Redemption Cemetery: Curse of the Raven. Redemption Cemetery: Curse of the Crow Gameplay Walkthrough Redemption Cemetery Curse of the Crow Game Key


We go into the gates of the cemetery.

Take the iron bar on the left grave (go into inventory).
Shuga the crow from the gravestone on the right and examine it closer.
Move the plate with a metal rod from the inventory.
We take half of the plate.
Turn right at the fork.

We drive away the crow and examine the photograph on the grave.
We brush off a piece of paper with a little girl.
Let's examine the grave nearby.
There is no tombstone.
We insert half of the plate here.
We read the newspaper.
The girl burned out in a fire! Move on.
We see the gatehouse.
We go inside.
Let's find all the items from the list.
We got the other half of the plate.
We return to the graves.
The spirit of a man appears and asks you to save his daughter.
A portal appeared.
We jump into it.

Chapter 1.

We were transported in time and space to the very beginning of the fire, at the moment when the child was still alive.
A house is burning in front of us.
Click on the girl in the window on the second floor.
She yells like a beluga.
Take the newspaper in the mailbox (into inventory).
Suga from the tree magpie.
Take part of the lighter from the nest (into inventory).
In the grass next to the house we take the awl (in inventory).
We approach the door.

To the left of it we take the Vial of Purifier G (in inventory).
We put the newspaper under the door and push it forward.
With an awl we pick out the key stuck into the keyhole on the other side of the door.
The key falls on the newspaper. We take out the newspaper outside.
Use the key to open the door.

Hallway.

The room is very smoky.
Take the owl statuette H from the shelf next to the door and break the window with it.
Smoke is slowly dissipating through the hole.
We take the brush K on the table near the portrait of the girl, and from the first-aid kit (on the chair) we get the bandage M.
We draw closer the book L, in which we see a sheet with the numbers 6385.
Open the top shelf in the closet and grab the J.
On the hood, remove the ventilation grill H, shine a flashlight into the hole and remove the fuse from there.
We are trying to enter the door directly. Heck! The doorknob is hot.
We examine the window and take away hammer I.
Use a hammer to knock out the support from under the barrel O.
The barrel rolls up to the basement entrance.
We hammer on the barrel with a hammer from above.
The barrel breaks, water is poured out and extinguishes the fire in the basement.
We go down to the basement.

Basement.

We approach the fuse box on the right.
We insert the found fuse into the shield.
Mini-game. We arrange the fuses so that the sum in each row and column is 15.
Click on the broken wires in the upper left corner of the shield.
Focusing on the color, we connect the wires.
Push the lever.

The electricity is off. We go to the closet.
We collect items from the list. An ax will be added to inventory.
On the left under the table we find a dirty metal box with a combination S.
We spray on the glass with a cleaner and three with a brush. We expose the code 6385 on the box.
We take away from the box gloves T.
Take the scissors R on the table.
We leave into the hallway.

Ground floor corridor.

We put on gloves and open the first inner door W.
The girl's dad is lying on the floor.
We take away the key from his palm.
We are trying to go further along the corridor, but the collapsed ceiling and fire block our path.
We enter the room to the right of the father.
It's like a pantry where junk is kept.

Pantry.

In the closet, we take the handle from the vice Y, and in the upper drawer of the bedside table, glue Z.
There is also something on the shelf on the left, but you can't get it.
With an ax we cut a hole in the wall on the left (in the place where there is no wallpaper).
Let's go there.

Living room.

In the stand near the fireplace, take the tongs A.
We move into the hallway.

Hallway.

We take up the broken stool.
We spread a bandage, scissors and glue next to it.
Cut off a piece of bandage and a cap near the glue with scissors.
We glue it on all the wooden parts of the stool, put them together and wrap the leg with a bandage.
We take the stool with us.

1st floor corridor.
Turn left from the man.

Kitchen.
Click on the glowing area, zooming in on the kitchen furniture.
We are looking for items from the list. We receive a knife.
We go to the pantry.

Pantry.

We substitute a stool and take out a ballerina figurine from the top shelf.
We go into the living room.

Living room.

In the living room, cut off a piece of carpet C with a knife and take it to the basement.

Basement.

Throw the carpet into a puddle of water on the floor E.
The wet carpet is returned to inventory.
Insert the handle into a vice D.
We turn the handle, freeing the screwdriver (in inventory).

1st floor corridor.

In the corridor of the 1st floor, throw a wet kovet on top of the blazing fire and go up to the second floor.

Second floor corridor.

Pick up a mop G from the floor.
We examine the table near the left wall.
The watch is on it F.
We remember the time on the clock: 10.05
On the right wall, opposite the table, there is some kind of mechanism.
Most likely, it is needed to lower the stairs to the attic.
We enter the room to the right.

Bathroom.

Open the cabinet above the sink and take the NIPPERS I.
We approach the bathroom.
Take the weight from J.
Water is pouring, but there is no container to collect water.
Find screw H. under the carpet.
We leave into the corridor and go into the second room on the left.

Bedroom.

In the bedside table we take the ruler L, on the bed under the blanket the winch handle K.
We return to the basement.

Basement.

Click on the sparkling cabinet for a HOS.
A WRENCH is in inventory.

On top of the window is a pry bar.
We take out the mount with a mop.
We return to the kitchen.

Kitchen.

We open the hood with a pry bar.
Inside, we cut the tape holding the part of the lighter with a knife.
Click on the sparkling area to search for items from the list.
Find the OIL CAN (in inventory).
We stomp into the living room.

Living room.

We collect a lighter on the windowsill and fill it with gasoline (or gas) from a can.
We go into the bedroom.

Bedroom.
We use a lighter to warm up the ballerina frozen to the dressing room and take her with us.

2nd floor corridor.
In the corridor of the 2nd floor, we spin the winch trigger. But there are not enough gears.
Let's go back to the living room.

Living room.

We insert a couple of ballerinas into the music box.
The lid of the box opened.
Mini-game. Let's arrange the pebbles in accordance with the color.
After collecting the puzzle, insert the key into the box.
The ballerinas start dancing, the side panel leans aside.
We unscrew three gears with a screwdriver and with such happiness we run into the corridor of the second floor.

2nd floor corridor.

We insert the gears and the handle into the winch mechanism.
Lubricate the mechanism with oil from an oiler and turn the winch handle.
The stairs descend and we go to the attic.

Attic
Click on the sparkling area to search for items from the list.
We take the pulley.
We approach the grandfather clock Q, hang a weight and set the time to 10.05 (as on the clock in the corridor).
The door opened.
We take the plate.
We rip up the bag on the column R with a knife and take another part of the plate.
We hang the pulley to the lift.
We go down to the bedroom.

Bedroom.

We insert two plates into the lock of the chest by the window.
Mini-game. Putting together the mosaic by swapping the plates. As a result, we will get an image of the ship.
The lock snapped shut.
Take the T key in the chest.
This key opens the first room on the left on the 2nd floor.

Library.

Click on the glowing area to search for items from the list.
We take the electrical tape.
On the windowsill, we bite off the wire from the electric shaver with nippers V.
In the cabinet on the left, unscrew the door U with a screwdriver.
We go to the basement.

Basement.
We connect the wire and wrap it with electrical tape W.
We go to the kitchen.

Kitchen.

We approach the sink and remove the valve Y with a screwdriver.
We go into the bedroom at the end of the corridor.

Bedroom.

On the window, insert a screw into the bolt, tighten it with a screwdriver Z.
We open the window and look out.

