Walkthrough of the game secret code 3. Main menu of the game

Walkthrough - Page 1

The walkthrough was written for the English version of the game

Control

The game is controlled using two mouse buttons: the left button is responsible for the actions of the main character, and the right mouse button is for a detailed inspection of objects. It is very important to inspect all items, both in the inventory and in locations.

Inventory

The inventory is located at the bottom of the screen and is always visible. Items in your inventory can be combined by dragging one item onto another. On the right side of the inventory there are three buttons (from left to right): magnifying glass, tasks and exit to the save menu. When you click on the magnifying glass icon, all active points on the location are highlighted. The same option can be enabled by pressing the " space" on keyboard. By clicking on the icon in the form of an exclamation and question mark, we will find out information about the current task and a little background regarding this task. When using the last button in the form of crossed tools, you exit to the save menu.

Save game menu

To save your progress, you need to click on the “ Newsaveslot» (New save slot). Here you can load previously saved games; to do this, find the required slot among the available ones and click on the “ Load» (Download). To delete a save, use the " Delete" (Delete). In the lower right corner of the save menu there are three buttons (from top to bottom): return to the game, settings and exit to the main menu.

Main menu of the game

The main menu in the game is not standard and looks like a location. Each location area is responsible for separate functions, such as:

  1. A new game- table soccer
  2. – bar
  3. Game Settings– electrical panel to the right of the bar
  4. Watching videos– screen on the wall
  5. Bonuses- window
  6. Captions– table to the left of the screen
  7. Quitting the game- door on the right

Other Features

In the game we will alternately play as several characters, but switching between them occurs automatically. Twice in the game you will be offered a choice of lines, the outcome of which will determine the ending of the game, but this is indicated in the walkthrough. There are four different endings in the game.

Saves are located in the folder C:\Users\Administrator\Documents\Secret Files 3\Savegames

Alexandria, 48 BC e.

Play as Menis-Ra

Let's watch the introductory video. We receive the task of destroying the scrolls in the library, and take a bag of money as an advance. We click on the wall on the left and approach it. In front of us is a huge wall with many cracks. Clinging to the cracks, we must get to the window of the palace. You will make your task much easier if you turn on the backlight of the active points. We climb along the following route: up -> up -> up -> left -> up -> up right -> right -> up right -> up left -> up right -> up left -> up left -> left -> left –> left –> up -> up right –> up right.

Those who cannot climb the wall on their own can use save "Wall" .

Once in the stables of the palace, we remove from the wall leather bag and put her in it snake, sitting in front of the barrels at the bottom of the screen. Use the bag with the snake on right window of the stable and, when the guard hurries to the aid of the horses, we pass through the gate on the left.

In the next room the task is complicated by the fact that we have to pass by two guards. We climb onto the beam above us and follow the trajectory indicated in the screenshot below.

Along the way, we pick up the white banner marked in the picture above. In the inventory we combine three items: a hook, a rope and a white banner. We use the resulting structure on the window on the right and move to the next room. We examine the clay pots in the shelves and destroy everything... almost all the scrolls. Let's watch the video.

Finistère, France

Let's play as Nina

Yes, this is not the kind of wedding every girl dreams of! It is impossible to leave the church, because... the exit is on fire. In Nina's visions, a certain monk walked through the tapestry, maybe there is a secret passage there? We study the tapestry, but we cannot remove it - it is too heavy. To the right of the statue we see a mop and take it. We use the mop on the fire on the left, and then use the burning mop to set fire to the tapestry. That's right, there is a door behind the tapestry! It’s just a pity that it’s walled up, but there’s a open window. We select a bowl from the edge of the fountain and fill it with water, applying the bowl to the fountain. At the entrance to the church, we distinguish burning boards on fire, pour water from a bowl on them, and then take the unburned board. We remove the robe from the hanger near the right row of benches and take the hanger. From the wall near the left row of benches we pull it out with a hanger nail. We examine the crack in the wall to the left of the statue and, using a nail on it, enlarge the hole in the wall. We insert a board into the resulting hole and, by clicking on the statue, climb onto it. Before starting the mini-game, we are asked to choose a difficulty level: difficult (top option) and normal (bottom option). In the center of the screen is a statue with Nina sitting proudly on it. An open window can be seen in the wall to the right of the statue. While swinging the statue, we need to reach the window and get out. Above the statue itself there are two buttons. The right button tilts the statue to the right, and the left, respectively, to the left. It is necessary to press the buttons in the most extreme positions of the statue. If you clicked the button earlier, the statue stops and you will have to start the game over. For those who have difficulty in this mini-game, I have prepared save "Statue" .

Berlin, Germany

We watch a video in which masked people took Max away, allegedly suspecting him of terrorism. We study the board to the left of the cabinet, find a note about the results of a football match and remember that the Mainz 05 team is above the Schalke 04 team in the standings. Under the board we find a backpack and, by clicking on the backpack in the inventory right click mouse, we study its contents. There is a book about Australia in the backpack. We examine the book with the right mouse button and notice that pages with chapters 3, 7, 10 and 15 have been torn out of it. We also find a cache in the book and take out the table of contents and four red flags from it. We study the table of contents with the right mouse button and look at the names of the missing chapters in the book:

Chapter 3 - Adelaide

Chapter 7 - Brisbane

Chapter 10 - Broome

Chapter 15 - Hobart (Tasmania)

We go into the bedroom to the right of the closet and examine the map above the chest of drawers. This is a map of Australia. Flags from the inventory indicate places whose chapters are taken from a book about Australia. Namely: Adelaide, Brisbane, Broome, Hobart (Tasmania).

The screenshot shows the places where you need to check the boxes.

As soon as the flags are placed, a secret niche in the bed will immediately open. We take out two keys from the hiding place and read the inscription “Museum” on the label of one of the keys. Let's go to the museum.

Use the key to open the drawer of Max’s computer desk and look into the drawer by right-clicking on it. We take out from the box a map of the city of Urfa in Turkey, photographs from excavations and a book. At the bottom of the box we notice the numbers 0504 - we saw the same numbers in the football note. We study the photographs and the book by right-clicking on them. We approach the chest of drawers to the left of the front door and examine the picture with both the left and right mouse buttons. In the picture, Nina sees a volcano in a raging sea, and in the center of the volcano she notices a small hole. To move a painting, you need to use some objects related to the image in the painting, i.e. with the sea, heat and volcano. We see an aquarium above the computer desk and, by clicking on it, turn on the lamp in the aquarium. An item related to the sea is involved.

On the refrigerator to the left of the front door we notice a lamp with wax and, by clicking on it, we turn on the lamp. The wax lamp will symbolize a volcanic eruption. We take it from the box under the shelf putty knife, place the instrument in the refrigerator and, after waiting for it to freeze, take it out. We use a frozen spatula on the air conditioner, the sensor of which will react to the cold temperature, and the air conditioner will begin to heat the air. If everything was done correctly, the picture will split into two parts, and a secret niche will open. We look into the hiding place, take out a folder with documents and a cell phone. After watching a short video, right-click on the cell phone in the inventory to get it. You won't be able to use the phone right away because you need to enter a PIN code. We remember the numbers from the football note and those written on the bottom of the box. Enter the code 0504 and press the “OK” button. After listening to the voice message, we hit the road.


The menu is called up by pressing the Esc button, active points are highlighted with a space bar. Quickly skip videos and dialogues - right mouse button.

The pop-up inventory is at the bottom of the screen.

The right mouse button is responsible for researching an item, the left one is for using it.

If you click on Max in the main menu, all active points will be highlighted (load game, exit, settings, etc.). Motorbike - a new game. After finishing the game, look at the bonuses ("OPEN" on the window on the left): there are arts, rewards and the continuation of the story of the main characters.

