Passage of game memoria. Gaming portal. Other game features

-. This article will tell you about the walkthrough of the first chapter of the game Memoria. You can find here.

Walkthrough Memoria. First chapter. Part 1 - Saji

Active hero - Saji

The scene is near the tomb

Fahi's story will take us 450 years ago, when the Great Battle took place between the forces of evil and good, between the lord of the hordes of demons Borbarad and the warriors of the sacred land of Aventuria. Princess Saji with a small handful of warriors wants to use an ancient artifact from the tomb of a Mughal magician in battle. Surprisingly, the princess herself has distinctive sign on the hand, belonging to the heirs of the Mugals.

So, the second story line offers to play as Princess Saji. She is located near the tomb and her goal is to find the keyhole. Everything seems to be simple, but the castle is hidden. We direct Saji to the entrance. After talking with the magicians, the history of the artifact - the mask - will be revealed. Next, Saji needs to examine the entrance to the tomb. So there will be information that the door is all in mud and it is she who interferes with finding the lock. If you go down the screen and go down the stairs. There is a large stone called the Guardian - let Saji examine it. To the right of the stairs, Saji will find the corpse of his bodyguard, Garun, and a dagger under the hand of the monster to the left of Garun. After examining the body and bag, the princess will say that it is difficult to reach the last one. Taking out of inventory, Saji can rip open the bottom of the bag. All the contents are immediately dumped down. Click on the path below and going in that direction Saji will find all the items from the guard's bag: a brush, a bandage and a bottle of wine. Now direct the princess to the entrance. Use a brush to wipe dirt off the door. The magician tries to open the door and six rays will pass through the six legs of the lock. This will break the last leg. Saji will pick it up and give it to the magician, now together they will try to glue it together. There is a dark puddle to the right of the tomb - let Saji examine it and drop the dagger into it. The dagger, smeared, probably in blood, is given to the magician, who glues the last leg with this and opens the door. Saji walks inside the tomb.

Active hero - Saji

The scene is in the tomb.

Complete darkness awaits in Saji's tomb, because the first thing she must do is to light everything, while not using fire or magic, since the room smells of gas. The princess finds a silver saucer under her feet. After placing and examining it in Saji's inventory, he will notice that it is too dusty and needs to be wiped off. Combine the bandage and wine in the same inventory, and then the resulting rag with the dish. On the left you can find a hook with a cup. The cup contains incense. By pulling on the hook, Saji will reach for him, but will cut his hand and leave blood on him. Now click on the bowl and take it along with the incense stick. Let us hang the cleaned silver saucer on the hook. A ray of light reflected from the dish will illuminate the mask of Malaccar. Servant Alric will try to take the mask, but the Guardian stone will crush the key and close the entrance to the tomb.

The tomb became dark again. Let's just click on the darkness on the right - a narrow ray of light will appear. Saji will say that the gap is too small for her to pass through or at least stick her hand through. There is a staff hanging at the top left - let Saji study it. So a vision with blood, smoke and this very staff will visit her. Below the staff is the same hook that Saji scratched on. Let the princess remove the silver dish, and wipe the hook with a bandage from the inventory - we get a bandage with our blood. In the inventory, combine this piece with the bowl. And the incense stick is applicable to glowing eyes. Now connect the stick and the bandage in the bowl and hang it on the hook. Smoke blows slowly over the staff and Saji's voices begin to be heard. After talking with them, we learn that a demon is sealed in the staff, which can move the guards and light the braziers. Saji makes a deal with him - he helps her out, and she takes him with her. So a glowing ball will appear in the inventory, which Saji needs to pick up and click into the darkness to light up the tomb.

Meanwhile, from the conversation, Princess Saji learns that in order to get the demon, it is necessary to loosen the fastener and jerk to get the staff. Now Saji will examine the chain holding the staff and see a large iron ball at the end of it. By clicking on the ring on the statue, Saji will pick up the ball and throw it over the ring. Now we click first on the ball, and then on the hole in the ground. The ball will fall through and tear off the staff, which will still get stuck in the ring on the statue.

Now Saji will take the staff and talk to the demon again. It turns out that the demon deceived us and in fact cannot help us get out of the tomb. Well, then let the princess examine the Guardian stone. Under it will be the body of the same magician who helped to enter the tomb.

Next, Saji in his inventory activates a magic sphere and uses it on the remains of the stone, and the demon will move them to the side. The princess can take the dagger and that mask from the magician. After that, let Saji talk to him, then she learns that the mask must be delivered to the Prince from Draconia. However, this is all that the magician has time to say, even the name of the prince remains a mystery to Saji.

Now the princess needs to find a wall through which rays of light are breaking through. Saji will examine her, but he cannot find the gap. Then with the help of magic we extinguish the fire in one of the braziers and the slot is found. Now, with the help of a dagger, we expand the gap. Then we click on the hole and Saji will look out into the street, where he will see the place where her guard Garun was killed.

Looking through the gap, Saji pulls out his staff and uses the Guardian on the stone, directly below her. The demon will offer to use magic on the Guardian, which the princess must do. Now you need to control the created golem - have Saji direct it to the wall three times. After three hits of the golem, a brazier will fall from above. By the way, if you hit the wall ten times, then you will receive the title "Shaker of the World" - this is for those who aspire to complete the game with all the achievements. Let Saji wake the guard up with magic once more and direct him to take the brazier, and then throw the brazier into the column to the left of the heroine. Now click on the image of Saji on the wall and the princess will return to the tomb.

The tomb must be illuminated again, for this Saji must use the sphere of magic in the darkness of the room. Now we will lead the princess to the entrance and click on the hole in the door. Further there is a hall, in which there is also darkness. We illuminate again with the help of magic, using the sphere on the brazier thrown by the golem. Now let Saji find a bug's leg in front of the door - you need to get it. Magic will help the princess again. Use the sphere to activate the golem that lies on the steps. To the right of the golem lies a hand - click on it, and then on the leg of the beetle. Gaullem will throw his hand at the beetle and thereby push him to the door. Open the inventory and ask Saji to combine the bandage and staff. We stretch the resulting item to the leg. So the princess will be able to push it through the opening of the door.

Further in the inventory, Saji must connect the knife to the leg of the beetle - this is how the sticky leg will turn out. It needs to be applied to the beetle itself in the center of the door. One hole opened in the door. Now we return the princess to the tomb again.

If you press the hole on the ground, the princess will pick up the metal ball, which she threw there when she took out the staff. This ball must be thrown into the bottom opening of the door. Now Saji needs to look again through the upper opening into the hall. After animating the stone hand with a spell, send it to the patterned arch to the right of the door. As a result, the hand should grab onto it. If you click on the ball, the hand will start pushing it down. Next, you need to use magic on the guard and send him to the ball with the chain. The demon will call on the guard to pull the chain towards itself, but the golem will not have enough strength to break the front door.

Then we will raise the golem again with a spell. Let's throw the ball into the hall again by hovering the cursor down the screen and choosing the appropriate action. The ball will roll into a huge hand, which Saji activates with a spell. Click on the ball so that the hand takes it, but it turns out to be very small for her. Then we find the golem in the palm of our hand and wake it up with a spell, and also force it to take the ball. Now let's press the right mouse button so that all the items from the hands fall into the inventory (). The cursor must be empty. We use the spell again and encourage the hand to take the guard. Voila and the door is ripped out. Saji is free. Then a warrior appears from the shadows and asks for a reward from the princess, then we will choose a Ruby for him and give it back. The warrior will lead us to Draconia in search of an unknown prince.

In the next article we will explain.

The German studio Daedalic has been busy with quests for many years. One of their games TheDarkEye:ChainsofSatinav, keeps aloof: its action takes place not in a world invented by the developers, but in a hundred years as an established role-playing universe Die schwarze auge(or The Dark Eye). We wrote about it, read it.

From the original role-playing board in Chains of Satinav, only the world of Aventuria with all its features remained. The story of the bird catcher Geron turned out to be very beautiful, but the deadly boring characters and the plot, cut short by an unpleasant "to be continued", spoiled the impression of the amazingly drawn magical world... A sequel eventually followed - but did it fix the situation?

