Game trail walkthrough. The Path. Walkthrough. Girl and Forest III


From the very beginning of the game, we have at our disposal six little sisters (yes, yes, those little girls from the picture). Each of them has their own cockroaches in their heads, and specifically the youngest, apparently, has Down syndrome and a complete lack of self-preservation instinct. Poor child... According to the plot, we (the sisters) are sent one by one into the forest to visit the good old, beloved granny and give her gifts. I would like to note that at the very beginning we are given a bottle with unknown contents and a snack (this is not a joke). And so, we choose the sister you like, we receive a package for the alcoholic granny, and now you find yourself in the forest. You can follow the path and thus immediately go to the house, but who needs this old hag? Too easy, isn't it? Yes, to complete the game we need to get into this house, but before that, it is necessary that each of the sisters find their wolf (I didn’t come up with this, all complaints are against the developers). Instead of carrying packages, we will express our protest at the usurpation of these damned adults and go to rebel deep into the forest! IN THE NAME OF SATAN! It’s so much fun in the forest, you can draw graffiti on the walls, you can pick up all sorts of syringes and dead birds, you can climb over graves, steal beer and much more (and again, this is not a joke)!
The game fascinates with its gloomy atmosphere and music, so much so that these lines pop up by themselves:

Shadows hang over this land,
Like the dream of centuries that have passed before us;
Hiding the world of past generations,
A lush elm leaned over the slabs.
A sad row - grave after grave,
And the dead leaves rustle sadly
About those whose voice has faded away in eternity.
And the ghost is lonely and harsh
He walks, retracing his steps;
He is invisible, but the spoken word
Sounds like a spell for trouble.
And only the initiated will understand
Why is Edgar Allan Poe walking here?

General concept of the passage.

SPENT!

Walkthrough for Rose

SPENT!

Walkthrough for Scarlet

SPENT!

Walkthrough for Robin


Special items:
1) Cart - located in the forest.
2) Swings - on the playground (previous screen).
3) Empty grave - located in the cemetery.

Wolf and its habitats:
This little sister's wolf is wandering around the cemetery. He looks like a classic werewolf. You need to approach him from behind and press the action key.

Rosie - we go into the forest to the left, we see glowing flowers ahead, collect 6 flowers, watch a small video, the skull icon lights up, turn around so that it is straight, approach it, press action, watch the video. We collect 6 more flowers, the well lights up, follow it, press action, watch the video. We collect 6 more flowers, the bird lights up, we try to keep it straight all the time, along the way we collect a knife in the stump and a ball, a syringe on a stone, a flower in the field. We approach the bird, press action, watch the video. We go to the theater, sit down at the piano, and watch the video. We go to the lake, watch the video, walk along the shore to the boat, get into the boat, go to our wolf. Rosie will wake up near her grandmother's house. We reach the gate, press action, enter the house. We walk through the house, go into the last room - the end of the road.

Robin - we go into the forest to the left, we see glowing flowers ahead, collect 6 flowers, watch a short video, the cart icon lights up on the side, turn around so that it is straight. On the way we collect things near the ruins: a bullet, a diamond in the chest, a record in the gramophone, a shoe near the car, a ball. We approach the cart, press action, watch the video. We go further through the forest, collect the next 6 flowers, the grave will light up, we follow it, we arrive at the cemetery and see a wolf. In the cemetery, near a tree on the mountain, we collect a dead bird. We approach the grave with a headless angel, press action, watch the video. Then we approach the grave, one from the first, where Rosie collected the skull, press action, watch the video. We go back to the forest, collect 6 more flowers, the swing lights up. We go to them, press action, watch the video. We return to the cemetery, follow the wolf, approach it, press action, watch the video. Robin will wake up near his grandmother's house. We reach the gate, press action, enter the house. We walk through the house, go into the last room - the end of the road.