The game was played on English language, therefore, during localization, a different transcription of names and titles is possible.

1. Alexandria, 43 BC

We play as Menis Ra.

Click on the wall and move along the cracks (the game will tell you where you are missing). If you can't see clearly, you can help yourself by pressing the space bar.

As a result, you will find yourself in a stable. Remove the bag from the wall and catch the snake (in the foreground of the screen near the barrels). Use the bag with the snake on the stable window.

At the next location, climb onto the beam. You need to walk in such a way that the beams do not creak, and get onto the opposite side hall Go down, right and up to the end. Remove the flag with hieroglyphs from the wall. Follow the second beam like this: two steps down, to the right. Above the vault door is an open window. In your inventory, combine the hook, rope and flag and use the resulting item on the window. In the storage room, click on any wall.

2. France, today

Let's play as Nina.

After control passes to you, examine the tapestry - Nina will decide to find out what is behind it. To do this, to the right of the statue, take the mop, bring it to the fire and apply it to the tapestry. You will see an open window. To get there, you need to climb onto the statue. Remove the cassock from one of the columns (there will also be a hanger in your inventory) and dip it into the stone bowl in the foreground of the screen. Use the wet robe on the burning shelves and take the board.

Not necessary, but for this you can get the “Dissident” award after the game: a nail is visible on the right column near the shelves; it needs to be pulled out with a hanger and applied to the stonework to the left of the statue.

Pry open the masonry (with a hanger or nail) and insert a board into it.

Save your game.

Click on the statue. You will be asked to choose an easy or difficult passage option.

You need to swing the statue by pressing the arrows at the top of the screen. When Nina leans to the left with maximum amplitude, quickly press the right arrow, then, in the same rhythm, again the left arrow, etc. It is important to feel the rhythm of the swing.

Nina will jump out the window.

Optional: if you choose the hard option, you can get a “Master” reward at the end of the game - it is given for the “statue” and two more mini-games completed on a difficult level.

Optional: if you accurately jump out the window without Nina's explanation of the rhythm of the swing, you will receive the "Acrobat" reward at the end of the game.

3. Berlin

After the video, pick up the backpack near the bookcase and examine it with the right mouse button - Nina will take out a book. Inspect the book with the right mouse button (Nina will take out the table of contents and four flags) - the book is missing four chapters: 3, 7, 10 and 15. Examine the table of contents and read the names of these chapters: Adelaide, Broome, Brisbone, Hobart. Go right into the bedroom and zoom in on the map of Australia. Check the boxes for these cities. The cache will open and Nina will find two keys.

Automatically you will find yourself in the museum. Examine the painting on the wall - it depicts a volcanic eruption. At the same time, Nina will notice a thin gap in the center of the picture. To move the painting away, you need to find objects in the room that are associated with the image: heat, water and something volcanic.

Click on the aquarium and the lava lamp on the refrigerator (this is water and a volcano). Pick up a spatula from the box next to the rack and put it in the refrigerator (the second option is the key). Apply the spatula to the air conditioner, which will “feel” the cold and begin to heat the room (this is heat). A safe will open, from which you need to take documents and a mobile phone.

Use the key to open the desk drawer and examine the contents with the right mouse button. Take the book, photos and map. At the bottom there is code 0504. In the inventory, right-click on the mobile phone and enter this code - Nina will listen to the message and fly to Turkey.

4. Türkiye

Go right to the trailer in the foreground of the screen. The door is locked, but there is a gap under it. Take a stick from the trash can near the next trailer and use it on the crack - you will find scraps of a fax. In your inventory, right-click on the scraps and collect the fax.

Take the scrap and rotate it, bringing it to the arrow at the top of the screen. It should turn out like this.

There is a phone number on the fax. Combine fax and cell phone and call Emre. It turns out that he is somewhere in an underground tunnel, but cannot get out, since after the earthquake the exit was blocked. The plan is as follows: Emre will send the MMC of the cave in which he is located. You need to find a suitable location, then drill a hole in the stone and take the elevator key from Emre. The location map is in Emre's jeep (Nina will automatically pick it up), the elevator is in location C.

View the MMS by right-clicking on your mobile phone. There will be six in inventory blue cards– with a drop of machine oil, a generator, the roots of three trees, etc.

From your inventory, take out the card with the image of tree roots and press it on the tree - Nina will note that the trees from the MMC and the trees in this location are similar. Use the card with the drop on the oil stain near the generator, and the card with the picture of the engine on the generator. It should turn out like this.

Place the excavator on the rocks in the center of the location and drill a hole. Emre will respond and explain that he cannot throw away the key, since it is very deep. Go to the parking lot (marked as P on the map) and take the chain that hangs between the stone pillars next to the cars. Return to location D, use the chain on the hole and take the key.

Open the elevator grate at location C and go down into the tunnel. Go left - there will be an abyss in front of you. Pay attention to the crevice under the ceiling of the cave - Nina will notice that moonlight is breaking through it from the surface.

Return to the elevator and pick up the box. Press the elevator button and send it up, and place the box in the shaft. Press the button again to lower the elevator and break the box. Press the button a third time and remove the hammer, wrench and bottle from under the rubble of the box. Call the elevator and go up to the surface.

Go to location B. In the background of the screen you will see a red rock. Take a lump of red earth and use a hammer to break it into powder in your inventory. Return to the cave and go to the generator.

Unscrew the jackhammer with a wrench and combine it with the ground. Attach the jackhammer to the generator and press the jackhammer. Click on the crevice - Nina will throw a jackhammer into it. Turn on the generator - now the red powder will be inside the crevice.

Climb to the surface and go to location D (where you found the excavator). You will see a red mark: the crevice is directly below you. Combine the hammer and chain and use it on the red mark - Nina will lower the chain into the cave. Go into the tunnel and grab the chain. Nina will jump over to Emre.

The heroes will find themselves near a door that will open if you click on certain tiles on the floor.

Place Nina on the tile diagonally in relation to Emre. A central panel will open, along which you will walk, passing control in turn to Emre and Nina. Hints are on the tiles on the sides of the central panel. You need to right-click on all the side tiles one by one and listen to Nina’s explanations: an ibis with 3 wings, a lizard with 6 legs, a boar with 5 legs, a grasshopper with 8 legs, a fox with 4 ears, a dragonfly with 7 wings, a tiger with 2 tails, ox with 1 horn. This is the sequence of pressing: ox, tiger, ibis, fox, boar, lizard, dragonfly, grasshopper. Don't forget to switch to another character after each move.

We play as Emre.

Take the knife from your inventory and cut the roots under your feet. In your inventory, combine the roots with a Geiger counter and use the counter on the wall of the stone well.

Let's play as Nina.

After the video, locate the switch with your cursor and turn on the light. Fold down the sun visor and take the comb and the blue parking disc. Use a comb to open the glove compartment and take the tape measure. Using a tape measure, pull up the blue lunch box. Right-click in your inventory to open the box and take out the knife. Use a knife to cut the belt.

Pick up the suitcase that has fallen from the trunk and open it with the right mouse button in your inventory. Take out your laptop and read your email. Nina will fly to San Francisco.

5. Florence, 1477

In Nina's second dream, you will find yourself in front of a locked prison door. Right-click to examine the prison window - it is covered with shutters that can be broken.

Go to the bottom of the screen to the square. Pull the wedge out from under the cart and climb up to the bag on the second floor. Take salt. Go down to the wheel on the door and examine it - there is a thick layer of ice on the wheel. Apply salt to the wheel, rotate and lower the bridge. Climb up, walk along the bridge and balcony to take the sword from the statue's hand. Return to the prison and cut the rope holding the barrels in front of the prison window.

