Before proceeding with the passage of the game, it makes sense to tell you a little about the controls.
Let's start with the fact that the movement of the character is carried out with the mouse. Left-click anywhere to have your hero go there. When you hover over an interactive item, you will see some inscriptions.
Objects can be interacted with in many ways. For example, you can look around, try to pick up an object, use something on it, and so on. Click on the object with the right mouse button and do not release it. You will see a window with images. Different icons are responsible for different actions. It is clear that the image of the "palm" will allow you to take the object, "eyes" - to examine it.
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Pick up the flyer located in the foreground of the screen (near the bottom of the screen). A metal plate is visible in the open window on the left side. Take her too. Go to the phone hanging on the wall on the right and pull out the coin . Next to the phone there is a door to the office (Office). Open this door and go inside the room.
Examine the table and take the bankbook from it. Open the drawer in the same table and pull out the Booboo- B- Gone . Leave the room and inspect the clock to the right of the phone. After opening them, you will be taken to a secret laboratory.
After the cut-scene, go to the right side of the laboratory. See the board in the background that says TO DO? Remove from this board a sheet of paper with the plans of the professor.
Move to the left side and you will see the entrance to the mansion. Open the mailbox near the entrance and take the letter from there. After opening the door to the house, go inside. You can chat on all topics with the mummy. Open the clock again and make your way inside them. Give the found plans to Edison. Take the hammer , which is located on the left side of Edison.
Give the letter from the mailbox to Bernard. To do this, open your inventory, hover over the letter and hold down the left mouse button. Next, move the cursor with the letter to the icon of Bernard in the inventory on the right, then release the button. Move up the stairs and leave the laboratory. Go to the second tier and enter the nearest room.
After entering the room, hover over the bed and select the red lever icon. This is the "use" function. Hoagy will turn the bedding over on the bed. Now pull the rope located on the left side of the front door. The maid will appear. Leave the room and retrieve the bar of soap from the maid's cart. Go right, ignore the next door. Enter the one that will be after (the third in a row from the left to the right of the stairs). Take the bottle of wine located on the box.
After leaving the room, move even higher, to the third floor. Go through the door on the left side. Chat on all topics with Ned, and when you finish the conversation, then use the hammer found on Edison's table on another ceiling, which Ned will put on the barrel at some point. Jed comforts Ned. This will change the right hand hammer to the left hand hammer, causing Ned to destroy the statue.
Leave the room and move even higher, to the fourth floor. Take the can of red paint and use the bed again. A cat will appear next to the bed. Hover over Sculptor Ned's bed to find a squeaky mattress. Use this mattress on Jed's bed.
Note. In the updated version of the game, I still did not figure out how to move the mattress. I had to do this: press Esc, go to Options, select Settings and in the first line, instead of Remastered, select Classic. Now close the menu and continue the game (Resume). The character control interface is different here. Select the command Use in the lower left menu, Click first on the mattress on Ned's bed, and then on Jed's bed. You can now return to the menu and select the Remastered version again.
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Next, interact with Jed's bed so that the cat runs up to it. Take the toy mouse as quickly as possible and follow it down to the first tier.
Go through the double doors near the entrance. Above this door there is still a sign with the inscription MAIN HALL. Open the small door and go to the kitchen. Look for butter and pasta on the shelf. Enter the door on the right side and take the bucket . Having opened the door of the red nightstand on the left, pull out the brush from it. Go back and use the bucket on the water pump. Return to the room where Washington, Jefferson and Hancock are located (MAIN HALL). Apply the bottle of wine found on the second floor to the time capsule located on the table where Jefferson and Hancock are sitting (on the right side of the room, they are not immediately visible). Go to the garden near the time machine, where use the can of red paint on the fruit tree growing on the left side of the time machine.
Chat with Fred. Through the inventory, transfer the text book to Hoagy (apply to his icon in the inventory). Give him the metal plate HELP WANTED and the flyer found at the very beginning of the game. Move to the second tier and enter the second door. You will see Dwayne who wants to commit suicide. Since it will not work out for him, then try to calm the guy down. Use the letter you received from Hoogie. Dwayne will be happy. Take away the gun with a flag , as well as ink (invisible) located on the pedestal near the door.
After leaving the room, go through the first door. Here rests a fat man. For now, you don't need it. When you close the door, you will be able to see the key that is in the keyhole. Take the keys , and then leave the house by going outside.
Go a little to the right and look at the thief who put on the mask. He tries to open the trunk of a dirty car. The car, apparently, belongs to a sleeping fat man. The thief is wielding a crowbar. Give him the keys you found earlier. As a reward, you will receive a crowbar . Go back inside the house and use the crowbar on the gum-filled coins that are stuck to the floor of the main hallway. You will automatically receive a gum coin .
In the inventory, click on this item and select the "use" command. Bernard will eat the gum, thus cleaning the coin.
In the background there is a double door with WELCOME sign. Take advantage of it. Go through a small door with a window. Take the fork from the table. Take regular and strong coffee as well. Go through the door on the right side, where you will need to open the cabinet. Take away the funnel from there and return to the room in which the rubber clown is located. Pulling the grate located on the floor, go to the right. A fat man will talk to you.
Choose the fourth option, which says that you must go. Use the flag pistol from inventory on the pistol-shaped lighter located on the left side of the fat man. Chat with the man again. Note that he has good cigars. Agree with him. He will give the cigar to Bernard, after which he will try to set it on fire. Since you have already replaced the pistol with a flag with a lighter, the fat man will not be able to light it. But you will have a cigar .
Notice the jumpy jaws. Try to approach them, but they will start to run away. Drive them to the hole that you opened by lifting the grate. Take the jaws and go down back to the laboratory. Fred is near the table. There is a mug on the table. In this mug you need to pour the strong coffee found earlier. Soon Fred will leave the lab. Go to the second tier, enter the first door where the fat man sleeps. We should wake him up!