As punishment for her actions, Ingrid ends up in the underworld. Making her way through the darkness that wants to devour her heart, the girl goes to redemption. Her fate is in your hands...
Take the bread from the mother's hands, move to the right and press Q twice to use the loaf of bread on the mud puddle.
After falling into the swamp brewery, move to the left side and pay attention to the furs and the wheel. To the left of the wheel, an invisible valve is lying on the floor. Pick it up and install it on the control panel to the right of the wheel. Turn the valve so that a can of worm is at the bottom of the wheel. Launch the bellows to light the coals and light up the room. Pick up a jar of worms. When the worm crawls away, inspect the bowl of a strange creature. Decide whether to pick up or discard the slimy chicken foot . At the time of going through and writing this article, I did not know what it gives or does not give, so I picked up the subject.
Walk past the pot and note the three vines in front of the poisonous flower. Pull the right, middle and left vines, and then use the chicken foot on the plant. You can come and feed or throw a paw. The choice in favor of good action is obvious.
Walk right and talk to Mlwow. He will tell you that in response to all your actions, it will be decided whether Ingrid can return home. Answer politely . Approach the waterfall to see the number of sins and good deeds on Ingrid's hands. Press ESC and go right. Approach the cliff and interact with it.
In order not to fall into the lava, you need to jump on the plates in the correct order: right, right, left, right, right, right, left, left, left, left (to the beginning), and all the time to the right.
Pick up a knife and garlic from the table, and then use the left opening (the right one leads down to the hole). Use the knife on the seam on the left side and go inside. Go back and go to the mouth on the right. Slowly and carefully pull out the bone to do a good deed. Return through the seam to the gear room. Wait until the creature turns away (when the light comes on) and insert the bone into the gears. Pick up the two halves of the bone , re-pick the moment when the monster turns away, and set them in two different places.
Go back, go down and wait for the elevator to go up. Jump down where the elevator was and use the knife on the protruding half of the gear . Pick up half of the gear and a piece of liver . Enter the passage on the left and pull the vine on the left side. Return to find that the pit is now perekdig. Return to the passage to the left of the large liver. Use garlic on the first vine (then pick up the lever ), on the second - a piece of liver. From the second mouth, take out a horn-shaped tooth. Go back to the liver, through the passages rise to the very top and go into the seam. Pick up both bones, and when the creature turns away, insert them into the rotating gears. Quickly go down to where the hole was, and take the second half of the gear on the right. Wait for the liquid to start dripping again and fill the horn with it. Use the acid from the horn on the third tentacle, then stand in the sticky slime on the right. Use any gear half to glue them together.
Climb up and set the gears next to the mouth. Insert the lever and pull it. watch the long scene with the pumpkin. Go to where the three tentacles were and roll down the slippery slope.
We speak with the imp, we pass along the bridge to the door of the house of the owls. There is no move. We collect 5 feathers on the bridge, we make a blende out of them. We approach the door, we go inside the tree. In the right part of the location we examine the tree, inside we find a glowing ball. We apply it to the left side of the strange mechanism near the large gate, set the indicator light on the right side of the mechanism to the highest position, click on the button in the middle. Now, with the valve on the left, we combine the luminous symbol with the symbol ??lot, the door is open. It’s better not to fall into the paws of the owls, so we quietly go up to the second floor, take a dusty can from the closet on the left side, go down, fill it with blue paint (the barrel is behind the back of the owl-painter). We are waiting for the right moment to steal the dream catcher from the locker, after which we move to the right side of the lower floor (through the passage on the left), and smear the roses with blue paint. Now we just wait in a place inaccessible to the owls, when they start swearing, then we go up to the second floor, go to the rose garden, take scissors there and cut the rope. One owl is immobilized, we go down and near it we select the dropped luminous ball, having previously hidden behind the stump. We return to the hall, we do the same procedure with the glowing stone and the gate mechanism that we did last time, we get into the library.
We rise along the nearest stairs, inspect the skull on the shelf, select the dropped object of a strange shape. We rise along the middle stairs, combine a strange object with a mechanism in the form of an owl's face, pass along the formed bridge, take the sickle from the shelf. We do not remove the strange object, we go down to the stairs closest to the door, click on the lower face of the owl, climb the first ladder, take the strange object from the upper owl, calmly bypass the distracted librarian. We read a book on his table, climb up to?go up the left stairs, with the help of two strange objects we build bridges, take the luminous sphere from the shelf, go up to the attic. We cut the vines with a sickle, take another luminous sphere from the book. In the left dark corner, press the action button, take the vinyl record. We return to the library hall, go down the middle stairs, pick up a strange object from the lower left owl and quickly climb the stairs. We combine the pin with the owl at the top, we leave the library. We do the same trick with the luminous sphere and the door mechanism, we get into the bedroom.