Once inside, take the iron mask, hook and mouth spacer from the shelf near the cell door. Go out into the yard and read the sign above the wrought iron chest: “Spices, mushrooms, herbs.” Open the chest with the mouthpiece and take the herbs. In your inventory, examine them with the right mouse button. Go to the market square and use a knife to cut the net from the cargo in the depths of the screen. Return to the prison and hang the net on the hooks to the left of the door. Use a sword to make a hole in the fabric that covers the prison window. The guards will become cold and they will flood the stove. Climb onto the roof along the mesh (you need to click on the roof, not on the mesh) and cut off the clothesline with your sword. Go down to the pavement (you need to click on the mesh) and cut a piece from the rope. Combine the rope and grappling hook and climb onto the roof. Use the hook on the pipe, then click on the pipe so that Nina is next to the pipe. Throw henbane into the pipe. Take the rope with the hook with you and go down to the prison. The guards must fall asleep.

Open the cell door by placing a wedge in front of it and using a hook to pry up the hinges. Enter An-Nasir's cell. There is a bucket in the corner, take it with you and collect snow outside. Return to the cell and douse An-Nasir. He will wake up and run away, Nina will follow him. The merchant will hide in an alley with three passages.

Go outside and go left into the alley. Read the sign on the right wall under the fish sign: "No musicians after midnight." Place your mobile phone on a snow-covered bench and look at the result. Take the fish waste and go to the market square. A cat sits near the statue in the foreground of the screen. Put fish waste in an iron mask and use it on a cat - you will get a cat in a mask. Return to the prison, put the fish waste in An-Nasir's pocket and douse him with water. When you find yourself in an alley, use the grapple on any passage and follow the middle one. This is a courtyard with three doors.

After the video, return to the courtyard and examine the pavement - Nina will say that there are continuous potholes under your feet. Pour water from a bucket onto the pavement. Return to the prison, picking up more snow along the way, and drench An-Nasir. He will run into the right passage, in which there is a second courtyard with three doors.

Once in the cell for the fourth time, go up to the sleeping guards and take out the ash pan from the back pocket of the pants of the guard sitting by the fireplace. Go to the second courtyard and sprinkle ashes on the door handles. Douse An-Nasir with water (he will run away again) and check all the doors - you should find fingerprints on the left one. Nina will go to the bridge and end up in prison again.

Return to the bridge and pay attention to the snow-covered canopy near the house opposite. Go to the first courtyard and take the ladder. Place the ladder against the canopy and sweep away the snow. Return to the prison and douse An-Nasir for the fifth time. At the bridge, right-click to find footprints in the snow and click on the rightmost door.

After the roller, from the bowl on the table, take the lighter and light the lamp on the cart. Pick up the jack and lift the cart. Right-click on the right side of the scale on the far wall - there is a small hole in it. Take a set of tools from the stand with tools in the dark far corner. Apply them to the right side of the scales. Having taken out the cylinder, inspect it with the right mouse button - a code is needed here.

Next to the bowl from which you took the lighter is a letter from Leonardo da Vinci to his teacher Verrocchio. This is the required code for the cylinder.

You need to divide the word "Verrocchio" into five parts (since there are five discs on the cylinder). The discs are turned by a button in the center of each disc. One option: type “Ver” on the first disk, “ro” on the second, “c” on the third, “chi” on the fourth, “o” on the fifth.

Take the walking cane from the white vase to the right of the door. From the table in the dark corner next to the canvas, take a can of red paint. Dip the cane into the paint and bring it to the canvas - a code will appear on it. Apply the scroll to the canvas and read that the Archimedes code is hidden in the painting that belongs to "The Magnificent". From the bedside table to the left of the door, take a book about the Medici family and combine it with a scroll from a cylinder.

Continuation of the famous series. Nina and Max are going to get married, but their already close happiness is overshadowed by Max’s sudden arrest. Now Nina needs to find and free her beloved, and in addition, deal with her own nightmares that haunt her...
The walkthrough was written for the English version of the game.
Interface:
Control – point & click. The same as in the previous parts of the game.
The cursor is presented in the form of an arrow with the image of a mouse and is divided into two halves: LMB and RMB.
LMB – take, interact, speak.
RMB – inspect.
Inventory – pop-up inventory at the bottom of the screen.
On the right side of the inventory there are icons:
Magnifier – show active points.
Question and exclamation marks are clues.
Hammer and wrench – exit to the menu.
The game is non-linear, from a third person.
Note: The game has 4 endings, which depend on your choices in two situations, which will be discussed below. For unlocking each ending and all four, you can receive a reward at the end of the game. More information about endings can be found on our forum.
At the end of the game, several rewards are given, which depend on your actions during the game:
Walk a lot, examine all the objects, listen to all the clues, choose only complex options solving puzzles, completing the game for a long time.
Ways to receive other rewards are listed below.

Alexandria, Egypt, 48 BC.
After the introductory video, we learn that a thief named Menis-Ra was tasked with sneaking into the Library of Alexandria to burn unknown papyri.
Play as Menis-Ra
Click on the wall and climb it using the cracks between stone slabs:
3 times up, left, up, 2 times right, right, left, right, 5 times left, 2 times up, right and up over the edge of the wall.
Once inside, take the leather bag from the wall near the door. Run behind the boxes and barrels and use the bag on the snake behind them. Return to the door and throw the bag with the snake at the stable window. The guard will go to see what's going on, at which time Menis-Ra will run through the door.
Once in the next room, you will see two guards in the center of the hall. Click on the beam above the thief's head and climb onto it. Go to the bottom of the screen and cross the cross beam to the next parallel one on the right. Now go up the screen, stand on the platform between the beams and take the canvas with drawings from the wall. Move to the right, cross the second cross beam and approach the window.
Combine the hook and the rope in your inventory, then use the cloth on them, wrapping the hook around it. Throw a hook on a rope through the window.
Menis-Ra finds himself in a vault with scrolls that he needs to destroy. Examine or touch the scrolls, or use bombs from your inventory on them - the effect will be the same. Watch the video.

Finistère, France
Let's play as Nina
Nina found herself in a church engulfed in fire. She needs to get out and it is best to follow the monk who disappeared into the wall.
Collect all available items: the priest's robe and the hanger on the right among the seats, the chalice on the font in the center, the mop to the right of the statue. Examine the nail on the column on the left and use the coat hanger to remove it. Now you need to put out the shelf that is burning in the niche on the left. Wet a cassock or a mop in the font (or fill the chalice with water), and apply any of these items to the burning shelf. After putting it out, take the board.
Now examine the gap to the left of the statue. Using a coat hanger or a nail, scrape the plaster out of the gap and insert the board into it. Examine the statue and tapestry on the tower to the right. Light the mop from the fire burning on the left and use it on the tapestry. After it burns down, examine the passage from above.
Note: If you collect all the items and use them in all possible options listed above, you will receive a reward at the end of the game.
To get to the bell tower, you need to climb onto the statue. Click on the statue with LMB and Nina will be on top.
Now you need to swing the statue correctly so that Nina can get through the window.
You will be asked to complete this task at a difficult level: the first response is to agree, the second is to refuse.
The principle is that you need to swing the statue using the right and left arrows located at the top in turn. When you lean as far as possible in one direction, immediately press the arrow in the opposite direction. After 4-5 correct swings, Nina will be in in the right place.
Note: If you manage to swing the statue the first time (meaning it didn't stop) you will receive a reward at the end of the game.
Watch the long video.