We put the door from cabinet A and with the help of this makeshift bridge we take key B.
We move with a ruler the latch on the shutters of the window adjacent to the bedroom and get into the room with the girl.
The room is on fire.
Use the tongs to take the hook C.
We go to the library.

Library.


We take the fuse.
Open the bookcase with the key.
We move the books to another shelf to get to the instructions for assembling the electric motor of the winch.
We rush to the attic with the trophy.

Attic.

We assemble the engine using the instructions and a screenshot.
We insert the wire into the socket, wrap the attached wire with electrical tape.
We put a hook on the winch.
Click on the glowing area in the corner to search for items from the list.
We take the drive belt from the engine into inventory.

We put the belt on the engine.
We insert the fuse into the engine control panel on the pole and press the lower button.
The load rose, and we got a hook in our inventory.
Remove the drive belt from the engine.
We go to the basement.

Basement.

We put a belt on the shaft of the elevator mechanism.
We go to the kitchen.

Kitchen.
Click on the elevator button K.
The bucket went down.
Let's go back to the basement for the bucket.
We go to the bathroom.
We fasten the valve and fill the bucket with water M.
Back to the basement.

Basement.
We pour from the bucket onto the ladder and take it out with the hook N.
We go out into the street.
We substitute the stairs under the window with the girl. She is saved.

We return to the cemetery.
The ghost thanks for saving his daughter.
The girl's grave disappears, and in its place we select a clean gravestone.

We go to the gatehouse.
We go inside.
Click on the glowing area to search for items from the list.
We get a hammer and a chisel.
We return to the place where the game began.
Turn left at the fork.

We insert a slab on an unmarked grave, and with a hammer and a chisel we knock out the name Catherine Steward on it.
The woman's ghost begs us to help her find her killer.
The portal opens.
We jump into the portal.

Chapter 2.

We find ourselves in front of the mansion where Katerina once lived.
We go to the gardener's house past the mansion.
The gates to the backyard and the door of the house are locked.
In the garden cart we take the hand rake B.
Take the ladder C on the path.
We attach it to the gardener's house, from the roof of which we take wire D.
We take the ladder into inventory and go to the main entrance to the mansion.

Main entrance.

We put the ladder to the street lamp and take the valve F from there.
We remove the grate near the fountain.
We bend over the hatch.
It's full of foliage. Rake the leaves with a rake.
Insert into the sewer pipe and then turn valve G.
All the water is poured out of the fountain.
Click on the empty fountain to search for items from the list.
We get the key.
We go to the mansion.

Main entrance.
We open the door with the key.
We go inside.

Hall.

In the middle of the hall there is a coffin with a corpse Catherine.
We approach the coffin.
The deceased has something wrong with her hands.
We go up the stairs.
Take the ring in the niche at the feet of the statue.
We get down and go left into the dining room.

Canteen.

Take knife H. on the table with wheels.
We take Banquet I near the large table.
Let's take a look at the table itself, where we liked a piece of sausage under a silver lid J.
We will steal a candle from the candlestick K.
Examine the chest of drawers.
For some reason they nailed the drawer of the chest of drawers.
We pass into the room to the right of the chest of drawers.

Kitchen.

We take a piece of cheese L from the table, put our sausage on a cutting board and cut off a piece of M.
Click on the glowing area on the right and search for hidden objects.
We got a corkscrew.
Click on the wood and take the hacksaw N.
We leave into the hall.

Hall.

We go up the stairs and go straight along the corridor.

2nd floor corridor.

Place the bench up against the wardrobe and remove the curtain tassels O from above.
We enter the first room on the right. This is the bedroom of the deceased mistress.

Bedroom.

We tie the curtains with tassels.
On the dressing table on the right we see a box.
Let's open it with a ring.
In it we take tweezers R.
On the dresser next to the photo of Katerina's son we take the envelope Q.
On the bedside table we take the P.
We leave the room.

2nd floor corridor.
There is a lock with a secret on the door opposite, but there is not enough ball to open it.
The far door on the right is keyed.
Let's put our feet outside.

Main entrance.

There is a shovel on the parapet of the stairs.
We shorten the shovel with a saw.
We attach a candle to the handle and connect them with wire.
Take the candle on the stick into inventory.
We click on the sparkling fountain to search for hidden objects.
Cutting pliers come across.
We return to the dining room.

Canteen.

We approach the boarded-up chest of drawers and use the pliers to pull out the nails S.
In the box we take a handle and an oven mitt.
In the kitchen, open the door of the stove T with an oven mitt and light a candle on a stick.
We leave into the hall.
We go up the stairs to the second floor, but now we turn left.

Library.

There is a gas light switch on the wall to the left.
We insert the handle into it and turn it U.
The chandelier came on.
As always, a bunch of incomprehensible objects: on the table - a pile of papers, in the fireplace - burnt letters.

We approach the portrait on the wall next to the bear.
We take away the diagram sticking out from behind the picture with the image of the ship W.
We approach the bookcase, near which there is a movable staircase, but now something interferes with movement.
We take out the pin X from under the wheels with tweezers.
Click on the aquarium V.
There is a piranha floating there.
We distract her with a piece of sausage and (while the fish is eating) we take out a sailor figurine from the aquarium.
We move the stairs.
There is a bottle with a boat Y on the shelf.
Use a corkscrew to get the cork out of the bottle.

With tweezers we push the sailor onto the boat in accordance with the diagram.
Found a ball.
We pass along the corridor to the door with a puzzle lock.

We insert the found ball into the lock.
Puzzle. Place the balls as shown in the picture on the right.
The castle opened.
We enter the room.

The hostess's son's room.

Click on the glowing area to search for items from the list.
We find the cage.
We take jar C from the bedside table.
In one of the small drawers of the bookcase, take the thread G and label F.
On the floor there is an instruction for catching mice D, we read it a little.
We go to Katherine's bedroom.

Catherine's bedroom.

There are a couple of vials of H.
We glue a label on one of them.
It is a sleeping pill.
We go to the kitchen.

Kitchen.

Click on the glowing area to search for hidden objects from the list.
You will find a nutcracker in your inventory.

On the right, behind the bedside table, in front of the mouse mink, we construct a mousetrap from a cage, thread, a piece of cheese and a pin.
The mouse crawled out to crack the cheese.
We catch the mouse N.
The loot cage is added to inventory.
Cut off the sausage with a knife and add sleeping pills I into the sausage (in inventory).

The hostess's son's room.

There is a puzzle on the table in the son's room.
We launch a mouse into it.
The aim of the game is to guide the mouse to the piece of cheese by rearranging the glass tubes.
The panel comes out, on which the key P lies.
Click on the glowing area to search for items from the list.
Received a sailor figurine.
We move to the library.

Library.

Place the second sailor figure in the glass bottle with the boat.
The numbers 41 72 appeared on the sail.
We go to the gardener's house.

Gardener's house.

We open the door with the key.
We go inside the house.

Click on the glowing area to search for items from the list.
A sponge is added to inventory.
We take the rake R near the bed, and the tags Q in the chest.
There are cages with poisonous snakes on the table.
We return to the mansion.

Hall.

We approach the coffin.
Three hands of the deceased with a sponge.
A snake bite became visible under the layer of makeup.
We go to the gardener's house.

Gardener's house.

Click on the glowing area to search for items from the list.
The Bolt Cutter will be added to inventory.
We head to the table in the right corner.
You need to place tags with the names of snakes on the cages. How to do this is not yet clear.
We leave on the street and turn right.

We cut through the wire with a bolt cutter and enter the gate leading to the backyard.

Backyard.

