Journey to the center of the earth walkthrough. Walkthrough of Journey to the Center of the Earth. In a diamond mine

To the question Who played Journey to the Center of the Earth, help??? given by the author Alena Filippenko the best answer is Here, to the right near the entrance, a certain unit with bellows and a clamp-holder is attached to the wall. It appears to be a crystal processing device. It will be useful, but first it would be nice to get hold of the crystal itself.
Go deeper into the cave, here someone has thoughtfully, right for you, stocked a ladder installed under a bunch of crystals. You climb in and try to tear it off. Whatever the case! We need something sharper and harder. We need to go look around. Return to the beach. Here you find a piece of bone (tip of bone), which may be useful in the future, but it cannot break off the crystal. Will seek. Pour water into the empty bottle that was kept in your pocket - it will come in handy. Continue along the beach to the right.
Exit to the entrance to the abandoned mine. At the entrance, find a large shell (giant shell) and add it to the rest of your finds. Come inside.
In front of you is a huge cave, equipped with various mechanisms and littered with all sorts of junk. Carry out a quick inspection, in the box at the entrance you find some seals - all in your pocket, and next to the box on the box is an old chisel - what the doctor prescribed. Now you can return to the cave with the crystals.
Wear gloves - rule number one of local safety regulations - your manicure will last longer. Place the found chisel on the stick. We got a useful tool: a cross between a pickaxe and an ice ax. To break the crystal - it will do just fine! Next is a matter of technology. Everything worked out and it didn't hurt at all. Now we need to bring the crystal to its canonical form, that is, polish it.
For grinding in the field, otherwise you won’t be able to determine the situation you are in, sand is quite suitable. Moreover, you don’t have to go far to find it. Leave the cave and collect sand. We pour it into the flask of the crystal processing device hanging on the wall. You fix the broken crystal in the tripod holder and begin to pump air with the bellows. The sand, picked up by the air stream, conscientiously copes with its work, as a result of which you get a piece of polished crystal, a quite decent cabochon. The job is done, all that remains is to meet Adam and give him the stone. And in anticipation of a new meeting, it’s a good idea to mind your own business.
You return to the old mine. It's a little dark here. You need to provide light, without it you can’t see anything around. Go to the dynamo on the left and examine the ancient switchboard for problems. All clear. We need to restore the electrical circuit. So the wires taken from the helicopter came in handy. Twist the pieces of wire, having previously remembered the number one safety rule - you only need to work with gloves, and insulate the wiring. An adhesive plaster from the first aid kit is suitable for this purpose. The machine started working, the wheel started spinning. Let there be light! Go further into the passage in the depths of the cave. You find yourself in a hall with images of people and giants on the walls and a closed door between them.
To open the door, you need to solve a charade and place the seals on the door in a certain order. Above the door is a spell in which the order of the seals is encrypted.
Alena, if you liked the game, you would play something else. The game is just difficult. Very difficult. If you need anything, write me a personal message and I’ll help you.

“City of the Sun” is an educational center whose main task is to acquire, accumulate and disseminate knowledge about the unique features and common features of the original cultures of the peoples of the world. Our Educational Center has existed since September 2003. Its founder and leader is philosopher, cultural scientist and art historian Galina Prokofyevna Zubets.

The name of our Educational Center comes from the title of the work of the Italian philosopher Tommaso Campanella “City of the Sun”. But it’s not just the title that unites us with this philosophical treatise. There is also a deeper connection. On the one hand, it was Italian culture and our deep interest in it that led to the creation of the “City of the Sun”. On the other hand, from the very beginning we were aware of a certain proximity and consonance of our own ideas with the many ideas expounded by Campanella in his famous work.

The study of culture in the “City of the Sun” is multifaceted in content (history, philosophy, art, religion, science, everyday life) and diverse in form (travel to cities and countries, excursions in museums and outdoors, viewing and production of documentaries and feature films, visiting theaters and staging plays, performing and watching dances, studying foreign languages, preparing reports, exhibitions, concerts, publishing books).

The activities of the “City of the Sun” are quite dynamic. Initially it was the only club - the Italian one, but over time others began to appear. Now some clubs and studios exist permanently (the Moscow Connoisseurs Club, the Club of Lovers of the Russian Province, the Theater Club and Theater Studio, the Cinema Museum, the Artistic Creativity Club, the Publishing Center). Other clubs arise periodically to increase the intensity of studying the culture of a particular country (Italian, German, Chinese, Czech, Brazilian, Uzbek, Spanish, Polish, Bulgarian, Turkish, Indian, Vietnamese, Laotian and others). What clubs will appear in the future? - time will tell.

During its existence, the “City of the Sun” has organized and carried out dozens of trips to many countries in both hemispheres. The purpose of these expeditions is not only personal acquaintance with the original culture of various peoples, but also the collection of material for subsequent educational activities. In the vast majority of cases, these are not template trips organized by tour operators for the mass consumer, but full-fledged unique trips independently prepared by the members of the “City of the Sun”. As a rule, within several months before the start of the planned trip, the route and logistics are carefully developed, the advantages and disadvantages of the transport system of the intended region, and possible travel patterns are identified. In addition, climatic and geographical features, attractions that are planned to be visited are studied, and the peculiarities of the worldview, life and creativity of ordinary and world-famous representatives of the peoples inhabiting the region planned for travel are studied. Upon returning, the expedition members prepare illustrated stands, photo reports, and organize evenings where everyone can hear stories about the trip and receive valuable advice, watch photographs and films, listen to music and even taste national cuisine.

No less interesting are walks around Moscow, trips to the cities of the Russian province or searches for traces of abandoned estates.

The theater club helps students purchase free (or inexpensive) tickets to the best theater productions in Moscow.

The Cinema Museum displays films that are masterpieces of both domestic and foreign cinema; documentaries about the cities and countries that members of the City of the Sun plan to visit, as well as those that were filmed during their travels.

The Publishing Center “Cities of the Sun” published: 1) a collection of poems and prose by a collective of professional and non-professional writers, “A Breath of Oxygen”; 2) an investigative guidebook “Walking along Pirogovka” by Galina Zubets; 3) collection of poems “Eclecticism” by Alexander Komkov; 4) guidebook “Familiar and Unfamiliar Alatyr” by Anna Ilyinova; 5) The book “Lomonosov Places in Moscow” by Galina Zubets.

The Educational Center continuously collects and disseminates information about the most exciting events in the cultural life of Moscow (exhibitions, festivals, tours).

The “City of the Sun” exists not only to improve education and expand horizons. This is a school of a creative, open attitude to life, in which “Gorodosolntsevtsev” have the opportunity to realize their talents, learn to set new goals, look for ways to achieve them, overcome difficulties, support each other, accept independent decisions and take responsibility for your choices. The City of the Sun is a school of philosophy of life.

City of the Sun - school of philosophy of life

“City of the Sun” is a small oasis in the completely advancing desert of mass culture, an island of relaxation from hard work and freedom from everyday routine. Anyone who is thirsty can freely come into it and find joy in communicating with those who understand him.

A list of all publicly accessible materials on this site can be found in the section

“Go down into the crater of Ekul Snaefells, which the shadow of Skartaris caresses before the Kalends of July, brave wanderer, and you will reach the center of the Earth. I did this - Arne Saknussem.”

Jules Verne, “Journey to the Center of the Earth”

As expected in a quest, the game consists of exploring the territory, talking with everyone you meet and solving problems. It must be said that the game contains an excellent collection of classic puzzles, tinkering with which is an undoubted pleasure for fans of such entertainment. And in general, the riddles in the game are cute and enjoyable. With one single exception. In my opinion, only the most stubborn questomaniac and Michael Schumacher, who is accustomed to moving along a closed trajectory, are able to get a thrill from winding circles and kilometers around a large pit in the Valley of the Spirits under the howls of the wind that are unpleasant to the ear (have you tried to meditate to the noise of the engine of a stalling “Muscovite”? - so now learn!).

The game is linear. Wander around, like in “Myst,” doing whatever it is in this moment the left leg wants to, it’s not allowed here. Moreover. Often you cannot leave the next location until you complete all the actions prescribed by the plot. Quest items are sometimes activated immediately, and sometimes only after they are needed. For example, you will not be able to use the elevator in the Askiama Press Center until you have made an appointment with Master Figaro. You can click on the lift with the mouse all the way - it will not move a single pixel. Unpleasant, but logical.

Operation is extremely simple. One click with the left mouse button - go to the specified point, double click - run. Right button - open luggage. Esc - exit to the game menu. The pointer usually looks like an arrow. If it turns into a hand, it means there is an object nearby that can be manipulated. In the form of a head - start a conversation. In the form of footprints, a transition to the next screen is possible.

The last noteworthy detail is the laptop that Ariana carries with her. After the first use, its screen will appear framed by vignettes in the lower left corner of the screen. If it starts flickering blue, it means it's time to look at the computer: look through an encyclopedia, send a fax, do some calculations. In principle, the contraption is convenient: without it, our girl’s luggage would turn into a waste paper collection point. And so, by clicking on the next book or selected piece of paper, you send them to the computer, where a summary of what you read will be conveniently located in the appropriate section. Please note that computer processing of information is mandatory. For example, you will not be able to use the submarine password Adam wrote down for you on a piece of paper until you admire the same piece of paper on your computer screen.

So, watch the introductory video about the helicopter flight to Iceland and start the game.

At the volcano

After the helicopter lands, Ariana walks away from the car with her camera to look for better shots. At this time, rockfall begins. Huge boulders fall straight onto the red bug of the helicopter, the tail breaks off, the left blade crunches in half! Right blade - crunch, in half!

Stunned by the incident, Ariana says something like: “I hope the pilot is alive...”. True, this is where her participation in the fate of the victim ends. Let the pilot dig himself out from under the rubble or wait for rescuers. And why do we even need a pilot if the helicopter breaks down? Better to do something more interesting. For example, explore the surrounding area.

Go to the helicopter. Lift up propeller blade, lying to the left of the car. With the blade at the ready, approach the closed door of the helicopter cockpit. Open it. As a result, a whole list of potentially useful items will become available. Pick up from the floor knife, rope, bag. Open the luggage screen and unpack your bag. From it will appear: screwdriver, gloves, lighter And empty flask. Use a screwdriver to unscrew the wall hanging first aid kit. Unpack it and you will find: bandage, adhesive plaster, aspirin And bottle with a disinfectant solution. Use a knife to cut off those hanging from the distribution panel. wires. Finally, take the one lying on the floor laptop. Notice the vignette-framed area on the screen to the left of the luggage. As soon as you use the laptop for the first time, it will move there. And it will continue to serve Ariana as an encyclopedia and means of communication.

Click on the arrow at the top left of the screen to get out of the helicopter. Now you can use your laptop to call rescuers. To make communication possible, you need to go to the seashore. Go left from the helicopter. When Ariana comes out to the ocean, she will say that you need to send a distress signal. This is a sign that you are standing where you need to be. Open your laptop, select your email and press the “SOS” line that appears. At the same time, you will find out that you are in Iceland at the foot of the Snaffels volcano. The same one through which the heroes of Jules Verne penetrated deep into the Earth. Click on the envelope with the green arrow to send the message.

After sending the fax, return to the helicopter and go right. A crack is visible in the side of the volcano, but the passage is blocked by a large boulder. Use the helicopter blade again to roll away the stone. Try going into the cave. But it's dark there. Light the lighter and give it to Ariana. After this, not knowing that curiosity killed the cat, Ariana will enter the cave.

Dear girl! If you feel the urge to portray a ray of light in a dark kingdom, then you need to look at your feet, and not somewhere in space, otherwise... oops, we're late. A long, fading scream is heard and Ariana falls into an unknown place...

