Disco Elysium is a story-driven RPG with an emphasis on dialogue over combat. You will have a series of objectives that you need to complete in order to move forward in the story. You play as a detective investigating a murder.
Your first dialogue will be with yourself. It will soon become apparent that the hero is drunk. The sound of a car outside will wake you up.
When you regain consciousness, you will realize that you are in a hotel room. You don't remember who you are or what you're doing here.
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By pressing TAB, you can view items that you can interact with. Examine all the items in the room and go through all the dialogue options. You never know what might trigger a new thought. By going through certain dialogue options, you will also receive XP.
Pick up and put on your clothes. Turn off the fan first so you can grab your tie. If your perception is high enough, you will notice the room keys in your pants. Check your inventory and inspect the clothes.
Go to the bathroom and look atmirror. You will be given an avatar and a new thought (Guillaume Le Million) will appear. There is another room key in the bathroom , either behind the mirror or in a small cabinet. Once again, you need to make a Perception check to notice it.
Exit to the living room. There is an empty cassette on the floor. Pick it up so some dialogue options will become available later.
Examine the window and go through the thinking options. Later, you will find that one of your shoes flew out the window. Probably on the balcony outside. Exit your room and exit through the door to the passage. Get the second green snakeskin shoe for 10 XP. Now you have a couple!
Head back inside and talk to the Disco Dancer, Klaasier , if you like. She'll give you a few clues about who you are and what you've been up to.
If you want to become a smoker, you can take the cigarette butt left by Claase. When you're done, head down to the dining room.
The first time you talk to Garth , the cafeteria manager, the conversation might not work.I. You will need to pass an Empathy check to get anything useful from him.
Near the entrance (on the left side) you will find Detective Kim Kitsuragi . He will be with you for most of the game, acting as the voice of reason for some of your wacky ideas.
Talk to Kim about everything, and by the end of the conversation, you should have three more tasks: examine the body of the victim, talk to the cafe manager, and report the missing pass.
Go back and talk to Garth. With Kim here, he'll be a little more chatty. If you ask him about the smell of the liquor, you may be able to get your name. Ask him all the questions about the murder and you'll find that Sylvie apparently made the first call but left work.
After talking with Garte, he will ask you to pay the bill and pay damages. You can choose it for 5 XP. The next time you talk to him about it, he will feel bad and lower the price. After this conversation, "Lonely Long Way Home" or Hobocop thoughts await you, depending on where you want to live.
Finally talk to the old lady in the wheelchairand wheelchair. You may have already encountered her if you were trying to escape without paying your bill. Her name is Lena. If you answer all of her questions correctly, she will give you a Good Green Monkey pen.
After going through all the dialogue options with Lena, she will tell you to talk to someone in the know so you can figure out what's going on. A new Get Reality Lowdown task will appear.
There is a sleeping docker in the corner. You can take his Magnesium, 5 Reals, and even his ID if you pass the Interface check. Exit the dining room by going through the door on the left.
As soon as you go outside the Inn, you will see a gardener on your left. Talk to her, also don't forget to ask about Yellow gardening gloves . This information will come in handy later.
Look at the broken fence. Examine it to find out what happened. Go through the gate to the backyard.
Two children are playing here, and one of them throws stones at the hanged man. You can try to talk to them.
Take a look at the body and try to examine it. If you are astute, you will pass the necessary checks and spot a few clues on the ground.
Removing the body is quite tricky and you probably won't be able to do it right away. Instead, take a look at the yellow trash can on the left. It is closed, but you can ask Garte for a key or open it with a pry bar.
Go back past the Gardener and inspect the Coupris Kineema. This belongs to Kim. Look inside and take all the tools. You will find a Rod, wire cutters and a flashlight.
At some point, you will notice that your icon is missing. You can call the station to notify them of the missing badge. You will also notice that your jacket and gun are also missing.
If you received Sylvia's number from Garte, you can use the phone to call her. She won't be too talkative at the moment, but try your best.
Return to the Inn and ask Garte for the Trash Can Key . Go out to the backyard and open the trash can. Inside you will find jeans and a shirt,proper to the victim, a damaged book and mug.
Examine all items, especially the book that belongs to you. Talk to Kim about the case and decide on a name. He seems to like The Hanged Man.
If you're astute, you'll notice a hidden shed entrance behind some roofing material at the northeast corner of the yard. Once inside, look around to find some of Kuno's items.
The stairs lead to the harbor, but you will need to make a difficult jump to get there. If you make the jump, you will also find your cape along the way. We will return to the study of the Harbor later. Now let's focus on how to remove the body so that it can be better examined.
There are two ways to retrieve the body: either borrow a weapon from Kim and shoot it down, or ask for help. Before attempting to move the body, you must carefully inspect it and the surrounding area.
If you make a Perception check, you will notice footprints on the ground. Studying them will show that they are actually eight pairs of footprints. If you pass the Visual Calculus check, you can analyze each of the footprints and get a vague idea of who they belong to.
To remove a body from a tree, you need to pass a security check.ku for endurance. Most likely, the first attempt will end in vomiting. Kim will give you a handkerchief and tell you to clean up after yourself.
On the first try, you will be able to look at the body in more detail. Examine the boots. You can get them later. Examining the belt will give some information and give you 10XP. When you look at the tattoos, Kim will give you her camera so you can take pictures. Finally look at the eyes.
The fastest way to bring down the body is to take Kim's gun. When aiming, make sure both eyes are open. For everything to go smoothly, you will need good hand-eye coordination. If you fail, seek help.
Measurehead is a big guy in the aisle. There are three ways to convince him to help you, physically intimidate him, listen to his philosophy, convince his boss to tell him to help you.
If you try to fight him, you will need to pass a difficult physical test. If you fail, you can expect to lose one health point, so make sure you have at least two health points.
You can convince the big man to help you if you listen to all his views. Walk throughwith all the dialogue options and you'll get an idea of the racial theory. Examine this thought in the Thought Room and make sure it is active. Go back and talk to him again. He will ask you what you think of his philosophy. No matter what you say, he will agree to help, but you will have to take his place while he removes the body.
The final option is to talk to his boss. You can find it in one of the shipping containers in the harbor. Once you find him, make sure you have spare morale and health points, because talking to him is difficult. Ask him to help you deal with the body and he will tell the big guy to help you.
The port is closed while the strike is going on. You will need to enter the docks to talk to the Union boss. He knows where your gun is and can help you get down if you're having trouble. There are three ways to the harbor, either by using the big man, stealing the docker's ID, or jumping off the ledge above Kuno's hut.
Measurehead is a difficult character to deal with and won't let you through without fighting him and sharing his views on the race. If you choose not to fight him, listen to all of his dialogue and then think about Race Theory in the Thought Room. Ver?Go to him as soon as you are ready and tell him your opinion. After that, he will let you into the docks.
Through the Green Door - In the evening you will find a docker passed out near the front door. If you turn in the check, you can steal his ID. Use it to open the green door at the end of the passage opposite the big guy.
Shortcut from Kuno's shack - From the yard, inspect the roofing material at the shack. He hides the entrance to Kunou's barn. Inside, you'll find some of Kuno's belongings and a ladder leading up to the roof. From the rooftop, you need to jump over the railing to reach another area. Here you can find your cape. From here you can get to the docks.
Follow the shipping containers until you find the Boss. He will insist that you sit in an uncomfortable chair that can take a toll on your health, so make sure you have at least two health points before you come here. Your morale may also suffer during this conversation.
Evrart, it seems, zn?There are many, but are unwilling to provide you with the information you need. He hints that he will help you find the gun if you work for him. He will give you two side quests, one is to open the apartment door and the other is to get two signatures.
If the body is still hanging on the tree, you can ask Evrart to help you in this situation. He will tell the big man to help you.
Finally, Evrart will issue you an identity card so that you can enter and exit the harbor at any time. You will need to return here to speak with Evrart.
The bookstore is located west of the Whirling-in-Rags Inn. Outside you will find the girl Annette. You can talk to her about books and draw conclusions.
Inside the bookstore, you can browse and buy books or buy a city map for 90 cents. You can try to steal the card if you want, but there is a chance that the seller will notice you.
In the back room you can see the photos for 5 XP and the fireplace for another 5 XP. Talk to Kim, which will earn you 5 more XP.
Take the Production Schedule and use it on the mainframe. When you press the Play button, you are connected to the woman from the relay station. Ask her about everything and then go up the stairs to the second level.
On the top floor you will meet a newcomer. Talk to her about a few things, max 15 XP. When you ask her about the dice, you will be given a pair of dice, but if you fail the hand/eye coordination check, you will only get one die.
There isn't much else to do here, but before you leave, be sure to check out the bookstore's crime fiction section for 5 XP.
To the northwest of the Inn, you'll find Capside Apartments. To get to them, go west from the bookstore, then north, and then east along the alley. You must be in the area behind the yard.
There must be a smoker on the balcony. Try talking to him. If all goes well, he will tell you where you can find the apartment building key so you can enter. The key is under the stone by the door.
Enter the apartment and knock on the door on the left. This is the Smoker's apartment. He is not at home at the moment, but Kim suggests returning after 9:00 pm. When will you return as scheduled?? time, you can talk to him and his friend.
Search other rooms and surroundings to find a real estate agent, a cleaning lady, and a girl named Cindy.
