As it is conducted, at the very beginning we
select the level of the complexity of passage between "Junior" and
"Senior Detective", which subsequently will be reflected in the
complexity of some puzzles. For example, on "Senior" it is
necessary to gather picture of ten parts instead of five, and also
there is no list of tasks in the notebook - consider, which is called,
themselves. As before with failure, if they expelled you with
the ranch, snake bit, not those vegetables collected, or you somewhere
did not have time, always can neglect the "second chance", and game
will be continued directly before the problematic moment. Thus, Nensi it must investigate its sequential mystery, this
time it carried to the usual American ranch. After entrance you
will look around in the room. Take a look to your telephone and
read a little e-mail. There will there be communication from
your old friends - Bess (Bess) and George (George), who want with you
to have a talk, moreover urgently. Running in only forward, let
us say that to see they with their own eyes to us again will not be
given, it will remain to only listen to their councils for telephone.
Select in the menu surname Rawleys and you press hand receiver.
You will meet with Eudes and betas, by uncle and by the aunt Of
bess and George. As it will be explained, Eudes bit the snake,
that selected into their bedroom, moreover not some there inoffensive
already, but genuine poisonous thundering. Even in the
conversation will be mentioned some horse- spectre, but with which it
eat Nensi thus far so no one and it is not found time to explain.
Now you will ring Bess Of marvin, from which you learn, that
their aircraft was detained, and they George, similarly, for a long
time they got stuck in the airport. They, by the way, so will
entire game associate similarly, first they will again put off voyage,
then fog will interfere with flying and by the like. Polistayte entertaining book on the table next to the fireplace
(with the pictures) in order to be dismantled at the different species
of horses. You will look for the broken hours on the kaminnoy
shelf and to the newspaper in the left angle everything in the same
fireplace. On the book shelf to the left you will find the
second book from the horse breeding, which tells about how it is
necessary to correctly feed horsies and other. You can dig out
one additional book on the opposite book counter. Glance at the
portrait of woman on the wall - this Frances Humber, however, until
this nevertheless not about which speaks. Finally, hear
uncomforting weather forecast on the radio and move to the kitchen. On the kitchen you will look to the refrigerator with the
magnets, nurse on the notes and you will focus attention on the
telephone of the sheriff, who here will fall into your notebook in the
cell phone. You do love to prepare? Then without fail open
box with the prescriptions on the table in the center of room.
Then you will have a talk with the cook, who all this time
something there stirs slowly on the plate. This small will
describe to you about the strange horse that it jumps at night after
the window. Still it will tell to you sad legend about a certain
bandit (this the spectre of its horse it prevents all from sleeping),
whom it fell in love itself with the daughter of the sheriff (but her
image you they saw on the portrait) and... finally it was caught and
hung. The ghost of its horse rushes along the environments and
prevents local residents from accomplishing jaunts at night since
then. You leave to the rear court, visit into the stable, you will
look to the vegetables on the beds and will have a talk with Deyvom,
which twists itself next to the chicken coop. It will describe
to you about the spectral horse and will at the same time return the
key, which left to it the masters of ranch. Return to the room,
from where they began, and open by key the upper lid of table to the
left of the fireplace, under the portrait of bull head. You will
catch hence three strange levers and letters for Mary yazzi.
Also you will look to the note about sale of equipment and read
letter with the threat from Jain Nash.
