Passage Call of Cthulhu
Prologue.
Rise to the hill in order to prove to be before the estate.
Then iditol to the right angle and further along the wall of
house to the lateral entrance into the building. Pass forward along the corridor, you will focus attention on
figure on the wall. Using it, you will be able to preserve game.
Further rise to the second floor, turn to the right, visit first
into the first room to the left, and then the secondly. There
you will find the key, with the aid of which you will open the door on
the first floor, located to the right of stairs. Inside the office take away from the table the second key, you
will look photographs, and then you leave from the accomodation to the
door, next to which is located the sign of retention. In the
library approach the writing desk and reach ancient manuscript from
its lower box. Further pass for the shelves into the right
angle. There you will find the hatchway, which leads into the
basement. On the corridor of basement you will reach the morgue,
and from there you will leave in the large dark hall. In the
middle of hall there is a switch, use it, after which take away small
green crystal. After this, you leave from the accomodation
through the door to the left. After reaching to the second hall,
you will put crystal into the device, which stands opposite the switch
and activate machine.
Visit to old city.
After leaving the bus, you will visit local hotel. After
conversation with the administrator you leave from the building and
iditol into the "first national" bench. It is located to the
left of the monument. Through the central entrance you will not
be able to pass; therefore use lateral passage. Move on it
accurately, after hiding in the shadow. If you fall on eyes to
policeman, then it simply will expel you back to the area. After visiting into podsobku, barricade door by the cabinet,
which stands to the right of entrance. When you leave into the
commercial hall, pass for the counter, there, where first-aid kit
lies. You will look to the floor, there you will see hatchway,
but thus far you will not be able to open him. You will further
look around entrance door, and then iditol into the office of manager,
located in by right to the angle of hall. In the office take
away from the open safe the bottle of rum and wooden pintle by them
you you will be able to open bottom flap - make this rapidly in order
not to fall into the paws of the police. After coming to after drop, you will view. Take away from
the cabinet the diary of Bryan and first-aid kit. After this,
move stepladder to the wall. After falling, it will break wall,
and you will be able to leave the basement into the room for the
development of photographs. Under the red lamp, which will hang
on the wall, take away old newspapers. Moving further, you will
leave into the accomodation of the editorial staff, where you will
find cartridges for the pistol. Now visit into the first door.
What, is terrible? In reality besides the corpse of hanged
man in this accomodation there is nothing of interesting. After
looking around corpse, you leave from the editorial staff through the
second door. In the court of editorial staff you will meet Lukas makya - this
is the first person, which will relate to you benevolently.
After conversation with it you leave from the court to the area.
From there iditol to the left along the street. After
turning to the right, you will not pass the entrance into the alley,
located to the left. On the alley you will reach the bar, where
you will meet old drunkard. You will have a talk with it, then
give the bottle of rum, after which your conversation will be
continued. In the process of conversation you will obtain keys
from the local almshouse. Returning back, you will meet girl on the name Rebecca Lawrence.
She will show you occult sign on the fence and he will give some
information. Further you should return to the area. The
door, which leads to the house of aged, is located in the building,
which stands to the left of the hotel. After passing along the
street to the end, you will prove to be at the entrance into the
shelter. Indoors you will have a talk with the old man, who
stands at the window, and then continue forward movement. After
traversing the rooms of shelter, you will leave to the balcony, from
where you will be able to go down to the street. You should
reach the house from the whitestone and be knocked into the door.
To you will open the small girl, who will admit you inward.
Rise to the second floor. You will look in the photo,
which stands on the chest of drawers, and then iditol into the
next-to-last door. Through it you will reach the closed door on
the garret. However, here to you it will not recover. When
you come to, visit to the garret. In the spread mattress take
away the diary lying on the box, after which get down downward.
At the door you will see the man weeping above the corpse of
girl. It will transmit to you key from its store even he will
say that the combination to the safe exists in its diary. After
the policemen will take away it, you leave from the house and return
to the area. Roll up to the left and you will go down to the door of
basement. Through it you will fall into Thomas veyt's store.
