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ShowGamer.comMundaun walkthrough - game guide



Mundaun walkthrough - game guide

This guide covers all the main and side tasks that you will encounter during the passage of the game Mundaun



The first day

Read the note from Father in Moondown Ward and then place it in the journal. You can open the journal at any time by pressing the J key.

All radio frequencies

  • The first radio frequency can be found in Grandpa's house.
  • The second one can be obtained by listening to the radio in the grandfather's loader, standing in a barn not far from the house.
  • The third radio frequency you will find inside the Church of Jeremiah.


Также рекомендуем сайт наших партнёров — ТОП лучших игр.


Investigate the burnt barn

After the bus stops, go to the burnt barn. To his right is an easel with a painting. Come closer to be pulled into the memory. Get to the burning barn and chat with the old man.

When you wake up, inspect grandfather's pipes and pick up a smoking pipe . Look into the two compartments of the furnace to find a drawing in one of them. Open the magazine and see this image. Turn over to see some clue on the back.

Go to grandpa's grave

Pass through togate a little further and go forward. Take a look at Grandpa's old house. Go through all the rooms on the first floor. A photograph of the main character also hangs on the front door. Inside the first room you can find a log , in the next room look in the closet and pick up matches with a pencil . With the help of an old clock, you can save progress. Also, the game is automatically saved at key moments. In the far room you can find a frying pan on the stove. Take coffee and a cup from the table. Put the cup on the bottom shelf, coffee on top, and hang the pan to the left. Also, you can throw the log you found earlier into the box below.



Exit the house and move to the right towards the barn. Go around it and go upstairs. There is a key lying on the wheels, and a log . You can look into grandfather's loader, examine it from the inside, including the ignition switch. This activates the new task "Find the ignition key".

Use the key you found to unlock the side door of the grandfather's house and find a note and a log in the room. Both logs can be left in a box inside the house. Go up the road and to the right. Find a graveyard that will be locked up. Go to the church and knock on the door. Nobody will open. Turn around and see a girl and goats on top of the mountain. Interact with ?to her from a distance to communicate. She will launch a paper airplane. Follow him until he falls into the niche to the right of the church. Look in there, study the drawing in the journal and see a clue about the shadow of the church. Go down to the cemetery and inspect the stone to the left of the locked grate. A shadow falls on him from the church. Remove all the leaves to reveal the Graveyard Key . Open the grate and examine the empty grave of the grandfather.

Chat with Jeremiah

Return to the church and go inside. After the next hallucinations, talk to Jeremiah on all topics. Take grandfather's baptismal candle from the box.

Overnight at grandpa's house

Exit the church and move down along the burning candles. All the tall haystacks will come to life. On the way down, above the table you will notice a pitchfork. Pick them up and attack the enemies. Be aware that the forks may break. At any time, you can go to the game settings and lower the difficulty of the enemies. If you are interested in the plot and puzzles, I recommend doing it immediately.



Put a candle on the windowsill

Put a candle on the windowsill

Let's go to grandpa's house.

Note . In this part of the game wefor the first time we encounter opponents - straw people. To combat them, you need to use a pitchfork, which can be removed from a stone with a crucifix, located on the way to the house. However, it should be borne in mind that the pitchfork has three teeth, but when the enemy is struck, one tooth breaks off.



Entering the house, we look at the picture hanging on the wall in the hallway - it shows in which of the windows a candle is burning.

We go into the bedroom, open the sash and the shutter, set the lit candle on the windowsill.

Overnight at grandpa's house

We go to bed, remove grandfather's verghehel from the wall. We look at the candle, fall asleep.



After completing the above tasks, the day ends.

Items and documents of the first day

  • PART OF THE MAP 1 - on the bench of the observation platform 1;
  • MATCHES - in a secret cave; in a stone niche ("mailbox") on a hill above the garage; in the closet in the living room of my grandfather's house;
  • BATTERY - on the table under the painting with masks, on the second floor of the hay storage and in the closet in the living room of the grandfather's house;
  • PART OF THE MAP 2 - on the bench of the observation platform 2;
  • CHURCH KEY - in a cache near the cemetery;
  • BAPTISTIC CANDLE - in a box on the altar of the churchin and;
  • FORK - on a stone with a crucifix near the hay barn and on the wall in the underground of the cable car station;
  • FIREWOOD - on a workbench in the garage; in the niche of the wall in the hallway in the grandfather's house; in the pantry in the basement of the grandfather's house (open the door with a simple key);
  • SIMPLE KEY - on the spare tire in the garage and on the table in the living room of the grandfather's house;
  • Binoculars - on the porch in the grandfather's house;
  • COFFEE - on the kitchen table in the grandfather's house and in the closet in the pantry in the hay warehouse (open the door with a simple key);
  • CUP - on the forge table in the grandfather's house;
  • PAN - on the stove in the kitchen in the grandfather's house.
  • "Paper airplane" - a drawing-hint about the location of the key to the church;
  • "Faded Photo" with scales on the back - on the front door of my grandfather's house;
  • "Children's drawing of a treasure map" - on the table in Cardin's room.
  • RADIO FREQUENCIES (1-2) - receiver on the altar of the church and on the kitchen table in the grandfather's house.

Second day

Find a little girl outside



Waking up, we get out of bed, look out the kitchen window - in it we see a girl who sent us a paper airplane near the church on the first day.

Note . At the same time, approaching the table, we find a RADIO FREQUENCY (2) of a radio receiver working on the table).

We go outside.

Note . A hint in which direction we need to go is given by a black goat waiting for us with a bell around its neck.

We move along the path, we go out to the girl playing in the pool with a boat. We turn to her (the girl turns out to be dumb). We get the boat out of the water. Having unfolded the paper boat, we see a children's drawing , by clicking on which we are transported in time.

