Korshon's body , carefully examining his
clothes. Inside the jacket you will find a boat ticket, and next to it you will
notice a hairpin, which is also worth taking. Move to the curtain, behind which
there is a hole in the glass. After examining it, open the small door and leave
the room.
While Pierre's wife is busy talking on the
phone, pay attention to the table next to the easel. On its surface lies a
piece of cloth with an unusual symbol - pick it up. Then examine the table. In
one of its corners there is a small hole. Using the hairpin found earlier, open
the hiding place, from where you can take the key. After that, examine the
easel and take a tube of acrylic paint, which will interrupt the widow's phone
conversation. Take advantage of the moment and talk to her - at the end of the
conversation, she will give you the key to her husband's office.
Having entered the office, the first thing you
should do is pay attention to the painting on the wall. There is a button
hidden behind it that you need to press. This action will open the safe hidden
behind the painting. Use the key found in the desk to access its contents.
Inside the safe is a strange cylindrical object - take it. Next, examine the
massive table. On it you can find a figurine of an elephant, blotting paper and
an empty container. Squeeze the paint from the tube into the container, then
dip the cylinder in the paint and leave an imprint of symbols on the blotting
paper. Take the paper with the drawing and talk to the widow again.
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Start by carefully examining the bars and the
boat. Go to the gate and try to open it - there are locks on both sides. You
have to solve a puzzle to open the passage. However, if you want to save time,
there is a trick: hold down the left mouse button on the puzzle screen and move
the cursor diagonally from the lower left corner to the upper right. This will
allow the lock to open automatically.
Once inside the room, pay attention to the
skeleton of an old boat. Nicole, moving it, will accidentally turn it over -
pick up the cartridge case, which will be on the floor. After that, move to the
stone door and examine the mechanism that controls its opening. In the hole
designed to activate the mechanism, insert the cylinder that you previously
took from Korshon . There are two buttons above the mechanism - the sequence of
pressing them is as follows: left, right, left, left, right, left, left. As
soon as the door opens, do not forget to take the cylinder back.
Upon entering the hidden room, pay attention
to the cross located in the center of the wall. Nicole will lift it slightly,
causing the front door to slam shut and revealing another secret area. You will
need to open the door again, and to prevent it from closing, place the shell
casing you picked up earlier. Find an active spot at the bottom of the door and
place the shell casing. Lower the cross again to flatten the shell casing, then
lift the cross again and place the flattened shell casing under it. This will
allow you to examine the hole in the wall and insert the stone cylinder into
it. Another secret door will become visible on the opposite wall. When Nicole
tries to move the stone slab, she will note that the gap is too narrow. Return
to the cross, take the flattened shell casing and use it to widen the gap and
move the slab.
Turn on the light using the switch on the
right side of the room. Carefully examine the image of "Lady Justice"
and the holes next to it. Pay attention to the table and flags. There is also a
table on the left side of the room, in the drawer of which Nicole will find an
encrypted message. When you try to close the drawer, Nicole will break it, and
this will allow you to examine the hole underneath. Inside, you will find half
of a photograph. Look through the papers scattered on the table, and then open
the inventory to examine the encrypted message you found. Each letter of the
English alphabet corresponds to one of the symbols at the bottom of the note.
Once you decipher the text, the game will automatically transfer you to
Nicole's apartment.
George Stobbart , our hero, comes to in the
rubble of a cafe destroyed by an explosion. First, pick up the newspaper lying
near the lamppost. If you immediately go towards the worker in the background,
you can miss the opportunity to talk to the cute waitress. So first go into the
cafe itself. Search the body - there are no clues there, but listen to the
funny dialogue with the waitress, who for some reason decided that the party
had just ended.
Then head up the street to the worker, but you
almost get arrested on the way! Afterwards, return to the cafe and talk to the
inspector. Take this as a moment of comic relief - Inspector Rosso and the
sergeant get into a funny spat. Rosso asks questions about what happened.
Finally, George Stobbart reveals his identity: an American tourist traveling in
Europe. Before leaving the cafe, the inspector will remind you of the rules of
road safety, advising you to cross the street only on a green light.
On the street you will meet Nicole Collard , a
photojournalist. It turns out that the deceased, Plantard , was going to meet
her to give her some important material. George decides to find the killer who
not only killed Plantard , but also took his briefcase. Nicole gives George her
phone number.
Now head to the worker, ask him about the
clown and the old man, and when he talks about the races, offer him a
newspaper. After reading about the races, the worker goes to place a bet, and
you take the sewer wrench from his metal toolbox.
