Call of Cthulhu: Dark Corners of the Earth .:. Passage of game

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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.


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