Retrospective 1

We observe a scene in which Corporal Walter is lying drunk on straw, and next to him lies a snow-white goat with a strange mark on his head. The young grandfather goes to the front line and we follow him.

Here we find a young father, Jeremiah, and a soldier, with the initials H.R.

Looking ahead, we look at the advancing enemy army.

A strange Old Man appears and claims that all is not lost.

We return to reality, and find ourselves inside a defiled church.

Hide under the big tree in the cemetery

We take the GOAT'S HEAD from the altar, go outside. We find ourselves under a hail of small stones falling fromba.

Pay attention to the artist who draws "Black City". We run to the cemetery.

Carlin notices a light in the cemetery.

We stand under a tree in the center of the cemetery.

Near the empty grave of his grandfather, Cardin sees Father Jeremiah.

We speak with the priest, we show him the head of a goat.

Explore Grandpa's office

Having received the KEY in the form of a cross from Jeremiah's father, we go to the grandfather's house and go up to the second floor.

Here we find a dumb girl Flarin, whose name was learned from the priest, sitting near the door of grandfather's office. We open the door with the key received from the priest.

Looking around the room:

In the drawer of the table we find a LIST, which lists the supplies that need to be taken to Corporal Walter.

Note . Getting the list unlocks three new tasks.

Let's look at the layout of the road with toy cars on the opposite table. We notice that there is not enough battery here.

We insert the battery that was found on the second tier of the hay warehouse(or in the closet in the living room), into the nest.

Press the button, launch the layout. When the left car passes under the canopy on the left, we press the button - the left car stops, but the second car, on the right, starts moving. By pressing the button we stop it under the right canopy.

Note . A clue is the drawing on the back of the photo from the burnt barn.

From the opened box we take out the LOADER IGNITION KEY.

Note . If you previously tried to bring a loader in the garage, then a mark will appear on the completion of the task “Find the ignition key for the loader”.

Find Schnapps

Note . This task is one of three that appear after reading the list from the desk drawer in Grandpa's office. The hint for this task is the erased word "bathroom" next to the word "schnapps".

We go to the bathroom, which is located here, on the second floor, and turn on the light.

To understand what is required of us, we consider a drawing attached to a tile - a person looking in a mirror.

Smowe trim on our reflection in the mirror above the sink - after a while a cache opens behind us, where we find SHNAPS.

Harvest hay (with loader)

Note . This task is also on the list found in the desk of Grandpa's office. We can start its implementation after we get the ignition key by solving the layout puzzle.

We go down to the first floor, we leave the house. We go along the road to the right, to the garage (we can pay attention to the poster on its wall - an advertisement for the exhibition of the artist Serpentini). We go around the barn, we go inside. We go up the stairs to the second floor. We turn on the light, we find grandfather's loader (we see that Flarin is already sitting in the cab). We open the gate, sit down in the cab of the loader.

The girl turns on the receiver - a RADIO FREQUENCY is found (3).

We insert the key found in the layout in the grandfather's office into the ignition lock. We control the loader, we lead it to the pool (option).

Note . In different places of locations, we will meet MUVEL posters , with the help of which we can call a loader if we are at a sufficiently large distance from it.

We go over the balespressed hay - bales are automatically loaded into the body. We monitor the readings of the body fullness sensor. We move to another field, collect bales until the body is full .

Find honey

Note . Before solving this problem, we will have to complete several related tasks:

Find pipe tobacco (optional)

Note . The task was opened after we found grandfather's pipe in a burned-out barn. It is considered completed when we find TOBACCO on the table in grandfather's office and light a pipe. Although it is marked as an optional task, it is useful in some cases - with the help of a lit pipe, we can drive away the attacking bees for a short time, which will happen later.

Make coffee (optional)

Note . The task opens when we take a pack of COFFEE from the table in the kitchen. But it can open even earlier, if on the first day, having found the key on the table in the living room or on the workbench in the garage, we open the door in the right compartment of the hay store and take COFFEE from the shelf of the cupboard. It should be noted that the procedurewe have to repeat coffee brewing more than once. In this particular case, the advertisement (“Coffee gives you courage”) that we read in the hay store is not lying - a cup of coffee raises the scale of confronting fears by one notch.

We immediately pay attention to the shelves and drawers under them in the kitchen, hovering over them, we see the vague outlines of objects - here you can put items that can be used in other kitchens.

To brew coffee, we need:

- saucepan - stands on the stove;

- firewood - one log lies in a wall niche in the hallway, the second log can be found on a workbench in the garage, the third log lies in the pantry in the basement of the grandfather's house, which can be opened with any of the simple keys found;

- matches - are available, but can be taken from the shelf, next to the stove;

- cup - stands on the table in the kitchen;

- coffee - in this particular case, it is on the table in the kitchen. Another pack can be found in the hay storage pantry by opening it with a simple key;

- water - taken from the tap in the pool.

When brewing coffee, do the following:

  1. We take a pan, go to the pool and dial??m into it water from the tap.
  2. We put the pan on the stove, pour coffee into it.
  3. We open the firebox door, put a log in it, and set it on fire with matches.
  4. Close the firebox door and wait for the coffee to boil.
  5. We collect ready-made coffee in a cup.
  6. To drink the finished drink, open the inventory and click LMB on a cup of coffee.
  7. Open the firebox door, remove the ashes.
  8. We place the utensils in places on the shelves and in the drawers.

Advice

Since at the moment we can have two servings of coffee (on the table in the kitchen and on the shelf in the pantry in the hay store), it is better to immediately prepare and drink two cups of coffee.