The following stoppage - stable. You will have a talk with
the main cowboy, the tack, which will permit you to go for a drive on
the horse, if you procure the necessary objects and still you will
answer all his questions. Thus, it is necessary to procure hat,
gloves, flask with the water, saddle and bridle. You will be
rolled on the horse on the nickname bean, then can look to it in the
stall. But now glance at the saddle and the gloves on the pintle
next to the table "Bob". To now take them there is no need,
since another heap of the matters is in prospect, yes even with them
they will not give to you to exceed the limits of stable -
nevertheless it is necessary to return conversely. You will
catch the hat, which is dragged along on the barrel. Afterward
leave for the kitchen and you will have a talk with the cook,
attempting to get flask in it. It immediately zapryazhet you to
gather for it the matured vegetables, to build bonfire for the picnic
in the court and to bring bucket with the water. Leave again for the rear court. Remove from the wall tray,
it next to the thermometer, take red bucket in kostrishcha, and from
coals reach strange note. Iditol to the beds with the
sunflowers, here you will gather vegetables. In order to be
dismantled, however, on what must be similar ripe fruits - you go in
the Internet from their cell phone select search - the "harvest of
vegetables". After which take tray on the wall of house, next to
the door and gather entire the already "reached the condition"
vegetables. Carry to their cook, it will give to you basket for
the collection of eggs. True, to the large regret - perforated,
with the broken side. This is not joke. On the whole,
become acquainted with your first pazzlom. You should gather all
pieces of basket so that the figure would coincide, still it is
possible to turn over them. When you put twig in the necessary
place - you will hear the appropriate sound, and after this you no
longer will be able to move it. At the level "Junior" solve this
puzzle will be a little more easily, although on "Senior" not so as to
kneading. When you gather everything correctly, to the right it
will appear red rope. Call to it, you will connect together the
broken pieces, after restoring the integrity of basket, and you will
be able to leave after the eggs. You will have a talk next to the chicken coop with Deyvom and
begin to gather eggs. Do not touch that hen, next to which the
warning notice, is nailed - it will simply peck you. With the
repeated attempt to disturb this feathered misunderstanding you will
listen angry annotations from the uncle with the aunt, and game on
this ignominious will end. On the whole, gather all "safe" eggs,
then you descend to the kitchen (because so it is must), return to the
chicken coop and select last egg from the cell of aggressive laying
hen, which somewhere absented itself. Carry your harvest to
cook, and you will ask in it flask. You do know how to light
bonfire? Time itself to recall, as this is done, because exactly
now we this will study. Let us begin from the collection of
branches. You leave into the court and will catch the branches:
to the left of the porch (if we arise by back to the
vegetable-garden and to look at the house), to the right of wooden
shed with the red peeled paint, in the fence between beds, to the
right of entrance door into the chicken coop. From the last
place unroll by 180 degrees and select last twig in rusty vehicle and
cactus. Now let us chop firewood. This is new puzzle. Step
to the axe and the logs and prepare to wave by sledge hammer. It
is here necessary to correctly advance two indices (having
preliminarily placed wooden log with the wedge on the stump):
the angle of impact and the point of impact, noted by the
imprints of feet. After which to harvest to the image of sledge
hammer and... to look to its own oversight. Afterward recorrect
and beat anew. Sooner or later in you everything will come out.
As a result you must cut in half all three logs. Gather
them and visit into the house. Take away in the fireplace two
newspapers (at the same time you will read about the robbery of bank)
and bear entire its good to the place, where you will divide bonfire.
You will place the first rumpled newspaper, then branch and
finally log. If everything you do as must, then cook will look
from the house and he will praise your work. There remained only
to collect into the red bucket of water in the red shed and to place
it next to the chaise lounges.
It is time to complete horse jaunt. Step into the stable
and you will have a talk with the tack, he will say that you can go.
Do not forget to look to the poster with the horse and the names
of the different parts of his body, then this will prove useful.
Take away saddle and gloves, dress it on bean. Raise
striving and several times pull girth so that the village it is
sufficiently tight. Now you sit down yourselves by the top,
those it will begin to pose its questions. The list of questions
and correct answers is given below:
- Where's the horse's hock? (On its back legs.) - Where's the horse's frog? (On the bottom of hoof.) - How tall is a horse that's fifteen hands? (Five feet.) - What kind of a horse is a paso Fino? (A gaited horse.) - How do you know if a horse is colicking? (It keeps lying
down and then standing up.) - What is the difference between a bay and a chestnut? (A
bay has black points.) - What tribe bred the first Appaloosas? (The Nez Perce.) - What part of the horse is most likely to be hurt when it
founders? (Its feet.) - What part of the saddle should be checked before you go out on
the trail? (The cinch.) - What is a mule? (The offspring of a female horse and
male donkey.)