Choosing a girl using a basket

Scarlet - we go into the forest to the right, we see glowing flowers ahead, collect 6 flowers, watch a short video, the web icon lights up on the side, turn around so that it is straight. On the way, we collect things near a feather on the stove and a flower in the field. We approach the web, press action, watch the video. We go further through the forest, collect the next 6 flowers, the underwear will light up, follow it, press action, watch the video. We collect 6 more flowers, the TV lights up. We go to it, press action, watch the video. We go to the theater, assemble a mask on stage, sit down at the piano, play and wait for our wolf, watch the video. Scarlet will wake up near her grandmother's house. We reach the gate, press action, enter the house. We walk through the house, go into the last room - the end of the road.

Choosing a girl using a basket

Ruby - we go into the forest to the left, we see glowing flowers ahead, collect 6 flowers, watch a short video, the scarecrow icon on the side lights up on the field, turn around so that it is straight. We approach the scarecrow, press action, watch the video. We go further through the forest, collect the next 6 flowers, the wheelchair icon will light up, follow it, press action, watch the video. We collect 6 more flowers, the car lights up. We go to her, press action, watch the video. On the way we come to a wall where you can paint graffiti on it. We take Ruby to the playground, collect the two-headed bear, sit on the bench next to the guy, wait - it’s a wolf. Ruby will wake up near her grandmother's house. We reach the gate, press action, enter the house. We walk through the house, go into the last room - the end of the road.
Choosing a girl using a basket

Choosing a girl using a basket

Ginger - we go into the forest to the right, we see glowing flowers ahead, collect 6 flowers, watch a short video, the camp house icon lights up on the side, turn around so that it is straight. We approach the house, press action, watch the video. We go further through the forest, collect the next 6 flowers, the tree icon will light up, follow it, press action, watch the video. We collect 6 more flowers, the fence icon with a hole at the bottom lights up. We go to it, press action, watch the video. On the way we come to a wall where you can paint graffiti on it. We go to the children's playground and climb onto the observation tower. We take Ginger to the field, collect a flower, go to the girl in red, press action, watch the video. Ginger will wake up near her grandmother's house. We reach the gate, press action, enter the house. We walk through the house, go into the last room - the end of the road.
Choosing a girl using a basket

Choosing a girl using a basket

Carmen - we go into the forest to the left, we see glowing flowers ahead, collect 6 flowers, watch a short video, the beer icon lights up on the side, turn around so that it is straight. We arrive at the camp, see the forester, come up, pick up the cap, drink beer, and approach the fire. We go to the forest again, collect 6 more flowers - the bathtub sign will light up, go to it, press action, watch the video. We go into the field and collect a flower. We return to the camp, sit on the boxes near the fire, wait for the forester to join us, and watch the video. Carmen will wake up near her grandmother's house. We reach the gate, press action, enter the house. We walk through the house, go into the last room - the end of the road.

After six heroines pass, the seventh appears, a girl in white, we also select her using the basket.

We go to the field, collect a flower, take turns to the icons that are in the middle of the map (call the map “CTRL”), press action, see who can collect them, return to the grandmother’s house, go into the house, go through all the rooms, sit down near the grandmother, watch the video, the game starts over again, provided that some things are not collected.

The game takes place in a forest with a looping endless map on which items are randomly generated. Every 100 meters you travel, tracks will be automatically shown showing the path you have taken.

In the forest you will come across a girl in a white dress (if you stand in one place for a long time, she will definitely come for the heroine), who will lead the heroines back to the path. You can go out onto the path and go straight to Grandma's house. But then the game will lose the entire storyline. In the game you should collect items, but the author did not set herself the goal of finding all the necessary items, but described only the general concept of the passage. The whole storyline boils down to killing every heroine. Collected Items do not affect the outcome in any way, with the possible exception of points scored. If at the end all the items are not collected, the game will simply offer you to replay all the episodes again.