Outside the apartments on the west side, you will see a sailboat moored at the pier. The lady must be there. This is Joyce Messier, negotiator at Wild Pines. Joyce has a lot of information about what is happening in the world. But she will not say everything until you show her your badge, which you will find only on day 3.
Once Joyce trusts you, she will provide you with background information on the victim and a possible motive for the murder.
Follow the road south of the Inn. The building at the end of the road is Roy's Nest. Here he sells all his junk. Go inside and see what he has for sale. You will also be able to sell things that he does not need.
Ask Roy if he saw your gun. You will be able to track it when the gateways are repaired.
To find your badge, you need to wait until the gateway is repaired. Once it's repaired, you'll be able to cross over to the other side. Follow the tire tracks northto find traces of a car crash. Look around the cabin, wait for the tide.
Wait a few hours with Kim on the swing and then look around the cabin again. This time you will find your badge and jacket.
As with the badge, you can collect information about your weapon, but you won't be able to find it until the lock is fixed. They fix it on the third day.
Roy at the pawnshop will tell you that the weapons were pawned and sold, but he doesn't know where they are now. To track him down, you need to talk to Evrart. He will help you only when you help him with his problems. This involves opening the apartment door for him and getting two signatures. Completing these quests is up to you.
When you've completed the quests for Evrart, talk to him again about the pistol. He will tell you where to find him.
Go to the embankment late at night, after 22:00, to find the old woman. She collects police supplies and keeps a gun. After the conversation, you can either pick up your gun or throw it away. I ?I strongly recommend keeping your weapons, because it will make dealing with murder suspects much easier.
To piece together what happened on the night of the murder, you'll need to talk to a variety of people, including Evrart, Joyce Messier, Titus Hardy, and Claasier. You also need to remove the body from the tree or some of these people won't take you seriously.
He sits in the harbour. He won't give you any information about the assassination until you help him with a few quests. One of them is to open the door of the apartment, and the other is to get a couple of signatures.
Upon completion of the quests, he will help organize the dismantling of the body if you have not already removed it, and will provide you with additional information about the investigation.
Evrart also knows the location of your pistol, so be sure to ask him about it. He is the only one who can put you on the right path. To find the gun, you need to wait until the airlocks are repaired.
Joyce can be found on her boat near the Capeside Apartments. She is a negotiator for the Wild Pines company and is well aware of the pro??descending, although she will not provide the necessary information about the murder until you prove that you are really an officer.
You can either find your badge and show it to her, or solve the drug problem at the docks by completing the "Jam Mystery" side quest. After convincing her that you are a real officer, she will give you more information about the murder and possible motives.
After the first day, the Union Box in front of the Whirling-in-Rags Inn will be open. Tit Hardy and the Hardy boys will be here, but you need to talk to the woman in the yellow headscarf to get permission to talk to Tit.
At first, you probably won't get the information you need, so you'll have to go back several times. Your progress in conversations also depends on which checks you pass.
Interact with the large window behind where the Hardy boys are sitting. You will find the Blue Door Key in the kitchen. Go through the blue door and look around. When you enter Klaasje's bedroom later, interact with the window to determine where the shot came from.
Titus will give you a hint that you should talk to Klaasje upstairs. Knock on the door and she will let you in. You can find her smoking on the balconyNot. For more information, you had to remove the body.
Classier will give you a lot of information about what happened on the night of the murder. She may give you conflicting information that you need to double-check with Titus.
Return to Titus and he will give you the evidence cassette. You need a tape recorder.
Exit the hotel and go south to the Swarm's Nest. Look at the object above where Roy is standing. This is a tape recorder. He tries to sell it for 12 real ones, but you can exchange it for 4 real ones.
After listening to the tape and doing your best with the body and talking to other witnesses, return to Klaasje. After the discussion, she will send you back to Titus one more time.
When you return to Titus, the situation will become a little more dangerous. An argument will start and you will have to choose who to pay attention to. When given the choice between Theo or Agnus, make sure you look at Agnus.
After the confrontation, Titus will give you the name of the suspect and tell you what happened. Hardy's boys have been looking for the suspect and know he went west across the canal, but don't know his exact location.
Complete any quests you want to complete in this area and when you're ready, head west across the canal to the fishing village.
Once you investigate the murder, talk to Titus and you will have the name of the suspect, make your way through the canal to the fishing village. Talk to the lady in blue and ask her if she has seen the suspect. Follow the path to the northwest until you reach an abandoned building.
After you look at the mural, you will need to pass a check in order to continue the game. SAVE the game before attempting a check and equip any items that can increase your skill.
There are several ways to increase this skill throughout the game. These include completing side quests given by Lena and Morell, a date with Lilienne, and a complete recreation of the murder.
After passing the check, you will have two options to get to the basement. You can climb the stairs to the roof or use the pipe. If you try to climb the foresttnitse, you will need to pass the Savoir Faire check. You can then climb around and open the door to let Kim in. If you are using a pipe, you will need to be tested for physical instruments. The pipe will take you straight to the basement.
Once you enter the basement, there is no going back. Make sure you've completed all the side quests and purchased all the medicines you think you'll need.
Explore the entire basement and you will eventually run into a suspect. After the conversation, take a look at the tent to collect more clues.
When you're done, head back the way you came to the fishing village. Make sure you save your game again before continuing.
If you need some last minute medicine, be sure to buy it from the drunkards in the fishing village. From now on, you will not be able to enter the store.
Equip your weapons and any T-500 armor you might find along the way. Increase your motor skills as much as possible by equipping or taking any items that will help you further.
On the way to the hotel you will see a commotion. There will be confrontation. Some characters may not survive. It depends on your navykov.
After the confrontation, you will wake up in your hotel room. Kim will be there to let you know what happened.
At this point, the store will be open again. For the last time, you can buy any medicine you may need. You should have enough points and medicines to cover five or six points of health and morale damage before continuing.
Return to the fishing village and talk to Lilienne. You can find her at the docks. Ask her for a boat and she will let you get to the right place. Once you get on the boat, follow the path to the end. From now on, you have no way to return to completing quests.
Once the boat arrives on the island, go up the hill and enter the building.
Go down to the bottom floor and go southeast under the bridge. Go through the door outside and up the small hill to another small building. Take the fuel canister and return to the larger building. Use the fuel on the generator and then use the control panel in the southeast to open the door.
Go through the door and talk to the man by the fire. Get back to the boat and set off.but to a fishing village. After one final conversation, the game will be over. Congratulations on completing Disco Elysium!
We conduct an interrogation after a partner and ask a question about Silva. We select the options “No, I asked before” and “It didn’t work for you” and move on to questions about the victim. First we ask about the crime scene, and then about the possible killer. We choose the option "And who pulled up?" and we get additional experience for building a logical chain and guessing about dockers and lynching. The task "Who called the station to report the murder?" will open.
After the end of the interrogation, the manager will ask you to pay for drinks, broken glass and a mess in the room. We can show the miracles of tightrope walking and see an epic scene, but it's better to ask him about the reals. Choose "You are under arrest" and use the skill of authority. With the successful use of the skill, you can erase the cleaning of the room and the broken window from the debt by choosing the appropriate remarks. The task "Repair the damage" will appear.
If it was possible to agree on a reduction in debt, then the hero will sweatIt is required to find only 30 reais. We can talk with the old woman and, with a successful check of the suggestion skill, get a badge from her. It can be pawned from a moneylender or returned back to Lena. The hero will be able to receive money later when completing the quest "Learn the whole truth about reality."
After interrogating the manager, we communicate with the subconscious about the house. We inform you that we remember some outlines and open access to the locker of thoughts, in which you can open various bonuses. We select the study "Lonely Road Home" and launch it into development. We go outside, examine the nearest inscriptions on the bar and interrogate the girl in yellow gloves. At the end of the conversation, you can ask her to lend gloves to the policeman. We equip on the hero and get +1 to the technique.
We go down the road and open the door of the blue car. We inspect the toolbox and pick up the mount, bolt cutter and flashlight.
We use the walkie-talkie in the carriage and ask to connect with the 41st police station. Let us know if your ID is missing. Colleagues of the protagonist will react negatively to the situation, so the character will have tolook for documents. When asked about a gun, we try to use the drama skill and, if successful, we can lie about the loss. Otherwise, we can try to guess the weapon by choosing a revolver, or we will have to listen to the next ridicule of the police and admit that we don’t have a gun. We request additional financial support and try to find out our name, but the result will be negative anyway. At the end of the conversation with the police station, two tasks will open to find a pistol and an ID.
We finish the conversation with the duty officer and ask the dispatcher to connect with the infirmary. Alternately, we select all the remarks in a conversation with Dr. Nix Gottlieb. The doctor does not believe that the hero needs additional medical assistance, so he will advise you to stop using drugs and alcoholic beverages.
We call Sylvie on the radio and first ask about the certificate, pistol and uniform. In a conversation with consciousness, we refer to Kim's lack of a uniform, otherwise we will lose one point of morale. Asking about dismissal and absencewillingness to talk about the current situation at work. The character will assume that the fault lies with him, but the girl will not answer this question. We can mention Garth, but the end result will be negative. We ask a question about calling the police and try not to show aggression. The girl will mention the trade union, so we ask our partner about it. Sylvie can no longer help, and the task will be updated.
After the conversation ends, you can try to pass an empathy skill test. If successful, the hero will be able to ask the girl in more detail about the reasons for the dismissal. We apologize for our actions and offer to speak with Garth in person. This task will be completed according to the story after meeting Tit Hardy and interrogating the hero's neighbor.
