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ShowGamer.comWalkthrough Mutropolis



Walkthrough Mutropolis

Your attention is presented a detailed guide to the passage of the drawn two-dimensional quest Mutropolis



Act 1. Opening

You play as archaeologist Henry. Talk to Karlata and Cobra on the right. Go further and chat with Totel, who is standing in front of the stone door. Move away from the door. A large blue mushroom grows between Cobra and Totel. Rip it off. Walk back and search the bags to the left of the Cobra to get a Geological Clock . The I key opens the inventory. Walk left and examine the shovel sticking out in the sand. Also examine the toolbox a little further. Need a password.

Approach the hole and throw a large mushroom from inventory into it. Chat with Micro and ask for the password. It will give you the first half of the code. Talk to Luke, who is standing near Karlata, to get the second part of the password. Open the toolbox to get the Aqua Dentata substance.



Go right and talk to Totel. Examine the door and use the geological chronometer on it. Then talk on all topics with Totel. If you have studied the shovel, then talk about your scraper. He will offer another option. And now you can apply the substance you found earlier on the door.

Go back to the left and examine the pile of rubble with a shovel sticking out of it. Henry will notice the footprints. Talk to Karlata and ask where she was before. Then ask where Micro was. He will tell you what to look for behind the stones at the entrance. Go to the cave entrance and click on the rocks on the right. You will notice the gum. Now talk to Cobra. Select all options until you see shining powder falling from her hands. These are fungal spores. Behind Karlata there is a niche with mushrooms. Examine it to find a scraper. Apply it to the door, which was poured with a special substance. Go through the door and watch the cutscene.



Act 2. Totel is the key

Go to the reception room of Totel (the door with the triangle). Talk to Karlata. Go to Totel's office - everything is turned upside down there. Pull the mask hanging on the wall to the left (three times will be enough) - a piece of iron will fall out, take it. Take the trowel from inventory and put it in the hole to the left of the chair - get a handle. Examine the box to the right of the table - you will find a freshener. Return to the lab - Luke will look through the security cameras. Return to Totel's office and inspect the plant on the table - it bites. Go back to the reception, talk to Carlata, tell her that Fornithulia Alkolokida is a little crazy today, tell her that she said everything correctly. ?You should have guessed that the plant has a similar name for a reason, and it must be watered with something containing alcohol. You can take the mojito from Carlata, but she won’t give it up so easily – she needs to calm down. Return to Totel's office. Examine the rack on the right. Open the book second from the left, it is about flowers and plants. Scroll to the last page and read about linden - you need linden flowers and hot water. Return to the lab. Behind Luke, a little to the right, there are samples, examine them - you will find linden flowers. Exit to the corridor. In the foreground on the right are plants, inspect them - get a Martian chili pepper. Go to the reception room, remove the plant from your inventory and plant it in the piece of Martian soil located to the left of Karlata - you will have a pot, and pepper will grow on the plant. You won't be able to pick it off with your bare hands, so go back to the lab. There are robes hanging to the right of Cobra - take one. Also take the pass behind it. Take out the pot from the inventory and pour water into it from the jug standing on the Cobra's table. Return to the reception room and pick the pepper with the help of a dressing gown. Return to the lab and inspect the thermal regulator to the left of the Micro. Take out the pot of water from the inventory and fix it in the latch. Take the chili pepper out of inventory and put it in the thermal regulator - the water will heat up. ??leave the linden flowers from the inventory and put them in hot water - you will get a decoction. Remove the decoction from the fixative. Go to the reception room, take the decoction from your inventory and give it to Carlata - she will give you a mojito. Go to Totel's office. Take out the mojito from your inventory and water the plant on the table - it will spit out a note, and you will have a straw and ice in your inventory. Take her. Examine the note in inventory - you will remove the paperclip from it. Return to the laboratory, take the note from inventory and show it to Luke - he will call the cops. Alas, they do not want to do anything, so the salvation of Totel is now in your hands. You need to find the exact coordinates of the place where Totel could have been taken, get a hoverjet, as well as a survival kit.