Return to the cafe and talk to the sergeant, although
it will soon become clear that the police do not need help. Now go to the alley
under the arch and examine the trash cans. Then use the sewer key to open the
hatch and go down. It turns out that the clown escaped through the sewers -
pick up the clown nose he left behind. Continue to examine - there will be
other evidence at the scene, such as a dirty sticky napkin and a piece of green
fabric caught on an iron fence.
After you get out of the sewers, talk to the
doorman. At first, he won't want to share information, but once you show him
Inspector Rosso's business card , he'll mistake you for a police officer and
become more talkative. Show him the scrap of green fabric - the doorman will
recognize it as part of the killer's jacket. Thanks to his phenomenal memory,
you'll learn the phone number of the killer's tailor, named Todrick .
Exit the yard and use the portable phone next
to the worker's pit to call Nicole. She gives you her address, which gives
George the opportunity to continue his investigation.
We go outside and talk to the flower seller.
Then we go to the cafe, where we should talk to the worker. After that, we go
inside and examine the mirror - Nicole will notice a wallet in the reflection.
We examine the table and take it. In the inventory we find an encrypted message
and a strange key. Be sure to study the key, then proceed to decipher the note.
The symbols in it are the same as in the first note (for help, you can use the
image above). Next, we head to the boat station.
Enter the secret room where you need to pick
up the cross and put the shell casing in. Now insert the stone cylinder into
the hole - this will open a secret stone door. Pay attention to the image of a
woman symbolizing justice. Insert the key you found earlier into the hole
nearby. Examine the safe and collect the pieces of the torn photograph. On the
right half of the picture you will see an image of Nicole's father.
Now George arrives at Nicole's house. Try to
open the door, but to no avail. Talk to the local old lady - she will tell you
how to open the door. Now try again, and this time you will get inside. Show
Nicole the piece of green fabric, which will allow you to learn more about the
killer. Nicole will also tell you that she developed the film taken at the
cafe. In a conversation about the clown nose, Nicole notices the name of the
store where it was purchased. Discussing the murders, it turns out that this is
already the third victim, although there is no connection between them. Now we
go to the costume store.
Upon arrival, look around carefully and start
a conversation with the seller. Show him a dirty napkin, and he will remember
that he recently sold two jars of such makeup - and it turns out that the
napkin was stained with makeup. Then show him a photo of the killer. The seller
will remember the name under which two costumes were taken - a clown and an elf
- this is the name Kan. After saying goodbye, the seller will give you a
hand-held stun gun . Now it's time to call the tailor Todrick , from whom
George will learn the location of the killer. The next point is the Ubu Hotel .
You will be met by two suspicious types at the
entrance. Talk to them, then go inside. In the lobby, talk to the pianist and
show her the photo of the killer. It turns out that Kahn and Thomas Moerlin are
one and the same person. Lady Piermont will also mention that Kahn hid a scroll
in the safe, possibly from Plantard's briefcase . Now talk to the man reading
the newspaper and head to the clerk's desk. Ask him for access to the safe, but
it won't work. Try to stealthily take the key behind his back, but it won't
work either. You'll have to ask Lady Piermont for help again . While she
distracts the clerk, quickly grab the key.
Now head upstairs. Todrick mentioned that the
door you need is the second one on the right, but the key you have only fits
the first one. Go in, look around, but you don’t find anything interesting, so
climb out the window and make your way to the next one. This is Kahn’s room.
Start looking for clues. The suitcase by the bed attracts attention, but it’s
empty inside. Look around the room, but you won’t find anything important. When
you’re about to leave, the owner of the room will return. George will have time
to hide in the closet, from where you can observe what’s happening. Kahn will
change his pants — use this moment to search their pockets. First, turn the
pants over and find a matchbox. Then George will notice a thread — pull it to
free the front pocket. Turn the pants over again and take the green pass from
the secret pocket. Now there’s nothing more to search in the room.
Show the pass to the clerk and ask to give you
the contents of the safe. The clerk is not going to give up so easily, so ask
Lady Piermont for help again , showing her the pass. When she finishes her
business, you will receive the package. At this point, it is best to save the
game. If you rush to the exit, two gangsters will intercept you and kill you.
Instead, go upstairs, climb onto the ledge and throw the scroll down. Now you
can safely leave the hotel and pick up the package.