We return to the hotel and tell Garth about the girl. We admit that the hero broke the bird and we honestly say that the manager's proposal flattered the girl, but the moment was not the most successful. At the same time, we can ask Garth about the closed kitchen and reserved tables. We learn that access to the kitchen will open at one o'clock in the afternoon and we will receive a task in which we will find out who is going to dine in the hall for trade union members. Consciousness will tell you that this will most likely happen tomorrow, so today we can concentrate on doingother tasks.
We go outside and cross the road to the cars. We can chat with the trucker and go to the backyard. In the box we find a shirt and follow in the direction of the strike. The road to the port is closed and a huge hulk is blocking the way, but you can talk to several people and find out more information about the current situation. Near Frittte's pharmacy we find a handful of coins on the ground and return after one in the afternoon to the hotel. In the opened kitchen, we chat with the cook and examine the blue door. We agree with Kim to investigate and get the corresponding task to explore the secret corridors of the bar in the hotel.
We go outside and go to the bookstore to the left. We examine the counters and communicate with the girl. She will talk about the fact that she abandoned school and helps her mother with the store. We select all the replicas one by one and get some information. We ask the girl about detectives and agree to use deductive abilities. With a successful test of the skill, we learn that the girl often bites her nails and put forward the assumption that she is unhappy with the current situation in the family. We finish the conversation with Annette and go inside the store.get="_blank" rel="noreferrer noopener">
We examine all the showcases with books and buy a city map on the second floor for 90 cents. We examine the yellow curtain on the first floor and do not open it at the request of the owner of the store. We talk with the woman and encourage her to bring the child inside, choosing the appropriate remarks. We ask about the closed curtain and pass the skill test. We inform the woman about the connection with paranormal forces and get permission to go inside the house and explore it. The store owner will give the key to the locked door, and the player will activate a new task.
We pass behind the yellow curtains and open the door with the key. We can offer Kim to go first, but this is completely optional. Inside, examine all the green markers. We lift the core from the floor and do not touch the bar if the level of physical strength is not sufficiently developed. We take out a flashlight and go up the stairs. In the next room on the table, we pick up the coins and inspect all the available boxes.
In the last room, we can make an assumption about the activities of the former owners, and then we take the node memory block from the table. We leave the room and go behind the shelves to the charts and diagrams. Learning boards?? records, choosing all the options for replicas and approach the computer. We insert the production unit, press the "play" button and communicate with a female programmer who will ask for a password. We exit the computer system and discuss the information received with a partner. We conclude that the company was developing some kind of computer role-playing game, but suffered a complete collapse in its activities.
We open the nearest door and find ourselves in the backyard. We examine the insides of the refrigerator, which is built into a huge bear in the center of the location. We study the note and go to the boiler door on the right. We look inside and inform Kim that we hear some voices from above. All paranormal answers are always skipped and not used. We are trying to shout to people and with a successful check of the skill we hear how an unknown girl asks the police to go up to the second floor.
We pass down to the boards and inspect the yellow marker. With a successful combination of circumstances, the main character will be able to discover a secret door. Inside we search the wall, where we find the old pre-revolutionary weapon. We pass to the right, we find reais and medicine in the lockers, and then we examine the red me??ik. We can pick up a mount, but we won’t be able to open the door without a pumped level of the Brute Force skill.
In the electrical panel, you can turn off the black and red wires, but this will not lead to any result, so we go outside and inspect the non-working intercom. We call all the companies in turn and find out that no one else works here. In all replicas, we adhere to a realistic version without using the theory of otherworldly forces.
We return to the room with the computer, go through the open door to the right of the high-tech device and go up the stairs to the second floor. We get acquainted with the girl and find out that she is engaged in the manufacture of various dice. We ask about the body in the yard, but we do not learn anything useful. We ask the dice-carver about bankrupt companies and agree with her about the guilt of capitalism in the bankruptcy of such enterprises.
We use all the replicas to find out a lot of secondary information and order the dice of our choice from her. We get the task “Go to the carver of playing cards?“stay for the order” and return to the girl in eight hours. We pay for the work done and get the desired dice to complete the task. We return to the bookstore and transfer all the information received to the hostess. We choose logical options in the replicas and refute the woman's theory about the presence of otherworldly forces in this place. Pleasantia will not believe the detective, and the task will be finally completed.
We go around the bookstore building and go to the pier. We get acquainted with Joyce Messier and start asking all the questions in turn. We choose a remark about Wild Pines and its activities. We use the following options in sequence to open access to the “Fifteenth Indotribe” study in the thought locker: “Okay, then what are they doing”, “What other Indotribes are there”, “Glorious company has been selected”, “How much money does the company have”, “Total something”, “Look around” and “Eight percent”.
We invite the sailor to talk about reality and consistently choose any answers you like. The woman will tell a lot of useful information about the structure of the in-game world and its reality. After that, the task will be completed. During the conversation, the hero realizes that Joyc there is some information about the lynching, after which access to the task "Joyce's information about the lynching" opens.
A woman is ready to share information with the police only upon presentation of the identity of the protagonist or for assistance in providing one service. Someone is smuggling raw materials for drugs into the city, and Joyce asks to investigate this crime and find the perpetrators. We can talk to Kim and make a decision after. Due to the lack of a certificate, we agree with Joyce's proposal and receive the task "The Secret of Radio Interference".
Be sure to ask the woman to give money. We successfully pass the skill test and ask her for 70 reais. Given the reduction in debt, this amount is more than enough to cover all the expenses to the manager of the cafeteria. We return to the hotel and give the necessary amount.
We pass to the backyard of the hotel and examine first of all the traces on the ground. We use visual analysis and find out all the sizes of the shoes of the people present. We discuss the discovered information with a partner and try to open the trash can on the left. In the absence of the pumped skill "Brute Force", it will not work to crack the box even with a mount. Activated fromtask "Open the trash can", and Kim will offer to take the keys from the manager of the cafeteria.
We interrogate a child throwing stones at the body of a dead man and use absolutely all possible options. Toward the end of the conversation, there will be an opportunity to hit Kuno. With a successful check of the Brute Force skill, it will be possible to calm the aggressive child. We use empathy and try to separate Kuno from Koon. We choose the option “What about Kuna” and ask all the questions one by one. We get a small Easter egg for Cyberpunk 2077 and find out that Night City does not exist.
Kunou will also talk about the gardener who is now sitting next to the hotel, so the police will have doubts about the usefulness of planting flowers in March, since usually no one is gardening at this time of the year. We get the task "Ask the gardener about planting plants in March."
Also, in a conversation, the child will mention his father, who was actively involved in drug trafficking, so we agree to help get illegal drugs out of his house in order to ingratiate himself with Kuno and get additional information. At the end of the conversation about the father, a new task "Share a kilo with Kuno" is activated.
We end the conversation with the child and move on toI look at the body. We use a resistance check, and in case of a negative result, the main character will become ill. We accept a handkerchief from a partner and go in search of ammonia to painlessly inspect the body of a dead man.
We run to the gardener, ask her about the greenhouse and use the Visual Analysis skill check. If successful, we understand that the girl is sitting here for a reason. The gardener will not be able to give a clear answer about the reasons for planting flowers in March, so we learn about the true purpose of her current location: the locals do not particularly trust the police and put the girl to observe their work.
Do not forget to ask her for salt for the nose and get the necessary item for examining the body. We go back and use stamina again. From ammonia, the hero became even worse, so we try to get together and select the replicas “But we can’t do something else” and “So” in order to open access to the “Rag-collecting” research in the locker of thoughts. The task will be updated, so in order to further study the crime scene, you will have to open this thought.We go to perform any other tasks in order to gain experience and conduct the necessary research.
At the end of the working day, we return to the hotel and, after paying the debt, we try to go to our room. We wish our partner good night, but Kim will remember the hero’s questions during the day, so we go to the balcony together and ask our colleague about cigarettes, the past day and RGM. You can choose any answers, but Kim will emphasize the need for a more thorough examination of the body, interrogation of the chairman of the union, Evrard Claire, and obtaining detailed information from Joyce, so the next day should be started with these tasks. We peer into the sky and after a few lines in the best traditions of noir we go to sleep in our room.
The hero is in a dream. We pass to the crime scene and find our body hanging in a noose. We communicate with the corpse and choose any remarks in the conversation, and then we wake up in our room. The subconscious will offer to find speeds. You can agree and get a new task, but it is recommended to refuse, because how is it used?The use of drugs can cause negative thoughts in the hero in the future. We go down and in a conversation with a partner, select "These are the people that Garth talked about" to complete the task. We communicate with the manager of the cafeteria about the locked blue door and the trash can. We get a key from him and ask old Lena about her missing husband. We choose any options, agree to help the woman and open access to the task "Find Morell, a cryptozoologist."
We clarify with her all the details of the loss and go to the gardener, who stands in front of the entrance to the trade union zone of the restaurant. After talking with the girl, use the purple marker to communicate with the subconscious and choose positive response options in which the hero is interested in politics in order to gain access to the Kingdom of Conscience research in the thought locker. We leave the hotel, go a couple of steps towards the crime scene and use the purple marker again. We listen to the sounds and open the study "Kol-do-ma-ma-dakva".