Также рекомендуем сайт наших партнёров — ТОП лучших игр.


We are looking for the coordinates of Totel

Let's start by looking for coordinates. Go down to the first floor, go outside and go to the backyard - you will hear the conversation of Cobra. Break the rope from the shield - it will come in handy later. Return to the building and enter the elevator. Take out the trowel and push the suspicious panel away with it. Examine the secret door - you need a flat screwdriver. Put the panel back, return to the first floor and go to the hangar. There is a screwdriver on one of the boxes - take it. Alas, it is cruciform. However, we have one specialist ... however, he does not work for free. Exit to the main hall. To the left of the elevator is a vending machine - use it. Take the pass from your inventory and insert it into the slot on the right - alas, the pass has expired. Return to the second floor and go to the reception. Take the pass from inventory and give it to Carlata - she will ask for a pay stub. Go to Totel's office and take the leftmost folder from the floor. Return to the reception area, take out the folder from your inventory and give it to Karlata - she will reissue the pass for you. Go down to the first floor, use the vending machine. Take the pass from inventory and insert it into the slot on the right. Buy two servings of food, preferably meat or fish, do not forget to take the pass back. Return to the lab. Take the food out of inventory and put it in Trevor's cage. Take the screwdriver from the inventory and give it to Trevor, ask him to flatten it - get a flat screwdriver, take it. Return to the elevator. Remove the suspicious panel. Take the flathead screwdriver from inventory and unscrew the screws on the hidden door. Try to open the secret door - Cobra's fingerprint is needed. Put the removed panel back in place. Go down to the first floor and exit into the courtyard. To the left of the tree is a monolith - inspect it. Touch the fingerprint - your access level is too low. Return to the building and go down to the basement. Talk to Frida, ask what level of access she has, ask about the flask - shewants to give it back if Henry helps her open the mummy's mouth. Return to Totel's office, inspect the rack on the right, you are interested in the second book on the left - "The Big Book of Mummies". On the second spread, active points and their designations are visible, on the last page - a sequence of pressures to relax the muscles.

Return to the basement, inspect the mummy and press the points in the following sequence: nose, thumb, little finger, tongue, nose, eye socket, eye, eye socket, tongue. If everything is done correctly, Frida will go to rest. Take the flask. Examine the wooden box lying under the display cases. Examine the note stuck to the wall of the box. If you take the mojito glass out of your inventory and try to place it on the counter to the right of the set, Henry will drop it and you will get the "Clutzer" achievement. Take the flask from inventory and place it on the rack to the right of the set. Remove the brush from the box and flick it into the talcum powder and move it along the lower left corner of the flask - a fingerprint will appear. Take a piece of sticky tape from the box and stick it on the print - get a fingerprint. Exit the box inspection mode. Climb to the first floor and go outside. Examine the monolith, take Frida's print from inventory and attach it to the print on the monolith. Turn on summer tree mode. Pick from under the apple treeO. Return to the lab. Take out the apple collected from under the tree from inventory and give it to Cobra - she will bite off a piece and throw the rest into the wastebasket. Take the apple core out of the trash can. Go down to the basement. In the elevator you will meet a bird woman, then you will find yourself on the first floor, and the elevator will stop working - go to the hangar or to the street and come back - the elevator will work again. What it was, you will learn a little later. Go down to the basement. Examine the wooden box. Take the flask if it is still standing nearby. Take the apple from inventory and place it on the counter. Take the brush out of the box, flick it into the talcum powder and move it along the lower right corner of the apple - a fingerprint will appear. Take a piece of sticky tape from the box and stick it on the print - get a Cobra fingerprint. Return to the elevator, remove the suspicious panel, take Cobra's fingerprint from inventory and attach it to the secret door. Go to the secret passage. There is a switch on the left side of the visible space at the level of the red-green lamp, press it - sparks will begin to flicker on the left. Try to fix the circuit - you will be shocked, and the bird woman will disappear. Pull back the curtain, go downstairs, chat with the bird woman - in fact, this is Isis, the ancient Egyptian goddess. She will tell us that in the code for the safe Koperhaps the third symbol is the eye of Ra, the rest we have to guess. Near the electrical panel near the ladder there is a rope - tear off a piece of it, if you have not already done so. Return to the cobra room via the stairs. Examine the board: there are several photos and objects on it. We are interested in those where Cobra has positive emotions: a newspaper clipping with a goblet (wings), permission to leave Mars to the right (something in the form of E-), an icon (the eye of Ra), and a photo from a dragon hunt (crossed out from below O). Examine the safe, enter the symbols in the given order - the safe will open and you will get the Bad Mood Board achievement. Take the data cylinder from the safe. Exit through the window. Take the data-cylinder from inventory and give it to Isis - the coordinates are now known.