Note . On the front door of the house we find a faded photo of Cardin. Three scales are displayed on its reverse side:

- resistance to fears (increased by drinking coffee);

- health reserve (increased by food intake);

- shooting skill (increased by reading instructions).

During the game, the value of the scales DOES NOT decrease. All these elements can be found during the game,

On the table in the kitchen we take bread from the table and eat it - the health scale increases.

Climb up the mountain

Cardin notices that he needs to get honey, up the mountain, next to the lake, and then go to the bunker to Walter.

We return to the loader, we lead it into the tunnel.

At the entrance to the tunnel, the sun visor drops down in front of the driver's seat.

We look at the note attached to its inner surface, we get RADIO FREQUENCY (4). We rotate the knob on the settings of the receiver. We find the desired frequency, and the gate opens. We go to the opened gate, we pass the tunnel. We pass the house by the road .

Note . Before entering the house to examine it, it is recommended to set fire to the hay in order to get rid of the straw man who is in the house for a while.

We rise to the second tunnel, turn on the headlights, go into it. Before narrowing the tunnel, we get out, move on foot.

We go out to the Old Man, we speak with him. Sliding into darkness...

We find ourselves in the loader again, only there is no longer a silent girl Flarina nearby. We drive the car along the night road, we pass by the house on the road 2, and we go up the mountain.

Unload hay at the station

We pass the tunnel, we enter the village.

Note . In order to temporarily get rid of the straw man wandering at the entrance to the village without any hassle, we run into him twice with a loader.

We drive the loader onto the weight, stand on the platform for unloading.

Note . Unloading starts automatically, a mark of the task completion will appear after a short period of time. For some time, only the main task "Find honey" will be listed in the list of tasks, until we find ourselves in the courtyard of the artist's house.

We leave the weighing room through the gate into which we entered, we go to the left.

We follow the goat without a head, which leads us to the observation deck. We sit down on the bench, we get MAP PART 1 . We go down, we pass the burnt barn. We cross over the bridges to the other side. Avoiding meeting with the straw people roaming the street, we run to the illuminated gate , we enter the courtyard of the artist's house.

Cardin hears bleating from his backpack.

Find water for the goat's head

We open the inventory, we find that Allegria's head has come to life, and asks for a drink.

We carry the goat's head under the faucet by the pool in the yard of the artist's house, drink and speak with Allegria.

The goat falls asleep and Cardin decides to find a place to sleep too.

Find a bed to sleep

We are heading to the artist's house.

We pay attention to the stained-glass window, on which parts of the mosaic are missing and to the door without a handle. We go up the steps of the porch, we go into the house. Having looked around, we prepare coffee for ourselves in the kitchen (we increase the scale of resistance to fears).

We place utensils in places, sit down at the table. We eat bread with meat (increase the scale of health). We take the BOOK from the table, we read the inscription on the reverse side.

Cardin notices that Prisoner of the Mountains was written by one of the soldiers in his vision.

We lay down on the bed under the stairs. In a dream, we go along a long corridor to the exhibited picture.

Items and documents of the second day

  • LOADER IGNITION KEY - in the mockup drawer in Grandpa's office (after solving the puzzle);
  • SHNAPS - in a cache in the bathroom;
  • SIMPLE KEY - on the low tide of the window on the courtyard facade of the building by the road (used to open the front door), and on the table in the weighing room;
  • AMMUNITION - on the floorke on the first floor of the house near the road; on a bench in the first arch on the left of the third tunnel;
  • BREAD - on the table in the cellar of the house by the road (increases health);
  • MATCHES - on the table in the cellar "Houses by the Road"; on a shelf in Road House 2; on a table in the basement of a burned-out barn;
  • FORK - on the wall in the weight room;
  • MOSAIC PART 1 - on a box in front of a door without a handle in the yard;
  • FIREWOOD - on the porch;
  • COFFEE - on a shelf in the kitchen of the artist's house;
  • CUP - on the kitchen stove in the artist's house;
  • BREAD - on the table in the kitchen of the artist's house;
  • BOOK "PRISONER OF THE MOUNTAIN" - on the kitchen table in the artist's house.
  • "List" - in a desk drawer in grandfather's office (opens new tasks);
  • “A page from an old rifle manual” - on a shelf on the second floor of a house by the road (increases shooting skill);
  • "Note" on the table in "House by the Road 2" (not taken) - a hint that you can get to the beekeepers through the artist's house;
  • A “billboard” with an inscription on the back is on a cart at the entrance to the village.
  • RADIO FREQUENCY (3) - in the loader cab;
  • RADIO FREQUENCY (4) - in a note on the light-protective visor in the loader cab.
  • "Old Clock" to save the game - in the grandfather's bedroom; in the cellar of a house by the road; in the basement of a burned-out barn; in the kitchen at the artist's house.

Observation: Looking out of the kitchen window in the artist's house, we can see the Old Man standing underlantern.

Day three

Note . Further passage of the game is offered as an option, due to the presence of variability.

Climb up and look around

We go up the stairs to the second floor, enter the artist's studio.

We notice that part of the drawing of the bridge in the picture is erased. We examine the portrait of the artist himself.

Interact with the radio tuning knob, find the RADIO FREQUENCY (5). Pick up the MOSAIC PIECE from the shelf (2). From the table we take the TUBE WITH PAINT, squeeze the paint onto the palette. From the jug we take out the BRUSH. Take the PALETTE WITH PAINT. Apply it and the brush on the picture, restore the drawing of the bridge.

We turn around, we speak with the artist, Giovanni Serpentini, who materialized from the portrait. We discuss all topics, ask about his father's book.

Note . We still have two tasks in the journal, but in order to complete them, we also need to solve related tasks that open as we progress through the game.

