the pipe into Kira's room, in order to get it from there, we collect sledgehammer and knock on her pipe(one). If everything is done as it should, it will fall out of the pipe letter, and with it - one of screwdriver parts. The letter talks about a bet: is it weak for Kira to steal his helmet from his neighbor, the chief of police. Let's see if you can do it or not!?

And to begin with, let's look around in the room: download rocking chair(2), and pick up after her part of the books, open bottom cabinet doors(3), and we find there another screwdriver detail, shift pillow(4) on the sofa, and under it - the last detail from the screwdriver.
Screwdriver is ready! We look at door handle(5) closer, take screwdriver and fasten each screw to it separately, the screwdriver disappears from our arsenal of items. We turn the doorknob and step out onto the BALCONY.

Here you need to find a wrench and a spyglass. Looking for available parts.

Collecting wrench and use it to unscrew the bolts on electrical panel(one). And we take out the fuses from there. Now the electricity is out and we can take it with our bare hands the last part of the spyglass from a puddle on the floor (2). We install a telescope on a special stand(3) and look into it, right in front of us is the cherished helmet with a number, remembers this room. Now we switch lever arm(4) fan control and thus stop it. We return to the ROOM.

Now all parts of the books are available to us, one of them lies behind the fan. Collecting books and put them on the shelf- a mini-game appears where you need to arrange the books in order. If you have problems with Roman numerals, we will tell you: I, II, III, IV, V, VI, VII, VIII.

As soon as you do everything right, the cache behind the painting will open and you can pick it up from there crossbow.

Here we are at the finish line! It remains only to call Mr. Bow. For this we look phonebook, we remember the number that was on the helmet, and from it we determine the number of Mr. Bow. Dial this number, and while your neighbor is running to the phone, you go to the BALCONY and shoot a crossbow at his helmet(5). The helmet is in your hands!

SCENE 2

And now Kira falls under house arrest. Will the castle stop the smart young adventurer from running away from here!? We'll find out later. We're locked up in KIRA'S ROOM.

In the room you need to find a chandelier and a key. Are looking for! We put forward drawer in dressing table(1), we move all the little things there, we find the second bottom, and under it part of the key.

Chandelier easy to assemble, hang it in its place to the left of the mirror(2) and rotate it. The cache with helmets is opened. Apparently this trick of Kira was not the first! We move bottom helmet, we find under it piece of key. We open left cabinet door(3) under the window, pick up another one from there part of the key. The key is ready!

Start with it children's train(4), he leaves and opens to our eyes a bunch of picks- we take them for ourselves and immediately open lock(5) using them on the window. From the window flies a strange a note, click on it with the mouse - it scatters.

And our room seems to be transformed: who ordered the mess? We are looking for new items: a star, a note, a hammer, a rope, tongs.
Collected star and paste it into padlock(1) on the dressing table mirror. The mirror opens, and under it the last part of the note. If you had a cache of helmets closed, then one more part of the note(2) hiding in it: turn the candelabra again and take it out.
As soon as you collect a hammer, smash them vase(3) on the table on the right, it will reveal another piece of rope. A trifle, but nice!

The note is ready! You can only read it with a mirror. Click on the note mirror and we read it. There is a whole letter of three sheets, which talks about a new bet: Is it hard for you to catch the Snark - a mythical beast that no one has ever seen? You can not answer right away - the game will show! Only one important detail needs to be caught from the letter: now you have the ability to enter mirrors and see what happens in the looking glass. And new abilities are always new opportunities! We pass into the MIRROR of our room, that is, we go into the mirror.

Here are miracles! It seems that the room is the same, but everything in it is different, it smacks of mysticism. We are not lost, especially since we need to find here a dressing table handle, a pirate hat, a key, a curtain clip and scissors. Every minute it becomes more interesting and difficult to play. Dressing table handle put in place for the handle on left locker(1), open it and take the last part of the key. From right door(2) dressing table take out part pirate hats. key open locker(3) under the TV and take out part of it curtain clip. hat put on dummy(4), a kind mannequin gives us the last part curtain clip. We remove the clip left curtain(5). Please note that if, when you hover the mouse over an object in a room or other room, a wheel appears next to the arrow, then we can somehow interact with it in the future.



If a magnifying glass appears when you hover the mouse over an object in a room or other room, then here we can look closer and do something in this window when magnified.



We return to the game. After the left curtain opened, we received last piece of scissors. Cut with scissors carpet(6) in the place where someone fidgets, butterflies fly out from under him and fly into the mirror. Unfortunately, this is not a Snark! We pass through the mirror into the ROOM.

There have been some changes here: we have access to parts of rope and tongs. And colorful butterflies fly around the room. tongs take coal(1) from the mini-fireplace on the table, and light it with it candelabra (2) (3).

Butterflies clear the mirror and rush towards the light.
BUT rope throw for window(4) and go down it. And here we find ourselves in the COURTYARD OF THE HOUSE.

The backyard is a mess! It would not hurt to tidy up here, we collect in the yard: a watering can, a net, a rake, gloves and an oil can. lake collected immediately, we collect in it water from the pond(1) and water flowers in a pot (2).

After the roses rose, on the pot opened part of the net. Now let's move on to the DRIVING BRIDGE.

Here we need to find: a piece of the mosaic, a broom, a sickle, a lantern and a lion's head. Let's start searching. Some of the items are easy to find, you just have to look at the picture on the screen. But with the rest you have to sweat. Kira is such a brave girl, but she is afraid of spiders, so broom remove cobwebs in the gazebo(1) and find in it the last sickle part. We cut with a sickle reeds(2) under the drawbridge.

Now we return to the COURTYARD OF THE HOUSE.

And we observe that a beautiful flower appeared in the pond and the last part of the net.

Sachkom fished out of the pond hairpin. Then we remove wheel(3) from the trunk of the car and hairpin open trunk.

From trunk pick up part of the rake and wrench.

With it, we fasten tighter bolts in the wheel (4).

The car leaves by itself, and useful details are revealed under it: the last parts of the rake and gloves(one). We rake a bunch of leaves(2) in the middle of the courtyard, and in it we find the last part of a butter dish.

We put on gloves and forward - remove poisonous plant(3) from strange doors in the building, for this we click on the doors several times until all the plants disappear from them and they open. And inside the whole mechanism opens!

Now turn red valve and we observe the following picture: the lighting has moved from the gazebo to the bridge.

