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ShowGamer.comPassage of Goetia

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Passage of Goetia

Goetia is an unusual game published by Square Enix.


Chapter 1

Blackwood Mansion

After watching the video, you will see a location with a tree and a grave cross. The main character of the game is a flying luminous ball, a ghost. When a hint appears in the upper left corner, press the J key to open the journal and read the first entry:

"I'm Abigail Blackwood. Daughter of Abraham and Helena Blackwood, sister of Annie... That's all I remember before the fall, my last nightmare. I really don't understand who I am or what happened... I have to find help. I have to find my family."


Hold down the CTRL key and you will see all active points on the location. Here it is a grave cross, a tree and two transition points - to the left and to the right. Point to the cross or tree and left-click. You will see a window with three images - a magnifying glass, some kind of circle and an eye. The "eyes" icon allows you to inspect the object, and "magnifiers" - to interact. Here you can only look at the cross and the tree. You can't go left, so go right.

At the next location, you can examine the statue and try to open the gate. One way or another, you are a ghost and can immediately move through the gate. You will enter the courtyard of the Blackwood mansion.

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Press the Tab key to open the map. By clicking on a particular place on the map, you can quickly move there. So far, your map shows only a tree in the courtyard of the estate. Fly inside the estate, to the right.


Open the drawer near the stairs, on the right side, and interact with the card lying inside.

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You are in the hall, which can also be found on the map - HALL. The hall is not marked with any color, but there are rooms in the estate that are highlighted in red, blue, orange and other colors. Press the C key when you close the map. You will see a code in front of you. The codex stores all documents found and viewed earlier. The map is no exception, and you can see it in the codex in the upper right corner. By clicking the left mouse button at any time convenient for you, you will open the map.


From the next room (a sofa is shown on the map), you can only go up. In general, there is a way down, but it is blocked by blue runes. The path to the right leads to Abigail's father's workshop, but the girl does not yet know how people will be able to communicate with her.

Climbing upstairs, examine the sheet of paper on the table . It has some symbols on it. The central picture is marked with a question mark. On the left side is a pedestal. On top of it is a hat. In addition to the hat, here you can find a book with a note . These are collectible items.


The way up is blocked by blue and yellow runes. Move to the right side and on the wall you will see a box with keys. Open this drawer and then examine the figurine hidden in the niche. Select the third interaction symbol. This "circle and line with an arrow" symbol allows Abigail to possess certain objects. Now inhabit the figurine and you will be able to move it. Remove her from the niche. Inside the niche, behind the figurine, there was a switch hidden. Click on it and the drawer below will open. Inspect all documents inside the box. It's a death certificate in the name of... Abigail's father. What happened to the girl? Why is her last memoir dated 1902 when her certificate was issued in 1939?

Now you can go downstairs and fly out of the room with the sofa to the right, into the father's workshop .


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Examine the diary on the floor, fly to the right and see the desktop. Read the note hanging on the table. Examine the notes on the table itself, which show five colored hieroglyphs. Above the note, nailed to the wall, hangs a box with glass doors. You cannot open it, but there is an item inside that you can move into.

From here you can fly to the right on both the upper and lower floors. In any case, you will find yourself in the same room. Here you will need to talk with a big bird on all topics. Fly down and press the switch near the washbasin. The door in the wall will open, but there will be nothing in the niche. Examine all the portraits - the central painting depicts Annie, Abigail's sister. Fly to the right and go down to the new location:

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On the table is a box with a figurine of a bird on it. Examine the box - here you need to enter a code of four letters. But what? Nearby is a book with a torn page. There are no entries on other pages. Return to the room with portraits and fly down to a new location.

It's a kitchen. Interact with the objects in the fireplace and you will see pieces of paper in front of you. Collect a note from them.

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The path to the left is blocked by a wall. Interact with it and you will see a combination lock. The code to be entered is 1908 .

Explanation of the riddle

When you go downstairs to the kitchen, you can click on the piece of paper attached to the wall. An inscription will appear on it: "Birthday of the oldest." Above are pictures of Annie's four sons. They all have the same date - 1939. This is the date the portraits were painted. There is also the number of years. So the oldest in the picture is 31 years old. So we decide: 1939 - 31 = 1908.

In the room, you can read the note lying on the floor. There are four stands on which the light falls. Each stand has four letters - A, G, E, R. These are the first letters of the name of Annie's four sons - Alexander, Gabriel, Edward and Robert.

Fly back to the box with letters. The passage to the right leads to the street, but there is nothing to do there yet. On the box, enter the code - JOHN.