Having received the information, we go down.

Note . EIf you go out the door through which we came into the house, go under the shed and look at the painting " Black City ", then such a hail will go in reality.

We leave through the door opposite the one through which we came into the house.

We head to the bridge over the gorge.

Cardin sees Flarin (), leading her goats into the mountains, and is glad that everything is all right with her.

We cross the gorge on the bridge, go down the path on the left. From the niche in the stone we get the KEY. We rise. We go along the path to the left, we go out to the bridges .

We pass along the first walkways under the overhanging rock cornice. Before the second footbridge we turn onto the path on the left .

We move along it to the index at the bottom left.

We look at the sign - it indicates the direction to the observation deck. We notice a paper boatfloating on the lake. We go down into the water, wait for him to appear. We select the boat, unfold the piece of paper from which it is made. We look at the picture-hint (a lit pipe helps to drive away the bees).

We move along the path to the observation deck. We go into the building , to the right of the path. We see a loop attached to a beam and a burning candle.

Cardin gets hit in the head. When he comes to, he finds himself suspended from a beam. With difficulty, he manages to free himself.

From the windowsill we pick up the CARTRIDGES, we return to the path. We continue to move to the observation deck, following the signs. We go to another stone building. We go around it on the right, we find that there is no handle on the front door.

DANGER. Perhaps the appearance of a beekeeper who releases his bees on Cardin. The smoke from the pipe helps to get rid of their importunity for a while in order to turn around and run away.

We get to the observation platform, sit down on the bench, we get the second PART OF THE MAP.

We get up from the bench, go along the path to the left. We follow the beekeeper wandering in the area, climb to the roof of the building . We eat breakfast - the health scale increases by one division. We go around the building, we notice that next to the house there is a tap with a pool. We open the key found under the bridge, the front door.

DANGER. Inside we find a straw man.

We set fire to the hay, wait for it to burn out, and with it the straw man. On the first floor, on the table, we find FIREWOOD, and on the wall we notice FORKS.

DANGEROUSST. Do not forget that a beekeeper is wandering outside, be careful, keep the door closed.

We rise to the second floor.

We tune the radio receiver, we get the RADIO FREQUENCY (6). We take away from the table the HALF OF THE PICTURE, and from the windowsill - MATCHES.

We save the game on the old clock, go down. Having previously made sure that there is no beekeeper, we go outside and return to the observation deck.

Before climbing to the observation deck, we go along the lower path to the stone "mailbox". We find in it a SIMPLE KEY. We rise to the observation deck, from it we go down.

Secret

At the sign, standing near the first stone building, where Cardin almost hanged himself, we turn right onto the path. We go along the ledge of the rock to the left. Having rested on a dead end, we turn around and continue down the wooden footbridges . We pass through the jets of the waterfall into the cave, moving forward. We go to the toy house. We squat, climb into it and click on the sled.

We find ourselves on a snowy hill, where Flarin sits on a sled. We speak with her, we offer to ride a race. We sit down on the sled, roll down the mountain, trying to get into the gate marked with flags. ?We return to the cave.

We repeat the path to the pointer, go to the right. We move along the coast. We follow the beekeepers, pay attention to the accumulation of stones. We run to the stones, fold the figure , thereby diverting the attention of one of the beekeepers . We follow the second beekeeper, make our way to the doors of the stone building , on which we find a hint drawing (the key is in the building from which smoke comes). We try to open the door to no avail.

Find the key to the stone hut

Being careful, we make our way into the building with the pipe. We look at the suspended hams with numbers.

Cardin sketches them.

We notice the corpse of a soldier hanging next to them. We look at the window.

Cardin notices an odd pattern of soot on the windows and makes another sketch.

We get a hint .

We click on the hams in the sequence I, IV, III, III, II, I , we get the KEY TO THE HUT from the mouth of the corpse.

Note . We pay attention to the fact that the corpse begins to grunt and shake its head if you click on the wrong ham.

We leave the building. Being careful, we return to the locked hut. We open the door, we enter the room.

Karid hears the sounds of a working walkie-talkie.

We speak on the radio with Corporal Walter.

Karid reports that he has not yet collected all the necessary supplies. Walter suggests to hurry up.

We notice that there is a stove and shelves for kitchen utensils in the room, which allows you to make coffee. There is also an old clock on which you can save the game. There are FIREWOOD and BINOCLES on the shelf, and TOBACCO on the table.

We leave the hut, being careful (we follow the beekeepers), we return to the building, which has smoke coming from the chimney. From it we move to the north (to the left), following the sign to the house with a pool. At the fork we see a black kid . We follow him. On the way we look into the building on the right. We find here a pack of COFFEE and "Vintage Clock" to save.

We continue to move after the goat, we go out to the building where the bee hive is located.

We go inside, put on a protective suit. We QUICKLY go up to the second floor, squat, make our way into the room with honeycombs. We move to the right, we take HONEY from the shelf.

Take shelter in a stone hut by the lake

QUICKLY leave the building, hurry back to the stone hut with the walkie-talkie. We run into the room, close the door behind us. We communicate by radio with Corporal Walter.

The corporal offers to rest.

Spend the night in a stone hut by the lake

We prepare coffee (we increase resistance to fears).

Turn off the lights, close the shutters. We lay down in a sunbed, remove VERGHEHEL from the wall, sleep.

Find Walter's Bunker

Waking up, we get up from the sunbed, go out into the darkness of the night.

We note that the beekeepers stand motionless, wearing some kind of baskets on their heads.

We see wandering lights on the islands in the center of the lake. We go there by crossing the water.

We follow one of the lights, enter the gate , which he opened.

