Walkthrough Forgotten Hill: Surgery (FM Studio). Walkthrough for game f h surgery. Forgotten Hill: Surgery (FM Studio) Walkthrough Forgotten Hill Surgery

SECOND FLOOR - YOUR ROOM

After the “welcome” speech of the nurse you find yourself locked inside a hospital room / cell, but after a while someone (a laughing children?) Comes and open your door ...

NURSE OFFICE

Open the drawer using the hint in the calendar: October - 4 - 21=> 10421 and collect the bunch of keys.

EXPERIMENT LAB

Use the keys on the door of the experiments room. Take note of the red bones position in hand poster.

In the corridor place the switches on the wall according to the clue seen in the foot poster.

Trick to position correctly: move all switches to the bottom by dragging down the second and the fourth, than move up the first and the 4th of one position

Collect the key and use it to open the locker in the nurse room. Collect the scalpel, lightbulb and the bottle of acid.

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LAVATORY

Go back to the left corridor and enter the toilet. Look inside the sink and try to catch the metal disk. Use acid on the weird finger that is holding it. Take note of the symbols that will appear inside the sink.

PATIENT ROOM II

Use the bunch of keys to open the patient room number 2. Speack with the strange guy and remember what he says: The truth is a staring eye, a gray mouse, a sharp scalpel, a huge fly in a sunny day.

Collect the piece of paper behind him.

Go back to your room and cut the mattress seam with the scalpel. Take the mandrake.

Go ahead in the corridor and take the elevator to the first floor.

Open the door next to the gambler. Take the blue marble and watch the founders picture. Take note of the symbols on their hats.

MAINTEINANCE ROOM

Open the maintainance room using the hints found in the sink.

Fix the plumbing by rotating the pipes in the way that all edges are connected. Turn on the water valve.

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Go back to the bathroom on the second floor. Turn on the tap to let some water run in the sink. Take the metal disk.

Flush the toilet, take the key and go out. Take note of the flowers picture on the wall.

MONITORING ROOM

Go back to floor number 1 and open the monitoring room with the eye key. Place the colored pins and rubber band according to the flowers picture.

Take the elevator key and the medallion's piece.

Collect the red marble under the table. Fix the monitoring system by solving the puzzle on the table: place the bulb in its socket and arrange the ray switches on the board in a way that every receiver is hit by the light ray.

Click on the monitors and collect the printed sheet. Take note of the time: 12:15:35

Take the lift and go back to the experiments room on the second floor.

Place the clock hands in a way it indicates 12 hours, 15 minutes and 35 seconds. Collect the piece of medallion and the metal disk.

Welcome to the game Forgotten Hill: Surgery and if you are not averse to keeping yourself busy with scary quests, then sit back and start playing in full screen! Attention: the game contains scary and bloody scenes, it is not suitable for children!

Welcome to Colonel Mac Milan's Surgical Clinic! You woke up in an ominous and cold room and do not remember how you ended up here. The only thing we are sure of is that you need to get out of here as quickly as possible! Don't panic, escaping requires preparation! There are many puzzles to solve scary quest, you will come across disgusting things and scary symbols. Can you survive in this hell?

How to play

This is the third quest to escape from the Forgotten Hills, our hero will meet the ghosts of the surgical department, possessed by madmen and the results of criminal experiments. Explore every centimeter of the ominous place, memorize the symbols and the location of objects. Communicate with everyone who is ready to speak and do not be afraid of defeat: each time you will start with a new experience.

Forgotten Hill: Surgery video walkthrough

Forgotten Hill: Surgery step-by-step guide will guide you through each step of the puzzle. Watch it as a last resort, do not take away the joy of the discoverer of the mysteries of a terrible quest!

Features of the game:

  • eerie sound effects;
  • interesting puzzles;
  • strange characters and mystical objects;
  • you can play the quest in Russian.

Expand the game board to appreciate the creepy graphics of Forgotten Hills Surgery and make it easier for you to play. Enjoy the game and be sure to write your impressions!

SECOND FLOOR - YOUR ROOM

After the “welcome” speech of the nurse you find yourself locked inside a hospital room / cell, but after a while someone (a laughing children?) Comes and open your door ...

NURSE OFFICE

Open the drawer using the hint in the calendar: October - 4 - 21=> 10421 and collect the bunch of keys.

EXPERIMENT LAB

Use the keys on the door of the experiments room. Take note of the red bones position in hand poster.

In the corridor place the switches on the wall according to the clue seen in the foot poster.

Trick to position correctly: move all switches to the bottom by dragging down the second and the fourth, than move up the first and the 4th of one position

Collect the key and use it to open the locker in the nurse room. Collect the scalpel, lightbulb and the bottle of acid.

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LAVATORY

Go back to the left corridor and enter the toilet. Look inside the sink and try to catch the metal disk. Use acid on the weird finger that is holding it. Take note of the symbols that will appear inside the sink.

PATIENT ROOM II

Use the bunch of keys to open the patient room number 2. Speack with the strange guy and remember what he says: The truth is a staring eye, a gray mouse, a sharp scalpel, a huge fly in a sunny day.