Quantum leap

In the first game of the bird catcher, Heron, a resident of the kingdom of Andergast, met a fairy from another reality and saved the country from evil forces, only in the end that fairy, named Nuri, got stuck in the body of a raven. Looking for a way to free Nuri, Geron goes out to a mysterious Tulamid (local analogue of the Arabs) merchant, who, according to rumors, knows what to do. But the cunning old merchant does not give direct answers - instead, he will offer to listen to the centuries-old story about Princess Sadia and solve the riddle that will become the leitmotif of the whole story.

As soon as Geron pulls the thread, more and more questions will appear, to which no one is in a hurry to answer. While the bird-catcher in the present is piecing together the picture of what is happening, in the past Sadia goes to a distant goal - the Dragon fortress, where an army is gathering to resist the army of demons. Sadia's dream is to leave a mark on history. In the company of a sociable staff with a servant of an ancient magician and a savage imprisoned in it, ready to betray at the first opportunity, she will have to go through a distant and full of dangers way.

In the tomb of his ancestor, the magician Mallakar, Sadia begins the path to a dream.

Between the two characters, the game switches places unobtrusively, sometimes with Heron's migraine attack, but the integrity of the narrative is not lost. Two stories - from a distant past that few people know and from the present full of prejudices and delusions - intersect in passing, so that the player sometimes gets the thought “ah, I get it!”, And the game, meanwhile, attracted him further.

There are riddles - they are quite simple and logical, and in case of plugging, a "skip" button will kindly appear. Memoria runs smoothly and smoothly, without spoiling the beautiful narrative with sharp "puzzling" moments. Management, to match the tone of the game, is extremely simple and convenient. The left mouse button is responsible for interaction, the right one for inspection, the spacebar highlights all active points, eliminating the tedious hunt for pixels.



These cucumbers are Easter cucumbers. I mean, it's a reference to Chaos on Deponia, another Daedalic game. Both characters wield a small magical arsenal - like in, say, Night of the Rabbit. These possibilities are given out according to the plot and are applied in strictly defined puzzles.

Heron's formula

In Memoria, the developers tried to bite off the beautiful interactive fairy tale everything that interfered with the perception of Chains of Satinav (the same pixel hunting), but not everything was cured. Mostly it didn't work out boring characters. Geron, as a dull mumbled, remained. Here, for example, he sees a terrible picture: a person in front of him is turned to stone and crumbles into dust from one touch. In a second he lets go witty a comment: " He was tough during his lifetime, so I did not immediately notice!“Heron's dislike for those around him is understandable - in the end, the bird-catcher saved the world, and they both spat in his direction and still spit. But his antics are reciprocal ... some small ones.

This unfortunate man will first have to be turned into a heap of ashes, and then reassembled. And all this is for the sake of the key.

To match Heron and his new companion Brida. With inflated self-esteem - however, backed up by talent, and ... and ... and that's it! Acquaintance with her does not go further than the exchange of names and the first conversation. Somehow it turns out to empathize with Nuri stuck in a raven, but there are too many pink snot in her - something suggests that severe mental pain manifests itself in a slightly different way.

Brida does not want to tell anything about herself, except that she is the best student of the academy.

Princess Sadia in her quest for fame is like a lemming, blindly diving "to the last sea." Sometimes her actions are difficult to explain logically, and her phlegmatic attitude to the issue of life and death is a little frightening in places. Sadia resembles not a warrior, but an ordinary stubborn girl, whom even a reinforced concrete wall will not stop.

The sorcerer imprisoned in a staff tries in every possible way to add pepper to what is happening with a sharpness or a cynical remark and is somewhat reminiscent of Morte from Planescape, but sometimes he meets completely out of place. Well, the minor characters are all walking clichés. Here is the Seasoned Commander, and the Mysterious Wanderer Speaking in Riddles (With a Monkey On His Shoulder), and the Nervous Scientist ...

There, in the distance, is the destination of Sadia's journey. And the maiden will stop at nothing to get there.

“Memoria” is helped out by the story as a whole - it is really interesting. But it becomes doubly offensive that the characters in it do not stand out in anything other than sheer routine. And this is after Sedwick from The Elusive World and Rufus from Deponia!

To see and be stunned

But Memoria is very beautiful - and very different. The dirty streets of Andergast, with pigs lying in puddles and dilapidated houses, give way to a foggy forest, where everything seems frozen and lifeless, until you stumble upon a fox that immediately escapes into the thicket. And the squalid interior of the house of Academician Sovelrik is replaced by the colossal halls of the Dragon, where elemental spirits weave the canvas of reality.



The Hulk of the Dragon abruptly replaces the poor interior of the house when Heron is immersed in reading Sadia's diary.

The present of Heron is shown to us as very unpresentable, but Sadia visits the most beautiful places of Aventuria - and such a contrast is good for the game. Let the landscapes be spoiled by poorly animated characters (as always with Daedalic!), But in static scenes you can admire the scenes from "Memoria" forever. Although the scriptwriters at the German studio are not always at their best, their artists have few equal.

In the distance is the Rashtul wall, the largest mountain range in the south of Aventuria, where the Draconia fortress stands.

* * *

Fans of classic point'n'click quests, fairy tales and extraordinary stories (we will tactfully keep silent about the characters) will definitely like Memoria. And even more so for those who were lured and left scratching in the back of their heads by Chains of Satinav. Fairy tales are supposed to have a good ending, and you will find it in Memoria.

Once in dark forest, choose the option "Take the training", move along the path to the tent, near which the girl is imposingly settled. It will require a demonstration of our magic on a miniature tree structure. We follow the instructions of the game to get comfortable with the basic manipulations. In order for the sticks to be magically restored, you need to open a nearby chest, pick up a bottle from there and, going into your inventory, break it. Take the fragments and click on the sticks - the fragments will be under the sticks, we just have to use magic on this pile. The sticks will end up inside the restored bottle, and we get the right to go into the tent. We talk with a man, answer simple questions. We are watching the introductory video.

Chapter 1

Ancient dungeon

We listen to the negotiations between the characters, we go down to the next location, we look around, we go right to the place of the battle. We approach the suspended corpse, next to it on the path is a dagger, with its help we tear the bag on the belt of the corpse - the contents will fall down. We go for objects, we pick up a brush, bandage and wine. We return to the magician and the warrior, if desired, we converse with the magician. Then we take out the brush from the inventory and click on the door with it. We pass the brush to the magician, he will clean the lock and the mechanism will start moving. But something will go wrong and one of the elements will jam. We need to take the blade and click it on the flowing liquid to the right of the magician - the blade will become sticky, we transfer it to the magician. Soon our heroine will hide in the darkness of the corridor.

In the twilight we look around: there is a saucer on the floor, a bowl with an incense stick hangs on a hook. Having collected all this, we climb into the inventory, select the saucer and hang it on the hook. Now we take a rag soaked in wine and thoroughly wash the dirty saucer - the room will become a little brighter. We are watching a short video. We remove the saucer from the hook, hang the bowl there, take the stick from the inventory and light it from the eyes of the guard lying next to it. We put the smoldering stick in the bowl, after which a dialogue with the demon will start. We answer at our discretion, the light of torches will illuminate the hall. To free the demon who has settled in the staff, you need to click on the steel chain, and then click on the ring fixed on the stone pillar again - the heroine will pass a weighty ball through the ring. Next, you need to click on the ball and on a small hole in the floor. This is how the magic staff will be obtained. With the help of the obtained magic, we extinguish the light in the hall, take out the knife from the backpack and click on the crack in the wall through which the light is pouring.

We look through the hole in the wall at the neighboring hall, with the help of magic we revive the nearest guard, make him hit right, left, on the ground - as a result, a bowl will fall from above. We take the bowl and throw it into the left side of the location, literally behind the guard. We return to the previous hall, go to the door with the lock and look through the next hole into the familiar corridor - there is already a bowl thrown by us, which we set on fire with the help of magic. A beetle leg is highlighted on the floor, but you can't reach it. We revive the guard, controlling this pile, we throw the stone hand lying next to him in the direction of the object we need - he ricochets close to the door, but we are still unable to reach. We climb into inventory and connect the bandage with the staff; with the help of this simple device we pull the leg towards us.