We follow to the body and once again apply the check of the skill "Fortitude". This time the hero will be able to withstand the cadaverous smell, so we can proceed to examine the body. In the beginning, we study shoes mdead and consistently select all the replicas in the dialogue with Kim. The cops will realize that the hanged man's shoes are part of the ceramic armor set, so the quest "Where are the rest of the armor" is activated.
We carefully examine the inscription on the side and find the serial number. We inform our partner about it and get another task "Find out information about the serial number stamped on the victim's armor." We are trying to take off our shoes, but we do not use the mount. In the end, this will not work, so first of all you will need to remove the corpse from the tree. We examine the belt and conclude that the main reason for the murder is lynching. In the process of studying the victim's tattoos, the partner will take a color photograph. We get the task "Tattoos of the victim" and ask Kim to hand over the photo for further inspection. With a successful test of the skill, we can talk with the hanged man, but he will not say anything interesting. We finish examining the body and decide to remove it.
There are several solutions to accomplish this task:
We use the received Garth key on the trash can and get access to it. We examine the container and use all the proposed options. We find the victim's clothes and get the task "Who put the clothes in the trash?".
We continue to inspect the trash can and find a mug and lost documents. We discuss the found papers with a partner and activate the task "Read your logbook and choose a name for the case."
We interact in the inventory with the documents found in the trash can and study them. We can peel off the toilet paper and inspect the clip. We ask Kim about the watermark and get the task "Read the watermarks." We flip through the white pages and ask Kim about the principle of namingsteps. We don’t lie to our partner and with the help of a pen with a monkey received from the old woman Lena, we write down the option “The Hanged Man” for the name of the current case. It is recommended to save and check for logic.
We study previous cases and choose any options, but apart from experience we will not get any new unique information. We use the remaining options and apply the technique to find a secret compartment in the tablet. We study the chewing gum wrapper and decide to leave it or throw it away:
It is recommended to discard the item, because after pumping the thought “Caustic Echo”, the hero will receive a +1 bonus to the limit of all motor skills.
After finding neatly folded clothes in a trash can in the backyard of the inn, the hero needs to ask Kuno and Garth for any information. The child will not say anything new, but will offer to buy his pants, so access to the new task "Buy Faln sweatpants from Kuno" will open. We follow the hotel and talk with the manager. We return the key to the trash can to him and ask about all the people who could have access to the container. The hero will suggest that it is worth asking someone from the management company who is engaged in garbage collection. After that, the task will be updated. The hero will be able to complete the task after meeting a cryptozoologist and a cryptofascist.
You can get a child's pants for 15 reais. Trainers have a +1 bonus to balancing act and brute strength. After the purchase, the task will end.
We return to Kim's carriage and, by radio, request information about the serial number from Alice's dispatcher. The girl will promise to help the hero, so we return the next day and get some information about the manufacturer of the armor. We ask the girl to clarify the name of the owner and return to her tomorrow.
Returning on the third day to the car, we meet two aggressive men. After a short conversation with them, we use the dusk skill and, upon a successful check, we persuade them to give the jackets to the police. Kim will not want to take the second, so both items will remain with the hero. The first jacket has a +1 bonus to drama and -1 to authority, while the second jacket has a bonus of +1 to dusk and -1 to rhetoric. Now we can call Alice to get detailed information about the owner of the reservation.
Open the car and turn on the headlights. Let's go to no?? in front and use the yellow marker above the hero's head. We examine all the holes and sequentially select all the options. The hero learns about the amount of time spent in the police service and completed cases. It turns out that the hero solved 216 cases in 18 years and is probably a very cool policeman. From now on, the log will display the detective's statistics.
The task can be activated in a conversation with a proletarian near the bookstore. We alternately ask various questions and ask her about the cockatoo. We go into the bookstore and on the central counter on the second floor we buy a book or try to steal it with a successful skill check. We interact with the book in the inventory and select all the options. We communicate with consciousness and decide what kind of parrot the main character is. This will complete the task. You can go outside and tell the woman about the decision, but this action will not lead to anything interesting. We examine the drunkard on the nearest stairs and return to the woman. We ask her about her husband and invite her to find him. The proletarian will reluctantly agree, so the task “Find the husband of the proletarian” will open.
If you agree with the subconscious after the completion of the first day, then the easiest way to complete the mission is to go to Kuno's apartment. It is recommended to combine this quest with "Share a Kilo with Kuno", as the hero will be able to find the necessary drugs during this quest and will not spend additional time searching. After finding the item, use it in the inventory and complete the task.
Before the end of the day, it is recommended to go south to the gateway and examine the control panel behind the pawnbroker's house. We use in turn all the proposed options and interrogate a nearby person. The lock is temporarily closed until Wednesday, so we return to the lever on the third day to close the metal shutters and open the passage to the fishing village.
We go south to the gateway and inspect the destroyed poster. Interaction??m with it and use visual analysis to reconstruct events. We discuss what happened with a partner and decide to take up a case in which we have to find a racer who jumped over a canal in a car.
After the lock is closed on the third day, we cross to the other side of the canal and go north to the broken car. We inspect the car and wait for low tide to look inside. While we sit on the swing, we go through a drama check and communicate with a partner in a quiet environment. We discuss any available options and after a while we choose a remark about the site. The police will reveal the truth about the offender and the task will end.
We conduct an inspection together with a partner and write down the following information on the form:
We write down the remaining results and do not mention the shoes in order to take them for ourselves in the future. We take out the bolt cutter and inspect the best place to cut the belt. We argue with Kuno and pass the test of brute force. If successful, the hero will be able to carefully cut the knot, otherwise the body of the dead man will suffer from the awkward movements of the detective. We do not interfere with the work of a partner and proceed to the examination of the organs. We listen carefully to Kim and do not write down third-party nonsense, and also indicate the need for a toxicological analysis. We choose any options, but do not look deeper into the mouth, otherwise we will lose one unit of health.
We write down in detail all bodily injuries and each time we stop our choice on option "B: it is not the cause of death, the injury was inflicted posthumously." We tell Kim that we do not believe in death by hanging and refer to the strange color of corpse spots. We can use perception to find additional clues,o if the result is negative, we examine the nails and suggest that the partner place the body in the refrigerator for further study.
This task is activated only if an additional examination of the body is necessary, therefore, with a developed perception skill and finding all the evidence, we can immediately send the body to the laboratory. We follow into the neighboring building, where the huge bear is located and inspect the refrigerator again. We offer Kim to move the body and complete the task.
We repeat the attempt to check perception and, if successful, examine the mouth of the victim. We find the “belt of settling” and inform our partner about it. We stick our fingers deeper and with the help of technology we take a bullet out of the victim's head. Upon successful detection of the bullet, we complete the hidden task "Find the bullet before you go down the wrong path." We inform Kim that we want to wash ourselves and activate the task "Wash the smell of death off you." It is recommended not to send the body to the laboratory immediately, as the hero will not be able to take off his shoes and will be left alone in the city until the next morning.
After the initial examination of the body, we ask the partner about the unspoken competition between the sections. We discuss each topic and use logic to find out the reason why the hero was sent to investigate this crime. We discuss possible options with Kim and complete the task. Perhaps the main character is not such a bad cop as it seems at first glance.
We go to the hotel restaurant and go to the rented area of the union. We communicate with the man at the entrance, Titus Hardy, and ask him about the murder. All combatants confess that they hung the victim on a tree. We are not trying to arrest Titus, otherwise the hero will be killed, and the game will end there. Of all the proposed options, be sure to ask about the bullet in the head and the method of murder. We say that the victim was from the special forces and use self-control.
We understand that Fat Angus is the weakest link of the entire squad, so we monitor all his remarks in the future. All the footprints match the shoes of those present, but still one person is missing. We ask about the eighth member of the team and understand andfrom the fat man's phrase that there was a girl with them. We use all the remaining options to collect more information. To further advance in the investigation, the hero will have to raise his authority in the eyes of Titus.
We pass the skill test and select all the replicas that are aimed at the coolness of the hero. We put pressure on Titus to confirm the presence of a girl in the squad and tell her name. This will help the police to sort out another possible crime of rape. We learn that the eighth person in the squad was Klaasje, who turned out to be the first person whom the hero met, leaving the room on the first day before meeting Kim. If we were rude to her at the first meeting or tried to seduce her, then when checking the skill in a conversation with Titus, we will lose health and morale.
We rise to the second floor of the hotel and knock on the right door. The girl will allow you to enter, so we go straight to the bathroom and inspect the box of pills. We use electrochemistry to detect speeds. We can use the technology and quietly take them. We rise to the roof and begin the interrogation of the girl. And sequentially select all the options,starting from the top. Claasier had a love relationship with the victim. She will tell that Titus asked to embellish reality and lie about rape. Also, the police will find out that the girl called the police and reported the crime, so the task "Who called the police station to report the murder" will be finally completed.
We are trying to clarify the information about the hanged man, but Klaasje is not ready to talk about it now. The task "Ask Klaasje about the murdered man" is activated, to which the police can return later. We can also clarify about the proximity of the rooms and get the task "Ask Klaasje about Sunday night." We pass a willpower test and find out that our subconscious mind did not work at full capacity this time. The hero gets the feeling that the girl did not tell the whole truth, but it is not possible to find out now. We return to Hardy and accuse him of lying about Klaasya in order to complete the task.