Looking for a survival kit

Now let's move on to the survival kit. Go down to the basement. There is a book in one of the three glass cases - inspect it. Read the instructions for creating master keys. Check to see if you have food with you, and if not, buy from the vending machine in the main hall. Go to the lab. Take the food from inventory and put it in Trevor's cage. Take out the paperclip from inventory and give it to Trevor, tell him to make a star, take it. Take the star out of your inventory and give it to Trevor, tell him to flatten it - will it turn out to be a piece of iron with a strange pho?We, take her. Take out the S-shaped piece of iron that fell out of the mask from the inventory, give it to Trevor, tell him to make a heart, take it. Take out the heart from the inventory, give it to Trevor, tell him to flatten it - you will get a piece of iron of a strange shape, take it away. In inventory, combine two freshly obtained strange pieces of iron - you get master keys. Go out into the corridor, take out the master keys from the inventory and crack the safe on the wall with their help. The upper master key with the end bent upwards should not be thrust very far after it is fixed, the lower one should be somehow average. As a result, you will receive a survival kit.

Looking for hoverjet

The hardest part is getting the hoverjet. Go down to the first floor and go to the hangar. Talk to Petra, say that you need a vehicle - she will offer to negotiate with the pilot in the center of the hangar. Talk to the pilot, say you want to hire his hoverjet, ask why he's so twitchy - he's obviously in trouble with the law. Exit the hangar, go up to the second floor and go to the reception area. Use a printer. In the upper part, select a skull with two arcs instead of eyes, in the lower part - a jaw that is beveled to one side, in hairstyles - the same as that of the pilot, press the "Render" and "Print" buttons - if everything is done correctly, Henry will say that someone him this pho?The robot reminds.



Go down to the hangar. Go to the pilot, get the identikit from your inventory and attach it to the pilot - Henry will say that the eyes are not the same. In inventory, draw the glasses on the identikit with a pen. Give the identikit with glasses to the pilot - he will dye his hair blonde and leave a spray - take it. Well, then we'll have to pass him off as Pink-Haired, the criminal whose pictures are hanging in the hangar.

First, look at the photo of the wanted criminal. Exit the hangar and take the thermometer in the main hall to the right of the hangar door. Now it needs to be strongly cooled with improvised means. The first we have is a freshener found in a box in Totel's office. The second one is also available - ice cubes from a glass of mojito. Return to the hangar. Try to open the lost and found box next to the detectives - they won't let you do it. Talk to the detectives on the right, ask what is in the blue box - they won't tell you, but you will find out that it is very cold, which means we need it. Talk to the pilot, ask if he lost anything - he will offer you to participate in the theft of the item - agree. You are required to create some kind of distraction.



Go down to the basement. Pull back the cover from the corpse on the middle table. Examine the corpse. Try to get the bottom red c?? lindr - you will get only a part. Return to the lab. Take out the rest of the smoke bomb from the inventory and give it to Luke - get the chemical components. Exit the lab and go to the elevator, but don't go inside. To the right of it is a sculpture with thorns. Take out the rope from inventory, found near the electrical panel in the backyard, and use the sculpture to pull the thread out of it. Go down to the hangar. Take the thread from the inventory and soak it in the oil puddle under the robotic arm. In inventory, put the chemical components in the straw, put the thread in the stuffed straw. Give the smoke bomb to the pilot. In the smoke on the right side of the screen, inspect the leftmost silhouette - get a chewing gum. Talk to the pilot, say that you got something from the box, honestly share the loot with him. Another cooling component is in your inventory.