With its help, open the lower right corner - a hole will appear. We return to the room, take the chain and click it on the opened hole. When the stone ball and the chain are on opposite side, with the help of magic we activate the stone hand that lies under the door. We click with our hand on the patterned stone that is on the right, we grab the ball and throw it to the guard, who lies at the end of the corridor. We activate it, click on the ball - the cut-scene will start and stone block in the room where we are standing, it will crash into the door with all its might. But it won't break. We revive the guard again, take the ball and throw it even further, into the next hall - the ball will roll off onto a huge stone palm. We revive the guard that stands there, we do not touch the ball, we revive the statue with green eyes. Then we squeeze her hand into a fist, clicking on the guard standing in the palm - the statue will abruptly tear out the door. A lengthy dialogue and a couple of videos will begin. So we successfully got out of the dungeon.

We find ourselves in a relatively comfortable house with a blackened bird on the table. We talk with her, carefully examine the room. We take the kruchinnitsa from the stool, using the knife that is in our bag, we cut off a small piece of fabric from the curtain. We moisten a rag in a greasy pot in the fireplace. Now we take the kruchinnitsa and put it in the birdbath, after which we grind it with a knife. We apply the resulting balm to a rag and carry it to the lined crow. When the balm is applied, the first eye will run out.

Chapter 2

In fine weather, Nuri and I went out into nature. After chatting a little, we go to the camp. To get into the clearing, you need to distract the old man. To do this, release Nuri by clicking on the statue near which this old man stands. We ask Nuri to answer his questions as follows:

  • How many there were - 11-13 people
  • What the magician was wearing - he had a brooch
  • Where did they attack from - northwest
  • Where did they run away - northwest

After that, the old man will call the girl to him so that she will write down the testimony. Bye back side the clearing is not guarded, we go around it and cut the barrier with a knife. We calmly enter the tent. Inside, we literally need two things: take strange cucumbers from the table and shake the hammock, from which the key will fall out. When both of these moments are fulfilled, voices from the street are heard - cut a hole in the wall carpet and get out.

Literally at once we find in the hands of the sculpture the mask we need, but to take it we need a chisel and a hammer. First of all, we go to the chest, which stands in the center of the clearing, open it with the help of the key we got in the tent, take the chisel, but leave the chest open. We go around the camp, get up near the old man's bag and use magic on the bottle that lies in the open chest - the old man is distracted, we just have to take the hammer and return to the statue, bypassing the camp. We combine a chisel and a hammer in the inventory, use it to get a mask. We use an attempt to escape, but they begin to question us in an impudent manner. Some of the answers are not that important, but still this is what I answered:

  • Simple statue
  • She is mine
  • My name is Andraus

After that, our hero will return home through the clearing. We will stay there for a short while - we leave through the passage in the floor. Heading for the city market, we go to the tavern. There we strike up a conversation with Giacomo, we question him, we question the girl at the counter, we question the trinity at the table. In order for the person we need to show himself, we must provoke him. To do this, we express our suspicions and say that the merchant is lying and justify this by the fact that he was alone. A small argument will begin and the barmaid is eventually recognized. She will tell you what happened last night. Soon we will be led out into the street by a familiar young lady with red hair. We will conclude a contract, get Odem for use.

With this ability to see magic objects hidden from our eyes, we move on. We click on this skill, we see traces on the ground, we select the fragments. We go back to the tavern, we communicate with Hilda, we get a drawing from her. We return home, apply a new skill, go up to Nuri, use this Odem again. At the window we find fragments of red color, add up the previously obtained and just found heaps of fragments and use magic to repair them - this way we get almost a whole glass box. We head to the market, turn right, we find ourselves in the courtyard of the Academy. We go into the library, get acquainted with a mysterious stranger, find out that he can make solid objects out of liquids. Choose the variant of the question about the astral accumulator, we will find out where it lies - in the dormitory. We go straight there, we see the guy sitting on the bed, use Odem and see an astral drive in one of several chests. To get to it, you must maintain silence, without stepping on rotted floorboards and debris. There will be fragments near the desired chest - we repair them, open the chest and take the desired drive. Do not forget to steal the artifact from the guy.

We return to the market, talk to the seller, show him a glass box, in which, it must be, there will be no ruby. We go to the tavern, break the barrel of wine, click the glass box. We go to the library to that stranger, show the casket - he will ask for something unusual in exchange for his services. If you remember, not so long ago we found strange cucumbers that will do just fine. It is necessary to return to the tent by this route: back to the house of Heron, we turn left straight into the forest. We run our hands into the bag of the Bodyak, we take out the shell. We apply it to the statue that held the mask behind the tent. So the sketch will be completed, we find the red-haired Brida and give the astral accumulator, ruby ​​and drawing. The redhead will conduct some kind of ritual, after which she and I will collapse into a swoon.

Saja

It is necessary to catch either a hare or a rabbit sitting in a burrow. We pick up the rope and skin next to Rakhvan, take the logs from the fire. We wander into the bushes, pull the stick into the inventory, pluck the flower. Now we lay out the skin on the lawn, in the inventory we connect the logs and the dagger - we get pointed pegs. With their help, we make holes in the skin, after which we click on it with a stick and a rope to complete a simple trap. We put the recently plucked flower on a stone under the tree, after which we pluck the second flower, lay it in front of the mink. We click several times on the bushes that are located to the right of the tree - the eared one will be caught. Rahvan will call us. We throw the stakes into the fire, take flints (pebbles) from our companion, after which our heroine will begin to strike fire. Soon they will give us one on our stump, when we wake up, we step to the left. The chapter ends here.

Chapter 3

We start in the forest, in front of some kind of labyrinth. Be careful when cornering: we go along the right path that is on top, then along the central one, along the upper right, along the central upper, along the upper left. When we meet the forest, the way back is the following: we follow the right, the upper right path, then left, then right, right again. We need to pick blue and red berries from the bushes, which will help us not to get lost. After some time, it will be possible to skip the maze, but this will entail the loss of a special achievement. Personally, I was not chasing achievements, so I missed it.

After the labyrinth there will be thickets - we cut them through with a dagger, go left. On the way we meet a tall spider. A magic staff can be seen behind its web - it needs to be obtained. With a knife we ​​cut off the bush that is behind us, we connect it with a rope. We click on this flint broom, we set fire to the cobweb. You can safely pick up the staff. We go through the fog, we speak with a certain analogue of the Amazons, we notice our old friend Rakhvan, suspended upside down. We move to the right, take a stone and throw it into the water, climb a cliff, cut off a branch, and throw it into a waterfall. It remains only to go down and pick up the necklace from the branch. Thus, we will get a new ability - "vision". We apply the novelty on the necklace - among the thoughts that appeared on the screen, we choose the following: the old Amazon, the body of Rahvan, the fire on the stones on the right. We will be given a piece of the cloak on which we will need to apply the vision. We select the shield, Rahvan, the fruit on the stones on the right. We release Rahwan.

When communicating with Fakhi, we select the option "to guess the answer", after which we watch the video. End of the chapter.

Chapter 4

After talking in the clearing, we go to the Academy, where our red-haired friend Brida will appear, she will tell us about the house of the master Bodiak. We go to him, click on a flock of crows, among which there will be Nuri. By agreeing to help us, she will fly through the window. We take the ruler from the table, click it on the stack of books, take the master key, return to Heron through the same window. We take away into the house, we find the petrified magician. We take honey from the table, take out a box, a candle and in its light we go up the stairs. We grab the broom, try to open the office door - the master key will not work. We return to the statue of Bodiak, if it is still intact, then we destroy it, use a broom on the dust that remains from the statue, then use the box. With the help of the repair ability, we repair the statue, after which she will have the key we need in her hands. We use the candle lying in our inventory in order to make a cast of the key, we break the statue. We take the cast and combine it with honey.

We go out into the street, find a mysterious stranger (Shadow), give a cast, after which we climb into the inventory and break the wax - we got the key. With his help we open an office on the second floor in the house of Bodiak. There we click on the map of the Dragon - a small room will be opened where a stone rat sits. It will need to be broken, exit the special zoom mode. We take the jar of feathers from the shelf, collect the dust from the rat there and pour the contents into the slot where the ruby ​​fell. With the help of the ability to repair we take away the ruby.

