Walkthrough of the game Rex and the Mole in the underground city. City of Secrets - quest for iPad in Russian City of Secrets, passage of the stomach


We offer you a complete guide to completing the game "Secret Investigations: Ghost Town: Collector's Edition."
This game is also called "The X-Files. The Mystery of the Foggy Lake."
Original title: Strange Cases: The Secrets of Gray Mist Lake.
If you have any questions about how to complete the game "Secret Investigations: Ghost Town" - write on the forum.

*all pictures can be enlarged by clicking on them
Part I

The search for items in each game is random, so it is impossible to take universal screenshots.
Use hints if necessary.

1. Look into the hollow tree and go through a hidden object hunt (to do this, first take the green card).
Get fittings.
2. Look inside the wrecked car.
- Read the newspaper.
- Use fittings to open the glove compartment.
Zoom into the open glove compartment and take flashlight And jack.
- Shine some light flashlight stone with rune.
3. Place it on the stump stone with rune and then take letter G.
Talk to the ghost of the sentry that appears to receive the task - fix the sign.
4. Take letter M.
5. Zoom in on the sign. Read the note pinned to it and take the fallen one letter L. Put it back in place letters G, M, L.
The sign should read "GreyMistLake". After this you will receive a new task - explore the city.

Follow Sam forward and to the right.
When you get into the city, turn left along the arrow (the arrow will be in the lower left corner), and then climb through the window.

1. Shine a light flashlight on a clot of shadow, and when it dissipates, take stone with rune.
2. Click on the mirror to get a new task - find the ghost.
3. Zoom into the sewing machine and take file.
Follow the arrow forward.

Zoom into the closet shelves.
Use file to get the card from the birdcage.
snake head.

Zoom into the door handle.
Place it in its place snake head, then press the door handle again.
A mini-game is activated.
Hold the snake's tongue with your mouse and move it in the following order: left, up, right, left.
If you do everything correctly, the snake's eyes will light up with green fire.
If you made a mistake - orange, in this case the entire sequence must be repeated again.
After completing the mini-game, go through the opened doors.

1. Look at old photographs.
2. Zoom into the chest of drawers.
Collect the photo, then take button And butterfly.
Go up the stairs.

Read the newspaper on the table, and then go through the near door along the right wall into the bedroom.

1. Shine a light flashlight on a clot of shadow, and when it dissipates, take stone with rune.
2. Zoom into the old piano and play a mini-game by repeating the sequence of keys pressed:
- B-G-F
- B-G-F-A-E
- B-G-F-A-E-D-C
When finished, take the one that appears piece of stained glass.
3. Look out the window.
4. Zoom in on the mannequin and take wire cutters And handle.
Look at the photos in the mannequin's hands.

Follow the down arrow to return to the corridor and approach the door leading straight.
Take the second one piece of stained glass.

Follow the down arrow 2 times to return to the first floor hall.
Use handle on the door to the left of the chest of drawers.
The door will open, go into the store.

1. Shine a light flashlight on a clot of shadow, and when it dissipates, take stone with rune.
2. Zoom into the display case to start searching for objects.
Zoom into the wallet and insert the missing piece into the center of the picture. butterfly.
Take the green card from the opened wallet.
Collect all the items, including wing.

Follow the down arrow to return to the hall, go up the stairs to the second floor and approach the door leading straight.
Above the door is a puzzle.
Paste into empty space wing, and then swap the creatures' wings.
If the wings are positioned correctly, the eyes will light up blue.

After completing the mini-game, the door will open, go into the office.
1. Take the mannequin's head from under the table.
2. Zoom in on the round ritual table.
Insert 3 stones with a rune into the red circles.
Click on the snakes' heads in the following order: bottom, left, right.
Take the third one piece of stained glass.
3. Talk to the ghost that appears, after which a new task will be added - find Sheriff Shepard.

Go down to the first floor and go through the open door into the store.
1. A new hidden object area has appeared in the display case. Collect everything to get the fourth piece of stained glass.
2. Bring the door closer and position it correctly 4 pieces of stained glass.
The color of the flower on the stained glass window should match the color of the round border.
If the stained glass windows are placed correctly, the door will open - go outside.

Talk to the ghost of the cab driver, he will ask you to repair the carriage.
Go back along the down arrow 3 times.
jar.

Enter the hall through the door.
Zoom in on the old photographs on the wall. Use jar to catch fly.

Go outside to the ghost cab driver, and then turn right along the arrow. You will be taken to the scene of the accident.
A search area has appeared in the hollow of the tree on the right side.
To get a green card, give it to the spider sitting in the upper right corner, fly.
Upon completion of the search you will receive knitting needles.

Follow the forward arrow and return to the carriage.
1. Zoom into the broken wheel and use it on it knitting needles. Take the whole thing wheel.
2. Zoom into the back of the carriage. Place it under the carriage jack and then use fittings on a jack. When the carriage rises, return it to its place wheel.
3. The ghost will disappear, zoom in on the carriage door and solve the puzzle by collecting the pattern on the doors. A Hidden Object Scene will appear in the open doors of the carriage. The green card lies on the seat, near the large hourglass. Upon completion of the search you will receive hacksaw.

Follow the arrow forward through the gate to the statue.
Take chest key and go to the sheriff's office.

After talking with the sheriff, you will have a new task - find the letter.
1. Zoom into the window and take jewelry box decoration.
2. Zoom in on the rifle and then use wire cutters to cut the straps. Take rifle to yourself.
3. Examine the notice of missing Angela Bishop on the notice board.
4. Use rifle to open the door to the prison cell.

Hacksaw cut through the handcuffs and take mannequin hand.


Zoom in on the male mannequin and return it to its place. mannequin head And mannequin hand. After this, a puzzle will open in the chest, in which you need to arrange the gears correctly.
The mannequin will move to the side and we will open a closet for you, in which there is a search area for objects. Use chest key on the box to get a green card. At the end of the search, it will be added to your inventory oil can.


Go to the prison cell.
Zoom into the castle and use it on it oil can. Click on the key to turn it and open the lock.
The ghost will disappear, revealing a hidden object area behind it. To find a green card - wire cutters cut out a picture on the wall. At the end of the search, a second one will be added to your inventory. button.

Leave the police station and go to the store.
1. Bring the cash register closer and insert it into place 2 buttons. At the bottom of the cash register there is a letter "H" - You need to press the buttons to draw the letter H. Pull the handle and take it from the cash register ruby eye And gear.
2. A new hidden object area will open in the closet. Collect everything to get piece of the puzzle- button 5.


Exit the store into the hall, go up the stairs to the second floor and enter the office through the door right along the corridor.
Zoom into the drawer on the table and place it in place. gear and pull the handle. Take from the box strange device.

Go outside to the carriage.
In the carriage there is a search area for objects. To get a green card - use jewelry box decoration on the box. At the end of the search you will receive jug.

Go to the police station.
Zoom into the barrel of water.
Use strange device on the lid to open it.
Take from the barrel toy boat.
Lower jug into the barrel to get jug of water.

Enter the precinct.
Zoom into the window and water the flower from jug of water. Flowers will bloom by writing the number " 853 ".

Go to the prison cell.
Complete the Hidden Object Scene to obtain safe handle.

Return to the sheriff's room.
Zoom into the safe, put it in place safe handle and dial the code 853 . Take it from the opened safe sheriff's letter.
After this, a new task will appear - give the letter to Violet.

Head into the house, go up to the second floor and enter the office through the door right down the corridor.
Give it back sheriff's letter girl, in gratitude the lovers will leave it on the floor for you key with snake.

When you launch Horizon: Zero Dawn for the first time, you need to select the interface and voiceover language, and then the game begins with a video in which Rust takes the still very little heroine to the mountain in order to give her a name - Aloy. After the end of the video, you will find yourself in the game menu, click on “New Game”, selecting the difficulty level, you will begin an adventure in the world of Horizon: Zero Dawn.

A gift from the past

Enter the cave

After a long cut-scene, you take control of still little Aloy and find yourself in a cave. Having mastered the controls, run forward through the narrow passages of the cave and the corridors of the abandoned building from the past.

Examine the strange object

In the first room, examine the dead man in the center, on him you will find “ Visor"is a kind of terrain scanner; it can scan cars and objects, give them characteristics, and you can also use it to listen to audio recordings and videos from the past.

By activating the device, you will see the energy parts of the ruins, this will help you solve puzzles in such places.

Find a way out

Go to the door the marker points to, then turn around and go into the next room. Here, activate the visor and scan the room, and then use the hololock. In order to open the door you need turn the hololock clockwise twice. The door will open and you can go through.

After that, you need to go through the entire complex, following the marker. Hearing Rast's voice, run up the stones. After watching the cutscene, the task will be completed.

Tip: Once you have the visor, feel free to use it in each room and listen to all the audio so you can better understand what happened in that location.

Survival Lessons

Pick balsam berries

The next day, Rust began training Aloy. After the cutscene, collect the berries that are marked with a marker.

These berries are very useful in the game, especially on high difficulty levels. While exploring the huge open world of Horizon, don't miss the opportunity to collect them, they are needed to prepare medicines and can restore your health. Eat the berries using the top crossbar, and then follow Rust.

Follow Rust

Climbing up the hill, you will come across " Knights", bend down and hide from them in the bushes. Wait for the hunter to pass by, then move into the next bushes. Thus passing three cars, continue your journey with Rast.

While chasing a herd of neutral cars, collect branches and stones. Having caught up with them, throw a stone at the indicated place so that Rast kills one of the knights. When Rust kills the car, go down to him and remove the parts. Having received metal fragments and picked wood, you can make arrows; to do this, open the weapon menu - L1 - and make arrows. After making yourself arrows, sneak up to the cars on the hill.

After watching the cutscene, use the visor and scan the car to find out its weak points. This car has eyes and a fuel tank on its back, aim at them to kill it. One shot will not be enough for you, so be prepared to fire the next one immediately, the car may also attack you in response, if this happens, use a roll to avoid damage. Having defeated your first car, remove the parts from it, and then run after Rast to help the man. The man who called for help is behind a pack of neutral machines and several knights. You need to get to him using the visor, scanning the car, he can mark the path of the car for you. Hiding in the bushes, wait for the right moments and move towards the guy. Once you reach him, you need to get him out of the dangerous place. You don’t have to worry about your partner, the cars won’t see him in any case, but they might detect you. Returning to Rust and watching the cutscene, you will be introduced to the local system of emotional decisions. These decisions influence how the main character will behave in certain situations, and it also allows you to personally create Aloy's character. After this, a video will follow, upon its completion you will move on to a new task and to the adult Aloy.

