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ShowGamer.comWalkthrough Vernons Legacy



Walkthrough Vernons Legacy

Once inside the mansion, look at the cabinet on the left and pick up the letter "Sudden Departure" by clicking on it with the left mouse button. Read. You will learn that your grandfather Vernon's servants have left the mansion. The keys to the rooms are in the kitchen.



Kitchen

To the right of the stairs leading up, there is a passage. Go there. In the long corridor look to the left. On the right side there is a bright door - open it. This is the kitchen. Another note lies on the kitchen table on the left - Madeleine's Fears .

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Madeleine Dupont, a maid, turns out to have taken a bunch of keys. She warns Robert (the protagonist) against exploring the mansion and recommends that they leave as soon as possible.



Также рекомендуем сайт наших партнёров — ТОП лучших игр.


Another note, "To Sister Madeleine" , lies on a small table to the right, near the wall opposite from the entrance. It contains no useful information.

Stand with your back to the entrance and go left, past the table with the note "Fears of Madeleine". To the left and in front there are kitchen cabinets. You need to search the left cabinets, namely the left drawer, where the usual key will lie. Take it.

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Go out into the corridor and note that its right side is mired in darkness. You need to turn on the light. On the wall opposite the entrance, a little to the left there is a fuse box . Open it and find out that one of the fuses is missing.



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Madeleine's room

Go to the other side of the corridor. The key is to open the second door on the left. To do this, open the inventory with the I key, select the key by clicking on it with the left mouse button. It will be in your hands. Just go to the door and the key will not automatically apply. Open the door to Madeleine's room.

Inside, on the table on the left, take the note "Hard Hour" . On the nightstand in the far right corner, to the right of the bed, is another note "The Beginning of the War" . You leave outside and iditol to the left along the corridor, where the last door is located. She, oddly enough, will be open. Inside, among the rubble on the floor (boxes), look for a screwdriver .

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Exit with a screwdriver and go back down the corridor. There is another door between Madeleine's room and the kitchen. If you approach it and try to open it, you will see a message that a broken key is stuck in the keyhole. Select the screwdriver in inventory and go to this door. So you open it and you can get inside the room.

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Alois' room

First of all, take the note "The dog is missing" on the table on the right. In the cabinet opposite this table, between two cabinets, in the upper drawer is another note "Craftsman's Help" .



On the table where the first note was found, there is a box with a three-digit code. If you go to Madeleine's room, you can find a calendar on the wall. There will be a marked date - November 3rd. November is the 11th month of the year. Thus, on the box you need to enter the code - 311. Inside you will find a fuse. Place it in the shield of the crate in the hallway.

Second floor

Since the electricity is restored, you can go up to the second floor. Turn left there. Open the room on the right. It is dark here and there is a terrible scarecrow at the window. On the table on the right, you can find a note "Refusal" . Next to the scarecrow, on the floor you can find a crowbar . Take it with you.

Return to the corridor and a little to the right, on the left side find Alois's note "Alois wants to leave" .

Go further down the corridor and open the room on the right. This is Vernon's bedroom. On the table on the left, where the map lies, find the note "Rat Graveyard" . Another note "Next Tunnels" lies on the bedside table, on the left.



Go to the right wing of the second floor and enter the first room on the left. On the table, find the note "Robert's Visit" . Another note "Old Crypts" lies on the bedside table on the right.

Exit to the corridor and go left. On the right there will be a cabinet with three compartments. The top drawer contains a key and a note "The end of everything?" .

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Open the door on the left along the corridor and find yourself in a room with a telescope. Surprisingly, there is nothing inside for you.

Use the key found in the cabinet to unlock the door at the very end of the corridor, in the same wing. Find a bottle with a strange liquid on one of the bathroom cabinets.



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If you were careful, then in the bedroom, where there is a table with a map, you could also notice exactly the same, but an empty bottle on it. Go to this bedroom, go to the map and get the bottle of liquid from inventory. Your hero will automatically pour all the liquid onto the map.

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Remember the room that is in front of the bathroom where you didn't find anything? There is also a telescope there. Go there. To the right on the floor, against the wall, there is a hammer. Examine the wall at this location and you will see that there are nails on one of the wooden panels. Use the crowbar here and open a niche. Take the key inside.

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I'm not sure what exactly happened when the liquid was poured onto the card. But now, having the key, go to the wing with the bathroom. But turn into the first room on the left and look to the right. There will be a safe on the wall, to the right of the bed.

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Use the found key to open it. You will see another door. Here you need to turn four handles in certain directions:



  • Top left - right.
  • Bottom left - to the left.
  • Top right - down.
  • Bottom right - up.
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Take the artsy brass key from the safe.

First floor

Get down downward, into the hall, where there are two yet not open doors. Open the door on the left with the found key. Find another key in the top drawer of the cabinet on the right. With it, you can open the last locked door of the hall.

But for now, go through the door ahead. In the living room on the table on the left side, find the note "Battle of Verdun" . Open the next door and find yourself in a room with a pool table. On the table on the left, find the note "Deserts" . In the far left corner there is a narrow cabinet with shelves for books. On one of the shelves is a note "Letter from Robert" . Take the gramophone located on the shelf behind the table with the first note found.

Go back and go to the other wing of the first floor, since the key was found. Go through the other door ahead. In the room on the table on the left, find the note "Missing" .

Here is a box with a four-digit digital code. As long as you don't know him. Look at the next door. To the left of it there is a cabinet. Interact with its doors and you will hear double knocks. Place the gramophone found in the billiard room on top of the cabinet.

There are four symbols on the gramophone that you can select and then turn the knob. But which ones to choose and how?

First you need to open the black box on the table. A four-digit code is required. Go to the living room in front of the billiard room. On the wall to the right of the entrance, if you move from the hall, there is a huge map hanging. Hover your mouse over the red circle on this map and you will see the coordinates - 04TN49W. 0449 is the password!

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Return to the box and open it by entering this code.

ATTENTION! If you did not find this point on the map, as shown above (coordinates) and tried to open the box by immediately entering 0449, then it may not open. In this case, exit the game to the main menu and reload. Then go to the map, hover over the coordinates, and only then enter the password to open the box.

Inside you will see a sheet with symbols, like on a gramophone. From left to right: a flower, a bud, a seven-bladed fan, and a swirling contraption resembling a "hallucination" image.

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Put these symbols on the gramophone and wind it up. The cabinet below will open. Get the library key and open the door to the right.

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Go inside and on the table on the right, find the note "The war is over" . On the table in the far left corner, not far from the hole on the wall, lies an object with seven faces.

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Take it and insert it into the hole on the wall. After opening the secret passage, take the lamp from the table on the left to go to the next level.

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