Saja

We put on the ill-fated mask on Rahvan: a new ability appears - the transformation of something into stone. Immediately on the cliff, there will be an opportunity to try out a new ability on a noticeable flower. Those bushes that grow next to the future fire must be turned into stone. We kindle a fire: we toss there a branch from the inventory and use flints on the entire volume. Next, you will need to use the ability "vision" on the necklace. When thoughts pop up on the screen, then choose the following:

  • Ice glitter
  • Icicle

As a result, Rahvan will sit next to the fire. We turn the grass that grows around him into stone. We put a mask on him, choose the following sequence from the answer options:

  • Second replica
  • Third remark
  • Second replica
  • First replica

Rahvan will lose his memory. We take Geron under control.

Heron

We follow to the attic, we meet a demon offering to solve six riddles. Nothing complicated. When six heads appear, it is necessary to correctly correlate them with the elements. The head on the left column belongs to the fire. The one above the door belongs to the ground. Water refers to the one at the bottom of the screen in the foreground. The head located next to the demon's feet refers to ore. The lower left corner is ice, and the last, logically, air. In the event that everything was done correctly, the heads will simply disappear. At the end of this task, click on the demon and take the book from him. After that, our red-haired friend will deign to appear, with whom we will read the demon's manuscript, just earned by honest labor.

CHAPTER 5

We begin to go through the fifth chapter for Saja. Taking Xerxes with us, we go to the prince, to whom we need to give the mask. We will soon become a victim of deception and will be forced to give up the staff, mask and dagger. Once in the bedroom, we click on the plant, we go out into the corridor, but we will immediately be returned back to the bedroom, because we will stumble upon Xerxes, who is on duty nearby. Click on the plant again - the spirit of air will appear. We invite him to play, then play hide and seek and hide from the magicians. Saja will be able to fly - we fly out the window, on the fortress plan we find an opening with "???". We communicate with the admiral: he will take us into battle, but it is necessary to bring weapons.

We follow to the left window, fly out and, having landed on the roof, we notice a woman weeding flowers. We fly out and find a local analogue of the observatory. We discover forges and spheres, with the help of which we will need to eavesdrop on the conversation between the prince and his assistant. First we activate the forge on the left, after we click on the sphere that is on top, then we activate the central forge and the sphere above it, the last right forge and the sphere that is above it. After overhearing the conversation and finding out that the prince wants to get the mask, we fly out, we find the left window.

We ended up in some kind of laboratory. We put the kettle on the stove, fly out the window, immediately fly into the right window. We take away the knife from the table, we return to the admiral. We return the weapon to a magician named Ariarch, tell the admiral the prince's plan, enter the regular army.

Being in the large hall of the Council, we step to the right, where in the darkness we pick up the lamp. Then we move towards the Main Hall, we rise along the left stairs to the laboratory. We enter into a dialogue with a busy magician, then we raise the goblet lying on the floor, we leave the laboratory, we now go up the right stairs leading to the library. There we talk with Ariarch, we get a drawing from him. We click on the bookcase, where the spirit of ice has lived for more than a decade. We activate the runes above the arch one by one to find out which elements they belong to. All this must be memorized or written down if memory is tight.

We return to the Main Hall, go to the right, exit under the stairs. Having appeared next to the lake, we put the drawing that Ariarch gave us not so long ago, on the floor with some kind of symbol. This is not all. Now you need to return to the ore laboratory. There we ask forgiveness from our staff, in which the magician is sealed: for a while, all abilities returned to us. We climb into the inventory, use the ability to see on the cup, select the following items: "sphere", "broom", "plate". Then we apply the vision on the goblet again and click on the mask, ore and teapot. As a result, the microscope will be shifted from its previous position towards the mask, and the magician will begin to talk about it. Then we give the ruby ​​to the magician, we persistently talk to him: Saja will put on a mask. We are demonstratively using all our three abilities.

The first will be the light. We click with the skill on the device of the magician that is on the table. The second will be the vision. We select three of his thoughts. The last will be the stone. We transform the magician into a crystal, do not forget to pull the sphere from his table. We get the spirit of the ore. We go to the Main hall, go to the library and apply the sphere on the same bookcase- the spirit of ice is in our pocket. It remains to go to the Council Hall and do the same with the lamp that is located at the very end. We have the spirit of fire.

It is necessary to attach a mask to the print on the right side of the screen. Our heroine will find herself in a small room. Sit comfortably on a stool, use the ability of a stone on one of the plants - a seal will appear on the far wall. Apply light on it, after which the creator of this mask will appear. We'll be in the Council Chamber shortly.

We head to the lake, use the sphere on the water surface to get the spirit of water. In the inventory, we combine the ruby ​​and the darkness. We go into the library and what we got from the combination of these two things, we apply on the floor near the statue. We return to the lake, click on the symbol on which we previously put the picture: we find ourselves in the second room. In the same way as then we apply the skill with light. We listen to the second half of the story.

We head to the roof of the greenhouse, where we use the sphere on any pot or flower bed we like. We get the spirit of the earth. We leave the greenhouse, move towards the prison. There on the wall we find a hexagon with the spirit of air. Remember we wrote down the order and correspondence of the elements? Now you need to apply this knowledge, placing the spirits in the correct order. It looks like this: fire, air, ice, water, ore, earth. Then we press on the center of the hexagon, and we find ourselves in the last room, where we will listen to the story of the creator of the mask.

We find ourselves in some kind of garden. We go out into the street, click on the stone block, after which we click on the seal, which will appear on the ground. Then we throw a rope onto a block, sit down on a stool. Our heroine finds out the true name of this genie, and then the prince steals the mask. We go up, directing the cursor to the moving branches. We find the spirit of the air. Already at the top we communicate with the guard, in the conversation we use the second remark once and the other three - the third. The chapter is over.

Chapter 6

We start playing for Heron. We go into the forest, find the camp and go to Fakhi's tent, near which the red-haired Brida and the lecturer have gathered. We communicate with the latter, we learn that a messenger is running through the forest with a letter, which can only be read by people with magical abilities, that is, magicians. We return to the starting position, where we started the chapter, we go to the waterfall. There we find Nuri, make a route for her, marking places such as the river and the cliff. If everything is correct, then she will fly in with the news that she noticed a girl by the river near a tree. We go there.

There will be a warrior and his commander under that tree. You need to make them leave this place. We leave on the map, we follow where the messenger has moved. We click on the place where he went, open the inventory, use the ability of hidden objects, then click on the light in the eyepiece: we will get to the place we need. After talking with the messenger, it becomes clear that the scroll we need cannot be taken so easily. We go to the map and select a swampy area, bog.

We use magic to repair the rotted rope, which is needed for the bridge. We go to the right, we communicate with the commanders, we return to the bridge and tear the rope. We find the messenger again and send him into the quagmire. It remains for us to follow him backward, and in a certain moment pick up the desired scroll from the already sleeping. We return to the commander and give new instructions. It remains to deal with the warrior. We go to the waterfall, we tell Nuri so that she distracts the warrior: we follow, we press not a tree. A girl will appear. Soon Nuri will fly up with the news that Fakhi is waiting for us at the waterfall. We go to the tent, "get kicks" from the lecturer. We go to the back of the tent, cut the carpet, listen to the conversation between Brida and the lecturer. We remove the lantern from the post that is at the entrance to the tent, use it on the hole in the carpet, then on the map in front of Brida. We will return to the waterfall, talk to Fahey and the staff. Soon the sixth chapter will come to an end.

Chapter 7

Saja

It is necessary to get the staff, which, to be honest, is difficult, but quite doable. First, we take the sword and throwing weapons (shurikens) from the weapon rack: you need to combine these two weapons. We click on the mace that is on the cabinet, and that, after some simple shaking of the cabinet, will fall to the floor. We tear off a piece from the grapes. Now we combine the scabbard (yes, the scabbard without a sword) with the mace. Then, with the help of a shuriken and a sword, we tear off the shield from the wall. All this pile of scrap metal from a sword with a shuriken, maces in a sheath and a shield must be placed on the collapsed part of the stairs. We go upstairs, remove the halberd, replace it with the mace in this pile. It should eventually come out: sword, halberd, shield. We rise again and break the showcase with a mace, from where we take out a large and weighty sword. We get down, we rake up all the weapons. We put everything in a weapon rack in this order: a large sword, a sword with a shuriken, a separate scabbard, a mace and the last shield. Having closed the rack, we take out the recently plucked vine, and connect it with the rack with the cabinet and the staff. Then we push the rack, safely grab the staff.