Talk to Petra, ask if there are parcels for you - she will send them to you. Exit the hangar to the main hall, and then to the street. Examine the monolith, turn on the winter mode of the tree. Try to take an icicle from the lower left branch - you won’t get it. Examine the monolith, turn on the autumn mode of the tree. Take the robe from inventory and throw it on the lower right branch of the tree. Examine the monolith, turn on the winter mode of the tree. Take out the trowel from the inventory and use it to break off the icicle from the lower left branch. Here is another onecoolant found.

Return to the lab. Look in the sample container opposite the door (it looks like a large door and is to the right of Micro). There are five samples, but one is superfluous, you need to determine which one. At the bottom under the samples there is a plate with information on the samples - read it. Use your computer - it is on the table opposite the Micro. Next, you will need to choose one of two pictures: a gas station (right), a red truck (left), voting (left), a woman with a sign (right), pictures of gangsters (right). If everything is selected correctly, the photo taken before the kill will be found - it will appear in the inventory. Look in the sample container again, take out the photo from inventory and attach it to the leftovers, then to the torn shirt. Take hair samples. Go down to the basement. Take the hair sample from inventory and give it to Frida, say "please, please, please", shed a tear - the hair will turn out to be the right copy. Take the photo from your inventory and show it to Frida - she will give you a sign of constellations (freckles), which should match the freckles on your skin. Return to the lab. Look into the sample container. The hair is already marked. Take out the chart of freckles from inventory and attach it to the skin tissue - there is a match. Take the frozen finger.



Open the thermal regulator. Take out the chromatic thermometer from inventory and fix it in the holder. Take the breath freshener, ice cubes, chewing gum, icicle and finger into the thermal regulator. Take the spray taken from the pilot from inventory and apply it to the thermometer. Return to the hangar. Take the pink spray from inventory and pour it over the pilot. Talk to the detectives, tell them that Rozovolos is there. Exit the hangar, and then go back. Go to the hoverjet, talk to the pilot in the window. Return to the lab. Talk to Luke, tell him we're leaving.

Act 3. Guards of Mutropolis

Talk to Micro - he needs Max's instructions. Talk to Luke, tell him that you need him to look for something for you, that you need instructions for Max - he will send you to Carlata. Talk to Karlata, ask her for Max's instructions - get a notebook. At the same time, ask her what she is doing - it turns out that this is not some kind of yoga, but she is trying to stabilize the ship, but the pilot does not understand her signals. Talk to Max, ask him for a copy of the instructions - he needs paper. Take out the notebook from the inventory and give it to Max - you will receive a printed instruction. Take Max's instruction from inventory and give it to Micro. Send Max nand the lake - he will return with a fishing rod. Talk to Max, say it's a nice fishing rod, be careful, say you don't care about blackberries - Max will lend you a fishing rod. Take out the fishing rod from the inventory and try to get the robot under the branch - get an antenna. To the left of Isis is a backpack - take out the trowel from it.

A little to the left, a knife is stuck into the tree - take it. Take the knife from inventory and give it to Micro - he will sharpen it. Go left and open the right box - get a Survival Kit. Use the knife to open the Survival Kit in inventory to get sunscreen and a match. Take the trowel from your inventory and use it to open the box in the foreground. Take the remote control from it. Take the remote control from inventory and show it to Micro - he needs an antenna and a battery. Examine the table, remove the antenna from inventory and screw it to the remote control. Talk to Luke, say that you need him to look for something for you, say that you need batteries - they are not there, you have to improvise. Pick the lemons to the right of Karlata. Take the lemons from inventory and give them to Luke - he will make a battery out of one of them. Return to Micro and inspect the table, take out the homemade battery from inventory and attach it to the remote control. Take the remote control from inventory and use it on Max - getachievement "Are you a robot?" . Take out the remote control from the inventory and give it to Carlata (if you asked what she was doing beforehand) - she will stabilize the ship, and you will finally get the binoculars and take them to the table.



