Today I would like to slightly change my tradition and not tell you about the plot of the game first. This was successfully done in the last issue of BP.
So I just ask you to use all the recommendations below only as a last resort, because a huge number of extraneous game details are the very "trick" because of which this quest should become a real revelation for you.
It all starts in the small village of Valadilein, where we are met by disgusting wet weather. Our heroine named Kate Walker observes an unusual funeral procession, the heroes of which are clockwork toys and clone robots. What's this? Let's go find out!
However, no matter how insulting, the gates to the cemetery slam shut right in front of our noses.
So let's go look for a hotel.
Before entering the hotel, we pick up an advertising brochure telling about the company of mechanical toys, for which Kate, in fact, came from America.
We speak with a boy named Momo. I'm going to the office. We examine the table and find the key to call. We use it on the figure with a hammer in his hands.
We press the red button. We speak with the appeared owner of the hotel about Momo. Momo is fired, and Kate is taken to room number 6. A fax from the boss is already waiting for us in the room. We take it from the table and read it carefully. We call the boss on a cell phone and receive a second fax from him with a welcome message to the local notary.
We go down to the hall and talk to the owner of the hotel. We receive from him another fax and some information about the mistress of the factory of mechanical toys. This person named Anna Voralberg died a couple of days ago, and the funeral procession, which we observed quite recently, was dedicated to her.
We go to Momo's table and take two gears from the floor and from the table.
We leave the hotel.
On the street, turn left and go through two screens. Once at the notary's house, we pick up a fresh issue of the local newspaper from the bench.
We go up the stairs to the front door of the notary's house. Next to the door is a wall-mounted robot. Pull the lever to connect the head to the body. We put the letter of the boss in the outstretched hand.
We go into the house and head to the notary's office. We sit down in a chair and talk about the purpose of our visit.
The notary will give the will. From it, it turns out that Anna has a brother, Hans, who is now the owner of a toy company.
In the reception room we delve into the notary's coat and take a telescopic adjustable wrench.
We go outside.
We go to the right through two screens. We're taking Dan's call from New York. We send him to hell and go to the door on the right, which leads to the toy factory.
We examine the door and use the key first on the top figure of its mechanism, and then on the bottom. We pull the lever on the right and ... we are inside!
There is a fountain in the courtyard of the plant, five paths depart from it. We go along the upper left path to the metal container. We pull the lever, look at the crane that appears and return back to the fountain.
Now we go along the lower left path to the workshop. Once inside, turn right and go to the door leading to the water mill control panel.
Pull the chain on the right to release the mechanical hamster. Now pull the lever. Having launched the hamster into the wheel, we return to the door to the workshop.
We go to the left, past the iron stairs. We talk on the phone with mom and start a forklift that will deliver the container to the conveyor.
We go to the far door.
A legless robot hangs from the ceiling. We turn the winch and lower it down. After talking with the "disabled", we find out that his name is Oscar and he was made by Hans Voralberg himself. Oscar will ask you to make him a pair of new legs.
We ask him how this is done, and take a card for the control panel.
We go to the entrance and go up the metal stairs to the top.
We go into the room of Anna Voralberg and, going up to the bookcase, we pull the second book on the right.
The music center should appear. We listen to music and pick up the musical cylinder.
We leave the room and climb even higher. Near the control panel we read a brochure from the hotel. We press the button number 3, and then three times in a row on the left button, until a golden image of a tree appears in the window. We insert the Oscar card into an empty slot and press the button on the right.
We go down and go to the entrance to the shop. We go right to the end of the conveyor. We pick up the legs and take Oscar.
We return to the fountain and go along the lower right path.
We go around the house on the right and get into the garden. Here we turn left and go to the gate. We examine the small fountain and pick up the key of Voralberg.
We return to the sliding stairs near the house and use the key on it. We climb into the attic, go right and turn on the light. Momo will appear, promising to tell you something interesting in exchange for a drawing of a mammoth.
We take a sheet of paper and a pencil. We go to the left of Momo and examine the table.
Having found a bottle of ink and Anna's diary, we return to the light bulb. We look for a drawing of a mammoth on the wall, apply paper to the drawing and circle it with a pencil.