Ada (Ginger)

We choose Ada (sitting on the floor and rolling a piece of chalk with a stick). After the video we find ourselves in the forest at the intersection of the road and the path. We go a little forward and enter the forest to the right. We walk through the forest and find six glowing flowers. We stand in front of the flower so that the girl picks it. Also, when you wander through the forest, collect all the objects you come across.

A house icon will appear at some edge of the screen. This is a landmark. We turn so that the icon is in front, and go towards the house. Press action (Enter). Let's watch the video. We collect six more flowers. A similar tree icon appears.

Following the landmark we head towards the tree. We arrive at the cemetery and go up the hill. Turn to the tree and press action (Enter). We collect six more flowers. A similar fence icon with a hole appears. We approach the fence and press action (Enter).

We wander through the forest and find a wall, approach it, press action (Enter). We continue further and find a children's playground. I advise you to go into the sunlight between the trees. We approach the turret and climb onto it. We follow the bright yellow light between the trees and find a poppy field.

We go to the center of the field and watch the video. Then we approach the girl in a red dress and press action (Enter). Let's watch the video. We find ourselves on the path in front of my grandmother's house. Let's move forward. The heroine will walk very slowly. There is no way to speed it up. We wait until the girl comes to the gate, press action (Enter). Then the girl will go on her own automatically to her grandmother’s house.

Alice (Rose, Rosie)

We choose Alice (sitting on a chair and holding a rabbit in her arms). After the video we find ourselves in the forest at the intersection of the road and the path. We walk a little forward and turn left into the forest. Find and collect six glowing flowers. A skull icon appears. Let's go to this landmark. Along the way we also collect any things we come across.

We arrive at the cemetery and find a skull. Press action (Enter). We are looking for and collecting six more flowers. The well icon appears. We go to it, find the well and press action (Enter). We are looking for and collecting six more flowers. A bird icon appears. Let's go for it. Find the bird and press action (Enter). We follow the light and find the theater. Press action (Enter).

We wander through the forest, find a piano and press action (Enter). I advise you to go into the sunlight between the trees. We look for a lake, press action (Enter). Then we go around the lake and approach the boat, get into it (Enter). We find ourselves near my grandmother's house. Let's move forward. The heroine will walk very slowly. There is no way to speed it up. We wait until she gets to the gate, press action (Enter). Then the girl will go on her own automatically to her grandmother’s house.

We just keep things moving in the house. The route is selected automatically. As a result, the heroine will come to the last room, where she will end her journey.

Aurora (Scarlet)

We choose Aurora (speaking on the phone). After the video we find ourselves in the forest at the intersection of the road and the path. We walk a little forward and turn right into the forest. We wander through the forest and collect six glowing flowers. A web icon appears, to which we head. Along the way we also collect any things we come across.

We approach the web, press action (Enter). We wander further through the forest and collect six more flowers. The laundry icon appears. We go to it and find drying laundry, press action (Enter). We walk through the forest and collect six more flowers. The TV icon appears. We follow it and find the TV, press action (Enter).

I advise you to go into the sunlight between the trees. We find a theater. We go up to the stage, take the mask (Enter). We approach the piano and press action (Enter). Let's watch the video. We find ourselves near my grandmother's house. Let's move forward. The heroine will walk very slowly. There is no way to speed it up. We wait until she gets to the gate, press action (Enter). Then the girl will go on her own automatically to her grandmother’s house.

We just keep things moving in the house. The route is selected automatically. As a result, the heroine will come to the last room, where she will end her journey.

Agnia (Ruby)

We choose Agnia (sitting at the table and reading a book). After the video we find ourselves in the forest at the intersection of the road and the path. We walk a little forward and turn left into the forest. We wander through the forest and collect six glowing flowers. A pumpkin icon appears on the field. Let's go for it. Along the way we also collect any things we come across.

We approach the scarecrow on the field and press action (Enter). We collect six more flowers, and a wheelchair icon appears, which we head towards. Find the stroller and press action (Enter). We wander through the forest and collect six more flowers. If you come across a wall on the way, approach it and press action (Enter). The heroine will draw graffiti. The car icon lights up, go towards it. We find the body of an abandoned car and press action (Enter).