Find Walter in the bunker

At the entrance we remove from the wall GRANDFATHER'S LAPMA, we go through the labyrinth of corridors and stairs. At the forks, we focus on the frozen shadows of people with lanterns. We get to the corridor, on the ceiling of which there is a transport?? ruba. We grab an armful of HAY , we pass forward. In the window of the locked door we see a bleating black kid. We give him hay, we pass through the opened door. We move along the corridors, focusing on the frozen shadows, we go out into the lighted room.

We speak with Corporal Walter. We give him the schnapps and the head of Allegria.

Give honey to Flarine

We pass through the opened door, follow Flarina into her room.

We turn to the dumb girl, give her honey. We get in return WINDING KEY.

Explore Flareena's room

From the toy house in which the candle burns, we take the GOAT FIGURINE. We install it on the panel on the wall. We start the mechanism with the key - a toy cable car leaves from the opened window at the top.

Follow the toy cable car

We watch how the trailer hides in the second window, we go out into the corridor. We wait for his appearance in the corridor , we run into the central room, we pass through the door we came through. We move forward behind the trailer, go down two flights of stairs, go to the left, into the door opened by the trailer. We descend into the flooded measlesdor with ice growths on the wall. We pass forward, we go into the room where there is a model of the house on the table. We touch the toy Old Man, chained to the walls.

Retrospective 2

We enter the building, read the text of the contract that grandfather concluded with the Old Man.

We are waiting for the appearance of a soldier H.R., who reports on the approach of the enemy.

Grandfather signs the contract, sealing it with blood.

An old man appears in the room. He reads the signed contract.

The old man goes to the door and causes an avalanche that sweeps away the enemies. After reminding his grandfather of the deal, he disappears in a puff of black smoke.

We again find ourselves in a room in a bunker. We take away the KEY in the form of a figure of a soldier, we go back to the corridor.

Cardin decides to spend the night here and talk to Walter the next day.

Sleep in a bunker

We go along the corridor, climb the two flights of stairs.

We follow into the room at the end of the next corridor, we take away the CANDLE with the smell of incense from the table.

Cardin inserts her lantern.

We leave the room, go up the stairs to the left. We go into the corridor on the left, we leave into the central room. We follow the door ahead. We move along the corridor, we go into the cockpit, where Corporal Walter is already sleeping. We click on the bed on the right.

Cardin decides to go to the bathroom first before bed.

We return to the central room, go to the corridor where Flarin's room is located (to the right of the door there is an icon with a picture of a toilet bowl).

We enter the toilet, head to the booth on the far left. We remove the TOILET PAPER, sit down on the toilet seat.

A roar is heard and the shadow of a straw man appears on the wall.

We rise, take the lamp in our hands, go out into the corridor. With the light of a candle we paralyze the straw people, we make our way to the cockpit. Let's go to sleep.

Day four

Waking up in the morning, get out of bed, pick up the CARTRIDGES from the next bed. We go out into the corridor.

Cardin decides to talk to Walter one more time.

Talk to Walter again

We go into the central room, we speak with Walter.

The Corporal claims that the Old Manlocked in a mountain, and invites Cardin to go there. He also offers to take Allegria with him so that she finds peace. The prison where the Old Man is being held can be reached through a tunnel.

Clear blockage on the road

With the lever that Walter gave us, we open the only locked door. For a long time we go along the corridors, climb the stairs.

We enter the room, in the center of which there is a gun.

We interact with the gun. We aim at the blocks of ice, fire a shot. We remove the rubble.

Pick up Allegria's head

We open the door, leave the bunker. We follow the signs, follow the bridge (to the right). Going down to the lake, we see in it a giant reflection of the Old Man, which soon disappears in the clouds of fog.

We go to the bridges, we follow to the bridge. We cross the gorge along it, heading to the artist's house. Through the yard we go out into the street, go to the weight room.

We find Flarin here, pick up the HEAD OF ALLEGRY.

Find a lock that fits a curly key

Cardin remarks that he needs to check what is bleating in his backpack.

Opening??m inventory, talking with a goat's head. We say goodbye to Flarina, we go to the weight room. We sit in the loader, we go to the grandfather's house.

DANGER. Straw people roam near the house.

We notice that a bell with eyes painted on it has appeared at the level of the attic platform. When looking at him, his eyes begin to glow and he begins to sway. We rise to the third floor, open the door with a figured lock.

Climb to the top of the mountain

We pick up the RIFLE, we grab the AMMUNITION.

We go down, we go outside. We sit down in the loader, we go to the tunnel. We move along it to the second location, we move to the mountain peak. On the way, we stop in front of the signs , we go into the burnt building on the left. On the first floor, we pick up PART OF FIGURE 2 from the shelf. We go up to the second floor, we pick up CARTRIDGES from the table. We read a page from the old rifle manual, increase shooting skills.

We return to the loader, continue climbing to the top. We pass the place of the snow blockage, we go through the tunnel.

Note . The current task "Take Allegria to the cave on top of the mountain" remains in the journal, but first you need to solve a number of related tasks.

We stop the loader, go to " Road House 3 ".

We notice that the same bell hangs here as in grandfather's house.

Note . We can take the “language” from him, but he does not appear in the inventory.

We read the note lying on the table (the storm brought down part of the power line). We notice a book lying next to it (we already have such a book). We rotate the disk of a strange device marked with the number 3.

Cardin notices that he does not know what to do with him.

We return to the loader, we go to the lower station of the cable car 1. We go into the building, go through the panel door.

Rotate the tuning knob of the radio receiver, find the RADIO FREQUENCY (7). We read the note lying next to it (it mentions the "dark trolley"). Turn the chopper handle.

Cardin notices that there is no electricity.