Berlin, Germany
Max's apartment
Fortunately, it was just a dream. But before Nina had time to wake up and talk to Max, the police took him away on suspicion of complicity in terrorism. As he left, Max said he regretted the honeymoon. Perhaps this is a hint?
After Nina gets dressed and says that no one knows about Max's fate, take his backpack from the shelf on the right. Examine the backpack in your inventory (RMB) and find a book about Australia there. In turn, examine the book and find out that four magnetic flags are hidden in it, the table of contents and sections 3, 7, 10 and 15 are torn out. Return to the bedroom, you can examine the bed, vase and painting, and then pay attention to the map of Australia hanging on the wall. Look at the map and read the names of the cities indicated on it. If you right-click on each of them, Nina will tell you a little about this city. Now open the table of contents of the book and remember the names of the torn out chapters: 3 - Adelaide, 7 - Brisbane, 10 - Broome, 15 - Hobart. Take the flags and place them on the indicated cities on the map: Adelaide, Brisbane, Broome and Hobart. If everything was done correctly, then Nina will turn to the opened niche and take two keys from it - the key to Max’s office in the museum and the unsigned small key.
Nina decides to go to the museum to look for clues there.

Museum
You can examine all the active points in the office, and then go to the table and use the keys on the locked box. Take a map of the Turkish city of Urfa, photos from the excavations and a book. Pay attention to the numbers written on the bottom of the locker: 0504.
Now look at the painting on the wall. It depicts a volcano in the middle of a sea raging from a hurricane. There is a crack in the painting, and there are metal bars at the back, which means the painting can be moved apart. The landscape depicted on it serves as a clue. You need to recreate the atmosphere depicted in the painting in your office.
Go to the aquarium and turn on the backlight. Then look at the lamp on the refrigerator near the door and turn it on too. Examine the air conditioner and Nina will report that it only turns on when the temperature in the office changes. Take the lancet (Stucco Tool) from the drawers under the shelves and put it in the refrigerator (or you can put the keys in it). When Nina takes out the frozen object, apply it to the air conditioner. The air conditioner will start working and the hiding place behind the painting will open. Nina will examine the documents. After the video, Nina will take it out of the hiding place mobile phone. Examine it in your inventory and enter the code written on the bottom of the desk drawer: 0504. Press the OK key and listen to the message from Emre, Max’s colleague from Turkey. Nina decides to go there.
Türkiye
Examine the chain between the stones behind Nina and take it. Now go to the right side to the trailers. Examine the trash container and take the motorcycle spoke from it. Now examine the door of the nearby trailer and find out that it belonged to Emre Dardogan. Examine the gap under the door and use the spoke on it. Nina will take out scraps of a letter addressed to Max. Examine the scraps in your inventory and collect them.
One piece is already installed correctly and does not move. Move the remaining scraps using LMB. To flip a scrap, select it using LMB and move it to the arrow at the top.
Solution:

After reading the fax, combine it with Max's phone and Nina will call Emre. He will send her an MMS with a video recording of the place where he is and offer to take the card from his car.
After Nina takes the card, watch the video that Emre sent (RMB on your mobile phone). You need to find this place and drill a hole in the stone so that Emre gives Nina the key to the elevator, which is located in location C. The video will be broken down into fragments in your inventory, which you must use in the selected place to understand that this is it.
Follow the road towards the excavation site. Select location D. There you will find a drilling rig. Click on it with LMB, and now Nina will be able to apply it in the right place.
Go to location E. Apply the fragments to certain subjects and places. It is enough to do this three times:
Smell of oil – to spilled oil near the pump.
Engine sounds - to the pump.
Video of tree roots – to the tree on the right.
Nina will tell you what it is right place. Use the drill machine on the stone platform in the center and Nina will drill a hole. Emre will ask you to come up with a way to give him the key. Apply the chain to the hole in the stone and Nina will get the key.
Go to location C and use the key on the elevator door on the right.
Once underground, take the helmet to the right of the elevator, and the closed wooden box to the left. Go into the tunnel on the left. You will see a destroyed bridge - you need to somehow get to the other side to get to Emre. Inspect the compressor and the hole in the ceiling. Go to the elevator and go up. Return to the location where you left the drilling machine (location E) and use the box on it. Nina breaks it and gets a hammer, an adjustable wrench and an empty plastic bottle. Or, if you don't want to run, go to the elevator and press the button to raise it up. Place the box in the empty shaft and call the elevator again. The elevator will crush the box, lift it up again and take the items.
Go to location B and take red earth from the mountain. Use a hammer or wrench to crush the soil into powder.
Return to location C and use the bottle on the puddle to fill it with water. Return to the tunnel. Using an adjustable wrench, disconnect the Pressure Gun from the hose. Fill the gun with red powder and apply it to the hose. Then take the gun and use it on the hole in the ceiling. Turn on the compressor. Now all that remains is to find the location of the hole using the powder on the surface.
Go to location D and examine the patch of red powder on the ground. Combine the hammer and chain in your inventory and apply to the stain. Return to the tunnel. The chain is now hanging from the hole in the ceiling. Click on it to get to the other side.
Nina will talk to Emre. They need to somehow open the gate to get out. Emre will ask you to stand on the stone.
Stand on the first stone on the left below (diagonal from Emre). A stone plate with images of animals will open. You, alternating the steps of Nina and Emre, need to stand on the plates in the correct order. If you make a mistake, you have to start all over again.
Switch between heroes using their images at the top of the screen.
Nina – Ox (bull), Emre – Tiger (tiger), Nina – Ibis (ibis), Emre – Fox (fox), Nina – Wild boar (wild boar), Emre – Lizard (lizard), Nina – Dragonfly (dragonfly) , Emre – Grasshopper (locust). Watch the video.
We play as Emre
Use the knife from your inventory on the roots sticking out of the pit. Combine the roots with a Geiger counter. Apply the meter to the bottom of the pit and Emre will measure the radiation level.
Watch the video after which Nina will find herself stuck in an overturned car.
Let's play as Nina
Turn on the light bulb above Nina's head (bottom). Now open the Sunshade above Nina's head and take the disk and comb from it. Use the comb on the glove compartment to open it and take the measuring tape from it. Apply the tape to the lunch box and it will be in inventory. Examine the box and receive a knife, fork and sandwich. Use the knife on the Safety belt and Nina will be free.
Pick up the suitcase lying by the car. Open it in your inventory and you'll get Emre's notes, a laptop, and an empty metal box. Examine the laptop, select your email (E-mail) and read the message. Then look at Emre's notes and Nina will go to San Francisco.
During the flight, Nina will continue to study the notes in Max's laptop, fall asleep and have an unusual dream.