I advise you to go into the sunlight between the trees. We find a children's playground. We select a two-headed teddy bear. We sit on the bench next to the guy and wait until the guy offers the heroine a cigarette. Let's watch the video. We find ourselves near grandma’s house and go forward. The heroine will walk very slowly, and there is no way to speed up her movement. We wait until she reaches the gate, press action (Enter). Then the girl will go on her own automatically to her grandmother’s house.

We just keep things moving in the house. The route is selected automatically. As a result, the heroine will come to the last room, where she will end her journey.

Alina (Robin)

We choose Alina (sitting on the floor and playing with a typewriter). After the video we find ourselves in the forest at the intersection of the road and the path. We walk a little forward and turn left into the forest. We wander through the forest and collect six glowing flowers. A shopping cart icon appears, we head towards it. Along the way we also collect any things we come across.

We approach the cart and press action (Enter). We wander through the forest and collect six more flowers. A grave icon appears, to which we go. We find ourselves in a cemetery. We see the Wolf, but do not approach him. We climb the mountain and pick up a dead bird. We approach the grave, near which there is a monument to an angel without a head. Click action. (Enter). We pass one grave and come to the grave from which Alice (Rosie) collected the skull. Press action (Enter).

We return to the forest again, collect six more flowers. A swing icon appears. We follow it and find a swing. Press action (Enter). We wander through the forest and find a destroyed wall. We approach it and find cartridges there. Press action (Enter). I advise you to go into the sunlight between the trees. We return to the cemetery. We follow the Wolf and press action (Enter). Let's watch the video. We find ourselves near grandma’s house and go forward. The heroine will walk very slowly, and there is no way to speed up her movement. We wait until she reaches the gate, press action (Enter). Then the girl will go on her own automatically to her grandmother’s house.

We just keep things moving in the house. The route is selected automatically. As a result, the heroine will come to the last room, where she will end her journey.

Alla (Carmen)

We choose Alla (standing by the window and trying on a hat). After the video we find ourselves in the forest at the intersection of the road and the path. We walk a little forward and turn left into the forest. We wander through the forest and collect six glowing flowers. A beer icon appears, to which we head. Along the way we also collect any things we come across.

We find the camp and the Woodcutter. We approach him and press action (Enter), pick up the cap. At the tent we find a box of beer and press action (Enter). Follow the fire and press action (Enter). The fire flares up. We go into the forest again and collect six more flowers. The bathtub icon appears. We go to it, find the bath and press action (Enter).

You can also go into the field and pick a flower (Enter). We return to camp and sit on a box near the fire. We are waiting for the Woodcutter. You will have to wait a relatively long time. During this time, the heroine can get up and sit on the box several times.

Let's watch the video. We find ourselves near grandma’s house and move forward. The heroine will walk very slowly, and there is no way to speed up her movement. We wait until she reaches the gate, press action (Enter). Then the girl will go on her own automatically to her grandmother’s house.

We just keep things moving in the house. The route is selected automatically. As a result, the heroine will come to the last room, where she will end her journey.

Unnamed heroine

After six heroines pass, the seventh appears - this is a girl in a white dress. Let's select it. After the video we find ourselves in the forest at the intersection of the road and the path. We go to the field following the landmark and pick a flower (Enter). Then call up the map (Ctrl) and visit all the marked objects one by one. Near the objects, press action (Enter) and see which girls can collect them.

We return to the path and follow the landmark to Grandma’s house. We go through all the rooms and find Granny's bedroom. We approach the bed and watch the video. If you have not collected all the items, you will be asked to replay the game.

Main plot Dragonborn add-ons tied to the study of events taking place on the island of Solstheim and the confrontation with the first dragonborn - Miraak.

Dragonborn

To start this task you just need to walk somewhere and wait for the cultists to approach you.