We use the ability "light" on the crystal that is in the floor. We go to the platform. Once in another place, we move to the tower, we rise into the room on the right side. Nearby, the admiral was spread out, we go inside the ajar room. Inside we find several corpses of magicians, a prince and Ariarch. Taking the dagger from the latter, we select three stones lying near the princess, we search the corpses. Thus, we will acquire a scepter, a belt and a feather. We alternately throw three stones at the prince, he will create a magical barrier around him. Then Ariarch will hand us the key to the tower, saying that we need to chop off five crystals in the towers.

First we go into the door of the left tower. We rise to the second floor, we see the first crystal, we turn to the right, we find ourselves outside. We observe the second crystal located on the tentacle - we click on it. We return to the first crystal and turn it off. After these simple manipulations, the tower will go down. We leave to the right into the corridor, raise the helmet, go to the cliff. We take out the recently found belt from our inventory, and with its help we fix the second crystal. Click on it: the crystal is fixed and glows. We are going to turn on the first crystal again.

Now we are heading for the central tower. We look around, go up to the second floor, break the third crystal with the helmet from the inventory, pick up the shard. Now we use the ability "light" on the shard so that we can soon pass through the hall. We rise to the roof along the wooden stairs, we pass into the tower that is on the left. Again, turn off the first crystal, we pass to the right into the corridor. We throw a splinter to the tentacles, on which the "light" ability was previously used: an impromptu bridge will be stretched, Saja will turn off the second crystal.

We go along the bridge to the tower that is in the center. We turn to the right into the corridor, with a dagger we cut the tentacle blocking the passage to the right tower. We go upstairs, we meet a small riddle, which will not be difficult to solve: it is necessary to arrange the objects on the columns in the correct sequence. Items are arranged from left to right, it looks like this: torch mount, armor, sculpture, shield, column is empty. As a result, the darkness will recede. Step to the left, click on the fourth crystal hanging on the tentacle. We return to the right tower, turn off the fifth crystal that is on the wall. After the descent of the tower, we climb out the window. We cut the tentacles above the prince, watch the video, use the "light" on the crystal from above. Getting up, we take away our staff, we go to the right. It is necessary to save the girl, crushed by a weighty shield: with the help of the staff we drop the shield, bandage the poor thing. This concludes the eighth chapter.

Chapter 8

Heron

We use the repair ability on the power accumulator: Brida will put a mask on our head, we will repair the ruby. So we got the skill "light" for Heron. We apply "vision" to the drive. Then, after we are alone, we repeat the same with Nuri's necklace and choose the following:

  • Creek
  • Bonfire

Now we have the "stone" ability in the storehouse. We use the "vision" on Nuri's necklace, click on the power accumulator, Nuri and Heron. Then we use the new ability of the stone, after which Fahi and Heron will free themselves. We pass into the tomb, talk with the staff, choose the replicas at our discretion. Having finished standing on ceremony, we put on a mask on a wooden statue. Then there will be a choice whether to tell the story yourself or to entrust it to Brida. I told it myself. It will look like “she: looked around, sat down, noticed, took out a mask, looked into the mask, read a spell”.

After the end of the story, Brida will put on a mask. We leave, talk with Fakhi, return to the tomb for a ruby ​​for him, give the ruby. Fahey will look into the past of this precious stone. After watching the video, select:

  • They were brother and sister
  • She committed a crime
  • clear

We return to the tomb, call Brida by clicking on the burial ground. In conversation we use the lines “despaired”, “could not read”. We rise to the surface, communicate with Fakhi and Khalifa. We make the right decision, in your opinion, and watch the final video.

Therefore, in order to understand everything that happens, first of all, you should familiarize yourself with the original.

Chapter 1

Let's start with training. We click on the site on the right side and we pass to the clearing. The girl will let us into the tent only on condition that we repair the flying fortress. We click on the fortress of twigs, then move the pointer to the bottom of the screen and select the spell depicted in the form of a magic sphere. We apply it to the fortress and fail again. Click on Space to see all active points on the screen. We open the chest and take out the bottle. We use the spell on the bottle in inventory. We put the fragments on the fortress. Again we use the spell on the shards and miraculously restore them. We pass into the tent and communicate with Fakhi. We agree or refuse to drink tea.

We go down into the hall along the stairs, go to the right to the place of the battle and pick up the dagger lying at the aisle in the foreground. With the help of it we cut the bag of Garun and go down through the passage to the left to the very bottom, where we collect the fallen things - wine, bandage and a brush. We return to the entrance of the tomb. Using the brush on the door, apply the dagger to the dark area on the right side marked as "???". We pass the knife to the magician and, having inserted the leg into the door, we enter the tomb. We select the silver dish from the floor and take away the hanging bowl on the left side. In the inventory, combine the wine with a bandage and wipe the dusty silver dish with the resulting item. We use the incense stick from inventory on the glowing eyes. We replace the silver dish with the bowl from the inventory. Apply a smoldering stick to the bowl. We click on the top staff and the hook on which the bowl hangs. Place the bloody bandage in the bowl.

Silver dish.

Having acquired the skill, we use it in the dark. For now, let's leave the staff, grab the chain and pass it through the ring. Take the iron ball at the end of the chain and drop it into the floor hole on the right side. We remove the staff stuck in the ring. We apply the skill on the remains that filled the magician. We click on the magician himself and select a mask with a dagger. We use the skill on one of the braziers on the sides of the door. A narrow beam of light can be seen in the dark. Expand the hole with a knife. We click on the gap and observe what is happening outside. We awaken the guard in the background using magic. We hit the stone wall on the right side exactly three times. We grab the brazier and throw it to the colonnades behind the back of the guard. Click on the right mouse button and apply the skill on the dark. Let's look through the hole in the door and use the magic on the brazier and guard. We click on the hand, and then on the sparkling beetle leg. We connect the sticky knife with a bandage and take out the leg of the beetle with the resulting object. Combine it with a sticky knife and attach it to the door. We revive the hand under the door and squeeze it tightly with the patterned arch on the right.

Click on the right mouse button, click on the floor hole and the bottom hole in the door. Once again we look through the upper hole, animate the hand and click on the iron ball next to it. We revive the guard, grab the ball and ask to pull it forward. Reanimating the guard, we capture the ball and throw it into the hall. We activate the next guard and ask him to take an iron ball in his hand. Right-click, animate the colossus and click on the guard to shrink it. Having got out, we offer a ruby ​​to Ferkinets as a reward.

Having finished the conversation, we return home. We take the kruchinnitsa from the pot on the table, put it in the bird's bath and knead it with a knife from the inventory. With a knife, cut off a rag from the curtain on the left side, moisten it in a pot inside the oven and dip it into the bath. We heal Nuri's wound with the resulting balm.

Chapter 2

We select any replicas, then we go down to the camp, take Nuri out of the inventory and click on the stone column. We use the following lines: "Eleven-fifteen" - "Lilac brooch" - "From the north-east" - "To the north-west". The girl will come to the aid of the old man. We go around the fenced area on the left side. Cut the barrier with a knife and enter the tent. Use the knife again to cut the wall carpet at the other end. We take exotic cucumbers from the table. We move all available interior items until we find the key. We leave the tent through the cut on the carpet. We remove the wedge from under the wheel of the cart and go to the left. We open the chest with the key. We take out the chisel and return to the old man and the columns. With the help of a spell we break the bottle in the chest. We quickly search the bag and take away the hammer. We get to the back of the tent, combine the tools and apply them on the column. When we are about to leave the camp, we are caught and asked a few questions. After talking with the girl, we go home.

The key is hidden in one of these places.

We go downstairs, we get to the market and we pass into the tavern. Let's talk with Giacomo on all topics. He will ask you to get some wine for him. Let's ask Hilda for wine and get a refusal. We use the spell on the keg and fill the jug from the inventory with a noble drink. After giving the wine to Giacomo, let's talk with a group of heroes at the table. We select all the replicas in a row, and at the end we express suspicion and point to the torvale. We explain this by the fact that he was not even here. Going outside, we use a new spell "Dress Arcanum". We notice a red magic glow - we click on it. We return to the tavern and give Hilda the ember with the parchment from the inventory. We leave for the house of Heron, go inside and use Odem Arcanum. Click on the magic glow under the chest of drawers. Combine purple shards and a mountain of shards in your inventory. We restore the resulting mass using the appropriate spell.