We return to the BRIDGE. After the lighting under the bridge has turned on, we can see under the bridge part of the lantern and the last piece of the puzzle. We approach the HOUSE and switch the lighting again to illuminate the gazebo. We return to the BRIDGE. We are watching on the floor(3) in the gazebo - there is a place for coins, insert them there - a mini-game appears: arrange the coins correctly.
If you're having a lot of trouble with a mini-game, you can always skip it. But, if you pass it yourself, you will feel like a winner and shake your brains! As a result of passing the mini-game, you will receive the last part of the lantern. Now torch can be hung under the bridge in place for the lantern (4). We approach the HOUSE again and switch bridge lighting.

Everything under the bridge caught fire four light bulbs, and it became available to us the last part of the lion's head. Putting her in her place right lion(5) and turn the lions towards each other. Oh miracle! The bridge is up and running!
And we can go through it and see what's going on there. No one has gone there in a thousand years! Blimey! The fountain!

At the fountain you need to find a jug, a chain, gears, matches and a screwdriver.
When jug will be ready, we fill it fountain water(1) and put on left brick(2) under the statue of an angel.

The angel's wings rise and we take a piece of chain from under the wing. The chain is fully assembled and we can attach it on a lamppost(3). As soon as you do this, the lamppost lowers, the lamp turns off and appears in your tools. empty ceiling very similar to an aquarium.

Behind the lamppost opens one piece of screwdriver. We sit in the received ceiling small fish(4) floating in the fountain. And, to our surprise, we notice that together with the fish, gear detail.

Now we set fire to the matches foliage(5) under the hive, the bees take the hive and fly away with it to distant lands, away from the smoke. Under the hive we see the last part of the gear.
Put the gears in place fountain base(6) the water leaves and we find the last detail of the screwdriver and strange hatch (7).

Unscrew our screwdriver all bolts hatch.
And under the manhole cover - golden dragon figurine. We take it to ourselves and run to the YARD.

Here we lubricate butter dish strange mechanism(4) under the house and use it to climb back up to the ROOM (5).
In the room we immediately go to the looking glass. And we put our dragon in the castle on the mirror on the left(7). Let's go to this mirror! Hooray, we did it!!!

SCENE 3

The Snark Hunters are back on the adventure trail. Through the mirror you got to some island. You'll have to take a good look around here until the natives eat you.
On the island you can find a fishing rod, a mount, a mask, pencils and a wheel. Let's start with fishing rods, collect it and pull it out with a fishing rod suitcase made of water.

The suitcase opens, we take out of it part of the mount and tear off one sheet from notepad. And boldly go up the stairs to the HOUSE.

The house is abandoned, a lot of things are scattered around it, let's find it here: an angel's wing, a pistol, a magnet, a wrench and an umbrella. angel wing going faster than all other items, set it to figurine(1) above the door.

She rises a little, and the stone begins to glow. We pass into the LOOKING LIGHT OF THE HOUSE, that is, we go into mirror(2) to the left of the house.

This familiar blue glow and mysterious objects are everywhere, it is immediately clear that this is not real life, but behind the mirror. We are looking for a burner, a shovel, a cuckoo, scissors and a pick here.
cuckoo put in watch(1), falls out detail from a shovel. shovel dig out a place surrounded by fire(2), and we find a treasure there! Chest, that is.

scissors cut off balloon rope(3), he flies away, and behind him opens part of a pick.
We return back to the HOUSE.

There have been some changes here. The lamp on the right fell and broke the pots, and in them piece of pistol. And about dug hole lies the last detail of the wrench. Let's take this key and remove bung from a barrel(1) below.

The water leaves the barrel, and at the bottom we find it magnet part and the strange first equality, remember it just in case.
It is not yet clear what this means, so we move on. magnet collect all the iron things from hollow(2) in the tree and thus find bullet for pistol. Shooting with a pistol chest lock(3). Boom!

The chest is open, and in it the last detail of the umbrella and some strange picture with a face, remember it, maybe it will come in handy for us.

By using umbrella lowering tire on a rope(4) thrown onto a branch.
And again we return to the looking-glass of the HOUSE.

The chest is open and you can look into it (1) and take part of a pick and gate levers. And pay attention to the fact that another face is already shown in it in the figure, we remember it too.

Gate levers attach to ship(2) like this.

The ship literally leaves us and appears on the shore. And behind him opened burner and pick parts.

burner point to kerosene lamp, lying in the chest (1), and fill it with kerosene. Then we set fire to fire(3), burning on the ground, and only then we melt with a burning burner wax on wood (4).
Hiding under the wax the last detail of the pickaxe and the second equality, remember it.
Kirka open house door(5) and go into it.

Here, too, not all objects are in their places, we will collect here: a rope, a ladle, silver, a hammer, kerosene and a lamp. Rope immediately put on hook(1) hanging from the ceiling. moved stool(2) and one detail found behind her.
Now let's move on to the SHORE OF THE ISLAND.

Pick up here part of the mount from the boat. And we pick it off the boat with a mount tow (1).

And in the hole that appears, we see the last part of the wheel. Install the wheel on cannon(2). And pick up from the wheel part of pencils. Now we take blank sheet of paper and put it on hole in the rock (3).

Pencils draw on a sheet and get the third equality, remember it.
We return to the HOUSE.

We look at lock(1) at the door on the floor, and solve the example. First, get those three numbers that should stand in place of questions, and then just substitute them into equality on the lock. As soon as everything is set correctly, the lock opens and we first click on rope(2), then on kettlebell(3), on the floor and thus open the door to the basement.
Under this door we find one silver coin, part of a kerosene lamp and copper plate. We take kerosene lamp and go down to the BASEMENT.

It's dark and damp in here, we should turn on the light somehow. Such lighting will not help us at all. Are looking for circuit breakers and put them in fuse box.

The light comes on, the bulb bursts, and the fire starts. The following items will help us extinguish it: an oiler, tongs, a bucket and a chisel. Collected bit and knocked them out brick(1) in the wall on the left, we opened the last detail of the oiler. Butter dish lubricate chest loops(2) on the floor and get out of it valve and last piece of tongs.

Valve put on faucet over sink(3), twist, twist, there is still no water. We need to look for the reason above, we go up to the house.

