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ShowGamer.comWalkthrough #70: Eye of Basir

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Walkthrough #70: Eye of Basir

The game starts in the bedroom of the protagonist's spooky house. Having received control, the first thing we do is leave the room and go down to the hallway, where near the front door we find a plaster bust into which the clock hand is stuck. Having picked up the object, we return to the bedroom and set the arrow in the corresponding groove on the clock that stands against the wall. Then we go back to the hallway.


Going down, we suddenly find that the boarded boards blocking the entrance to the living room are broken, so we go into the room. On the spot we find a similar bust, from which we select the second hand of the clock. There will also be a wall cabinet nearby, where we find a wrench. Having installed the second hand, the clock will suddenly move aside, and behind them we will find a key that unlocks a small cellar, which is located at the end of the corridor on the first floor. On the spot we find a glass cleaner in the cart, with which we wash the mirror located in our bedroom. This way we will get the code to open the mysterious door in the room. We will see him backwards in the reflection on the wall.

As it turned out, the door leads to another part of the house. Having reached a dead end, opposite the beam with a large gear, we notice a small closet, where we take out the fuse from the box. Next, we return back?? into the basement, where we install the missing fuse in the switchboard. From that moment on, some creepy things will start happening in the house. After getting out of the basement and going up to the second floor, we are surprised to find that all the doors are locked.


Therefore, we go down again, where a door will suddenly open near the toy rabbit, behind which we will find a strange mechanism. To activate it, we need to pick up the gear from the secret part of the house, where this time the passage will open. Having launched the mechanism, we return back and go into a certain research room, where we select a strange lens from the table.

As a result of a series of certain events, we find ourselves locked in a room. Task: get the key that is inserted into the door from the other side. Well, first of all, we select from the floor, near the lying portrait, a piece of newspaper and put it under the door. Further on the bookshelf, which is on the left side of the office (relative to the look at the exit), we find pliers, with which we pull out a nail from the right wall near the door. Then we insert it into the keyhole, and then we drag the newspaper towards us, where, in fact, the key we need will lie.

Having unlocked the door, we return to the stairs leading to the first floor to the living room, where the model of the stArin's house, approaching which we will be transported to its present version. Once outside, we study two notes (one attached to the wooden beam on the left, and the other to the mailbox) and interact with the tripod.


Chapter 2

As soon as control is transferred to us, the first thing to pay attention to is a buried box that will lie at our feet. A little later we will have to return to it. After walking along a rocky path, we will soon go out to a shed, where we pick up a shovel, with which we dig out the found box, and then study its contents. Then we continue forward until we reach the gate, where there will be a rusty car nearby. Inside it we find a crowbar, with which we open the door leading to the catacombs.

After passing through the dungeon, we will soon go outside. Then we follow the path to the mound leading to the house number 70. On the spot we find that ill-fated lens, after which we go back to the cemetery. There we need, using a paranormal object by pressing RMB, to find and “highlight” four tombstones, on which the names and numbers necessary to open the combination lock on the door to the dungeon should appear.


Then we descend into the catacombs, where we “scan” a huge tombstone, which, a little later, unexpectedlywill move to the side. Having found an ax among the human remains, we go with it to the gate at which the car stands, and we cut ourselves a fast path to another part of the location. After that, we again descend into the catacombs, where we go into a certain living room. On the spot we find a list of names on the wall, where the numbers for the cipher are highlighted in red. We drive 3552 into the combination lock, and then interact with two objects in the room - with a pedestal and a stone disk that lies on it.

Having two unusual objects in our hands, we go to the house with mannequins on the porch. Having approached the door, we “scan” it with a lens until three groove symbols appear on it. We insert the found objects there, after which we again go to the living room in the dungeon, where we will find the third one on the TV.


Thus, we will be in the house. On the spot, first of all, we free the passage by moving the wardrobe covered with a blanket, and then we make our way forward. Eventually we will reach a room with scribbled walls. Having found a hole in the wall through which a mannequin sitting in a chair is visible, we point a lens at it, after which we pull out a lighthouse figurine from its eye and go back to house number 70.

Two tiles will lie next to the porch, where we insert our find. This will be followed by a short video, from the cat?We soon learn that a secret passage has been opened in the second house. Having reached there, we interact with the next pedestal and for the last time we return to house number 70, the gate of which will be open this time.


Chapter 3

In the final chapter, the game decides to go a little surreal. Once in house number 70, we get the last task: get three books. For the first we go to the living room along the corridor to the left, where it will lie on the cabinet. Taking the book, activate the lens and direct it to the picture. After she falls on the sofa, we return to the hallway, in which the passage to the second floor will open. Upstairs, after walking some distance along the corridor, the door leading down will suddenly open. Having gone down and entered the ajar door, we will again find ourselves in the hallway.

In this situation, we need to make a circle around the ground floor while the environment adjusts to our route. Ultimately, we will again go out to the stairs, the passage to which this time will be free. On the second floor, first of all we go into the bedroom, where we find the desired book in the chest of drawers. We will find the last one in the children's room, which is located further down the corridor.

On the spot we approach the chest of drawers, pull out the drawer, and after a series of certain events we select a book from the floor and go downdown the stairs. Once again in the hallway, we step forward along the corridor, where we will stumble upon a door with an ominous portrait. We put the found books on the shelf on the left and go inside. Game completed.