Tip: Prowlers are not particularly dangerous, but they can scare off your prey or attract the attention of dangerous enemies. A meeting with a group of such machines can turn into a protracted battle, so it is better to eliminate them covertly or avoid them altogether.

Spearhead

  • Recommended level: 3-5
  • Reward: 1500 XP, 1 skill point, 1 generous reward box

After the cutscene, find Rasta at the top of the mountain. After talking with him, go complete the task. But before moving forward, be sure to spend the available skill points. First of all, it is better to choose the following skills: “Silent Attack”, “Concentration” and “Bait”, these skills will greatly simplify the passage of the game in the initial stages.

Craft fire arrows

Here you will need to demonstrate the knowledge gained from the previous task. This time Aloy will be alone and no one can help her, so be careful when hunting for cars. So, to make fire arrows you will need:
10 trees are simple branches, you can pick them literally anywhere.


3 fires - now this resource can only be obtained from runners (the habitat will be indicated by a marker), but in the future it can be found in other cars. The runners are guarded by troopers - do not lose sight of them, but rather, quietly eliminate them.
5 metal fragments - drop out after killing any car in different quantities.
Having collected all the necessary resources, go to your inventory and build several fire arrows (it’s better not to waste them before meeting the sawtooth).

Talk to Karst

Karts is a local trader who flouts the tribe's laws and trades with outcasts. You can find him in the settlement, not far from the runners' habitat. You can buy some things from him or sell unnecessary ones. You should get a thread thrower from him - this weapon allows you to set traps that explode when the target touches a thread stretched between two fasteners. After purchasing a weapon, go to the quest menu and select the thread thrower training quests. This way you can better understand the operating principle of the device and gain experience to improve your level.
After finishing the conversation, go to the Northern Gate.

Kill the sawtooth

Rast will be waiting for you at the gate; after talking to him, save using the fire, so you will begin the hunt for the sawtooth. After nightfall, follow the mentor, he will lead you to the car. After discovering the machine, Rust will leave you, and you will have to deal with it yourself.

Sawtooth- will be a very formidable opponent. He's big, fast, and a few hits will kill you. When the hunt begins, do not rush into battle, hide in the bushes. Activate your visor and examine the car; you can find out more about it by opening the menu and going to the “Notebook” tab. After studying the enemy, mark his route of movement. Now place traps in his path using a thread thrower. When the sawtooth activates the trap, aim the fire arrow at the fire container - located on the chest, between the front paws. A successful hit will result in a powerful explosion, at this point it is better to stay away. If you did everything correctly, the car will have very little health left, just finish it off with your bow, keeping at a safe distance.

Mother's Heart

  • Recommended level: 5
  • Reward: 2000 XP, 1 skill point

After defeating the sawtooth, talk to Rast, who is waiting for you at the entrance to the village. At the end of your conversation with him, you may make an emotional decision. Regardless of your decision, Rast will leave you, all you have to do is go to the village for Initiation. This quest is all conversation, so here you can ask the characters about the world and the tribes.

Talk to an “old friend”

Following the marker, talk to Teb - this is the person you saved in the “Survival Lessons” quest. From him you will receive a new suit, put it on. You can also trade with him.

Travel to the Matriarchs' House

On the way to the house you will meet Karst, this time he will be more friendly, and you can ask him about his past. A cutscene will begin near the house; after it is completed, activate the visor and find the source of the signal. It comes from Olin, go up to him and talk. He will not be very sociable, but Erend will replace him. From him you can learn about the current relationship between the Carja, Nora and the Ozers. After finishing the dialogue with Erend, talk to Teersa to perform a prayer ceremony.

Eventually your day of talking will end at the hunters' house.

Initiation

  • Recommended level: 6
  • Reward: 2500 XP, 1 skill point

Retrieve the trophy part

The next day will begin with tests. The first of them will be hunting. In the snowy mountains, a flock of ruminants will run towards you - timid machines that pose no danger. Your task: kill one car and collect parts from it.

After receiving the trophy, one of your competitors will knock it out of Aloy's hands. There is nothing left to do but get a new one.

Walk along an abandoned path

Having obtained the second trophy, run to the marker. Once on an abandoned path, run along it, guided by the marker and ledges - places where you can run will be highlighted with a yellow rope or white ledges.

Kill your enemies

Having reached the finish line one of the first, Aloy will be accepted into the tribe, but the ceremony will be interrupted by ill-wishers. Your task: kill all enemies, for this it is better to act secretly. Kill enemies on the ridge of the mountain with a bow, or sneak up to them undetected and deal with them.

After you have fought off several waves of enemies, a cutscene will begin, after which the task will be completed.

Maw of the Mountain

  • Recommended level: 7
  • Reward: 3500 XP, 1 skill point

Find your gear

After a difficult ordeal, Aloy will find herself in the sacred place of the Nora tribe, where she healed the wounds left after the attack. When you wake up, go in search of your equipment.

The first step is to find the visor, it is in the next room. Once you receive it, immediately activate it and find the signal, it comes from the visor of the attackers, all the other things will be next to it. To get to them, just follow the corridor. After picking up the equipment, talk to Teersa, and then go with her to the exit of the mountain.

Kill the demon and the infected machines

Having received the title of “seeker” from the matriarchs, go to the new leader. While talking to him, cars will break through the locked gate, and you will need to defeat them.

The most formidable enemy among the attacking machines will be the “Demon” or Invader. An extremely fast and dangerous car in close combat, but even at a long distance it will not let you rest due to its ability to jump and fire missiles at you. You won't be alone in the battle, so while he's distracted, deal with the runners. After that, together with the tribe, kill the invader. During the battle, do not forget about rolls and thread throwing.

Attention! There is one fuel cell here for obtaining the Shield Weaver armor in the Ancient Arsenal quest. When you wake up, go into the corridor and turn right, go into the ventilation shaft, there will be a fuel cell in the room.


Seeker at the Gate

  • Recommended level: 12

Try the interceptor on your car

As a reward from the last task, you received the opportunity to intercept control of machines of different types, but not all (to be able to intercept control of all possible machines, visit the Cores).

Follow the marker to the runners' habitat. As a rule, they are guarded by trotters; quietly eliminate them and sneak up on the runner to take control of him. Having mastered the car, saddle it and ride to the Gate of Embrace. On the spot, talk to Varl, he will release you into a large open world Horizon. Next, you need to go to the Mother's Crown and talk to Maria. From her you will receive the following task - Clear the infected areas - this is quite easy to do, since machines that are already familiar to you live there, act secretly to make your passage easier. After clearing all the places, you will see the darkness in Meridian - the sacred capital.

In the footsteps of the leader

  • Recommended level: 7
  • Reward: 1750 XP

Get to the scene of the massacre

From a conversation with Varl, you will learn that the leader of the Nora tribe needs your help. Following the marker, go to the battle site where you saw the leader and the squad.

Having arrived at the place, inspect the battlefield, to do this, activate your visor and scan the area for evidence. Having marked interesting places for yourself, approach and interact with them, so you will find out what exactly happened to the squad. Soon a survivor will come out to you, talk to him to get information about Sonya.

Get to the place where Sona disappeared

The warrior will tell you where they separated from the leader. This point is located next to the Thirst of the Imp - a rather dangerous place, because mainly predatory machines live there in large numbers, and the ruins serve as good camouflage and shelter for them. There will also be a longneck in this place, don’t miss the opportunity to explore the map with its help. Having reached the indicated place, you will find an already abandoned camp - use the visor to understand where the squad has moved. If you find a trail of blood, follow it.

The trail will lead you to a dead car, and it was killed by people from the Nora tribe. After examining the car, a cut-scene will begin, after which you will find the leader of the Sonu tribe. After talking with her, follow the tribe to the cultist camp. When you reach the camp, inspect it with your visor and mark the enemies. Your task: to eliminate all sectarians and machines, and people from the tribe will help you with this. The camp can be easily cleared using explosive barrels, their explosion is enough to kill cars and people, and also remember to act covertly.

After dealing with the opponents, inspect the excavation site using your visor. Your goal: audio recording in one of the tents. After listening to the recording, tell Sonya the information you received, this will complete the task.

Nora's Revenge

  • Recommended level: 12
  • Reward: 4000 XP, 1 skill point

Clear the camps

Now you know where the camp of the sectarians who attacked the Initiations is located, the time has come to take revenge on them. Head to Red Echo and Varl will meet you there.

Your task: to clear three sectarian camps, each patrolled by cars. It is best to start clearing the camp secretly, first killing the patrolling knights, and then the cultists; if you are discovered, fighters from the Nora tribe will come to your aid. Having dealt with the camps, get to the highest tower, the marker points to it.

Make your way to the fire pit

After talking with Sona, follow Val to the Iron Ring. Together with him, make your way through the ruins to the place where the fire is visible.

After the cutscene, jump down and make your way to the storage room with an explosive substance. Here you have at least two simple options:

  • Sneak as close to the vault as possible and blow it up with a fiery shot, bypassing all enemies, which is quite simple to do. You can also secretly eliminate opponents along the way to make the battle easier in the future.
  • Take a high point and eliminate all enemies that bother you. This is long enough, and everyone will come running to the sounds of battle: both sectarians and machines. Eventually you will need to blow up the vault with the fireball.

Having chosen the tactics you like, blow up the vault and fight the sextants together with the tribe. First of all, eliminate the Fireskins while they are distracted by your allies, aiming at their bag filled with firefire. Having defeated all the enemies, a cut-scene will start, after which the task will be completed.

City of Sun

  • Recommended level: 12
  • Reward: 6000 XP, 1 skill point

Get to Meridian

Your task: to get to the sacred city of Meridian - the largest and most advanced city in the area. The path to the capital is not close, but this will be an excellent opportunity to do secondary tasks or tests. To quickly cover long distances, use captured riding vehicles.

After crossing the wooden bridge leading to the city, you will be stopped by guards, but the already familiar Erend, who is the commander-in-chief, will let you into the city. After talking with the “old” acquaintance, follow him to Olin’s house.

Explore Olin's house

Once you enter the house, activate your visor and look around. Immediately notice the carpet, there is a locked basement underneath it.