Will Hardy admit to exaggerating a bit and offer the cops an audio recording of the victim supposedly confessing to wanting to commit the crime??s deeds in the future. Listening to the cassette in the room will not work, so we go to the pawnshop. We ask for a discount for the tape recorder and inform you that the hero has the best hits of the air gunner, so we offer four reals. Roy, pursing his lips, will agree to sell the player for that price, so we use the device and listen to the recording received from Hardy.
It turns out that the victim actually said some aggressive words, so we return to Klaasje for clarification. In fact, the deceased had a rather strange way of speaking, so there is nothing malicious in his monologue recorded on tape. We go down to the hotel lobby and re-interrogate Hardy. We inform him that the record aroused nostalgia in the girl and amused her a little. We ask a few more questions and ask Titus to tell the truth.
The girl is not ready to immediately tell all the personal details about the hanged man, so we return to her after listening to the recording received from the trade union vigilantes. Klaasje will confirm some of the thoughts of the police and tell more about the victim. We end the conversation, and the task will be considered completed.
We conduct a rhetoric check and select answers that can put pressure on Fat Angus: “Because a chick ran between you”, “They just hang you - or shoot, or don't give a fuck” and “Turn to Angus”. The fat man will tell you that the victim was dead, and the squad hung an already dead body on a tree. An unidentified person shot the victim on Sunday through the window of Klaasje's room, so the frightened girl asked Hardy's squad for a favor.
We choose all the remaining options and go up to the room to Klaasya. It turns out that the girl can be killed if the police indicate her name in the protocol or call for interrogation, since in the past she was engaged in industrial espionage and made many enemies who would like to know her current location. We ask Klaasje in detail about all the details of what happened and learn about Ruby. This girl is the eighth member of Hardy's squad and helped get rid of the body of the murdered. We also find out the real name of Klaasje and restore the entire chain of events. The quest "Find the buoy that Klaasje talked about and examine its contents" is activated.
Utwewe laugh that the girl is again telling a lie and ask her partner about why she has not yet been arrested. Kim will get the handcuffs, and Klaasje will panic, so we press harder on her and get even more useful information. She suggests that Ruby may be behind the murder, as the girl from Hardy's squad is in love with Klaasje unconsciously. We get a new task “Make Tit tell where Ruby is”, discuss the stated theory with a partner and just let the girl go without a summons.
We go around the bookstore and follow the location behind the tree, which is separated by a wooden fence from the main part of the yard. We talk to the man on the second floor and use suggestion to convince him to stay and tell more information to the police. With a successful skill check, we find out the location of the key under the stone next to the front door. With the help of the received item, detectives will be able to open the nearest locked door and go inside the building.
We examine the corridor and the sealed apartment on the left. We go into it through a hole in the wall in the next room and collect money and various items along the way. We go out towestern balcony and ask the girl, using all the options. Do not forget to ask her for information regarding the armor and find out that the gloves from the wanted kit are with the girl in the fishing village, so we will go in search of them only on the third day after the lock is closed.
We pass through the nearest door and take the jeans from the firebox. We dress them on the hero and take out the wrapper from the apricot chewing gum. We can interact with it in the inventory, but we will not find anything interesting. We return to the building and exit to the eastern balcony. We go up the stairs and knock on apartment 28.
No one will be at home, so you need to return here the next day after 21.00 to catch the smoker at home. We return at the right time to meet the mysterious smoker on the balcony. The man will advise the policeman to talk to his friend, who is already waiting for him in apartment 28. A new task will be activated, and the old one will be successfully completed.
As soon as the smoker leaves again, you need to go inside the apartmentira and talk to his friend, otherwise he will leave later. We examine the room and find in the closet a silk weekend robe with a dragon (+1 bonus to drama and electrochemistry) and a Samarian conical hat under the bed (+1 bonus to logic and -1 to suggestion).
We approach the Sunday friend and begin the interrogation. After the greeting, we select the option “You saw the massacre with your own eyes” and the Sunday friend will tell you some details of what happened. The mission will end, but the hero can ask a few more questions. It is not recommended to mention Klaasje in the conversation, otherwise she may subsequently have problems.
On the way to the smoker's house, you need to inspect the wall. We pass the Conceptualism skill test and tell our partner that we know how to improve the appearance of a beautiful wall. We leave for the western balcony to Cindy Skull. We ask the girl for some paint and a brush and select the lines “For art”, “Everything around is dull” and “Cool”. Be sure to save and use Conceptualism again, however, to get the brush, you must fail the skill check, otherwise Cindy will not give up the brush.
We can find fuel oil on the third day near the broken car on the other side of the lock. We take away the dented canister from under the fuel and return to the wall. We select the desired inscription or drawing that we want to display on the wall, and complete the task.
You can get to Kuno's home from the pier. The child suggested that you need to knock on the door for a very long time until the cleaning lady opens it. You can also use the door on the back side of the courtyard of the inn and open it with the key lying under the stone nearby. The police need to go to the rightmost apartment, located next to the public toilet. We equip the bolt cutter and use the technique to break the door. We pass inside the apartment and find speeds on the table. We pick them up and examine the body of a man in the next room.
We return to the child and decide on the transfer of harmful substances. If you agree to give them to Kuno, then in return we will receive the promised half of the vial. We can ask a homeless child about his life in such an apartment and advise him to go to work or move, but this will not lead to any significant result.
At the end of the day, we collect a bath in the room and climb inside. We throw away the beer cans and go for a short time into the world of dreams. We lie down a little more and get out of it. The hero will restore health, get rid of the smell, and the task will be completed.
To complete the task, you will need to use brute force on the roof in the Claasier room or use perception to find the key outside the window of the hall for members of the union, which opens the blue door in the kitchen. One of the visitors will give the wanted item to the police, so we follow the kitchen and use the found key. Inside, we examine the slot machines and find out some details of the partner's past life. We say that we will call our colleague Kim and take the elevator upstairs.
Inside, we examine the dismantled slot machine and draw conclusions about the hotel belonging to the Cursed shopping area. We carefully examine the traces and agree with our partner that they are similar to those found near the victim. We find a coat in a drawer and inwe get out, and the mission will be completed.
In the process of exploring the utility rooms, another task is activated. After a thorough examination of the two premises, the police will come to the conclusion that the "Dancing" is also part of the Cursed Trading Area. We go down to the first floor and report this news to the manager of the cafeteria. We get some information about the institution and encourage Garth to complete the mission.
We examine the bullet in the inventory and alternately select all the options. We agree with Kim and get a new task "Find the murder weapon." We touch the bullet through the package and carefully study it. The hero learns that the police found a cased bullet about 5 mm in diameter, so we pass a coordination check to accurately identify the killer's weapon. The police know exactly which rifle was fired from. It turns out that the 4.46 cartridge was widely used for Bull-Magrave rifles, so the task will be updated after a short discussion of the received information with a partner. A similar antique rifle was found by the police earlier in the basement of a bookstore during themotre hidden location, but it turned out to be broken.
To complete the task, after studying the victim, you must be alone without Kim. At night, we split up with a partner at the door of the room and go to the body. We take off our shoes and immediately move to the kitchen. We use the bucket on the stove and throw shoes and soap inside. After the first boil, a putrid smell will remain, so add vinegar and boil the water again. At this point, the task will be completed, and the hero will be able to equip the received item in the inventory. Boots have a +2 bonus to prestige and -1 to composure.
After talking with Klaasie, we go down from the roof to the first floor and ask Titus about Ruby. We inform him that the wanted girl is the next link in the chain leading the hero to the killer. We easily pass the logic test, as we found a lot of evidence and inform the union member about the secret passage. We consistently choose all the options, but be sure to tell about the found rifle and bullet, as well as about Ruby's feelings for Klaasja. We select the remaining replicas and sum up. Will Titus give you a lead?? policeman, so the task "Ask about Ruby in the village" is activated. We shake hands with a member of the trade union and complete the task.
The task is activated after examining the microphone on the first floor of the hotel. After closing the gateway on the third day, we move to the southwestern part of the location of the fishing village and find a cassette in a box near the destroyed house. We listen to it on the player, bought at a discount from the loan shark during the task "The best hits of the air gunner" in order to remember the text.
We return to "Dancing" and convince the manager of the cafeteria to allow the hero to perform on stage. We get up on stage in the evening and sing a sad song. The drama check will determine how well the hero can perform this action. At the end of the performance, we decide who we want to dedicate the song to, and leave the stage.
After opening the passage to the fishing village, we communicate with the laundress. We ask her about the suspect, but the woman will not tell the whole truth right away. The hero will assume that she is hiding something, but?He needs to get into her hut to search for evidence. We agree to the offer of the laundress and get the keys to the room so that we no longer pay for the room and spend the night for free in the fishing village.
We pass inside the building and take out a bullet from under the floor in the corner of the room. We also examine the basin on the table and, with a successful check of coordination, we can shave. We leave the hut and again we communicate with the washerwoman, who will tell some new information about Ruby.
We interrogate three drunkards in the village, who for the most part will not be able to help. After that, we leave for the coast in search of traces of the suspect. The police need to inspect a huge mural located on the building next to the church. After examining the fresco, the next task to find Ruby is activated.
In the fishing village we go into the house of Lilyenne, which is located to the left of the washerwoman's hut. We find a stuffed hazel grouse and ask permission from the girl to pick it up. We return to the hotel and give the bird to the manager of the cafeteria as an apology for the broken old scarecrow.