In the commercial hall you will meet with girl on the name of
rues after conversation with it approach the dissection of safe.
Combination is such: to 2- X clockwise, to 6- TI protiv,
to 1- oho on the hour, to 2- X against. Inside you will find the
book "dagona". After preserving game, iditol into the hotel.
Administrator will grant number to you above. When he
leaves the policeman, visit the counter and remove key from side wall
of cabinet. Open by this key door in by right to angle and pass
into the office. Inside the room take away the cartridges and
the book, which lies on the table. After leaving the office,
shut after itself door, and then follow the administrator into your
number. Lock in the room door to the bolt, so you will enter
with the door in the adjacent number, after this it is possible to lie
down to sleep.
Attack of person- fishes.
After arising from the bed, run into the adjacent number, after
shutting adjacent door to the bolt. Further move aside the
cabinet, which stands in the angle, and you pass into the following
room, without forgetting to shut door to the bolt. In the last
number shut side door to the bolt, you will enclose entrance door by
cabinet, then move aside cabinet from the window and come out to the
balcony. In the adjacent building run along the corridor, get down on the
stairs to the floor below and you go in the open door. When you
reach the apartment, occupied some by old woman, pass into the second
room and through the window come out to the balcony, from where it is
necessary to jump over to the balcony of adjacent building.
There rise on the stairs and pass on the thrown boards to the
roof. From there be taken away on the stairs to the roof of
storage. Further pass to the distant edge of roof. There
there is the hatchway, through which it is possible to go down to the
storage. From the ladder jump to the left to the sign of retention.
Then scold yourselves to the right between boxes. Being
concealed from the local cutthroats, you will move into the distant
left angle, where on the boxes be taken away to the second ladder.
Nurse into the opposite angle and come out through the open
window to the roof. In the distant part of the roof there is the
air flue, into which you should climb up. On it you will be
selected into the second storage. After jumping on area, you
will go down downward, roll up to the left from the stairs and pass
between boxes to the hole in the floor. Moving under the
flooring, you will reach the stairs, which leads into small
komnatushku. Inside it move aside the cabinet, which stands in
wall, and to you will be opened the board, on which is drawn the sign
of retention. Further move aside box from the door and return to
the storage. You should reach the right distant angle, are there
located the open gates, through which you will leave to the street.
At the output from the storage displace under the arch. After the end of small roller be taken away on the boxes for the
fence. There you will find cartridges for the revolver.
But if you pass into the end of the fence and will move through
it there, then you will be able to avoid encounter with the malicious
townsman. Further you pass into the arch and follow the member
of order. At the angle hide after the boxes, which stand to the
left. When way is freed, run on the narrow passage to the end.
After having a talk with the local aborigine, you leave to the
street through the passage to the right. Further rise to the
truck and you will take out the brake "shoe", established under its
front wheel. When automobile begins motion, run after it in
order to be covered from the enemy fire. Then get down into the
bottom of large sump on the stairs, located in the right side of the
pit.
Collector.
In one of the blocked passages you will find the iron rod, with
the aid of which it is possible to break the blade of fan. After
traversing it, you will fall into the urban canalization. After
reaching the area, on which lie the heaps of poisonous substance,
displace to the right and rise along the stairs. When you
traverse the first door, then you will prove to be in the small room.
You will focus attention on two pipes, located to the left of
the door. Turn the lever of distant from the angle of pipe,
after this approach the cabinet in order to take away from there
first-aid kit, and then iditol into the adjacent accomodation.
There turn the knob of hoist in order to pour off dirty water
from the reservoir. Further return back and turn the lever of
pipe neighbor to the wall. The pure water will be collected in
the tank. Return lever to the initial position and return to the
reservoir. Pour off again water and take away into the pipe,
until it is shut by panel. After proving to be in the pit in the company of a large
quantity of corpses, rise on the stairs to two levels upward.