Collect the piece of paper behind him.

Go back to your room and cut the mattress seam with the scalpel. Take the mandrake.

Go ahead in the corridor and take the elevator to the first floor.

Open the door next to the gambler. Take the blue marble and watch the founders picture. Take note of the symbols on their hats.

MAINTEINANCE ROOM

Open the maintainance room using the hints found in the sink.

Fix the plumbing by rotating the pipes in the way that all edges are connected. Turn on the water valve.

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Go back to the bathroom on the second floor. Turn on the tap to let some water run in the sink. Take the metal disk.

Flush the toilet, take the key and go out. Take note of the flowers picture on the wall.

MONITORING ROOM

Go back to floor number 1 and open the monitoring room with the eye key. Place the colored pins and rubber band according to the flowers picture.

Take the elevator key and the medallion's piece.

Collect the red marble under the table. Fix the monitoring system by solving the puzzle on the table: place the bulb in its socket and arrange the ray switches on the board in a way that every receiver is hit by the light ray.

Click on the monitors and collect the printed sheet. Take note of the time: 12:15:35

Take the lift and go back to the experiments room on the second floor.

Place the clock hands in a way it indicates 12 hours, 15 minutes and 35 seconds. Collect the piece of medallion and the metal disk.

1. After the nurse's "greeting" you find yourself locked in a hospital room / cage, but after a while someone comes and opens the door ...

2.Open the drawer using the calendar tips:

On the calendar, there is a hint for the code:

You have received a bunch of keys.

3. Buttons on the experiment room door. Note the position of the red bones on the poster:

4.In the hallway, place switches on the wall in accordance with the hint on the poster.

Select the key and use it to open the locker in the nurse's room. Take scalpel, light bulb and acid bottle.

5. Return to the left corridor and enter the toilet.

Look inside the sink and try to catch the metal disc. Use acid on the strange finger that is holding it. Pay attention to the symbols that will appear inside the sink.

6. Use the bunch of keys to open the room for patient number 2. Talk to the strange guy and remember what he says: True this is an eye, a gray mouse, a sharp scalpel, a huge fly on a sunny day. Take the piece of paper behind him. Go back to your room and cut the seam of the mattress with a scalpel. Take mandrakes. 7. Go to the hallway and take the elevator down to the first floor. Open the door next to the player. Take the blue marble and look at the painting founders... pay attention to symbols on their hats.

8. Open the guarded room using the clues found in the sink.

Secure the plumbing by turning the pipe in the way that all the ribs are connected. Turn on the water valve. Return to the bathroom on the second floor. Turn on the faucet to let some water into the sink. Take the METAL DISC. Flush the toilet, take the key and exit. Pay attention to the painting with flowers on the wall.

Return to the monitoring room with the key. Place the colored pins and rubber band according to the colors of the picture in the picture.

9. Take the elevator key and locket piece.

Take the red marble under the table. Solve the puzzles on the table: place the ball in the socket and position the beam switches on the board so that each receiver transmits a light beam.

Press the toggle switches on the monitors and get a printed sheet.

Note the time: 12:15:35

Take the elevator and return to the experiment room on the second floor.

Place the hands of the hours - indicate 12 hours, 15 minutes and 35 seconds.

Receive MEDALLION PIECE and METAL DISC.

10. Take the elevator and use the key to access the basement.

BASEMENT

Enter the room on the left and take note of the poster hints: Mandrake is good food! Read the warning in front of the prison cell.

Solve the puzzle on the cell door to open it: select all the symbols that match the combination on your printed sheet.

Give the creature the mandrake so it doesn't eat you.

Place the 2 pieces of the medallion on the floor hatch and take the large key.

11. Open cell number 1, number 4 (see numbers written on the body), number 2, number 3, number 1, number 4 and number 2. Take the key that hangs on the leg. Solve the skull puzzle: arrange the skulls so that the symbols match up as in the picture Of the founders.

12. Take the vial, return to the laboratory and place it in the chemical machine. Open the door to the surgery with the key found in the dissecting room and talk to the colonel. After it disappears, examine the body. Use the scalpel. You received the disk. Look at the symbols on the body. This is a four-digit code: 1635

13. Return to the first floor.

Enter a code. Using a hammer, break the glass container with the contents. Use the scalpel You got the eye. Leave the room and smash the crack in the wall with a hammer, take metal disc.

Give balls and objects that look like eyes to the flying creature. Go to your room, find the tile indicated on the map and smash it with a hammer. Take the paper off serum formula.

Enter the experiment lab and place all discs on your computer. Look inside. Rotate all dials with the arrow buttons the way the strange guy said.

Disk 1: Eye, Disk 2: Mouse, Disk 3: Scalpel, Disk 4: Fly, Disk 5: Sun.

Take the item that looks like a heart and give it to the strange guy from room 2.

Take two objects that look like eyes that he will give you, and you need to go back to the basement.

14. Go to the laboratory and arrange the vial of the chemical apparatus as a formula. Take the serum and note the symbols on the wall.