In the house, all the details of the items we are looking for have become available. We collect them and now we will chemically. copper plate close hole in the pipe (1). with a hammer nail it in that place. Then ladle put on gas stove (2), silver put in ladle. We turn red lever(3) on the pipe above the stove and melt the silver.

Molten silver fill all the cracks pipe, where the plate is nailed. And we turn big faucet(4) on the pipe.
Now we go down to the BASEMENT and open tap. Hooray! Everything was done correctly, the water poured!
tongs we get piece of hot iron(4) from the fire. And cool it under water sink(2). This was piece of bucket, and the last one. Recruiting in bucket of water and put out the fire. Now they will take us not only to the club of hunters, but also to the group of firefighters. We pass further and get into the LABORATORY.

We collect items: figurines, reagents, a lighter, wires and a diamond ring. Everything that was available was found, now we turn to more interesting methods.

We lower right switch(1), the light on the screen lights up, and with it appear figurine details and lighters. figurines put in place in desk drawer (2).

The drawer opens, we take from it parts of the lighter and reagents, and look at the note with the formula: Fe + HCl, and fire is depicted under the formula. Chemistry has always attracted with its unusual experiments, let's try to do some chemistry.

lighter set fire to burner and put on top reagents. A violent reaction takes place, resulting in some reagent, pour it on formula sheet. A secret note appears on the sheet. We read it, and then we take it out of the drawer of the table razor. Cutting with it electrical tape(3) glued on the pipe left. By using electrical tape and wires we repair left switch(4), switch it (5), and note that the iron tentacles move. Now we look at binoculars (6).

In the binoculars we see a kind of mini-game: you need to catch a fish with the help of a tentacle. And we glance at the strange face painted on the ship. Who drew it there and why? After all, no one sees it under water anyway.

We catch fish, and under it another face opens. The fish we caught floats on the shore. Let's go quickly to the SHORE OF THE ISLAND to see what kind of miracle of technology it is.

We set fire tow from sparkling fish(1), remove from the fish the last part of the mask and put the mask on place under the mask on the rock (2).

A mini-game appears: find the correct position of the lips. We remember the faces that we met on the way and choose. We opened cannonball, insert it into cannon(3) standing on the shore and set fire to tow core wick. The gun fires and the ship goes under water. Here's the thing! We return to the LABORATORY.

Nothing has changed in the laboratory, except that the ship can already be seen in its entirety. binoculars. Although, with using a tentacle can now be collected under water all the missing parts of the diamond ring. Thus, we collect the ring and cutting glass with a diamond under the coffee table, we take it out of the resulting window octopus. And we pass into the looking-glass of the HOUSE.

Paste octopus in the castle in the wheel and go into this new mirror. That's all!

SCENE 4

Our adventures continue! And here we have a workshop, a great place for new discoveries! Here you need to find: neutralizing liquid, shepherdess, notes, mirror and flower.

Collecting notes and shepherdess, insert the notes into casket, a shepherdess put on top. Music began to play, the shepherdess rises and under it comes off part of a flower.
Move on. Going down spiral staircase located on the left, down, into the GARAGE.

In the garage we will collect: a part of the chest, a dull knife, a butterfly, wire cutters, a button from the remote control. We collect everything that is available. We look at table.

Butterfly insert into frame on the table. It opens up and becomes snuffbox, and in it the last button detail.

button put in place for the button in mechanism on the table.

As soon as the button fell into place, the mechanism started working, and some kind of flying thing rose above the motorcycle. We go to the WORKSHOP to see what kind of aircraft it is.

It turned out to be a flying platform, it rose near the window and opened to us the last part of the mirror. We take it and install the mirror in frame.

The mirror is ready, and it beckons you to go into it. Don't resist, feel free to come in!

Again we are welcomed by the world behind the looking glass! We collect glass for stained glass here. We look at beautiful window and, focusing on the shape and color of the glass, insert them there. It turned out beautiful!

It turns out that this is not a window, but a real door. After we have inserted all the glasses, it opens. And we return to the WORKSHOP through the mirror.

Here the door also opened, and behind it opened the last part of the neutralizing liquid. We pour it into flask standing on the table. The liquid in the flask has changed color.

And we have access to an interesting locker on the table, to which we also need to pick up the code. Because we don't know him. Climb up the spiral staircase to the LOFT.

There is dust and disorder in the attic, but still we can find something here, for example: a light bulb, a chain, a key, a plate and a valve. light bulb screw into lamp(1) hanging on the left.

The lights come on and open drawing and part of the record. We take them for ourselves. We look under the drawing microscope(2). And what do we see!?

Those are drawn there symbols which we need for code lock in a strange locker from the workshop, and lies last part of the chain. We put the chain on gears(3) to the right of the fan. The fan starts spinning, and another one has become available to us valve part behind him. You just need to have time to take it so that the fan does not hurt your hands. Well, now back to the WORKSHOP.

And put the code in combination lock locker (1) on the table. Its doors open, and there the last part of the flower. The flower is inserted into the recess for the flower in a strange mechanism in a pot(2). The plant from the pot begins to grow rapidly and breaks through the ceiling. Blimey! We go upstairs, let's see how big the hole the flower made.

Here the technique has reached, and the flower is like a real one! We take from it the last part of the key. We open with the key lock on the doors (1).

The doors opened, and inside there are a lot of interesting things, especially interesting for us plate detail. Hooray, plate ready, now paste it in gramophone(2) let's listen to music!

The gramophone began to play, only now its music is more like a creak. Well, nothing, we take from him part of the valve.

And put the valve on place for a valve(3) on the pipe and twist it. Something happened in the garage, we urgently go downstairs!

Stopped walking in the garage steam from the pipe, and opened the last part of a dull knife. We look carefully at table(1) and find there strange mechanism.

We turn it on and sharpen our knife.

A sharp knife is a dangerous weapon, so we get rid of it as soon as possible: we cut it with bale(2), and pull out of it lever arm.

Put the lever on place for lever(3) left. The lever would need to be turned, but without steam it does not work. We rise to the ATTIC and again turn the valve on the pipe.

We go down after that back, the steam goes, now you can press the lever. The motorcycle descends, and behind it appears the last part of the chest. wire cutters we cut wire on the chest and insert into it the found by us part of the chest.

A mini-game appears: put the two dropped chips in place. The correct combination of chips in the mini-game.

The chest opens, and in it golden figurine of a snake. We take it to ourselves and go to the WORKSHOP MIRROR.