Find how to turn on the lift

We save the progress made in the game on the old clock. We leave the station, follow the cable to the next building . In its basement we find toilet paper (Cardin declares that he already has (if they took the papers?? in the bunker)), and at the top - FORK.

We follow along the cable, thrown along the poles, go out to the outdoor toilet, knock on the door.

A voice from inside asks for toilet paper to be brought to him.

Take toilet paper to the outhouse

We give toilet paper, which was taken in Walter's bunker.

The man promises to turn on the lift.

Activate the chair lift to the top

We go down to the building in the lowland - the lower station of the cable car 2. We notice that next to it there is a crane with a pool. In the building, rotate the radio tuning knob, find the RADIO FREQUENCY (8). We pick up SNOWSHOE from the wall.

We note that here you can make coffee (the log is on the shelf, and you can get water from the tap in the yard) and save the game on the old clock.

The second floor is currently inaccessible - the gate is locked from the inside. Under the outdoor ladder to the second floor we find CARTRIDGES.

Take the SIMPLE KEY from the bench inside the free-standing building frame.

On the east side of the lower station 1 we find pieces of snow, sculptg" target="_blank" rel="noreferrer noopener"> snowman . We go to the station, turn the shield handle. We sit down in the chair of the lift, start lifting.

The lift slows down, and soon comes to a complete stop. The voice of the Old Man is heard from the booth going down. He accuses Cardin's ancestors of deceit and threatens to take back everything he has done for them. The lift starts working again.

We continue to climb.

When the elevator stops again, we jump down to the roof of the building below us.

Cardin sketches two black peaks - the goal of his journey.

We jump into the building.

Cardin recognizes him - this is the barn in which grandfather made a deal.

Inspect the barn

Rotate the radio tuning knob on the table, get the RADIO FREQUENCY (8). We take from the table the CRYSTAL FOR THE DEAL.

Cardin hears bleating from her backpack.

We open the backpack, we speak with Allegria

Explore the bridge to the mountain

We go to the heights, we go to the bridge. Behind the grating blocking the path, we see Allegria. We talk to her, uzn?We're talking about a three-figure code. Remove the BELL from the neck of the headless goat.

Hang the bell on the sled to find the code for the bridge

We head to the lift station. We notice a soldier with a rifle on the left. We take out our rifle, kill the shooting soldier. We head to the hut, from the roof of which he appeared. We pick up the CARTRIDGES and KEY. We save the game on an old clock.

I'm going to the station. We make a snowman along the way. At the station, open the door to the control room with the key. We eat bread, increase the scale of health. We take away from the table PART OF DRAWING 3. We leave the station.

We sit on the sled, slide down. we set the direction according to the bell of Allegria. We drive up to a man buried in the snow.

Cardin decides to help the man.

Dig up the grave

We go into the building on the right. We make a snowman, we take away the SHOVEL. On the outer ladder we rise to the second floor, we climb into the model of the house. Interact with the radio tuning knob, get the RADIO FREQUENCY (10). On the table we find a drawing (hint). We go down to the first floor. We find one more SNOWSHOE (we already have). Open the lattice door with the key. In the room we find CARTRIDGES. We read the “manual page” (we increase combat by??yki). We return to the body in the snow, dig it out with a shovel.

It turns out that the old soldier H.R. The Serpentini is alive.

We talk to him. We dig it up to half of the body. We talk to him again.

It looks like something is holding him in the snow. Cardin decides to go get help. Serpentini asks for a sip of schnapps.

Bring schnapps to H.R.

We follow the signs , which show a bottle and a glass. We go into the building, we find a strange man with horns .

Note . This enemy is invulnerable. If he appears suddenly and grabs Cardin, he drags him to the bookcase and ties him to a beam. Cardin frees herself.

We go down to the first floor, we find the LOG and the KEY. We go outside, we select the CARTRIDGES lying near the rifle stuck in snow, on the right.

We go to the neighboring building, on which the sign of the drinking establishment hangs.

On the second floor we eat bread - the health scale is completely filled.

We go down to the cellar, we find MATCHES and SHNAPS. Note that you can make coffee here. We go up, we go outside. Before taking the schnappsSerpentini, we go past the frame of the building following the sign to the viewing platform. We sit down on the bench, we receive PART OF THE MAP. We pass further to the right, unlock the gate locked from the inside.

We return to the building behind the drinking establishment, go down to the Serpentini, opening another gate along the way. We give him the schnapps, we get the CODE FROM THE BRIDGE.

H.R. something drags under the snow, and Cardin decides to hurry.

We log the code (IMPORTANT).

Enter the code and open the gate in the snow

We notice the chains of soldiers that have appeared.

We rise to the building, on the roof of which they jumped from the lift (the shed where the contract was signed). We interact with the device to which the wires from the bridge are connected. Please note that it is marked with the number 1.

We expose the character 1 from the code picture . We track the relationship of devices according to the figure .

We go down to the left.

Turn right, go up the road. we go out to the observation platform, sit down on the bench, we get the second PART OF THE MAP.

We return the same way back. We go into the building of the upper station of the cable car 2. We kill the locatedhere is a soldier. We read the manual page, increase the level of combat readiness. We go down to the basement, we find CARTRIDGES. We rise. On device number 2, we set the symbol we need.

We sit down on the lift bench and go down. At the lower “Cableway Station 2” we turn the radio tuning knob on the shelf, we get RADIO FREQUENCY 10. In the next room we find COFFEE, we remove PART OF PICTURE 4 from the wall - we get a complete picture . We go down to the first floor, prepare coffee, increase resistance to fears.

We are heading to "Road House 3", on the device number 3 we set the required symbol .