After traversing the door, you will prove to be in the small
accomodation, where there is a bottom flap. You will go down
downward through it. Further pass on the tunnel, visit into the
lateral passage and rise on the stairs, located in the angle. Nurse to the right on the uzen'koy by-street, avoiding two
guards. Rise on the fire stairs to the balcony and pass inside
the accomodation. After proving to be on the garret, use winch
in order to raise box. Then you will go down on the stairs
downward and traverse the unblocked door. At the end of the
alley enter into the door, select cartridges, rise to the second
floor, after passing along the corridor. There enter into the
first door to the left. In the opened accomodation you will meet
Rebecca. After conversation with it, run to the church and enter
inward. Pass to the platform, above which will hang the raspyatyy
priest. There you will find first-aid kit. Return to the
entrance doors, rise on the stairs to the belfry. You will ring
into the bells, after pulling first for the central rope, then for the
leftist and finally for the right. Further run into the right
angle of hall and get down downward through the hatchway after passing
on the tunnel, you will reach the tomb. Take away from the table the book of generation and death, you
will focus attention on panel with the numbers. You will place
on it the postcard, which Rebecca gave. Now you know the code to
the safe. Combination is the following: to the 3rd
clockwise, to the 1st against, to 5- TI po, to by the 7th against.
After taking away from the safe rock cross, iditol it is further
into the end of the corridor. You will put cross into the
deepening in the wall. The opened passage will give to you
access to the collector. For the beginning pass into the lateral passage. There you
will find first-aid kit. At the end of the second tunnel you
will be able to preserve game and to rise upward to the bank.
After entering inward, iditol into the distant right angle,
where there is a passage for the lattice. Further pass along the
fallen beam to other side of hall. From there pass in the
depository of the bank through the door in the angle. After
this, rise along the stairs, jump over failure and you penetrate the
door aperture to the destroyed second floor. Jumping on the
fragments of floor remained in the soundness, move into the right
distant angle of hall. Be taken away there to the protrusion in
the wall, from there rise on the thrown board to the ceiling overlaps,
on which it is necessary to go into the distant left angle.
After leaving into the corridor, jump over through distant
failure and you leave to fresh air.
Get down to the lower balcony, from there jump to the stairs, on
which you will be taken away on upper area of water tower. Pass
to the left and jump to the balcony of that standing with a number of
the house through the broken enclosure. From the balcony pass
inside the house and you will go down to the floor below through the
door at the end of the corridor. After leaving to the balcony,
iditol to the left and jump to the sloping roof, from where be taken
away to the garret through the auditory window. Besides
first-aid kit on the garret there is nothing interesting, after taking
away it, you leave from the accomodation into the corridor. At
the end of the passage there is the open window, through which it is
necessary to vylezti to the balcony. From there jump over to the
adjacent to the left. Be taken away to the box and jump to the
boards, which lie on the beams of the supports of tower. Jump
over to the balcony of house you on the contrary and pass inward from
them. You will look to the left, there at the door, on the regiment
will see the cartridges for the pistol. Take away them and
continue motion along the corridor. After conversation poppies
come out into the window, located at the end of the corridor.
Flight from the prison.
Take away to the balcony, from there jump into the alley.
Avoid from the policeman, pass into the door that located to the
right, after taking away the pinch bar lying on the border. It
can be used as a weapon. When you prove to be in the prison
block of police station, pass past the cameras to the stairs.
Rise to the second floor and you will visit Constable's room.
There you will find cartridges and keys from the cameras.
After returning to the prison, you will have a talk with the
prisoner, who sits in the second from the entrance camera. After
conversation with Bryan show it the photo, which to you it gave rues
posle this open camera let out prisoner. Further open the first
camera and select the book, which lies in hinged bed, there.
This is the old ship periodical, from which you should memorize
one number 1846. It will prove useful subsequently. After entering into the room, situated on the left side of the
corridor, you will prove to be directly in the section, where at long
last you will be able to be armed. After this, open input door
and perebeyte townspeople and policemen, who guard street. To
shoot best anything at the head in order not to expend many
cartridges. After cleaning street, run to the left. Is not
far garage located from the burning machine, but you will not be able
to enter into it. Therefore return back, roll up to the left
before the police automobile. At the end of the alley open
hatchway with the aid of the scrap and get down into the canalization.