The hero has already learned from Cindy Skull that the gloves are with the girl from the fishing village, so we ask the daughter of Lilyenne about the location of the item. The girl told the police that she hid the gloves in the sand castle behind the house, so we leave the hut and go in search of them. We go around the corner of the house and find gloves in the sandbox. Fairweather T-500 gloves have a +2 bonus to vehicles.
We reach the church located behind the fishing village and move east. We communicate with the girl Asel and ask her about the music club. We choose the replica “What is anode dance music” and learn about a new genre of music that is created using electronic instruments, such as consoles, microcomputers and other devices that use electricity.
In a tent next to the church, we are trying to talk with a party-goer guy who has a radio tape recorder in his hands. All his remarks are incoherent and illogical, butwhen using the correct sequence of options, it will be possible to bring him to his senses and talk. We use replicas:
Next, choose any option. Re-communicate with E-Kamon and choose the following options:
Now the hero will be able to talk to E-Kamon normally, so the task will be completed. You can ask him various questions that will lead nowhere.
We get acquainted in the tent with Andre and shake his hand. We ask about the opening of a nightclub and agree to help. We choose a replica about water and about a prohibited substance. We use the skill check and bring the guys to clean water. They created a laboratory for the production of drugs, so we choose any subsequent options and decide their future fate. We can arrest them, ask for a bribe orwipe.
It does not make sense to take the guys to the station, so we warn them about the possible consequences if they do not give up the production of drugs. We recommend that they switch to organizing a dance club and select all the remaining lines. We ask about the keys to the church and pass the skill test. If successful, the hero will catch the item on the fly. If the policeman failed to complete this action, then we receive 25 reais from Andre as an apology.
On the third day after inspecting the wrecked car, we wait for the tide to ebb and leave to complete other tasks. We return the next day and re-examine the carriage to find our ID. We interact with the documents in the inventory and find out all the information about the main character: name, rank, date of issue of the certificate and other information. We can report the found documents to the station, but this will not lead to anything useful.
After the hero takes off the shoes from the victim, it is necessary to send the body for examination. A partner will help the hero in this, od?It is recommended to do this in the evening of any day, so as not to perform other tasks alone. We choose the option of loading the body into the carriage to help Kim carry the body. On this task will be considered completed.
When Kim goes to her room or leaves for the station, we go to Joyce on the Martinez embankment in the first days or in the fishing village in the next. Again we offer to talk about reality and use conceptualization. If the thought “Javemu” was previously studied, then we will get a noticeable increase in the check of the conceptualization skill. If you come to Joyce with a partner, then to continue the conversation, you must ask him to leave for a while. To do this, we pass a test of willpower. We ask the sailor about Grayness and choose any replicas. After a long conversation, the task will be completed, and the hero will learn a lot of information about the structure of the world.
After meeting Lillienne in the fishing village, the hero has the opportunity to invite the girl on a date. To do this, you will need to successfully pass a suggestion test.e. It is recommended that you first save and study the Mulan on the building located to the left of the church. It is better to voice a date proposal without a partner. After using the skill, we suggest Lillienne take a walk together and immediately go to the lighthouse on the Land's End - the northern cape of the peninsula, otherwise the girl may leave after a while.
We apologize for making her wait and choose the answers "I think I'm spending too much time alone" and "Wait." We remember Tequila Sunrise and introduce ourselves by our real name. We mention the ship "Sun" and admire the beautiful view. We indulge in passionate and lengthy discussions about politics and pass the test of conceptualization. We select the options “Look at the sun” and “Maybe in twenty years” and we get a standard 115-mm saber from Lillienne.
We go up to Klaasje's room while the partner is absent and ask about Sunday night. The girl will tell you in detail about what happened in the police room. We select all available options and complete the task.
We leave for the church behind the fishing houses and go around the left building until we are near the coast. We examine the buoy, in which we do not find anything of what Klaasie was talking about. Perhaps someone managed to pick up the girl's things earlier, or Klaasje is lying again.
We communicate in the same place with a man in a pink shirt and inform him that his wife, Lena, sent the police. We ask the zoologist about his work, select all available options and offer to help him with traps. We also communicate with the crypto-fascist Gary and mention the yellow mug in the conversation.
The man confesses that it was he who put the hanged man's clothes in the garbage, but does not provide any information about the armor. Apply composure and a successful skill check yields the Fairweather T-500 breastplate, which has a +1 bonus to pain threshold and willpower, and a -1 bonus to empathy.
In this task, you will have to check all the traps of Morell so that he and his friend, the crypto-fascist Gary, can get some rest. Zoologistslaid only four traps, so we go in search of them:
After examining the three previous traps, we return to the camp and study the last one, which will seem a little strange to the police. We return to the "Dances" and report the collected information to Morell. We use the technique in the conversation and get a new task. Be sure to communicate with Lena to get a tie with an eight-eyed teratorn, which has a bonus of +1 to the internal empire and +1 to willpower, as a reward for the efforts.
It turned out that some of the locusts in the traps were gone, but the island phasmid was not caught. The detectives suggested that Kuno might be involved in this, so we go first of all to n?to the backyard of the Dances. We interrogate the child, but he does not confess to stealing locusts. We pass into Kuno's hut, which is located in this courtyard on the right behind the wooden boards and examine the locusts. We follow back to the boy and ask him not to steal insects anymore. We return to the hotel and inform Morell about the information received.
In a conversation with Morell, we agree to help re-decompose the bait into empty traps set by cryptozoologists. We get a box of locusts from a man and go to the camp of cryptozoologists to put the bait in the only empty trap.
We return to "Dancing" to Lena and report on the placement of the trap. Morell is not feeling well, so the woman sent him to Gary's bed. Lena doubts the possibility of finding an island phasmid, so we use the skill of suggestion and convince her of the reality of such an event. We tell her that their relationship with Morell is not about this and support this with appropriate remarks. Just in case, we ask Lena's address and say that we will check the traps again. We wish the woman all the best and complete the task.
We pass through the canal to the fishing village and move to the church. We rise to the pier and reach the very end. We find the dead body of an unknown man. We examine the dustbin and discuss with the partner the cause of his death. We choose any available options and come to the conclusion that the man died a non-violent death from an excess of alcohol after he fell with one foot under the bridge and could not get out.
We assume that this is the husband of the proletarian woman, and as proof of our idea we mention the jacket of the deceased, which exactly matches the description received from the woman. If we arrive at the pier without a partner, then the task “Return with Kim to the corpse” is activated, to complete which it is enough to examine the body with Kim. We find a ticket to the reading room from the dead man and leave the pier.
The police need to get to the partner's car and call the Jemrock Public Library to identify the deceased. On the radio, the hero will be provided with information about the man's home address.Also, detectives must report the corpse to the police, so we transfer all known information about the deceased to the dispatcher and say that we will personally take care of the case.
We follow to the backyard of the hotel and pass into a residential building. We rise to the second floor of the east wing and knock on the rightmost door, which was previously closed. We discuss further actions with a partner and go inside. We start a conversation with the proletarian and use the skill of empathy, which will affect the further mood of the dialogue.
We bitterly inform the woman about the death of her husband and try to support her. We recommend the proletarian woman not to call the girls home and provide information about when she can pick up her husband's body from the morgue. We go outside and communicate with a partner to complete the task.
We can go to the moneylender and ask him about the gun. The man will report that the other day he sold the hero's gun to some woman. The quest will automatically end when talking to the chairman of the union, Evrard Clair, at the port.
To complete the task, you will need to get into the port. First, let's use the passage through Kuno's hut behind the inn and try to get our cloak. We apply tightrope walking and in case of a successful test of skills we move over the fence. We take away the cloak of the patrol RGM, which has a bonus of +1 to the police wave and awe.
We go into the nearest room through the green door and carefully examine all the points. We find an important note in the closet and go back outside. We move straight until we meet the simpleton Leo. We go into an open container nearby and get acquainted with Evrard Claire.
We interrogate him and select absolutely all available replicas. We listen to all the information about the murder in order to complete the task. In some lines, the chairman of the union will offer a bribe. In case of urgent need, you can take money from Evrard. He will also ask the policeman for a signature collection service. We get an access card, which will be required to exit the port, and get out of the container.
On about?Along the way, we can use the button and drop a large red container to the ground. We open it with the help of rhetoric and go inside. We talk with a mysterious person about business and a successful investment of money and get a small cash bonus.
Once outside, near the Evrara container, we communicate with the simpleton Leo. We choose any options in the conversation and remember the list we found earlier to activate the task. To complete it, you will need to go to the chef in the kitchen of the hotel. We talk in "Dancing" with the cook and complete the task. We can also ask him for a branded borscht and get a thermos with an alcoholic drink "Gorontia Tincture".
The chairman of the union will ask the policeman to persuade Lillienne and Isobel to sign the document. Since people from the trade union are following the hero, and setting up the civilians of the fishing village is not the best option, we decide together with our partner to forge signatures in order to slow down Evrar's project.
Back to the fishing hutor to the hotel room, interact in inventory with the white envelope and use the technique skill to successfully complete this action. When all the signatures are affixed, we follow to Martinez Square and throw the envelope into the mailbox. We follow to the port to Evrar and report on the successful completion of his request. After that, we once again clarify about the pistol and learn about the lies of the chairman of the trade union. He knows where the hero's gun is, so a new task is activated.