Florence, Italy, 1477
Jail Rescue
Nina will see a man whose son found the only surviving amphora from the Library of Alexandria. The guards will take him away. Nina needs to find him to find out about the amphora.
You can try knocking on the door, but the guards will not hear Nina's voice. Return to the previous location and look around. Take the wooden support from under the cart wheel and it will roll towards the building. Click on the bag lying on the platform on the second floor - Nina will climb on the cart and take the salt from the bag.
Go down with the cart and use the salt on the frozen wheel on the door of the building. Salt will destroy the ice, turn the wheel. Nina will lower the hanging platform to the second floor level. Use the cart again to climb to the second floor (you need to click on the wooden platform) and cross the platform to the balcony on the left. Take the sword from the statue and go down. Cut the mesh on the boxes on the left with your sword and Nina will take it. Return to the house where An-Nasir is being held and use your sword to cut the rope holding the barrels in the corner on the right. The barrels will break down the window and the guard will come out. He won't see Nina and she will be able to walk through the door.
Now you need to eliminate the two guards and free An-Nasir. Take the instruments of torture in the corner near the cell door - an iron mask, a poker and a mouth spreader. Go out into the yard and use the spacer on the tray on the right. Nina will make a slit and take henbane, lavender and chamomile blossoms from the tray. Go to the window and look at it. The guards covered the broken window with a cloth. Cut the fabric with the sword, the guards will become cold and they will light a fire in the fireplace.
Apply the net to the hooks on the wall of the house and climb onto the roof. Apply salt to the clothesline and one end will fall to the ground. Go down and cut the rope with your sword. Combine the rope with the poker in inventory. Climb onto the roof again and use the rope and poker on the chimney. Now you can get to the pipe, click on it. Apply henbane to the pipe, which has a soporific effect. Go down to the roof awning and pick up the rope and poker. Go downstairs, enter the house and see that the guards have fallen asleep. Now we need to free An-Nasir.
Use the wooden support on the knocked out slab on the floor by the door. Then use the poker on the door and open it. Take the bucket in the right corner. We need to somehow wake up An-Nasir, but he will not hear Nina’s voice. Exit the cell, take the wooden support. Go to the fireplace, open the ash pan under it and take the ash.
Go out into the yard and collect snow in a bucket. Return to the house, the snow will turn into water. Use the bucket of water on An-Nasir and he will wake up. He will run out of the house, but Nina will not be able to catch up with him. Time will go back, and now Nina will be able to go into the alley on the left. Go there and take a head of cabbage and potatoes. Read the sign, it says that musicians are prohibited from playing at night. Apply the phone to the shop and it will start ringing. The awakened person will throw the remains of the fish out of the window. Pick them up and combine them with the mask. Return to the square and use the mask on the cat near the statue. Nina will catch the cat. Return to the cell and use the remaining fish on An-Nasir. Then throw water on it again and see what happens.
When Nina is back in the alley, use the cat on one of the three arches and Nina will run after her. But An-Nasir will disappear again, and time will return back. Now we need to figure out how to find him in the next location. Go there (through the passage in the middle), take the ladder from the wall on the left and look at the road at the entrance to the location (Hollow). Use the bucket of water on it. The water will freeze and the path will become slippery.
Return to the house, fill the bucket with snow again and wake up An-Nasir. You will see that he turned into the right arch, but then disappeared again. Time will go back and now you need to find out which of the gates in the last location An-Nasir went through.
Go there and apply ash to any gate. Nina will get everything dirty. Go back and wake up An-Nasir again. Pay attention to the gate on the left and you will see a print on it. Examine it and open the gate. As one would expect, An-Nasir has disappeared again and everything needs to start all over again.
Return to last location behind the gate. Inspect the canopy over the arch ahead behind the bridge. Use the ladder on the canopy, then clear the snow from it. Now An-Nasir's footprints will be visible in the snow. Go back and wake up An-Nasir again (for the last time). Once on the bridge, examine the footprints in the snow and find out that he went to the right. Go right and eavesdrop on the Arab's conversation with the buyer's servant.

Da Vinci's workshop
Nina will enter the house and overhear the conversation between the master and his student. She learns that she is in the workshop of Leonardo da Vinci, who hid the contents of the amphora ( mathematical formulas Archimedes) in a cylinder. All you and Nina have to do is find him.
Look around the room and collect all available items: an antique jack at the entrance (Jack), a container with red paint near the canvas, a cane from a vase by the door, a device of unknown purpose (Tool) from a dish on the left, which turns out to be something like a lighter, and a book on the table to the left of the entrance.
Use the lighter on the oil lamp on the cart to illuminate the scales in the back of the workshop. Apply the jack to the cart, it will rise and illuminate another part of the room. Take three chisels from the wall. Apply the chisels to the right arm of the scales and the left arm will go down. Take the cylinder from the container. Examine the cylinder in inventory and see that it is coded. By pressing the buttons, you need to set the right word. Click on the buttons and select Verrocchio – the name of Da Vinci’s teacher.

We watch the video, da Vinci leaves with Lorenzo de' Medici.
Examine the scroll obtained from the cylinder, Nina will report that it is encrypted.
Examine the cane in your inventory and Nina will tell you that there are symbols engraved on it. Dip the cane into the paint container and apply it to the canvas. The characters will be imprinted on it. Use the scroll and canvas, and Nina will decipher the inscription. This is another clue that tells us that Archimedes' notes are hidden somewhere under the name “The Magnificent”. Apply the book to the scroll and find out that this was the name of Lorenzo de Medici. So, the scroll is in the painting that Leonardo gave him, Madonna Benois.
Watch the video.

San Francisco, USA
Infiltrate the museum

Nina goes to the museum to meet Max's friend, Michael Anderson, but learns that the museum has caught fire. She needs to somehow get in there to examine the painting.
Pick up the empty bottle near the sidewalk, the magazine near the bench, and the glass shard near the kiosk. Talk to the kiosk owner. Ask for a drink (third line) and the seller will give you iced tea and note that you can't buy liquor from street kiosks in the US right now. Pour the tea into a whiskey bottle. Now match the glass shard with the magazine that has the whiskey bottle on it and cut out the label. Soak it in a puddle and glue it to the bottle. Place the bottle in the kiosk tray on the right. Go to the policeman in the car and talk to him about everything. The policeman will go to close the kiosk, and at this time you go to the museum.
Enter through the main entrance and go down the stairs. Examine the panel on the wall, lower the switches, but nothing will happen. Examine the door and Nina will tell you that it can be opened with a card. Go back and go up the stairs. Examine the door, and then climb out through the window. Move along the cornice to another window (you need to click on it) and you will find yourself in a burnt room. Take the glasses frame on the floor and the watering can in the corner. Examine the desk drawer, but it is locked. Apply the frame to it and open it. Nina will take the key card. You can try to apply it to the door, but it will not work without electricity. Go back through the window and leave the museum. Pay attention to the generator box next to the museum. Return to the police car and open the trunk. Nina will take a canister and wire cutters from it. Return to the generator and use the wire cutters on the door. Pour the contents of the canister into a watering can and use it on the generator inside the booth. Then click on it and it will work. Enter the museum and go down to the basement.
Inspect the shield - either the light or the door mechanism may be working at the same time. Use the card on the door to open it. Return to the panel and turn on the top switch. Enter the room.
Take the lamp on the shelf. Go further and examine the door to the archive. To the right of it there will be a socket near the floor, use the lamp on it. Examine the computer, Anderson table and X-ray machine. Go out into the corridor and turn on the bottom switch.
Return indoors and turn on the computer. Examine it. You need to enter data into a search engine to find the desired picture. Click on each of the characteristics and select the one you need from the list:
Artist – Leonardo da Vinci
Title – Madonna Benois
Year – 1477
Press the Confirm key.
Nina will take the painting from the archive. Apply it to the X-ray machine and watch the video.
After talking with an unknown person, a QR code will appear on the computer screen. Apply the mobile phone to the monitor. Nina must travel to the prison island of Alcatraz to find something (or someone) called Cassandra.