On it you will reach the stairs, on which it is possible to fall
inside the garage. After conversation poppies and by Bryan return to the section
through the sewerage collector. Move aside the cabinet, which
stands in right wall and approach the dissection of safe. You
turn knob to the 1st counterclockwise, to by the eighth on the hour,
to the 4th against, to 6- TI on. After taking away broach, run
along the street to the garage, roll up to the right before the
winches and, after passing between the houses, you will prove to be at
the lateral entrance.
Flight from the city.
Sitting in the body of machine, fire back from the townspeople.
When automobile zastryanet in the tunnel, shoot at the barrels
with the fuel, that they stand in of the enclosing the way truck.
After unloading from the machine run to the right along the
street, after catching the revolver lying on the pavement. After entering to the storage, traverse it along the shady side
in order not to fall to the eyes to protection. Further roll up
to the left, visit to the salt storage, whose entrance is located to
the right of stairs. There you will find the automaton of
Thompson, cartridges for the pistol and box with the cartridges for
the automaton. She lies at the feed chute of large "meat
grinder". After leaving from the storage, roll up to the right
for the angle. In the blind alley, where are folded boxes, begin
to crawl into the passage between them and you will be able to fall
into the adjacent storage. Move on it into the distant part,
after being held left side. When you take away the keys of one
hundred posts, you it will call rues, which hides under the roof.
After conversation with it the group of local cutthroats will
appear. You will be armed with fowling-piece and run back to the
passage between the boxes.
Rise on the stairs, located to the right of entrance to the salt
storage. In the small accomodation break window and come out to
the roof. After preserving game, iditol to the left and open
door in the enclosure. Through it you will fall on upper area.
From there rise on the stairs and pass along the rafters on the
area, where it hides rues open for it door, you will go down on the
stairs to one floor and come out into the window. Further to you
it will remain to only leave the court of storage.
Seizure of plant.
Nurse to the right to the boxes. Pass past the FED and
again cross the shot through region. After the back of the
second agent there is a passage after the boxes. On it you will
leave to the path, which goes along the fence. She concludes at
the lateral entrance to the plant, from where you will be able to
quietly shoot machine gunner. After having a talk with Hoover, wait for, until agents open
door. After this, iditol into the shop vstret'tes' with the main
thing FBR'ovtsem in elevator. Further iditol to the left from
the elevator get down downward on the stairs. After leaving into
the corridor, run off into the left side of the passage. There
you will find first-aid kit, afterward continue motion to the reverse
side. At the end of the second stairs, displace to the right and
iditol directly to the door, which leads into the workshop. In
the opened accomodation you will find old drive belt, cartridges for
the fowling-piece and revolver. With this "economy" return to
the stairs and you pass into the door to the right. Along the
only way you will reach the generator room. To the left of the door after the lattice the flywheels of
generator are located. Bring down lock by shot from any weapon
and place on the wheel of flywheel that found in the workshop belt.
After this, you will include the knife switch, located on the
electrical shield. After passing into the door, located to the
right of panel, you will leave to the control panel of conveyer.
You should break the glass cover, which closes starting button,
by shot and then include conveyer. Further return to the
workshop and pass to the right. After preserving game, you sit down yourselves into the
suspension cradle and a little you will give a ride. When you
pass past the place, where control panel is located, wait for stoppage
and jump downward to the boxes, which lie on area near the stairs.
Further rise on the second stairs into the corridor. When
you prove to be in the room, from door of which the wall with the sign
of retention is visible, you will look to the right. You will
see gate, turn it and you leave into the corridor. After passing
to the right, get down downward and iditol to the left to the end.
After killing protection, rise on the right stairs in order to
select the first-aid kit, which lies at the end of the ladder.
Then rise on the second stairs and step to the right. In
the adjacent hall traverse the door in the left angle. After
rising on the stairs to one flight, visit into the small pantry in
order to take away automaton, after which rise above. After preserving game, take away on travelling belt and iditol
in depth. When you leave into the adjacent shop, there you will
wait "dobreyshiy" Jakob Marsh, who will include conveyer in the hope
of grinding you in the crusher. After it will pull you to the
feed chute, jump from the edge of tape to the broken ladder.