First camp

Ariana wakes up on a pretty sandy beach. It is light, fluffy clouds are scattered across the blue sky. And opposite stands an incomprehensible guy in a black hat and an old-fashioned frock coat. Moreover, it seems that the worthy gentleman is not at all surprised by the appearance of Ariana straight from the sky. It’s as if girls packed in jeans and hung with cameras are falling from the sky every day!

Let's start a conversation. The gentleman's name is Adam Covelier. He calmly explains to Ariana that yes, she is under the volcano. The place where she fell is called the First Camp. And nearby there is the only city in this place - Askiam. Adam will offer his help in exchange for a polished gem for his cane. A suitable crystal can be found in a mine nearby. Adam promises to meet you on the way to the city and decorously leaves.

We begin to look around. Raise the one buried in the sand bone next to where Ariana is standing. Then walk a few steps in front, to the crossing at the stream and fill water empty flask. Now go to the bottom border of the screen, the camera will change angle, and it will become clear that Ariana is standing by the mountain next to the entrance to the mine. To the left of the entrance on the sand lies a large sink- pick it up. Come inside. On the right on the square box lies cutter- take it, it will come in handy! A little further on at the bottom of the box something glitters. We pick it up and find out that it is locks with strange symbols on them. There is nothing else to do in the mine for now - return to the beach.

Cross the boards to the other side of the stream. Look at the gravestones under the dead tree. Use the laptop encyclopedia to compare the dates of death of buried physicist Ivan Platonov with the date in the encyclopedia. It seems that after his “tragic death” he lived under the volcano for several more years. The second stone is covered with dust, and it is impossible to see what is written on it. Look around. At the bottom of the screen, among the debris on the sand, find piece of cloth. In the lower left corner of the location lies piece of petrified wood- take it. As you know, even a machine gun is useful on the farm. Especially in an unfamiliar place. Return to the gravestone. Soak a rag you found in the cleaning liquid and wipe off the lettering. It turns out that this is the grave of another scientist - Armand Latifier. And again, looking at the laptop, we learn that the date of death on the stone differs from the official one by several years.

Having finished your historical research, go to the waterfall. A small cave will open, with druses of crystals flickering on the walls. Go deeper. There is a ladder against the wall, and above it a single crystal. This is what you need to pick out. Go up the stairs. Then put on gloves (this will leave one glove in your luggage). Take a chisel and combine it in your luggage with a piece of petrified wood. And then use objects to break the crystal from the wall.

The polishing device is located right there in the cave. Secure the crystal in a vice. As you know, polishing requires an abrasive. Exit the cave and take a handful of sand to the right of the entrance. Return to the device and pour sand into the flasks at the bottom of the device. After this, you need to press the bellows several times, and when the crystal changes shape, the work will be completed. Take it polished crystal and return to the old mine on the other side of the stream.

You won't be able to go far in the mine. Taught by bitter experience, Ariana will flatly refuse to go into the dark tunnels. So we need light. At the left wall there is a power plant with a huge wheel and a switchboard. We approach, examine and discover broken wires. What to do is clear: put on gloves again, splice the wires using pieces of wiring from a helicopter and wrap them with adhesive tape instead of electrical tape. Once finished, the wheel will spin and light will appear in the shaft. Now you can continue your journey.

In the next room, a surprise awaits Ariana: the path is blocked by a massive gate with a puzzle lock. You need to place the symbols in the cells in the correct order, then the door will open. The key to solving the problem is given in the inscription located above the door.

The Occident is the opposite of the Orient. Our story begins as the sun rises. Nature and technology go their separate ways.

First the ones whence we come. Then the one that feeds us. Followed by the one we mine. Comes the time of transformation. And of famed energy. Finally those who guide us.

The translation goes something like this:

West is opposite to East. Our story began like the sun rising. Nature and technology take different paths.

The first is where we came from. Then what nourishes us. Then - what we develop. It's time for change. Next comes energy. And finally, what guides us.

Now look at the door. Cells for symbols are located in a circle, and the symbols themselves are grouped in the center. Signs are divided into two equal groups, related to nature and related to technology. The order of placement is suggested by the inscription. From left to bottom counterclockwise you have: a mother with a baby, an ear of corn, a mountain, a spinning wheel, lightning, masks, the sea, ears of grain with a sickle, gears, a chemical flask, a bird in flight and a lighthouse.

Once you place the seals around the circle in the correct order, the door will open.

Mushroom forest

This location is a dream for a mushroom picker armed with a chainsaw. The landscape is filled to the horizon with mushrooms as tall as a three-story building. A path winds between the gigantic plate and tubular ones. Follow it. On the next screen, behind the exit from the cave, next to the path, there are growing mushrooms usual size. Use a knife to cut them off. Continue along the path until you reach a spiral staircase twisting around a mushroom stem. Climb on big mushroom, where the outpost of the sea bay is located. Talk to the samurai-looking gentleman on duty there named Lenkoff. His friend is sick, and while he is waiting for help, it would be nice to find some painkiller. Share an aspirin tablet. Receive a fax from Eva. Examine the outpost. Then go down the mushroom and continue on your way.

To the right of the bridge, a stump from one of the giant mushrooms sticks out of the ground. Take a knife and cut piece of mushroom. Step onto the bridge. As soon as Ariana is on the catwalk, the computer screen will begin to flicker. This was the answer from the rescuers. The brave guys send warm greetings and promise to get to Iceland in just two days. Hm. It would be faster for Ariana herself to try to find the missing pilot.

Beyond the bridge the mushroom forest ends. The sandy shore is strewn with boulders and bones. And on the right you can see the hut where our old friend Adam stands. Come over and start a conversation. You can ask in more detail about the strange world where Ariana ended up. According to Adam, air under pressure releases energy that produces light and heat. That's why it's light all around. Give Adam the crystal. As a return favor, he will offer you to inspect his hut.

We go into the house. Hanging on the pole to the right amulet- we take it. A little further there is a desk. They lie on it pieces of wood And green book. There is a massive bowl nearby. Ariana immediately thinks that something needs to be put there. Place mushrooms cut along the path. The bowl will release a cloud of smoke and a vision will appear: a helicopter, a rockfall, and a staggering, but quite alive pilot... This means that he is alive, and you can try to find him. Now open your laptop and discover how a group of cutting-edge scientists followed the trail... and populated this world.

There is another table against the opposite wall. There are three on it jars of colored dyes- take them. There is a chest against the wall. It's locked. And it opens with the help of the same amulet that Ariana took from the pillar. The amulet will turn into a key if you solve the puzzle. Combine an amulet and pieces of wood in your luggage. A depressed figure is visible on the amulet, and it needs to be filled with pieces of wood. The arrow below allows you to rotate the selected piece. The solution is quite simple: place two large triangles instead of the legs of the figure, and place the square on top. The placement of the remaining puzzle pieces will then become obvious. You can open the chest. Inside lies a bust of the pioneer of the underworld and several scrolls. Take them and new information will appear in Ariana's laptop. Read it.

Now you can return to the observation post to Lenkoff and give the chips from the stump to build a tire. The patient will immediately feel better, but the question of his evacuation will remain up in the air: the signaling device has become unusable, which means it will not be possible to call a riding pterodactyl to transport the victim. Can you guess who will have to repair the signal horn?

First, you need to replace the worn-out shell at the end of the horn. First, use a lighter to singe the bone you picked up on the beach. Then use this bone to drill holes in the shell. Then put the exotic part on the end of the horn.

Secondly, you need bellows to blow air. You can get them in the cave with crystals. You'll have to run back and forth through a dozen screens. When the repairs are complete, Lenkoff will tell you the password to access Askiam. And as a reward for your diligence, you will be shown a video with a live pterodactyl. When the reptile flies away, go to the table in the center of the empty tower. You will find black on it gunpowder bag, map the underworld and machete. Curled up on a stool nearby thin vine. Now you can go down from the tower.

Go past Adam's house forward to the second bridge. Continue along it until it stops, climb down the ladder and go left until you hit the thickets. As you know, all good adventurers use a machete to cut their way through the jungle. Having dealt with the lush flora, pick it up from the ground large leaf. Walk through the bushes... and Ariana will find herself face-to-face (or rather, face-to-face) with a dining T-Rex! A trolley looms in the distance behind the reptile, but trying to get to it risks turning into a dessert for the evil creature. We need to somehow scare away the tyrannosaurus. Go to the stump with an empty trunk lying next to it. Together, the entire structure resembles a cannon. So let's try to use it in this capacity. Place a leaf on the stump. Put dyes on it, pour gunpowder. Tie the resulting projectile with a vine and set it on fire with a lighter. Bang! The path is clear.

Walk past the Tyrannosaurus's prey forward and a little to the right until you see a small dinosaur under a tree with ripe fruits, which is trying to get to them. Pick one fetus and go to the trolley. The dinosaur will run after you.

A “squirrel wheel” type structure is installed in the center of the trolley. There are no squirrels nearby, but there is a dinosaur of the appropriate size. Open the wheel, put the fruit inside, and the clunker will roll briskly towards Askiam at a dinosaur-like pace.

Askiam

On the way to the city, Ariana will receive another fax on her laptop, describing the disagreements between the leading world powers, threatening almost another world war. It’s very strange - when she went to Iceland, peace and harmony reigned on Earth.

At the locked city gates you will be greeted by a gatekeeper named Osin. Having heard from Lenkoff about the appearance in underground world Timur and his team in the person of Ariana, he will immediately puzzle her with a new request. His camera was broken. The thing is brand new, manufactured in 1860, and for some reason it stopped working. It's a shame. Maybe Ariana can fix it? He will give you the key to the tower, in the basement of which there is a darkroom.

Go to the tower on the left. Use the key to open the door. We won't be repairing the camera now - we don't have spare parts yet - but we need to do something here. Once inside, start by reading the manual hanging on the wall above the desk. Now you can try to take a photo. Take it from the table photo paper. Turn on the red lamp using the toggle switch on the wall. Place the paper under the lamp. Pull the ring on the lamp and a vague image will appear on the paper. Pull the ring again. Take the paper. Place it in the tub closest to you. Then into the ditch against the wall. And finally, into the bath on the far right. After that you can look at the photo. It shows Ariana cheerfully cutting her way through the jungle. View from the back. That means someone was watching you all the way.

Leave the tower and enter the city. First impression: people here really respect fences. And nearby you can see the main fence builder - the Chief Engineer of the city of Askiam, an old man named Wallace. A conversation with him leads Ariana into a state of complete confusion: Wallace claims that not three days have passed since her fall into the underworld, as Ariana herself believes, but two whole years. In addition, he believes that the World War has been raging on the surface of the Earth for a year and a half, and is concerned that no one living outside will ever know about the existence of Askiam. He doesn't want Ariana to leave town. While her case is being considered by the council, she can explore the sights and learn about the city's history in the Archives. In parting he gives her pass to the archive and ticket to the monorail.

After Wallace leaves, go explore the city. First read the advertisements hanging on the pole. From them you will learn about diamond mines. Young people work there, and the diamonds are used to pay mercenaries who ensure the safety of Askiam from invasion from the surface.

Behind the arch with the sign “No Dinosaurs Allowed” is the market square. Come in. Talk to the airship pilot Gustav. He is glad to have a new person in town and is ready to show Ariana around from the air, but to do this he needs to prepare the airship for flight. He asks her to bring her a helium tank from the Academy and help fix the leak in the pipeline. Well, let's keep that in mind.