We look at castle on the floor, insert a snake there. And we go into an open mirror! Hey gay!

SCENE 5

Here it is, the rainbow meadow! A beautiful, but some strange place, where did we get to?
Everything is like in a dream, the clouds are all around. We need to get out of here ASAP! In the meantime, let's find a few items here: a jar, furs, an owl figurine, a coin and a morning star. Note: a bronze ball with steel spikes screwed into it is called a morning star.
AT bank we catch bee(1) flying near the honey pot. And we release our bee on balloon(2). The balloon bursts and appears the last part of the morningstar. We take it in our hands and break it stones(3) that are constantly moving.

Stones scatter, and a hot geyser bursts out of the ground, and there is some kind of detail in it. We can't take it yet, it's hot. But we can take handful of stones, and to be more precise coal, from heaps(4), which appeared near the geyser.

And this one coal throw in trailer firebox(5) on the left. The trailer puffed let's go into it let's see what's inside. And there are many interesting things inside.

We collect the following items: a light bulb, a disk, a gear, broken circuits and a pressure gauge. Note: A manometer is a device that measures the pressure of a liquid or gas.

light bulb screw on place, next to other light bulbs (1).

gear put in mechanism with gears(2) left.
Broken circuits insert into empty frame(3) on the wall. A mini-game appears: assemble a diagram from pieces. We collect and go to the disk.

Disk put in little window(4) at the top. A mini-game opens: place the pieces in the castle in the correct order. As a result, we have access to the last detail of the manometer.

pressure gauge screw into pipe(5), to the place where the steam goes. Well, that seems to be it! Well, let's go for a ride, shall we? You just need to learn how to manage this train, consisting of one car. To do this, look again at diagram in a box (3).

And remember: first turn the red valve once(6) then turn the dial twice to the right(7), then switch lever once(8), and then double click on the red button(9), well, at the end we pull once per lever(10) hanging from above. The green light comes on and we're off! Tu-tu!

The train brought us to an abandoned station.
We find at the station: a slingshot, dynamite, a magnifying glass, an hour hand and a machete. Note: A machete is a long and usually thin but wide knife. From slingshots we shoot at flying kite(1), knock it down, and behind it opens detail from a machete.

We take machete and cut thickets(2) at the end of the bridge. A door was hidden behind the thickets, and with it details from clock, dynamite and magnifying glass. Clock hand put in watch (3).

You need to set the correct time, look at train schedule(four). And we set the first time from above, then the second, and so on, until the clock opens.

The clock is open and inside the last detail of the magnifying glass and funny picture.

Let's move on to dynamite, put it under locked door(2), then take magnifying glass and click it on the dynamite. Now the magnifying glass has become large, and we can use it to catch the sun's rays to set fire to the dynamite.
Hold the magnifying glass with rays until dynamite won't explode. The gates are open, the pipe is damaged, and these are all the consequences of the explosion. We will not focus on this, but go into AIRPLANE.

Either this is an aircraft, or some kind of room. It would be necessary to consider everything here, but first we will collect: a gramophone trumpet, a spool of thread, books, a skull and a disk from a telephone.
We collect some parts in the room, and the other part with binoculars(one). We look through binoculars at the surroundings and use the arrows to change the view, while we look, we collect the rest of the available elements of objects there.

Everything that could be done here was done, we switch lever arm(2) To the right of the window, a mirror appears. We pass into the looking glass of the AIRPLANE.

In the looking glass, everything is much more interesting! We are looking for a scoop, a ring, a portrait, a heart and apples.
Apples hang back on apple tree(1), two details: from the portrait and from the heart.

Portrait insert into frame(2) and get for this beads.

Sovcom dig into box with sand(3) a place for a heart. We return back to the PLANE.

Here appeared last piece of thread.
We take threads and sew up torn pillow(1) on the floor. Pushing back pillow to the side and underneath part of a telephone disk. Disk put in telephone(2). And again we pass into the looking glass.

Here appeared the last part of the heart. We put heart dug shape in the sand(1), in a box grass grows. We pour it from aquarium, appear magic flowers. We rip them off. Click on table with mortar(2). And we look at an unusual recipe.

Well, let's get ready. First step: take beads from our arsenal, put them on board(1) and cut knife(2). Second step: put the resulting pile of stones in a cup of water(3). Third step: in mortar(4) put ring from the toolbox and push it. Fourth step: pick up from the mortar ring powder and put him to sleep cup(3). Fifth step: put magic flowers, freshly grown cup(3). Sixth step: take ladle(5), which hangs on the right above the recipe book, and mix everything in cup(3) carefully. Seventh step: pour bottle of liquid(6), standing on a shelf, in bowl(3) on the table. Eighth step: put in cup (3) mirror(7) off the shelf.

Ninth step: pick up a cup of magic potion ourselves and put it in oven.

We return to the real plane. We switch lever on the oven(1), and take out the resulting dish. It turns out that we have prepared from beads, rings and other nonsense cookie! It must have been delicious. Let's give it a try parrot(2). The parrot gnaws cookies, and then slowly moves on the perch, thereby revealing to us part of the books. Let's take it. For now, we can't do anything here, although let's switch the lever(3) and press this red button(four)! Wow! Something happened outside the window. Need to go see. We return to the CAR.

We pull the lever and go to our RAINBOW GLADE.

We've arrived!
And then, as an interesting tower grew out of the ground, and became available all details. Collecting coin and paste it into newspaper vending machine(one). Once you bought a newspaper, take it for yourself. In a good deed, everything will fit! Now click on the mouse tower entrance(2) - the elevator goes down and a green arrow appears, click on the arrow and take the elevator up.

And here are owls of all colors and sizes. We put our owl on an empty pedestal and arrange all the owls in the order shown in the picture.
We open box and take ourselves golden unicorn statue. Now we put our newspaper in iron, inflate furs fire in iron.

Then the iron went on a note.
Look at her: some room. We go down.

We take a handful of coals, put in furnace in the wagon.
We go into the train and pull for lever arm.
We arrive at the station. We leave the train and climb into the PLANE.

Here we immediately type the mysterious number from note on the phone(1) (it is not necessary to memorize this number, there will be a hint in the corner). The phone opens and we pick up from it handle.

Insert it into red box(2) under the phone. From there, a clown jumps out with the last piece of books.