After this, you will go down to the floor and again iditol on
travelling belt into the adjacent shop. Further run after Marsh,
and when you will fall down downward, move into the left angle, there
there is a passage to the stairs, which leads upward. Iditol to the left through the door. Behind the first door
along the corridor is to the left located the control panel with
elevator. From there you can fall into the office of the
marches, where you will select the letter of Sebastian. Is more
in this accomodation it can't be helped. After leaving into the
corridor, you leave through the large door and return to the elevator.
To the left of it there is stairs, you will go down downward on
it. Further to the left it is upstairs on the corridor, from
where displace to the right. When you enter into the shop, where
ore is melted, you will go down downward and you pass into the
adjacent shop. There you will see Hoover, who sits in the cell,
and Marsh, who wants to expiate it in the hot bath. You should
by shots drive off villain and have time to open the mechanism, which
is lowered agent into the vat.
Leave rescued Hoover, get down downward to the door in the
angle. After traversing it, iditol to the left. When you
leave the shop, iditol into the end of the corridor, where there is a
stairs, which leads downward. In the following corridor pass
into the door to the left. Further - through the door on the
left side of the shop. After going down on the stairs and after
opening door, you will obtain on the head. After coming to, run to the right and hide after the boxes.
When the feeler of hydra it descends, get down on the stairs to
the right and reach the second control panel. Use moment in
order to include pump from the panel, then return back to the second
hydra. Pass on the ladder next to it, you will go down on the
stairs and, without stopping, run to the left along the wall.
After completing trip on the stairs and the passages, you will
reach the placement, where you will find spare safety device.
Now you should be returned to the first panel. Yes in
order to distract the feeler of hydra, that lies on the ladder, run in
to the right for the angle, and then rapidly return to the ladder and
run that there is forces. Change the safety device on the block,
located to the right of panel, and you will then include apparatus.
After this, iditol into the right distant angle of shop, you
will preserve game and you leave into the door. After opening the door closed to the bolt, shut it after itself
and run, without stopping, to the following door. Perform with
it the same operation, after which continue motion, shutting after
itself doors. After rising into the hall, where you were before
to you nastuchali on the head, displace to the right in order to be
taken away on the stairs. Above climb up into the conduit,
through which you will be selected into the shop, where ore is melted.
You leave from it through the door in by right to angle, then
rise on the stairs and again take away into the pipe. On it you
will reach the elevator. You go in the elevator and press the
button of floor. When the cab of elevator undergoes attack and
zazvuchit alarm signal, press button on the control panel of elevator,
and then come out on the boxes into the opened doors. After having a talk with Hoover, iditol to the right from the
elevator. After stairs displace to the left to lattices.
Bring down attached lock from the door, then press button in the
wall and come out into the lift well through the opened hatchway on
the stairs, which goes along the wall, rise upward. From there
get down downward on the overhanging rope. After proving to be
on the floor, iditol into the end of the corridor, press button in the
wall and rise along the stairs. Further iditol to the right
through the large gates. Rise along the stairs and pass along
the top to the hall, in which was arranged green monster. After
entering, you will look to the right, the wall has a gate, open, and
after howl shut gate. After this, quickly nurse on the freed
ladder to other side. From there pass along the top, in addition
to the end, get down downward, jumping on the boxes, and you leave
through the gates. Pass into the door to the left after them,
after it will be opened the corridor, along which you will leave to
the first floor of hall with the monster. Jumping over through
the feeler of creature, reach the left angle of hall, and there pass
into the door. In the opened accomodation you will find
adjustable wrench. With his aid it is necessary to open three
gas gates, not having handles. Certainly, it is necessary to
open the fourth. After this, return to the place, where you came
out from the hatchway. There you should attempt to open the
second gates. After the attempt to make this rapidly run off up
to the safe distance in order not to injure health. After
explosion traverse the hall and you leave from it through the freed
passage. After passing into the end of the corridor, you will
fall in the small of halls, in which there is a statue of winged
monster. You will focus attention on the crystal, fixed in the
support. To the left of the statue there is a switch, which
activates the ray, which beats from the head of statue. You
should push support with the crystal so that the ray would be
reflected into the stone, located above the entrance. After in
you this will come out, you will be able to take away stone from the
support and to leave plant.