To open the basement, go up to the second floor, then up the stairs and push the ingots. After breaking through the basement hatch, go down and inspect the secret workshop. The important item here is the videotape, which is on the bench to the right of the steps.

Find Olin in the excavation area

The path to the excavations is also not close, but if you open a bonfire near them, then you can simply move to the bonfire using a fast travel kit - you can buy it or create it from materials. Be careful in your travels, dangerous cars and sectarians will appear on your way.

Having reached the indicated location, a cut-scene will begin, after which you will have to kill the invaders and sectarians. First of all, activate the visor and mark all the enemies, then eliminate the sextants, and then set traps for the invaders. If you act carefully and secretly, there will be no problems with this. Having dealt with the opponents, talk to Olin, and after his confession, decide what to do with him next.

Master's Limit

  • Recommended level: 14
  • Reward: 7000 XP, 1 skill point

Get to the ruins

Before entering the ruins, do not miss the equipment that an unknown ally left for you - it will be marked with a marker; pick up the rope launcher and go to the ruins. The only passage is guarded by infected cars and cultists; you can easily sneak past them unnoticed.

After the cut-scene, hide in the bushes and look around, your task is to eliminate the cultists and the fighter - a more deadly machine than the invader, but this specimen cannot move. First, kill the patrolling knights and cultists, then, using the visor, inspect the fighter to mark its weak points. Its big weakness is that it overheats quickly, especially when attacked with flammable projectiles. During overheating, it pushes out components that cause increased damage. Another feature of this example of a fighter is that it periodically pushes out these components on its own; by choosing the right moments, you can kill the vehicle without spending a large amount of ammunition. After clearing the area, inspect the fallen enemies, and then go through the crack in the wall, so you will find yourself in an abandoned Forerunner complex.

Go up

After watching the cutscene, follow the marker, which will welcome you to the top of the building. If you want to learn more about the world of Horizon: Zero Dawn, look for notes, audio recordings and video recordings left behind, from them you will learn what happened in the complex. Having risen to the 35th floor, all you have to do is watch the recording of the meeting; to do this, scan the data carrier that lies on the table with your visor. After the cutscenes, talk to Silence, this will complete the task.

Attention! There is one fuel cell here for obtaining the Shield Weaver armor in the Ancient Arsenal quest. It is located at the very top of the building, climb to the top floor, turn around and climb higher along the destroyed column.


Field of the Fallen

  • Recommended level: 19
  • Reward: 6330 XP

Explore the battlefield

Meet Erend at Red Pass. When you arrive at the meeting point, Erend will need your help in eliminating the machines. After dealing with them, talk to your ally, and then follow them to the battlefield.

Once on the battlefield, activate the visor and use it to find out what happened. Having found cart tracks, mark them with your visor and walk along the track. Get ready for battle, the tracks will lead you to an ambush. First, deal with the cars, and then deal with the archers behind the covers. After killing the enemies, inspect the ambush site using the visor. After finding all the traces left behind, talk to Erend.

Borderlands

  • Recommended level: 20
  • Reward: 5000 XP

Find Agent Marad

Meet Erend in the Palace of the Sun - this is the central part of Meridian. First, in the royal palace, talk to Marad, he will take you to the king and Erend. After lengthy cutscenes, go in search of Erza in the lands of Ozeram to Tar Cliff, where you should be met by an agent and Erend

You will find Erend in the square of a small town, but you will have to look for an agent. To find Marad, use the visor, use it to find traces, they will lead you to him.

Find Erza

After examining the body, get to Derval's camp, it will be marked on your map. At the camp you will unite with allies, after which you will attack the camp. Kill aliens and machines. The cars will be chained, so they pose no danger, but they can be used to organize sabotage. Before engaging in open battle, eliminate the archers on the towers, and avoid heavy fighters in battle. When attacking the camp, do not count on the help of your partners, they are quite useless.

Erza is kept in the basement of a house at the end of the camp; a heavily armed fighter and a sawtooth will block your entrance. Having dealt with the opponents, go down to the basement and talk with Erza, and then examine the workshop.

And the sun will fall

  • Recommended level: 21
  • Reward: 6000 XP, 1 skill point

Defuse the bomb

Get to the Palace of the Sun in Meridean using a fast travel kit. After moving to the city, talk to Avad, and then go to the warehouse. There you will find a bomb, inspect the room using a visor.

The only way to defuse the bomb is to push the containers with the fire into the abyss. To do this, knock down the lock from the door on the second floor of the warehouse and, together with Erend, push down the fire.

Follow Darval to the palace

After watching the cutscene, look around the area. You will find footprints near the warehouse, mark them and run along them. Once you enter the house, go down the steps and then go through the hole in the wall. After the cutscene, run to the wooden bridge and cross it the same way Darval did. Eliminate two enemies in the tunnel, then run to the Sunny Terrace. Once you arrive, destroy the sound device and then defeat Darval.

You will have to go up against him alone. To neutralize it, just a couple of shots to the head are enough. After eliminating Darval, pick up his weapon and kill his minions. The battle will not end here, the enemy still has an ace up his sleeve and this is bait for the Korshuns - dangerous flying machines, their weak spot is on the chest, by shooting there you can provoke an explosion of cold. After killing all the kites, all you have to do is talk to the king and Eredin, after which the task will be completed.

Treasure of death

  • Recommended level: 16
  • Reward: 9000 XP, 1 skill point

Explore the Death Treasure

Having saved the capital from Darval's conspiracy, get to the Treasure of Death - ruins that are located in the snow-capped mountains. Be careful when approaching the indicated location; the closer you are to the ruins, the higher the likelihood of encountering infected machines and cultists. As you approach the huge frozen robot in the rock, go to one of the tentacles and go down.

Cultists will already be waiting for you in the ruins, but they haven’t noticed you yet, take advantage of this and eliminate the enemies, and then scan the premises and find all the audio recordings. Having finished here, go down the pipe, there will be more recordings here, after listening to them, go along the corridor to the yellow pipe, use it to go even lower.

Restore power to the door

Once at the bottom, there will be a locked door directly in front of you; to open it, you need to restore the power supply, and this will require turning the hololocks to the correct position.

  • Holozocks on the top tier, their position from left to right: top; at the bottom; left; to the right.

The first source is ready.

  • Holozocks on the lower tier, their position from left to right: top; right; left; down.

The second source is connected.

  • Holozocks on the lower tier(on the opposite side), their position from left to right: up; up; down; down.

The last source is connected, the doors should open, go through it.

Attention! Just outside the door there will be a fuel cell needed to obtain the Shield Weaver armor in the Ancient Arsenal quest, don't miss it.

Kill the sectarians

Behind the door there will be another room filled with cultists and infected machines. Having cleared the arsenal of enemies, follow the quest marker. After passing through the cave and several rooms of the complex, you will find a console; activate it to find out the history of the earth. After talking with Silence, go to another room.

There will also be sectarians here, but this time there will also be a fighter with them and it is already fully operational. First, deal with the people (preferably covertly, since the robot can notice you), then set traps for the fighter (preferably fire ones) and finally attack the car. Remember, when it overheats, shoot the retractable components. It is also effective to use explosive arrows against a fighter; with their help, components will be disconnected faster, which means you can deprive it of firepower. After defeating all the fighters, run after the marker and search the operations center. After viewing the recording of the meeting, go up the elevator shaft, at which point the task will be considered completed.

Plunge into darkness

  • Recommended level: 18
  • Reward: 10000 XP, 1 skill point

Get into the Eclipse base

To begin, get to the place indicated by Silence, follow the marker strictly, otherwise you risk missing the right place to climb. Having arrived at the indicated point, climb onto the ridge along the supports in the rock, and then relax by the fire and talk with your partner.

After the cutscene, you will find yourself on a secret path leading to the base, and, of course, it will be guarded by infected machines. You can interrupt them or simply pass by.

Find the Ancient Longneck

Having made your way to the base, look around and mark your enemies. You can also bypass them or kill them, the choice is yours. Run to the tent on the opposite side across the wooden platform. After listening to the audio recordings in the tent, you will find out what the commander-in-chief of the Carja of Darkness is up to. To go further, knock down the tree that the marker will point to. After that, run along the path and climb onto the longneck using the wooden scaffolding next to it. After the cutscene, run.

You need to escape from the Eclipse base, follow Silence's instructions, he will tell you where to turn. While escaping, try not to stop and ignore the soldiers; it is absolutely not necessary to hit them. When you reach the wooden platform, jump down from the ledge. After watching the cutscene, go to the next task in the Sunset Fortress.

Great Mysteries of the Earth

  • Recommended level: 21
  • Reward: 10500 XP, 1 skill point

Reach the mine in Sunfall Fortress

Having arrived at the Sunset Fortress, go to the Citadel courtyard and follow the marker. Then run to the Citadel, and from there to the throne room, where a cut-scene will start. When it ends, go to the balcony above the Sun Ring (right behind you).

Explore the New Dawn base

Follow the marker around the complex, do not forget to inspect the rooms, they may contain audio recordings and other information about a past civilization. Be careful, the guards of the Carja of Darkness have entered some rooms; in order to continue their journey, they will need to be eliminated. Move towards the showroom, and from there go to the processing unit, then go to the center of the complex.

To get there, you will need to restore the power supply to the door. To do this, go down to the bottom floor and turn the hololocks.

Holozocks on the left side, their position from left to right: left; up; left; down; to the right.

You have turned on the door leading to the storage room, where the missing hololock (above) for the right side lies. Pick it up and insert it into the indicated place.

Holozocks on the right side, their position from left to right: down; left; up; right; down.

Having restored power, enter the center of the complex.

Find the entrance to Sobek's office

There will already be Eclipse people outside the door, kill them. Then follow the marker, it will guide you through all the research parts of the complex, eventually leading you to the desired office. After the cutscene, the task will be completed.

Horror of the Sun

  • Recommended level: 25
  • Reward: 12000 XP, 1 skill point

After talking with Helis, you will find yourself in an arena where you will have to fight against a behemoth - a ferocious huge machine that can trample you or throw a pile of stones at you. The battle will be difficult due to the fact that you are disarmed.

First, get your weapon, to do this, hide behind the columns so that the hippopotamus destroys them. After destroying several columns, the cage will fall, and with it your weapons. Now that you have your bow, kill the hippopotamus - traps with a freezing substance and shots at the components on the back are effective against it. After killing the hippopotamus, a cutscene will start, after which you will need to go to the lands of Nora.

