Use the bench to save game progress.
The game will start with Elise's nightmare. When you wake up, get out of bed. Examine the room and the items in it. Take the covers from the chest of drawers in the corridor. The player is on the kitchen table. Rewind the tape and leave the apartment. Get down downward and examine the newspaper. It says that an additional generator has been installed on the lighthouse.
There is a door to the left of the newspaper cabinet. look there. There is a chest there. From it you can transfer the necessary items to your luggage. Look into the kitchen and take the notepad.
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Goals and prompts are written in a notebook. get outside. turn left. Directly located is a barn in which you can make cartridges. In it you will find gunpowder for their manufacture. There is a descent down near the shed. Inspect barrels and other items to pick up scrap metal. Below there is a place for shooting ranges. Shoot the banks.
Next, practice dodging enemy attacks. Leave the territory of the house. To get to the lighthouse, go to the gate behind the white van.
When you get to the place, deal with the enemy. Look around the area and the wagons. Follow on and take the ax.
Before you go down, read the instructions. Trees marked with an orange mark are best cut down. Use an ax on them. Recall that in order to savee the game, the heroine just needs to sit on any bench. Follow the lighthouse, after reaching go inside.
Get down and examine the table. Read the information and go down even lower. Look around to open the cabinet, you need to find out the password. The code for the opening year of the lighthouse is 1835 . You could find it if you read stands with familiarization information along the way. Take the circuit breaker. Head to the door near the stairs and go to another room. The door will automatically close. Examine the pipes, the girl will notice that one of them lacks a valve.
Deal with the enemies and read the newspaper on the table.
To open the padlock, you need to know Frank's date of birth. 1983
Inspect all the boxes, along the way you will come across gunpowder and scrap metal. Approach the computer. You can open the door.
Follow the exit from where you got into this room. Rise up.
Exit the lighthouse and turn left. Use the found automatic switch to open the gate on the left.
It is necessary to solve the riddle, analyze the color of the wires above the box and indicate the indicated order : black, white, blue, yellow . automatic switch to 240V to open the gate. use your ax and create a storm to open the second portal. In the square, identify one of the boats to find out Frank's birthday, March 19th.
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Go back to the locked locker on the lighthouse, unlock the circuit breaker in your inventory. The code from the lock is 0319.
Open and take the valve. Go to the corridor with pipes. Use the valve on the pipe in the center. Now you can adjust the tension of the valves. Look at the turbine table, you have to put the sum of the two valves side by side to get the number 100.
The first two should be set to 50, the third to 75, and the last to 25. Use the computer to restore power to the village. After that, you will have a new goal: to return home.
Now the village has energy. Return to Eliza's house for the episodes to happen next to the test stands.
Enter and interact with the locker to find a secret passage.
Press the red button in the center of the room to turn on the light. Examine the various paintings in the room and take the document on the left.
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Climb upstairs and return to Eliza's bed to move on to the next day.
When you wake up, collect new cassettes near the tape recorder. Eliza must now go to the village church. Exit the house and head to the cemetery opposite. Use the circuit breaker to turn on the gate.
Activate the power of rain to open the box at the top and reproduce the order of the electrical wires: blue, black, white, yellow. Once in the cemetery, go to the very bottom to find a note from an electrician on the grid. The crow sitting above the tree stole his key. Ask about the thief at the information panel near the haystack and planks.
Now you know the necessary information to recover the key. Shoot down the scarecrows around the cemetery to calm the sitting crow. The first one is next to the game table, the second one is above the haystack in the center of the cemetery and behind the tree at the back.
Then take the shiny mushroom in front of the crow on the trunk. Throw the mushroom in front of the crow tree. Move a short distance so that the crow comes down to eat the mushroom and drop the key. Don't forget to collect mushrooms along the way.
Use the key on the van near the house on the street. Take the ax from the back of the wagon and open the stairs to the graveyard. You can now get the circuit breaker and place it on the graveyard gate that goes through the stairs. Use your rain power to learn the order of electrical wires and reproduce them. The circuit breaker is not enough to open the door. Go back to the first scarecrow and take the propeller. Use the lever and summon a storm to spin it. Now the path to the beach is open.
