Nensi Of dryu. The secret Of the ranch Of the shadows .:. Passage of game

Updated: 22.02.2006, views: 2940
 


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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