Heart of Nora

Reach the Great Mother

Using fast travel, you will find yourself at the Main Gate of the Embrace, but it is destroyed, and invaders and fighters are roaming everywhere. You can sneak past them, kill them, or just run through them. Your goal is to help the tribe as quickly as possible, and all means are good here.

The closer you get to the last stronghold of the Nora tribe, the more enemies you will have on your way. And at the very end, a Gromozev awaits you - a huge machine with an arsenal like a fighter jet, the most vulnerable spots on the back. Pick up a weapon near the stone, it is very effective against the thunderstorm. As soon as you open fire, the Nora warriors will come running to your aid. Together with them, it will not be difficult to destroy the machine and the remaining sectarians. After finishing the battle, talk to Varl and Teersa.

Explore the ruins on the other side of the door

After dialogues with the characters and a cut-scene, you will find yourself in the ruins of the forerunners. Explore the complex, there are a lot of messages and audio recordings left here. As a result, you will find yourself at the control center, activate it to start a conversation with Gaia. After the cutscene, leave the complex through the elevator shaft.

Fallen Mountain

Reach the ruins of Gaia Prime

After completing the quest "The Heart of Nora", you can finally ask the elders about the Rasta's past and his exile. After finishing all the dialogues, go to the Evil Pass, and then go to the ruins. The road to them is very dangerous, since the entrance is guarded by dangerous vehicles, such as sawtooths, kites, robbers, and hunters.

Having made your way through them, a battle with a petrel awaits you at the top of the mountain - this is an analogue of a thunderstorm, but this machine can also fly. In the battle with it, try to knock down the components on the wings with explosive arrows, so the car will not be able to carry out most of its attacks and it will have to land; this can be shot at the weak spots on the back of the car.

Find the main blockade in the ruins

After defeating the dangerous machine, go to the ruins and climb up the ledges that Silence left for you. After talking to him, go through the door. Then run through the complex, following the mission marker.

Last fuel cell: Having reached the third level, at some point you will find yourself in front of an abyss into which you need to go down the rope. There is no need to do this!

At this point you need to turn left and carefully go down the rock into a hidden cave, in which you will find the last fuel cell for the Shield Weaver armor.

After going through the entire destroyed complex, you will find yourself in the meeting room; after watching the holographic recording, you can pick up a blocker there. Goal achieved, return to Silence's workshop. After talking with him, attach the main blocker to the spear. After that, go on the final task.

menacing shadow

Before completing the final task, it is better to do the secondary ones, there you can find new allies for the final battle. But you can do just fine on your own. So, first travel to Meridian and talk to Avad, then to Marad.

Now you can rest before the decisive battle in Olin's house or visit the defensive lines, where you can talk with your allies. The task will end when you fall asleep in Olin's house.

Facing Death - Finale

Kill Helias

Unfortunately, you won’t be able to rest for long; the enemy army is already at the gates. A small detachment led by Helias has already broken through and is threatening the king’s life. Your task: to stop them. After killing the usual fighters, take on the commander-in-chief.

In battle, he uses a sling and throws fire charges, he periodically covers his head from shots, and in general he has a lot of health. But the battle arena with him is filled with fire, which can be detonated and cause damage to the enemy. It is also better to use three arrows against him at once, this will give increased damage when hit. At the end, before delivering the final blow, you can choose a line that Aloy will say.

Protect the ridge

After defeating the enemies in the Citadel, go down the rope to the defensive ridge. Grab the weapon and use it to repel the attack of the infected machines.

During the battle, do not stand still, fighters can hit you. Also, do not forget about your back, small vehicles can slip through the defenses and attack you. Hold your defense until the cutscene starts.

Reach the spire and stop Hades

When you wake up after the explosion, heal yourself and follow the trail of destruction to the spire. The path to the mountain will be destroyed, so you will have to climb to the other side through the rubble. Before entering the square with the spire there will be supplies and your allies. After replenishing your ammunition and talking with your allies, go with them to Hades.

The ancient machine will be guarded by a fighter; together with your allies, destroy it. This specimen has more health and combat power than the others. During his salvo, hide behind the columns, and then attack his vulnerable spots - he also overheats. After defeating the machine, destroy Hades using the main blocker.

Hades is destroyed, the world is saved and all thanks to Aloy and you. This completes the walkthrough on the site.

Interface:

The game is automatically saved into one save when moving to a new location or at key plot points.
Exit to the menu - the gear icon in the lower right corner of the screen.
When you receive a new task, a question icon begins to vibrate in the lower right corner of the screen. When you read a question, the game is paused, and to return to the game you need to click on the question mark again.
Run – right mouse button.
Some items can be combined in the inventory by clicking one on top of the other.
If you use an item correctly, the upper left corner of its icon lights up blue; if you use it incorrectly, it lights up yellow.
Space - top view.

Scene I.

We play as Rex.

Your first task is to find the hook. Click on the hook under the ceiling - high, you need to build a ladder. There is a statue in the center of the screen, move the washing machine towards it (in the left corner of the screen). Take the portrait (hid behind the washing machine) and the piece of plastic cheese (in the lower right corner of the screen). Apply the cheese to the washing machine first, and then the portrait. Click on the hook - Rex will climb up the cheese onto the washing machine, and then there will be a crash.

Scene II.

We play for Sokrot.

You need to help out a friend, and for this you need to make an elevator.

To the left of Sokroth, pick up the reel, and behind it - the bowl. Take the grains from the bottom left corner of the screen and combine them with the bowl. Place the bowl in the dark hole in the upper left corner of the screen. A hamster will come running here, catch it and take it with you. Go right and place the hamster on the conveyor. Tie the reel to the brown block next to the conveyor, take the end of the rope (to the right of the block) and tie it to the reel. Go to the wall with the instruments of torture and remove the two chains (rightmost). Tie them up in your inventory and tie them to the transporter. Go to the cage and click on it. Sokrot will give the command to the hamster to move its paws and go down into the tunnel.

A map will appear in the upper left corner of the screen. You can play the Maze mini-game or click on the map and quickly move to the next location.

If you chose "Labyrinth", use the arrows to move.

Look for shovels to sometimes overcome heaps of earth and dig a road further (I found two), go down and up the stairs. Use the spacebar to see the layout of the maze from above. The exit from the maze is a bright red square.

When you get to the dump, immediately pick up the hook to the left of Sokrot (lying against the left wall under the fly agarics). Go right - in the landfill there is a house, on the porch of which there is a sad mole. Water gushes from five pipes above his head. There are taps on the pipes - try to turn one of them, and then talk to the mole. You should have a task - to eliminate leaks. When you're done, talk to the mole. His name is Alfredo, and he saw Rex go to prison. You will receive a map of the city - use it to go to prison.

Talk to the guards at the prison - the mayor personally deals with the prisoners in the prison, so he needs to submit a request for an audience. They will show on the map where the city hall is located. Go there.

Talk about an audience with the guard at the entrance. He will answer that inquiries can be made at window No. 5. There is a stall on the right - obviously, this is window No. 5. Talk to the mole woman named Lucinda. She will say that the application must be submitted to window No. 3. When you ask where window number 3 is, she will send you to the market. Nearby there is a stall of a souvenir seller - ask him for directions to the market, and a new location will appear on your map.

At the market, go past the sellers to the upper right corner of the screen - the exit is here. You will be taken to the left side of the screen, where Lucinda is already waiting for you. Talk to her - it turns out that this is window No. 2, but she will tell you where window No. 1 is in exchange for beets. Return to the stalls and meet Bianca, who sells beets. She says that her beets are not sold, but are only bartered for other vegetables. Return to window No. 2 and take the onion head (lying next to the fence). Give it to Bianca, take the beets and bring them to Lucinda. She will explain that window number 1 is located near the prison.

Go to the prison. From the entrance, go left and find a closed window in a hollow tree. Click on it - Lucinda is sitting inside. She will tell you that you first need to fill out the LAZHA form, which you need to take at window No. 5.

Return to the mayor's office, get the LAZHA form from Lucinda at window No. 5 and go to the prison.

Give it to window No. 1 and finally you will find out that window No. 3 is near three mushrooms (i.e., in the landfill).

A trailer appeared at the landfill - this is window No. 3. Talk to Lucinda and find out that in addition to LAZH, four applications are required for an audience: a certificate of vaccination, a revolutionary ID, three screws and a large piece of cheese.

Talk to Alfredo about the ID - he will send you to the mayor's office to the souvenir seller Fernando.

Go to the city hall. Fernando will say that he threw his ID into the sewer at the market.

Go to the left of his tray and pay attention to the car, near which two mole engineers are working. Pick up the bright red screwdriver on the ground under the car's spotlight and unscrew the first screw from some tap (to the right of the engineers). Find out what engineers do. It turns out that they are servicing a screw-cutting machine that breaks through tunnels. The screw cutter can work independently if you hang up a warning light, mark the place for the screw with a red cross and put a “Road Works” sign next to it.

Go to the market and unscrew the second screw from the fence to the left of Bianca. Explore the sewer grate - you can't open it with your paws, you need a fishing rod. Talk to the cheese seller Sergio - he wants 60 pesos for a large piece of cheese. Pick up the 5 pesos coin to the left of Bianca's counter.

You can earn money in three ways.

Talk to the third seller named Ramon. He has an empty counter because the supply of sweet potatoes is delayed. Agree to bring 10 sweet potatoes from the farm in exchange for 30 pesos. The entrance to the farm is located next to the landfill.

Go to the junkyard and go through the tunnel, next to which there is a road sign.

You can choose a short path or a “Labyrinth”.

Arriving at the farm, you will see Santiago sleeping in a chair. There is a bag to the right of him, take it and go to the sweet potatoes. Sweet potatoes grow in multi-level caves with many passages. As soon as you try to enter any door, Santiago will wake up and forbid you to do so. Introduce yourself to him, and the mole will allow you to collect 10 sweet potatoes. Walk through the caves and collect ripe sweet potatoes with two yellow dots on the side (there are exactly 10 of them). After that, go to Santiago and take the yam lash (to his left).

Return to the market, give Ramon the sweet potatoes and get 30 pesos.

The second way to earn money is to talk to Alfredo at the landfill, and he will offer waste sorting.

Go left from his house and turn on the sorting machine. Three types of garbage will begin to crawl along the conveyor - paper, glass and metal. Use the mouse to control three trailers and place the correct trailer under the conveyor (each of them has a picture of what kind of garbage it is intended for). This is a timed task, and the conveyor belt will begin to speed up. Alfredo will pay 10 pesos for the first piece of garbage.