Examine the table, take binoculars from it - unfortunately, it only works close to the ship. Check out the area. When you move the cursor to the left or right edge, the field of view shifts slightly. There is no need to accurately position the central circle of the binoculars - just click on the place of interest with the cursor. There is a white dot on the leftmost crater, it is slightly to the right of the trees above it, click on it - you will see a golden lizard and get the achievement "All That Glitters" .

A little to the right of the lake there is a pyramid, trees grow near it to the left and right, under the leftmost tree from this group there is a dark spot, click on it with the mouse - you will see Seth.

Mark the desired hexagon on the map, it is located between the lake and the pyramid - Max will go on reconnaissance, but communication with him will be interrupted.

Examine the same point on the map as before - Max is not there, but a picture appeared on the stone, where you need to look further - the stone is lower by the water.

Examine the stone located on the ber??gu lake - Max moved down to the right, rounding the tree, which means that the next stone with a picture is near the crater.

After examining this stone, we learn that Max has moved north to the city - there is also a stone there.

Looking at the new stone, we learn that Max went through the archway to the northeast.

The next stone is on the shore near the crater. Then max crossed the river and continued to move in the same direction.

The next stone is on the shore near the purple thickets. Max continues to move in the same direction.

The next stone - at two small craters - there Max is waiting for us. It remains to mark this place on the map - this is a brown hexagon just to the left of the narrow purple ledge on the right edge of the map.

Micro will go after Max, and there’s nothing else for you to do here yet - follow him up the steps by the smiling tree, which used to hide the bushes (by the way, you could cut them off yourself with a sharp knife). You are offered to go either to the carved head or to the craters - it doesn’t matter, but it’s better to go to the carved head.

Take out a match from inventory and light Clayton's pipe - the conversation will immediately improve, and Clayton will allow you to go into the forest along the left road.Inspect the information stand - you will find out that there are attractions here. Remove the map from your inventory and give it to Clayton - he will mark a couple of new locations on it. Take out the notebook from the inventory and sketch in it the large heads located to the left of Clayton. Take out the notebook from the inventory and sketch in it the terracotta warriors on the right. Take the left path into the forest. Take out a notebook from inventory and draw a statue from Easter Island in it. Go further deep into the forest. Take out the notebook from inventory and sketch in it the Persian statue on the left. Examine the stone statues standing in a circle - get the achievement "What's in my name to you" . Go to the left window. Take out the notebook from the inventory and draw the figure of the Aztecs in it. Go to the right window. Examine the warning. A branch is swaying to the right, take a knife from your inventory and cut the bushes - you will see a board. Try to pull it out - it will not work. Go back. Talk to Isis, say that you have found the path leading to Mutropolis - she will give you an iron rod. Go to the right window, take out the rod from the inventory and break the board with it - you need to find the key.