We see a shepherd dog in a doghouse.
We give the dog a piece of sausage with sleeping pills T.
She goes to nirvana, we remove the U key from the collar.
We rake a bunch of foliage near the wall with a rake.
We receive a book about snakes and an amulet Dreamcatcher W.
We go into the gardener's house.

Gardener's house.

We open the book.
We look at the pictures and stick tags with the names of snakes on the cells.
We push the green snake into the jar and go to the mansion.

2nd floor corridor.

In the corridor of the second floor we approach the second door on the right.
We insert the key into the lock and open the door of the room.

Husband's bedroom.

We take the hourglass G from the coffee table, and the inkwell I from the large table by the window.
We approach the safe built into the wall J.

We dial the code 4172 (remember the boat from the bottle).

The safe is open, but there is another lock inside - a puzzle.
The hole in the safe goes into Katherine's room.
Now it is clear how the snake bit the owner of the mansion.
The creators of the game clearly stole the idea and the old days of Conan Doyle.
We put the snake from the bank in the safe.

Kathleen's bedroom.

Under the painting above the bed hangs some kind of string K.
We tie a dream catcher to it.
We pull for it.
A snake slides down the lace on the bed and hides under the pillow.
We put our hand under the pillow (we are not afraid of anything) and find the key M.
Open the dresser drawer with the key and find a sheet of paper N.
We go to the library.

Library.

We put the sheet in a ream of papers on the table.
Pour the following items from inventory next to each other: hourglass, feather, inkwell, envelope and nutcracker.
Let's restore Kathleen's will using the items on the table.
We break the hourglass with a nutcracker and pour the sand onto the paper.
Place the pen on the paper on which the letters appear.
We click on the inkwell and again on the paper.
We put the letter in the envelope.
A sealed envelope with a will falls into the inventory.
We go outside to the mailbox and send the will.
Hubby is being arrested.

We return to the cemetery.

We find ourselves at the grave of Catherine.
Her spirit thanks her for taking care of her son and offers help on getting out of here.

We click on the scarecrow next to the grave.
We take from the eye the scarecrow key B.
We go to the barn.
Behind the house, use the key to open the pantry C and take the shovel D.
We return to Katherine's grave and turn left.
Here we see another grave with a crypt.

Dig a hole with a shovel to the right of the grave and find a slab.
We put it on the grave.
The spirit of Marie Madison appears and tells us about her problems.
Say, she was a doctor and during the epidemic (when she was traveling with the vaccine to save people) she was killed, and the vaccine was stolen.
He asks to find a cure and save people. We dive into the portal.

Chapter 3.

Stagecoach.

In the foreground, a stagecoach and two people lie next to it.
The woman is killed, the man is unconscious.
Inside the stagecoach we take flint E.
On the hillock we see a castle.
We go there.

At the walls of the castle.

We click on the glowing area near the wall, zoom in on the image and start looking for objects.
An ax will be added to inventory.
Find the shovel F.
We return to the stagecoach.

Stagecoach.

Dig up disk G with a shovel.
We chop off a branch from the tree H with an ax and chop off the branches of the bitch.
A stick gets into inventory.
Lift the back wheel of the stagecoach with a stick and take out the whip J.
We go back to the castle.

At the walls of the castle.

In the same place we search for items from the list.
The chain is in inventory.

We pull out the rope ladder with a whip and crawl inside.

Bridge control room.

We remove the halberd on the right from wall L.
A bucket hangs from the ceiling, which we pull together with a halberd M.
We scoop out the water from the barrel with a bucket, at the bottom of which we take the disk N.
We go to the three columns in the center.
Place the disks from inventory on the left column.

Puzzle. You need to drag all disks from the left column to the right one.
The right column is lowered and releases the set-up lever.
Turn the lever O.
The suspension bridge is lowered.
Now you can safely enter the castle through the gate.

Castle courtyard.

We attach the chain to the well, place the bucket on the chain.
We click on the bucket - it goes down into the well.
We take out a bucket of water.
Inside the bucket is the key to the prison cell.
We go into the cellar door to the right.

Torture chamber.


In the inventory is a cannon wheel.
Take the gem P. in the skeleton's eye socket.
Open the prison cell with the Q key.
Take gunpowder R.
We leave into the yard.
We go to the right around the corner of the house.

Forge.

Take the hammer T on the anvil and one of the swords S.
Back to the yard.
Let's go to the left behind the building to the cannon.
We insert a wheel into it, fill in the gunpowder, but there is no core.
We return to the yard.
We return to the prison cell.

Torture chamber.

We rip open the mattress and get a U hacksaw.
Click on the glowing area to search for items from the list.
Find the ticks.

We go to the house on the left and cut the door with the ax V, with a hacksaw we saw the inner bolt.

Werewolf hideout.

Take the cannonball W inside and close the werewolf behind the bars.
We return to the control room of the bridge.
On the window to the left, we take out the nail from the frame with pliers V.
We run to the cannon.

We put the core into the barrel.
We light the wick with flint.
The cannon shoots (for some reason, it blows out the door in the tower with a cannonball).
We go there to see what we have done.
We go inside.

Armory.

The cannonball is stuck in the wall opposite the door.
Click on the glowing area to search for items from the list.
A hatch ring will be added to your inventory.

We approach the hatch, insert the ring 5.
We open the hatch and go down to the basement.

Basement.

In the chest we take the mold for casting 7, remove bayonet 6 from the rifle.
We insert a stick into the upper part of the pickaxe and hammer a nail into it with a hammer 8.
A whole pickaxe falls into inventory.
Let's go upstairs.

Armory.

Click on the glowing area to search for items from the list.
There is a coin in the inventory.
We approach the wall and hit it with a pick 9.
Cannonball in inventory.
We go into the yard.

Yard.

Use a pick to open the grate next to the well and take out the coat of arms 10.
We go straight to the main tower.

There is a puzzle lock on the door.
Insert the coat of arms into the castle and collect the mosaic pattern on the right.
We go inside.

Main tower.

Book C is on the table.
We read in it that a werewolf can only be killed with a silver bullet.
The book is in inventory.
We approach the knight in armor D.
We give him the sword.
In response, we get a piece of the puzzle.
We go to the fireplace and take the wood B.
Let's go up the spiral staircase to the second floor.
Click on the glowing area to search for items from the list.
Another gold coin.

We approach the shelves on the left and put the book in place.
We get a piece of the puzzle.
We return to the first floor.
Approach the puzzle on the left F.

Insert the missing pieces and look for identical pairs.
We get a coin for winning.

We approach the table and insert three coins into the holes.
Luminous area by the sofa.
Click on the glowing area to search for items from the list.
We go to the statue of the eagle.

Instead of eyes, we insert stones to the eagle.
He gives us instructions for casting a silver bullet.
We return to the stagecoach.

Stagecoach.

We break open the lock of the chest.
To do this, insert a bayonet into the keyhole and hit the bayonet with a hammer.
Take a needle and thread and a wallet from the chest.
We go to the castle in the forge.

Forge.

We put firewood in the firebox, light the fire with flint, sew the furs with threads and fan the fire.
We insert the form into the block, and pour the silver into the scoop and move it into the fire.
Received a silver bullet.
We go to the main tower on the second floor.

We approach the table and place the silver bullet on the table.
We put the gun on a support.
We insert the barrel into which we fill in the gunpowder and a bullet.
We ram all this with a ramrod.
We take the pistol and go to the werewolf's hideout.

We shoot at him (the book did not lie - the skiff came to the monster) and put the core in the cup.
The grate has risen.
We take the vaccine and snuff from the first aid kit.
We go to the stagecoach.

Stagecoach.

We put the vaccine in the man's hand, let him smell the salt.

We return to the cemetery.
The doctor thanks us.