Alcatraz
When Nina enters, all systems will be locked.
Take the hanger from the display case next to the entrance. Then enter the open chamber opposite. Take bricks from the floor, a mug from the shelf, a blanket from the bed. Combine the blanket with the bricks. Use the mug on the toilet on the right and Nina will fill it with water. Now look out the window, examine the house opposite and Nina will see a familiar symbol on it. You need to get into this building. Inspect the cable connecting both buildings.
Return to the cell and exit into the corridor. Apply water to the air conditioner above the front door. It will short-circuit and turn off. Use wire cutters to cut the cable running along the wall and apply it to the blanket with the bricks to tie it together. Enter the cell again and look out the window. Apply the bag of bricks to the window from the outside. Nina will hang the bag down. Take it and apply it to the ground. Nina will throw away the bag and the grate will collapse. Look out the window again and use the hanger on the cable between the houses. Nina will end up in a neighboring house.
After talking with an unknown hacker, a robot will roll out of the opened niche, and Nina will not be able to enter the door. Enter the door at the other end of the corridor. Pick up the robot from the floor, then rummage through the pile of rubbish on the right and Nina will take everything that is useful, namely: a Taser gun, a Flame thrower, a Buzz saw and a Drill. Equip your robot with any of these tools, leave the room and use it on the second robot. Here you have to play a mini-game.
Save during the mini-game if you want to see all the endings.
On the panel at the top, select an attack method (top or bottom) from the red buttons, a defense method (top, bottom) from the blue buttons, you can also select the use of mines, and click the green button in the upper right corner to start the battle. The lives of Nina are shown on the left, and the rival robot’s on the right.
Watch the robot: if he raised the plate, then choose the bottom attack (Bottom attack), if he lowered it, choose the top attack (Top attack). The mini-game is quite simple in that you just need to cause at least minimal damage to the robot (this can be done with the help of mines and not guess with attack and defense). If you lose and have to start all over again, you will again have 100% life and 3 mines, and your opponent's number of lives will remain the same. The mini-game is non-linear and is played differently each time.
After defeating the robot, the door will open and Cassandra, a hacker girl, Anderson’s niece, will appear in front of you. After talking with her, unknown people will arrive in a helicopter. You have two options: agree (first replica) or refuse (second replica) to give Cassandra time.
The ending of the game depends on your choice.
Watch the video.

Aircraft carrier
Nina found herself in pitch darkness.
Pick up the luminescent spray from the floor and combine it with the card in your inventory. Apply the card to the ventilation grille to make it gain light. Nina slips it into her pocket like a makeshift flashlight. Using the active points button or simply walking around the room, collect the items: a broken mobile phone, a plastic cup and a metal rod in the corner by the door. Use the rod on the ventilation grill and open it. Get out. Go to the counter on the left and take the tablet and scanner. Examine the tablet in your inventory and find out that if you run a scanner over the markers on the container, you can find out where they will go. You're now in Cadiz, but none of the containers have an orange marker on them, so go up the stairs to the right and go through the door. Nina will be outside the ship, go up the stairs to the deck, where you will find several more containers.
Take a screwdriver from the suitcase on the left near the plane, gloves from the second suitcase and a Measuring instrument of unknown purpose. Inspect the side of the plane and find leaked grease on it, apply a glass to it and put it into it. Go back and unscrew the lamp to the right of the door. Combine it with orange grease to color it Orange color. Return to the warehouse. Use the lamp on the square container that is to the left of the yellow one (there are no other containers on top of it).
Watch the short cutscene, and then go to the vacated door of the yellow container. Use the rod on it and open it. Examine the contents of the container and Nina will find the monitor. You need to solve a puzzle - assemble a chain from fragments. On easy level task, part of the circuit will appear on the monitor.
Solution:

When you assemble the circuit completely, the inscription CERN will appear on the screen - the name of the Swiss laboratory that creates antimatter.

CERN, Switzerland
After the cutscene and meeting with Max, look around the laboratory. Open the bottom alcove on the right and Nina will give Max some clothes.
Note: if you did not agree to help Cassandra, she will be in the right box. If you agree, it will be empty.
After a while, watch another video insert, after which you will find yourself in a rather strange place.
End of the world
Continue forward until you reach the door at the end of the corridor.
Note: If you walk without looking back, you will receive a reward at the end of the game.
Open it.
After a short cutscene, Nina will find herself in a post-apocalyptic city.
Examine the Guardian symbol on the wall and pick up the burnt bear cub. Inspect the car, open the door and remove it from the handbrake. Nina will push the car. Examine the grate underneath. You can't open it yet. Cross the street and take a stone from the pile. Throw it at a store window. Repeat the action 2 more times and the display case will break. Take the camera.
Use the camera on the tall building in the northern part of the location, Nina will take a photo of it and discover another symbol. But the building will collapse and she will not be able to get through. Take the rod from the collapsed balcony and use it on the grate on the ground. Go downstairs.
Once in the destroyed subway, pick up the broken monitor and the woman's shoe from the ground. Look at the gasoline streaks on the wall and use the bear cub on them. Combine the bear cub with the rod. Return to the previous location and set the bear cub on fire from the fire that broke out in the opening between the houses. Return to the subway and use an improvised torch to set fire to the flowing gasoline. The bus will fall and the passage will clear. Climb up (Ruin).
Once in the next location, you will see that you are cut off from the Guardian by fire. Pay attention to the big board hanging over the moat. Take a roll of cable from the spool in the center. Connect one end of the cable to the cable from the big board, and the other to the large elevator wheel on the right. Spin the small wheel and the big board will fall.
Watch the video.

CERN, Switzerland
Let's play as Max
Take a pencil and paper from the table on the right and give it to Nina. She will write down the coordinates on it. Use the computer terminal in the center of the room and apply the piece of paper to the search bar, and then press the "Search" key.
Watch the video.

Santorini, Greece
Max, Nina and Dr. Cunningham traveled to the sunken city of Santorini to find the Guardians' hideout.
Control the submarine:
First, swim straight and to the right. Find a stone in the upper right corner of the area. Pick it up and take the green crystal. Now swim in the opposite direction (i.e. to the lower right corner) and take another crystal there. Now move to the left side of the area, and take two more crystals from the lower and upper corners on the left.
The submarine moves along the canals, as if through a labyrinth. If you have chosen a difficult level for completing the task, currents will interfere with you, so pay close attention to their directions when choosing the right path.
If you were unable to complete the underwater labyrinth on your own, you can use the save on our website (passed for a difficult level).
Return to the middle (there are still illuminated areas there) and find the entrance and a depression with four holes:

Place four crystals there and open the entrance.
You will find yourself in an ancient complex underwater.
Play as Jane Cunningham
Examine the bases of all four columns. On the far right are stone figurines. There are letters above each of them, but there are no letters above one figure (far right in the bottom row). On the third from the left there is an image of the Indian god Ganesha, underneath there are symbols, but two of them are missing. On the second column from the left are Egyptian hieroglyphs, and on the far left is a terminal into which you need to substitute the missing fragments from the other three columns to open the entrance.
Examine the figures with letters - there are 12 of them, like 12 months. Each letter represents the first letter in the name of the month. The twelfth month is December (December), which means the letter we need is D.
Carefully examine the repeating sequence on the pillar with the image of Ganesha - the first four symbols. Then you can easily determine which characters are missing in subsequent repetitions of the sequence.
Examine the hieroglyphs - you need to find one that is not repeated. This is an image of a lying animal in the middle.
Enter the following characters on the terminal:

And click the button on the right. The door will be open.
Go inside and watch the video insert.
Let's play as Nina
You need to deactivate the force field to extract the detterium, otherwise Max will die.
Go to the left side of the room and examine the painting from above. It symbolizes the past, present and future. It depicts: Archimedes, the construction of the Egyptian pyramids, the fire in Alexandria, Leonardo da Vinci, Max, Nina, Dr. Cunningham and the three horsemen of the Apocalypse. Under the painting there is a clock with symbols. Each symbol refers to a specific event and character in the picture. Take a close look at the hands of the people in the paintings - they show the direction in which you need to turn the clock hand. Place the arrows in accordance with the direction and with the symbols belonging to each of the characters: Archimedes - compass, Egypt - eye, Alexandria - dagger, Leonardo - brush, Max - Mars, Nina - Venus, Cunningham - pistol, Apocalypse - skull.
Solution:

After that, enter the opened door. Watch the video about Nina's conversation with the Guardian. If Nina deactivates the force field and allows the scientists to use the detterium, the world will end. Save after the cutscene if you want to see all the endings.
Examine the deactivation panel and make your choice: deactivate the force field and save Max, or leave the force field and save the world.
If you chose the first option, then you will have to solve the deactivation puzzle. You need to bring the red segment to the red square on the right.