Esoteric order Of dagona.
Run after morpekhami. After visions you will go down
downward on the rope and escape along the path from the winter ice.
Any other way will be for you disastrous. After melting ice by flamethrower, you enter into tunnel, and
you will then entice monster to the door in order to burn it from the
flamethrower. Further return to the passage, on which reach the
cells. Yes, in dead infantryman select the bond of dynamic
cartridges. In one of the cameras you will have a talk poppies,
then remove key from the wall at the end of the corridor and you will
catch rifle. The obtained dynamite must be established to the
barrels in the adjacent tunnel, and then hide in the dark niche,
located near. When way clears, you pass inside the building. After leaving from the stairs into the corridor, visit into the
door to the right. In the opened room take from the table knife
and rifle cartridges. Further move aside the cabinet, which
stands in by right to angle. Along the secret corridor you will
leave in Hall under the main stairway. Using knife, remove the
pair of guards, who stand to the left and to the right of stairs.
Then move along the left wall into the office, where will find
rusty key by this key you you will open the pantry, which is located
in the corridor to the right of output from the spiral staircase.
Through this accomodation you will be able to rise to the second
floor. After proving to be in the corridor, visit into the room, the
entrance into which is located in by right to angle. There you
will find fowling-piece and cartridges. You will focus attention
on hoist in wall. After this, return to the corridor and iditol
on it into the depth of building. After leaving to the balcony
of the second floor, pass into the second door on the motion. In
the opened room select Marsh's diary, and then break the covered with
drawings glass-. In the adjacent accomodation you will meet to
Ramon, then break the second colored glass and climb up inside the
office. You will there focus attention on the inscription traced
on the wall, you will not be able to read it for lack of information. Return to the office on the first floor, after going down on the
main stairs. From there pass into the accomodation on the
contrary. There there is the vmontirovannyy into the wall safe.
Code to it of 1878. In order to collect combination, you
will enter as follows: revolve knob to the 1st clockwise, to by
the eighth protiv, to by the 7th po, to by the eighth against.
After taking away contents of safe, return to the office, in
which there is an inscription on the wall. Using the roll, taken
away from the safe, decipher inscription. Further return to the
corridor, from which recently they arrived. There pass to the
left to the door, protected by invocation. After speaking the
deciphered prayer, you will remove protection and will be able to go
down downward. Now you should return to the cameras in order to
free poppies. Together with it iditol into the room, where the
lifting mechanism of rock disk is located. Agent will undertake
to raise disk, and for you it is necessary to go down downward on the
spiral staircase. Encounter with two magicians, whom must be
covered, further you expects. It is sufficient two aiming shots
from the rifle into the head, and you will solve this problem.
After this, you should open the door located after the statues. On the tail end of the rock figures are buttons, press them in
this sequence: Dagon, Hydra, Dagon, Cthulhu, Dagon, Cthulhu.
Dangerous trip.
After conversation with the captain pass into the door on the
contrary. On the captain's bridge you will have a talk with the
autopilot, and then iditol to the deck. There you should have a
talk with the sailor, who stands in mast. In the reflection process of the attack Of khenson it will
report that in it the cartridges conclude. Take in it keys from
the storage, enter into the room into the right distant angle.
Is below storage located in stairs, where you should fall.
Take there the box with the automatic cartridges, which lies in
the wall, and carry ammunition sailors. After this, you should
run off into the infirmary after the first-aid kit. For this
return to the room, pass into the door to the left and run directly
past the stairs. In right to the angle of corridor located the
entrance into the infirmary. After killing the monster, that was
arranged there in order to sup or to dine, take the first-aid kit,
which lies on the shelf and carry its Khensonu.
