At the beginning of the game, you can go through training. Also in the pause menu there is a "Help" section, which shows all the control keys.
Remove the note from the cabinet on the left with the scheme for creating a bicycle. Open inventory and right click on the note. You will see what parts are needed for the bike:
Также рекомендуем сайт наших партнёров — ТОП лучших игр.
Look in the cabinet on the left and in the main compartment, under oneYou will find a belt every time. Below there are three drawers. At the bottom are the pedals . There is a wheel on the wardrobe. Another one is attached to the wall on the right side of the room. Now you can't get them. Get compasses from the glass on the table. You cannot remove the key from the wall, but you can exit your room into the corridor.
Enter the room on the left, mother's bedroom. Examine the box on the table in the lower left corner to get a ring . Combine the ring and compasses in your inventory. You can leave the bedroom (if you double-click on the exit, you will not have to watch the animation of the moving hero).
Look into the toilet on the right and take sunscreen lotion from the right wall drawer. Go around the corner, behind the toilet to the right. There is a bike seat hanging on the wall to the left. Open the toolbox and take away the hammer , screwdriver and wrench at once.
Now go down to the first floor. Remove stickers from the board at the front door. When you try to exit through the door on the left, you will see a message that the main character first needs transport (a bicycle) and money. A bicycle frame hangs on a cactus. Go through the door on the right to enter the kitchen.
Check out the fridge??ik and use a screwdriver on the screw on the right, then take the handlebars of the bike . Take out the money from the pot on the kitchen table on the left. It is not necessary to take the frame from the cactus. It is on it that you will collect the bike. You can add a handlebar and seat to the frame. Return to the second floor, go around the corner to the toolbox and find the plunger on the left. Enter the toilet, use the plunger on the bathroom to drain the water, and take the filter. This is the first gear . Go to mother's bedroom and use the screwdriver on the alarm clock to pick up the bike bell .
Go to your room, turn on the table lamp and apply sun lotion on it. When it's hot, grease the bolt on the wheel attached to the wall. Unscrew it with a wrench. Then take the second wheel by pulling out the three drawers in the wardrobe and using them as steps. After that, use the compass with the stone on the piggy bank to get two gears . Go downstairs and install everything on the bike. The belt will be used as a chain.
Head into the city and enter the Dead Man Tavern on the left side. So far, this is the only available passage. Talk to the innkeeper. No matter how much you want room 9, he will only allow you to settle in the tenth room. Remove the room 10 key from the wall and go upstairs.
Open number 10 and go inside. Take the aftershave lotion from the cabinet on the left. Remove the form from the wall on the right and go down to the innkeeper. Give him the form. Return to your room to see a complete mess. Here comes the innkeeper. Talk to him, then go out into the corridor. Go downstairs and you will see that the innkeeper is in place. Talk to him to find out if he cleaned the room. You will receive the key to room 10 . Ask for the Do Not Disturb sign . He will give it to you.
Climb to the second floor and apply the sign to the first door. Go to the back room, take the bucket with the mop on the right and remove the sign with a warning about washed floors from the cabinet on the left. Return to the corridor. On the right is dirt. Use a bucket of mops on heroh and yellow sign. Also be sure to pour the liquid soap from room 10 into the bucket. Go to your room and pull the rope. While the innkeeper is busy, run downstairs and take the key to room 9 . Climb up, open room 9 and go inside.
Examine the wall above the fireplace to find a brick. Go through the door on the left and take the nail file from the sink drawer. Use the file on the brick above the fireplace in the same room to find Willy's father's card .
Go downstairs and talk to the innkeeper. Ask all questions to get a card . Go outside and go to the alley on the left. You will be right in front of the library. Come inside. Chat with the librarian to find out about Willy's father's card. Examine the second floor and go outside.
Go to the alley to the left to be at the fork. The path to the right leads down to the museum, and the entrance to the left leads to the One-Eyed Jack restaurant. You can’t go to the restaurant, so go down to the museum. Is there a jack against the wall on the left??t. Return to the library, go up to the second floor and use the jack on the table on the left. Look in the niche from the fallen book to find a letter from your father . You will also receive a map piece .