Go to the market stalls. In the middle there is a kiosk without a seller with a lot of stuff on it. Take piece of skin dinosaur and jar of fat. Get out of the market. Go further to the intersection. On one of the streets you will see a gentleman riding out a dinosaur - you can come up and stroke the good-natured reptile’s face. On the same street, next to his store, stands the antiquities and animal dealer Hercules. Talk to him. He will tell you that due to disturbing news from the surface of the Earth, he cannot leave the city, and his supply of animals has been depleted. He needs fresh eggs, which he can take from Adam. In addition, Hercules will offer to look around his store. Take advantage of the invitation and go inside. Go to the cash register. There are clocks on the shelves above the cash register. Check it against the computer clock and it turns out that Askiam's clock advances 3/4 of a second per minute. This explains the discrepancy in dates. Take it from the counter recipe book and clean punch cards. There is an inconspicuous button on the countertop next to the cash register - press it. She unlocks a secret room located behind the aquarium. Go there. Adam is waiting for you there. It's unclear how he got here, but he needs Ariana's help again. He needs to purchase the psychotropic potion Hanagra Sil from the pharmacy, and the suspicious pharmacist refuses to serve him. Promise to help. Additionally, Adam will warn you not to trust Wallace. All these reports of military operations on the surface of the planet seem extremely suspicious to him, but he has no direct evidence of deception.

After talking with Adam, examine the shelves. Next to the unfinished stuffed dinosaur, Ariana will find igloo. Let's take it. Then you can look at the three-dimensional holographic projector standing next door. Funny little thing. Finally, there is a note on the desk to remind the pharmacist that she needs to replenish her supply of bicardamom.

Leave the store and go straight down the street (away from the dinosaur). This will take you to the pharmacy. Talk to the grimzy Armanda sitting there. She will require a prescription for the medication. The recipe can be made by piercing a punched card in the right places with a needle. Use the book borrowed from the cash register to see what the recipe for Hanagra Seal looks like. However, even after seeing the recipe, Armanda will not give you the medicine. She will say that these are all Adam's tricks. After its refusal, a new option will appear in the dialog menu - bicardamom. Remind the pharmacist that she needs to go pick up this medicine. As soon as she leaves, stick your recipe into the slot at the counter. Then twist the handle to turn the medicine wheel. And take it away bottle of potion for Adam. Return to Hercules' shop and Adam. He will take the medicine and give it to Ariana air route map, with which you can get to the land of giants.

Now go to the city gate, and, a little short of reaching it, turn left to the press center. Look at the poster in the building's lobby. Notice the stopped clock hanging on the wall. There is a microphone on the table next to the clock. Use it (for some reason I had to move to the other end of the room to do this). Talk to Master Figaro about the broken clock. He will offer to meet at his workplace.

Go further into the corridor. The right door will lead you to a large hall where the projectionist Enrique sits. Click on the posters on the walls to get new information. Then talk to Enrique. He will tell you that he brings news tapes with a caravan from the diamond mines. And will give Ariana one of the news to watch films And key from the cinema hall. After saying goodbye to Enrique, look at the telegram lying not far from him on the counter - it’s very interesting!

There is an elevator in the center of the room. If you have made an appointment with Figaro, the elevator will take you to the control panel. Figaro will tell Ariana about the problems with the city's energy supply. Energy stopped coming from the collectors because the coordinates changed. It is clear that the master is not able to deal with the problem without the participation of a photojournalist. He will tell you that he left a piece of paper with calculation formulas somewhere nearby, but they are terribly complicated! Take the elevator back to the hall where Enrique is sitting. There is a page on the desk with a black device. That's what you need. Use the laptop to calculate the new coordinates: 6283, 1667, 5483, 2092. Go to Figaro. To the right of the master on the remote control there is a plate with four rows of numbers and buttons that change them. Set the correct coordinates and inform the master about it. The flow of energy will be restored, and the master will allow Ariana to recharge her laptop. The last thing Figaro will ask you to do is send a confirmation telegram. To do this, just take it and give it to Enrique.

Now let's start watching the news. Leave the room and unlock the door of the cinema hall opposite with the key. Put the film in the projector and watch the war chronicle. Very strange. The filming appears to date back to the First World War. To find out if your doubts are justified, use your laptop. By the way, if you have not yet helped Figaro establish a power supply and have not recharged your laptop, you will not be able to analyze the films. The computer will confirm that Ariana is right: the footage dates back to the 20s of the last century. What's going on in this city? Someone in Asia is chronically falsifying information, instilling fear in people!

It's time to visit the Academy. Exit the press center. To the left of it is a monorail station. Use it to quickly get to the Academy, and at the same time watch a beautiful video. The Academy is a pompous imperial-style building with many columns and a long staircase. Looks like the University of Barokstadt from "Syberia", only mammoths are missing. So to speak, a typical temple of science. Go into the round lobby. First turn left, where between the niches with busts of pundits there is a door to the laboratory. The laboratory of what science it is remains unclear. Something is ticking, pendulums and thermometers hang on the walls, and in the center near the table Armande is busy making her bicardamom. Talk to her. She will say that she has finished the work, but is in no hurry to leave. Leave it and cross the lobby to reach the archives. There you will meet with the rector of the Academy and Wallace. They won’t say anything important, but when they leave, you can search the room. Read the documents on the table, take the one lying right there film strip. Then pull the handle of the nearby unit with many buttons, and it will give you information about what books Wallace has been reading lately. After this, return to the laboratory. Armande has left, and we can manage here. Grab it from the table in the center of the room screwdriver And iron plate. Maybe helium balloon can you find it here? There is one! It is located at the bottom of the chamber, standing in the far corner. Take a screwdriver and twist it. After which you can leave the temple of science.

Head back to the press room to see what kind of tape Ariana found at the Academy. Let's look: first there are familiar military footage, and then a figure appears on the screen, like two peas in a pod like Ariana herself (view from the back), who destroys the energy distribution shield with her pick! They clearly want to set Ariana up.

Something needs to be done. First, you should try to get out of the city. Go out the gate to Osin. Go to the darkroom in the tower again. Now you have everything you need to fix his camera, which is standing here on a three-legged tripod. First, use a screwdriver to adjust the shape of the metal plate in the luggage, then insert the plate into the device and lubricate it with grease. The camera is fixed. The delighted Osin allows Ariana to leave the city for a while.

We roll backwards on the jalopy at dinosaur speed. We go past the carcass of the iguanodon, through the jungle, along the bridge... The goal is Adam's hut, where we saw the eggs that Hercules needed. When you get there, take it eggs and go to the city again. Give the trophy you brought to the merchant, and he will advise Ariana to seek help from the giants - a humanoid friendly race that lives in wild places. In addition, it turns out that the airship pilot Gustav is a friend of Hercules, and Ariana can safely ask him for help. Finally, you can go to Adam’s room behind the trading floor. It will complement the information about the giants.

After that, go to the market square, where Gustav is in a broken airship waiting by the sea for weather. Talk to him, tell him that you have a map. Then click on the base of the airship gondola. A close-up of the cockpit will appear. Wrap a piece of dinosaur skin around the leaky pipe, place the map on the dashboard, and attach a helium tank to the pipes above the dashboard. Preparations for the flight have been completed. The airship takes off into the sky and a beautiful video begins about a flight over a lost world, where herds of dinosaurs roam across the endless plains...

SECOND PAGE

Village of Giants

The airship lands on a field near the giants' settlement. Say goodbye to Gustav. Look around: in the distance you can see a round gateway in the mountainside. Behind it is a pier from where a submarine cruises to the diamond mines. Getting on the ship is the goal of all your further actions. But it’s too early for you to come here yet. Turn the other way.

A little further, a giant shepherd named Kano Pie looks after his large herd of mastodons. He is very friendly, talk to him. He will tell you that some of his fellow tribesmen are working in diamond mines to do their part in preventing war. You can get to the mines by submarine, which sails across the sea. After finishing the conversation, choose one of the tufts of wool, lying on the ground in front of the shepherd.

Continue further and you will come across a force barrier surrounding the village of giants. There is no passage. Return to the shepherd. He will explain that the barrier is a form of protection, and in order to pass, Ariana must leave all sharp objects outside. In addition, he will give Ariana tobacco. Approach the barrier and place a knife on the ground next to the passage. After this, a gate will appear and Ariana will be able to enter the village.

There is a gazebo in the center of the village. Go there to meet the foremother of the clan, Aora. Learn about the Valley of Spirits and the breach in the force field. After leaving the gazebo, look around so you know where to look for someone: on the right, a gardener is working above a flower plantation, on the left, a fisherman is sitting near a stone hut. First, approach the gardener. He will tell you that the bamboo fence next to the plantation surrounds the Arena, where the giants demonstrate their magical skills. Ask the gardener how you can get to the Arena. Then go to the fisherman. The fisherman, Payan Auva, is also the village weather forecaster. Give him some tobacco. Talk. Remember that to catch the best fish he needs a firefly. End the conversation. Then talk to him again. At the same time, a new option will appear in the dialog box: weather forecast for tomorrow. Payan will say that tomorrow there will be thick fog. Return to Tohu Malla, the gardener, and warn him about the fog. He will say that in order to protect the plants, he needs the help of a healer.

The road to the healer passes by the fisherman's hut and deep into the village. The healer Zhakhin is busy treating a baby mammoth. During the conversation, it turns out that she needs bitter berries. They grow in the gorge leading to the Valley of Spirits. They must be collected with clean and protected hands. Go to the gorge. The desired bush grows at the second pillar on the left. Put on gloves and tear berries. Return to Jahin.

Take a large one on the shelf behind her sink(top right). Then talk. Now Jahin has decided that Ariana can be trusted, and she is ready to answer questions frankly. Yes, she doubts her foremother’s words about the war on the surface, but she doesn’t know which part of the information is false and which is true. And no one will contact the foremother of their own free will.

For help with the berries, Zhakhin will give Ariana a twig, serving as a pass to the Arena behind the bamboo palisade. It also promises to help a gardener's plants survive tomorrow's fog.

Finally, Jahin will advise Ariana to awaken the Inner Spirit by passing tests in the Valley of Spirits. There are six pillars with holes in them. If you cover the holes in the two pillars with sheets standing next to each other, and then pull the tongue of the statue in the center of the Valley, a sound will be heard. The task is to choose the correct sequence of six sounds. The drawings on the arches in the Alley of Initiation should help with this. If you succeed, the island floating in the air - the Floating Garden - will lower down, and Ariana will be able to enter there.

Travel to the Valley of Spirits. Save the game here. It is quite difficult to get the correct sequence the first time without getting confused, and the game sometimes starts to glitch when you try again.

Ariana found herself in front of a large pit with a Floating Garden floating above it. There is a well-trodden path around the pit. Very long. There are various idols and totems along it, but you are only interested in the pillars with slits and leaves near them. There are six such pillars. Let's number them clockwise, starting from the place where you approached the pit. Behind the pit is an ugly, massive statue. You must cover the slots in the two pillars with leaves, then go up to the statue and pull its tongue. There will be a sound - the noise of the wind of one tone or another. The task is to close the holes in pairs and then jerk the tongue to reproduce the correct sequence of six sounds. This is a troublesome and long task, so it is wise to save to another file after each subsequent sound. The resulting result is said to be similar to the speech of whales. If whales really talk like that, then it’s no wonder that all other mammals fled from the sea to land!

So, here is the correct sequence of pairs of pillars:

1) Pillars 1 and 4, then the tongue.

2) Pillars 3 and 5, then tongue.

3) Pillars 4 and 6, tongue again.

4) Pillars 1 and 5, tongue again.

5) Pillars 2 and 3, language again.

6) Pillars 1 and 6, and for the last time the tongue.