At the end of the attack of person- fishes you should survive
the counterrecoil of enormous waves. In order this to make
without the loss of health, be sufficient at the handrails, as other
sailors make. After the first wave run to the instrument.
In the sight you will see dark-blue flames on the reef - these
are the magicians, who send wave. Destroy by their artillery
fire, without forgetting to wait out waves, after being held for the
handrails. After destroying magicians, iditol to the officer, who stands in
the room. Further to you it is necessary to run following the
remaining themselves among the living members of command to the lower
deck, shutting after itself doors in order to detain the monsters
pursuing you. When you meet the second sailor on the lower deck,
pass into the door to the right. In this crew space you will be
able to preserve game, and to also take away the diary of sailor,
which lies on the bed. After in the corridor the pipe will
explode, iditol into the left angle turn there gate in order to
overlap vapor. When you reach the captain's quarters, you will
go down into the machine room and be taken away into the ventilation.
On it you will come out inside the captain's dwelling.
After taking away key and revolver, iditol into the arsenal.
There you will supplement ammunition and you will select a
little dynamite. Further return to the engine compartment, shut
the cover of furnace, and you will then establish dynamite to the fan
in the second ventilation duct. After proving to be in the nose section of the vessel, select
mounting and you leave into the dining room. There you will have
a talk with the sailor, and then leave for the cargo hold. The
entrance into it is located next to the seaman crew space, in which
you selected diary. To open hatchway you mounting will help.
After taking away "svarochnik", iditol into the motor section. From the entrance pass into the left distant angle. You
will there twist gate and return to the entrance door. There is
stairs - in order it to lower next to it, you will shoot off attached
lock. On the stairs be taken away on upper area. From its
edge jump downward to the place, where vapor went from the pipe.
After brewing the damaged pipe, return to the gate and open it.
Further iditol to the furnace, to the right of cover there is
the second gate, which also must be opened in order to neglect
machine. After this, leave for the dining room. You leave from the dining room through the door, into which the
monsters broke, and you leave to the deck. there you expects
"pleasant" encounter Dagonom. In order it to destroy, it is
necessary to shoot at it the nose instrument, when Dagon appears on
the course of ship. After each shot run off into the nose
section of the vessel so that the monster more frequently would be
substituted under the shot.
Reef of devil.
After passing along the path, which is twisted between cliffs,
you will leave to the place, where wind very strongly blows.
From there first iditol directly, on the area, similar to the
large palm, where you will find disk. Further iditol along the
second path. Roll up to the left before the wooden floorings.
On the lateral passage you will reach small peshcherki.
Take away there the block, which lies on the stone-, and then
put disk into one of the frescoes in order to open secret door.
From the treasure-house take away lever, after which return to
the basic path. When you go down on the rock steps, displace to
the right into the low tunnel. On it you will reach the area,
where it is possible to be preserved and it is necessary to put lever
into the opening of cliff. After harvesting lever, run as fast
as possible further along the path in order to have time to traverse
the trap on the appeared flooring. After leaving to the bridge, use a block to the rope in order to
give a ride on "tarzanke". When you prove to be in the small
cave, in which stands unknown mechanism, transfer with the aid of the
book Of dagona inscription, then put broshku from white gold into the
button and activate machine. Leaving from the cave, you will focus attention on red stone in
the floor. This is trimmer signal. Further jump to the
protrusion and move to the edge of bridge. From there follow the
red stones and you will leave into the cave, where empty pedestal
stands. You will put in it red stone, and to you will be opened
door. On the opened corridor you will reach the large hole, from
which leaves the column of air. Climb up into it.
Air tunnels.
After preserving game in the cave, from which it is clear, as
submarine it attempts to destroy shielding field, iditol to the left
along the wall. After Sebastian Marsh's encounter climb the rock
stairs and you pass into the tunnel. After proving to be in the camera, take chisel and with its aid
raise the lattice of canalization. When you leave into the
adjacent camera, be taken away back into the canalization and wait out
there the visit of guard. Further you leave from the camera,
displace to the right and move, after being held right wall. In
the essence, you must make a circle and leave not far from your
camera, but already from other side. From there be taken away
through the hole in the wall into the canalization and be selected on
it into the corridor. From the area, where burns bonfire, move vlevo-vverkh to the
bridge. There displace to the right. Prokravshis' past the
guards, roll up to the left before the entrance into the cave.