The third way to earn money is to talk to Fernando at the mayor's office. Tom needs revolutionary posters, for each of which he is willing to pay 5 pesos. There are posters on Alfredo's house, on the prison, on the fence at the market, on Santiago's house on the farm.

After earning 60 pesos, buy cheese from Sergio.

In inventory, combine the hook and yam whip to make a fishing rod. Fish out the revolutionary's ID from the sewer.

Go to the prison and unscrew the third screw from the board where the worker sleeps (under the prison wall on the right). Talk to the guards about vaccination, and one of them will offer to go behind the screen, where there is a flag with a picture of a syringe (to the left of the entrance).

Return to the landfill - and window No. 3 is no longer there! Ask Alfredo - he will advise you to follow the tracks. The tracks lead to Santiago's farm. You will have to overcome all the caves again to get to the location on the right, where the trailer is located. Give Lucinda all the applications and take the petition (the cheese will remain in your inventory).

Go to the city hall. Fernando will stop you and ask you to take a photo of the mayor. Unfortunately, the mayor will refuse to release Rex. Give the cheese, take a photo of it and pay attention to the large poster with a picture of some kind of monument.

Scene III.

After leaving the mayor, give Fernando the camera. He will offer to join the Resistance movement and help free Rex. Go to the dump to Alfredo's house. Pay attention to the toilet in the hallway and pull the rope hanging from the tank. A secret passage will open. To go down the stairs, turn on the light (the hard-to-see switch on the green wall above the railing). The second switch is located one floor down on the right side of the screen near the stairs. Go down and press the third switch near the leftmost door. Go one more floor down.

Alfredo and Fernando are waiting for you here. They will offer to study the portrait of the mayor under a magnifying glass. Take a magnifying glass and click on the photos on the table. A photograph will appear in front of you, in which you need to find 6 active points: strange eyes, some kind of cut near the ear, cheese in the paw, cheese crumbs on the floor, lower paw under clothes and a rat's tail.

Talk to Alfredo - they had photographs of the mayor taken during the revolution, but they were thrown into the garbage chute. All residents of the city, including Sokrot, have been vaccinated, and they cannot leave the city, so Rex will have to go to the garbage chute. The photos are in a red heart-shaped box. The garbage chute is opened from Alfredo's house using the "insert the crocodile in the pudding" puzzle. Check the elevator - the door to the left of Alfredo (you need to activate it because you will need it later).

Go up one floor and approach the door with three levers. The left lever changes the crocodile's left eye, the middle one changes the color of the pudding, the right one changes the right eye. Press the levers to turn both of the crocodile's eyes green and the pudding yellow.

Now we need to free Rex. To do this, you can use an automatic screw cutter. Go to the prison.

Pick up a shovel (a shovel from the tunnel is not suitable) and a stone near the sleeping worker. Automatically you will see that Alfredo and Fernando were arrested and put in prison. Throw a rock through the middle window of the first floor to reveal the cell where Rex is sitting.

Go to the market. Bianca hung a new sign above her counter. Ask where she got the red paint from. She will answer that she made the sign with a red aerosol, and threw the bottle with the remaining paint into a landfill.

Go to the landfill. Dig up the road sign with a shovel, go to the left and pick up a bright red bottle from the pile of garbage.

Head to City Hall. The engineers had already left, but the alarm was left hanging on the rock. Unscrew it with a screwdriver and return to the prison.

Draw a red cross on the wall, put a traffic sign nearby and hang an alarm on the wall. Talk to Rex again and tell him about the red box.

After the cutscene, Rex will be in a landfill and jump into the garbage chute.


Republication - only with the consent of the author and the site.

The game is automatically saved into one save when moving to a new location or at key plot points.
Exit to the menu - the gear icon in the lower right corner of the screen.
When you receive a new task, a question icon begins to vibrate in the lower right corner of the screen. When you read a question, the game is paused, and to return to the game you need to click on the question mark again.
Run – right mouse button.
Some items can be combined in the inventory by clicking one on top of the other.
If you use an item correctly, the upper left corner of its icon lights up blue; if you use it incorrectly, it lights up yellow.
Space - top view.

Scene I
We play as Rex. Your first task is to find the hook. Click on the hook under the ceiling - high, you need to build a ladder. There is a statue in the center of the screen, move the washing machine towards it (in the left corner of the screen). Take the portrait (hid behind the washing machine) and the piece of plastic cheese (in the lower right corner of the screen). Apply the cheese to the washing machine first, and then the portrait. Click on the hook - Rex will climb up the cheese onto the washing machine, and then there will be a crash.

Scene II
We play for Sokrot. You need to help out a friend, and for this you need to make an elevator. To the left of Sokroth, pick up the reel, and behind it - the bowl. Take the grains from the bottom left corner of the screen and combine them with the bowl. Place the bowl in the dark hole in the upper left corner of the screen. A hamster will come running here, catch it and take it with you. Go right and place the hamster on the conveyor. Tie the reel to the brown block next to the conveyor, take the end of the rope (to the right of the block) and tie it to the reel. Go to the wall with the instruments of torture and remove the two chains (rightmost). Tie them in your inventory and tie them to the conveyor. Go to the cage and click on it. Sokrot will give the command to the hamster to move its paws and go down into the tunnel.
A map will appear in the upper left corner of the screen. You can play the Maze mini-game or click on the map and quickly move to the next location. If you chose "Labyrinth", use the arrows to move. Look for shovels to sometimes overcome heaps of earth and dig a road further (I found two), go down and up the stairs. Use the spacebar to see the layout of the labyrinth from above. The exit from the maze is a bright red square.
When you get to the landfill, immediately pick up the hook to the left of Sokrot (lying against the left wall under the fly agarics). Go right - in the landfill there is a house, on the porch of which there is a sad mole. Water gushes from five pipes above his head. There are taps on the pipes - try to turn one of them, and then talk to the mole. You should have a task - to eliminate leaks. When you're done, talk to the mole. His name is Alfredo, and he saw Rex go to prison. You will receive a map of the city - use it to go to prison.
Talk to the guards at the prison - the mayor personally deals with the prisoners in the prison, so he needs to submit a request for an audience. They will show on the map where the city hall is located. Go there.
Talk about an audience with the guard at the entrance. He will answer that inquiries can be made at window No. 5. There is a stall on the right - obviously this is window No. 5. Talk to the mole woman named Lucinda. She will say that the application must be submitted to window No. 3. When you ask where window number 3 is, she will send you to the market. Nearby there is a stall of a souvenir seller - ask him for directions to the market, and a new location will appear on your map.
At the market, go past the sellers to the upper right corner of the screen - the exit is here. You will be taken to the left side of the screen, where Lucinda is already waiting for you. Talk to her - it turns out that this is window No. 2, but she will tell you where window No. 1 is in exchange for beets. Return to the stalls and meet Bianca, who is selling beets. She says that her beets are not sold, but are only bartered for other vegetables. Return to window No. 2 and take the onion head (lying next to the fence). Give it to Bianca, take the beets and bring them to Lucinda. She will explain that window number 1 is located near the prison.
Go to the prison. From the entrance, go left and find a closed window in a hollow tree. Click on it - Lucinda is sitting inside. She will tell you that you first need to fill out the LAZHA form, which you need to take at window No. 5.
Return to the mayor's office, get the LAZHA form from Lucinda at window No. 5 and go to the prison.
Give the LAZHA form to window No. 1 and, finally, you will find out that window No. 3 is near three mushrooms (that is, in a landfill).
A trailer appeared at the landfill - this is window No. 3. Talk to Lucinda and find out that in addition to the LAZHA form, four applications are required for an audience: a vaccination certificate, a revolutionary ID, three screws and a large piece of cheese.
Talk to Alfredo about the ID - he will send you to the mayor's office to the souvenir seller Fernando.
Go to the city hall. Fernando will say that he threw his ID into the sewer at the market.
Go to the left of his tray and pay attention to the car, near which two mole engineers are working. Pick up a bright red screwdriver from the ground, lying under the car's spotlight, and unscrew the first screw from some tap (to the right of the engineers). Find out what engineers do. It turns out that they are servicing a screw-cutting machine that breaks through tunnels. The screw cutter can work independently if you hang up a warning light, mark the place for the screw with a red cross and put a “Road Works” sign next to it.
Go to the market and unscrew the second screw from the fence to the left of Bianca. Explore the sewer grate - you can't open it with your paws, you need a fishing rod. Talk to the cheese seller Sergio - he wants 60 pesos for a large piece of cheese. Pick up the 5 pesos coin to the left of Bianca's counter.
You can earn money in three ways. Here is the first one. Talk to the third seller named Ramon. He has an empty counter because the supply of sweet potatoes is delayed. Agree to bring 10 sweet potatoes from the farm in exchange for 30 pesos. The entrance to the farm is located next to the landfill. Go to the landfill and go through the tunnel, next to which there is a road sign. You can choose a short path or a "Labyrinth". Arriving at the farm, you will see Santiago sleeping in a chair. There is a bag to the right of him, take it and go to the sweet potatoes. Sweet potatoes grow in multi-level caves with many passages. As soon as you try to enter any door, Santiago will wake up and forbid you to do so. Introduce yourself to him, and the mole will allow you to collect 10 sweet potatoes. Walk through the caves and collect ripe sweet potatoes with two yellow dots on the side (there are exactly 10 of them). After that, go to Santiago and take the yam lash (to his left). Return to the market, give Ramon the sweet potatoes and get 30 pesos.
The second way to earn money is to talk to Alfredo at the landfill, and he will offer waste sorting. Go left from his house and turn on the sorting machine. Three types of garbage will begin to crawl along the conveyor: paper, glass and metal. Use the mouse to control three trailers and place the correct trailer under the conveyor (each of them has a picture of what kind of garbage it is intended for). This is a timed task, and the conveyor belt will speed up over time. Alfredo will pay 10 pesos for the first piece of garbage.
The third way to earn money is to talk to Fernando at the mayor's office. Tom needs revolutionary posters, for each of which he is willing to pay 5 pesos. There are posters on Alfredo's house, on the prison, on the fence at the market, on Santiago's house on the farm.
After earning 60 pesos, buy cheese from Sergio.
In inventory, combine the hook and yam whip to make a fishing rod. Fish out the revolutionary's ID from the sewer.
Go to the prison and unscrew the third screw from the board where the worker sleeps (under the prison wall on the right). Talk to the guards about vaccination, and one of them will offer to go behind the screen, where there is a flag with a picture of a syringe (to the left of the entrance).
Return to the landfill - and window No. 3 is no longer there! Ask Alfredo - he will advise you to follow the tracks. The tracks lead to Santiago's farm. You will have to overcome all the caves again to get to the location on the right, where the trailer is located. Give Lucinda all the applications and take the petition (the cheese will remain in your inventory).
Go to the city hall. Fernando will stop you and ask you to take a photo of the mayor. Unfortunately, the mayor will refuse to release Rex. Give the cheese, take a photo of it and pay attention to the large poster with a picture of some kind of monument.