We give the "masterpiece" to Momo and follow him to the street and to the gate to the forest.
At the gate we speak with Momo and head through the park, past the old boat, past Momo to the dam.
We are trying to open the dam using the appropriate mechanism. Now we go to Momo and ask him for help.
M-yes, make the fool...
We raise the broken handle and go to the old boat. We try to get the paddle out of the water with the handle. Does not exceed. We ask the same Momo.
The paddle will help open the dam. When the water comes down, through the dry river we head to the cave. At the end of the cave we find a mammoth doll, go outside and go through the forest to the hotel.
From the hotel we go to the right to the church with a cemetery. We go around the church on the right and go into the door of the priest's room. A crucifix hangs on one of the walls. We get the key from behind the crucifixion and open the chest of drawers with it. In the first, second, fourth and fifth boxes we find 4 punched cards. Open the third drawer and click on the handle on the right.
From the opened cache we take away the key and the letter of the priest. The letter testifies that Anna Voralberg's brother is indeed alive.
We go outside and head to the elevator.
Near the elevator we find a panel where you want to insert 4 gears. We rise upward to the robot organist.
We insert a purple card into the receiving device on his back and, after the cartoon, we go down.
We go to the crypt of the Voralbergs and use the key on the hat of the robot above it. We put forward the coffin and take away Valadilein's "voice cylinder" and a note from the newspaper.
We head to the toy factory and go into Anna Voralberg's office.
We insert the voice cylinder into the jukebox.
We watch a cartoon and take a mechanical toy and a cylinder with us. We return to the fountain and go along the upper right path to the railway station.
We go into the train and communicate with Oscar. Oscar demands a ticket. We get off the train and go to the ticket office. We speak with Oscar again and get a ticket and permission to travel.
We leave the station and go to the notary's house.
In the house, we examine the table in the reception room.
Open the lid on the plaster head. Pour ink into it. We put the travel permit on the table and press the red button.
Now we show permission with a seal to Oscar.
We go into the train and move to the other side of the platform. We go to the head of the train to the winding mechanism. We spin the wheel to push the mechanical key on the cable and pull the lever.
We return inside the train and pass into the passenger apartments.
We put two musical cylinders on the shelf on the left. We put the mechanical toy on a pedestal in the middle of the room, and place the toy mammoth on the stand, which is on the table on the right.
We return to Oscar and give him a train ticket.
After the trip, we find ourselves in the Barrokstadt campus.
We get off the train on the left side. We go left to the stairs. We pass the bridge forward. Having met the head of the station, we communicate with him.
We return to the train and go further to the train winding mechanism. We try to use the mechanism, break off - and return to the train.
We meet Oscar and communicate with him.
We go left to the stairs and cross the bridge. At the station, turn right and go down the stairs to the barge.
We speak with the captain of the barge and his wife. We go to the station and go to the university.
In the building we head forward and to the left to the first door. Having found the library, we go inside, turn right and climb up the ladder. We find the "Guide to mushrooms" and go down to the readers. On the lower right table is the Book of Amerson. We pick it up and exit the library.
We go to the left to the office of rectors.
We go inside and communicate with the rectors about Savignon and the fee for services.
We leave the rector's room and go to the other end of the building. Having met Professor Pons, who is studying the skeleton of a mammoth, we ask him about Hans and Savignon.
We leave the building and return to the train.
We pick up the mammoth figurine from the pedestal and go to the head of the station. We ask him about Savignon. The boss will run away. We go back to the stairs and to the right across the bridge. On the bridge we find the head of the station and again we torture him on the subject of Savignon.
We go to the university and give the mammoth figurine to Professor Pons.
You will find yourself in the professor's laboratory. In the closet at the entrance we take Barrockstadt's voice cylinder, go forward and pick up the powder and the holder for the flasks, which are on the right on the table.
We find the professor and ask him about Savignon.
We go to the chief and inform him that you know everything about the smuggling by Savignon. The stationmaster will open the door to the garden for you.