In the apartment, the friends examine the
manuscript. The paper is clearly ancient and has a connection with the Templars
- in the center of the scroll is the coat of arms of this order. George
suggests that the manuscript may be the key to the Templar treasure. Carefully
study the manuscript - it depicts four strange symbols. Nicole will give you
the address of the Kroon Museum , where her friend works, and you go there.
Unfortunately, upon arrival at the museum,
there will only be a guard. Talk to him and examine the exhibits. Your
attention should be drawn to the central exhibit - a tripod, which is depicted
on the manuscript. The sign says that the tripod was found in the Irish village
of Lochmarn . After that, talk to the guard again and leave the museum. Return
to Nicole in her apartment and discuss new finds. Now you have to go to
Ireland.
An inspection of the hatch immediately catches
the eye. The metal grate is covered in rust, but still securely closes the
passage. Talk to the young guy nearby who observes your interest. Express
friendliness by shaking his hand, and don’t forget to ask about the castle – it
seems that this place haunts everyone. The guy, with a hint of fear in his
voice, will tell you about rumors that the castle is supposedly haunted.
Intrigued? Go to the bar to find out more.
Inside the bar, you are greeted by a lively
atmosphere: customers, as if warmed by drinks and company, are chatting and
laughing. You notice a young man in a bright yellow jacket - this is Sean Fitzgerald.
Try to start a conversation about the castle. However, instead of a calm
discussion, you will see how he begins to get nervous and looks away. This
clearly means something. Continue exploring, heading to the table where the
sneezing old man is sitting. He will also mention ghosts to you, as if trying
to convince you that rumors about these creatures have a real basis.
While the old man is distracted, pay attention
to his hands - he quietly places a piece of wire on the table. Try to take it,
because a little later this detail may be useful to you. You also notice a
towel near the bar - you can also grab it, no matter how insignificant it may
seem at first glance.
Continue the conversation with the bartender,
and he will share that someone else was recently interested in the castle. Your
task is to gather as much information as possible. Go to the man sitting with
his back to you, this is Doyle. After his short story, it is time to turn to
Mr. O'Brian , who will share legends about the tripod and a certain precious
stone found by Professor Pigram . Remember this information, it may be useful.
Now go back to Sean Fitzgerald. You may notice
that he's less wary this time. Eventually, the guy confesses - he was asked to
pass on something important to a man named Jacques Marquet. But before you can
ask any more questions, Sean runs away in a panic, and a moment later you hear
the screeching of tires. Head outside to see another twist. An elf appears. An
alarming character, but one that will lead you to the next part of your
journey.
McGuire again . Meanwhile, the elf's car has
smashed a box next to the building's doorway. Pay attention to the switch on
the wall and press it. Return to the bar, where you will encounter a small
misunderstanding: the dishwasher has broken due to broken wiring. Use the
moment and ask the bartender for a beer. Show him Moerlin's ID - this will
convince him that you are an electrician, which will give you access to the
problematic equipment.
And now comes the key moment. Use a piece of
wire to replace the blown fuse and go fix the dishwasher. When everything is
ready, another test awaits you - a dark basement. Find the switch and pull it.
At first glance, it seems that nothing happened, but it is. Go outside and open
the grate on the sidewalk.
At this point, Kahn approaches you, and it
becomes clear that Fitzgerald lost something important belonging to Pigram when
he was hit by a car. It's time to return to the basement. Now that there's
light, look around and find the stone - it's the same object Sean had.
After you find the stone, follow the path to
the castle walls. Meet the farmer and ask him questions about the machine. It
turns out that Sean is his nephew. Once the farmer leaves, you will have to
climb the haystack. However, this is not so easy. Find a narrow opening at
George's waist level - this is where you need to insert the sewer key to
continue moving. Once you climb up, move the plow so that the goat gets tangled
in the leash and allows you to pass to the stairs leading down.
Now you will see the chapel excavated by
Professor Pigram . First of all, search the table with the plaster on it and
take it. Then try to lift the massive statue. However, its weight is too great.
Instead, lean it against the steps. You will notice that there are indentations
from the pins in the sand. Sprinkle plaster on them, and now you need to return
to the bar to the familiar tap to wet the towel.
Back at the chapel, gently squeeze the towel
over the plaster. Once you have a hardened copy, use it to make a cast of the
back of the statue and insert it into the wall. This will open up a passage
down below, where you will witness a new cutscene that reveals the next steps
of your exciting investigation.