We go to the left, we see an owl-watchman in his room. We lie down in bed (in the room next to his room), pretend to be asleep, wait for him to pass, quickly get up and rush to his room, where we attach the dream catcher to the hook above the stairs. He falls asleep, we can pick up the fallen yellow luminous sphere. You can try out the record on the turntable (for the achievement "Who wrote this crap?"), but after a few seconds of playing, quickly turn it off. We can now wake up the kids (optional) by moving the sliders on the dream gear next to the beds. The position of the sliders for the first mechanism (the sleeping girl closest to the owl's room) is 4-1-4-1, where 4 is the lowest point and 1 is the highest. The position of the sliders to wake up a sleeping boy is 2-2-2-2. Back togate mechanism, use the second luminous sphere, gain access to the vault. We take an empty sphere from the workbench, and a luminous sphere from the alcoves. We return to the corridor, apply it to the gate mechanism, we get access to the Reactor. An owl runs and fusses upstairs, we go to the second floor, quietly remove the first valve (while the owl is on the opposite edge), we hide. We wait for a convenient moment, remove the second valve, go down to the first floor, go to the right side of the room, use the valve near the closed door, climb up, use the last valve on the generator, turn it, go down. Owl ran to the generator, we rise from the left side to the second floor, turn the last valve, EXPLOSION. Now let's go back to the Vault, pick up the part from the workbench, install it in the mechanism on the ground floor, steal the glowing yellow stone from the owl's staff, he gets depressed. Now we have two yellow stones, we use them in the mechanism on the right side of the second floor, we need to set signs to charge the stone. We click on the sign in the bottom row in the middle until it gets up at 11 o'clock on the clock face, now we can charge the stone in the corresponding alcove. The resulting stone is again used on the gate in the hall, we get into the Throne Room.
We immediately pay attention to the elevator, but to start it we need to play the melody that sounds on the pla?Teen in the Bedroom (hello to the lovers of musical puzzles in quests, oh). The keystroke order (counting from left to right) is 4-2-1. We go up, turn the lever, now you need to set the dream catcher in the right position (we can find hints in the owl's book in the library). The correct position is Rhombus (upper symbol, Month (lower symbol), we set the skull with a keychain, and put two feathers on each side below, and one feather on each side at the top. We sit on the throne, we fall into the Dream.
Everything is simple here, there is a labyrinth, as a result you need to get into its upper right part. The levers can be rotated and then the portals take you in the direction where the flying leaves point (very convenient for orientation). An approximate passage through the portals looks like this, again I will describe your movement along the canonical position of the clock hands. We move for 12 hours - 7 hours - 7 hours - 5 hours - 1 hour - 1 hour - 5 hours (here we select a bottle with a magic liquid, now we can lubricate the mechanisms), immediately lubricate - 9 hours - 7 hours, lubricate the mechanism - 11 hours, lubricate the mechanism - 3 hours, lubricate the mechanism - 11 hours - 1 hour - 1 hour. Freedom is near, we watch the video, and if you saved all the children, we get an additional reward.
We go along the pavement, we meet a man with a toothache, we go further to the very cliff, we need to look for a workaround. Let's go back to h??lovek (let's call him Harry, because he has the last tooth left), now we have the ability to switch between characters. With the help of Harry, we turn the winch at the entrance, lower the platform, step onto it Ingrid, raise the platform, approach Harry to the raised stairs on the left, play as Ingrid. We pull the lever to the left of the platform, Harry goes up the stairs. Harry goes to the rightmost lever on this tier, Ingrid - to the only raised ladder on this tier. Harry pulls the lever, Ingrid climbs to the next tier. We pass to the left, we cling to the rope. Harry, on his tier, approaches the only block mechanism on this tier, pulls the rope up. We jump off Ingrid to the right side, take a brick, cling to the rope, Harry lowers us down, press on the tooth, cling to the rope, climb up, insert the brick into the terrible mouth, take the rusty pin from the inside.
We go down Ingrid to the tier to Harry, go to the rightmost lever, insert the pin into it, now the ladder is constantly lowered. We become Igrid at the lever with a skull near the stairs, Harry - at the lever with a skull on the right side of the timers. Now let's move quickly. We press on the growl of Harry, we press on the lever of Ingrid, we quickly climb the stairs with it, we reach the edge of the formed bridge, we jump over to the other side. We see here a lever that activates the second part of the bridge (its duration is VERY long), t?why wait for all the timers to reset, pull this lever, quickly jump down into the lever with the skull at the stairs, Harry activates his lever at the stairs, Ingrid his own, Harry climbs the stairs very quickly, we cross the whole bridge to the other edge. Since Ingrid knows how to jump over small openings, we can easily activate Harry's lever, climb Ingrid onto the stairs and jump over to the extended half of the bridge.
Now we both met on the other side. Ingrid picks up a tooth, stands on the platform, Harry goes to the right edge of the location, pulls the lever. What is the essence of this puzzle. We need to move the clock hands to 12. The hands move forward when the platform is in the down position and Harry pulls the lever, moving it down. The tooth blocks the arrows, allowing you to move the platform again (without affecting the arrows). Ingrid's top arm allows you to manipulate the position of the platform. Ingrid inserts the tooth into the hollow, goes to the left edge, takes the lever, inserts it into the groove near the tooth. Harry raises a tooth, pulling the lever, stands on the platform a tier below, Ingrid pulls the lever, raising it. The clock is set, now Harry goes to the tower, turns the lever, both heroes stand on the platform.