Explanation of the box puzzle

The small painting near the stairs in the sofa room, which depicts an old man in a hat with a beard, has the signature John Falco in the lower right corner. To do this, you will need to find a clue on the top cover of the shelf attached to the wall near the desktop. There is also a pegasus figurine. It is not necessary to find all these hints to enter the code!

Inside, you will find a sheet with a map of the house, where the room is marked, located on the right side of the kitchen with a fireplace, where you collected the note.

Continued on next page.

Chapter 2

Move into a glowing sphere to improve your skills. In one of the rooms (it seems to be the fourth one from the left to the right from the entrance) there is a pen on the table. You can possess this pen. After doing this, fly up. You will see white handprints on the wall. Click and take a look. Then select the magnifying glass icon to open a secret niche. In the niche, examine the box with dice, a ball of thread and a note. Open the note and see a strange symbol. A new log entry will appear.

Fly into the last room on the first floor on the right. Here you also entered the code on the box - JOHN. On the table is some kind of bundle with a rope. Move into it and fly out to the street on the right. A glowing symbol will appear on the brick pillar to the right of the tree. By clicking on it, you will open a niche. Read the note inside:

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Return to the hall, to the first room of the house. Find a tall cabinet. On one of its shelves lies a five or hexagonal square tile depicting a "tree". Examine it, then move in. Try to fly out to the street through the door on the left, but it will be closed. Fly to the right and open the door to the next room. After doing this, you will find yourself in a familiar room. There is a hole in the wall on the left side of the room. Examine it, and then fly inside. Fly along the narrow corridor to the left until you find yourself on the street.

Move outside the mansion and on the left side of the gate, left-click on the hole in the base of the statue. You will insert the same tile and open the passage down. Get down below.

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Examine the key on the shelf, move into it and fly up. Go back to the house on the right, but you won't be able to fly through the main door. Hover over the balcony to go higher towards the sky. You will find yourself at the level of the second floor of the mansion, and there is an open window here. Fly into the house through the window and go down to the first tier.

Fly right two rooms forward. Find the locker hanging on the wall and click on it with the key. After opening the door, read the red book about the various symbols and five different colors. These colors and symbols block your way to different parts of the house!

Remember the place where you saw the birds? Fly there. Now you can climb higher, because hieroglyphs do not interfere with you. Fly up and find yourself in a new room. Examine it and find a screwdriver on the cabinet on the left. You can move into this screwdriver, but for now you do not need it. Fly to the left, into a small room. There is another niche in the wall. Click on it to open it. Examine - this is a glass tube with some kind of cylinder inside. By pressing the button "2" or "3", you will see how the cylinder goes up. For now, you don't need it.

Return to the room with the screwdriver and fly to the very top. There are two objects here - a piece of a picture and a tube. There is a mechanism on the tube that you can turn. But leave it for now. Move into a piece of the picture and fly into the room on the right. A torn painting hangs above the bed. Attach to it this part in which they moved in. Click on this picture, you will move to a strange place.

silver labyrinth

Each location is divided into one or two rooms. The rooms have new paintings that you can move into and move to other places. Let's try to figure out what can be done here.

Fly into the house on the right. Please note that there are three paintings on the walls that you can move into - two next to each other and one a little further, to the right. On the floor under the far right picture is some kind of wooden box with the image of an animal. Remember her. Move into the first painting from left to right.

Fly inside the wooden shed on the right and look around. On one of the shelves is the same wooden box you saw a minute ago! Examine the hammer and glasses on the table on the right. You can move into them. For what? Once you have possessed one of the items, click on the box on the shelf to place that item inside. Returning to the previous location, you can get this item from the box. But it is not yet clear what the hammer and glasses are for.

Return to the first mansion with three paintings. Move into the central painting, next to the far left. You will find yourself in some kind of upside down world. Look around: read the note in the upper right corner. Go down to the room below and read another note in the same upper right corner. On the left, there are two paintings and an empty space between them, as if there was a third painting. Fly up and on the left side find a picture that you can move into. Fly there.

This world consists of one room with a piano:

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Look at the notes on the piano and you will see at the top the name of each note spelled out (for example, “do” is C, “re” is D, and so on). You can play the piano, but what tune?

Go back to the first house with three paintings. Fly to the far right painting and you will see that it is smeared. Move into it and read the inscription: "I can't see anything." Is the hint clear? Need glasses! Fly to the first picture of the three in the previous house. Follow the barn, move into the glasses and apply them to the box on the shelf on the left. Return to the house and find the box on the right. Take out her glasses and apply them to the smeared painting. You will see the following:

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According to the given numbers, interact with these elements inside the blurred room. A secret niche with a painting will open. Click to move to a new location.

Read the note and fly into the painting on the left. Examine the grave cross and fly to the cave to the right. Examine the painting. Click on one of the towers. You can move it, but where?