Books put on bookcase(3), cabinet doors disappear and open closet with skeleton and the last part of the gramophone trumpet.

pipe put in gramophone(four). Music is playing. And the parrot flies on him. And a parrot appeared on the perch the last detail from the skull. skull return skeleton. And here's the fun: the skeleton can move its legs and arms, what would it be?

Remembering the pose funny man in the clock at the station, and put the skeleton in this pose.

As soon as he becomes in this position, the wardrobe opens through the looking glass. We switch lever arm(5) and go through the looking glass. We look at mirror lock and insert into it unicorn. Chains with a lock fall, and we go into another mirror. Maybe we can finally get home!

SCENE 6

Where are we? Is it at home? At home, then at home, but not at home. Some tent...
Well, what are we going to look for a way out of this strange world, and at the same time we will find: a bottle of wine, a fan, black pepper, a bowl and a lemon. We are looking for fragments, we put boiler(1) on bonfire(2), and under it was another fragment of a bottle of wine.

We put fan on the place(3). Okay, so the wind blows. BUT lying on the floor(4) hurt a lot of swearing. We talk to him and calm him down by preparing a hot wine drink for him. For him you need: apple, lemon, pepper and wine. Some more are available item details we collect them. Now let's go outside and let's take a look.

So we are in the desert! This is great, it's really hot. What do we have here? You need to find a knife, shuriken, tomahawk, doorknob and waterskin.
Note: Shuriken is a Japanese under-clothes throwing weapon, which is a small blade made in the form of everyday items (needles, nails, coins, jewelry). Tomahawk is a melee weapon, which is a hatchet on a straight handle. A wineskin is a leather bag made of whole animal skin, designed to store liquids.
We figured out the names of the objects, let's move on to their search.

We find knife and cut them piece of skin(1), we take it to ourselves. Now we are ready waterskin. Pour into a wineskin water(2) and pour this water into trough(3) camel. While the camel drinks and bows its head, we pick up after its head final shuriken detail. If you didn’t manage to do it the first time, try to water the camel again. shuriken shoot down target(4) right.

The target falls, and behind it stands washing powder, take it for yourself and pour it into big bowl (2).
Well, you can wash! Raise rag(5), which is lying on the right side of the bowl, we throw it into soapy water, wash it and take it for ourselves.

She immediately flies to dry on a rope.

Although it is still wet, you can already see it. Ugh, some snakes. We remember their location. We look at cave entrance(6) and there is a mini-game: you need to correctly compose the kites (we already know how to do this). This is where the rag comes in handy. We go into the CAVE, the further, the more interesting!

Here, apparently, a human foot has not entered for a thousand years. No one, probably, thought to wash the rag and look at it, except for us! We collect in the cave: a brush, glue, a hammer, a key and a stepladder. We pull for bell(1) while he rises, pick up after him one more detail.

Click the mouse several times round cobblestone(2) in the middle of the cave, he rolls away from here, and behind him opens the last part of the brush.
We look at statue(3) and brush the image on it. Hmm, a castle in the form of a ram's head, and half of the castle is missing. We enter the CAVE'S LOOKING LIGHT through mirror on the wall (4).

Through the looking glass you need to find: the sun, the head of a snake, a sledgehammer, a claw and a mug.
Note: a sledgehammer is a heavy hammer with a long handle, used earlier in the blacksmith shop.
AT mug pour water from waterfall (1).

Now let's look at the mirrors, turn them so that they shine into each other, and the leftmost mirror shines on flower (2).
The flower blooms and we take from it the last piece of the sledgehammer. We break with a sledgehammer plate under the dragon(3) and get out of there snake. Put the snake in cut in stone (4).

The stone turns and opens to us symbol on stone like a bell. Pour water into it from mugs and we get water bell let's take it for ourselves. We return to the CAVE through the mirror.

Here, too, there have been some changes: we have access to the last detail of the hammer. And this hammer is not simple, but for gongs.
Note: The gong is a traditional ancient Chinese self-sounding percussion instrument.
Let's look around, but here they hang everywhere gongs. Now we take the hammer in our hands and hit the gongs in the order indicated on the column on the left. The trick is to hit quickly and in the right order. All four gongs must sound simultaneously. We strike first the first gong (1), then the second (2), the third (3) and finally the fourth (4). Here is the sound!

Everything shook, and stones began to fall from the ceiling, and with them last piece of glue and half a sheep's head. A sure sign to repair the lock in the statue. We look at statue(5) closer, spread glue on the free half and put a part there ram's castle. Well, everything is as good as new! Now you can also key insert! A mini-game appears: open the eyes. Kind of mini-games here. We pass into the looking-glass of the CAVE.

What happened while we were away! The dragon statue has a heart, and next to it part of a claw, on the floor opened part of a dragon's head and bone(1), with which we can do something, but it is not yet clear what exactly. In the economy, everything will fit!

dragon head put on left half-dragon(2), he starts spewing cold air, and his right neighbor is hot. Bell freeze under cold wind of the dragon. Our bell is freezing!

ice bell hang on rope(3) to the right of the column and pull it. The column rises and reveals to us some symbolic notches and part of the sun. Pick up from the floor bone, from tools claw and put them in there. Then we leave the looking glass into the cave, and from there immediately into the DESERT.

Wow, the block has done things here. But there were tomahawk details and door handle.

By using tomahawk make of log halves(1), lying at the entrance to the cave, pipe.

We put pipe where flowing water(2). Water begins to flow into the cave. And we go into the CAVE to look at the changes.

The well in the middle of the cave filled with water. Collecting the last parts of the ladder, one of which floats in water (1).

We put a ladder in front of the exit from the cave, under the triangle(2) and erase brush dust from this triangle. There is a funny inscription on the triangle: the ancestors bequeathed that the machine should breathe, remember a number of numbers. Are we going to need that too? Let's see, but for now we pass into the looking-glass of the CAVE.

And here rope ladder(1) appeared, climb on it and look at the other triangle(2). There is again a funny inscription: the ancestors made a mistake and a number of numbers, as well as the last piece of the sun. The sun is inserted into recess under the sun(3) in a column. And we get ghost sword.

We take sword and pierce them heart of Dragon(four). The dragon falls, and a mirror opens behind it. We leave from here and head to the DESERT.

Appeared in the desert final door handle detail, set it to drawer opening and turn. A mini-game appears: turn the knobs to the correct numbers.