We go to the left across the bridge over the railway tracks. We enter the garden. We go along the path to the end until we see an open gate. We enter them and head straight along the path to the thickets of grapes. We break a little.
We return to the bridge and turn right. Having reached a flock of birds, we treat them with grapes. While the birds are busy, we go up the stairs. Use the flask holder on the cuckoo egg and head down.
We return to the bridge to the head of the station. We get a bottle of wine from him and go to the university, where there is a broken mechanism with violinists. We find the entrance to this unit and use the cuckoo egg on the scales. When the scales are balanced, turn the wheel in the middle.
The entrance is open!
We go in and go down. We start the mechanism with the lever and get out. We go to the rectors and get money for the barge captain.
The captain exchanges money for a key. We return to the station and go left to the gateway control panel. We open it with the key.
You need to enter a code to open the gateways. To do this, you can call the phone number indicated on the sign on the right, and then, by selecting combinations, find the one you need. Enter the code "#42*". Having opened the gateway, we return to the captain and report our "feat". Now go back and dial "#41*".
We go to the train. We ask the captain for help and, having picked up the chain, we attach a hook to it, which we picked up near the head of the station on the bridge. The barge will pull the train behind it. We run after him and receive a call from Professor Pons, who will invite you to a lecture on mammoths.
We go to the university and go inside to the mammoth skeleton. We go up the stairs to the auditorium. We listen to the professor's lecture, after which we go to his laboratory and pick up the mammoth figurine and photocopies of the lecture from the table.
We return to the train and go to the other side to the winding mechanism. We start the mechanism and go into the train.
Use the Barrockstadt voice cylinder on the mechanical toy and place the mammoth figurine on the pedestal.
We speak with Oscar. After the train stops, we descend and communicate with him again. Oscar requires a visa. We go around the ticket office on the left and go into the tower.
We go upstairs and talk to the captain. After that, examine the telescope and achieve a clear image by pressing the top red button.
We go to the table and examine glasses and glasses for wine. We use a bottle of wine and powder. We drink with the captain for brotherhood.
The captain looks through the telescope and gives us a visa to show to Oscar. We take a ticket and go to the train.
An interesting statue "drawn" on the horizon. We approach it and climb the stairs up.
From the shelf above the bed we take the voice cylinder of Kolkhozgrad, Hans's drawings and the handle.
We look at the control panel of the robot and apply the handle to it. Move the handle twice until the statue is above the train. Now press the red button. A cable will come out of the statue's leg and start the train.
We return to the train and notice a stranger hiding in the factory building. We go into the train and talk to Oscar, who is sitting in the bedroom. This time, his hands were stolen. We raise the pliers from the floor and listen to the voice cylinder of Kolkhozgrad.
We leave the train and return to the statue of the giant. Pull the handle forward once. We move along the stairs to the ledge of the second floor of the plant. With the help of pliers, we expand the hole in the wall and make our way inside.
We go forward and examine the shelves on the left. We take the spark plug and return to the statue. Pull the handle back once.
We return to the train and go past it to the left end of the station. Pulling the lever, we call the elevator and go down underground. We insert the spark plug into the generator and press the upper lever.
We go to the mine. At the other end of the adit we go into the elevator and go upstairs.
We go to the right and up the stairs to the organ. We examine the organist and take the screwdriver from the organ. We return back to the elevator, we pass by and turn around the corner. We consider a metal plate blocking the way up. We unscrew 4 screws with a screwdriver, remove the barrier and go upstairs.
We go into the office of director Borodin and communicate with him about the missing hands of Oscar.
We go down to Elena's room. In the room we delve into the chest of drawers. We take newspaper clippings and letters. We call mom.
We return to Borodin and report that you know where Elena is. We leave the office and sit down on the monorail on the right.
Once at the spaceport, we go to the right and straight to the rocket.
We climb inside. We pass by a drunk astronaut and pick up a bottle of vodka from the floor.
When the astronaut leaves, we pick up the key and the letter about the cancellation of the space project from the shelf above the table.
We go outside and go down.
We turn the wheel, which is in the wall on the right, and climb the stairs again. We rise back and use the key on the control panel.
Move the lever with the "left" arrow, and then the lever with the "up" arrow.