Uphill path

We go to the “Station of the cable car 2”. We start the lift, we go upstairs in the "dark cabin" of the Elder. We follow to the bridge.

The "black hail" begins.

We run across the bridge, run into the cave.

Take Allegria to the cave at the top of the cliff

We find the skeleton of a goat, attach the head to it.

Allegory demands to look into her eyes.

We look into the eyes of Allegria.

Retrospective 3

Watching the scenewell, how Cardin's grandfather deceived the Old Man by giving him a goat as an innocent soul. We return to reality.

We speak with Allegria.

Cardin asks the goat for forgiveness for the deed done by his grandfather and asks for advice.

Explore the cave further

We go down deep into the cave.

We install the lantern in the projector, we go into the reflection in the underground lake.

Once in the room, look at the portrait on the wall.

The door closes behind us and a staircase appears.

We go up the stairs.

Pantry

We sit down on a stool in the corner.

We rise, we give the materialized grandfather a pipe. Climb up the stairs that appear.

Boiler room

We sit down at the table, light a candle. We quickly get up, climb the stairs that appear, jump into the bath.

Reception

We look from the bath at the Old Man. We get out of the bath, climb the stairs that have appeared.

office

ProhoWe walk along the narrow corridor into the room.

Search the office

We read the letter of the Old Man lying on the table.

We open the second from the top drawer of the right filing cabinet, but we do not find the grandfather's contract in it.

Cardin gets hit in the head again.

We wake up tied to the bed. We speak with Giovanni.

Cardin learns that it was he who freed the "Master".

Destroy the painting with the burnt barn

We come to ourselves again in the office.

We cut the canvas with the portrait of Cardin with a crystal. We leave the room, look in the mirror.

We watch the scene in which Flarina is frightened by Cardin, who has turned into a monster, and runs away.

We go down the stairs, we leave into the cave.

We take away the LANTERN, we go to the exit.

Hurry down the mountain to the loader!

We are careful - the soldiers shoot at our approach.

Leaving the cave, we find that the territory is blocked by a metal fence, and the lifts do not work. We go downalong the eastern ridge of rocks - we pass through two previously opened gates and go down the slope behind the house, near which Father Giovanni was found in the snow. We call the loader, we go to the tunnel.

Destroy the Burnt Barn Painting (continued)

We pass it, we stop before the collapse .

As an option: We burn a straw man in a burnt building, we go down to the village.

We make our way to the artist's house, avoiding meeting with the straw people.

We go up to the house, we find Corporal Walter in it.

The corporal reports that Flarina has not returned home.

We go up to the workshop, look at the picture - in the drawing of the bridge, someone added a gallows. We get down, we go to the bridge (we will have to go out into the courtyard and move along the fence).

Approaching the bridge, we see Giovanni suspended from it. We rise to the bridge, look into the gap of the span , we speak with the artist.

WE MAKE A CHOICE: let him live (get him out) or end him (cut the rope).

Game ending 1

Choose the option: " Pull out Giovanni "

We take out the artist.

Cardin's hand heals.

Turn to Giovanni, get MOSAIC PIECE 3.

We go to the courtyard of the artist's house, install the missing parts of the mosaic in the stained-glass window.

We pass through the opened door.

We go along the corridor, which we saw in a dream, to the picture, cut it with a crystal.

Save Flareena

We leave the basement.

Cardin decides to go to church as soon as possible.

We go to the hay unloading station, sit in the loader. We go to a location with a church.

Near the "House by the road 1" we see Father Jeremiah.

We go to the edge of the cliff, we look with him at the procession near the church. We speak with the priest, we get the CROSS. We sit on the platform of the cable car lift, go down to the valley.

We hurry past the frozen figures of people to the desecrated church.

We speak with the creature into which the Old Man has turned.

Cardina tries to exorcise the demon with the cross, but the demon successfully confronts the cross and stabs himself.

We turn on the lamp with St.Choi from incense, we drive away the demon, we take Flarin by the hand.

Retrospective 4

We leave the church. Now Cardin is present at the conclusion of the contract in the flesh.

We speak with grandfather and with the Old Man. Pay attention to the layout .

In the proposed choice, select: " Sign ".

The scene is repeated when the Old Man covers the enemy soldiers with an avalanche and disappears in puffs of black smoke.

Last day

164

We wake up in grandfather's house from the bleating of a black kid. We take away the CROSS from him, we follow him to the street.

Cardin's hand is healed.

Investigate the burnt barn

We run to the burnt barn.

165

We find that he is whole. We speak with Corporal Walter standing in front of the barn - he arrived at theguarding the deceased grandfather and does not recognize Cardin.

166

We go inside, open the lid of the coffin in which the grandfather lies.

Talk to Jeremiah in the church

167

We're heading to the church. We find it destroyed. We speak with the priest. We learn that grandfather died in his sleep.

Father Jeremiah does not understand how Cardin got the cross.

Find out what happened

Cardin goes to the graveyard.

168

We speak with Jeremiah, say farewell words. We take a shovel from the corporal, throw clods of earth on the coffin. We hear how Flarina says: "Amen."

We say goodbye to the priest. We speak with the corporal - he demands that Cardin put the rifle in placegrandfathers.

Return the rifle to the attic

We say goodbye to Flarin. We leave the cemetery, go to the grandfather's house. We take the rifle to the attic, leave the house.

Leave Moondown by bus

We go to the bus installation past the grandfather's barn.

Opening the gate, Cardin remembers that he still carries the pitchfork.

We return to the place where we took the pitchfork, put them in place. We go to the bus stop.

169

Leaving Moondown.

End game 2

We choose the option: " Cut the rope ".

Cardin's arm starts to hurt more.