Return to the village. Talk to Clayton, tell him you know how to get to Mutropolis - he can't let you into the crypt until you're done?You are walking the path of a hero. Well, there is nothing to do, you undress and go along the central road (you will also receive the "Nudist" achievement). There is a pit with coals ahead, it is not so easy to pass through it. Exit the cave. Near the booth you left your backpack - open it and use sunscreen. Go back to the path of trials - now you can walk on the coals. Further in front of you is a face with a hole - you need to stick your hand into it, but Henry has a phobia that you have to fight. Go outside and dress in the booth. Return to your camp from which this act began. Stick your hand into the smiling mouth of the tree - Isis will conduct a psychoanalysis session with you, and you can do it. Now we need a bigger hole. Go to the beach. On the beach there is a stone covered with moss - try to pick moss from it - it will not work, it is poisonous. Return to camp. Talk to Luke, tell him that you need him to look for something for you, that you need protective gloves - Micro has them. Well, now it's time to go to him - that is, to the craters. Once at the sign, go left. Totel is being tortured, and you will come back. Once again look at Seth, take out a notebook from the inventory and sketch in it a bicycle standing on the right. Go back to Micro and talk to him - get gloves. Return to the beach. Take out the gloves from the inventory and use them to remove the moss from the stone. The stone in the face also has holese - put your hand in it. Now we need a bigger hole. Go to the pseudo-Romanesque temple. Here we are waiting for another face - stick your hand in there. You are now ready for the second challenge, but there is still more to do. Take out the notebook from the inventory and draw a Cupid in it. A skeleton is hanging on the fountain - inspect it. Bend the ribs - the icon will fall, pick it up. Return to the village. Walk the path of trials. Now, after intensive training, you can stick your hand into the hole in your face. The passage is open, but what to do on the third test, you do not know yet. Return to the village and change. Talk to Clayton, ask about the tests, namely the rain test - this is where you will need the sketches from your notebook. Recall that in the village there are round heads and terracotta warriors, further along the left path - statues from Easter Island, even further - a statue of a Persian man, even further in the left window - an Aztec medallion, a cupid near a pseudo-Romanesque temple, a bicycle near the camp of Set. Now two are missing: one statue and an air beast. We have already seen the beast, but did not know that we needed it, so we will visit it a little later, first we will deal with the last statue. Get the ExoMars badge from your inventory and give it to Clayton - he will tell you about the thief and send us to look at the notice board - take the blueprint from it. Return to camp. inspect stol, get the drawing from the inventory and put it on the map. Place the blueprint so that the three dots under the bird match the three trees on the map.

Mutropolis

Go left and from the crate in the foreground where you got the remote from, take the boat and the remote. Go to the beach. Take out a notebook from the inventory and sketch in it an air beast - a bird. Take out the boat from the inventory and put it on the water. Take out the remote control from the inventory and send them the boat on a journey - it will drag the space capsule. Open the space capsule. Examine the pocket in the capsule - now we know where to look for the treasure map. Travel to the Pseudo-Roman Temple. Examine the skeleton. Open the lapel of the backpack, open the zipper, take out a knife from the backpack and cut the fabric behind the clasp with it - you will see a leaflet, take it. Return to camp. Examine the table, take out the treasure map from inventory and place it on the map. Bend the left half of the map once, the right half twice - there is one cross left on the treasure map, and it is under the tree - mark a similar tree in the upper left corner of your map.

opolis_16.jpg"> Mutropolis

Go to a place with treasures. Take out the notebook from the inventory and sketch the statue in it. Take out the knife from inventory and use it to cut the vine - a juicer will fall near Seth's camp. Open the bundle lying on the ground, take the pass from it. Return to camp. There is a slot to the right of the eyes of the smiling tree - examine it. Take the pass from your inventory and put it in the slot - a compartment will open on the right. Examine the compartment, inspect the capsule and papers in it - get the achievement "We the People" . Return to the village. Take out the notebook from inventory and show it to Harolyn - it's time to learn to dance. Harolyn will show a symbol - you must select a similar drawing from the notebook:

  • asterisk - Aztec hare;
  • heart - Cupid;
  • tree - a statue from Easter Island;
  • the box is a Persian statue;
  • the wind is a big head;
  • shield - terracotta warriors;
  • gears - a bicycle;
  • a man is a statue of a standing man;
  • scissors are a bird.

Walk the path of trials. Enter the dance arena and dance in exactly the same order as Harolyn taught you.

Now you can go behind the red curtain in the village - you will receive the achievement "Here it is, but what about it?? there is no more ". To the right of the hand, there is a sticky mass on the floor - take it. You will have a strange object in your inventory. Go left to the entrance. Touch the plant - an object will fall from it to the floor. floor - now you can go outside.

