If we fail, we will have to do it all over again. We activate the lever and very quickly go along the corridor, at the end of the metal grate, which slowly closes. Also, if we walk on water, he instantly notices us and kills us. An invisible monster is near us! We can only track him by his footprints on the water. So, after a few seconds of losing consciousness, we jump onto the first box. Further, we go down, through the opened door. Do not forget completely, before leaving, carefully inspect the room. We put the box and reaching out we loosen it until it breaks. Somewhere in the middle, looking at the ceiling, we see that a piece of wood is interfering with the mechanism. The gate does not spin, this must be corrected. After passing a little, we replenish the supply of fuel. On the right, having removed the boxes, through a narrow passage we penetrate into the back room. Next, we find that the door is locked from the back. In the next room, from the shelf, we select tincture of opium. On the shelf on the left we select fuel for the lantern. Seeing the monster, turn off the flashlight and try to climb on your haunches. We use the acid on the mucus that blocked the road. Quickly substitute an empty bottle under the tap on the right. We pour all the components, turn the left one, then the rest of the screws. We go into the room with the device for chemical experiments. We go to the end, from below, on the shelf we see the last component, we pick it up. We pass further around the corner, where the monster hid. It will be necessary either to quickly advance through the plot by completing the task, or to enter a very illuminated area. If we are on the verge of insanity, a simple flashlight will no longer save us. At the end, from the shelf we select tincture of opium (healing drink) and immediately we see the monster. The first door is locked, go to the second. But this is just an illusion, in fact there is no one there. Approaching the door, we see that someone is breaking from the back side. We remove the blockage before the exit and go to the next room. In the corner of the room, you can fill in additional fuel for the lantern. For a few seconds we will lose consciousness. In the second room we select the next component. Next, we examine the rooms from left to right. We go down the stairs and enter the first door. We use the found key on the door of the wine cellar. We leave the archives in the same way that we came. We carefully move along the corridors, because a monster roams nearby. Hearing a roar, we return to the hall, where a new door has opened. We take the key from the table, and take out the note from the bedside table. Having noticed the books, we activate them and go to the secret room. Under glass lies the last manuscript of this series. We examine the hall of local history, first we find all three books that need to be activated. In the same place we pick up a stone and throw it at the wall with an opening. At the left room, from the table we select the next urinals. After leaving the room, we turn right, resting against a dilapidated wall, we hear a roar. In the "Floor Plans" in the very last row we find a chest. We go to the end and turn into the left room. Leaving the room, turn right, right again and find ourselves in a huge corridor. After leaving the laboratory, we hear a woman's scream coming from the second floor.įrom the right room, from the table we take away the manuscript. On the left side of the room, we read another note, and take the empty bottle. In the experiment room, we select a note from the table. Once again, I would like to note that useful items are scattered throughout the game with great generosity, you just need to be able to find them, even in the most unexpected places. There is nothing good there - the road was blocked by a sticky mass. Through the opened passage we go to the next location.Īfter leaving the main hall, we watch a small cut-scene. To the right of the table, on one of the shelves we activate the mechanism.
After all, we, having taken a certain elixir, lost our memory and, assuming such complex consequences, took care in advance of returning us to the old life. We pass into the next one, having reached the cabinet with flasks, we read the note from the table. In the room where the tracks lead, we select a lantern from the floor, there is a chest on the left. We continue to walk, hoping to find a source of water.
For example, a tinderbox is needed to light candles, etc. Also, do not forget to read the hints and look into the rooms, cabinets in search of useful items. We read the entry in the diary and go along the corridor, guided by the pink footprints on the floor. After the introductory video, we wake up in some kind of castle.