If everything is done correctly, a cutscene will start and the Floating Garden will fall at Ariana's feet. And who do you think is waiting for you in the garden? - that's right, magician Adam! He wields the magic of giants and is able to magically transport himself from place to place. Why he, with his abilities, needs Ariana, who moves exclusively on her own two feet, is unclear. But nevertheless, he sends her off on a new assignment.

He believes that the hole in the force field that the foremother mentioned is in the Floating Garden. To focus energy, lenses are used here, which are produced by a rare species of mollusk. Ariana needs to get such a lens, and then put it in the right place.

Go to the gardener and tell him that Zhakhin will take care of his plants. In gratitude he will give Ariana firefly. With the firefly, go to the fisherman. He will reward Ariana rare shell. Return to the bamboo fence next to the gardener. Touch it with the twig that Zhakhin gave, and a passage will appear. And Tohu Malla, grateful for the help, will not prevent Ariana from entering inside. Inside, chat with the meditating giant wizard. When he disappears, go to the large bowl. Place a shell from Jahin, a live fisherman's clam, and mastodon hair into it. The mollusk will quickly crawl from one shell to another. The empty shell will crack, and now Ariana can take a clean one lens. With this lens, return to Adam. Now, for the island to go down, you just need to pull your tongue. The hole in the ground where you need to replace the lens is a couple of screens to the right of the Garden entrance. When you finish the job, return to Adam. He will give you sheet with code from the cargo hold of a submarine that runs from the village of giants to the mines.

To get to the boat, you need to leave the village and walk past Gustav sitting in the airship to the round gateway in the mountains. Once inside, pay attention to the panel on the wall next to the airlock. This is a counter of people coming and going through the gateway. Now it has the number 17 on it. Go out to the pier. There's a boat rocking there. And in the boat sits a very uncommunicative captain, who has absolutely no need for Ariana on board. You are being kicked out. To get on the boat, talk to the giant boy standing near the fisherman's hut. He will follow you to the pier to look at the ship. Try to talk to the captain again and you will be kicked out again. After that, open the airlock for the boy to return home. The counter will record his departure. This should fool the captain. Get back to the boat. The captain disappeared somewhere. Take this moment to go into the next compartment. There is a cargo hold door, the code for which Adam gave Ariana is 5731X. Open it. After this, the boat sets sail.

Diamond mine

Ariana found herself on a pier next to a diamond mine. Standing next to her is submarine captain Agnus. Talk to him. It turns out that in order to inspect the mine, you need a special pass. The captain will promise to give one to Ariana if she does him a favor: she will find a miner named Maori Fi and give him a souvenir from the captain - seeds from home. Go to the nearest trolley standing on the rails. Get inside and pull the lever on the control panel. The trolley will take you right to the face where the giant Maori Phi is cheerfully swinging his pickaxe. He will be delighted with the seeds and ask Ariana to tell the captain note with information about an uprising being prepared in the mines. Get back on the trolley and return to Agnus. He will say that the news received is worth passes.

Enter the tunnel on foot. Talk to master Firmen, who needs a filter to continue his work. He will give you order form on him. Go to the elevator straight ahead, press the button, and you will rise to the top platform of the shaft. Talk to the caretaker near the iron geyser tower. He will say that only the mine management has the right to let the tower elevator into the elevator. Continue around the platform. Closer to the middle of the roof, the camera changes angle, giving an overhead view of the entire shaft. The hangar-like building is a warehouse. This is where you need to take the filter that Firmin sent you for. The door is on the right. Talk to Amalia. She will allow you to inspect the warehouse and take a filter from the shelf. Before you leave, pick up a piece of paper from the floor near Amalia's booth. It talks about the impending revolution. Now turn into the narrow passage opposite Amalia's booth to get into the second passage between the rows of shelves. Take it from the shelf there paper with pressed prints on it. If you paint over them with a pencil, you can see what was there. Then stand on the blue tile in the middle of the passage. The camera will change angle, and you will be able to get to the things stacked on the shelves on the right. Take filter. Go behind the far row of shelves. Look at and enter into the computer the work shift schedule and routine hanging on the stand on the wall. Talk to Diamond Sorter Kiya Tran. Ask him about the geyser. He will answer that he cannot give permission to let Ariana there, but it seems that he is lying.

Take the elevator down and give the filter to Firmen. He will immediately ask you to calculate the optimal operating mode for the machines. After the conversation, Ariana will have another piece of paper in her luggage. Use a computer to process it. Then, having admired the completely incomprehensible three numbers received: 15, 37 and 8, go to the control panel on the wall to the right of the trolleys. There are three dials with buttons below them and a slot with a slider at the bottom. Procedure: press the button under the first dial so that it turns green. Use the slider to set the number 15. Press the button again to lock. Move on to the next watch face. On the second, press the button (green), set 37, press the button again. On the third again: button, 8, button. All three buttons should now light green. Let's return to the master. He, amazed by Ariana’s talents, presents her with a map of the mine. It shows that the geyser column rises up, higher and higher... It seems that this is the desired passage to Ariana’s home world.

Take the elevator back up to the mine roof. Go to the small glass observation post building. There Ariana will meet the giant Tile Nadi. Nadi will say that Adam asked him to help Ariana. And he will advise you to turn off the alarm in order to get to the geyser. When he leaves, take a metal sheet, standing on the side of the control panel. Then look at the remote control. On one side there are black numbers, on the other side there are white numbers. To turn off the alarm, you need to swap them. You can only move numbers in one direction. The algorithm is simple and resembles a giveaway game: move 1 black to the right, 2 white to the left, 3 black to the right, 4 white to the left, 5 black to the right, 5 white to the left, 5 black to the right, 5 white to the left, 3 black to the right, 2 white to the left, 1 black to the right. After this, the green light at the bottom will light up. The alarm is disabled.

Leave the house. Now you need to somehow distract the guard by guarding his elevator. For example, concoct a simple sabotage. Go to the channel through which water flows and place a metal sheet across the flow. Then go down the ladder and cut the belt that drives the wheel with a knife. Now you can return to the guard to please him with the news of the problem. He will leave to find out what happened.

Get into the elevator. There is a diagram in the shape of a diamond hanging on the wall. If you haven't yet penciled in a piece of paper from the warehouse shelves, now is the time to do so to learn which buttons to press. Press and the elevator will go up to the laboratory building.

In the laboratory, Ariana will overhear Armanda's telephone conversation. When she leaves, we begin the search. First, take from the sink bottle of acid. Then go to the bookcase and read the book about diamonds (about the third shelf from the bottom). Then go to the table where Armande stood. Read the instructions about Enigma balls. If you remember, in the elevator you saw a pipe with a recess for such a ball. You need to find the right ball, and it will serve as the key to the elevator's movements.

So, the “Enigma balls” puzzle is on the table in front of you. You have 12 identical-looking balls and scales to compare them. In three weighings you need to find a ball that differs from the others in weight. Moreover, it is initially unclear whether the key ball is lighter or heavier than the others. If the attempt fails, the balls are shuffled and another one becomes the key.

I solved the problem as follows. The probability of success on the first try of this method is 10/12, that is, 83%.

Step one: Take balls numbered 1, 2, 3 and place them on one scale. Place balls 10, 11, 12 on another bowl. Weigh it.

Step two: 1) If one of the scales turns out to be heavier, remove all the balls from any of the cups and replace them with three unweighted balls (among which there is obviously no key). Weigh it. If the scales are now balanced, then the ball is in the group removed from the scales. And now you know whether it is lighter or heavier. If the scale arrow deviates, the ball is among the first three lying on the scale. And you also know in which direction its weight differs.

2) If the batches are equal in weight, remove one of them from the scale and add the next three balls. If the arrow deviates, then the ball is in a new group of three balls. And you know whether it is lighter or heavier. If the arrow remains centered, the ball is in the last unweighted group. You can weigh one ball from this last group “at random” in your last attempt, or start all over again.

The last step. Now you know which group of three balls the key ball is in. Moreover, it is known whether it is lighter or heavier. Place one ball from this group on each side of the scale. Weigh it. If the scales deviate, take the desired ball. If the scales remain balanced, it means the ball you need is the last one.

Click on ball mouse to take it into your luggage.

Come to the door. Armande locked it when she left. Spray the lock with acid. The door will open. Go to the elevator, place the ball in the recess, and the elevator will take Ariana up, straight into the office of the man who made the whole world work for his greed. Look around. Take it from the office table films, rector's diary Alexander Academy, disk And fake photo. Analyze the information received.

Now save the game. Because now you have a choice: if Ariana goes through the round door in the center of the room, the game will end here and now. Ariana's career will skyrocket, the secrets of the underworld will become public, and the last dinosaurs will disappear, destroyed by the onslaught of civilization. Or Ariana may linger in the underworld to help her new friends restore justice. If you decide to do this, then get back into the elevator.

In the Arena you can see the wonders of giant magic.

Down by the elevator you will see Nadi. Tell him about your findings. Then go to the glass observation post. Adam is waiting for Ariana there. He will advise her to look for evidence of the scam in the laboratory safe. Adam will tell you that the safe will open after three vessels are balanced, one of which contains an acid, the second contains an alkali (base), and the third contains a neutral solution. Pick up from the floor leaf with instructions for neutralizing solutions. Read it. Another one appeared next to the remote control a metal sheet- take it with you. Go to the warehouse to the place where the diamond sorter worked. There on the conveyor belt you can take black diamond powder And white diamond powder. Now take the elevator up to the laboratory (click on the diamond-shaped diagram on the wall). First, go to the sink. lies on it litmus paper, which allows you to determine the acidity of solutions. Now go to the safe. Look at the castle. First, put litmus papers into the flasks one by one, and then pour in the powders. After this, you can open the safe door. On the top shelf you will find documentation, telling about diamonds sold, clients and bank accounts. Go downstairs from the laboratory and tell Nadya, who is standing by the elevator, about your discoveries. The investigation is completed and it's time to return to the submarine.

At the entrance to the elevator going into the mine, take the lying stairs. Go down into the tunnel.

Ariana found herself back in the hall, where she was talking with Master Firmin. The master left. But above the remote control where Ariana lit the green lights, you can see a suspended bunch of dynamite. It seems that in order to avoid an uprising and cover up all traces, the rector and his comrades decided to blow up the mine. Place a ladder against the wall. Climb up to the dynamite and cut off the dangerous trophy with a knife. Come down. But that is not all. A little further, at the railway switches, there is a whole cart loaded with dynamite. Ariana decides that the only way to get rid of the bomb is to throw it into the sea. Go to the pier where the train tracks end. Place a sheet of metal at the end of the rails to act as a trampoline for the trolley. Then, since you have arrived at the pier, you can talk to the captain. He will say that without receiving an order, he will not sail anywhere.

Return to the minecart with explosives. Wear gloves. Pull the lever next to the tracks to move the arrows. And then push the trolley and watch the video. Now you can return to the captain. He realized the seriousness of the situation and is ready to sail immediately.

Village of Giants

From the pier, go again to the village of giants. Along the way, talk to Gustav, who is waiting for Ariana in the airship basket. He, knowing the customs of giants, will offer to give him the entire piercing and cutting arsenal of the correspondent for safekeeping.

The village is empty. The only one you will find on the spot is the healer Zhakhin. Tell her about the diamond scam of the rector of the Academy and that one of Zhakhin’s fellow tribesmen is helping in this conspiracy. She will listen to Ariana, but to confirm her words she will ask to bring a memory ball from the Arena. She will give it to Ariana butterfly and offer to take catcher flower from the shelf (such a big red gramophone). Go to the bamboo fence. Pour water from a flask onto a bright yellow flower, and then release the butterfly. Watch the video. After the magic butterfly flies over the hedge, a passage appears in it. Enter the arena and place the flower on the square pedestal in the center. Memory Ball will fall into the calyx of the flower. Ariana is delighted with what she sees, but how fragile is this beautiful civilization!