We get out of the mouth, hide in the closet near the door, when Auntie passes by and starts to search another closet, then we get out and go along the corridor to the far door??p. In the kitchen we take bread, candy, wait for the moment when Auntie starts reading a book, kick a barrel of water, move to the left. We go down to her room, grab the book, hide in the closet. We go down to the bottom floor. We pick up the spitz in the pantry, and with the help of a terrible jaw we split the candy from the inventory, we get the first children's tooth. In the hall for treatment, we take a lancet and a child's tooth on a table by the window. In the kitchen, we talk with the imp, we get a tooth, we take another tooth out of a jar of jam under the table, we tear another one out of the picture with tongs and a tooth with tongs. Please note that Auntie opened a previously closed room, blow out the candles in front of her, use the bread on the hedgehog, pour the teeth into the unit. In Auntie's room, we open her box with a lancet, we take away her precious eyes. We find one more tooth between the Auntie's room and the recently opened room with the unit, we get one more tooth after another conversation with the imp. The last tooth will have to be pulled out while standing in front of a mirror in the corridor. We immediately pay attention to the picture, insert precious eyes into it. Now you need to set up the tools as shown in other pictures in the house. We open the tongs halfway, point the tool at 7 o'clock. Now, moving our eyes, we can see the signs below, they will mean the correct order of pressing the symbols in the tooth assembly. We go there, take off all the teeth, press in this order- Square - Circle - Rhombus - Rhombus - Circle - Triangle, we get a gold tooth. Now we insert it into the picture, direct our eyes like this - blue up, red - to the right, a secret passage opens. We reach the end of the corridor.
At the far end of the cemetery we select half of the medallion, we go down underground. You can go here only when the light is on, otherwise the Darkness will swallow the heroine. We go down to the second level of the dungeon. Here it is necessary to move only when there is silence around. As soon as you start to hear the hiss of the xenomorph in the ventilation, you immediately stop. And so on until the exit. In a spacious room, we immediately activate the coffin (this is such a local teleport), when we teleport to the entrance to the dungeon, then to the left of the coffin we take a piece of the coffin board. We pass to the left, we speak with the cabinetmaker, we get a wooden man. We are waiting for the moment when the Overseer is standing on the stairs, we will sneak past him, we take a paperweight and opal. Let's go back to the crypt in the cemetery, solve the puzzle with a knock on the door. How I understood the essence of this riddle. The first button means 3 knocks and no knocks, the second button - 1 knock, the third button - 2 knocks. The order of pressing the buttons from left to right is 1-1-1-3-3-2. We go into the crypt. We examine the gap in the floor, apply a wooden man to it, getting the other half of the medallion. Insert both halves into the puzzle??y on the wall, above it is necessary to make sure that three animals are on the symbols of the sun at the same time. We launch the hare first, after a second we launch the elephant, when the elephant is on the skull icon, we launch the antelope. The order is exactly this, try to get into the time intervals. We take a scroll from the niche. Now let's do the same, but with all three animals hitting the skull icon. We launch the antelope first, when it is near the sun icon, then we launch the hare and immediately launch the elephant. We can open the sarcophagus, release the spirit from there. We go to the imp, then the ghost of the boy suddenly calls us. We give the devil a scroll, ask him to read it. Let's go to the other end of the cemetery, talk to the merchant, he will give us a jar for the soul. We have a choice - to lure the soul of a ghost boy or capture an evil spirit. We go to the crypt, use the jar on the evil spirit, put the opal in it. We give the soul to the merchant, we get a precious necklace.
Now we can profitably exchange with the merchant. We give him papier-mâché, pick up the book, carry her imp, he will tell about the date 1524. Let's return the book to the merchant, take the Chinese mask, with it we go to the caretaker's rooms, now we can easily go through the room with scary eyes (the mask is put on automatically). We go down the stairs, take a lantern in the underground, go to the left corner, we find a golden key there. It can be applied to the skull at the top of the stairs, tepe?We go down again, put a lantern to the right of the stairs so that it illuminates the tomb 1524, take the urn with the sun, break it, we get another key. We return to the merchant, change the mask to a Chinese coin, go to the Overseer. When he stands on the stairs, we throw a coin into the piggy bank (near this very staircase), we take the key. We unlock the cabinetmaker's shackles for them, take a chisel and a carpentry tool. We exchange the chisel for a figurine of a gargoyle, we ask the merchant for a steel. We go to the crypt, put the figurine in the groove, go down underground. We throw firewood into the hearth, set it on fire with a flint. No reaction ... We are trying to burn the carpentry tool. No reaction... Well, let's sacrifice a wooden man... We apply a golden key to the column, take a bottle with dead water. We carry everything to the imp, and then together we go to the crypt. After a short swim, watch the final!
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