Everything, trainer is contented and permitted after all go for
a drive on the environments. Leave for the wicket and on the map
select Mary's Gifts. Visit inside the store of souvenirs and you will look to the
trunk with the inscription "eh ah". Under the inscription there
are three openings, into which it is possible to put your knobs, only
as to turn them - it is still unknown. You will look pictures in
two albums in window, exactly under the table "closed". And
glance into the folder with the capital letters "FH" on the cover.
In another window polistayte pamphlet "Arizona's petrified
world". Play into the game on the playing automaton - you must,
pressing on the pointers, to conduct bird of one angle of screen in
another - there, where the burrow. Two coyotes will for it hunt;
therefore it is necessary to deceive them. For one motion it is
possible to push ikonku only to one cell, enemies also are moved to
one cell for the motion. Main thing - to entice more closely to
itself, and then to run to the burrow. In all it is necessary to
overcome three levels, you will obtain into the reward coin. You
will look to writer charliny's books Pyursell (Charleena Purcell),
will memorize its telephone - 917-555-7962, it will prove to be in the
telephone book. You will look to the small photograph of
horsewoman after the counter and will have a talk about everything
with the salesgirl of this souvenir bench. Transmit in the
conversation to it the envelope, which you took on the ranch.
She intended something to purchase from Rawleys, but those, it
is similar, not very that gladdened its proposal. You will have
a talk with it about its horse, about the medal, which you won in the
automaton, and about the trunk. It occurs, she so does not know
as it to open. Again you will look to the trunk "eh-ah", Mary
will agree to return to you the part of its contents, if you open it.
You leave from the house (apparently, inside the house cell
phone it does not work) and will ring Charline. It will first for long question its agent, on what strictly
occasion you decided to trouble so great a writer, but then
nevertheless it will connect. It will describe that the initials
on the trunk belong: EH - Eldridge Humber, AH - Abigail Humber,
and figure itself with the pigeons, probably is timed to the date of
their wedding - on 9 April, 1811. Now you know as to open trunk.
It is necessary to reproduce this date (4-9-1811) with the aid
of three knobs, true, there are no numbers here. Each knob has
12 positions (as on the hours). Them it is necessary to arrange
as follows, the first for 4 "hours", second 9, and by third - 11.
After opening trunk, take away hours, it is possible and
remaining things, but to leave the house you nevertheless will be able
only with one object. Return on the ranch.
Remove saddle from the jumper and you will place it there, from
where they took, to the beam in podsobke next to the groom by tack.
Several objects will fall to the earth, select dark-blue
envelope. You learn from it, what Jain Nash - sister of tack.
Immediately, not otkhodya from the cashbox, you will have a talk
with the tack, which will attempt to be unscrewed from a similar
relationship. On the kitchen meet with the cook about Mary.
Iditol into the room with the fireplace, you will look to the
triangular trunk in the angle, with the birds. Them here three:
red, yellow and dark-blue. In each bird there is an
opening exactly for your knobs. As before it is necessary to
place each knob and to turn in the necessary position. You will
look for the broken hours above the fireplace. You will get
accustomed to them povnimatel'neye, they are covered with drawings by
different colors - red markers stand to 12, yellow - to 7 dark-blue -
on 2- X hours. Accordingly, put knobs into the trunk and turn
them: dark-blue - to 2, red - to 12 and yellow - to 7 it is
hour. The secret door, where you will reveal periodical Maryl
Humber, envelope for Francis (with the map) and hours, will be opened.
Put chain into the hours, and they will be opened. Now you must open their secret bottom, after solving simple
pazzl. On these hours it is possible to press buttons 2, 4, 6,
8, 10, and 12. Each time puzzle changes; therefore clear and
singularly there is no solution. Principle is simple - press any
number, then other, if they remain in the pressed state, which means,
you made a correct selection. Finally, you must harvest all 6
numbers. Hours will open their secret, and you will be able to
take away chain and to look two old-fashionedly dressed people to the
photograph. You indeed still have the second similar hours, you
do remember? You will look on them in the inventory, open with
the aid of the piece of chain from the first it is hour you will solve
the second of pazzl similarly. To press it is possible this time
1, 3, 5, 7, 9 and 11. When you solve - you will see half of
photograph. Overturn it and read inscription "green bottle
under". You will ring Charline and describe to it about your
discoveries. Afterward you leave into the court. There
will there be the small play: cook will begin to play on the
guitar and to sing, and remaining workers to pour profanities in its
address. The word of honor, there is for which... Finally,
you will see horse- spectre, which will be carried past the ranch and
will break pump. The morning will come, and you it will ring betas after
conversation with it you perezvonite to sheriff. Step to the
kitchen, cook absented himself, open and you will look around table in
by right to angle. You will look on the geological map, you
exactly it will catch at this moment Shorty. You will apologize
yourselves and will ask, no matter by what you could to it soak.