On the narrow tunnel you will be able to unnoticeably prove to
be near the closed door and to from there sneak after the spins of
protection into the unique underground garden. There select
dark-blue flower, after which continue motion. After leaving into the cave with the waterfall, you will go down
downward, moving along the right wall. Further iditol to the
reservoir, formed by waterfall, and roll up to the right. Along
this path you will reach Robert Marsh's office. When you fall
down to it in guests, be sufficient from the table knife and kill
monster. From the trunk, which lies on the table, take away the
key from the laboratory and the book. After this, you leave from
the office and in the large corridor roll up to the right. After
passing to the end, you will find rifle and first-aid kit. Now
you should be returned along the corridor, leave through the door
closed to the bolt. The place for you already familiar;
therefore displace to the right and run forward across the bridge. Inside the laboratory, take away from the table of note about
the dark-blue colors, and also bottle with the herbicide. Then
you will have a talk with the experimental mutant, after which you
will shoot it so that it would not suffer. Further leave the
laboratory through the second door, you will go down downward inside
the rock post and you will prove to be in the room of overseers.
There take away your things and bucket with the prison soup.
After leaving the accomodation, displace to the left and iditol
to the iron door with the feeding trough. You will place there
soup and dark-blue flower, shut feeding trough and iditol into the
passage to the right of door. After opening the second door, you
will prove to be in the camera with the dead monster. Take away
from there hammer. With this tool leave for the crystal cave,
past which you passed, when dispatch to the waterfall. To the
left of the sign of retention there is a small green crystal. It
is possible to take out it, using a chisel and a hammer. Further
return to the room of overseers, where you took away your things.
From there rise upward, in the tunnel of that leading to the
laboratory, roll up to the left to the open camera. Inside it
pour on plants by herbicide, after which it is possible to climb up on
the stems upward. After proving to be in the half-wrecked hall,
put crystal into the Y- descriptive opening, and then activate portal
from the panel. After taking plasmometh, iditol to the left on the corridor,
there through the door get down downward, from where you should go to
the waterfall. From it pass to the right into the tunnel to the
edge of water, where it is necessary to use plazmometom. Hit
with maximum charge on the water in order to clean starfishes from
way. It is further necessary to pass on the opened tunnel and to
go down into the large cave. In it it is necessary to go down on
the rock areas downward and to pass along the bridge to other side,
from where rise upward on the paper streamer. Lift will be
complicated by two enormous monsters, which to kill impossibly, it is
possible only to drive off by their shots from plasmometa. When
you prove to be on quite upper area, rise upward on the lianas into
the sequential tunnel. On it you leave to the temple of hydra.
After passing inward, rise on the stairs past the large gong.
In the main hall kill magicians, and then pass for the statue
Ktulkhu. On its tail end there is the lever, which must be
turned in order to release water. After this, kill the appeared
monsters and you will go down to the gong. By maximum charge
shoot at the gong, then return to the hall, kill monsters and arise
into the small bath in the center of hall. After being moved into the monster, zaprygivayte to the statues,
which stand in the circle. On the tail end of each of them it is
necessary to harvest lever in order to release water. The
sequence of pressures is any, only, which for one reincarnation will
not be succeeded in including all levers. It is necessary to
repeat the procedure of transformation. When entire water is
released, shoot by maximum charge plasmometa at the bath, located in
the center of hall. After killing hydra, take away red stone from the support.
With it iditol to the closed door use a disk in order to open
passage. Further for you it is necessary rapidly to run,
avoiding the falling stones, past the laboratory, through the risen
lattice (here you burn into the trap) to the portal, from which
arrived Sebastian Marsh. By the way, when you cross the second
lattice and leave to the uzen'kiy bridge, be forced against left wall
so that you it would not press.
|