With the ball, return to Zhakhin. She will touch the ball and feel that Ariana is right. Now we need to try to find the foremother, who is now in the Valley of Spirits. The valley is closed by a force field, and Zhakhin gives Ariana flute, which must be played to open the passage. Run to the stone with the tongue. It’s just that there’s no language. Instead lies a note, from which it is clear that Ariana is in danger. There is nothing more to do here, return to Gustav and fly to Askiam.

Askiam

The airship lands on the market square. Go to the kiosk where you took the dinosaur skin and take piece of blue fabric And telephone token.

It would be good to find Wallace and tell him about the investigation. Let's go look for the chief engineer. At the intersection we see Enrique. It turns out that Adam had already been here and asked Enrique to help Ariana. Enrique will tell you that Wallace can be found at the Academy. It’s just unclear how to get there - all the monorail stations are guarded by the rector’s cronies. Armande looms at the station near the market square. The giant renegade Bares Mohul is on duty at the monorail tower next to the press center.

Maybe you can use your phone? There are several street machines in Askiama. On the market square near the monorail station there is a device with the number 123-06. On the street behind the animal dealer's house there is a device 123-05. At the house in front of the market gate there is a telephone number 123-08. Finally, apparatus 123-04 hangs at the city gates. Ariana will not be allowed to use them: she does not have enough information yet.

When Ariana approaches the press center and sees Bares Mogul, it dawns on her: she can call him on behalf of Armanda, send him somewhere far away and take the monorail to the Academy. To do this, you need to know the phone number near the press center. Who can know the numbers if not a signalman? We return to the intersection to Enrique and ask him. He gives Ariana a list of local numbers. Required number- 123-09. Now go to any machine, cover the microphone in the center of the machine with a piece of cloth and lower the token into the slot. The conversation happens automatically. After that, go to the monorail at the press center and go to the Academy.

Academy

Go to the laboratory. On the table from the box, take the paper about changing the characteristics of the pantograph. On the table is a report on the differences between the civilizations of giants and humans. The possible extinction of the giants is presented in it as a manifestation natural selection- the strongest survives. Then go to the far corner of the laboratory. There on the table there is a box with a secret compartment in it. To get to the contents, you must solve another puzzle - build the Pyramid of Hanoi.

The description of the task is outlined on the piece of paper lying next to it. There are three rods. The first of the seven film reels is assembled into a pyramid. You need to transfer the coils in the same order to the third rod. Restriction: Larger diameter spools must not be placed on smaller spools to avoid damage. The problem can be solved without much difficulty, but if you are confused, here is the algorithm.

13, 12, 32, 13, 21, 23, 13, 12, 32, 31, 21, 32, 13, 12, 32, 13, 21, 23, 13, 21, 32, 31,

21, 23, 13, 12, 32, 13, 21, 23, 13, 12, 32, 31, 21, 32, 13, 12, 32, 31, 21, 23, 13, 21,

32, 31, 21, 32, 13, 12, 32, 13, 21, 23, 13, 12, 32, 31, 21, 32, 13, 12, 32, 13, 21, 23,

13, 21, 32, 31, 21, 23, 13, 12, 32, 13, 21, 23, 13, 21, 32, 31, 21, 32, 13, 12, 32, 31,

21, 23, 13, 21, 32, 31, 21, 23, 13, 12, 32, 13, 21, 23, 13, 12, 32, 31, 21, 32, 13, 12,

32, 13, 21, 23, 13, 21, 32, 31, 21, 23, 13, 12, 32, 13, 21, 23, 13.

The numbers 13 mean that you need to move the disk from the first rod to the third, 21 - from the second to the first, and so on.

After completing the task, the box will open. Hidden in it is a bottle of a potion that is deadly to giants and harmless to humans. There are also instructions for use: the infection is transmitted by touch, begins to act after 15 minutes, there is no antidote. The mortality rate reaches 25%. So much for “natural selection”!

Exit into the laboratory and go to the archive located opposite. Use the machine with buttons (pull the handle) to get a listing of the literature ordered by the rector. Exit to the lobby. There, the deceitful rector Alexander and the traitor Bares Mogul are waiting for Ariana. The conversation leads nowhere. Ariana is captured and Bares teleports her to prison.

Jail

It should be noted that, judging by the interior and the remains of the meal on the table, the prisoners in the local prisons live quite well. Look around. Take a note from Alexander, addressed to Peter, from the chest of drawers, asking him to hold the young lady (is that us, or what?) until Alexander returns. A little further in the tub there is a tree growing - click on it with the mouse. A secret passage to the next room will open in the wall. Enter Peter's laboratory. Take it from the table at the entrance wick And periscope diagram. The periscope itself occupies the middle of the room. Go around it to talk to the one standing next to it. bookshelves Peter. He will tell you that he plans to observe stars above the Earth’s surface through a periscope, but the device is missing some parts. In addition, a safe light source is needed to install them inside the device. No, a lighter won't help here. Peter was put in prison by his brother, the rector of the Academy. But as long as Alexander gives him everything he needs for scientific work, Peter does not object to the conclusion. After the conversation, spin the telescope - Peter will start chasing Ariana away.

Return to the first room. A basket hangs from the ceiling on a rope. They're probably dumping food in it. Screw the fuse to a bundle of dynamite in your luggage, place it in the basket and light it with a lighter. Watch the video. Pick up a long one among the debris on the floor stick. Connect it with a rope from your luggage and throw it into the hatch on the ceiling. Hooray! Ariana is free again. But where are we? Yes, in the very cave where our journey began.

Go out towards the mushroom forest. Adam is waiting for Ariana outside. He will tell you that everyone is looking for her, Gustav is combing the surrounding area on his airship. Tell Adam about your discoveries, about Peter and the telescope, and about the danger threatening the giants. To protect the giants from infection, Adam will advise you to take the bone near his hut and take it to Zhakhin. She knows how to use it. In addition, Adam will agree to keep watch at the cave, but he asks Ariana to get a few things: a box and some coal, a fern for a bed, a blanket and some food. Enter the cave again. Box And coal will be found opposite the switchboard. In the mushroom forest, opposite the place where Ariana collected mushrooms, cut with a knife fern. Then go up to the mushroom post. Lies on the table food, and you can take it from the bed blanket. Take the collected items to Adam.

Then go past his house to the second bridge. Sticking out of the sand bone- that’s what you need. Cross the bridge into the jungle and you will notice Gustav patrolling the savannah. Go to the place where you saw the tyrannosaurus - the airship will be waiting for you there. At first, Gustav will insist that Ariana needs to return to the city. But then, imbued with the importance of the mission, he takes Ariana to the giants.

Village of Giants

Go out into the clearing where mastodons graze. Pick up coconut at three palm trees and dried excrement mastodons nearby. Go to the village. The fisherman is sitting at the hut again. We remember his passion for fireflies and the fact that the periscope needs a safe light source, and we go to talk to him. He will promise a firefly if Ariana places the tops in the correct order for the crayfish that were confused by the current. The tops are located not far from the house. There are only three of them and each is marked with its own color. And in front of them, symbols of different colors are also painted on the stones. The task is quite simple. Once completed, go to the fisherman and get what you need firefly.

For some reason, Zhakhin is standing with a blindfold over his eyes. It turns out that her inner vision has developed so much that she no longer needs her eyes... Well, well! Tell her about the danger facing the giants. Jahin is ready to brew a potion and cast a spell that will temporarily protect the village, but something is missing. Specifically, the berries of the five senses. You can find them in the Alley of Dedication, leading to the Valley of Spirits. Go there. Wear gloves. The ones you need berries grow at the third pillar on the left. Return to the healer.

Now let's brew the potion. We put mastodon dung on the stone next to the baby mammoth, set it on fire with a lighter, put a coconut, put berries and throw in bone powder. Tell Jahin that the potion is ready. She casts a spell and gives him a sponge to collect the potion in. Wear gloves - otherwise you won't be able to handle the hot nut. After this, a sponge with medicine will appear in Ariana's luggage.

Go to the central gazebo. Nadi is standing there. Talk to him and then squeeze the sponge into the holes in the floor at the back of the gazebo. After this, Nadi will agree to deliver Ariana to her foremother in the Floating Garden. Follow him to the Valley of Spirits. There he will take you to the garden.

Talk to the foremother. Tell her about the conspiracy, present evidence and invite her to look at the upper world through the periscope. After this, go to Gustav to return to Askiam.

The final

The telephone rings in the market square. Pick up the phone. They ask Ariana. This is the only time in the game when you have a choice - answer “yes” or “no”. However, if you answer in the negative, little will change, and after a few seconds the phone will ring again. Enrique calls, he asks Ariana to come to his press center as quickly as possible. Most quick way- use the monorail. But before you leave the market square, go to the airship and take helium balloon.

In the press center, persuade Enrique to notify the city residents about the events taking place. And in order to prevent the rector, it is worth blocking the monorail station near the Academy. For this Enrique will give Ariana master key. Take the elevator down to the control panel. Pick up from the floor pliers. Look at the diagram on the remote control and press the button under the “Academy” station so that it turns red. Return to Enrique.

Now we need to find Wallace. He was going to visit the giants, and, without knowing it, he could bring Alexander’s infection to them. Go to the intersection and turn towards the pharmacy. The chief engineer is standing there. Finally, you can transfer the threads of the investigation into the hands of local authorities! Tell us about the poison, about the diamond scam, show evidence. Finally, invite Wallace to use the periscope to see for himself that peace reigns on the surface. He accepts the invitation. Now Ariana's name has been cleared and she is free to leave the city at any time.

The last thing you need to take care of before leaving Askiam is to collect the missing parts for the periscope. Go to the beast dealer's store. The store is locked, but Enrique's key will open the lock. Go to the secret room. There is a magnifying glass on the shelf next to the dinosaur model. Using pliers, remove from it magnifying glass. Leave the store and go to the gate. Outside the gate, talk to Osin. He is saddened by the separation, and in order to help Ariana one last time, he allows her to take the mirror from his camera. Go to the tower and take mirror. Now all that's left is to approach the familiar jalopy with the hard-working dinosaur... and Ariana ends up right in Peter's laboratory.

Go to the periscope. Plant a firefly inside. Then put the mirror and magnifying glass in place. Remove the firefly from the device. Now talk to Peter and ask him for the coordinates to observe the harbor on the surface of the Earth. The paper with numbers is on the chest of drawers next to the door. Enter the numbers into the computer, click on the periscope and watch the final video: how amazed Wallace is at the picture of the upper world, how Ariana says goodbye to her new friends and goes to the surface. By the way, if you carefully followed the faxes that Ariana received from friends, colleagues and relatives during the game, then you know that a very warm welcome awaits her! After she disappeared, everyone suddenly realized how much they appreciated and loved her. And, probably, it’s for the best that the floppy disk with photographs lost world During Ariana's flight over the sea, it falls out of the laptop.

Congratulations! You have completed the game.

Quest “ Journey to the Center of the Earth” - Journey to the Center of the Earth” - continues storyline the novel of the same name by Jules Verne, published more than a hundred years ago. More precisely, in 1864.

The novel tells how the German mineralogist professor Otto Lidenbrock found a mysterious manuscript and followed in the footsteps of the famous 16th-century alchemist Saknussem, who was the first to penetrate the underworld. The enthusiastic professor was followed by his ever-moaning and whining nephew Axel, who had dragged himself on the expedition not out of scientific interest, but so as not to anger his uncle and please his fiancée. The third was an Icelandic guide, calm as an iceberg in the ocean, ready to go to hell for two Reichsthalers a day.