Talk to Clayton, tell him that you have lost the key - he will answer that the Ruby Bravo key may have remained in the crypt. Return to the crypt. Walk to the left and pick up the incomplete card lying next to the column. Look into the niche with black curtains - one of the three skulls belongs to Rubina. We'll have to recreate her photo. There is a vessel on the ground on the left - take it. Come outside. Talk to Clayton, ask him what he can tell about Ruby Bravo - she had dark hair and eyes the color of a stormy sea. Go to the beach. Take the vessel from inventory and use it to scoop up water from the sea. Pick off the blue algae. Travel to the Pseudo-Roman Temple. Take a vessel of water from inventory and pour water from it into the hole under the tree. Take the trowel from inventory and use it to knead the clay in the hole under the tree. Take out the vessel from the inventory and use it to scoop up clay from the hole under the tree. Head to the crater. Pick up the juicer that fell earlier. Go to Set's camp - there is a crocodile. Talk to Max, ask if he can pro?Go to Seth's camp - he will go on a mission, and you will receive the "Pixel Party" achievement.

Walk left to the hive. In inventory, climb into the basket and restore the meow recording from it. Take the meow recording from inventory and use it on the crocodile. When he comes closer to you, take out the sound recording program from your inventory and use it on the crocodile - you will get a recording of the roar of the crocodile. Get the record of the crocodile's roar from the inventory and apply it to the crocodile. When he comes closer to you, take out the sound recording program from your inventory and use it on the crocodile - you will get a recording of the crocodile purring. Take the crocodile purring note from your inventory and use it on the crocodile. When it gets closer, the bird gets scared and drops the white object. Pick it up - it's a salt shaker. Take out the salt shaker from the inventory, put it on the hose with water, water the flowers - the flies will fly. Get the recording of the crocodile purring from inventory and use it on the crocodile - Max will steal the key. Go to the monitor and pull the lever on the left - the monitor will go down. Use a monitor. Take the key from the inventory and insert it into the keyhole located to the left of the monitor - the computer will start. Press the second icon (the man with the shield), the upper right (observation) and the lower right (start). Walk into the cage and when you get hitt current, quickly touch the flowers - the flies will disappear. Use the computer again, click the second icon (the man with the shield), the upper right (observation) and the lower right (start). Get the record of the crocodile purring from inventory and use it on the crocodile - the crocodile will be caught. Enter the pyramid - get a photo. Return to Henry. Press the button in the lower right corner of the photo - it turns out that it is also a camera, click on the photo to give the photo to Henry.

Return to the village, go to the crypt. Examine the niche with black curtains. Take out the vessel with clay from the inventory and place it on the stone stand. Take gems from the niche with skulls. Take clay from the vessel with clay and coat the right skull. Take the gems from inventory and insert them into the right skull. Take the blue algae from inventory and place it on the right skull. Take the photo from inventory and take a photo of the right skull. Go outside, take a photo from your inventory and show it to Clayton - he should say that the photo is similar. In inventory, use the juicer to squeeze the juice from the lemon. In inventory, take the photo of Ruby with Lemon Juice and glue it on the pass. Go into the forest along the left road to the museum (remember, the entrance to it is at the right window). Go through the hole. Once in the basement, inspect the console. Remove from inventoryI pass and attach it to the lock - the first door will open. Take the knife, trowel and remote control from inventory and place them in the rectangular recess. Go through the second door. Talk to Luke and Karlata - get the soul key. Go right and use the console on the wall. Need a code. Since we have already spilled lemon juice on everything that was possible, inspect the note with the lemon in the inventory - the code is partially visible there. Enter 9138 on the console. Go inside.

Hide behind a mountain of coins. Get a coin from the mountain of coins. Take the coin from inventory and throw it at the bell hanging from the dinosaur. While the cat is distracted, hide behind the flag. Take the thread in the right edge of the screen (actually, it's a ball). Get a coin from a small pile of gold. Take the coin from inventory and throw it at the bell hanging from the dinosaur. While the cat is distracted, hide behind a mountain of coins. When the cat leaves, return to your friends. Take the ball from inventory and give it to Isis. Choose any replicas. As a result, Isis will give you a trowel.

Once in the room with the sarcophagus, try to blow out the candle next to which you are. Talk to Cobra, say that she betrayed everyone, that you need to blow out the candles. Take the notebook from your inventory and give it to Cobra - you will receive the achievement "Unceremoniously" . Take out andInventory the key of souls and stick it into the keyhole, located in the stone to the left of Henry. Take out the trowel from inventory and pick the beetle with it. Watch the final.