For the beginning it will ask to bring to it the ripest
vegetables as yesterday. If they forgot how they must appear -
you will look from the telephone in the Internet. Take tray on
the wall of house, at the door. Approaching the beds, you will
hear some noise - this is rattlesnake. So that it would not bite
you, you do not go between two beds, but you look on them from the
side of sunflowers. Or arrive following time. Carry
vegetables to cook, it will ask to bring to it even and egg. Do
not forget about the kusachuyu laying hen. This Shorty will seem
little, and it will ask you to prepare the holiday of pirogues for the
tack, allegedly, in it today the day of rozhden'ya. You will ask
in it finally flask. Glance into the box on the table and read prescription Shadow
Ranch Cake. Then you will look to the table next to the plate.
On it, as if on the beckoning of a magic wand, will prove to be
all necessary ingredients. You will place into the plate two
rods of oil, five (1/3 measured) mugs of milk, two eggs, three tea
spoons of soda (bakery powder), 2 pints (large measured circles) of
flour and 7 cups of sugar. Do not forget also about three tea
spoons of vanilla. Directly the lesson of economics is some, the
word of honor... Further necessary to pour out dough into the
large round basin (not small, and not square), to place in the oven
you will fix time (45 minutes) and mean temperature. Nensi it
will say - "it is noticeable", when everything comes out.
However, it still must be tried to the taste, can, it and not
such already edible. Then everything it is necessary to begin
from the very beginning.
Now cover that received pirogues by glaze from the basin next.
Will be neglected new pazzl, similar to the puzzle with the
basket - you should gather from the pieces of printing blocks on its
to pirogue, and then still and paint by its two colors. Tulip
itself - red, and leaf - green. You leave into the court and iditol to the pumping plant, the
wooden building with the peeled red paint. On it will hang the
warning "not to enter, the place of crime...", left by sheriff.
You will ring sheriff and will have a talk with it about
everything, it as a result will permit entering. Inside you will
look to that pited, as if by acid, pipe, next select rock tip from
arrow (1). Turn yourselves to the left, open lattice and get
down on the stairs downward. The straying underground motion
will derive you to the new door, behind which you will stumble on
Deyva. It will seem that it searches for here treasures, even
will show you the piece of the old photograph (another half in you),
on revolution of which is written "stairs to cellar". You will
look on the regiment to the left, take purse and you will examine it
more attentively, some does not be sufficient detail in the pattern.
Rise upward on the stairs, on which recently rose your
collocutor. It will lead you into the room with the fireplace,
you will go down conversely downward. Open door with the lattice, you will go down on the stairs,
unroll by 180 degrees and you will look to the uppermost step.
This is cover, raise it, you will reveal the sequential of
pazzl. It by something resembles known "tags", i.e., it is
possible to move the parts of the puzzle in the empty places. As
a result you must move screw die with the initials "FH" to the right,
having first freed for this place. At the level "Junior" this
reprimand is solved for nine it is running, while on "Senior" it will
be required already doubly more. On the spot of this screw die
you will find the green bottle, at which lie several letters. In
the first the shawl and beads is mentioned, in the following -
crackers, rendezvous point, in the latter - flower on the pirogue. Again you will have a talk with Deyvom, it in chicken coop will
ask to show it service. Francis still will show letter and he
will say, where is located the prison, which is mentioned in the
letter. Visit into the house, you will look to the picture with
the image Francis, and still nearer to its shawl. Open the
Internet on your telephone and select "common knitting stitches"
(about the binding). Nensi will say "the daisy stitch...".