Come outside. You will see how the innkeeper is following Willy. Follow the left, down and enter the museum. Talk to the man sitting on the chair on the right. After that, examine the book by the pile on the left to get stickers with the name Tom Raleigh . Get out of here and follow to the restaurant "One-Eyed Jack". Talk to a restaurateur. Sit down at the table and try to pass the test. Nothing will come of it.
Return to the main square and now go right. Enter the first building, the town hall, and talk to Steve. Exit and go to the alley on the right. First, look into the pharmacy (Drugstore) and talk to the pharmacist. Ask if there is anything you can do to help him. After that, it will be possible to pick up tools at the entrance - a trowel ( trowel) and a container . Enter the next building down the street. This is a pub. Talk to the guy on the couch, inspect the 3D printer and go outside.
D??Walk further down the street and enter the forge. Pick up matches from the floor . Take the hammer and tongs lying to the left of the anvil. Apparently, the hammer is a reference to Thor. Go outside, go right down the street and enter another building. This is the armory. Talk to the man behind the counter. In the background, on a shelf, is Captain America's shield. Take the scissors from the cup on the vendor's table. You can’t pick up the gun, because the alarm will go off.
Continue down the street and check out the music store. Take the tuning fork lying to the left of the vendor's counter. Talk to the hippies and go to the back room of the store. Take away the bow ( stringless bow) . Hit the tuning fork on the triangle hanging on the wall. The wall will move to the right. For now, there is nothing to do here.
Go outside and go to the alley in the middle of the screen. You will find yourself in a small area with a photo booth. Take a photo and take it. You will also receive two additional posters. Combine them with Tom's decals obtained from the museum. Will it pass?? to the amusement park. Use pliers to remove the cylinder-shaped case from the top of the carriage. Walk to the left of the amusement park to see the lighthouse. Examine the seagull in the nest on the left and climb the lighthouse. You can open the lighthouse and throw a match inside to light it.
Return to the street with the music store and go right to the new street. Pick up large pebbles ( pubbles) from the ground. Go to the cemetery to the left. Use the trowel and container on the flower grave. You can explore the crypt. Return to the street from the cemetery and go up to the house from above, in the background. This is a church. The blacksmith is digging in the car. He is not very talkative. Enter inside the church and remove the polaroid from the bench. Chat with a priest.
All locations have been explored. It's time to take action. In his letter, the father told about the huge treasure that Captain Kidd and his team hid. After they hid it, a map was made. Then it was torn into several pieces, and it is them that you need to find.
sendgo to an amusement park where there is a strength-measuring ride. You can try to hit with a hammer, but nothing will come of it. Instead, use a metal contraption from a musical instrument store to hit the bell. You will receive a piece of the Roc Lafitte card . You can open the father's letter in inventory to see a list of all the members of Captain Kidd's team.
Visit the weapon shop and examine the pistol. When you take it, the alarm goes off. Take a Polaroid photo of the weapons from the church, then go to the drugstore bar and 3D print the photos. After making a copy of the pistol, return to the weapon shop. Distract the vendor by using a pebble (found at the graveyard entrance) on the catapult on the left. Then replace the pistol with its copy. Willie will find a piece of the John Roger map . The gun itself, he will leave in his hands a statue in armor outside the store.
Only 6 more pieces left to find! Go to the One-Eyed Jack restaurant. In inventory, combine the scissors and Willie's photo you took in the machine opposite the amusement park and lighthouse. Willie will cut out the eyes with glasses . Sit down at the table and apply these eyes with glasses on yourself. Thanks to this, Willy will be able to deceive the restaurateur, who will not know that he fell asleep. Click on the restaurateur and take the testm. He will give the key. Open the glass case on the left using the given key and take the Lucky Cake . Take it to the forge, place it on the anvil and smash it with a hammer. You will receive a piece of the Eddy Bellamy card .