At the beach, go down the stairs and go straight across the bridge and find the gas station. Take the gear from the box.
Continue down to the antenna. Pull the lever to remove the circuit breaker from the panel.
It is snowing. Eliza catches a cold and has to go home to change. Go through the graveyard down the stairs to get to the house. Search the chest of drawers at the entrance and leave the house for Elise to get dressed.
Return to the beach, this time on the right path. Use the lever you picked up in the spot next to the bridge. Use the power of rain to lower the bridge and cross to the other side.
Use the fountain next to the bridge to cover Saint-Exile with snow. Then ride down the pontoon to reach the beach at low tide. Take the shrimp from the shrimp locker on the beach.
Pass through the passage to the left of the beach and enter the tunnel. Follow the bottom of the tunnel and find the stairs. Climb up the stairs and fight the enemies. Pick up the cog on the left near the fence on the crate.
Return to the beach near the pontoon to find a portal. Use the two gears on either side of the portal to repair it.
Place the mushroom and two shrimp in front of the gate to attract the birds. Climb above the pontoon and activate the crane by pressing the button. Go through the gate and continue to the church. Enter the church and approach the altar to find a book near the cross. Elise needs to go home to study the book. Return home to start a new day.
When you wake up, take Elise's tapes near the tape recorder. Return to the church altar to take the church key located in the center of the cross. Go to the east wing of the church and find the pantry. Search the toolbox at the back of the room. You will find the doorknob of the flower house.
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Head to the back of the church and look for a new entrance. Take the ax from the stump near the lamppost.
Go deeper, find the boards and smash them against the wall. Use the nearby fountain to create a passage in the wall.
Use the passage to get back to the church. Follow deep into the church and find the courtyard leading to the library. Inside there is a memorial plaque of Abbé Rouault behind glass. Go to the lighthouse and keep moving until you reach new boards. Use the ax to clear the boards. Use the fountain next to the lighthouse to change the weather and create a passage to the white mansion. Climb up and get to the tunnel leading to the moat. Change the weather to a normal climate. Turn the first faucet to let water flow into the pool.
Change the time to step on the pool and restore the second valve behind the grate. Use the valve on the location near the pond so that water flows into the village.
Go back through the tunnel to get to the beach. On the beach, lower the bridges with the storm levers. Go to the white mansion. On the door, find a notabout the keys. They are kept in the Panier à Crabes restaurant. Return to the gas station on the beach and visit the restaurant. Get inside and go upstairs. To solve the puzzle, position the furniture so that the light reaches the back secretary.
Take the key and return to the white mansion. Change the weather to snowy at the fountain. Open the entrance gate and enter the outer courtyard. Walk across the frozen pool to find Reo's plaque on the stele.
Only one plate remains to be restored. Point the flower mansion at the lighthouse in clear weather.
Use the wooden gate handle to open it. Enter the flower mansion through the back door and open the front door. Use the fountain to change the weather and enter the building. Climb up and exit through the balcony behind. Go down and past the frozen pool to reach the basement.
Use code 1155 to enter and collect the last plate.
Return to the church to place the slabs on the cross there. Enter the crypt just below the stairs and find the bill. Head to the west wing of the church towards the bell tower to find the organ. Play the notes, B, E, F#, G to open the door on the right. Go through the door and climateb the bell tower. Find a job as an ornithologist. Examine the documents in Eliza's bed.
The next day, go to the basement of the house to study Rorqual's notes.
You will need to analyze cassettes number 1, 3 and 4. Set up the machine according to the images below to get three messages that include geographic locations.
Use the overhead projector at the entrance to the basement to determine the geolocation of the received data. Take the third slide and put down the coordinates with the island at the top left. You receive the contact information needed to send a message.
With his new information, go to the lighthouse and interact with the computer to send a message.
Head to the entrance stairs and interact with the new computer. Watch the final scene.