You will ring Bess Of marvin and tell to it about your findings.
Visit into the stable and you will have a talk with the tack,
you will ask it about the sister. It will ask to nourish horses
and hens. You will look to the green board, it is there written
how as it is necessary to feed horses and bird. Under this board
there will be 5 boxes with the fodder, let us number them from 1 to 5
from left to right. Let us first feed laying hens - from the
most extreme to the right (fifth) box scoop two circles of fodder,
carry to the chicken coop and pour out it into the feeding trough at
the angle. Now let us study by horses. Thus, ration for
the bean: two circles from the first box, one of the second and
two of the third (average). The total weight of feeding will be
4,5. Pour out fodder into the bucket, attached next to the bean.
Klayda must be fed thus: three portions from the first box
and one of the second (weight it will come out the same). I,
finally, for the ace it is necessary to mix one to circle of the first
box, two of the second and one of the third. You will nourish
last horsie and again you will have a talk with the tack. He
will propose to be trained in the riding. Take saddle and gloves and saddle bean, pull girth and leave
into the enclosure. Before this you did already study in the
poster your route? If no, then I resemble - the first barrel it
is necessary to travel over to the right, the second and third to the
left. It is necessary to be packed less than in 10 seconds, for
this during the ride klikayte maximally closely to the barrels so that
the turnings would be passed more rapidly. Sooner or later in
you nevertheless it will come out. Tyuey nakatalis'? We
throw lasso - take rope and throw it to the broom. To throw is
necessary only at that moment, when revolving in your hands rope is
similar to ideal circle. Several successful are rocking and you,
after having a talk with the gloomy cowboy, will obtain your own
lasso. Take saddle and gloves, saddle horse. Then you will
ring on telephone Charleen'e, it will describe about that coin, which
you found. Apparently, she was intended for some automaton.
Open gates and go in Dry Creek. Along the road you will
see Mary yazzi together with some by horse.
In the neglected city Dry Creek approach k "General Store" and
take the knob (you will focus attention on sign) next to some the "oil
stove" on the porch. To the right you will look to the
polurazvalivshiysya sorting, select next to it the tip of arrow (2)
(imperceptible gray point to the left of the cabin). Scorpion or
rattlesnake can creep out, then glance after the tip into following
time. Step into the office of sheriff, you will look to the sign
on the porch. In this city there are many similar signs, so that
search for more attentively. Try to open last camera - it is closed. You leave to the
street, next to the gallows find barrel - select from the earth next
to it the tip of arrow (3). Iditol further you will look at the
code lock on the door in house with the signboard "Cappy's". Try
to use telephone - it here does not work. It doesn't matter, go
to Mary and you will from there ring sheriff, you learn the code:
9274. visit into souvenir magazinchik of Mary, times already you
here they proved to be, and you will look to the piece of tree on the
window-sill in distant wall. You will have a talk with the
mistress of bench. It very will be upset, when it learns, that
it they saw next to the ranch. Skip in "Trail Stop". Select the tip of arrow (4) to the
right of your loyal four-footed friend, iditol for the following
screen take one additional similar tip (5) to the left of the path.
Still forward, you will to the right see the grave of Charlie,
the point of rendezvous of lovers. Unroll by circle and approach
the large flat stone, will be heard characteristic sound.
Further do not approach - snake. Return to the path and on
the following screen again select triangular tip from the earth (6).