Scene III
After leaving the mayor, give Fernando the camera. He will offer to join the Resistance movement and help free Rex. Go to the dump to Alfredo's house. Pay attention to the toilet in the hallway and pull the rope hanging from the tank. A secret passage will open. To go down the stairs, turn on the light (the hard-to-see switch on the green wall above the railing). The second switch is located one floor down on the right side of the screen near the stairs. Go down and press the third switch near the leftmost door. Go one more floor down.
Alfredo and Fernando are waiting for you here. They will offer to study the portrait of the mayor under a magnifying glass. Take a magnifying glass and click on the photos on the table. A photograph will appear in front of you, in which you need to find 6 active points: strange eyes, some kind of cut near the ear, cheese in the paw, cheese crumbs on the floor, lower paw under clothes and a rat's tail. Talk to Alfredo - they had photographs of the mayor taken during the revolution, but they were thrown into the garbage chute. All residents of the city, including Sokrot, have been vaccinated, and they cannot leave the city, so Rex will have to go to the garbage chute. The photos are in a red heart-shaped box. The garbage chute is opened from Alfredo's house using the "insert the crocodile in the pudding" puzzle. Check the elevator - the door to the left of Alfredo (you need to activate it because you will need it later). Go up one floor and approach the door with three levers. The left lever changes the crocodile's left eye, the middle one changes the color of the pudding, the right one changes the right eye. Press the levers and turn both eyes of the crocodile green and the pudding yellow.

Now we need to free Rex. To do this, you can use an automatic screw cutter.
Go to the prison. Pick up a shovel (a shovel from the tunnel is not suitable) and a stone near the sleeping worker. Automatically you will see that Alfredo and Fernando were arrested and put in prison. Throw a rock through the middle window of the first floor to reveal the cell where Rex is sitting.
Go to the market. Bianca hung a new sign above her counter. Ask where she got the red paint from. She will answer that she made the sign with a red aerosol, and threw the bottle with the remaining paint into a landfill.
Go to the landfill. Dig up the road sign with a shovel, go to the left and pick up a bright red bottle from the pile of garbage.
Head to City Hall. The engineers had already left, but the alarm was left hanging on the rock. Unscrew it with a screwdriver and return to the prison.
Draw a red cross on the wall, put a traffic sign nearby and hang an alarm on the wall. Talk to Rex again and tell him about the red box. After the cutscene, Rex will be in a landfill and jump into the garbage chute.

Scene IV
We play as Rex. You can choose a shortcut or a "Labyrinth". One way or another, Rex will end up in the village and meet Ingel. He will tell you that Princess Lucretia lives here. Go right and introduce yourself to the princess. She will want to make sure that you are not a spy and will ask you to get the heart of the puffball mushroom. To the left of it grows a green mushroom with three holes. To get the heart, you need to plug two of the three holes with something. For this, two coconuts are suitable, which lie near the fence to the left and right of the princess. Plug the holes, put your paw into the mushroom and give the princess the heart. She will believe in the sincerity of your intentions and will send you to consult with chef Manuel. Go right. The cook is forced to defend the village from the terrible and voracious Reptilian, so that it does not swallow the local residents. Manuel fed the red box with the heart to the Reptile. There is nothing to do - you will have to make her eat Rex too. But some kind of armor is needed, because the snake has very large teeth, and Rex could die if he climbed inside just like that. The rooster inventor comes to the rescue. He sends Rex out for a walk until he comes up with something. Go out the gate and come back - the rooster has already drawn a Trojan elephant, which you will have to make from scrap materials.
Go to Ingel's location and pick up a washing machine, 2 toilet circles, 2 skis, a basin and a barrel from the trash heap. At the location with the princess, pick up the green barrel near the fence on the left of the screen. At the location with Manuel, take a barrel near the gate (on the left of the screen), and near the cook - a purple barrel, 2 bowls, a broom, a pipe. Place 4 barrels on the cross near Manuel, a washing machine on them, then a basin, a pipe, 2 bowls, 2 skis and a broom. Rex will jump inside himself, and the Reptile will immediately swallow him.
Rex will end up in the esophagus. Here you will have to move exclusively by running (right mouse button). After a certain time, gases will escape from the esophagus and deflate Rex to the starting position. Therefore, you need to grab certain pimples at the bottom of the esophagus, wait out the attack and run to the next pimple. Some pimples will burst under Rex's paws. You need to grab the 4th pimple from the left, wait out the attack, then run to the 8th pimple from the left, wait out the attack and quickly run to the right.


You will find yourself in the stomach, and the further path is blocked by the duodenum with its processes. Each process is pumped with a curl of a certain shape. Pick up green, semi-digested objects in the stomach and insert them into the curls of the intestine. If everything is correct, it will open and you will fall into the next cavity. There are four bubbles hanging here, and acid is dripping from the ceiling above them. You need to click on the bubbles in a certain order to open the way further. You should not allow Rex to get his paw into a puddle of acid, into the splashes from a drop at the bottom of the cavity, and you should not allow a drop to fall on Rex from above - he will return to his original position. Therefore, jump over the puddles of acid and click on the bubbles in this order (from left to right): 4, 1, 3, 2. In the next cavity, a brass band of four instruments is waiting for you, playing discordantly. The puzzle is randomly generated - you need to get all the instruments to play a march at the same time. Pick up a feather and, pressing it on the instruments, improvise. When Rex finally bows, go right and pick up the red box. To the right is the exit.
After talking with Manuel, return to Lucretia and show her the red box. She will allow you to take her staff (crimson, standing next to her throne). Return to Ingel, use your staff to pick up one of the crimson balloons growing on the tree, and return to the landfill.

Scene V
We play for Sokrot. After picking up the box, go to Alfredo's basement. There is a policeman on the stairs, so use the elevator. Unfortunately, the police have already visited the secret laboratory and destroyed it. You need to find a light bulb and a magnifying glass lens.
Walk up one floor. Turn on the light using the right switch (otherwise Sokrot will not go through the darkness) and approach the stairs. Turn off the light and unscrew the light bulb. Return to the basement and screw it into the table lamp. There is a projector in the foreground of the screen, remove the lens from it and insert it into the magnifying glass. Use a magnifying glass on the photo - there should be four of them.
The first photo is of two people dragging a carpet. You need to mark 6 points: someone's paws from the toilet, a heart on the toilet, a carpet, a rat's paw on the carpet, a mole-photographer's baseball cap, a camera.
The second photo is at City Hall. It is necessary to mark 5 points: the poster, the rat tail of the mayor, the king, the carpet, the crown on the king’s head.
The third photo is a demonstration. It is necessary to mark 4 points: on the left - the photographer mole, Sergio standing next to him, the revolutionary on the far left with lightning on his face, the revolutionary in the third row with cheese in his paw.
The fourth photo is near the city hall. It is necessary to mark 5 points: the mayor's suit, under it - a rat's paw, the sculpture's paw, a dark passage behind the sculpture, the wall of the city hall.
Go to the market to Sergio. He will say that the photographer mole's name is Javier and will mark his house on the map.
Go to Javier. He works as an installer and installs the light for the coronation of the mayor. After talking with him, you will receive the key to the safe where the photo is. Ask Javier about the carpet and the bungee rope.
Open the safe and arrange the toys like this (these are simple tags):
top row: ball, blue plane, red plane;
middle row: doll, empty space, mill;
bottom row: gray bear, horse, red bear.


Take the photo and go to Alfredo's house. Click on the table with a magnifying glass and find 4 active points: a heart on the toilet, a king in the carpet, the nose of a mole that is facing you, in the background there are some glass cylinders.
Return to the market and ask the sellers about these cylinders - a new location will appear on the map. Go there. Socrotus will see his magnet, which he once lost. You can’t just pick it up, since the magnet is behind the glass. Nearby stands a mole with a lawnmower. Go right to the glass cylinder control mechanism and lift the lever up. Check the location of the magnet - it got into the first cylinder because it was attracted through the glass to the lawn mower. Talk to the mole - he refuses to go to the right so that you can get the magnet. Go to the left and pick up a bag of fast-growing grass. Place grass near the cylinder control mechanism. Lower the lever, spin the wheel and lift the lever again - the grass will instantly grow and the mole will mow it down. Eventually, the magnet will be pushed out of the cylinders, and you can pick it up.
Now you need to take care of the monument that stands on the right. Try to press it - the paws of the revolutionaries move. You saw the monument on a poster at City Hall. Go to City Hall.
Go to the left of the front door and pull the sculpture's paw. Enter the mayor's office and carefully examine the poster. You need to remember the location of 8 objects that the revolutionaries are holding.
Go to the monument and, moving the paws of the revolutionary moles, place them in the same position as on the poster: the trowel must be moved 2 times, the fishing rod - 2 times, the guitar - 2 times, the saber - 2 times, the hammer - 2 times, the bun - 1 time.


Socrotus will conclude that this is the secret hideout of rats and the overthrown king.
Go to the prison and click on the far right window of the 2nd floor. Talk to Fernando and Alfredo. Read the leaflet (they hang all over the city) about the upcoming coronation of the mayor.
Go to the landfill and give Rex the task of freeing the king. After that, go to Javier and tie the magnet to the bungee rope.