The adventures of this trio in the underworld form the essence of the novel. This odyssey ended with the professor, his nephew and Icelandic guide being spat out by a volcano in the middle of the Mediterranean Sea on the island of Stromboli. After which the nephew published a description of this incredible journey.

In your game Frogwares continued this story. The French scientist Armand Latifer believed in Lidenbrock's discoveries. Latifer gathered around him a group of like-minded people, and an entire expedition of scientists who wanted to create a new Eden of science set off for the underworld.

A century and a half has passed. And so in 2005, photojournalist Ariana goes to photograph the landscapes of Iceland to the very Snuffels volcano from which this whole story began. The landing site was poorly chosen, and the helicopter was buried under rockfall. The enterprising girl immediately called rescuers using her laptop, but did not wait for them. Instead, she climbed into a dark cave with a lighter, as a result of which she fell into God knows where. Ariana's adventures in this very unknown place - that is, in the underworld - form the essence of the game.

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VOLKAN SNAFFELS

The game begins with a helicopter crash, Ariana films everything on camera. Helicopter: Ariana is interested in her pilot, go to the door of the helicopter, the door is closed. Next to the helicopter on the left, pick up a part from the helicopter’s propeller and use it to open the door. Inside the helicopter you find a rope, a knife, a computer and a bag. Unpack the bag and you will have a screwdriver, gloves, a lighter and an empty flask. Inside the helicopter, take the first aid kit using a screwdriver, unpack the first aid kit and you have: cleaning fluid, plaster, bandage and painkillers. Use a knife to cut off the electrical wires to the left of the first aid kit. Get out of the helicopter. Shore: Go left and you're on the shore. Click on your computer to send an email. Dark passage: From the helicopter, go back and to the right, you will see a passage littered with stones, open the passage with part of the propeller, Ariana says that it is dark and old there - a little fire from a lighter and forward, Aha! Failed! Welcome to the fairy tale.

FIRST CAMP

Beach: Meet Adam, he really needs some kind of crystal for his staff, which is located in a cave near the First Camp. Find out that you can get into the city through an old mine, but before that you must polish the crystal. Right under Ariana’s feet you will find a sharp bone. Take an empty flask and fill it with water where the hand appears at the bridge - you now have a full flask. Old mine: go to the mine (bottom of the screen), on the left at the entrance you will find a large shell, inside the mine you will find an old chisel on a box on the right and it is not clear what is made of unknown material. Get out of the mine into fresh air. The other side of the beach: Cross to the other side along the bridge. Find a rag and rotten wood near some pile of something to the left. Go to the graves and look at them: Ariana talks about the encyclopedia on the computer, point the computer at the grave of Ivan Platonov, read about him: mmm-yes, the dates don’t match. The inscription on the other grave is difficult to read: then you need to clean it! Mix the cleaning liquid and a rag: you get a wet rag with which you can rub the grave of Armand Latifer until it shines: let’s look at the encyclopedia again and - of course, the dates don’t match. Cave: the left back of the screen will lead you to a cave, go to the ladder and climb it. Put on gloves (one remains), connect the old chisel and rotten wood and scratch out the crystal with them. Approach the device on the right, look and place the crystal on the dressing on the right, click on the bellows, Ariana realizes that she needs to polish the crystal with something. Leave the cave, take the sand near the green bushes. Pour sand into the flask and press the bellows several times. Get polished crystal. Old mine: we go to the old mine. Go to the end to go further, but Ariana is very scared - you know, she’s afraid of the dark. You see a large wheel, go to it, you will find broken wires, armed with gloves you can attach electrical wires here and insulate them with a plaster. Let there be light! Hello those who started reading from here. We go to where it is now light. Ariana says that the seals need to be placed in a certain order. Look at the round door, look at the inscription above the door, read the key to the door: The Occident is the opposite of the Orient. Our story begins as the sun rises. Nature and technology go their separate ways. First the ones whence we come. Then the one that feeds us. Followed by the one we mine. Comes the time of transformation And of famed energy. Finally those who guide us. In general, technology is opposite to nature, our story begins with sunrise, etc. .. I don’t want to go into details and immediately give the solution: rearrange the seals in places around the door: Nature (left) Technology (right) Mother with child Mill Ear Bird in flight Mountain Chemistry-factory Fabric and... Shafts Lightning Wheat and sickle Masks Sea Welcome to the fairy tale!

Observation post: Go to the next picture. Point your computer at a huge mushroom - an unknown variety? No wonder - I've never seen anything like it. Use a knife to dig into the ground and you will find small mushrooms with a strange smell. Now forward to the mushroom with a house on the roof. Go upstairs. Lieutenant Lenkov gets bored for a long time. His friend has broken his leg and needs to be satisfied; get down from the mushroom and go further along the road until you come to a suspension bridge. There is a mushroom stump in front of the bridge; use a knife to cut even pieces of the mushroom from the stump. Go back to the lieutenant and teach him a little medicine. Now that the leg is bandaged, the lieutenant will stand and watch as you repair the Horn. Hello, those who started reading from here. The horn for calling the pterodactyl is damaged, so there is no one to take the broken leg. Use a lighter to make a hard edge from a sharp bone. A solid tap will make a finished sink from a large sink. Now let's walk to the cave in the first camp to take the furs (2 clicks). They cannot be taken until the lieutenant asks you to repair the Horn. We go to Rog and get a mail. Look at the horn and place the finished shell and bellows. Let's chat with the lieutenant. Ay! I saw a pterodactyl! The lieutenant flies away and you can now profit from what is on his table: a map (read it), gunpowder, a machete and some wires on a chair. Well, shall we go to the bridge? Adam's Hut: after crossing the bridge and reading the email, check the animal skulls with your computer, stop being surprised. Talk to Adam about everything; we were invited home. There is an amulet hanging in the doorway where the books are; further inside, notice the eggs under the lamp, from the table we take pieces of wood and a book, which we read with great interest. There is a vase on the table, it would be interesting to throw something into it, let's throw small mushrooms with a strange smell into it. Oh! Magic lamp! There is a closed chest on the floor which, of course, you need to climb into. We connect the pieces of wood and the amulet. We have the key to the chest in our hands. Click on the key and in front of you is a riddle that you can solve without me. Open the chest: computer on the bust, take two letters, read with pleasure. When leaving, don't forget to grab some paint from another table. Savannah: go further to the left, again the bridge. We receive a message. At the end of the bridge we climb down the rope ladder. We walk until the ferns block the road. It's up to the machete, we cut through and immediately take a large sheet. What do we see? Big dinosaur. We won't fight him brute force, but with the head. We go to the right, we see a broken tree empty inside. We will make fireworks to scare the stupid dinosaur. Place a large sheet on the stump, then paint, gunpowder and wrap everything with wire. Light it with a lighter. The stupid dinosaur was scared of you. Go ahead. There is a wheelbarrow with a wheel for a squirrel. Poor little dinosaur trying to get fruit from the tree. We use the dinosaur as a squirrel, pick a fruit from the tree, the dinosaur will run after you like a dog (you can run back and forth). We press the wheels on the left and open the wheel (how glad I am that the pilot was saved), put the fruit there, and go to unknown lands.

TOWN OF ASKIAM

Gate: read the news, talk with Osin. He gives you a pass to the city and does not forget to ask you to repair his camera in the tower next to the door to which the key is attached; repairing requires grease and some kind of hardware. War? We go to the tower to the left, open it with the key. We look at the table, read the instructions on the wall. Take the photo paper, the switch will give you a red light, put the photo paper under the developer, switch the developer, the photos start to develop. Switch the developer again, take and place the photos in the liquid on the left, then up and to the right. Look at the photographs that are drying: you are being followed. We'll figure out. We leave and go into the city. We chat for a long time with Wallace, tickets for altimonorail and a pass to the archives appear in our inventory. Read the posters with your computer. Go to the city, don’t scold your mouse (while I was playing, Adriana 5-6 times went into places that she couldn’t get out of, despite all my efforts). Communications Center: Go left to the Communications Center. Come in and notice that the clock is standing. Now you can talk to Figaro on the microphone, he will invite you to his place. We go through the doors, then the doors to the left, which are open. Examine the posters, go left and talk to Enrico, he will give you the Projection Key and Tape #218. Let's go watch a movie. Go back to the corridor, directly opposite to the room that is closed and opens with Enrico's key. Read the note on the shelves, the poster on the wall. Take ribbon #218 and click it on the spotlight. Watch scenes from World War 2. We go back to the room where Enrique is. In the middle of it there is an elevator that will take you to Figaro. He also lacks something - energy, the coordinates have been changed, so the energy does not flow. We go back down. On the left side of the window are formulas that the computer will solve. Now you have the correct coordinates: 6283, 1667, 5483, 2092. Let's go upstairs and enter the coordinates into the panel, if you entered them correctly, you will automatically exit the panel. Notice the pliers on the floor to the right. Tell Figaro that the work is done, not only did he do the calculations, but he also wants to send a telegram. For this he allows you to recharge the computer. Go to Enrico and tell him about the telegram. We've done some work here, let's move on. We leave the building and go right along the road, right again to the intersection. Crossroads: you are at the fountain, go to the Triceratops, pet it. There is a man standing on the street, his name is Hercules, meet him. Of course he's missing something: eggs. The next caravan to the mine is in three months. He lets you hang out in his store. We go in and immediately go to the cash register, take recipe codes and empty recipe cards. We read the recipe book, press the button under the cash register, go to the aquarium. The wall near the aquarium has a secret door that we opened with a button under the cash register. Let's go inside. Bah! Look who's here! Adam! There is a note on the table in front of Adam, read it - it says about biocardamom. Let's talk to an old acquaintance, he needs Hanagra Sil. Play with the Triceratops hologram. On the table nearby you will find a needle. Let's talk to Adam about the hologram and tetelogram. Let's go from here to where the cash register is, the clock on the wall is 0.75 seconds faster. We leave the store. The road to the left goes to the pharmacy. Talk to Armanda Grunfield, you really are a taciturn rat. In your inventory, click the needle on the cards, look in the recipe book and make a recipe for Adam (Hanagra Sil). Try to push the recipe onto Armande, you can’t fool an old sparrow with chaff. Talk about biocardamom, she'll go to university to get it. While she's gone, let's steal a little. Actually, the recipe card that you have sticks into where Ariana is now standing, so move it a little to the left and you will see a slot. Insert the card, pull the lever to the left of the wheel and, voila, take Hanagra Sil. Let's take this to Adam, for which he will give you an aerodynamic map. Read it and go down the screen to the bazaar to look for parts to fix Osin’s camera. Bazaar: As soon as you enter, go straight to the watch shop, there you will find lubricant and old dinosaur skin. Go left and meet the local Chkalov. He also needs repairs - we need to go to the Academy. To do this, go left to that part of the bazaar that is not visible at the entrance. Go to the tower, we're going to the Academy. Academy: go to the stairs, go up, go in. I’ll say right away that there are only 3 doors: the exit, the entrance to the laboratory and the entrance to the archive. Go left to the laboratory, talk to Armande, while she’s here you won’t steal anything. We go to the archive to the right - you have a pass there. Let's chat with Wallace and the handsome Alexander, the rector of the university. They leave and we go to the table and read two books about Giants! And some kind of light. Take tape #254 and go to the machine on the right, pull the lever, dig a hole for Wallace. Armanda has already left, so we can go to the laboratory. Here on the table we find a sheet of iron and a file with which we can immediately sharpen this sheet of iron. To the left of the screen we go to some kind of generator, where we will find a bottle of helium on the floor. Well, we have nothing else to do here, let's go to the Communication Center to watch a movie. Let's wrap it up: let's watch the film in the already familiar projection room: someone doesn't like us, we're so cute. Let's go fix Osin's camera now. We go into the tower, put in a turned sheet of iron, then we lubricate the camera and it is ready. Of course, we need to tell Osin about our exploits so that he will let us leave the city. And outside the city we will go for eggs for Hercules, and we will take these eggs from Adam’s hut. The path there is familiar - over the seas and over the waves, along potholes and paths. Take the eggs and go to Hercules. He will tell you about the pilot Gustav and about the giants. Let's go fix the balloon. Let's talk to Gustav again, he needs an aerodynamic map. Click on Gustav's car, see the hole in the pipe? You need to cover it with old dinosaur skin, place a bottle of helium on the small tube on top, insert the aerodynamics map onto the panel above the levers. Let's go? VILLAGE OF GIANTS