The whole secret is to fold first number on one note with the first the number on the second note, and turn the knob to the number that turned out in sum. And so with the second, third, fourth and fifth numbers. Please note that different signs are in front of the numbers in the second note: plus or minus so be careful.
The mini-game was over, the machine that the ancestors spoke about started working. And with a calm soul we go into the TENT.

The TV started working in the tent, and there appeared bowl detail. We fill the bowl dry clay(1), lying in a pile under the bottom shelf. Then add there bucket of water(2). And with this clay mixture we cover hole in the tv (3).

On the TV screen are now visible parts of a lemon, black pepper and wine bottles. And this means that we are starting to prepare a potion for the patient lying in the corner. First we take Apple from the top shelf (4), look closer at bottom shelf (5).

And there, with knife cut our apple in pieces.
Now we put in manual pepper grinder and we pray to him. We take away the received ingredients. a bottle of wine pour into cauldron on fire(6), then throw there apples, peppers, lemon and now our cocktail is ready. We take mug(7) to the right of the fan, pour the resulting drink and let's drink sick (8).

He comes to life, sits down and gives us emerald, insert it into the second eye of a wooden statue(9) and get from it golden scorpion. Hurry, we run into the GLOWING ROOM OF THE CAVE.

Let's take a closer look at mirror lock and insert into it scorpion. Let's go to this mirror. Maybe we can still get to our house!

SCENE 7

We ended up in a strange apartment and we need to find the following list of items: wire cutters, extension cord, knife, clock weight, wrench.
First, we collect all the available parts in the room (note that the red parts are not yet available to us for some reason). Now we begin to be wiser: we move aside a vacuum cleaner(1) and take more after him one detail, open right(2) and left cabinet door(3) and find more a couple of details, reveal glass cabinet doors(4) and find there a piece of weight from a watch.

Wrench assembled and can help us unscrew the screws from hours(5), very reminiscent of a bomb.

Unscrew in turn every screw by using wrench, press red button and a very interesting mechanism opens before us, and in it piece of knife. We take it for ourselves.

Now let's look at the room. On the table we find two cards(6): four of hearts and six of crosses, just in case, remember them.

Let's go to the sofa. We pull for rope(7) - and the lamp is on! Part of the room was lit up with a bright light and appeared in it. other item details. We collect them. We have formed knife.

Take it and cut it cheese(8) on the table, treat with a piece of the resulting cheese mouse in a hole(9) under the mirror. She joyfully runs out, takes the cheese, and leaves us more one piece of nippers. It attracts a lot of attention mirror on the wall(10), let's look into it.

We find ourselves in the looking glass of the apartment, and here everything is complicated and magical. Now we collect a whisk, a blowtorch, chips, a mount, a light bulb.
We find all available details, without forgetting open cabinet doors(one). Here we have got panicle, take it and clean it all over the room cobweb, if you remove all the cobwebs, the panicle will disappear from the toolbar, pay attention to this. We now have blowtorch, ignite it with candles(2) and drown ice on the window(3) right. After that, the window appears last piece of light bulb, we take it.

light bulb put in garland(4), where there is an empty place for a light bulb. The garland is on fire! It's like it's New Year's. Now turn on a vacuum cleaner(5): press the red button on the vacuum cleaner. The vacuum cleaner started working and opened to us the last piece of chips.

Chips insert into slot machine(6) and click on the screen with the mouse. Then the machine started working and gave us three sevens, apparently we won the jackpot! And instead of money they got enough sleep two cards: nine of diamonds and five of spades, and piece of mount. We return to the APARTMENT.

Now let's try to open casket(1) on the table. We expose the code, remembering which cards we met: nine of diamonds and five of spades, four of hearts and six of clubs.

The box opens and inside a note, the last part of the extension and piece of clock weight. Well, what a good catch! Extension include in socket(2) and exit to the BALCONY (3).

Many more items need to be found: a saw, a mop, a magnifying glass, a film, a watering can. First, we collect all the visible parts. And here we have collected saw.

We saw off her part of the stairs attached to the building. We click on it with the mouse and it is thrown to the neighboring balcony. And behind the stairs opens the last part of the mop. We return to the APARTMENT.

We turn lever on the pipe(one). And we throw extension(2), already plugged in, to the balcony. We return to the BALCONY.

Here we turn red valve(1) over the faucet, water ran. We wet our mop and wash her picture(2) on the adjacent balcony.

A beautiful aunt and numbers appeared 102.3 . What does it mean? Also in the picture opened the last parts of the watering can and magnifier. AT watering can pour water from crane(1), now you can close it, and water the withered sunflower (3).

It blossoms, a crow sits on it, which sat next to it before, and pecks at a sunflower. And we are taking the last part of the film who had been hiding behind crow (4). Magnifier and film set to movie projector(5), include it in extension(6) and observe strange patterns and numbers on the wall.

They may say a lot to someone, but we don’t understand anything here. We return to the looking-glass of the APARTMENT.

On the windowsill we find toggle switch(1) and put it in radio(2), standing in the cabinet, then turn the toggle switch without looking up from the mouse, and set the desired frequency: namely 102.3 (we saw this clue in the picture).

The radio receiver opens and contains the last part of the mount.

We open it floor under sofa(3) and read the note: 964. Apparently some kind of password or code, we'll find out further! Let's go to the APARTMENT.

And here we have already undergone changes: a hole appeared in the floor near the sofa and the last part of the weight from the clock. We open watch glass door(1), set kettlebell into place, and from there it falls out last piece of nippers.

Looking closer bomb(2) and with wire cutters we cut all the wires.

Boom! The bomb exploded and opened secret passage in the wall. We go into it. And before us opens a whole room with safes. Who is this rich guy?

And here we are inside this, one might say golden, room. Now we are looking for rubber gloves, a hammer, a key, a stethoscope, weights.
Collected first a hammer, we break them glass(1) in a locker with an alarm device. Behind the glass we find last piece of gloves, take the finished gloves and click them on locker with alarm(one). A mini-game appears, after passing it, the alarm is turned off and we have access to all the safes!

First we consider safe on the floor(2) in the middle of the room. There are two lockers here. Let's start with left(3): There are clues in the form of numbers in its three corners. Enter one first, then turn the lever. If the left locker of the safe did not open, we do the same with the second hint and so on until we open it. When this locker is opened, we will find in it the last part of the key.
Now let's move on to right locker(4) and proceed in the same way. In it we find the second already whole key Let's take it from there.