Now we move the middle lever and start up the water.
We wake up the astronaut and go past him to the spaceport.
At the launch pad, turn right and go to the flying unit. We pull the door - it is closed. We go back to the launch pad, and then to the left to the metal stairs.
We climb the stairs to the command post and examine the console on the right. Take the key of Voralberg and use it on the console.
Having opened the panel under the switch, we connect the wires.
Turn on the power switch. We take out a device for blood analysis on the right and return to the astronaut. After a short conversation, the astronaut gives the keys to the aircraft. We go to him, open the door and pull the lever. Bummer-s...
We return to the astronaut at the checkpoint. We take a blood test from him and go up to the command post. We put the device with a blood test in an empty slot. Press the left button, then the second from the left. We click on the hole in the apparatus, adding some of our own blood. Click on the second button on the left, then on the third and finally on the fourth.
We leave the command post and go left.Having reached the control handle lying on the ground, we pick it up and go down and to the left past the rocket. We go around the rockets and go up the stairs. We use the handle on the siren. Now you can fly. Arriving in Aralbad, we leave our flying unit and go to the hotel.
We pass by the manager, watching football, to the door leading to the closet. We go inside and find a green bottle of detergent on the shelves.
We leave the closet and, having opened the curtains on the window nearby, we go outside.
Pour the detergent into the fountain. When the fountain is covered with foam, we go to the manager and ring the bell on the table. We open his eyes to the disgrace in the fountain. Now we go to the table and study the guest book. We remember the number that stands opposite the name of Elena Romanskaya (1270).
We take away the avenue of hotels in Europe. The phone number of a hotel in Marseille is written on it. We press the red button on the table and open the entrance to the hotel.
We go right to the pool. Here we turn left and go through two screens. Once at the door with the control panel, enter the code 1270 and press the lever. Let's move on two screens. We go into the dressing room.
We pick up the temporary access card from the floor, go outside and go to the left and up the corridor to the table with dishes. We take a glass of wine from the table and return to the control panel by the door.
We dial the code from the card (0968) and go inside. We take a respirator from the hanger and put it on. We go to the pier. On the pier we go to the gazebo. We speak with Elena.
We leave the gazebo and pick up the bell to the left of the railing. We go back along the pier to the pole for the bell. We hang the bell on the pole and pull the chain. We return to the hotel, remove the respirator and hang it back on the hanger.
We go to the bar and talk to the robot James. James will bring Elena from the pier. We communicate with her about Hans.
Preparing a cocktail for Elena. In the lower drawer of the bar we take lemon and solid honey. We call the phone number from the prospectus of European hotels and find out the order of the ingredients in the cocktail. We leave the bar.
We pass by the pool to the jacuzzi. Using the wheel, turn on the jacuzzi and put the jar of honey in hot water. We return to the bar.
We examine the empty slots in the bar. We put the lemon in the upper left slot, the honey in the upper right, and the bottle of vodka next to the honey. We study the instructions from the box and mix the ingredients.
After the cocktail appears on the counter, put the glass from the inventory to the right of Elena. When Madame Romanskaya finishes singing, we talk to her and return to the aircraft.
After Elena Romanskaya became a prisoner of Borodin, we head to her cage and examine the castle. We use pliers on the lock. We examine the pianist and unscrew his hands with a screwdriver.
We go down.
We go forward to the elevator and go down into the mine. In the adit we go to another elevator that leads to the surface. We pull the lever and get ... a bomb.
We run away to hell and wait for the explosion, after which we get out up the ventilation pipe.
Once on the platform, go left to the boxes with explosives. We take dynamite, we go into the train and we speak with Oscar. We return to the platform. We go to the statue of the giant and attach the dynamite to his leg. We jump on the train and take off somewhere far away.
Having reached Aralbad, we activate the mechanism for starting the train and again we speak with Oscar.
On the platform we meet with Felix and learn about the package. We follow Felix to the hotel and examine the package. Inside we find a small robot in the form of a mammoth and go to the bar where we meet Elena.
We go out to the pier and communicate with a certain subject, who makes us understand that the game is likely to continue...