Before heading to the Palais Royal, listen to
the messages on the answering machine in Nicole's apartment. Upon arrival,
examine the strange work of art on site. To open the way, remove the two
collections and then push the central part of the structure. Use the resulting
rise to climb up. When you find yourself in front of a sealed window, use the
shell casing to open it. Once inside, head to the dying lady. Examine her body,
take the key hidden in the pendant around her neck. After that, Nicole will return
to her apartment, where new discoveries await you.
When you return, examine the box by the bed.
Use the key obtained from Lady Corshon to open the box with the image of an
elephant. Inside the box, you will find a piece of a photograph and a letter
that you need to read. These items will open further important elements of the
investigation. Based on the inscription in the Irish Chapel, you will
understand that it refers to the Place Montfaçon in Paris. Talk to Niko about
Professor Pigram , and at this point you will have a choice: go either to the
museum or to the police station. Your path leads to the station.
Start by talking to the sergeant, who will
give you information about Jacques Marque, already mentioned earlier in
Ireland. He is in the hospital. Additionally, you can talk to the inspector for
more information. The next step is to head to the hospital to find out more.
Upon arrival, start a conversation with the
woman at the computer. Show her Moerlin's ID and she will give you information
about Jacques Marquet's condition. After that, you need to talk to the
gray-haired doctor and head down the left corridor. There you will meet a
cleaner, with whom you need to start a conversation. Try to open the door
behind you, but the old man will not let you.
To proceed further, you will need to create a
distraction: pull Mr. Shiny's plug, which will allow you to open the closet
door. George will change into a white coat, and this will allow you to move forward.
In the second corridor (the one closer to the window), the nurse will give you
a blood pressure device. Talk to her and try to go down the hall, but the
patient will block your way. After several attempts, return to the first hall
and talk to the elderly doctor, who will ask you to look after the intern.
Use the blood pressure device and give it to
the intern. Now ask him to examine the third patient, which will allow you to
proceed further. There you will have a conversation with a policeman, after which
you can enter the ward of Jacques Marquet. He says mysterious phrases about
reforging a sword and assassins . At this point, another doctor appears. After
talking to Nicole, go to the museum.
At the entrance you will be met by a guard who
will warn you that the museum is closing soon. Talk to Lobineau , show him the
box to learn more about the Assassins . Show him the stone as well, and you
will learn that Place Montfaçon was the place of execution of many Templars.
Lobineau will ask Andre to help you decipher the manuscript. Open the window
and climb into the sarcophagus while the guard closes the window.
In Place Monfaçon, talk to the policeman and
approach the street artist. Try juggling, but it won't work out very well. Return
to the policeman and talk to him about the clown nose. Then go back to the
artist, put on the clown nose and try juggling again. The policeman and the
juggler will leave, and you will be able to open the hatch. Go to the other
side of the canal and examine the arches. Try to break through the first arch
with a sewer key. You will find an empty niche inside - there will be a sign of
a mechanism. Pull it, and the door will move a little, but it will get stuck.
Now unwind the chain on the boat and attach it to the door. By winding the
chain back, you will open the passage.
Don't rush down the stairs - look through the
crack in the wall and eavesdrop on the conversation of the secret meeting.
Among those present will be two familiar faces - a Nobel laureate and a false
doctor responsible for the murder of Jacques Marquet. After the first
eavesdropping, go back and look again: you will see how the neo-Templars float
away. From this it becomes clear that the Templars really exist and are trying
to regain their former power. However, not everything is so smooth inside their
organization. Plantard and Jacques Marquet were members of this group, and the
manuscript is the key to the sword of Baphomet .
Once you're down, inspect the room. Place the
tripod on the pole and place the stone on top. After that, go to Nicole to
discuss what happened. Then head to the Kroon Museum .
Talk to Andre, who by now has learned
something new about the manuscript. The knight depicted on it was Spanish and
belonged to the Vasconcellos dynasty . You have two possible paths: go to Spain
or to Syria. Choose Syria and set off on a new adventure.
In the market square, you will meet many
characters, each of whom is ready to share useful information if you approach them
with the right approach. First, examine the stall with the cat and talk to the
boy named Nijo . He enthusiastically tells you about the British TV series
" Jeeves and Wooster ", which unexpectedly becomes an important part
of communication with him. Next, head to the woman who is talking to the
seller. Again, start a dialogue with Dwayne , dressed in a bright yellow shirt.
He will reveal to you additional details about his wife Pearl. Talk to Pearl,
and then return to the kebab man to learn more about how to open access to the
Alamut club .