We get to the market and show the merchant a glass box. We go to the right and we pass into the courtyard of the Academy. After the conversation, we go inside and go to the dormitory. We hold down the Space bar and see that there are rotten floorboards in the floor, stepping on which makes a creak and the person sitting on the bed will notice and drive us away. We go around two beds and get to the chests. We open a couple of them, apply the spell on the fragments between the chests. We open the remaining two chests on the right side. We use Odem Arcanum, click on the magic glow and automatically select the power accumulator. We leave for the forest and transfer the drive to Bride. We search the bag near the column and take out the magic shell. We pass to the back of the tent, use the shell on the column. We give the excellent sketch from the inventory to Bride.

Having reached the tavern, we fill the box with wine from the barrel (we repair the box if necessary). We leave for the Academy, go inside and move to the library. In the book row, you can see a shadow - click on it and ask the student. We pass him strange cucumbers and a box. Returning to the forest, we give Brida a fake ruby.

We select the logs from the fireplace. To the right lie a rope and a skin - we take them away. We pluck the yellow dandelions, pick up a stick at one of the roots of the tree and spread the skin on the flower meadow. We sharpen the logs with a knife. We apply stakes to the skin. We install the stick and already the rope on it. We remove the stakes. Place the dandelion on a flat stone next to the tree. We will also place another flower in the hole on the left side. Click on the bush on the right side until we catch the hare. We select a closed trap. We take flints from Ferkinets and kindle a fire with them, after placing wooden stakes in the fireplace. When we wake up, we go to the hill.

Hole, flat stone and dandelions.

Chapter 3

We choose the correct paths: left - central - second from the right - central - second from the left - central - second from the left. After proving to be at the monolith, we select the rope next to it. We continue to choose the correct paths: central - right - right - right - right. There is a dagger under the branches of a tree, we take it out with a rope and then we pick it up from the ground. Trails: second from the right - left - second from the left - central. We use the dagger on the thorny bush and we pass along the opened path. We click on the bushes near the tree. We tie them with a rope and light them with flints. We use fire on the web and take away the glowing staff. We are moving along the only path. At the forks we choose the left, central, right paths.

Going down to the waterfall, we end the conversation and pick up a large stone, going to the other side. Use it to block the small waterfall in the foreground. We go upstairs on the right side. Use the dagger on the branch in the center. A branch appeared in the inventory, we throw it into a large waterfall. We go downstairs and take away a branch with a necklace stuck at the crossing. We combine the necklace with a new magic skill. We select three active points - a young Amazon, Rahwana and a rock drawing (bonfire). We combine a piece of the Amazon's cloak with a magic skill and activate three more points - the Amazon's shield, Rahwan and the rock painting (fruit). Use the dagger to free Rahwan. After waking up, we communicate with Fakhi.

Chapter 4

We motivate Nuri until he fully begins to fly. Once in the courtyard of the Academy, we try to go inside. We arrive at the master's house and chase the crows off the dummy in the foreground. In a conversation with Nuri, choose "Enter the house." We grab the ruler on the right half of the table, put it under the books and discard them. It remains only to pick up the master key. We open the door and, going inside, we touch the statue. We take out the box, we take honey from the table, and from the bedside table to the left of the door - a candle. We rise to the attic, pick up the broom and go back. We shake out the box from the inventory on the heap of dust left from the statue. We use the broom on a pile of dust, and then restore the statue back with a spell. Use the candle on the key that the statue is holding in its hand. We take the wax cast and combine it with honey. We go outside and ask the student standing under the arch on the left side to use strengthening magic on the honey inside the wax cast. We return to the house, go up to the attic and unlock the lock on the door with the help of an enchanted wax cast.

Honey, box and candle.

We pass into the office, we click on the drawing in front of the table and the secret shelf. We collect a bunch of dust in a jar, having previously touched the petrified rat. We fall asleep dust in the gap near the stairs and use the spell "Repair / break". The rat recovered and lifted the ruby.

We use a new spell on the plant above our head twice in a row. We throw the branch from the inventory in the fireplace in front of Rahvan. Let's use the spell and turn the thorn bush into stone. We light a fire with flints, then we use the ability "Send a vision" to Rahwan. We select the active points - ice glitter, icicle and snow. We turn the grass under Rakhvan into stone, after which we put on the mask from the inventory on the Ferkinets himself. We repeat exactly after him. To do this, select the replicas: the second - the third - the second - the first.

When we wake up, we go down to the attic and communicate with the demon. Click on each stone head and choose the correct answer. All heads can be highlighted by pressing Space. Answers from left to right: ice - air - fire - water (bottom) - ore (top) - earth. We interact with the demon and take the book.

CHAPTER 5

After all the conversations, we give the dagger, staff and mask to the air mage. Once in the guest room, we go out into the main hall and, returning back, we touch the plant near the bed. We speak with the spirit of air that has appeared and choose the lines: "Play with me!" - "Let's play hide and seek!" - "Hide me from the magicians!" Having vaporized into the air and flying out, we move to the lowest point - "???" (hereinafter "Along the stream") After talking with the admiral, we return outside and fly into the left window. We put the kettle with water on the right side on the stove and fly out. We fly into the right window and pick up the dagger from the table. We leave the building and fly into the observatory. We connect all three horns with spheres according to the image:

Each horn has its own sphere.

We go outside, then down along the stream. In a conversation with the admiral, select the lines until the "Prince's plan" appears. We transfer the dagger to the admiral so that he blesses this weapon. We go into: the main hall - the library - the reading room. We question Ariarch in detail. After leaving the library, we pass to the ore laboratory, going down the stairs on the left side. During the conversation with the magician, a cup will fly to our feet - we pick it up. We interact with the staff, after which we select the “Send vision” spell that appears and use it on the ore mage. Click on "???" (hereinafter referred to as the sphere), a broom and a tablet. We re-apply the spell, only this time we click on the mask, tea table and ore. We transfer the ruby ​​from the inventory to the magician. In the dialogue, select the replica "Push the scientist." Click on the spell that appears and apply it to the magic device. Next, we send the vision to the magician, activate the points - the sphere, the tea table and the ore. We use the last available spell on the magician and turn it into a crystal. We take away the sphere and approach the statue.

We go outside and fly over to "Along the stream". Click on the stamp under the extreme column on the right side. Once in a small room, we sit down on a stool and apply the "Turn to stone" spell on all the plants on the walls. Then we use "Activate" on the seal behind the back. Combine the sphere from the inventory with the lamp in the column. We pass into the dragon's hall by going up the stairs. We click on the dark corner and select the lamp. We pass to: the main hall - an underground lake. Place the drawing from the inventory on the ornament. We also take out the sphere and apply it to the lake. We go up to the library, move to the reading room and apply the sphere to bookshelf... We fly out and get to the roof. We use the sphere on the flower beds. Then we look down into the pit. On the wall we see a hexagram in which spirits must be placed. One is already installed and, starting from it, we lay out all the others in a clockwise direction: the spirit of ice - the spirit of water - the spirit of ore - the spirit of the earth - the spirit of fire. Click on the seal in the center of the hexagram. We sit down on the stool again and activate the seal behind the back.

We go to the library, combine the ruby ​​with darkness in the inventory and put it on the stained-glass window under the statue “the darkness is reversed”. We leave the library and go into the underground lake. We interact with the ornament, sit down on a stool and activate the seal behind the back.

We touch the monolith and the seal that appears under it. We use the rope on the monolith and go down. Sitting on a stool, we put on a mask. After some time we pass to the left. We point the pointer over the wiggling leaves in front of us. The spirit will move to the right side, we direct the pointer to the leaves there.

The order of the spirits.

Chapter 6

After talking with Nuri, we go down into the forest, visit each of the available locations and communicate with local characters. Geron will report that Nuri has returned to the waterfall. We get to the waterfall and send Nuri along the route: "Start at the tent ..." - "... over the cliff ..." - "... to the river." After making a circle, Nuri will fly in and report the girl. We again send Nuri to the same tree with the girl and ask to make a stir. We leave the location and immediately notice a rapidly moving point on the screen - this is a messenger. We select the location to which he moved. If you didn’t have time to track it, then it is enough to leave the location and return to the bird's-eye view. We use the skill Odem Arcanum, click on the magical glow and move to the messenger. We send him to the swamps and we ourselves also go to them. The messenger will only sleep if the bridge is destroyed. By default, the bridge is. If necessary, apply the appropriate spell on the rope at the opposite bank. We select the scroll next to the messenger and go deep into the forest. We pass the order to the group commander, return to the waterfall and once again ask Nuri to distract the group. We go deep into the forest, interact with the tree and communicate with the girl.