They approached me immediately upon arrival in Winterhold:

After talking to them, no matter what you answer, they will attack you:

Kill them, and from the body of one of them (to which the marker will point) take and read the note Cultists’ Orders:

After which the quest marker will update and point to the pier near Winterhold, go there:

On the spot we find Gjalund Salt-Sage, and we talk about how we need to get to Solstheim:

He just won’t want to sail there, so he’ll either have to pay (500 gold), or convince or scare him.

In one way or another, we go to the island; upon arrival, the task marker will point us to the next point (at the same time, communicate with everyone who approaches you):

On the spot, Neloth will approach us and start a conversation, after the conversation the quest marker will point to the center of the island, to the Temple of Miraak, we go there:

Upon arrival, the task will end and the next one will begin.

The Temple of Miraak

Now you need to talk to Freya (if she doesn't appear, press "E" on the stone in the center):

You need to go down and explore the Temple of Miraak. The entrance is located right there, on the stairs leading down (at first glance the descent may seem invisible). Freya will accompany you.

There are no special mysteries in the dungeon itself. There are a few traps, a few levers to use (but they are all in visible places). Among the opponents you will encounter cultists, draugr and skeletons.

The only moment that caused me difficulties was this door, next to which you learn the new dragon cry:



The key to the door is in the possession of one of the draugr you kill nearby.

We go deeper into the Temple of Miraak Sanctrum until we find a stand with the Black Book:

We read it and are transported to another plane, where we meet the first dragonborn:

We will be completely at his mercy, and we will not even be able to move. If you have already completed the Skyrim main storyline and killed Alduin, then Miraak will appreciate this, and will add that he would do the same if he had such a goal.

Remaining motionless, we see Mirak flying away on a dragon, and we return to the normal plane of reality.

We talk with Frea, the task is completed.

The Fate of the Skaal

This task starts automatically.

We follow Freya, she will lead you out of the dungeon and take you to her father, the shaman Storn Crag-Strider in the Skaal Village.

Talk to him:

He will say that in order to free the creation of people from the influence of Miraak, it is necessary to cleanse the All-Maker Stones, and this can only be done with the help of the dragon cry Bend Will.

We go to the Word of Power and study the new dragon cry there:



If you run out of dragon souls you will have to return to Skyrim, because... Miraak will steal all the souls of slain dragons.

Having studied the word, we go to the Wind Stone marked on the map:

And we use a new cry on the stone:

It will be destroyed, and a Lurker will immediately appear and attack people. Kill him:

After which we go to Skaal Village, find Storn Crag-Strider there and inform him that people are free:

We talk with him until task The Fate of the Skaal will not be completed, and two new ones will not begin: Cleansing the Stones and The Path of Knowledge.

Cleansing the Stones

The task is simple - you need to clear the four All-Maker Stones marked on the map:




Come, use the Bend Will shout on the stone, kill the Lurkers that appear and go to the next one:



Once you clear all 4 stones, the task will complete automatically.

The Path of Knowledge

Go to Tel Mithryn and talk to Neloth there:


After the conversation, alone or together with Neloth, go to the Dwemer ruins of Nchardak:

An important point is that only Neloth can open the door, so if you, like me, got to the ruins alone, just scroll for one hour near the entrance - and Neloth will appear next to you. He uses the counter next to the entrance and the door will open:

But inside there is a big puzzle waiting for you.

What's the point: at the entrance you will see a stand with a book hidden under the floor. To get it, you need to install 4 Dwemer cubes in the required racks at the lowest levels. And to get to these counters, you will need to sweat a lot:

Follow Neloth to the lever that teleports you to the lower level:

The principle here is the following: place the cube on a stand and the water level drops. If you remove it, the water level rises. But remember that you will need 4 cubes at the very end.

It is impossible to describe every step, because there will be a lot of them. The main thing is to understand the meaning, use your wits and try.