Scene VI
We play as Rex. Again you have a choice - to follow the short path along the map or through the “Labyrinth”. You will find yourself in a 5-story tower, where the king is locked in a cage at the very top. The cage must be lowered to the level of the 2nd floor, where there is a hole in the glass cylinder. To move the cage down, you must first turn the lever on the gateway between floors, and then turn the wheel on the 4th floor. Only one lever can be turned at a time. The matter is complicated by the fact that a guard is constantly walking around the floors, and if he catches Rex, he will have to start all over again. You can walk along the floors through pipes. If you see red eyes in the pipe, it means that the guard will now exit through this pipe. You need to hide from the guard behind the barrels. The guard does not enter the 1st floor.
To save the king, you need to collect 4 items by floor: on the 4th floor, tear off the patch from the right pipe, on the 5th floor, pick up the valve (right), on the 3rd floor, a leaky inflatable duck (right) and scissors (left). Tape up the duck in your inventory and go down to the 1st floor. Go through the middle pipe to the right side of the central cylinder and inflate the duck with gas from the cylinder. Drain the water from the central cylinder by turning the valve. Now you need to lower the cage from the 5th floor to the 2nd, successively pressing the levers and not forgetting to turn the wheel. When the king is on the 2nd floor, you need to enter the 2nd floor through the left pipe and use scissors to cut the rope on which the cage hangs (you need to use the scissors on the king). The king will fall to the bottom of the cylinder, throw a duck into his hole. Go up to the 5th floor and through the right pipe go down to the 2nd floor on the right side of the central cylinder. Hang the valve on the pipe and pour water again. Return to the 2nd floor on the left side and talk to the king. All that's left is to watch the final video.

For all lovers of toys of the "I'm looking for" genre who have encountered difficulties in passing the game "Secret Investigations 3. Ghost Town"(Strange Cases: The Secrets of Gray Mist Lake)" I suggest you read this description of the game.

Chapter 1: Sheriff's Letter.

Click on the card in Claire's hand.
Click on the hollow tree on the right to search for objects.
Click on the green card at the top right (A) to display a list of items.
We find items from the list.
The fittings are in inventory (B).

Click on the door of the broken car.
Let's read the newspaper (C) on the seat.
Open the briefcase (D) with the inventory and fittings and break open the glove compartment of the car (E).
We examine the glove compartment and take a flashlight and a jack from it (F).
We click on our flashlight and aim it at the clot of darkness behind the driver’s seat.
Take the stone with the rune (G).

Exit the close-up by clicking on the arrow at the bottom of the screen.
Let's pick up the letter M from the ground (H).
We bring the stump closer, put a stone with a rune on it and take the letter G (I).
We speak with the appearing ghost.
We examine the road sign, take the letter L (J) and place it on the sign.
Read the note attached to the sign for a hint (K).
We insert the letters G and M (L) into their places on the sign.

We go forward along the opened path behind Sam.
We have the opportunity to follow any of three paths.
We go right to the city.
Turn left (M) and read the newspaper attached to the wall of the building (N).
We squeeze through the window into the house (O).

Using the flashlight on the clot of darkness, take the stone with the rune (P).
We examine the sewing machine and take the file (Q) with us.
Let's look in the mirror (R) to see a ghost there and receive a new task.
Go forward to the mannequins (S).
Click on the sparkling shelves on the right to search for items from the list.
Let's zoom in on the birdcage and use a saw to open the cage door and take the card.
We find all the items on the list to get the snake's head into the inventory.

Click on the door on the left and insert the snake's head into the lock (V).
Click on the door again to activate the puzzle.
We need to pull the snake's tongue down, left, up or right (W).
When we pull our tongue in the right direction, her eyes will light up green.
My option was this: right, up (towards the door), right, left.

We enter through the door into the next room.
Zoom into the chest of drawers on the right to start the puzzle.
Take the button (X) from the chest of drawers.
We restore the photo by placing the parts in a frame.
Pieces placed correctly will lock into place.
The solution to the puzzle is shown in the screenshot (Y).
Take the butterfly (Z) from the opened box.

We go up the stairs to the second floor corridor.
We meet the witch.
We look at the table and read the newspaper.
We enter the right door.
Using a flashlight on the clot of darkness, take the stone with the rune (A).
Click on the bed and take the scissors and pen (B).
Click on the old piano to access the puzzle (C).

You must press the keys in the correct order (D).
Combination 1: B, G and F.
Combination 2: B, G, F, A and E.
Combination 3: B, G, F, A, E, D and C.
We take a piece of stained glass.

Click on the window to view the video clip.
We leave the room and go downstairs (back twice).
Zoom into the door, insert the handle into it and go forward into the room with the cash register (F).
Using the flashlight on the clot of darkness, take the stone with the rune (G).
Click on the woman's handbag, insert the butterfly and take a card with a list of items.
We find all the items on the list to get the bat wing.
Let's return to the second floor corridor.
We go to the end of the corridor.
Take the piece of stained glass on the chair.

Zoom into the birds above the door and insert the bat wing into the empty space to start a puzzle (J).
Let's arrange the wings correctly for each bird.
If the wings are installed correctly on the bird, its eyes will light up.
The solution to the puzzle is shown in the screenshot (K).
We enter the opened door.

Take the mannequin's head (L).
Examine the table and place the rune stones in the glowing circles to begin the puzzle (M).
Click on the snakes in the following order (1-3). See screenshot.
Take a piece of stained glass from the table (N), communicate with the ghost and receive a new task.
We go downstairs (back three times) and go through the open door.
Click on the sparkling area on the left to search for objects.
Take the card with a list of items on the right.
We find all the items on the list to get a piece of stained glass.
We approach the stained glass door and insert 4 parts into it in accordance with the color of the part.
We go through the opened door.
We watch the video, and then go right to the car.

Click on the hollow tree.
We click on the spider guarding the map to find out that we must feed it.
We exit the close-up.
We go forward to the carriage with the ghost, and then three steps back (click on the arrow at the bottom of the screen three times).
Click on the sparkling area to search for items from the list.
Take a card with a list of items below, next to the cup.
We find all the items on the list to get the jar.

We go through the door on the left to the stairs.
Zoom into the portraits on the far wall and use the jar to catch the fly (U).
We leave the house onto the street and go right to the car.
Click on the hollow tree, give the fly from the jar to the spider and take a card with a list of items.
We find all the items on the list to get knitting needles into our inventory.

We go forward to the carriage.
Zoom into the wheel to the right of the ghost, insert the spokes into it and take it into inventory (A).
Click on the carriage and place the jack under it (B).
Insert a piece of reinforcement (C) into the jack to raise the carriage.
Insert the wheel into place (D).

Click on the carriage to start the puzzle.
By clicking on the squares, we will restore the picture. The solution is in the screenshot (E, E, F, F, F, G, G).
We enter the carriage to search for objects.
We take a card with a list of items on the seat.
We find all the items on the list to get a hacksaw.

We go forward to the monument.
Zoom into the base of the statue and take the key to the chest (K).
We go to the sheriff's office.
Zoom into the gate (L) and barrel (M).
Let's enter the sheriff's office (N).

Let's talk to the sheriff to get a new task (O).
Let's approach the window sill, take the decoration for the box (P) and click on the flower vase (Q) - the flower needs to be watered with something.
Zoom into the rifle, cut the straps with scissors and take the rifle into inventory (R).
We approach the board (S) on the left behind the sheriff's back.
Click on the lattice door on the left and shoot the lock with a rifle (T).
Let's go through the door.

We communicate with the ghost in the cell.
Let's bring the mannequin's hand closer and use a hacksaw to saw through the handcuffs.
Take the mannequin's hand into inventory (U).

We go back 5 times.
Place the head and HAND on the mannequin (V).
Click on the mannequin to start the puzzle.
Let's arrange the gears so that they all rotate. The solution can be seen in the screenshot (W).
The mannequin opens the wardrobe.
Search for objects.
Let's examine the box, open the lock with a rusty key and take the MAP.
Let's collect all the items from the list to eventually get an oil can.

We return to the prison cell.
Click on the camera lock, use the oil can and click on the key (A).
Click on the sparkling area to search for items from the list (B).
Cut the poster with scissors and take the CARD (C).
Collect all the items from the list to end up with a BUTTON (D).


Click on the cash register and insert the 2 BUTTONS (E) to start the puzzle.
Click on the device buttons to create the letter ‘H’.
Turn the handle (F) to open the cash register.
The solution is in the screenshot (G).
Take the RUBY EYE and GEAR (H) from the cash drawer.
Click on the closet to search for items from the list.
Take the CARD (I) in the lower right.
Let's collect all the items from the list to eventually get a button with a number (J).

Let's go back, go up the stairs and go forward twice.
Click on the box and insert the GEAR (K).
Click on the handle (L).
Click on the box and take the DEVICE (M).
We return to the carriage to search for items from the list.
Place the lid on the box and take the CARD.
Let's collect all the items from the list to eventually get a jug.

Let's go forward to the sheriff's office.
Click on the barrel, insert the DEVICE into the lock (P) and take the TOY boat (Q).
Place the jug in the water (R).
We return to the chamber to search for items from the list.
Take the MAP on the bench.
Let's collect all the items from the list to eventually get the HANDLE from the safe.

Let's go back to the sheriff.
Click on the windowsill and water the plant from the jug (U).
Flowers in a pot form 853.
Click on the safe and insert the HANDLE (V).
Enter code 853.
Examine the inside of the safe and take the SHERIFF'S LETTER (W).

We go back 5 times, go up the stairs and stomp forward twice.
Give the SHERIFF'S LETTER to the ghost Violin (X).
Take the SNAKE KEY lying on the floor (Y).
We return to the sheriff's office.
We go to the gate on the right, click on the lock and insert the SNAKE KEY (Z).
Let's go to the gate.

Chapter 2: The Butcher's Daughter.

Let's click on the person.
Let's go forward.
Click on the wheel to search for items from the list.
We cut off the bush at the top left with scissors and take the MAP.
Let's collect all the items from the list to eventually get a CHAIN.

We go back and click on the door of the butcher's house.
Place the CHAIN ​​on the gear on the left (C).
Click on the gear to start the puzzle.
Click on the gears in this order: 1, 2, 1, 3 and 2.

We go through the door.
Examine the photographs on the wall (A).
Take the CLEAVE (B).
We go to the room on the left (C).

Use the LANTERN on the shadow and take the RUNE (D).
Examine the freezer and take the CLOWN HANDLE (E).
Click on the fabric and take the nail (F).
Click on the butcher's desktop to search for items from the list.
Place the RUBY EYE on the side of the table to end up with a CARD (G).
Collect all the items from the list to end up with the STONE BOOK (H).

We leave the butcher's house and go forward.
Place the STONE BOOK on the gate (I).
Click on the gate and take the tweezers (J).
We return to the sewing store.
Click on the box on the table and use the tweezers to get the number button (K).