We look at the picture and move the segments:
2 – 1 time to the left
3 – 1 time down
4 – 3 times to the right
1 – 1 time up
2 – 2 times to the left
5 – 3 times up
6 – 3 times to the right
7 – 1 time down
2 – 1 time to the left
1 – 3 times down
8 – 2 times to the right
4 – 3 times to the left
5 – 1 time up
8 – 1 time to the right
1 – 2 times up
6 – 2 times to the left
3 – 2 times down
8 – 1 time to the right.
If you choose the second option, then simply leave the room.
Cunningham will take the detterium. Go to Max. Pick up Cunningham's bag at the exit and examine it. Take the antidote and inject it into Max. Nina and Max will go to the laboratory to stop the process of destroying the world.

CERN, Switzerland
Max will go to turn off the power to another building.
Look around the office. Open the drawer near the assistant's desk and take the UFO model. From the trash can near the entrance, take sticky notes and a pencil. Take the cigar from the ashtray near the second table.
Exit through the door. The assistant will tell you that the security system with invisible lasers has turned on and to disable it, you need a card, which he does not have. Examine the robes on the hanger and receive: a key with a lighter, lipstick and a mirror.
Examine the table at the back of the corridor on the left, and Nina will notice a map there. You have to somehow trick the touch sensor to pick it up.
Combine the cigar with the lighter on the key and place it on the table on the left next to the door you came out of. The room will become smoky and you will be able to see the lasers. Align the mirror with the stickers and apply it to the laser beams to expand the space between them. Now match the sticker with the UFO model and apply it to the table behind the lasers. Nina, with the help of an assistant, will get the card.
Let's play as Max
Max is stuck in the elevator, that is, it is blocked. Remove the card from the slot on the elevator panel. Use it on the plate on the ceiling to remove it. Climb up. Pick up the bolt and climb onto the ladder. At this time the elevator will start moving. Use the bolt on the elevator mechanism on the left and it will stop.
Let's play as Nina
Use the card on the console on the wall and go into the corridor. The door of the control center is guarded by two guards, you need to somehow eliminate them. Note the fire system and pipes above the guards' heads.
Return to the previous location and use the card on the hospital bay door. Enter there and examine the upper locker on the right (from the lower one you took clothes for Max). Open it with the key that you found in the robe and take everything that is there: bandages, antiseptic, laser pointer and a defibrillator.
Return to the corridor with the guards and use the laser pointer on the temperature sensor at the top. One guard will leave. Now use the defibrillator on the puddle on the floor and the second guard will be electrocuted. Enter the door.
The assistant will begin hacking the system, and the guards will begin to break into the door using a laser. Use the defibrillator to break out the glass of the fire-fighting stand and take the axe. Hit the pipe above the door with the ax.
Let's play as Max
Climb the stairs. Approach the building on the left and try to open the door. It is locked with an electronic lock. Take the radio from inventory and use it on Max. Nina will tell you that they can open the lock, they just need its ID. Examine the lock on the door, unscrew the bolts from the cover using the card and examine the number below. Leave the approach and use the radio again. Max will tell Nina the number.
Watch the final video.
After completing the game, the “Bonus” submenu will open in the main menu, where you can see your achievements, your version of the ending for all characters and an art gallery.
The game is over.

Alexandria, 48 BC.

After the video in which the hero negotiates with employers, click on the wall to climb up and get into the Library of Alexandria. Before us is a homogeneous surface with many cracks. So that you don’t have to struggle with finding the right path, I provide a screenshot.

The guard will not let you go further. We grab the bag hanging nearby. We place the snake in it near the boxes. There is a window where we took the bag, we throw our catch there.
We cling to the beam from above and go around the creaky ones. In the middle of the path, we will take a soft cloth from the stone structure. We combine a hook, rope and fabric. We throw the resulting object into the window on the right and find ourselves in a room with papyri. Click on the shelf and the hero will burn the manuscripts on his own.

France, Brittany.

Arriving at the wedding, we watch the ceremony and then wake up in complete chaos. Let's pick up clothes near the benches on the right. Insert the hanger into the slot to the left of the statue. We take the mop to the right of it. We take the bowl from the fountain in the center and fill it with water. We put out the fire that spread to the shelves. We pull out the board from there and insert it into the same slot where we placed the hanger. We set the mop on fire and burn the wall carpet on the right. We click on the statue, climb up and begin to swing, clicking on the arrows on top, when the heroine freezes for literally a second.

Germany Berlin.

Unknown people took Max. Nina will return in a couple of hours and we will begin examining the apartment. Let's pick up the backpack that lies next to the shelf. Let's look inside and remove the book from it. Let's read the book, flags and a piece of paper will appear in the inventory. We go into the next room and examine the map on the wall. We attach flags to the following points - Adelaide, Broome, Brisbey, Hobart. A drawer will slide out from under the bed; remove the key from it.
Unlock the desk drawer using the key. We take out all the unnecessary papers from there and see the code. We will need it a little later, but for now let’s take the tool from the boxes and use it on the refrigerator. We will bring the frozen instrument to the air conditioner. Turn on the lamp on the refrigerator, solar system to the left of the boxes is an aquarium. The safe will open, remove the folder with documents and the mobile phone from it. Let's look into the phone and enter the code that we saw at the bottom of the box - 0504.

Türkiye, excavations.

We pull out the chain behind us. We move to the right to small buildings. Let's take a knitting needle out of a full trash can. Let's use it in the hole under the door of the building. Glue the parts together in your inventory this way:

We connect the phone and the resulting sheet. Now we can go to the excavation site. Select D, where we interact with the bulldozer. Next point E, let's look at the sent MMS on the phone. Photos from the phone will appear in the inventory, which we bring into line with external signs: a generator, a puddle of oil, a tree. Then we use the appearance of a bulldozer from the inventory on the loose ground in the middle. We lower the chain into the connector. Next, let's go to point B, pick up a handful of red earth on the right. Let's go to point C and open the elevator door using the key.
Let's pick up a box and a builder's helmet. We send the elevator up by pressing the button. We put the box under it, call the elevator down and send it up again. We take what was inside the box. We combine a metal pipe and red earth. We go to the right, combine the metal pipe with the nozzle of the cleaning device. Pour the crushed soil into the nozzle and attach it back to the device. We bring the nozzle into the hole from above and, having launched the device, thereby leaving a red mark on the surface. We go outside, go to point D. We combine a hammer and a chain, use what we got on the red mark. Let's return underground and move along the chain in the opposite direction.
You need to solve the riddle to open the doors. The picture shows the solution, Nina will start first, then Emre, etc. We approach the radiation pit and cut off the roots with a knife. We tie them to a Geiger counter and lower them down to measure the radiation level.

First of all, we turn on the light below us. Remove the comb from the sun visor. We open the glove compartment with it. We take the stretchable measuring ruler from there. We bring it closer to the lunch box in front. Let's look inside and get a standard set - a knife, a fork and the dinner itself. We use the knife to free ourselves from the belt. We take the suitcase and look at it. Then we use the laptop, read emails, study a pile of papers.

Italy, Florence.