At the foot of the monument there is a suitcase, from which we will get a figurine of a crow 4.
We go to the gates of the cemetery.
On the right is the crypt.
We insert statuette 5 into the niche and go inside.
We open the coffin.
Near the skeleton we take the key to the gate 6.
We insert the key into the lock 7 and we break from the cemetery.


For everyone who has encountered difficulties in passing the game "Cemetery of Atonement. Curse of the Raven" I suggest that you familiarize yourself with this article.

journal-world.ucoz.ru

Deep at night, driving past the cemetery, you find yourself in a car accident. Weaving does not plow, there is not a soul around. What would any sane person do in such a situation? Well, of course, he goes to get acquainted with the dead.

We go into the gates of the cemetery. Click on the grave on the left and take the iron bar (it goes into inventory). Let us shugan the crow from the tombstone and examine it more closely. You need to raise the stove. Take the metal bar from inventory and move the stove away. Let's pick up the half of the plate. Turn right at the fork. Let's drive away the crow, examine the photograph on the grave. Let's brush off a piece of paper with a little girl and examine the grave next to it. There is no tombstone. Who is buried? H.Z. You can insert half of the plate here.
Let's read the newspaper. The girl burned out in a fire! Move on.
We see the gatehouse. We go inside. Let's find all the items from the list. We got the other half of the plate. We return to the graves. The spirit of a man appears and asks you to save his daughter. Nothing shines for him here. But the daughter must live !. A portal appeared. We jump into it.

Episode 1.

We were transported in time and space to the very beginning of the fire, at the moment when the child was still alive. A house is burning in front of us. Click on the girl in the window on the second floor. She cries out for help. Take the newspaper in the mailbox (into inventory). We drive the magpie from the tree. Take part of the lighter from the nest (into inventory). In the grass next to the house we take the awl (in inventory).

We approach the door. To the left of it we take the bottle of the cleaner (in inventory). We put the newspaper under the door and push it forward. With an awl we pick out the key stuck into the keyhole on the other side of the door. The key falls on the newspaper. We take out the newspaper outside. Use the key to open the door.

Hallway.
Hard to see. The room is very smoky. We take the owl statuette 1 from the shelf next to the door and break the window with it. Smoke is slowly dissipating through the hole. We take the brush 4 on the table near the portrait of the girl, and from the first-aid kit (on the chair) we take out the bandage 6. Zoom in on the book 5, in which we see the sheet with the numbers 6385. Open the top shelf in the closet and grab the flashlight 3. On the hood, remove the ventilation grill 7, shine into the hole with a flashlight and take out the fuse from there. We are trying to enter the door directly. Heck! The doorknob is hot. We examine the window and take away the hammer 2. With the hammer we knock out the support from under the barrel 8.

She rolls to the basement. We hammer on the barrel with a hammer from above. The barrel breaks, water is poured out and extinguishes the fire in the basement. We go down to the basement.

Basement.
On the right is a fuse box. Let's bring it closer. One fuse is missing. Place the found fuse in the box. Puzzle. Arrange the fuses so that the total in each row and column is 15.

The fuses were changed. Click on the broken wires in the upper left corner of the shield. Based on the color, we connect the wires. Let's press the lever.

The electricity is off. We go to the closet. We collect items from the list. An ax will be added to inventory. On the left under the table we find a dirty metal box with a combination lock. We spray on the glass with a cleaner and three with a brush. We put the code 6385 in the box.

We take away gloves from it. We leave into the hallway. Let's put on gloves and open the first inner door.

Ground floor corridor.
The girl's papancha lies on the floor. We will not help him in any way. We take away the key from his palm. We are trying to go further along the corridor, but the collapsed ceiling and fire block our path. We enter the room to the right of the father. It looks like a pantry where all rubbish is stored (so that I live like this - a pantry about twenty meters).

Pantry. In the closet we take the handle from the vice, and in the upper drawer of the bedside table there is glue. There is also something on the shelf on the left, but you see little porridge as a child. Do not get it. With an ax we cut a hole in the wall on the left (in the place where there is no wallpaper).

Let's go there.

Living room.
Take the tongs in the stand near the fireplace. We return to the basement.

Basement.
We take scissors on the table, insert the handle into a vice. We turn the handle, freeing the screwdriver (in inventory). Moving to hallway... We take up the broken stool. We spread a bandage, scissors and glue next to it. Cut off a piece of bandage and a cap near the glue with scissors. We glue it on all the wooden parts of the stool, put them together and wrap the leg with a bandage.

We take the stool with us.

1st floor corridor.
Turn left from the man. Kitchen. Click on the glowing area, zooming in on the kitchen furniture. We are looking for items from the list. We get a knife from the bounty. We approach the sink and remove the valve with a screwdriver. Go to pantry... We substitute a stool and take out a ballerina figurine from the top shelf. V living room cut off a piece of carpet with a knife and take it to basement... We throw the carpet into a puddle of water on the floor. The wet carpet is returned to inventory. V 1st floor corridor we throw a wet kovet from above onto a blazing fire (we mastered the profession of a firefighter along the way)

and go up to the second floor.

Second floor corridor.
We select a mop from the floor. We examine the table near the left wall. There is a watch on it. Let's remember the time on the clock: 10.05 On the right wall, opposite the table, there is some kind of mechanism. Most likely, it is needed to lower the stairs to the attic. We enter the room to the right. Bathroom. Open the cabinet above the sink and take the NIPPERS. We approach the bathroom. We take the weight from the clock and fasten the handle from the tap. Water is pouring, but there is no container to collect water. Find the screw under the carpet.

We leave into the corridor and enter the second room on the left. Bedroom. In the bedside table we take the ruler, on the bed under the blanket the winch handle. On the window we insert a screw into the latch, tighten it with a screwdriver. We open the window and look out. We scare the crow, she flies away, throwing the key, but he is far from the infection. Can't get it (children - eat carrots).

Back to the basement... The closet sparkled. Let's zoom in on this part of the basement and start searching for items from the list. A WRENCH is in inventory. On top of the window is a pry bar. Let's get it out with a mop. Let's go back to kitchen. We open the hood with a pry bar. Inside, we cut the tape holding the part of the lighter with a knife. Click on the sparkling area. We are looking for items from the list. Find the OIL CAN (in inventory). Telepam in living room... We collect a lighter on the windowsill and fill it with gasoline (or gas) from a can.

Go to bedroom... We use a lighter to warm up the ballerina frozen to the dressing room and take her with us.

In the hallway of 2 floors spin up the winch trigger. But this is a complete bummer - there are no gears. Let's go back to living room... We insert a couple of ballerinas into the music box. The lid opened. Puzzle. Let's arrange the pebbles in accordance with the color.

After collecting the puzzle, insert the key into the box. The ballerinas start dancing, the side panel leans aside. We unscrew three gears with a screwdriver and run with such happiness to the second floor corridor... We insert the gears and the handle into the winch mechanism. Lubricate the mechanism with oil from an oil can and turn the winch. The stairs descend and we go to the attic.

Attic
Luminous area. We are looking for items from the list. We take the pulley. We approach the grandfather clock, hang a weight and set the time to 10.05 (as on the clock in the corridor). The door opened. We take the plate. We rip up the bag on the column with a knife and take another part of the plate. We will hang the pulley to the lift.

We go down to bedroom... We insert two plates into the lock of the chest by the window. Puzzle. It is necessary to assemble the mosaic by swapping the plates. As a result, we will get an image of the ship.

The lock snapped shut. Take the key in the chest. They open the first room on the left on the 2nd floor.