We return to the school gates.
Click on the gate and insert two buttons with numbers on the playing field (L).
Let's arrange the numbers on the buttons so that they correspond to the sums at the edges.
The number 7 is already in place.
The solution is shown in the screenshot (M).
- First horizontal row: 6, 5, 3
- Second horizontal row: 2, 7, 4
- Third horizontal row: 1, 9, 8.

Let's go to the gate.
Click on the big tree and take the PAPER and BUTTON (N).
Click down and enter the school.
Give the TOY boat to the ghost of the little boy (P).
Click on the shelf with toys to search for items from the list.
Place the CLOWN HANDLE on the box and take the MAP.
Let's collect all the items from the list to eventually receive the FLAG from the MAILBOX.

We go left, into the classroom.
Click on the window to start a game of tic-tac-toe (S).
Click on the empty spot to draw an ‘X’ and so on.
You need to play 3 times to finish the game.
We will receive the KEY to the attic.
The inscription "crows are afraid of the bell" will appear on the board (T).
Examine the notebook on the desk; insert the piece of drawing from the inventory (U).

The word "CAT" will appear.
We leave the room.
Examine the suitcase for a puzzle (V).
Using a hint from the book, we arrange the symbols so that we get the word "CAT".
The solution is in the screenshot (W).
Take the bell tongue from the suitcase (X).

We leave school.
Click on the attic door at the top right and use the Key to open the lock (Y).
Let's go to the attic.
Let's click on the ghost.
Click on the sparkling area on the right to search for items from the list.
Click on the typewriter and insert the “ENTER” BUTTON (A).
Click on the button and take the CARD (B).
Collect all the items from the list to end up with a HAMMER (C).

Examine the brick wall in front of us; insert a nail between the bricks (D).
Use the hammer on the nail (E) and take the FREEZER part (F).
We go upstairs to the bell (G).

Cut the ROPE with the hatchet (H).
Insert the bell tongue onto the bell (I).
Click on the bell to scare away the crow; take the RUNE (J).

We go downstairs and communicate with the ghost.
We go back twice.
Click on the mailbox, insert the FLAG and take the FREEZER piece (K).
Read the note (L).
Click on the bike to search for items from the list (M).
Take the MAP in the center.
Let's collect all the items from the list to eventually get a rabbit.

We return to the Butcher's shop room.
Click on the freezer on the left and insert the 2 FREEZER pieces into place to start the puzzle.
Solve the puzzle by clicking on the arrows.
Solution U, R, D, D, L, U, R, D, L, L, U, R, R, D, D, L, D, D, R, U, L, L, D, R, D , L, D, D, R and U.
Open the chest and take the FROZEN RABBIT (P).

We return to the classroom at school.
Place the FROZEN RABBIT on the stove to take the second rabbit (Q).
We leave the room.
Take the MAP in the bottom center.
Let's collect all the items from the list to eventually get the KEY.

We leave the school and click on the big tree.
Enlarge the doors of the rabbit house and insert the two RABBITIES on the doors (T).
Take the STONE RUNE (U).
We return to the attic.
Take the MAP at the bottom right.
Let's collect all the items from the list to eventually get the 2nd KEY.
We return to the Butcher's room.
Let's examine the butcher's desk to find items from the list.
Take the MAP in the bottom center.
Let's collect all the items from the list to eventually get the GOLDEN KEY.

We return to the attic.
Examine the table with the package and insert all three keys into the locks (A).
Place the 3 RUNES in the circles (B) and take the DOLL (C) from the cage.

We return to the butcher's house.
Give the DOLL to the ghost of the butcher (D).
Take the Raven KEY on the floor of the room (E).
We go back three times and approach the gate on the left.
Examine the gate and insert the Raven Key into the keyhole (F).
We pass through the opened gate.

Chapter 3: Undertaker.

Examine the tombstone and take the DISK (A).
Click on the door and take the shovel (B).

We enter the house through the door.
We see that all the clocks in the house show 10:10.
Place the DISK on the clock, pull down the chain and take the CARD.
Let's collect all the items from the list to eventually get arrows.

We leave the house and go left.
Examine the fountain and take the RING (E).
We go back twice.
Click on the gate and insert the arrows into the dial to start the puzzle.
Set the same time on the clock (10:10) (F).

We enter through the gate into the cemetery.
Use the shovel to dig up the coffin (G).
Open the coffin lid to search for items from the list (H).
Place the RING on the skeleton's hand and take the CARD.
Let's collect all the items from the list to eventually get a HANDLE.

Let's go back and left.
Click on the hospital door and insert the HANDLE (K).
Examine the door again and take the yellow puzzle piece (L).

We go back, then right, approaching the building.
Click on the lock to start the puzzle.
We insert the yellow puzzle piece into the lock.
Place the tiles with the symbols in the center at the opposite ends of the castle (M).
Passage of the puzzle: 4-5-2-1-4.
Take the PUZZLE PIECE (N).

We return to the hospital.
Click on the door and insert the puzzle PIECE into place to start a mini-game.
Click on the parts to rotate the images.
The solution is in the screenshot (O).

We go to the hospital.
Use the flashlight to illuminate the shadow and take the STONE RUNE (P).
Go through the door on the left to enter the operating room (Q).
Click on the mannequin (R).
Click on it again and take the DOCTOR'S ROOM KEY (S).

We leave the room and click on the door on the right.
Place the DOCTOR'S ROOM KEY in the lock (T).
Click on the handle and go through the door (U).
Click on the desk drawer, open it and take the DENTAL PLIERS (V).
Click on the shelf to search for items from the list (W).
Place the DENTAL PLIERS on the denture and take the CARD.
Let's collect all the items from the list to eventually get the ELEVATOR HANDLE.

We leave the room and examine the elevator at the end of the corridor.
Place the ELEVATOR HANDLE on the door (A).
Click on the handle and enter the elevator.
Take hand (B).
Click on the handle and exit the elevator as soon as it stops (C).

We illuminate the shadow with a lantern and take the stone RUNE (D).
Click on the cabinets to start a puzzle (E).
Click on the arrows to move the panels.
Place the panels in the order that can be seen on the wall (F).
The solution is in the screenshot (G).
Click on the shelf to search for items from the list (H).
Take the MAP in the bottom center (behind the light bulb).
Let's collect all the items from the list to eventually get a CROWBAR.

We return to the elevator and press the handle.
We exit the elevator and enter the door on the right.
Zoom into the snake on the table and place your hand on the snake (K).
Take KEY 1 (L).
Use the CROWBAR on the door and enter the room (M) of the second doctor.
Let's talk to the doctor.
Click on the table to search for items from the list.
Take the MAP on the side of the large clock.
Let's collect all the items from the list to eventually get a SCREWDRIVER.
We return to the cemetery.
Click on the coffin to search for items from the list.
Take the MAP below near the coffin.
Let's collect all the items from the list to eventually get the record.

We return to the hospital.
Click on the gramophone and insert the record into it (R).
Take the rag on the bench (S).

We go into the hospital and take the elevator.
Let's examine the mechanical skeleton (T).
Use a screwdriver to remove the four screws (U).
Click on the buttons in the correct order, as shown in the screenshot (1-4).

Click on the areas so that they change color, they all turn green (V).
Click on the arrows until they are all on the left side.
To solve, click on the following arrows 1, 2 and 3.
Take the SCALPEL (W).


Click on the poster and cut it with the SCALPEL (A).
Take the HEART HALF (B).
We return to the cemetery.
Click on the statue and insert the second HALF OF THE HEART in its palms (C).
Take the plate (D) at the base of the statue.

We go back twice.
Examine the pedestal and insert the plate (E) into place.
Zoom into the statue's hand and take the GEM (F).

Let's go to the gate.
Let's enlarge the tombstone.
Use the hatchet to cut off the bush (G) and insert the GEM into the hole (H).
Take the green puzzle piece (I).

We go right and approach the building.
Place the green puzzle piece on the lock.
Move the green part to the position shown in the screenshot.
Passage of the puzzle: click on 4-1-2-5-3-2-1-4.
Take KEY 2 (J).

We return to the second doctor's room in the hospital.
Click on the safe and insert the keys into the lock (K).
Take the PROJECTOR from the safe (L).
Place the rag on the wall (M).
Place the PROJECTOR on the tripod (N).
We leave the room.
Click on the shelf to search for items from the list.
Let's collect all the items from the list to eventually get the valve.

We go outside.
Click on the fountain and insert the valve into it (Q).
Take the blue puzzle piece and TOOTH (R).

We return to the building in the cemetery and click on the lock.
Place the blue puzzle piece on the gate.
Insert the blue piece as shown in the screenshot (S).


Passage of the puzzle: press 2-3-4-1-2-5-6-4-3.
Take the PART (T) of the CLOCK.
We return to the hospital and go down in the elevator.
Click on the sparkling area to search for items from the list.
Take the MAP on the second shelf.
Let's collect all the items from the list to eventually get a LEVER.

Examine the head on the table; insert the TOOTH into the mouth (W).
Take the NIPPERS (X).
We take the elevator up.
Enlarge the grid at the bottom right and use the wire cutters to cut the grid (Y).
Take the film strip (Z).

We go into the right door and into the second room.
Place the film in the projector (A).
We leave the room.
Pull the carpet and look underneath it (B).
Insert the LEVER into the slot (C).
Click on the lever and take the battery (D).

We return to the operating room.
Zoom into the teddy bear, place the battery and take the CLOCK PART (E).
We return to the cemetery.
Use wire cutters to remove the chains of the coffin (F).
Use the lantern to illuminate the shadow and take the stone RUNE (G).

We return to the undertaker's house.
Click on the clock base and insert the 3 STONE RUNES into the holes (H).
Examine the top of the clock; insert the clock PARTS into place to start the puzzle (I).

The snake's head cannot be moved.
Click on the arrows to rotate the puzzle (J).
Click on the tiles to move them to an empty space.
Passage of the puzzle: 5-4-3-2-1-5-4-3-2-1-5-4-3-2-1-5.
The solution is in the screenshot (K).

Take the SPIDER KEY (L).
We return to the building at the cemetery.
Enlarge the gate and insert the SPIDER KEY into the lock (M).

Let's go forward.
We turn on the flashlight to see through the devil's shadow.
Let's click yes on two runes to see their symbols.
We remove pairs of identical symbols.
We remove all the runes to defeat the witch.

Hooray! The game is over.

Have you read the walkthrough of the game Secret Investigations 3. Ghost Town. Leave your feedback in the comments to the game.

Solitaire Mat