After going up the stairs, you will meet a
carpet seller who does not understand anything at first. To get things moving,
show him the matchbox. This is a mysterious pass to a closed community.
Continue the conversation with Ulthar , who also has important information.
Show him a photo of Kahn, and he will confirm that he has already been here
with Klausner. To understand further, you will need to read the sign on the
door. However, the problem is that George does not know Arabic. Use Ulthar's
help and learn that you need a toilet brush to progress further.
Go to the kebab man and pay attention to how
he brushes away flies. This is where the key to solving your task is hidden.
Talk to Nijo , who will gladly tell you how to get the coveted brush for a
ball. Return to the kebab man and say the learned Arabic phrase to distract his
attention. After a successful exchange, the brush can be given to the owner of
the club in exchange for a toilet key.
Inside the toilet, things get comical when you
accidentally pull the rope off the stall door, causing a minor accident. Use
the key from the towel machine to get the towel and give it to Ulthar . Next,
you'll have another exchange with Nijo , after which you'll need to press the bell
to break a small statue. Combine it with a dirty napkin to make it look like an
antique, and show it to Pearl. You can then try to sell it to Dwayne , which
will be an important part of the game's progress.
When heading to the "Bull's Head",
take a branch from the tree, which will be useful to you later. There is a
ledge on the cliff, but it is not so easy to go down it. George will be able to
connect the branch with the towel, and with their help reach the crevice.
Explore the cliff - there is a crevice hidden in it, and inside there is a ring
that activates a secret door. Enter this mysterious space, where another trap
awaits you.
Examine Klausner's remains, in which the lens
is hidden, and look at the face and maps he left behind. Be careful, though,
because at this point someone will open the door and enter the room. It will be
Kahn. When talking to him, it is important to tell only the truth, especially
about the image of the angel. When he offers to shake your hand, use the stun
gun you have and jump off the cliff to escape.
After this, George will be back in Nicole's
apartment, where further events await you. After finishing the conversation
with her and Andre, it's time to go to Spain to continue your exciting
adventure.
We talk to the gardener. It seems that we are
not welcome here... We try to enter the house - the old man does not let us in.
We use the pressure measuring device to the place where the hose begins. We
enter the house. We go to the blue grate to make the dogs bark. George himself
will return. We hide behind the armor. When the gardener leaves, we go upstairs
and talk to the countess. All that remains from the time of the Templars is an
incomplete chess set and a mausoleum.
We look around. We talk to the Countess. We
look at the Bible - there is a chessboard under it. We talk to the Countess
again. She asks Lopez to bring the chess. In the conversation, we learn about
the missing children and Don Carlos (the sixth Templar, whose place in the
mausoleum is empty). Lopez brings the chess. The riddle with the figures is
simple. You need to drag the chess pieces to their places. When you click on a
chess piece, you are shown its bottom with four colors arranged in different
orders. You can also click on the holes, where a circle with four colors is
shown. Look for matching patterns and drag the figures to the right places.
After placing the figures, an alcove opens. You find an ancient bowl.
After talking to Nicole, go to Place Monfaçon
. You can talk to the policeman. Go into the church. Talk to the priest and
give him the cup. Go to the statue and look at the scroll in the statue's hand.
Now insert the lens into the scroll. You need to combine three lenses to get an
image. Use the Roman numerals at the bottom of the image as a guide. The
location of the lenses (the lens number is written on the labels):
We approach the priest, and he will give us
the polished cup. Then we go to the tombstone in the far corner, which the
priest just spoke about - there is the same coat of arms as on the cup. This is
where Don Carlos is. You need to highlight several lines. Move the mouse with
the left mouse button pressed over the following letters (highlighted in yellow
in the image below) to advance the plot. We go to the museum to Andre.
We talk to Andre about Baphomet . He remembers
that a statue of Baphomet was recently dug up in Paris . We go to the
excavations.
We talk to the painter and go inside. We talk
to the guard. We go to the right door - it is closed. We ask the guard for the
keys. Examine the sink and take a piece of soap. Combine the keys with the
soap, and the imprint of the key in the soap with plaster and wet it all. Now
we have a copy of the key. We try to paint the key at the painter's -
nothing... We go down and call Nicole, then call the painter. We paint our key.
We ask the guard for the keys again and in the
toilet we exchange the fake key for the real one. In the room with the guard we
examine the thermostat. We talk about it with the guard, then turn off the
heating. The guard puts on gloves, and we give him the keys. We call Nicole
again and look. Using the key we enter the excavation room. We examine the idol
and the floor. We put the bowl on the mosaic. There is a church depicted on the
bowl. We go to Spain to give the bowl back.