Library.
Click on the glowing area and start searching for items from the list. We take the electrical tape. On the windowsill, we bite off the wire from the electric shaver with pliers. In the cabinet on the left, unscrew the door with a screwdriver. Go to bedroom... We look out the window, put the door from the closet and with the help of this makeshift bridge we take the key. We move with a ruler the latch on the shutters of the window adjacent to the bedroom and get into the room with the girl. The room is on fire. We take the hook with tongs.

Go to library... Click on the glowing area and search for items from the list. We take the fuse. Open the bookcase with the key. We move the books to another shelf to get to the instructions for assembling the electric motor of the winch.

We rush with the trophy to attic... We assemble the engine using the instructions and a screenshot.

Attic.
We insert the wire into the socket, wrap the attached wire with electrical tape. We put a hook on the winch. In the corner on the right is a glowing area. Search for items from the list. We take the drive belt from the engine into inventory. We put the belt on the engine. Insert the fuse into the engine control panel on the pole and press the bottom button. The load rose, and we got a hook in our inventory. Remove the drive belt from the engine. We go to the basement.

Basement.
We connect the wire and wrap it with electrical tape. We put a belt on the shaft of the elevator mechanism.

Go to kitchen... We press the elevator button. The bucket went down. Let's go back to the basement for the bucket. Go to bathroom, we collect water in a bucket. Back in basement... We pour from the bucket onto the ladder and take it out with a hook. We go out into the street. We substitute the stairs under the window with the girl. She is saved.

We return to the cemetery. The ghost thanks us for saving our daughter. The girl's grave disappears, and in its place we pick up a clean tombstone.

We go to the gatehouse. We go inside. Click on the glowing area. Search for items from the list. We get a hammer and a chisel. Let's go back to the place where the game started. Turn left at the fork. We insert a slab on an unmarked grave, and with a hammer and a chisel we knock out the name Catherine Steward on it. The woman's ghost begs us to help her find her killer. The portal has opened. Something we are kind today. We need to hurry. We jump into the portal.

Episode 2.

We find ourselves in front of the mansion where Katerina once lived. We try to take something here, but nothing comes of it. We'd better go somewhere else. We go to the gardener's house past the mansion. The gates to the backyard and the door of the house are locked. Take the hand rake in the garden cart. Take the ladder on the path. We attach it to the gardener's house, from the roof of which we privatize the wire.

The stairs to the inventory and we go to the main entrance to the mansion.

Main entrance.
We attach the ladder to the street lamp and take the valve from there. We remove the grate near the fountain. We bend over the hatch. It's full of foliage. Rake the leaves with a rake. Before us is a sewer pipe, into which we insert, and then turn the valve.

All the water flows out of the fountain. Click on the empty fountain and start searching for items from the list. We get the key. We go to the mansion, open the door with the key. We go inside.

Hall.
A funny thing. It looks like Halloween is being celebrated here. In the middle of the hall there is a coffin with a corpse Catherine. Let's go and see how she lies there. Not bad, just something is wrong with the hands. We go to the left into the dining room.

Canteen.
We take the knife on the table with wheels. We take the banquet near the large table. Let's move our eyes to the table itself, where we liked a piece of sausage under a silver lid. We will steal a candle from the candlestick.


Let's take a look at the chest of drawers. As the postman Pechkin used to say, "They would have gone with a chyumodan for mushrooms." The people in this mansion definitely do not have all the houses. For some reason they nailed the drawer of the chest of drawers. We pass into the room to the right of the chest of drawers.

Kitchen.
We take a piece of cheese from the table, put our sausage on a cutting board and cut off a piece. Click on the glowing area on the right and search for hidden objects. We got a corkscrew. We click on the wood and take the hacksaw. We leave into the hall. We go up the stairs. in the niche at the feet of the statue we take the ring and go straight along the corridor. We substitute the bench to the wardrobe and remove the tassels for the curtains from above.

We enter the first room on the right. This is the bedroom of the deceased mistress.

Bedroom.
A bit dark, so that it becomes light, we tie the curtains with tassels. On the dressing table on the right we see a box. Let's open it with a ring. We take tweezers in it. On the dresser next to the photo of Katerina's son we take the envelope. Grab the feather on the bedside table. Let's leave the room. There is a lock with a secret on the door opposite, but there is not enough ball to open it. The far door on the right is keyed. Let's put our feet outside.

Main entrance.
There is a shovel on the parapet of the stairs. Let's shorten it with a saw. We attach a candle to the handle and connect them with wire. Take the candle on the stick into inventory.

The fountain is lit. We start searching for hidden objects. Cutting pliers come across. We return to dining room... We approach the boarded up stone and pull out the nails with pliers. In the box we take a handle and an oven mitt. On the kitchen open the stove door with an oven mitt and light a candle on a stick. We leave into the hall. We go up the stairs to the second floor, but now turn left.

Library.
There is a gas light switch on the wall to the left. We insert a handle into it and turn it. The chandelier came on. As always, a bunch of incomprehensible objects: on the table - a pile of papers, in the fireplace - burnt letters. Let's go to the portrait on the wall next to the bear. We take away the scheme sticking out from behind the picture with the image of the ship. We approach the shelf with books, near which there is a movable ladder, but now something interferes with movement. We take out a pin from under the wheels with tweezers. Let's click on the aquarium. There is a piranha floating there. Let's distract her with a piece of sausage and (while the fish is eating) we will get the sailor figurine from the aquarium.

Let's move the ladder. There is a bottle with a boat on the shelf. Use a corkscrew to get the cork out of the bottle. With tweezers we push the sailor onto the boat in accordance with the diagram. Found a ball.
We pass along the corridor to the door with a puzzle lock. We insert the found ball into the lock. Puzzle. Place the balls as shown in the picture on the right.

The castle opened. We enter the room.

This is the room of the mistress's son.
Click on the glowing area. Search for items from the list. We find the cage. Take the jar from the bedside table. In one of the small drawers of the bookcase we will take the thread and the label. There is an instruction for catching mice on the floor, we read it a little. Go to Katherine's bedroom... There are a couple of medicine bottles on the bedside table. We glue a label on one of them. It is a sleeping pill.

We go to kitchen... Click on the glowing area. We are looking for hidden objects from the list. A nutcracker (rich Russian) falls into inventory. On the right, behind the bedside table, in front of the mouse mink, we construct a mousetrap from a cage, thread, a piece of cheese and a pin. The mouse crawled out to crack cheese (naive).

We catch a mouse. The loot cage is added to inventory. In the son's room there is a puzzle on the table. We launch Berlaga (mouse) into it. The goal is to guide the mouse to a piece of cheese by rearranging the glass tubes.

The panel on which the key lies comes out. Luminous area. Search for items from the list. Received a sailor figurine. Moving to library.
Place the second sailor figure in the glass bottle with the boat. The numbers 41 72 appeared on the sail. We go to the gardener's house.

Gardener's house.
We open the door with the key. We go inside. Luminous area on the bed. We are looking for items from the list. You will find a sponge (SpongeBob) in your inventory. We take a rake near the bed, and tags in the chest. There are cages with snakes on the table. One is more poisonous than the other. Let's go back to mansion... We approach the coffin. Three hands of the deceased with a sponge. A snake bite became visible under the layer of makeup. Go to gardener's house... Glow near the bed. Search for items from the list. The Bolt Cutter will be added to inventory. We head to the table in the right corner. You need to place tags with the names of snakes on the cages. How to do this is not yet clear.
Let's go outside and turn right. We cut through the wire with a bolt cutter and enter the gate leading to the backyard. We see a shepherd dog in a doghouse. We give the dog a piece of sausage, but bummer, gobbled up and didn't choke. Only the barking became stronger.