We take away the lamp at the entrance to the tent. Make an incision on the back wall of the tent with a knife. Let's look inside, get the lamp from the inventory and use it on the forest map. Having got over to the waterfall, we talk with the demon.

Chapter 7

We shake the weapon cabinet and we pick up the fallen mace. We will also take away the long sword, vine and shuriken. If there are difficulties with detection, then highlight the active points by pressing the Space bar. Combining a long sword with a shuriken. We use the resulting object on the shield on the right side. We select the shield. We install a long sword, mace and shield in place of the blow. We go upstairs, take away the halberd and go downstairs. We change the design of the self-made bridge, replacing the mace with a halberd. Climb up again and use the mace on the glass showcase. We take out the heavy sword and go downstairs. We place everything that we could get on the weapon rack - a heavy sword, mace, long sword, halberd and shield. We tie the vine first to the rack, then to the gun cabinet. We click on the counter and the entrance. The door flew out after the counter, all that remained was to pick up the staff.

We use the "Activate" spell on the floating crystal in the floor. We enter the lift, go up even higher and go to the right into the soaring room. After talking with the wounded Ariarch, we pick up stones from the floor and throw them at the prince. We examine all three dead priests. We get the key from Ariarch and unlock the tower door with it. We go upstairs and interact with the crystal on the wall. We pass into the left corridor and immediately select a patterned head. Go back and touch the crystal again. We pass into the left corridor and use the "Activate" spell on the floating crystal.

Shuriken, sword and vine.

We move to the second tower, use the patterned head on the crystal. We select the flying crystal shard and we pass into the right corridor. We move to the third tower, go upstairs and take turns from left to right, we click on the columns and people. Correct answers: torch mount - armor - statue - shield - nothing. We interact with the floating crystal on the wall, we pass into the right corridor and cut off the left tentacle with a dagger from the inventory.

Returning to the third tower, we again interact with the floating crystal. We pass into the right corridor and activate the floating crystal. We go back to the tower, interact with the floating crystal on the wall and move to the second tower. We use the "Activate" spell on the crystal shard in the inventory. We rise along the stairs and go to the first tower. We touch the crystal on the wall, go to the left corridor and, if necessary, activate the shard in the inventory using the appropriate spell so that it becomes soaring. We throw it to the tentacles on the right side. On our side there is a floating crystal, we tie the belt from the inventory to it. Now we click on this crystal and automatically pick it up. After moving to the second tower, we pass into the right corridor, and then into the third tower. We get out through the window and use the dagger on the tentacles. When the prince grabs us, use the "Activate" spell on the main crystal at the very top.

We interact with the wreckage, pick up the staff on the right side and move even further to the right. With the help of the staff, we discard the shield from the young Amazon. We bandage the girl's wound with the bandage from the inventory.

Chapter 8

We apply "Repair / Break" on the power accumulator next to Brida. We use the same spell on the mask. We activate the accumulator of power with the help of a new ability. We combine the spell "Send a vision" and Nuri's necklace. We choose a mountain peak, a river and a fire. When Nuri arrives, we will try to disenchant ourselves. Then we send the vision of Nuri, activate the points - Nuri, the accumulator of power and Heron. Now we will definitely be able to disenchant ourselves and Fakhi.

After talking, we put on the mask from the inventory on the bust, which is located slightly to the right of Brida. We inform about readiness, and then choose a narrator - ourselves or Brida. In the first case, you will have to supplement the story with key phrases: "She took out the mask ..." - "She looked into the mask." After leaving the tomb, we communicate with Fakhi and again we go inside. We select the glowing ruby ​​and transfer it to Fahi. After a series of remarks, we enter the tomb and interact with the grave. We choose: "... and despaired" - "She could not read." We make the last choice - to return Nuri to a human form or to leave her in the body of a bird.

In the meadow

The next day, Nuri and Geron go to the clearing, where Nuri tries to take off, which she fails. Heron invites his friend to think about something pleasant, after which a dialog box appears in which we need to select any three phrases - it still does not help, and our heroes decide to go to Fakhi's tent. We go down the steps down to the camp.

Camp

Having reached the camp, we see that there are stone columns with faces on its territory, and we learn that the soldiers of Andergast broke into the camp. Fahi turned them to stone, after which he disappeared. Geron assumes that Fakhi left him clues, but in order to find them, you need to enter the camp territory, and Sovleric won't let us in. Then we resort to a trick: we take it out of Nuri's inventory and use it on the left stone column. According to the plan, Nuri must answer the questions of the wizard, and at this time we will run to the camp. The longest answers are chosen so that Hero has more time for his maneuver. So, apply Nuri to the left column and select the following phrases in the dialog box:

  • Eleven fifteen
  • Lilac brooch
  • From the northeast
  • Northwest

Sovleric does not have time to memorize the answers, and therefore asks his assistant Brida to write them down. Hover the cursor over the fence and click on the cursor suggesting to go around the clearing around. We find ourselves in front of a rope barrier, which we can easily cut with a knife from our inventory, and then we go into the tent.

Tent

Once inside, we immediately go to the table on the right and take away from it exotic cucumbers... Cucumbers smell strange, and Geron immediately begins to have a headache. We continue to search for clues that Fahy should have left. At the table with cucumbers we find the bed and move the pillows on it. We find a wall carpet behind the bed, we try to move it, but it turns out to be fixed both above and below. We see a hammock above the bed and examine it. There is a pouf in the center at the table, we raise it and again we find nothing. We move left to the table, open a small box - well, the stench! We move the pillows next to the table with the stinking box, and then raise doormat and find a key under it. We take away the key, we hear how Brida is going to go into the tent and search it - we urgently need to get out. We run to the bed, with a knife we ​​rip the carpet under the hammock and through the resulting hole we get out of the tent.

Camp

Once behind the tent, we find another stone column, in whose hands lies mask... We try to take the mask, but we fail, because the column squeezed it very tightly in its hands. Next, we take a closer look at the cart at the tent, remove from under the wheels wedge and watch the wagon roll back. We pass to the left, cross the wooden bridge and try to open the chest, which turns out to be locked. We open the chest with the key found under the rug in the tent, and we see that the girl has kept the fortress in a bottle. To the right of the bottle we see a chisel and take it away, while leaving the lid of the chest open. We leave behind the fence and go to the left to Sovlerik, next to which we find a bag, and in it we find a hammer. We open the inventory, activate our magical ability to break / repair objects and use it on a glass bottle with a fortress in the chest. At that moment, when the wizard looks towards the bottle, we quickly take out the hammer from the bag. If you did not manage to pick up the hammer the first time, then repair the bottle with a magical ability and repeat the same maneuver again. Taking the hammer, we return to the cart, and in the inventory we combine the hammer with a chisel. Using a hammer with a chisel, we extract the mask from the hands of the stone column and we pass to the left to the exit from the camp. Our path is blocked by the master, who takes the mask from us and goes to study it at the Academy. We are interrogated by Brida and answer with any phrases. In any case, she will consider us a harmless person, and will let us go. Only if you want to unlock an additional achievement, you need to answer all questions with the truth, which corresponds to the following remarks:

  • Powerful magic weapon
  • She was behind the tent
  • Heron

By choosing these phrases, you will open achievement "Honesty - best strategy» ... We ask the girl about the incident and learn an important detail: there were five soldiers, and there are only four stone statues in the clearing. Automatically Geron returns home with Nuri, where his girlfriend goes to bed.

Market

We go down the stairs and go outside, where we go up the screen and find ourselves in the trading area. We approach the merchant and, after talking with him, we learn that yesterday a thief with a staff behind him stole a box of fake gems. To the right of the merchants' tent there is a door, we open it and go into the tavern.