Return to the house with three paintings. Click on the frame of the middle picture and select the magnifying glass symbol. You will flip this picture. Fly into it and you will see that this time the room is in the correct position, it is not upside down.

Back to the mansion

Follow back to the manor, go down to the kitchen and fly to the left, into a room with four columns A, G, E, R. Now you can visit the room on the left side, because there are no blue hieroglyphs of protection here. In the cellar with barrels of wine, fly to the left and go down to the very bottom. There is an empty milk canister on the table. There is a torch on the wall that you can pull. A passage to the right will open, not indicated on the map. In fact, remade portraits of all the developers of the game hang in the rooms on the right - this is a bonus.

Fly through the door on the left and you will find yourself in a cave. On the left side of the pit is a portrait ... of the main character. An opening amulet is lying on the floor. There are no photographs inside. Get down into the pit to get to a new location.

Fields of Stone

Fly down past the fallen elevator. Read the poems on the table and examine the large white poster on the wall. Open the cabinet in the table and press the red button. Look in the closet with shelves and boxes to the right. One of the paper boxes (the only one you can interact with) has the inscription: "Suitcase (Reminder): Mom, Edward, Dad, Robert."

Move the curtain to the right and in the wall you will see a hole resembling an amulet in shape. Fly up to the portrait of the main character, inhabit the amulet and move it to this hole in the basement of the new location. By inserting the amulet into the hole, you will open the passage on the right. Fly there:

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Everywhere is dark. Follow to the right side into narrow rooms of three tiers. On the right side of the wall is a barrel of fuel. Fly down two levels and you will see a generator. Examine it - the tank is empty. Climb back to the place where you saw the empty milk canister. Move into it and move to the generator. But first you will need to use the canister on a barrel of fuel two tiers above the generator, on the same screen. After filling the canister with fuel, apply it to the generator. Now it's launched!

Fly up to the first dark room that follows after the room with the clue paper box. There is a control panel on the wall - inspect it. One of the seals is movable and you can move it to any position. There are three positions for this seal - corridor (where you are), workshop (where the seal is now installed) and ext1. Move the seal to the corridor to turn on the light here.

Read the note next to the suitcase. On the suitcase itself, you need to enter some kind of four-digit code. But what? There is a hint about this on the paper box you saw in the left room. Enter the code - 4202. Opening the suitcase, you will see a family tree.

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Fly to the right of the suitcase and you will see an active point on the floor. Interact with her to open a secret passage down. Move the seal back to the workshop to turn on the light in the room below. On the cabinet on the right in this room there is another seal. Possess it to move it back to the control panel and insert it into the cell. So you can turn on the light in two rooms at once. Insert the seal into the ext1 cell.

Fly to the generator and follow the room on the left. In this room there is a table with some kind of flasks. Examine all the items and you will understand that you can move into a flask on the table and into some book on the cabinet on the right. On the left in the wall there are three cutouts of different shapes - a key and so on. Interacting with them, you will hear the sound of the clock. There are two more symbols on the gravestones in the room to the left. What to do with them? Press in the following order: in the room on the right - a "cat" figurine, in the room on the left - "circle", in the room on the right - twice "crescent", in the room on the left - "circle". You need to do this quickly!

When you click on the last indicated symbol, a passage will open to the left of the tombstones in the floor leading down. Fly there and find yourself in another shaft with an elevator cabin. Fly even lower and you will fall into a cave. At the very bottom of the cave, read another note, and then move to the right. Go to a new location with a brick wall.

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There is a cabinet in the table, which cannot be opened yet. On the table is a jar of magnesium. You can move into it after inspection. At the bottom right, in the floor, there is a hole. There are five white circles on the brick wall. You can click on each brick inside a particular circle. The brick has two positions - pressed and wrung out. You don't have the right combination yet.

Fly to the left where you read the note in the large cave. Fly to the left and you will see a camera lying around. Interact with him to take a picture. Follow to the left, to a new location. In a small cave, examine the glowing dot on the left and the rock below. Move into the stone and interact with the glowing dot on the left. So you will attach this point to the stone and now you will control the glowing stone.

Return to the room with the brick wall at the right end. Fly down through the hole in the floor. Fly along the curved path and move to the left. Talk to the newly appeared bird. On the left is a column that has five almost identical symbols (different in size). There is also a ventilation shaft, the door to which you can open.

How to overcome the column with five symbols on the left? Go back upstairs to the room with gravestones (to the right of the cave with them). Find a flask on the table and move into it. Move the flask to the column with five glowing symbols, and then interact with them. Hooray!

Fly through the column to the left, because there is no barrier now. Interact with the red hieroglyphs on the wall. Thanks to this, you have destroyed all the red barriers!