Go to kitchen for a new portion of sausage. We cut off with a knife, add sleeping pills to the heap into the sausage and return to the good dog. We feed this mash to the dog. She goes into nirvana, and we remove the key from the collar and rake a pile of leaves near the wall with a rake. We receive a book about snakes and a dreamcatcher amulet. Go to gardener's house... We open the book. We look at the pictures and stick tags with the names of snakes on the cells.

We push the green snake into the jar and go to mansion.
In the corridor of the second floor we approach the second door on the right. We insert the key into the lock and open the door of the room.

Husband's bedroom.
We take the hourglass from the coffee table, and the inkwell from the large table by the window. We approach the safe built into the wall. We dial the code 4172 (remember the boat from the bottle).


The safe is open, but there is another lock inside - a puzzle. How! The hole in the safe goes into Katherine's room. Now it is clear how the snake bit the owner of the mansion. The creators of the game clearly stole the idea and the old days of Conan Doyle. We put the snake from the bank in the safe.

Kathleen's bedroom.
There is some kind of string hanging over the bed under the painting. We tie a dream catcher to it. We pull for it. A snake slides down the lace on the bed and hides under the pillow. We put our hand under the pillow (we are not afraid of anything) and find the key. Open the dresser drawer with the key and find a sheet of paper.

We go to the library.

Library.
We put the sheet in a ream of papers on the table. Pour the following items from inventory next to each other: hourglass, feather, inkwell, envelope and nutcracker. Let's restore Kathleen's will using the items on the table. We break the hourglass with a nutcracker and pour the sand onto the paper. Place the pen on the paper on which the letters appear. We click on the inkwell and again on the paper. We put the letter in the envelope. A sealed envelope with a will falls into the inventory.

We go outside to the mailbox and send the will. Hubby is being arrested.

We return to the cemetery.

We find ourselves at the grave of Catherine. Her spirit thanks us for taking care of her son and offers to help us get out of here. We click on the scarecrow next to the grave. We take from the eye the scared key. We go to the barn. Behind the house, open the pantry with the key and take the shovel.

Let's return to Katherine's grave and turn left. Here we see another grave with a crypt. Dig a hole with a shovel to the right of the grave and find a slab. We put it on the grave. The spirit of Marie Madison appears and tells us about her problems. Say, she was a doctor and during the epidemic (when she was traveling with the vaccine to save people) she was killed, and the vaccine was confiscated. Asks us to find a cure and save people. Doesn't fit us today. We dive into the portal.

Episode 3.

Stagecoach.
Before us is a night road. In the foreground, a stagecoach and two people lie next to it. The woman is killed, the man is unconscious. We take the flint inside the deligence.

On the hillock we see a castle. We go there. The glowing area near the wall, zoom in and start looking for objects. An ax will be added to inventory. We find a shovel. They wanted to climb the rope ladder, but someone dragged it up. Let's go back to the stagecoach. Dig up the disc with a shovel. We chop off a branch from a tree with an ax and chop off branches from the bitch. A stick gets into inventory. Lift the back wheel of the stagecoach with a stick and take out the whip.

We go back to the castle. In the same place we search for items from the list. The chain is in inventory. We pull out the rope ladder with a whip and crawl inside.

Bridge control room.
We remove the halberd on the right from the wall. A bucket hangs from the ceiling, which we pull together with a halberd. We scoop out the water from the barrel with a bucket, at the bottom of which we take the disk.

We go to the three columns in the center. Place the disks from inventory on the left column. Puzzle. You need to drag all disks from the left column to the right one. The right column is lowered and releases the set-up lever. We turn the lever. The suspension bridge is lowered.

Now you can safely enter the castle through the gate.

Castle courtyard.
We attach the chain to the well, place the bucket on the chain. We click on the bucket - it goes down into the well. We take out a bucket of water. Inside the bucket is the key to the prison cell. We go into the cellar door to the right.

Torture chamber.
Click on the glowing area. Search for items from the list. In the inventory is a cannon wheel. Take a gem in the skeleton's eye socket. We open the tour chamber with the key. We take gunpowder. We leave into the yard. We go to the right around the corner of the house.

Forge. Take the hammer on the anvil and one of the swords. Back to the yard. Let's go to the left behind the building to the cannon. Let's put a wheel in it, fill it with gunpowder, but there is no core. We return to the yard. Let's go back to the rear cell. We rip up the mattress and get a hacksaw. Luminous area. Search for items from the list. Find the ticks. We go to the house on the left and cut the door with an ax, with a hacksaw we saw the inner bolt.

Werewolf hideout.
We take a cannonball inside and close the werewolf behind bars. We run to cannon. We put the core into the barrel. We light the wick with flint. The cannon shoots (for some reason, it blows out the door in the tower with a cannonball). We go there to see what we have done.

We go inside.

Armory.
The cannonball is stuck in the wall opposite the door. Luminous area. Search for items from the list. A hatch ring will be added to your inventory. We approach the hatch, insert the ring. We open the hatch and go down to the basement. In the chest we take the mold for casting, remove the bayonet from the rifle.

We return to bridge control room... On the window to the left of the frame, we take out the nail with pliers. We return to basement... We insert a stick into the upper part of the pickaxe and hammer a nail into it with a hammer for strength. A whole pickaxe falls into inventory. Let's go upstairs. Luminous area. Search for items from the list. There is a coin in the inventory. We approach the wall and hit it with a pickaxe. Cannonball in inventory. We go into the yard.

Yard. With a pick, we open the grate next to the well and take out the coat of arms. We go straight to the main tower.

There is a puzzle lock on the door. Insert the coat of arms into the castle and collect the mosaic pattern on the right. We go inside.

Main tower.
There's a book on the table. We read in it that a werewolf can only be killed with a silver bullet. The book is in inventory. We approach the knight in armor. We give him the sword. In response, we get a piece of the puzzle. We go to the fireplace and take firewood.

Let's go up the spiral staircase to the second floor. Luminous area. Search for items from the list. Another gold coin. We approach the shelves on the left and put the book in place. We get a piece of the puzzle. Let's go back to the first floor. We approach the puzzle on the left. Insert the missing pieces and look for identical pairs. We get a coin for winning.

We approach the table and insert three coins into the holes. Luminous area by the sofa. Search for items from the list. Received a gem. We go to the statue of the eagle. Instead of eyes, we insert stones to the eagle. He gives us instructions for casting a silver bullet.

Back to stagecoach... We break open the lock of the chest. To do this, insert a bayonet into the keyhole and hit the bayonet with a hammer. Take a needle and thread and a wallet from the chest.

We go to the castle in smithy.

Forge.
We put firewood in the firebox, light the fire with flint, sew the furs with threads and fan the fire. We insert the form into the block, and pour the silver into the scoop and move it into the fire. Received a silver bullet.

Go to main tower to the second floor. We approach the table and place the silver bullet on the table. We put the gun on a support. We insert the barrel into which we fill in the gunpowder and a bullet. We ram all this with a ramrod.

We take a pistol and go to werewolf hideout. We shoot at him (the book did not lie - the skiff came to the monster) and put the core in the cup. The grate has risen. We take the vaccine and snuff from the first aid kit.

Go to stagecoach... We put the vaccine in the man's hand, let him smell the salt.

Happy end. The city is saved.

We return to the cemetery.
The doctor thanks us. At the foot of the monument there is a small suitcase, from which we will get a figurine of a raven. We go to the gates of the cemetery. On the right is the crypt. We insert the statuette into the niche and go inside. We open the coffin. We take the key from the gate near the skeleton. We insert the key into the lock and break down from the cemetery.