Let's go to the market, where we pull out a piece of wood from under the wheel. We jump onto the ledge above the arch. Let's take some salt from the bag and jump down. Using salt, we thaw the frozen mechanism and use it to lower the lift. Thanks to him, we will be able to go to the statue and pick up the sword from its hands. Use the sword to free the boxes to the left of the grid. We return to the neighboring location, hang the net on a hook under the roof. Let's climb up, using the sword, cut off the rope. We go down and cut off the second end of the rope with a sword. We will use the same weapon to free the barrels in the corner, thereby attracting the attention of the guards.
We go inside and take away the instruments of torture near the door. We combine a rope and the longest object. We leave the buildings, use another item on the bench on the right. We receive various bouquets. We make a hole in the window with a sword, go up to the roof, and throw the combined object onto the chimney. We will throw a bouquet of henbane into the chimney itself, which will create the effect of a sleeping pill for the guards in the room. Before returning to the building, we'll pick up the rope. Inside, we will collect some ash from the fireplace and insert a piece of wood into the socket in the floor opposite the door. Use a long tool to open the door. Once inside, pick up a bucket and fill it with snow from the outside. Let's return to the prisoner and bathe him with cold water. However, instead of gratitude, he leaves us in a hurry.
We go outside, we pass into the opened area. We select cabbage and potatoes on the right. We put the phone on the bench and get a portion of “fresh” fish on top. Let's pick up the leftovers and combine them with an iron mask. Let's get to the square, lure the cat into the mask. Let's return to the prisoner and throw him some potatoes and fish and wake him up again. We go into the alley, let the cat go down any of the passages, and she will choose the right path herself. Let's follow her, pour water from the bucket onto the ground, thereby icing the area. Let's pick up the stairs at the other end. Let's return to the prisoner and wake him up. The ice slowed him down and so we saw that he turned right, and in the next location we will encounter three doors. Let's cover them with ashes and wake up the prisoner. Let's highlight the active points and see traces on the door on the left. Let's go further, let's cross the bridge. We will install a ladder near the central passage and, having climbed up, shake off the snow. Let's wake up the prisoner; footprints in the snow will show where he went this time.
While in Leonardo’s studio, we’ll take a container near the canvas, a tool from the table, a book from the shelf and a cane from the vase. Raise the lift on the right and insert it under the cart. We use something like a lighter on the lamp in the cart. We remove chisels from the illuminated area on the wall. Let's load them into the right side of the wall scales. Take the cylinder from the left side. Let's look into it and enter the code VERROCCHIO. We soak the cane in a container and draw on the canvas. Let's decipher the inscriptions on the page by connecting them to the canvas. All that remains is to connect the page to the book.

USA, San Francisco.

We pick up the bottle near the sidewalk. We will also pick up a magazine next to the bench and glass to the left of the bench. We'll ask the seller for something to drink. Pour the tea into the found bottle. Cut out a label from a magazine using glass. Dip the label in water and glue it to the bottle. We put it on the bench and talk to the policeman in the car. We inspect the trunk, remove the canister and wire cutters.
The path to the museum is open, we go inside and go to the second floor. We go out through the window and climb along the cornice of another window. From the room of the survivor of the fire, we take the glasses from the floor. Here we will find a watering can. We use the glasses on the desk drawer and take out the card. We get out and open the transformer box with wire cutters. We pour fuel from the canister into a watering can, and from the watering can into the generator inside the booth. We launch it and return to the building. We go downstairs and unlock the door using the found card. Open the shield on the wall and make the top signal active. We enter the room where we will find a lamp and plug it into the socket. Let's switch the signals on the panel and return to the room. We go all the way to the right, turn on the computer and enter the following data: Leonardo da Vinci - Madonna Benois - 1477. We insert the resulting picture into the X-ray device. Then we use the phone on the computer.
Let's select a hanger from the nightstand. We enter the chamber on the right, take a glass from the stand, and select as many as we can carry from the stack of bricks. We use the glass in the toilet, thereby filling it. We pull the blanket off the bed and place bricks in it. In the hallway we disable the air conditioner and recut the cable with a wire cutter. Let's fasten the blanket filled with bricks with a cable. We return to the cell and attach it all to the window bars. Let's look outside, grab the bag and throw it away. Using a hanger on a rope as a bungee, we slide down.
A rude voice will tell us that we will not be able to go further. We go into the next room, pick up a battered robot, and a little further - a set of all kinds of devices. The robot can only have one weapon in its arsenal, so we combine the one we like and go out into the corridor. We enter the fight, use the attack and defense buttons. We may not win on the first try, but we can repeat until we destroy the enemy. After communicating with Cassandra, choose the first answer option.

Aircraft carrier.

Click on the green area, thereby selecting a can of phosphorus. We connect it with the card and use it on the grid. We move around the area, illuminating the places where we walk. We take the phone, a glass and an iron stick, with which we open the grate. Having got out, we go up the stairs, climb onto the roof and find ourselves on the runway. We inspect the drawers, from where we take out a screwdriver, gloves and a measuring device. We use the glass on the airplane wheel. We go to the previous location, but do not go inside. We pry out the red light bulb with a screwdriver. We combine a glass and red glass. We go inside and attach the red glass to the second container on the right. We open the door of the opened container and look inside it. We connect the parts this way:

Switzerland, CERN.

Let's go to the right and take out the clothes from the bottom closet. The alarm will go off and we will be taken out of here.

End of the world.

We go to the end and go through the door. We take the toy from the ground. Open the car door and lower the handbrake. We break through the glass of the store using a pile of garbage lying nearby. We take the camera from the counter. We photograph the dark cloud in the center. We'll take it from the resulting rubble iron rod. We use it on the sewer grate where the car stood. We go underground, pick up a woman’s shoe and a tablet. Gasoline is leaking to the left of the tunnel, use a toy on it. Let's fasten the rod and the toy. Let's go to the surface and light an improvised torch on the fire. Let's go back underground and use a torch on the draining fuel. We climb up the collapsed bus. We pull the cable out of the reel and fasten it to the dangling rope. We attach the other end to the elevator mechanism and activate it.
We examine the table in search of a pen and a piece of paper. Let's give the items to Nina. Let's look into the terminal and use the coordinates received from Nina on it.

Greece, Santorini.

We control a submarine and look for crystals. They can be found in the corners, we try not to get caught in the currents. If there are problems with the search, then we highlight the active points. We insert all four crystals into the corresponding connector in the center. We swim through the opened passage.
In the terminal on the right we enter what is shown in the figure.

We go left, everything on the mechanism should be like this:

We go inside and interact with the device.

7 - left, 6 - down three times, 1 - right three times, 2 - up, 7 - left, 8 - up, 6 - up, 5 - left three times, 4 - down, 7 - left twice, 2 - three times down, 3 - three times to the right, 2 - up, 5 - two times to the left, 8 - down, 6 - down, 3 - right.
We leave the room and help Max. To do this, let’s pick up the bag left in a hurry near the exit and look inside. We use the syringe on Max.

Switzerland, CERN.

Let's examine all the active points, and we will have in our inventory - a pencil, an aircraft, a cigar. We pass to the left, inspect the place where the protective raincoats hang. Light the cigar with a lighter and place it on the stand to the left of the aisle. We combine a sticky object in the inventory and a mirror - we use it on lasers. We do the same with the aircraft: we connect it with Velcro and use it with lasers.
We take out the card from the elevator control panel. We use it on the hatch above. We lift the bolt, touch the stairs and quickly slow down the elevator by inserting the bolt into the mechanism on the left.
Use the card to open the door. We enter the room, go right. Use the key to unlock the upper compartment of the cabinet. We go out into the corridor, interact with the card on the laser control panel. We go forward and aim the laser at the fire-fighting installation above the door. We use the defibrillator on the puddle and thereby put the remaining guard to sleep. Once inside, use a defibrillator to open the door of the fire-fighting equipment and remove the ax. We use it on the pipe above the door.
We go up the stairs and contact Nina using the radio on the door. We open the lock cover by pointing the card at the screws in the corners. We see the code below and, having contacted Nina again, we will tell her it. Let's watch the final video.



Preference