Gate: Talk to Gustav. Check out the news summary. Go left to Canole Pyle - the guardian of the Mastodons. You will learn from him that you will have to go to the mine in a submarine. Here you will find Mastodon fur on the ground. Go left to the gate to the village. Here you understand that you can’t go in, so let’s go back to Canole Pile, who will give you straw and tell you that you should leave sharp objects in front of the entrance. Leave all sharp objects near the gate and enter the village. Village: Talk to the Matriarch - Aira Mund in the gazebo at the entrance, she gives you permission to enter the Valley of Spirits. Now go right to the flowers, talk to Tohu Malla - the gardener, he guards the entrance to the Arena. He needs a weather forecast for flowers. We went back to the gazebo, then left and again left from the main path. See the fisherman - Payan Ouva, talk to him; You give him tobacco, and he also needs a firefly to catch good fish. Say goodbye and immediately talk to him again about the weather for the gardener. Let's go to the gardener, let's say that there will be fog, he will ask the healer for protection for his flowers. To do this, follow the main path further to Jahin Dubra - the healer. She needs bitter berries located on the Alley of Beginnings under the arches and which must be taken with clean and well-protected hands. The healer gives you a magic wand and uses magic to protect the gardener's flowers. Take the empty sink next to it on the shelves. Go back to the gardener and tell him about protection for the flowers, he will give you a firefly as a gift, which was needed... and the fisherman. The fisherman will give you a live shell. Finally we go to the arena, the gate is closed, but you can open it with a magic wand. Inside, listen to Bares Mohul - the master of recomposition - the Memory Ball can only be read by the Matriarch, the master disappears. Go to the vase on the left, place the empty shell there, then the live shell and, finally, the mammoth wool. Click on the living shell and take the clean lens. Valley of Spirits: let's go to the fisherman and ask him about the Alley of Beginnings. Now it’s time for the healer: we go to the alley of beginnings, further away from the healer, you will see an island hanging in the air. Click on the 2nd arch from the left, put on gloves and take the bitter agodas. Again to the healer, he will tell you how to get to the island - you must make 6 sounds in the correct order. Now comes the time for a riddle that will be difficult for even the most avid players to guess. On the pillars of the arches in the Alley of Beginnings, notice the lines indicating the sounds that you must reproduce. Go further to the pit, go around it, notice a face with a tongue that you can pull and 6 pillars with sheets. The sound is made like this: cover the holes on any two pillars with a sheet and pull the face by the tongue. You must accurately produce the correct sounds in the correct order, be patient. To explain how to solve this riddle, we will first agree on how we count the pillars: we count from the main path clockwise, i.e. The 1st pillar will be on the left and the 6th on the right. Do it in the exact sequence: 1. sound - 1st pillar, then 4th, then pull the tongue 2. sound - 3.5, pull the tongue 3. sound - 4.6, 4. - 1.5 5 - 2.3 6. – 1.6 and the island descended. Bah! Who is here! Adam again! Let's chat, you need to get onto the submarine, the code is attached to the boat. If you left the island, pull your face by the tongue and you are on the island again. Go around the island and find a black hole in the ground, insert a clean lens into it. Let's talk to Adam again and we can go home. Let's go to the keeper of the Mastodons and then to the submarine, go into the ball-door, get inside the boat - the captain kicks you out. We go to the ball door and at the entrance we notice a counter, it counts those entering step by step, we are 17th, we need to somehow deceive the captain. Let's go to the village, remember the guy next to the fisherman, let's show him the submarine. Since you walked through the door together, the counter counted only one person, let's send the boy home. We go to the eyeliner, type the code that Adam gave to the panel: 5731X.

Mine: Talk to Captain Angus, he will give you a pass to the mine if you take the grains to Maoro Fi. Go left, you will see a car, look at it and a simple combination of moving. We arrived at the mine, go up to the giant and talk to him, he will give you a note to Angus, don’t forget to read it, and a pass. Let's go back to Angus and give him the note. Let's go into the mine, talk to Firmin, the motor needs a filter and the water pressure is low, he gives you a note for a spare part. Go further and go to the elevator, it will take you up if you don't forget to press the button. Platform: go right, talk to Huta Meo - he won't allow you to the geyser elevator. If you go back from it you will see the entire platform, go to the entrance to the long building. Amalia is sitting here, she will allow you to take the filter, on the floor here you will find a note. Go further, here you will find a filter, and a little further away paper and a pencil, which should be combined in your inventory to get a diagram. Go to the back of the building, where you will talk with Kia Tran - the person in charge of sorting. Let's go back down to the mine. Mine: talk to Firmin, he will ask you to recalibrate the pump and gives you the formulas that the computer calculates: 1. – 15, 2 – 37, 3 – 8. go to the machines and look at the calibrators, click on the left button and move the slider to 15 , then on the button in the middle and on 37, and the right button and 8; if everything is done correctly all the buttons will be green. We need to tell Firmin about our achievements, he will give you a map of the mine. We go to the elevator and onto the platform. Platform: go right to the long building and when there is a picture of the entire platform, go to the lower right corner; This is where the platform chief's room is located. Talk to Taal Nadi - the head of the platform and Adam's friend. The geyser elevator gives access to the laboratory, but there is a security system with a blocking mechanism. Bares Mohul appears, Taal leaves, pick up the sheet of iron near Ariana, and now it’s the turn of the riddle. Look at the control panel, the numbers should switch places: Move one black number to the right, two white to the left, three black to the right, 4 white to the left, 5 black to the right, 5 white to the left, 5 black to the right, 4 white to the left, 3 black to the right, 2 white to the left, 1 black to the right, the green light came on. Now we need to distract the elevator guard. Remember the water valve near the entrance to the platform, block the water with a sheet of iron and go down into the pool. Here, use a machete to cut the engine belt. Let's go to the guard and tell him that someone did something, he will leave and we dive into the elevator. Here on the panel we enter the diagram that we found in the warehouse. Laboratory: go through the door, you are hiding from Armanda, she leaves. Go down the screen and take the red acid from the sink. There is a table near the entrance. Under the tabletop there is a clue to the riddle with balls: 12 balls, you can weigh only 3 times, you need to find a ball that is either lighter or heavier than the rest. A ball unlike the others will go into the elevator pipe. If you start the game over, the ball changes. Solve the riddle yourself, it's easy. Check the safe - Ariana needs more information. Go to the bookcase - read the book. Go to the exit - we are locked, open the door with red acid. Go to the elevator. There is a tube in the elevator to the right of Ariana, put the ball there. Secret office: go around the office, on the table you will find a tape, photos, a disk and a note. It's time to save: go outside and go back, look at the world and then we will go to expose the culprits.

Despite what I called the end, it is not short at all. Go through the small door to the elevator, pull the lever and we are on the platform. Talk to Taal, you need proof. Go to the boss's room, there you will meet Adam, he has already begun to bother you, there is evidence of conspiracy in the safe. The flasks on the safe contain the same amount of liquid. The note on the floor is the key to the safe, take another sheet of iron here. Let's go now to the warehouse, to the sorting room. Where the sorter used to stand, we will find white and black diamond powder. We went back to the laboratory to the safe. Here we head straight to the sink and find strips for chemical analysis. Use them on the safe flasks and find out the compositions. The note said how to open the safe, do it the other way around: put black powder in the blue flask, and white powder in the red flask. Read everything in the safe. Go down to the platform and talk to Taal Nadi. Take the ladder near the elevator into the mine. Go down into the mine. Go to the cars, you see tied dynamite, place a ladder here, climb in and cut off the dynamite with a knife. Now to the very left, where you will see a car, go up and see dynamite in it, which Adriana wants to throw into the sea. Exit the mine to the submarine and talk to the captain. He doesn't believe you. Go to the rails, where the wheelbarrow used to be; here, closer to the sea, place a sheet of iron, so that you get a ramp. Let's go back to the mine to the wheelbarrow with dynamite and move the arrows so that the wheelbarrow goes in the right direction and click on the wheelbarrow, it will fly into the sea and explode. Let's talk to the captain, he will take you to the village. Talk to the pilot, select the giants. Find Jahina, the healer, since there is no one else in the area, she will ask you to get the Memory Ball to confirm your words. She will give you a butterfly, and on the shelves you will find a large flower. We go to the garden with flowers at the entrance to the Arena. Water the flowers with water from the flask and release the butterfly, the flowers will wake up and the doors to the Arena will open. In the Arena, place a flower on the square pad in the middle, it will grab the flower. Go back to the healer, let him read the memory ball - the Matriarch is in the Valley of Spirits, she will give you a pipe to neutralize the protective field. Go to the Valley of Spirits, use a pipe to make your way there, and straight to the face with a tongue that you need to pull. What do we see? There is no language, but there is a note from Alexander to Bares Mokhul. Well, there’s nothing to do, let’s go to the pilot, he will take you to the city. You land at the bazaar. In the same shop where they stole the dinosaur skin earlier, take a blue rag and a telephone token. Let's go to the crossroads, talk to Enrique, Adam asked him to find you. Wallace at the University. You need to go to the university, but you saw Armanda at the bazaar near the Atomrail - you can’t go there. Let's go to the communication center, there you will see Bares Mokhul. How can we distract him from there? Arianna has an idea - to call him. What is the phone number near Bares? Let's go ask Enrique. He will give you all the numbers in the city, now you need to find out which number you need - you need to check the numbers of all other telephones in the city. The first is located near Enrique, where the dinosaur used to be, the second is near the entrance to the bazaar on the left side, the third is in the bazaar on the right hand of the entrance, the fourth is near the main gate of the city. The only number you haven’t seen is 123-09, then dial it in any phone, don’t forget to put a blue rag on the receiver so that they don’t recognize you and throw the token and deceive Bares. Now you can take the altimorail and go to the Academy. Let's look into the laboratory first, find a note and notes for the conference there. Go further to the generator and look at the machine on the right, read the note on the table. You need to rebuild the turret to the right post, good luck. Take the note and flask of plymantar from the desk drawer. Let's go to the Archive. Let's see what the rector is reading about - check ours at the end of the room, you have already done this - the rector and Bares catch you - you are in prison. In the room you will find a note to Peter on the chest of drawers, you will see a basket hanging in the middle of the room and an arch covered with bricks - or rather a door that you can open if you click near the young tree. Let's go into Peter's room, right there on the table at the entrance we will find a cord and a periscope map, after reading which you will learn that the periscope is missing a lens and a mirror. Go further and talk to Peter, then you can play with the periscope. Go to the previous room, combine shmur with dynamite in your inventory, put them in a hanging basket and set them on fire with a lighter. Everything explodes and you pick up an iron stick on the floor, move into the picture nearby so that you can see a hole in the ceiling, connect the iron stick with a rope and throw them into the hole. So we got out and found ourselves in an old mine. We go into the forest, we meet Adam - he needs food, fern, wood, coal and a mattress. Go back into the mine and opposite the spinning wheel you will find coal and an empty wooden box. In the forest, in the screen after Adam, pick up a fern; on the observation tower you will find food and a mattress on the bed. Give Adam all these items and go to his hut, on the next screen after the hut you will find small bones. Go further along the bridge and you will see Gustav flying, click on him, he will take you to the giants. At the mammoth site, pick up dry mammoth dung and coconuts. Go to the village, talk to Taal Nadi in the gazebo. Then let's go talk to the fisherman - he will ask you a riddle, it is easy - solve it and you will get a very bright firefly. Let's go to the healer, she needs coconuts, bones and berries. We take the berries in the same place where we took them before, only not under the middle arch, but under the last one on the left. There is a stone near the healer, put dung on it, light it with a lighter, put coconuts on the fire, then put bones on top. Tell the healer that everything is ready, she will give you a sponge. Let's go talk to Taal Nadi again, he will tell you where to squeeze the sponge - three holes behind him - squeeze it out. He is waiting for you in the Valley of Spirits. There you will find the Matriarch, talk to her. Time to return to the city. At the bazaar, you will hear the phone ringing - Enrico wants to talk to you, he is in the communication center, Arianna wants to ruin the balloon - come up and take a bottle of helium. Let's go to Enrico, he will give you the master key with which you block the path to the Academy in the control center - take the elevator up there and look at the control panel. Before leaving, be sure to pick up the pliers from the floor. You will find Wallace near the pharmacy, talk to him and convince him. Now that all the invitations have been distributed, you can go repair the periscope. In Hercules' store, near the stuffed small dinosaur, you will find a magnifying glass - use pliers to pull out the lens. We need a mirror, you can take it from Osin’s camera - talk to him, he will give you permission. Click on the camera and leave the tower - you are with Peter, it’s worth talking to him. Click on the periscope, place the firefly inside, place the mirror down and the lens up, take the firefly back. Talk to Peter, he will tell you that the coordinates are on the table, but you take them on the table near the door to the next room, after finding out the coordinates, click on the periscope. Look... Goodbye.