Anyone who has not yet turned gray from these nightmares is offered a bonus level.

Bonus level.

We go to the shed and start searching for items from the list. A knife will be added to inventory. Let's go around the corner into the pantry and take the pruner. We go to the man's grave. In the hollow we take the figurine and move to Katherine's grave. In the best traditions of horror films, we cut the scarecrow with a knife ("Saw 3" is resting) and take a stick. We leave from the cemetery to the city.

Before us is a square with three houses. On the right is a flower shop, on the left is a residential building, and straight ahead is an antique store. Use a stick to move the lantern and take the watering can. We go to the glowing area. Search for items from the list. The paintbrush will be added to the inventory. Brush the ashes from the ashes and select a diamond ring.

We enter the door of an apartment building. Luminous area. Search for items from the list. The suction cup is in our inventory. We leave on the street and move to the antique dealer. We go inside.

We approach the glass showcase. We sculpt a suction cup to the glass. Cut a hole in the glass with a ring, pull it out with a suction cup and take out the hook. We pass into the back room. Take half of the photo on the table. There is a carpet on the wall. A drawing is attached to it with a pin. We approach the pier glass and take the key next to the woman's photo.

We go out into the street. They cleaned the gutter of an apartment building with a hook. Water spilled into the barrel. We collect water in a watering can and water the rose. We cut it off with a pruner. The rose is in inventory.

We pass to the flower shop. There is a puzzle lock on the door. We insert the rose into the vase. You need to assemble a picture from pieces (a game like tag). The constipation has opened. We go inside. We take the kettle. We take the matches on the shelf above the bed and insert half of the photo into the frame. We go out into the yard and fill the kettle with water.

We go to the antiquarian in the back room. There is a stand on the table. We put a kettle on it. We light the candle with matches and heat the kettle. We take the boiling water and the candle into inventory.

We go to the residential building. Pour boiling water into the frozen fireplace, take the second half of the photo.

Returning to the flower shop. Insert the second half of the photo. The mirror cracks and we take the key.

We return to the residential building and open the door with the key to the back room. We go inside. We start searching for hidden objects from the list. There is a weight in the inventory. We take the cane.

In the flower shop, insert the candle into the box on the table. We light a candle. We get the wax star. We leave.

There is a luminous area in the courtyard of a residential building. Search for items from the list. A scoop is added to inventory.

In the flower shop, take some sand from the cactus pot.

We return to the cemetery to the barn. A hollow log lies in front of him. With a cane, we get the scales out of it. Glowing area in the barn. We start searching for hidden objects from the list. The hammer is in inventory. We go to the grave of the doctor. We break the pot on the left with a hammer and take the figurine.

In an antique store in the back room, we see a dirty stain on the ceiling. We hit it with a stick, the handle falls. In the next room we insert the handle into the cash register. We pull for it and get a few gold coins.

In a residential building in the back room we put scales, gold coins, a weight, sand, and a wax star on the table. We put a weight on the scales and measure the same weight with coins. We put coins in the ladle. We melt them with a blowtorch. Put the wax star in the sand and pour molten gold into its imprint. We get a rough gold star. The glowing area on the right. Search for items from the list. The file is in inventory. We see a vice in the closet. We insert a star into them and grind it with a file. Gold star in inventory. There is a glowing area in the near room. We start searching for items from the list. We receive a figurine.

In the flower shop, insert the gold star into the box, take the figurine and part of the amulet from it.

In the antique shop in the back room we put the figurines on the table with weights. The figurine of a dog weighs 3 grams, snakes 2, gorgon 1. On three scales we set the combination 574. A passage to the basement has opened under the sideboard. Use the key to open the nightstand on the right. We take the book. We put it on the stand. The book opened and took the magic symbols. They need to be inserted into the cover of the book, as shown in the diagram from the carpet. We took the second part of the amulet.

We go to the crypt at the gate. We insert the pieces of the amulet into the niche. The spirits of lovers unite.

You have won.

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The game will begin for you with the fact that your hero crashes in a car near an old cemetery. As it turns out, you find yourself in a difficult situation, since your car will no longer start. There is nothing to do, you need to go to the cemetery at night in order to find a way out.

Cemetery Redemption Curse of the Crow Walkthrough you will certainly like it, because in this game you will find many mystical and interesting stories.

So, entering the cemetery, you will understand that the gate closed behind you by itself, so there is nothing to do and no turning back... You only need to go forward. Soon it will become clear to you that ghosts, of which there are a lot in the cemetery, will help you get out of this terrible place.

Helping otherworldly forces

Redemption cemetery curse of the raven Is a game in which you will not only have to communicate with the other world but also travel in time in order to help ghosts find peace. Do not hesitate, and boldly talk with dead people, none of them will offend you, they will only help you find the road that will lead you out of the cemetery. The ghosts will ask you for help giving you various tasks that you will need to complete in order to calm the soul of the deceased person. The tasks for the ghosts will be very diverse: someone will need to help extinguish the fire, and someone will need you to find his killer. All this will require strength and patience from you.

At passing Cemetery of Atonement Curse of the Raven you will find yourself on levels where all the doors will be closed and it seems that there is simply no way out. But, do not rush to despair, because there is always a way out, sometimes only you need to look for him well... In order to find a way out you will need to play mini-games and solve puzzles. Only then can you move on.

Redemption cemetery curse of the raven Is a game in which you will find it useful not only ability to solve different puzzles but also your attentiveness. By carefully examining each location in the game, you can find many items that can help you. They are scattered in kitchens, bedrooms, attics, closets, and in general in every room that you enter during the game. All your finds you can sooner or later apply, for each of the items there is a situation in which it will definitely help you. If you have any difficulties, then you can always refer to the hint, which is located in the lower right corner.

Find your way out of the enchanted graveyard

In order to find a way out, you first need to take a good look at the graves of people. It is worth dwelling in more detail near those graves where the cursor will change its shape. This will be familiar to you. You will be able to communicate with very good-natured, but restless ghosts who simply did not have time to deal with all their affairs and now cannot get into another world. You will help them, and they, in turn, will help you.

Game Cemetery Redemption Crow Curse Is a multifunctional and multi-level game, which will not be as easy to pass as it seems at first glance. Wandering through the multiple locations of the game, you have to explore every building, every room before you complete the task. You will navigate interesting levels in which ghosts can become your friends... Helping them, you can find a way out of the cemetery, the main thing is not to be afraid of this dull place.

/ / Full version!

Game “Cemetery of Redemption. Curse of the Crow ”is a collector's edition from the Alawar company. Before downloading the game to your computer, we suggest getting a key for free registration in the game without sending SMS. Torrent - 329 mb.

This mystical game is about a parallel world of the dead, in which you are assigned a responsible mission to the cemetery. And it all starts with the fact that your car is broken and there seems to be nowhere to wait for help. Take with you everything you may need and go on a journey through the afterlife across parallel worlds. Are you ready? Now look around, and boldly enter the territory of the kingdom of the dead!

What is it? Has the gate slammed? It means that your fate in this mini-game is doomed, now you have to figure out everything in order to get out of this evil place. Start by examining the last resting places of dead people, especially pay attention to the tablets on the crosses. Some of them change photos, and you will need them. Now what? Probably now they want to talk to you ...

Some ghosts, although good-natured, are still from the other world, and each of them has their own negative mission, because of which they cannot leave the world of the living. Help the ghosts in the cemetery find redemption, and then the ghosts will help you too. Hunt for objects, solve puzzles, play mini-games and help lost souls remove the curse of the raven and find their peace. The main thing is not to worry and you will definitely succeed!