Now go to the town hall and examine the seal on Steve's desk. Ask Steve for this stamp, take it and stamp the two posters of Willy (which you made in the machine opposite the amusement park and the lighthouse). Also on these posters you had to stick stickers with the name Tom, received from the museum curator. Having done all this, hand over the posters to the caretaker. He will allow you to take the envelope. Inside it, Willy will find a piece of the Tom Raleigh map .
Go to the lighthouse, but stop in front of the bridge. Give the seagull the cake pieces from One-Eyed Jack's restaurant (the cake must be broken with a hammer in the forge) and then search the nest to get a coin . Follow the pharmacy and use the coin on the vending machine to get a jelly candy .
Go to the amusement park, where they found a piano cylinder on the roof. By the way, it can be inserted into the piano in the back room of the musical instrument store. The panel in the wall will move even more, but this is not enough. In addition to playing the piano and hitting the triangle on the wall, do you need to play?? on a stringed instrument (presumably a cello). You found a bow on her, but there is no string on it. You need to find the string. Go to the forge and give the horse a jelly bean. Use the scissors on the ponytail and then combine it with the bow. Play the cello at the musical instrument store. If you played on all three, then a niche will open, and you can pick up a piece of the Walter Fly card .
Go to the church. Fill up the ball machine on the left. She will start. Click on it to shoot the ball. Enter inside the church and chat with the priest. He will give you a No Play sign. Go outside and examine the toolbox by the machine. Talk to the blacksmith who is digging into it. Say you're on a mission for God. He will allow you to use the tools. Take the multi tool from the box and combine it with the No Play sign. After repairing it, insert it into the hole under the windows of the church. Launch the ball again, which will bounce off the sign and break the window. Enter the church and talk to the priest. Ask what happened, and then name any signs. When the priest leaves, pick up the glass from the floor. You will receive a piece of the Edward Drake card .
Only two more parts left! Go to the library, go up to the second flooralready and use the multi-tool on the chest. You will open it. Then use a nail file on the open chest to open the raised floor and get a piece of the Charles Teach card .
You have collected 7 pieces. You will be shown that the merchant from the pharmacy has returned to the store. Go to him and give the jar with the plant from the cemetery. He will give you Dr. Every's letter . It says that Alfred gave the artifacts to Steve. Go to the town hall, but Steve will not be here anymore. Interact with the globe and go up the descended stairs. Examine the diary lying on the table to get the last piece of the Chris Every card . You will also receive the diary of Steve Bonnet (Bonnet) and an ancient coin . Take the rope from the filing cabinet on the left, open the window and use the rope on it. Willie will run away.
Go to the lighthouse. There is a sign on the right. She needs to be inspected!!! Only after that Willy will use the control panel on the left. Rotate the wheels at the bottom to adjust the coordinates 47 and 78. They will point to the crypt in the cemetery. Remove the boards from the crypt and insert the ancient coin into the skull. Willie will fall into a cave.
Go deep into the cave until you see a ship. Tell Henry you are the new sailor. Once on board, you can knock on the captain's cabin and talk about everything. Climb into the cabin from above, pick up clothes and a hat . Climb down from the deck and take the mannequin . Get down even lower, pick up a saber and inspect the door. The hold is closed.
Climb up and talk to the captain. Ask for the key to the hold and choose any answers. Right now you don't have the right ones. Climb into the cabin from above and look through the gap in the floor. Click RMB on two books. One of them will be a much needed treatise by Kidd. Next, go down to the door to the dressing table and right-click on the cannon. You will see 8 cut-offs, which corresponds to 8 battles.
Climb up and talk to the captain. Ask for the key, say you didn't see anyone, then choose Kidd's treatise and 8 battles. After receiving the key, go down and open the hold. Take the golden mask from the wall, go up to the deck and place the dummy on the cannon on the right. Put on a mask, clothes and a hat. Insert a saber into your hand. Talk to the captain and say that Morgan has appeared on the deck. While Henry is fighting the dummy, enter the captain's quarters and collect the magazine bowl . Go down to the hold and throw the bowl into the cannon, after which Willy fires??lit from it. It remains to return to the upper deck to see the final cut-scene.