Only it is further, to the left of the skull of cow, raise from
the earth one additional tip (7). Following stoppage - "Cougar Bend". Select sequential tip
(8) next to the cliff, you will look upward. There torchit the
stump, to which you should throw on the lasso (you remember that the
thrust will come out, only when will appear ideal circle). Be
taken away on the rope upward and you look at all stone figures, which
will automatically appear at your map. To the right, in the base
of bough raise tip (9) and you will look to the image of "mouse" on
the stone-. Similar stone hieroglyphs on this cliff it is
necessary to find 17 pieces, do not forget to everything to call so
that they would appear on your map. Only after their this ikonki
it is necessary to arrange on the map of cliff accurately in those
places, where you them revealed. After you will look around
everything on the cliff directly before you, rise on the stones to the
left (select tip (10) in the base of the first stone) to the top
itself continue to search for symbols. With the correct
substitution of the symbols on the map in the inventory, into the
empty cells, below map will appear the letters, of which subsequently
will be formed the phrase "beneath cappys keys pappys name please". Go in "Mary's Gifts" and you will ring Charline. It will
describe to you about the father ("pappys" - in this case there is in
the form "daddy") of Dirk. Again skip in "Dry Creek" and you
will establish the code on the lock, which locks door in "Cappy's" -
9274. You will inside look to the imprint on the barnoy counter
to the left, the management of electricians on the small table in wall
opposite the entrance, whose- that sleeping place in the angle
(apparently, very recently here someone it hid), playing automaton,
similar to the "one-armed bandit". Finally, you will look on the
piano, open cover under the keys - you must introduce password.
Password - this is the name of the father of Dirk:
"Cashmeer". Pazzl is sufficiently odd. If we harvest
one letter, then several adjacent are changed. For example, if
we harvest the first, then will change the fourth. To throw out
combination to the initial position is sufficiently simple - it is
necessary to go away from the piano, to return and to look to pazzl
again. Thus, let us number all letters from one to eight.
Press the 7th, until appears letter "E" (several times), in the
6th you will then establish - "E", 8 - "R", 3 - "S", 2 - "A", 5 - "M",
1 - "C", 4 - "H". Hiding-place will be opened, and you will be
able to read note.
Mary's Gift - you will ring Charline. Then rummage in the
Internet to the object "cattle brands", to you this it will prove
useful. Visit into magazinchik and you will look at the
collection of the tuning forks (in the riddle they were mentioned some
forks, and they on them are very similar) in the folder with the
letters "FH", that on the window-sill, in window. You will have
a talk with Mary, will not be able it to you to lend them? It
will ask to bring to it 10 tips of arrows for the formulation of store
and will give out box for their collection. Let us recall that
two are located in Dry Creek, four V Trail Stop, three V Cougar Bend
and one in pumping plant on the ranch. Mary, will prove to be,
it is necessary only 9, one it to you will return. Take away
tuning forks from the table. You will ask in Mary about "beads" (beads) - it is necessary to
solve new pazzl, to finish for it the formulation of shop window.
You should sort out rings on the color and the similarity. The identical rings of one color must be still sorted out
according to the size, of the smallest to the left to the greatest to
the right. Below goes the scale, which shows, what figure must
correspond to what size. Smaller - this XC - demilune, is
further: S - butterfly, M - small cross, L - galochka, XL - "A",
XXL - "flower". Thus, as a result on one line must be the
articles, similar to each other (for an example it is brought out the
first post to the left), and in one column only of one color.
Colors must it will come out (from left to right): three
blue, three red and three green. After decomposing all rings,
you will obtain box with the beads. Dry Creek. Iditol to the office of sheriff, you will look
to the symbols on the board before the entrance. They look like
inverted "B" and "D". Call on them, cover will be opened.
Take away box. Now leave into Cappy's, you will establish
box to the counter (there it remained the track of the corresponding
form). Put into it the red knob, which they found in General
Store, prepare to solve new pazzl. Each tuning fork has in the
base a letter. You will establish them to the box, into the
holes it is above so that would come out the word "Francis". R,
N and S - are written on box itself. If they established
correctly, then you krutanite knob, you will hear shrill sound and
ringing of the broken glass. This broke lamp to the right on the
wall. Reach from it and read the note, in which it is indicated that
it is necessary to glance under zebra Stone, only magnet will be
required for this. This stone is located next to the grave of
Charlie (there you they heard the crack of rattlesnake), and magnet
can be procured on the refrigerator in cook on the ranch. Let us go, that means on the ranch. You will see along the
road, as Mary he talks in his store with the tack. What this did
mean? Remove saddle from the horse and hang it in your legal
place, you leave into the court. It stemneyet. Return into
the stable (horses it is not observed) and take away gloves from the
saddle. This time you will take only them. Leave to make
chicken coop. Select in the inventory of glove and call by them
to the combination pliers next to the hole in the lattice. Pazzl
of sufficiently simple, although tedious. It is necessary to make lattice, after putting into it all
broken off pieces. As in usual, paper pazzle. It will
reveal after the repairing Of nensi that its gloves shine! Here
will appear the luminous horse. The morning will come, telephone call will be heard. This
they decided to ring and to learn the news Of bess and George.