Walkthrough - Page 1

Control

The game is linear, so you will need to consistently complete all the tasks and instructions of the characters. Control of the game is standard, using the mouse. The main menu, where you can save, load, change settings or exit the game, is called up using the key Esc. The inventory is located at the bottom of the screen and is called up using the right mouse button. Items in your inventory can be combined with each other by placing one item on top of another. When you hover over an item in your inventory, the name of the item appears or extra menu with commands that you can use. Items from the inventory can also be applied to items on the location in the standard way. The transfer of objects to the game character is carried out using dialogues.

To communicate with the characters, a dialog box with questions appears on the screen. To skip the dialog, you need to left-click anywhere in the blue dialog bar at the bottom. To the left of the inventory there will be a laptop screen. As soon as a message arrives on the laptop, or a new document appears, the screen begins to flash. I advise you not to ignore this blinking, but to immediately find out the reason and read all the newly received information. When you double-click the mouse, the character speeds up the movement. There are moments in the game when only an inactive cursor is used on the screen. In such cases, you just need to move the heroine with mouse clicks on the screen. To exit macro mode (zoom mode), you need to click on the large arrow in the upper left corner of the screen.

Types of cursor

Arrow with hand – active cursor, ability to pick up an item

Arrow with footprints – active cursor, ability to move to a specified location

Arrow with head – active cursor, ability to talk with another character

Arrow with laptop – active cursor, obtaining information from the encyclopedia about objects or events

Saves in this game are located at: C:\Program Files\1C\Journey to the Center of the Earth\save

Note

To enlarge a screenshot in the text, just click on it. To view additional screenshots, click on the active links in the text that are highlighted in dark red.

External world

Catastrophe

We play as Ariana, a photographer from the Horizons magazine.

After a short video, we go forward and pick up helicopter blade. We approach the helicopter and try to open the jammed door. We open the inventory, take out the broken blade and use it on the helicopter door. We look around in the cockpit. We select a bag, rope, laptop and knife, pay attention to first aid kit at the top of the cabin. Open inventory and unpack bag, using the corresponding command that appears when you hover over an item in the inventory. Using a screwdriver, unscrew the first aid kit, and use a knife to cut off the wires in the shield to the left of the first aid kit. We unpack the first aid kit in the inventory. We leave the helicopter (to do this, simply click on the big arrow in the upper left corner of the screen). Where is our pilot? Let's go to the left screen. When Ariana says that you need to send a message about what happened, open the inventory and click on the laptop, which will now be located to the left of the inventory. Click on the laptop icon on the left and on the screen that appears, first click on the icon Email at the top, and then click on the “send” button at the bottom of the screen. After successfully sending an alarm signal, we return to the scene of the disaster and go to the right. We notice the entrance to the cave. Using the same broken propeller, we move it to the side stone, which blocks the entrance to the cave. We look into the darkness and understand that without a light source we have nothing to do there. In the inventory we examine the lighter, click on the “use” command to light the lighter, then use the burning lighter on the dark entrance to the cave. Let's watch a short video.

Underworld.First camp

Beach

Having woken up after the fall, we meet Adam Coverlier and ask him all the questions from the dialog box. Let's learn a lot useful information. It turns out that we managed to suffer a disaster in the very heart of the Snæfelds volcano, which is located in Iceland. And our path lies to the only city of this world - Askiam. We begin our journey, as usual, with help. Adam needs some kind of crystal for his staff, which will also need to be polished.

Picking up on the sand bone, near the bridge we fill an empty flask with water. We go right along the coast. To the left of the entrance to the old mine we find shell, which we take with us. We go into the old mine.

Old mine

Take it from the box on the right bit, and signets made of unknown material with symbols. We approach the huge wheel on the left and click on it. On the panel that opens, you need to restore the wires. But electricity is not to be trifled with, so first we put on gloves and then change the electric ones. wires on the shield. We put on gloves again and insulate the wires using the adhesive plaster from the inventory. If everything is done correctly, you will hear the noise of a running generator. We leave the approach and go deeper into the mine. We reach the door and look at hint above the door.

West versus East - this means that the signets will need to be laid out from left to right, counterclockwise, since the west and east have swapped places

We start at sunrise - this means that the start will be the top left slot, and the second slot below, six symbols later

The paths of nature and technology diverge - this means that we will lay out the signets in pairs, one after another, strictly following the prompt, and the pair cannot contain natural phenomena or anything that symbolizes technological progress

1. First, that which gives birth to us - mother with child (1) and sea (2)

2. Then what feeds us - spikelet (3) and sickle with wheat (4)

3. Following what we are developing - mountain (5) and gears (6)

4. The time of transformation comes - spinning wheel ( 7) And chemistry symbols ( 8)

5. And wonderful energy - lightning ( 9) And bird in flight ( 10)

6. And finally, what guides us theatrical masks (11) and lighthouse (12)

We exit the zoom and click on doors.

Before us is a puzzle, after solving it we can open the door. Lay out signets with symbols , according to the clue on the door.

If everything was done correctly, the door will open. But let’s not rush to leave the mine, because we have not yet fulfilled Adam’s request. So let's go back.

On the other side

On the beach we cross the bridge to the other side. To the right of the skeleton of an unfamiliar animal we select an old a rag. At the left screen we pick up a piece of petrified wood from the ground. We approach two gravestones near a dried tree and examine them. In your inventory, combine a rag with disinfectant liquid. Then we wipe the inscription on the second gravestone with a wet rag. Click right click mouse on the laptop to the left of the inventory, and use it in turn on gravestones When the laptop blinks, click on it with the left mouse button and click on the name of Ivan Platonov in the left column to read information about him in the laptop encyclopedia. Then we read information about the second researcher, Armand Latifer. Let's go to passage between the rocks and we go into the cave.

Cave with crystals

In the cave we go forward and climb up the ladder. In the inventory we combine the found petrified wood with a chisel. Click on the gloves, select the “use” command to put the glove on your hand, and use the chisel and stick on crystal in the wall. We go down and approach grinding device, which is located on the right at the entrance to the cave. Place the crystal in the bowl on the right and press the bellows. For polishing you need to get some sand. We leave the cave and find the active point to the left of the stones. Typing sand, we enter the cave again and activate the grinding installation. Pour sand into flask, and click on the bellows five times until the crystal on the right in the bowl changes its shape. Done, we have a polished crystal in our inventory for Adam. We leave the cave and head across the beach to the old mine, in which we have already opened the door.

Mushroom forest

Let's go through open door and we find ourselves in the kingdom of giant mushrooms. We walk along the path and point the cursor with the attached laptop at the giant mushrooms on the left. We look at the screen of the flashing laptop, click on the inscription “mushrooms” in the left column and receive information that this type of mushroom is unknown to us. We take out a knife from the inventory and use it to take samples of small mushrooms. We follow the path further to the right screen and approach a giant mushroom, on the cap of which a watchtower was built. We come closer and go up the stairs. We talk in detail with Lieutenant Lenkov, and find out that Ivan Platonov was a member of his family. Then we go right. We click on the blinking laptop monitor and read the letter sent by our younger sister. We try to send some message again, but it is useless. We go down the stairs through the hatch in the center of the site.

We go right and further up the path. We reach the suspension bridge and take a closer look at the stump near the bridge. Using a knife, cut out two straight lines stripes, which can be used to make splints for a soldier's broken leg. We return back to the observation post and talk with the lieutenant, offering him a splint for the sick soldier. Now the lieutenant offers to fix his pterodactyl horn. I wonder what he was doing all the time while we were looking for a tire for his sick soldier? Well, okay, there’s no need to be angry, we need to get down to business.

We go to the other edge of the site and look at the forge. In the inventory, turn on the lighter and use it on the sharp bone that we found on the beach to harden it. We combine the hardened bone with the shell that we picked up from the old mine, and we get a shell with holes. We place the finished shell with holes on the tip of a large forge. To cause the sounds of a horn, you need to blow into it, but we cannot do this. We remember that in the cave with crystals there is a suitable device for this called bellows.

Cave with crystals

We descend from the observation tower and rush through the old mine to a cave with crystals. We look at the grinding installation in close-up and remove the bellows by clicking on them with the mouse. Let's hurry to the observation post.

Mushroom forest

We climb the tower and approach the forge. We apply bellows to the small shell, inform Linkov that the forge is ready, and watch a short video about the departure of the lieutenant and soldier. No, not on an airplane, but on a real pterodactyl. This is their exotic look for a local taxi.

Let's take advantage of the lieutenant's kind permission and take a look around. We approach the table, take it from the table map, a machete, a bag of gunpowder and a twisted thin vine from a chair. In the inventory, click on the map and select the “read” command. Click on the laptop monitor that is blinking on the left and read, scrolling through the pages using the arrows at the bottom right. Pay attention to the vessel on the table. For the sake of experiment, we throw small mushrooms with a strange smell into a vase, which we found at the entrance to the mushroom forest. We watch a short video from which we learn that our pilot is alive. True, we still know nothing about his whereabouts. From the door lintel in the room with books we remove some amulet. We go into the next room and take it from the table paints. We pay attention to the chest, which, of course, is locked. But is this an obstacle for us? We combine the amulet with pieces of wood in our inventory and get a simple Puzzle, which we collect.

To rotate the wooden pieces, use the turning arrow at the bottom. Once all the pieces of wood are in place, the amulet opens and becomes like a key. With this key we open the chest. We pick up from chest letters and pay attention to the bust. We read all the available information on the laptop. Having satisfied our curiosity, we leave the hut and head to the crossroads from which we turned to Adam’s hut.




Burkozel