Go forward and inspect the mailbox. Move the barrier and follow the path until you reach a huge house.
Try to open the front door with the key Edith inherited from her mother. Nothing will come of it. Go left and go around the garage on the left side to find a door. Climb through the animal hole at the bottom of the door (covered by a white rubber curtain).
Inside, try turning on the light and then open the door. Use two hotspots near the sink and also on the kitchen counter filled with cans.
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Walk through the house, go upstairs and enter the room with the sharks on the wall. On the left there is a book with a lock - open it with the key.
You will find yourself in the room of the deceased Molly. Examine the diary on the table on the right to start her memories. The girl woke up in the middle of the night and was hungry. She ate the hamster's carrot in the cage in front, looked at the empty gourd-shaped box on the right, and even considered eating the fish from the aquarium. Go to the bathroom and eat toothpaste, as well as berries growing on the window. Go back and approach the window on the right. When you open it, you will fall out and turn into a cat.
Use the Space key to jump over branches and other objects while following the bird. In the end, you must fall down and turn into an owl. Fly for the hares - they will be signed like that. Hold down the Space key to attack them.
Catch one hare and then a big hare. After that, you will turn into a shark, jump on Space until you fall into the water. Swim after the fat seal, periodically holding Space to speed up. When you eat it, you will be on the ship.
You are a monster. Crawl forward and hold Space to pull yourself up like a snail. Follow along the port side and eat the first sailor. Climb to the very top, eat the second sailor and the captain at the helm.
You will be on the street. Crawl into the sewer pipe and climb to the very top. Hide under the girl's bed and watch the cut-scene.
Get out through the same window and follow the visor to the left. Make your way through the window into Edie's great-grandmother's room.
Examine the binoculars on the shelf on the left to see a memory. Scroll through the frames by holding the LMB and moving the mouse across the table.
Walk into the pink bathroomand examine the book on the right. Open it with a lock, and then move the hidden clues in the book in the directions indicated by the arrows. So you will find a secret passage. Move to the left, move the chair and unhook the red rope at the door. Climb the steps to the side of the bed and climb inside the small booth. Interact with the helmet to find the hidden note.
Reading the note will take you back to memories. All you have to do is swing back and forth - W and S - until the Kelvin finally takes off...
Go downstairs and to the left behind the bed find a shelf with books in decreasing order. Move them to open a passage. Go forward. On the left there will be a turn where you can open the door and get out to the second floor of the house. But you follow even further and get out into Barbara's room. There is a bed on the right. On the side of her on the cabinet is a magazine with comics. Use it to start a comic book style memory.
Watch the introduction, and then turn the crank on the box and go downstairs. Hit the door with a crutch and get to the very end, to the refrigerator. Hit Rick who jumped out at you with a mask.
Next, you will need to go upstairs and go to Walter's room. Push back the monster?And make your way behind the walls through the secret passage that was used at the beginning of the game in the room with sharks. Hit the monster from behind to make it fall down. Come down and look at the body. The bell will ring - go to the front door and watch the end of the story.
Return to the secret passage and get out halfway to be on the second floor. Go downstairs and turn the handle on the box so as to pull out the key, with this key you will open the door. Go downstairs and go to the very end, to the refrigerator. There will be a secret passage behind the refrigerator door - get to the cache and examine the note lying on the table.
In a flashback, open several cans by holding the left mouse button and rotating the mouse clockwise. Eventually, you will come to a hatch. Open it and move down. Pick up a hammer and wait. Now just exit the rail tunnel.
Now you have to go a long way. Climb down through the hatch that was in the memory. Exit the tunnel and go left until you reach the shore. Climb the steps and head right through the graveyard. Look through the binoculars at the house in the distance - you will need to zoom in on the image with the W key.
Come backa little back and go along another, nearby path from the monument to Odin. Climb up the tree house and climb up to the roof. Climb the stairs to the balcony and enter Sam's room. Look at the photos on the table on the left.
You will need to take a photo. First, take a picture of Don in the car, then take a picture of her near the One Finch sign. Next, Don will take pictures - shoot the bird in the tree on the right, and then turn the camera to the left to take a picture of Sam pissing. Next, turn the camera to the right and take a photo of the deer on the mountain. Then take a picture of your daughter with a weapon. Finally, take a photo of the deer - at the same time as the click, Don will fire a shot.
Take a picture of your daughter with a dead deer a couple of times. Now, when Sam says about the timer, run to Don on the hill. When the deer pushes Sam, then click LMB to take a picture.
One of the most difficult stories is waiting for you ahead. There is a small door in the corner nearby - open it and go forward. Open the white door and go to Gregory's bed. Examine the sheet and turn it over to see a note from Sam.
You need to play with the frog. Control it, hold Space to dive into the depths and release to jump up. Drop the toys, drop the blue whale andshampoo. When the woman releases the water and leaves, then jump on the blue whale with a frog, and from it onto the crane. Swim forward to the cork under the water and try to pull it out. The memory will soon end.
Nearby is Gus's bed. Go to the standing cabinet and inspect the folded note. Fly a kite collecting or destroying letters. Until, eventually, a strong wind picks up. When you collect all the chairs and the tent in the air, then aim at the tent on the left. Watch the cut-scene.
Climb up around the corner using the ledges on the wall. Examine the photo of Edith's mother and father, and then get out through the window. Go through the building and get to the tower. Go around it and climb inside through the window. Climb up the rope and inspect the small book "Milton Finch and the Magic Brush". Hold LMB and wait when you turn over all the pages. At the end, Edith must make another entry in the journal.
Get outside by climbing down the rope and using the window. Go back to the neighboring house and go up the stairs to the left of the front door. Ahead you will see Lewis' house. Take the stairs to the left and open the window inside the boat. Get down and out of the cartonoh box in front, get the letter from the attending physician. In parallel with how you will move the fish under the knives on the right and throw the headless one up onto the conveyor, go through simple mazes, etc. Choose what you like best. The ending will be the same.
Go through the door and get to the room. This will be the last story you will know. Make your way to the library door and open the secret passage on the right. Go to the end and start Edie's story. Go forward until you find yourself near the house in the middle of the ocean at low tide. Watch a lengthy cutscene explaining what actually happened.