Start by talking to the gardener, who is
clearly not happy to see you. Try to enter the house, but the old man won't let
you in. Use the pressure gauge on the place where the hose starts to gain
access to the house. Once you're inside, head to the blue grate - this will
cause the dogs to bark , and George will be able to get back on his own. Hide
behind the armor until the gardener leaves, then go upstairs and talk to the
Countess. She'll tell you that all that remains from the Templar era is an
incomplete chess set and a mausoleum.
Examine the mausoleum and talk to the Countess
again. Pay attention to the Bible - there is a chessboard underneath it. After
that, the Countess will ask Lopez to bring the chess. During the conversation,
you will learn about the missing children and Don Carlos, whose place in the
mausoleum is empty. Once the chess is brought, you will have to solve a riddle:
drag the chess pieces to their places, focusing on the colors shown on the
bottom of the pieces and the holes on the board. After successfully completing
the task, an alcove will open and you will find an ancient bowl.
After talking to Nicole, head to Place
Montfaçon . Here you can talk to the policeman and then enter the church. Talk
to the priest and give him the chalice. Go to the statue and examine the scroll
in her hand. Insert the lens into the scroll to combine the three lenses and
get an image. Use the Roman numerals at the bottom of the image as a guide.
When everything is ready, the priest will give you the polished chalice. Then
go to the tombstone in the far corner, where you will see the same coat of arms
as on the chalice. You will need to highlight several lines by hovering your
mouse over the highlighted letters to advance the story.
We go to the museum to Andre. After talking
with Andre about Baphomet, he remembers that a statue of Baphomet was recently
dug up in Paris . The next step is to go to the excavations.
Talk to the painter and go inside. Talk to the
guard. Open the right door, but it turns out to be locked. Ask the guard for
the keys and examine the sink to get a piece of soap. Create a copy of the key
by combining it with soap and plaster. Return to the painter, paint your key
and ask the guard for the keys again. After exchanging the key, go to the
excavation room. Examine the idol and the floor, then place the bowl on the
mosaic to see an image of a church. After that, you need to go to Spain to give
the bowl.
Back at the villa, talk to Lopez, then go up
to the house and take the mirror hanging next to the hose. In the mausoleum,
look around and you will find the Bible. Use the dirty napkin on the staff,
light it with candles to get something similar to a key. After that, give the
Bible to the Countess and ask about the children. Lopez will tell you that to
find water you need a hazel fork, which you can find next to the bush.
Approach the lion's image and pull the fang.
Then, using the mirror, direct the light to the lock, insert the key and enter
the required numbers on the two dials. After entering all the numbers, you will
find the children and the missing figure. Listen to the denouement of the story
in Nicole's apartment. Now go to Scotland.
On the train, talk to the old lady, but when
you try to leave the compartment, the conductor will stop you. After checking
your ticket, go left until you meet Guido. Returning to your compartment, you
will find that Nicole is missing. In the next compartment, talk to the fat man,
open the window and get out. Don't forget to save your game. Next, go right to
the next car and go down the steps. When Eklund shoots Kahn, pull the
handbrake.
Go inside and start rummaging through the
trash until you find all the necessary items to start the mechanism. After
installing the gears and the handle, the door is open and you can go to the
next room, where you watch a cutscene with Guido. At this point, take the torch
and wait for the end of the story.
Astrum Entertainment has officially unveiled Bellatores, a new Action MMORPG that will be released in Russia and the CIS. Players will find themselves in a brutal and realistic world of medieval fantasy, where five great factions fight for dominance using strategy, political intrigue and combat skills. This project promises a deep role-playing experience with complete freedom of character development and a dynamic combat system that makes every fight unpredictable.
The new team PvPvE first-person shooter offers unique multi-arena mechanics and transformable weapons, and the events unfold in a futuristic world where corporations have long held power, and gladiatorial battles have become commonplace.
Stalker 2: Heart of Chornobyl has a ton of Easter eggs scattered throughout the Zone. In addition to the apocalyptic landscape and terrifying mutated creatures, the game contains hidden secrets, pop culture references, and allusions.
The ESforce eSports holding, together with the Russian Computer Sports Federation, with the assistance of the BASE platform, announced the start of the first tournament in the new Superball series – EPIC Superball: Season 1. The competition will be held from December 7 to 22 and will include three key stages: open qualifications, a group tournament and a playoff.