One of the memorable moments: in one of the rooms you lower the water to the very bottom, then at the very bottom, use the rack to raise the ladder, after which you raise the water again and swim:



In another large room it’s more interesting... there are 3 activated racks, and 3 bridges:

To lower all the bridges, you must first activate the first rack, then the third.

When you reach the room with 4 racks, the finish line is close (but you will need to go to another room and then return):

We install Dwemer cubes on all racks and move on. We find the lever that teleports you upstairs and return to the beginning. All that remains is to activate the last stand, and the Black Book will become available:

This completes the task.

The Gardener of Men

This task will have slightly fewer puzzles than the previous one, but the thrill is guaranteed.

Read the Black Book and you will be transported to the Hermaeus Mora plane:

We talk with Hermaeus Mora and begin to solve the local puzzles. The essence of their decision comes down to two principles:

The first - Scrye (like flowers) activate some part of the environment, for example a bridge appears, or something similar:

The second is “living corridors” crawling back and forth. Which you can jump into in one place and get off in another (or walk through them):



We read, talk with Hermaeus Mora and he will teach us the second word in the Bend Will dragon cry:

We return, go to Skaal Village and talk with Storn Crag-Strider. After which a short scene awaits us, the essence of which I will not reveal, so as not to spoil your personal impressions, after which the task ends and the last one begins.

At the Summit of Apocrypha

The last main task has begun storyline Dragonborn

Unlock (using dragon souls) the last two words of the Bend Will shout:

And we read the book Black Book: Waking Dreams, it will take us to the Hermaeus Mora plan:


A little ahead there will be a stand with the book Chapter I - read it and we will be teleported to new location:

In general, we explore the location, take the books we find, activate Scrye, teleport to new zones through Chapter, etc.

In general, after completing the two previous tasks, this should not be difficult.

I will describe in detail only one moment (out of many) of how the door opens in the room with Lurker:

There is a Scrye in the corner, we activate it, then a passage opens on the left side, we go into the corridor, there we activate another Scrye, after which the door opens:



It’s almost impossible to figure it out on your own, because... Certain racks require certain books to be placed on them. Each of the racks has a symbol on it, and this is how the books should be arranged:

"Eye" - Prying Orbs
"Fangs" - Gnashing Blades
"Tentacles" - Boneless Limbs
Remaining Stance - Delving Pincers

Once all 4 books are correctly positioned, the racks will light up green:

We approach the central one and read:

We are transported to another new location. We learn a new shout, after which a dragon will appear, you don’t need to fight it, but you need to use the Bend Will shout on it. Thus we will force him to obey us:



Press "E" to climb onto it and take flight. During the flight, the dragon will engage in battle with Lurker and Seekers. Since he will be fighting them for a very long time, just press "E" and he will leave them.

And it will take you to Miraak. The final battle is ahead!

In the battle itself, as it turned out, there are no tricks - by reducing his health to low values, he will disappear and “emerge” from the black slurry in the center already healthy. You just need to “knock down” his health several times, and at some point Hermaeus Mora will get tired of it, and he will kill him himself:

All you have to do is listen to the final speech of the main villain before his death, collect all his things from the corpse, if desired, and after reading Black Book: Waking Dreams return back to Solstheim:

Important! ability to reset talents

After defeating Miraak, after reading the book for the first time in the center, green ability icons will appear around you - with the help of them you can reset the abilities of a particular branch and spend them again. Requires one dragon soul to reset.

When you return, Frea will be nearby. Talk to her and tell her that Miraak is dead. She will thank you.

P.S.

Finally, a word about complexity. I played as a character with the following characteristics:
Level 75, 1062 health, 628 damage, 1500 armor, 30% spell absorption. On Master difficulty.

Overall it was easy, only some high cultists and Miraak forced us to drink health cans.

But if your characteristics are significantly lower, and you also decided to go through the master difficulty, be prepared for difficult battles.

The plot is played out in the usual form (not a vampire or a werewolf), without companions.



Checkers