After conversation go to the kitchen, take from the refrigerator
magnet- apple and you will have a talk with Shorty. You leave
into the court, select from the earth horseshoe. You again
should gather vegetables and eggs (oh, not again...) so that the cook
would give out to you flask with the water. Gather only ripe,
otherwise everything it can end very lamentably - simply they will
expel you with the ranch. Again consult with the Internet.
On the whole, you must gather from the left bed 4 tomatoes of
type "Northern Lights", and from the right - two "Beefsteak", "Golden
Queen" and beans (two pieces)"Black Turtle". Eggs gather as
usual, first everything, except "hen- killer", return to the kitchen,
then select the latter. You will obtain your deserved flask with
the water.
You will have a talk with Deyvom and tack, return horseshoe to
the latter. He will say that cannot be gone - bridle was broken,
so that for you it is necessary it to make. You will look to the
poster on the wall, "The Anatomy of the Horse Hoof". There costs
bank, and in it bridle. To you it is necessary to correctly
compare all pieces. For the clarity can first look to the
bridle, which will hang in podsobke, to the right of poster with the
cowboy. You will have a talk with the tack, saddle bean and
leave into Mary's Gifts. You will have a talk with Mary, To
nensi will force it to make a slip of the tongue about their
connection with the tack - they lovers. Dry Creek. Iditol in Cappy's, you will look to the books
on the table, more accurate in the place, where they were earlier.
Now you will look into the angle, where there was bed - there
remained only box and key take the key Of nensi it is knocked on the
head by something heavy... after which it it will prove to be in the
cell, where thus it attempted to fall. You will look to the
chair after the lattice, use lasso in order to place it on the legs.
Generally, it would be interesting to look, how it is possible
to throw loop through the twigs of cell. Now you will look to
the shell, to the right of it former prisoner considered time that he
conducted in the camera (deleted lines). You must under each
accumulation of these lines place letter, for example, if features
five (to count necessary everything, and vertical, and inclined), then
this "E", if one - "A". As a result it will come out BY "U",
"N", "D", "E", "R", "B", "A", "N", "K", "L", "A", "M", "P". Investigate another part of the camera, select from the floor
bricks. You will look to the key above the chair and begin to
fling in it bricks. It is necessary to establish for the angle
of thrust the second pointer to the left, and force to select average.
Key will prove to be on the armchair. Kin'te rope in order
to fall down it to the side of camera. Select key and open by
them the door of camera. Nensi will select the leaf, on which is
deciphered the certain code. Now you can decipher the note,
which they found, when bonfire on the ranch was arranged. You
leave from the prison to the street and approach the building of bank,
it opposite the gallows. You will look to the right angle, move
aside brick and read note. You should procure ring. Leave
on the ranch, where you will have a talk with Deyvom. It will
give to you the ring of its aunt. You will then ring sheriff and
return to the city- spectre. Iditol in Cappy's, throw your coin into the playing automaton.
You turn knob. You must establish the fiercest band of
four people. It is easy to distinguish them on the physiognomy.
After to the first attempt leave necessary slots, after
harvesting buttons under them, and you turn knob repeatedly. If
you win, then you will obtain two coins. You will lose - it is
possible again to play into the automaton with the coyotes in the
store of Mary or to load the last retention (you indeed they were
written, truth?). After gain put the ring, which you obtained
from Deyva, into the red marker on the automaton, kin'te coin, you
krutanite knob - this time you must establish very I have pity the
good-natured band of robbers. Key will become your gain this
time. Trail Stop. Iditol to the grave of Charlie, from it to the
left, you will arrive at the large stone with the strips (this zebra
Stone and is). Move aside it to the side, then raise cover -
will appear new pazzl. Something is too much them here for one
game. To you it is necessary, using a magnet- apple, to conduct
all four chips, located in the angles to to center. The part of
the labyrinth is closed with wooden sticks; therefore it is necessary
to poke at random. All chips have their designations and each
necessary to bring to their place. Thus, in the pink circle it
is necessary to place "Mn" (manganese - manganese), into greenish "Cu"
(cupper - copper), into silver "Si" (silicon - silicon), into orange
"Fe" (ferrous - iron).