We look at manhole cover(5) on the wall. And put it in both keys. The manhole cover opened, and under it the last part of the stethoscope.

That's stethoscope ready! We take it and click on it opened mechanism, and now a mini-game: hear the heartbeat of this mechanism. We turn the knob in the center clockwise and stop exactly at the place where we heard the signal. The lamp lights up. We continue to select the code in this way until all the lights turn on.

When all the lights on the left light up, this huge safe will open completely. And here it is a room with riches! And the last piece of weight. Now let's move on to the top closed cabinet of the safe(6), standing against the wall according to the old scheme. Open before us scales.

We expose them to our weights and remember the hint: how much does a fairy weigh? The note read: 190 grams. So we leave on the scales those weights, the sum of which is equal to 190 .

So we leave those weights on the scales, the sum of which is 190. Now the received weights weighing 190 grams change to fairy figurine in a round safe and quickly return to the looking-glass of the APARTMENT!

Paste fairy in the castle on the wall, and opens mirror. Let's get into it! AND…
And what happened next, you will see for yourself!

You have to make a journey into the wonderful world of the Looking Glass! Collect items in fantastic locations and solve puzzles. Find a super powerful car hidden on the flying islands, get behind the wheel - and go in pursuit of the Snark!

More

What an amazing animal he is.

Before you - the continuation of the game series about the search for a mysterious, and maybe completely fictional creature. Yes, yes, there are skeptics in the world who claim that no Snark exists. But we know that this is not so! And now the club of hunters has appeared real chance Finally get this bastard.

The fact is that old Robert Blair connected his grandson, Jack, to our cause, and this young man can be relied upon. He has become the champion in Formula Zero races five times in a row - this already speaks in his favor. Of course, his task is not an easy one: Jack needs to open six enchanted doors to get to the supercar. And with the doors we have in the Looking Glass: I stepped through the threshold and ended up God knows where, and the road back is closed.

If you like surprises and surprises, then the search for the Snark is what you need! Solve puzzles to get to the very heart of this amazing country. Get behind the wheel of the fastest car in the world and remember that everything fellow hunters hope for you and wish you good luck!


*all pictures are enlarged by clicking on them
Part VI

Wigwam.

Place the fan on the stand (B).

We approach the shelves in the center of the screen.
Take an apple from the top shelf and cut it into pieces with a knife.

Oasis.
We collect parts of objects.
Cut with a knife from the stretched skin (A) the last part of the waterskin.
Fill the waterskin with water from the vat (B).
Pour the water into the camel's trough (C). The animal begins to drink and lowers its head.
Behind his head we take the last part of the shuriken. If you did not have time to take a part of the object, and the camel has already raised its head, draw water again and pour it into its trough.
Throw the shuriken at the target to the right of the wigwam (D) to get the washing powder.
Throw the powder into the vat of water (B).
Take the dirty rag from the ground (E) and wash it in the vat.

We hang the rag to dry and notice the images of three snakes on it.
We are trying to enter the cave, but first we have to master the mini-game.
You need to set the snakes in accordance with the pattern on the rag. The passage to the cave is open, we step inside.

Cave.
Inside we are looking for parts of objects.
Pull the bell string to the left of the pillar (A); take the last piece from the key.
We push a round cobblestone that rolls out of the cave, and in its place we select the last part from the brush.
We approach the idol and clean the plaque on his belt (B).

We leave the cave and see that the cobblestone hit the vat and dropped it. All the water spilled.
We take the last part from the tomahawk and the part from the door handle.
Use the tomahawk to cut down a piece of water pipe from the log near the cave (A).
Insert this piece into the missing place of the water pipe (B). Water flowed down it into the cave.

We return to the cave and through the mirror-portal we get into the looking glass.
We are searching for parts of objects.
Fill the mug with water from the waterfall (A).
We turn the mirrors so that the beam of light passing through them hits the flower. The solution is shown in the screenshot (B).
In the flower we take the last part from the sledgehammer.
Use the sledgehammer to break the base of the statue (C) and take the golden snake from there.
Insert the snake into the special hole in the well (D).
The lattice is replaced by a hatch, with a bell on it.
We pour water from a mug onto the image of a bell.
The water turns into a water bell, which goes into inventory.

We return back to the cave.
In the niche under the idol we take the last part from the hammer, and in the well - the part from the ladder.
Four gongs with images of four symbols (1-4) are hung in the cave.
We knock on the gongs with a hammer in the order in which these symbols are placed on the column (A).
Stalactites fall from the ceiling, the last piece of glue and half of the castle in the shape of a ram's head.
We go to the idol, smear glue on the plaque and insert half of the lock.
The castle is glued. We insert the key into it - a mini-game appears: you need to open your eyes.

We go into the looking glass and pick up the last parts from the head of the snake and the claw.
Attach the head of the snake to the headless statue (A).
We bring the bell out of the water to the snake's mouth - it becomes icy.
Hang the bell from the rope in the upper left corner (B). We hold on to him. The column rose. On it we see niches in which you need to insert four items.

We return through the portal to the cave and take the last part of the ladder from the column.
We place the stepladder under the triangle above the entrance to the cave (A).
We clean the triangle with a brush.
We see an inscription with a message from the ancestors.

We leave for the looking glass and in the same triangle we find the last part from the sun.
We insert the sun, bone and claw into the recess on the column (B), and in return we get a ghostly sword.
We chop the heart of the dragon with a ghostly sword (C).
The dragon statue crumbles and behind it we see a mirror locked up.
The key to this lock should be in the form of a scorpion.
We pass through the mirror-portal, and then through the door.

We leave the cave and to the right of it we take the last part of the door handle.
We insert it into the box, standing on the ground next to the conveyor.
The door opens, and behind it are five toggle switches and two rows of numbers (left and right) above them.
We solve the puzzle. Further, only an example is given, because Your numbers may differ from those shown.
First, turn the toggle switches in accordance with the left row of numbers (ABCDE = 41323), then add the right row of numbers to the result.
So, in our example, the first digit (A) on the left = 4; right A = -1.
The total sum, 4 - 1 = 3.
Left B = 1, right B = 0. Total sum, B = 1 + 0 = 1.
Further by analogy.
As a result, the toggle switches in our example should be set like this: 31444.
Do not forget, the combinations of numbers in the game are given randomly, you may have a different solution.
Upon completion of the mini-game, the conveyor will start working.