Joyce has some information regarding the lynching, but she is not ready to share it with the police until they do her a favor. A gang is operating in the city, which is engaged in the transportation of drugs, so the hero needs to go to the truckers and ask them about it.
We communicate with a poet, a racist and an old woman, but they will not tell anything interesting, but the police will find out that the clothing merchant, who is located in the south near the gateway, is also a trucker. We follow him and persuade him to tell about the drug carrier. We raise our voice, we try to put pressure on him, and the merchant will tell you that a certain woman is engaged in smugglingprohibited substances.
We follow the trucker poet and ask him to tell more information about the woman and the location of her car. We can also read our poems to him, but this will require a drama test. We persuade him to help the investigation and say that no one will know about it. The trucker will agree and give the police the keys to the truck.
We inspect the cabin and select all the proposed options. We learn about the participation of Hardy's guys in the drug trafficking operation, so a new task is activated, in which the information received will be clarified. Now you can return to Joyce and complete the task. We can also ask her about the mercenaries and possible upcoming clashes on the streets of the city.
We immediately ask the woman about the lynching, which once again confirms the collected evidence against the Hardy guys and the trade union. Joyce will give some information about the Great Massacre. Select any replica and complete the task.
We ask Joyce to look at the photograph of the victim and explain the meaning of the tattoos. The woman will talk about similar tattoos for sailors, but she doubts the correctness of the proposed interpretation of tattoos today. We ask her about who can help the police now and activate the next task.
We go to the strike and communicate with the barker. We ask him to examine the photograph and listen to him until the very end. We choose any options and take the photo back. This will complete the task.
We follow the chairman of the trade union and mention Assel and her joint work with Evrard in the conversation. We clarify about the organization of a laboratory for the production of prohibited substances, but he will deny everything, as the detectives had previously assumed.
In the fishing village we communicate with a drunkard in red pantsOh. He will inform the hero that he has lost his jacket. We go to the pier and find dirty clothes on the fence. We take the item to the laundress in the village and ask her to clean the jacket. After half an hour, the woman will return the Faln windbreaker (+1 bonus to pain threshold and dusk, and -1 to drama). We return to the drunkard and show the item, but he will say that this jacket is not his, so the clothes will remain with the hero.
We discuss what we saw with a colleague and go to the trade union hall in the hotel to talk with Hardy. We inform him that we have found a connection between him and the local drug trade. We give the partner the opportunity to speak out by choosing the replica “I yield. This is your well-deserved right." Use the option about redirecting the flow to Jemrock and mention Ruby, who handles drug cases, to complete the task.
There are only four tasks in the game for the use of harmful and prohibited substances. We try each in turn and complete the tasks “Find cigarettes and smoke”, “Find alcohol and drink”, “Find speeds and disperse the blood” and “Find a feastolidon and try it." It is recommended to do this after hours without Kim.
Where to find cigarettes, alcohol, speed and pyrolidone:
If you do not approach the old people who play the ball game for four days, then on Friday they will not be in this place. In this case, several tasks will be unavailable. Use the marker above your head and communicate with your partner to complete the task.
We communicate with the old people who play the game with balls in the first four days. We pass the coordination test and throw the ball into the water. We learn that the game is called petanque. We give the old core and ask about lilies of the valley to complete the secret task. He will explain that they were usually given to the Royal soldiers going on a campaign. Gaston will also add that the revolutionaries wore them as a symbol of the communist revolution.
We immediately ask grandfather about the photo and find out the name of the girl. The secret mission will be completed, but the detectives will not receive any additional information, so we ask Gaston about the girl and learn about the long-standing rivalry between the two old men for the heart of this lady. We choose any remarks and listen to the story of two friends.
The police managed to find out from Evrard that a certain woman walks the streets with a gun and pretends to be a police officer, brandishing the hero's gun to the right and left. The detective needs to meet her at 10 pm near the old fish market in order to get an arr??tno your service weapon. Upon reaching the required time, we go through the fishing village to the pier.
We meet an elderly woman who orders the heroes to retreat and not come closer. We choose any replicas and ask her to calm down. The woman is completely insane, so there is no way to prove anything to her. We pass the coordination check, and even with a negative result, the Garbage will try to shoot. The weapon will not be loaded, so the woman will throw the gun on the ground. We pick it up from the floor and complete the task. We communicate with a partner and decide to talk with Titus, perhaps a trade union member knows the relatives of a crazy old woman.
We leave for the hotel and communicate with Titus. We learn the real name of the woman and the events that happened to her, which led to mental disorders. We select sequentially all the options and thank Titus for his help in order to complete the task.
To complete this task, you need to go to the Goofball, which is located on the bridge next to the zabast??vkoy. We listen to his long speeches and agree with his theory. We ask about the three types of personality and accept the logic of his thinking. This will unlock the Modern Racial Theory research in the Thought Locker, which needs to be researched.
After a couple of hours, the study will be completed, so we return to the hulk on the bridge and talk to him again. We inform him that the hero needs to stop using the ancient Ildemara poison for the mind and complete the task. We say that the policeman should have stopped drinking a long time ago and agree with Golovomer that there is no point in the gray reality without the ability to light it up.
We go up to the Claasier room and inspect the glass at the open glass door on the roof. We use visual analysis to conduct a ballistic examination. The hero will build three possible trajectories of the shot, so the police will have to check all possible points. We pick up the flowers in the corner of the roof and follow to the Land's End to inspect the possible place of the shot, and then we go to look for Ruby on the pier. The task will be completed towards the end of the game.
We move from the fishing village to the northwest coast and examine the fresco on the left wall of an abandoned building. The cops won't be able to continue their investigation until they successfully pass the "Awe" skill check while studying the street art. To increase your chances of success, you need to do a few things:
After a successful check of the “Awe” skill, the hero will come up with an idea to inspect the room from the inside, since there are no other options left after exploring the entire coast.="_blank" rel="noreferrer noopener">
We can try to go inside through the hidden doors at the drain pipe from below with a successful skill check, or climb onto the roof using the stairs. If you climbed through the roof, then you must immediately go to the south door and let your partner inside. We examine the basement and find with the help of a flashlight a hidden passage in the eastern part of the room. We study the window and understand that the shot was not made from here. It is recommended to wear items that increase the level of pain threshold, and at a low level of health, grab at least two first-aid kits.
Be sure to complete all of the Cryptozoology and Union missions before meeting up with Ruby in the abandoned building, otherwise further events will prevent you from completing the missions later. We move north and meet with Ruby. She uses a noise gun against the police, so we use any options until the possibility of applying a pain threshold opens.
On a successful skill check, the hero will break the device, allowing him to talk to the suspect. It is worth considering that after using the pain threshold, all previous replicas will become unavailable. Before checking the skill, we ask Ruby about the heroand activate the task "Six" La Puta Madre "".
We inform the girl that she is under arrest. Ruby pulls out a gun and points it at her head. We use rhetoric and let it go. Otherwise, the girl will shoot herself. This is not the best option, as it will close some of the useful information about Klaasje. Kim will also support the hero's decision, since Ruby may not be the killer.
We take her diary from the tent and interact with it in inventory. We select all available options and study the records made. In them, Ruby talks about the betrayal of her former employer and points to a staged murder. She also assumes that she can be accused of all crimes, which she is not at all happy about. After examining the diary, the next task is activated.
The detectives realized that Klaasie was most likely manipulating them again, so they need to return to the hotel and ask the girl a few questions. The police will find a showdown between mercenaries and union members. The task will be updated and the hero will have to take part in the tribunal. </a>
We intervene in the conversation, using the replica “Stop! Police!”, and we say that today it is not necessary for anyone to die. We pass the rhetoric check and mention Krenel. We inform Kortenar that the hero does not care, and use the suggestion to ask him about the hanged man. We understand that the victim is the brother of the mercenary. We choose the option "Parents abandoned him in the leaf press" and condolences for the brother with the replica "Cortenar is a familiar name." We select all the remaining options and sum up.
We use any options and inform him that someone else killed Cortenar's brother. We use logic and say that the victim was shot. The mercenary will still make one shot, but miss. We are trying to persuade the mercenaries not to arrange a shootout, but it will not work to cool their ardor. They decide to shoot the Hardy guys and the cops.
By this point, the hero must have a gun, otherwise a lot of people will die. In any case, you will have to pass the reaction speed test twice and coordination. When using the reaction speed for the second time, its complexity will be maximum, but even with a successful set of circumstances, the game will not allowlit successfully complete this skill check.
Before talking with the mercenaries, it is recommended to put on clothes that increase the level of reaction speed, coordination and authority, or increase the level of the skills themselves in order to make an accurate shot, dodge an enemy cartridge and warn Kim of danger. Despite his best efforts, the hero will still catch the bullet, but the number of casualties and possible consequences depend on the success of the skill checks and the chosen responses.
We wake up in the hotel room and the task will be completed. We ask Kim about what happened, select all the replicas in turn, and activate the next task. We decide to look into the room to Klaasya again and activate a new task.
The door to the partner's room will be open, so we can go inside and inspect it. After that, we go out into the corridor and follow to the Klaasier room. We study the note on the table, in which the girl will report her innocence and the gift that she left upstairs. We rise to the upper room and inspect the window.