Find Giovanni down the river

We go back, go down the path to the left . We sit down on the platform of the lift , slide along the gorge to the lower reaches of the river.

172

We get out of the platform, go to the river, take the PART OF MOSAIC 3 from the body of Giovanni.

Cardin considers what to do first.

Destroy the painting with the burnt barn (final)

We return to the lift, go up. We go to the artist's house.

We install the missing parts of the mosaic in the stained glass window, we pass through the opened door. We go along the corridor, which we saw in a dream, to the picture, cut it with a crystal.

Save Flareena

We leave the basement.

Cardin sees that it is already dawn and decides to go to church as soon as possible.

We hurry to the lift, we go down to the lower reaches of the river.

We go up the path, unlock the gate locked from the inside. We find ourselves near the "Road House 2", call the loader. We go to a location with a church.

Near the "House by the road 1" we see Father Jeremiah.

We go to the edge of the cliff, we look with him at the procession near the church. We speak with the priest, we get the CROSS.

We sit down on the platform of the lift, we go down to the valley. We hurry past the frozen figures of people to the defiled church.

We speak with the creature into which the Old Man has turned.

Cardina tries to exorcise the demon with the cross, but the demon successfully confronts the cross and stabs himself.

We turn on the lamp with a candle made of incense, take Flarin by the hand.

Retrospective 4

Now Cardin is present at the conclusion of the contract in the flesh.

We speak with grandfather and with the Old Man. Let's take a look at the layout.

We choose the option: “ Do not sign the contract ”.

173

We are preparing to repel the attack, but the figures of soldiers in front freeze.

174

We go to them, we see that they are toy soldiers. All this was a hoax.

Last day

We wake up in grandfather's house from the bleating of a black kid. We take away the CROSS from him, we follow him to the street.

Cardin's hand is healed.

Investigate the burnt barn

We follow the burnt barn.

We find that he is whole. We speak with Corporal Walter standing in front of the barn - he came to the funeral of the deceased grandfather and does not recognize Cardin.

We go inside - everything is whole here and there are no traces of a fire.

Talk to Jeremiah in the church

We're heading to the church. We speak with the priest. We learn that grandfather died in his sleep.

Father Jeremiah does not understand how Cardin got the cross.

Find out what happened

Cardin goes to the graveyard.

We see that Flarin is wearing the Old Man's hat. We speak with Jeremiah, say farewell words. We take a shovel from the corporal, throw clods of earth on the coffin.

We say goodbye to the priest. We speak with the corporal - he demands that Cardin put his grandfather's rifle in place.

Return the rifle to the attic

We say goodbye to Flarin. We leave tocemetery, let's go to grandpa's house. We take the rifle to the attic, leave the house.

Leave Moondown by bus

We go to the bus installation past the grandfather's barn.

We look out the window of the bus.

175

We wave with the hand standing on Mount Flarin. We die under an avalanche covering the bus.

Ending 3

We choose the option: " Cut the rope ".

Cardin's arm starts to hurt more.

Find Giovanni down the river

We go back, go down the path to the left. We sit down on the platform of the lift, slide along the gorge to the lower reaches of the river.

We get out of the platform, go to the river, take the PART OF MOSAIC 3 from the body of Giovanni.

Cardin considers what to do first.

We decide to go save the girl.

Save Flareena

We go up the path, unlock the gate locked from the inside. Oka?We are near the “House by the Road 2”, we call the loader. We go to a location with a church.

Near the "House by the road 1" we see Father Jeremiah.

We go to the edge of the cliff, we look with him at the procession near the church. We speak with the priest, we get the CROSS.

We sit down on the platform of the lift, we go down to the valley. We hurry past the frozen figures of people to the defiled church.

We speak with the creature into which the Old Man has turned.

Cardina tries to exorcise the demon with the cross, but the demon successfully confronts the cross and stabs himself.

We turn on the lamp with a candle made of incense, take Flarin by the hand.

Retrospective 4

Now Cardin is present at the conclusion of the contract in the flesh.

We speak with grandfather and with the Old Man. Let's take a look at the layout.

Choose the option: " Sign the contract ".

We are preparing to repel the attack, but the figures of soldiers in front freeze. We go to them, we see that they are toy soldiers. All this was a hoax.

Last day

We wake up in grandfather's house from the bleating of a black kid. We take the CROSS from him, let's gonext to the street.

Cardin's hand is left crippled.

Investigate the burnt barn

We hurry to the burnt barn.

We speak with Corporal Walter standing in front of the burnt barn - he came to the funeral of the deceased grandfather and does not recognize Cardin.

We go inside, look at the death of his grandfather.

Talk to Jeremiah in the church

We head to the church, we find it destroyed. We speak with the priest.

Father Jeremiah does not understand how Cardin got the cross.

Find out what happened

Cardin goes to the graveyard.

We see that Flarin is wearing the Old Man's hat. We speak with Jeremiah.

We lower grandfather's lamp into an empty coffin, say farewell words. We take a shovel from the corporal, throw clods of earth on the coffin. We say goodbye to the priest. We speak with the corporal - he demands that Cardin put his grandfather's rifle in place.

Return the rifle to the attic

We say goodbye to Flarin. We leave the cemetery, go to the grandfather's house. We take the rifle to the attic, leaveeat house.

Leave Moondown by bus

We go to the bus installation past the burning barn of grandfather. We look out the window of the bus, we leave Mundaun.

The bus enters the tunnel and Cardin panics. He tries to cover himself with a mutilated hand. In the pitch darkness, the whisper and laughter of the Old Man can be heard.

Game completed.

PS I was so carried away by the plot that I forgot to feed the hero the last sandwich and drink the last cup of coffee. I hope you succeed.

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