In the wigwam we find the last part of the bowl.
We collect dry clay into it, moisten the clay in a bucket of water and close up a hole on the TV with this mixture.
On the telly we find the last parts of all items from the inventory.
Grind hot pepper in a mill.
Pour a bottle of wine into the cauldron.
Throw in the same ground pepper, cut apple and lemon slices.
To the right behind the fan we take a mug and fill it with this brew.
We give her trait in a mask lying on a mat. In return, we get an emerald, which we insert into the eye of the idol.
The head of the idol opens and we have a golden scorpion in our hands.
We go into the looking glass and insert the scorpion into the lock on the mirror.

Part VII

We are searching for parts of objects.
Move the vacuum cleaner to the side (A) and find the part from the wire cutters.
Open the doors of the glass cabinet (B), take part of the weight from the clock.
Open the lower doors of the same cabinet (C and D) and take a couple more parts from the items.
Use the wrench to unscrew the bolts from the bomb next to the grandfather clock (F) and take the last piece from the knife.
Turn on the lamp above the sofa (E).

Cut off a piece of cheese with a knife (A) and put it in front of the mink (B).
The mouse takes the cheese and in return brings some of the wire cutters.
We enter the mirror-portal on the wall.

Through the looking glass, we are searching for hidden parts of objects.
With a whisk we remove the cobwebs throughout the room and find the last part from the blowtorch and part from the mount.
We light the blowtorch from the candle above the sofa (A) and defrost the window (B).
On the windowsill we take the last part from the light bulb and the toggle switch.
We insert the light bulb into the wire-garland (C).
Open the bottom cabinet doors and take the chip pieces and the light bulb piece (D).
Press the red button on the vacuum cleaner (E) to turn it on.
We vacuum the carpet and find the last part of the chips.
We throw the chips into the slot machine, press the lever (F).
Three sevens pop up. For this we get part of the mount and two cards (four of diamonds and eight of spades).
We insert the toggle switch into the radio receiver (G), but we do not know the frequency of the radio station yet.

We return to the room.
There are two on the table playing cards(nine of hearts and six of clubs).
Nearby is a chest with a combination lock (A).
We enter the code in accordance with the cards (8964).
We take from the chest the last part of the extension cord and part of the weight from the clock.
We also see a list of three items.
We remember the top item of the list, which will be needed in the bank vault (Fairy 220). In your case, the number may be different.
Insert the extension cord into the socket (B) and press the door (C).
Turn the water valve to the left of the door (D).

Balcony.
We go out onto the balcony along with the extension cord and again jackal in search of parts from objects.
Saw off the ladder from the wall with the saw (B) and pick up the last piece from the mop.
Turn on the faucet by turning the red lever (C) and wet the mop under running water.
We put the ladder on the railing and go to the hanging cradle.
Use the MOP to wipe the billboard (D); take the last parts of the magnifying glass and the watering can.
And also we see the frequency of the radio station 101.6.
We collect water in the watering can, water the withered sunflower (E).
A crow flies towards the sunflower, releasing the last part of the film.
We insert it into the projector, to which we then attach a magnifying glass.
Insert the plug into the extension cord (A). On the wall, diagrams of some room and the numbers 845 and 257 alternate (you may have other meanings).

We return to the room, and then we jump into the portal.
We set the frequency of the radio station (100.1).
In the receiver we take the last part of the mount.
We open it with a floorboard near the sofa. Under it lies a piece of paper with the number 456.

We return through the portal, in the room under the same board we find the last part of the clock weight.
We hang the weight from the clock (A) and get the last part from the wire cutters.
We are trying to defuse the bomb with them (B), but the bomb explodes and breaks a hole in the wall.
We go into the gap and find ourselves in front of the bank vault.

Safe.
We search for items.
Use the hammer to break the glass on the alarm panel (A). It needs to be turned off.
We find the last part of the rubber seals.

We put on rubber gloves and switch the toggle switches to turn off the alarm.
In the foreground we see bank cells.
In the left we type code 257 (you may have a different code), the door opens and we get the last part of the key.
In the cells on the right, we type the code 845 (you may have a different code) and take the key.
We go to the safe with a round door in the main storage.
We insert our keys. The panel slides out.
We take away the last part from the stethoscope.
We insert a stethoscope into the ears and click on the door with a spinning handle (we master the profession of a bear cub).
Then slowly rotate the handle (click on the handle and move the mouse clockwise or counterclockwise) until the green light on the stethoscope lights up.
When the light turns on, release the handle. The light comes on to the left of the handle.
Repeat the process until all the lights are on.
The safe is open. It contains a pile of gold and a golden figurine of the Fairy.
To pick up the figurine, you need to put some object in its place that matches the weight of the figurine.
We take the last part from the pharmacy weights.
To the right of the entrance to the storage we see another cell.
We dialed the number 456 (you may have a different code!) and the door opened. Here are the scales.
We take the weights from the inventory, weigh them on the scales and select the weights weighing 100,80,40 grams (List from the bag Fairy 220). Fairy figurine weighs 220 grams.
We go to the vault. Instead of a figurine in the center, we put our weights.
Let's go to the looking glass.
We insert the golden figurine into the castle.
We return home. You are accepted into the Snark Hunters Club.

Congratulations! You have completed the game "Snark Hunters. Welcome to the club!".

You have to make a journey into the wonderful world of the Looking Glass! Collect items in fantastic locations and solve puzzles. Find a super-powerful car hidden on the flying islands, get behind the wheel - and go in pursuit of the Snark!

More

What an amazing animal he is.

Before you - the continuation of the game series about the search for a mysterious, and maybe completely fictional creature. Yes, yes, there are skeptics in the world who claim that no Snark exists. But we know that this is not so! And now the club of hunters has a real chance to finally catch this trickster.

The fact is that old Robert Blair connected his grandson, Jack, to our cause, and this young man can be relied upon. He has become the champion in Formula Zero races five times in a row - this already speaks in his favor. Of course, his task is not an easy one: Jack needs to open six enchanted doors to get to the supercar. And with the doors we have in the Looking Glass: I stepped through the threshold and ended up God knows where, and the road back is closed.

If you like surprises and surprises, then the search for the Snark is what you need! Solve puzzles to get to the very heart of this amazing country. Get behind the wheel of the fastest car in the world and remember that everything fellow hunters hope for you and wish you good luck!



 
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