The girl hung up a thread that would tell the detectives how the bullet went on the night of the murder. It turns out that she was released from an island that has the ruins of a flooded sea fort. The police will decide to go to the island, so you need to get to the fishing village and talk to Lillienne. We go down to the first floor of the hotel and communicate with Garth and Titus. We learn about the future plans of the Hardy guys and express our condolences. We ask about Klaasya and offer Titus to go to work for the police.
We go outside and examine the bloody inscription on the ground. Set it on firewith a cigarette and watch what is happening. We can also chat with the old man on the bench and find out that Rene died. We give Gaston a photo of a friend, ask about flowers and offer our condolences.
After the tribunal, we go to the partner's car and communicate with the police station by radio. We ask Jules Pidie about the possible work of the hero at La Puta Madre, but the policeman will say that there were rumors about this that were not supported by anything.
Before leaving for the island, we ask the twins about the island and find out that someone lives there in an abandoned port. We select the remaining replicas to get more detailed information and complete the task.
We follow to the fishing village and ask Lilyenne to borrow a boat. The girl will agree, but will ask her to return safe and sound. We use the rest of the options and find out that the children of Lilyenne often visit the island and bring old shells from there. After talking with the children, we use the girl’s boat and go toand an island. In the process of traveling on a floating vehicle, we observe the movement of police officers to the sad music from the Sadness FM radio. Upon reaching the island, the task will be completed.
We examine the territory, climb the metal stairs and go into the bunker. We take the Arrow Thrower T-shirt from FALN (+1 bonus to coordination) and a winter scarf from army surplus (bonus +2 to empathy and +1 to self-control). We examine the rest of the markers and study the generator. We approach the bed and study the books nearby. We apply conceptualization and inspect the bed to activate a new task.
The hero decides to take a nap for an hour and will be transferred to a dream. We leave the bunker and go to the northeastern part of the coast. We pass through the water and meet with Dolores Dei in the form of the ex-wife of a policeman. We communicate with the girl and find out some details of his personal life. We can use suggestion to kiss Dolores. We offer her a figurine of a headless horseman, but the girl refuses.
After this action, the secret task "Offer Dolores Dei figurines" will end. We consistently choose all the options and say goodbye to Dolores. After that, the girl will leave in an unknown direction, and the hero will wake up. We talk with a partner and headwe solve the task.
We examine the door in the western part of the room. The door will be closed, so the police need to start the generator to open it. We examine the control panel at the eastern door and select the option with emergency opening of the door to activate the next task.
We leave through the east door and we pass into the ruined house in the north. We take away the canister with gasoline and inspect the bed. The hero will understand that the shot was fired with a rifle with a telescopic sight from this very point, so the task "Determine where the shot was fired from" will be completed.
We return to the bunker and pour fuel into the generator. We return to the remote control, turn on the light and use the emergency door opening.
We follow to the opened passage and go out into the street behind the bunker. We reach the man by the fire and talk to him. We ask about the weapon in his hands and ask op??steal it. We pass an authority check, and the deserter will throw a rifle at the feet of detectives, in which there will be no cartridges anyway. We raise the weapon and carefully examine it.
The police will come to the conclusion that the caliber and brand of weapons are the same. We select all the answer options and interrogate the man in more detail. You can apply self-control, but we will not learn anything useful. We also use drama to recall forgotten details and mention lilies of the valley and unusual footprints in an indoor hotel room in conversation. The deserter confesses to the murder, but the motive is still unknown.
To complete the task, it is enough to ask the man in detail. During the interrogation, we can apply the reaction speed and completely put the puzzle together. Also, the old man will tell about all the people who live in Martinez and its environs, and tell about his life and political mood.
We ask about Evrard's brother, Edgar, and learn some details about the former chairman of the trade union if we pass the logic test. Will he tell about the request of Edgar and the Ras??says about the true reason for the disappearance of a woman. After the end of the Deserter's monologue, the secret task will end. We inform Joseph that he is under arrest and try to pass a perception test.
The hero will notice something strange in the tall grass. An Island phasmead will come out of there and the policeman will have a chance to inspect him. We go to the creature and use the electrochemistry check to get closer to it. We ask Kim to take a picture of the Ostrovalian phasmid We touch the creature and lick the liquid from the finger. We choose the remaining options and use the inner empire to talk to the creature.
If the check is successful, the detective will be able to speak to the phasmid telepathically, so he will provide an interesting insight into the situation of mankind in Elysium, be able to explain the Deserter's strange behavior caused by the phasmid's natural defenses, which manipulate the brain chemistry to make him invisible. We ask the creature about the existence of the world and select all available replicas that will not affect anything. We say goodbye to phasmid and inspect two containers, in which we will find Klaasier's passport, Fairweather T-500 helmet and optical?? cue sight from Joseph's rifle. We examine the passport and understand that the girl again deceived the police. We talk with the Deserter and complete the task. We select any replicas and sum up.
This quest is related to finding a whole set of armor, so it includes several additional objectives: "Find gloves from a set of armor", "Boots of the Hanged Man", and "Find one piece of armor". Collecting the whole set will take a long time and will be completed by the end of the game.
Location of all items:
We go to the boat and sail away from the island. We reach the washerwoman's hut and communicate with our former special squad. We ask all the people and mention the gap. We report that something is wrong with Martinez and alternately show the certificate and the gun. We honestly report about the broken car and say that it is now in the eyeballs, and then we apologize for the strange smell. Kim will provide a full report on the actions of the hero, so we do not get involved in the conversation and let the partner speak.
We report on phasmid pheromones, which caused the killer's mental degradation. We consistently report on all the actions of the detective that have significantly changed the lives of others. After that, the task will end. We ask about the special squad, mention Lena and invite Kim to transfer to the hero's station. We decide to leave Martinez and watch the end credits.
You have something like 7 days before the trial. This is the only event based on time. According to the tribunal, you had to study all the dialogue options with the Steadfast Guys and get a gun. If you don't have a weapon by then, you can still "survive", but it will be much more difficult. Tribunal happens automatically after you find Ruby, so make sure to save before then.
On the first night, if it's late enough and you don't have any money, your partner will pay for you. Many NPCs will give you rent money the first night, including the lady on the boat from West Pines. After that, until you open the Kuno Hut or the village fisherman's hut, you will need to pay $25 for the night at the hotel every night. You can earn them by claiming the voucher from Everett, collecting the sack container, or by searching areas such as the abandoned mall.
At the very beginning of the game, you can find an apartment building in the northwestern part of the city. The entrance is an unmarked doorway right above the docks where you meet Joyce. This apartment building is connected to a number of side quests throughout the game. More than that?Oh, it's full of money, which can be found in rooms and caches. This is a great source of money early in the game.
Speaking of Joyce, be sure to meet her. It is located on the docks to the west of the Rag Lace Hotel Dining Room. You can find her on a small boat during most of the day. Like the apartment building, it is a great source of money in the early game.
South of where you start the game, there is a bridge across the river, which is inaccessible at first. However, starting on Wednesday morning, you can cross the bridge to a small fishing village where you will find many useful items.
You can buy it in a small bookstore next to the hotel where you ended up at the beginning of the game. Exit your room to the balcony after collecting the coins.
Go down the stairs and exit through the front door after talking to Kim Kitsuragi. Go across the road to the boarded up h??any. Outside there is a little girl named Annette. Go to the store.
Once in the bookstore, go up the stairs to the right and go along the balcony. There will be a collection of maps on the back wall. Interact with the cards and ask if they are for sale. You can buy a Martinize card for 90 cents. Make sure you know how to get some money, as you will need it for a variety of things, such as paying at a bar.
The reason this map is so cheap is because it's outdated and doesn't provide much detail. However, this is the best you can get right now. At least you will be able to see the main sights around you.
After purchasing a card, you can view it in the journal. Click the History button and select Map. You will be able to see the Martinez promenade, the fishermen's shacks and the church.
On the third day, find the sunken car on the western side of the map, and then wait for the tide to go down.
You must complete Everett's questline and he will arrange for you to pick up the pistol behind the fishing village. The earliest you can get it is Wednesday. Also, if Ruby dies, you can take her weapon.
You will find a second pair of shoes on the hotel balcony at the end of the first night.
It's behind the mural, but you won't be able to find it until you show the bullet in the Fisherman's shack. As soon as you find Ruby, the tribunal will immediately appear.
You can take your partner's advice and ask a group of three people to sign the document and forge the signature. The earliest this can happen is Wednesday. Try to do this before 19:00 so you have time to get your gun.
This is a labyrinth. Keep choosing options until you get the right one. This is a requirement to complete the programmer's quest.
There are two situations where you will be alone. The first is when the partner is killed, and the second is that every night when you go to bed, he also falls asleep, leaving you alone.
The storyline progresses by investigating the scene. Lower the corpse and perform an autopsy. You then need to speak to the union leader to gain access to Tidus. Talk to him and he will send you to talk to Klaasje.
You will then find that you need to talk to Ruby. On Wednesday, go to the fishing village and find a bullet in the shack where you are allowed to sleep. You will then find your way to Ruby behind a painted mural. There are two scenarios here: Ruby escapes or dies; can you in?to take both.
On the 5th day, a tribunal is held. It seems to me that this can happen before day 7, but it is best to complete most of the story by day 5. After it, you will be able to complete side tasks, but the main story ends after the tribunal takes place with the only option to go to the island. Please note that after this, some NPCs will disappear. Finally, you will go to the island, where you will meet the real killer.
On day 3, Wednesday, go to church. Walk inside until a guy appears in the rafters: ask him for the password.