Usually, it is very difficult to find a game that will be interesting for both you and your children. But now you can download this novelty of the genre, as it is able to satisfy your requirements. Firstly, this game is completely free, and secondly, its simple and uncomplicated storyline will appeal to your whole family. This video game is perfectly adapted for any user, and that is why it is the best in its genre.

This game has a new level of graphics, bright and exciting episodes. You can download it on our website in the category. An interesting plot and the surrounding dynamic world will take your free time and will not let you get bored. Installing and running the game is quite simple. Develop your talents and abilities together with the characters. You can also change control settings.





Official version from Nevosoft.

Meet the gloomy in every way game from the creators and developers of games in the genre of "I'm looking for" ERS Game Studios and Nevosoft. And everyone who likes cemetery themes in any form can visit our website and download this new game called “Cemetery of Atonement. Curse of the Crow ”is absolutely free.

I was returning home. The weather was terrible, pouring rain, lightning flashed, and thunder rumbled. Therefore, it is not surprising that at one "fine" moment one of the lightning struck a tree right in front of my car. I was skidded, thrown off the road, and I passed out for a while. And when I came to myself, I saw the cemetery gate in front of me, while I myself was on it. Not a good time to meet ghosts! I tried to go through the gate, but it closed by itself right in front of my nose. Well, okay, I didn't really want to! But it was necessary to get out, and therefore I decided, nevertheless, to take a walk around the neighborhood. During the "walk" my attention was attracted by two graves.

They belonged to a little girl named Anna-Maria and her father, who were killed in a fire. There was no plaque on the man's grave, I found it and restored it. But as soon as I did this, the ghost of a man appeared in front of me and said that this cursed cemetery and his souls cannot leave this world. In particular, he suffered this fate because he could not save his daughter from the fire. And if I help him do this, they will help me get out of here. As soon as he said this, a portal opened in front of me and I entered it, finding myself in front of a large house enveloped in fire and smoke. In the second floor window, I noticed a little girl, whose photograph I saw on the grave. She asked for help.

I rushed into the house and looked around. It was full of smoke inside, so I broke the window to let in some air. Going up to the second floor in search of Anna-Maria, I saw the body of her father. Apparently, the man died trying to save his daughter. Every minute the fire flared up stronger, the beams began to collapse right in front of me, so there was little time and it was necessary to get to the girl's attic as soon as possible. It was impossible to get to the girl's room in the house, so I had to do it outside. When I got to the girl, she was very scared and asked about her dad, but it was impossible to hesitate, because the ceiling in her room also partially collapsed and threatened to collapse completely.

I found a ladder in the basement of the house, went outside and put it to the window in the girl's room. And before the fire had time to engulf her entire room, Anna-Maria went down the stairs, frightened, but safe and sound. The girl's father was grateful to me for saving the baby and advised me to find the grave of Catherine Stewart, who could tell me what to do next. After that, he disappeared again, and before my eyes the small grave disappeared, and flowers appeared on the man's grave. I again went for a "walk" through the cemetery in search of the grave of Katherine Stewart. I didn't have to search for long, I returned the tablet to the grave again, and the ghost appeared in front of me again, this time women.

It was Katherine Stewart. She said that she was killed at home while sleeping, and since then her soul has been haunted, because she does not know who did it. I was to find out the name of this woman's killer. And again the portal, and again the house. This house was larger and richer than the previous one. The front door was closed, I decided to look around in the yard and found the key to it. When I entered the house, I did not find anyone there, except for Katharina herself, unfortunately already deceased. She was lying in a coffin in the hallway, and it seemed strange to me that a very thick layer of makeup was applied to one of the dead woman's arms. Having erased it in this place, I found two barely noticeable holes, very similar to a snake bite.

While inspecting the house, in one of the rooms, the ghost of a woman appeared to me again and, pointing to the photo of a young man, told me that this was her son, that he had difficulties in communication, and he lived in his made-up world. The only reassuring thing was assembling ship models and talking to the gardener, because he was a former sailor. He was kind to the young man, but sometimes he lost his temper if something did not go the way he wanted. In the house I found the key to the garden house and went there. There I found several snake-snake cages. I immediately remembered the bite on Katerina's arm and thought that the gardener might somehow be involved in her death. I found a book in his room with a description of snakes and, comparing them with those that were there, I discovered that one poisonous snake was not in the cage.

And while examining the room of Katerina's husband, I found a safe, the back wall of which could be opened, and the window led into the woman's room. Perhaps this is how the snake got into her bedroom and bit Katarina. In the living room fireplace, I found the remains of a burnt will. I conducted an experiment and realized that I was not mistaken. Yes, and Katarina, who accompanied me throughout the investigation, realized that my husband used a poisonous snake, which bit the woman's hand during sleep, and then burned the will in order to inherit all the property. She asked me to restore him so that her son would not be left without care after her death. Only then will her soul find peace. I fulfilled her request, her husband was arrested and justice was restored.

In gratitude for saving her soul, Katarina said that near her grave I could find something that would help me leave this place. But my adventures did not end there. I was to meet another ghost of a woman named Maria Metson. Once she worked as a doctor and during the plague in her city, she went to get medicine. And when she was returning back, someone attacked the carriage and killed her. Maria asked me to find medicines and help the unfortunate patients in her city. The portal took me to the carriage, next to which lay Maria herself and a man. He was still alive. It was necessary to bring him to his senses and try to find out about what happened and who attacked the carriage. On the torn off doors, I noticed deep huge scratches, similar to the marks from the claws of some animal.

And nearby there was a prison, having examined which, I found a huge werewolf in one of the cells. The killer was found, but in his cage I noticed a bag with medicines, and it was necessary to somehow get him out of there. I managed to lower the grate and lock the beast, but now, in order to get the medicine, I had to somehow get rid of it. I knew that the only cure for a werewolf was silver bullets. I managed to craft one and get rid of the beast. I took the medicines, put them in the driver's hand and brought him to his senses, after which he hurried to the city. Another soul was free, and now I could leave this terrible cursed place.

Since the name of the game speaks for itself, the graphics are appropriate. Everything is very dark, gloomy and uncomfortable. But, as they say, "the situation obliges." The game offers a choice of two difficulty modes. There is also a short, but rather informative diary. There is no map, so you should get ready for the tedious running from location to location. There are a lot of hidden object search scenes, all according to the list.

The scenes themselves are very cluttered with the presence of many small and unnecessary objects, they also contain dark zones in which it is simply impossible to find something. Therefore, the eyes get tired very quickly. Mini-games, unlike search, in the game are very few, all are quite simple, but already familiar. There is no game guide or achievements. There is also no bonus chapter in the game. New game “Cemetery of Redemption. Curse of the raven " will appeal to all those who like to tickle the nerves sometimes. So download and go for adventures in the cursed cemetery.

Game interface language: Russian

Install and play version (323.31 MB):

Download game Cemetery of Redemption. Curse of the raven - full version

First part - English version.
- game localizer: BigFishGames.
- the official Russian version from Nevosoft.

Second part - English version.
- Russian version (translators Panfilka, Wowan, Bum61e, Olgaunkovska).

The third part - English version.
- Russian version (translators - Royal Raven, Leontina, Mistika, Letty, Alaine, Mirex, Quetzalcoatl, kiSSkiSSka).
- Russian version (translations Old Dog, Decrepit Cat, Wowan).

Fourth part - English version.
- Russian version (translators - Royal Raven, Letty, Cat20087, Alaine, Mirex).

Fifth part - English version.
- the official Russian version.



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