Tavern

We greet the visitors of the tavern and, approaching Giacomo, we talk with him on all topics, we promise to bring wine to our friend. From Giacomo we learn that one of the three men sitting at the next table is the fifth warrior who escaped the fate of turning into a stone column. On Hilda's counter, we notice a barrel of wine, uncork it using a spell from the inventory, and then pour the wine into the jug, for which we use the jug given to us by Nauta on the barrel. We treat Giacomo with wine, and we approach the table with a group of heroes. If you strive to unlock all the achievements in the game, then be sure to now save... We start a conversation with the heroes, then we ask the lumberjack a question and learn that he has been playing cards all night. Next, we ask the torvalt, who claims that he got drunk yesterday and spent the whole evening in the tavern. We interrogate the remaining dormouse, but he cannot say anything intelligible. Choosing a replica "Express suspicion", and then - "Torvalets lies" and "He evades the answer"... Heron gets in the nose from the torvale and finds himself on the street. For the blow received by Heron, we get Achievement "Blood from the nose"... We return to the tavern, resume the conversation and, accusing the torvale again, choose the reason "He wasn't even here"... As mentioned above, to get another achievement, you should load the game save before talking with the three heroes. We interrogate three heroes, put forward an accusation against Torvalts and immediately say the phrase "He wasn't even here"... For calculating the liar on the first try, we get achievement "Detective"... In any case, after the accusation, Hilda confesses that she is the very fifth person who came to the camp at night, and talks about what happened. At the end of the conversation, Brida enters the tavern and takes us outside.

Market

Once on the square, we start a conversation with the student and find out that she wants to catch the demon, and for this she needs a trap for the demon and our help. We learn that in order to create a trap, you need to get the following items: an image of a demon, a decoy and a power accumulator from the Academy. To get an image of the demon, we have to interview the inhabitants and, based on their descriptions, sketch the demon. An object that has recently disappeared from the city will serve as a bait; it must be found and brought to Bride. Power Accumulator is a magical artifact that was previously owned by Solverik and recently stolen. The drive, as well as the bait, must be found and brought to the student. We agree to help Brida, after which she presents us with the magic ring "Rabbit's Eye" and invites us to look into it. We open the inventory, activate the second appeared sphere of Odem Arcanum, thereby looking at the world around us through the ring. We see a red glow to the left of the merchant's tent, click on the magic glow and find the fragments. We say goodbye to the student and agree to meet at the edge of the forest when we find everything we need for the trap. We open the inventory and see that we have a coal with parchment. Using these things, we will draw a demon, a to-do list that contains the items needed to create a trap, and a mountain of shards. We turn on the first spell and use it on the fragments in the inventory in order to connect them together, but the attempt is unsuccessful, because the fragments are missing.

Now we will try to trace the path of the magical radiance that can be seen through the Rabbit's ring. We pass forward to the house of Heron and activate the ring in the inventory. We see that the footprints lead under the window of Heron's house, and we go into the house. Turn on the Rabbit's ring again, notice the glow under the cabinet and click on it, as a result Heron finds purple fragments. We connect the purple fragments with a mountain of fragments in the inventory, and glue the resulting fragments with the help of the first spell. We get a glass box with a recess on the lid in the shape of a stone - we examine the box right click mice in inventory. We leave the house and go to the market, where we show the glass box to the merchant - this is the same box that the thief with a staff stole yesterday, only there is not enough ruby ​​in it. In order not to return the box to the merchant, Heron breaks it. We connect again the fragments of the box, using the orange sphere in the inventory on them. We go into the tavern.

Tavern

We give Hilde a coal with parchment, and she makes a sketch of a demon. To the girl's left there is a barrel of wine from which we previously poured wine for Giacomo. We apply a glass box to the barrel and fill the recess with red wine, replacing the missing red ruby ​​with it. In the left corner of the room there is a roast pig on a spit - turn it over and get achievement "With a crust"... We leave outside and follow to the right to the Academy of Magic.

Magic academy

We go into the courtyard of the Academy and meet the guard, to whom we say that we are going to talk to Sovlerik. We go to the Academy and visit the room to the left of Heron - this is the master's room. We communicate with the master on all topics, exhaust the dialogue and go out into the corridor. We go into the library through the first door on the right and go down the stairs, after which we pass to the shelves on the right and start a conversation with shadow... The shadow turns out to be one of the students of the Academy, who knows how to transform liquid substances into solid objects. We also find out that the drive is in the dormitory. We hand the shadows a glass box of wine and ask them to turn the liquid wine into a ruby. The disciple agrees to turn the wine into a ruby, but for this he demands something from the tent of the merchant Fakhi. We give the shadows strange cucumbers and get a fake ruby. We leave into the corridor and go to the dormitory - this is the second door on the right.

We see a student sitting on one of the beds, next to whom lies a strange artifact that looks like a blue egg. We need to steal an artifact from a student discreetly, while we can get several achievements, so here I recommend you persist... If you are caught three times, you will open Achievement "Clumsy Donkey"... The following actions are not required for the passage, but allow you to get an additional achievement. So, in the bedroom there are active areas of the floor, and if you step on these areas, the floorboards will make a sound, and the student will find us and kick us out. Our task: to get to the strange artifact unnoticed and steal this artifact. We go around the bed along the path shown in the image below.

Artifact access

We stop in front of the fragments, use the first spell to collect them in a cup, and continue the path to the artifact. Taking the artifact, we get out of the Academy and run to the house of Heron, where, after passing to the left, we leave to the camp. We return the artifact to Bride and learn that it is not a drive, and in general, it is not even a magical item. For bringing Brida the wrong Power Accumulator, we get Achievement "On the Bait"... We return to the dormitory of the Academy, along the above trajectory we make our way to the fragments and connect them, if this was not done earlier. Now we open box next to the fragments, turn on the Rabbit's ring and see a magical glow in the chest - click on the glow and get a genuine power accumulator out of the chest. We leave into the corridor and go to Brida in the forest. If you managed to get hold of a genuine drive and never get caught, then it will open achievement "Invisibility Itself".

Camp

We pass to Brida and alternately give her power accumulator, a fake ruby ​​and a rough sketch. The first two objects are suitable, but the student does not like the sketch, and she recommends that we find another witness who saw the demon. We move to the left and from the bag at the column we take out a magic shell, through which Solverik communicated with the columns. We hurry to the stone column behind the tent, from whose hands we removed the mask. We attach a magic shell to the column and observe a vision with the image of a demon, Heron will automatically sketch what he saw, and we get an excellent sketch. We hand the sketch to Bride, after which she activates the trap. Our heroes hear voices, after which eyes appear on the tree, and the tree itself communicates its hunger.

Saja

In the mountains

Automatically, we are transported back 450 years, and control is transferred to the princess. Saja mentions that she is hungry, and the warrior offers to feed her for silver. We do not have silver, and therefore we have to take care of the food ourselves. To the left of the tree, note hole, from which the rabbit's muzzle periodically appears. Maybe we can build a trap and catch the animal? We continue to inspect the territory, to the right of the warrior we note and take skin and rope, and to the left of Rahvan we grab the logs. On flower meadow lay out the skin. In the inventory, we use the dagger on the logs and get wooden stakes, which we use on the laid out skin, thereby strengthening it. Now we click on the stakes in the skin and take them out, leaving holes from the stakes in the skin. We note that one of the pegs cannot be reached, and the warrior asks to show him our dagger. We use a rope on the skin, and, as a result, insert the rope into the holes in the skin. We click on one of the ends of the rope with the right mouse button and we understand that we can slam the trap from the bush to the right of the tree. We select stick next to the tree and apply it to the stretched skin - our trap is ready. Ripping off dandelions and, using them as bait for the rabbit, we lay out flowers on the territory. Dandelions must be picked twice.


Rabbit bait

We put several dandelions on a flat stone between the roots of the tree, and place the second batch of flowers in front of the entrance to the rabbit hole. Now click on bushes with rope end, and, as a result, we catch a rabbit in a trap. If you manage to catch the animal on the first try, then it opens achievement "Firun's Apprentice"... We select a closed trap with a rabbit inside and understand that now it needs to be cooked somehow. Rahvan offers us flints, we take flints from the warrior and do not give back the wooden staff from the inventory. We place wooden stakes in the fire pit, and then add flints to the fire. Saja sits down and tries to light a fire, while Rahwan sneaks up behind him and hits the princess on the head. When we wake up, we see that the traitor took everything except the mask and flint. We move to the left towards the hill. We get Completed Chapter 2 achievement.

Tatiana Diamandi questtime.net/prohozhdenie/2647-memoria.html



Fool