Immediately, without the respite, will be neglected following
pazzl - the box with the flowers will appear before you. Take
away it with itself. Skip in Mary's Gifts, read mail on your
telephone, then in the Internet look on the demand "Kelleher".
Further you will look to the purse, which you drag in your
inventory, and finish sewing by his beads. This was described in
the letter from George. String beads to the needle so that would
come out this combination, from left to right: yellow;
black and red with the black cross (to repeat this combination
of 4 times); red, white, red, pink with the Red Cross - to
repeat 4 times. To nensi it will say that the flower came out
similar to poppy (poppy). We undertake pazzl with the colors. You already know about
all dear colors, which were mentioned in the letters, the notes, etc:
yellow rose, tulip, lily, sunflower, camomile and poppy.
You will look nearer to the box, which you selected under the
stone with okrasom of zebra. In the center place yellow rose, to
the left of it sunflower, and to the right lily. On top - poppy,
from below to the left - camomile, and from below to the right -
tulip. Box will be opened, read note. Then by key from the
play automaton open upper department. The second bottom will be
opened, and you will become the happy possessor one additional note
with those symbols, which you saw on the cliff. Open map and you
will connect by their lines, as shown in the note. First upper
number, then lower. Will come out something, resembling the
capital Latin OF V Nensi so he will say - "V", from "Valentine". Cougar Bend. Again climb to the cliff and search for the
symbol, which resembles "V", it not was connected with lines in the
figure. It is necessary to throw with lasso and to be taken away
to the ledge. Move aside cobblestone with this symbol, read note
about the grave of Charlie and take away flat stone with itself. Mary's Gifts. Show the obtained stone of Mary. It
will polish it, will appear figure. You leave from magazinchika,
you will ring Bess. Leave into Trail Stop, to the grave of
Charlie. Stone with the figure will appear. You will
rotate occaisonally by head along the sides in order to find similar
tree in the region. It is located exactly beyond the stone-
zebra. Iditol there. "?" (new location). Road will lead you to the cliff,
from which torchit the bough in the very to the top. Throw to it
with lasso, you will fall into the cave. Give the coded
communication, which is concluded with the symbol "V" on the wall.
If it are translated to the readable language (but from it
immediately in the Russian), then must will come out the following:
"brown, green, yellow, red (here it will appear stairs with the
passage of labyrinth), blue, orange, green, yellow (stairs), brown,
blue, green, orange, blue, brown, green, orange, red, blue, yellow,
green, blue, green, brown, yellow, V". Thus, it is necessary
attentively to look at the colored stones above the passages, and so
to pass entire labyrinth. In the jugs there will be the keys,
which must be gathered. Entire of their 5 pieces. Several
times it is necessary to climb on the stairs, and at the end you will
arrive at the door, which will have to open by the obtained in the
jugs keys. You enter into hiding-place, you will look on the
inscription on the walls, open trunk on the table. Here they -
Dirk Valentine's treasure. Gold serdechki, entire pood, and that
are more. You leave into the door, you will meet with the main
villain. Never you will guess - this is tolstyachok Shorty.
When this blockhead finishes to speak, run and get down from the
stairs, then into the passages: green, red, green. You
will arrive at the hole in the floor, which is covered by carpet.
Change in this cave two stones by places, green and red so that
the scoundrel would entangle passages and would fall down.
Unfortunately, neck he to himself will not break.
Everything, listen to how everything ended, the girl friend Of
nensi finally they arrived on this, and you them even will show -
truth, only feet. But still Nensi it will invite you soak by it
to open the new matter, which it will pass to one of the old locks of
England. But this already, as the saying goes, entirely another
story.
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