Click on the red bricks on the wall.

Take the key.

Open the kitchen door and throw the serum at the nurse monster. Click on her dress a few times to find another key. Open the left drawer and take the flies jar.

Open the jar on the dissecting room table. Exit and solve the puzzle using the clues on the table.

You have received a magnet.

Find the gambler.

Place the magnet on the gambler's table and play with it: now you can trick it and the balls will always be in the center of the bell! Take the metal ball.

Enter the number next to the player and the open door of Colonel McMillan's office with the nurse key. Solve the colored puzzle discs on the bookshelf. Each color must match the adjacent

Take GREEN MARBLE and KEY. Place the key in the keyhole on the wall to reveal a new picture outside the frames. Give the creepy kid the last two balls so he can finally get away and play! Use the key on the large door for the four digit code 1635.

You got out of this creepy hospital and you are free!

1. After the nurse's "greeting" you find yourself locked in a hospital room / cage, but after a while someone comes and opens the door ...

2.Open the drawer using the calendar tips:

On the calendar, there is a hint for the code:

You have received a bunch of keys.

3. Buttons on the experiment room door. Note the position of the red bones on the poster:

4.In the hallway, place switches on the wall in accordance with the hint on the poster.

Select the key and use it to open the locker in the nurse's room. Take scalpel, light bulb and acid bottle.

5. Return to the left corridor and enter the toilet.

Look inside the sink and try to catch the metal disc. Use acid on the strange finger that is holding it. Pay attention to the symbols that will appear inside the sink.

6. Use the bunch of keys to open the room for patient number 2. Talk to the strange guy and remember what he says: True this is an eye, a gray mouse, a sharp scalpel, a huge fly on a sunny day. Take the piece of paper behind him. Go back to your room and cut the seam of the mattress with a scalpel. Take mandrakes. 7. Go to the hallway and take the elevator down to the first floor. Open the door next to the player. Take the blue marble and look at the painting founders... pay attention to symbols on their hats.

8. Open the guarded room using the clues found in the sink.

Secure the plumbing by turning the pipe in the way that all the ribs are connected. Turn on the water valve. Return to the bathroom on the second floor. Turn on the faucet to let some water into the sink. Take the METAL DISC. Flush the toilet, take the key and exit. Pay attention to the painting with flowers on the wall.

Return to the monitoring room with the key. Place the colored pins and rubber band according to the colors of the picture in the picture.

9. Take the elevator key and locket piece.

Take the red marble under the table. Solve the puzzles on the table: place the ball in the socket and position the beam switches on the board so that each receiver transmits a light beam.

Press the toggle switches on the monitors and get a printed sheet.

Note the time: 12:15:35

Take the elevator and return to the experiment room on the second floor.

Place the hands of the hours - indicate 12 hours, 15 minutes and 35 seconds.

Receive MEDALLION PIECE and METAL DISC.

10. Take the elevator and use the key to access the basement.

BASEMENT

Enter the room on the left and take note of the poster hints: Mandrake is good food! Read the warning in front of the prison cell.

Solve the puzzle on the cell door to open it: select all the symbols that match the combination on your printed sheet.

Give the creature the mandrake so it doesn't eat you.

Place the 2 pieces of the medallion on the floor hatch and take the large key.

11. Open cell number 1, number 4 (see numbers written on the body), number 2, number 3, number 1, number 4 and number 2. Take the key that hangs on the leg. Solve the skull puzzle: arrange the skulls so that the symbols match up as in the picture Of the founders.

12. Take the vial, return to the laboratory and place it in the chemical machine. Open the door to the surgery with the key found in the dissecting room and talk to the colonel. After it disappears, examine the body. Use the scalpel. You received the disk. Look at the symbols on the body. This is a four-digit code: 1635

13. Return to the first floor.

Enter a code. Using a hammer, break the glass container with the contents. Use the scalpel You got the eye. Leave the room and smash the crack in the wall with a hammer, take metal disc.

Give balls and objects that look like eyes to the flying creature. Go to your room, find the tile indicated on the map and smash it with a hammer. Take the paper off serum formula.

Enter the experiment lab and place all discs on your computer. Look inside. Rotate all dials with the arrow buttons the way the strange guy said.

Disk 1: Eye, Disk 2: Mouse, Disk 3: Scalpel, Disk 4: Fly, Disk 5: Sun.

Take the item that looks like a heart and give it to the strange guy from room 2.

Take two objects that look like eyes that he will give you, and you need to go back to the basement.

14. Go to the laboratory and arrange the vial of the chemical apparatus as a formula. Take the serum and note the symbols on the wall.

Click on the red bricks on the wall.

Take the key.

Open the kitchen door and throw the serum at the nurse monster. Click on her dress a few times to find another key. Open the left drawer and take the flies jar.

Open the jar on the dissecting room table. Exit and solve the puzzle using the clues on the table.

You have received a magnet.

Find the gambler.

Place the magnet on the gambler's table and play with it: now you can trick it and the balls will always be in the center of the bell! Take the metal ball.

Enter the number next to the player and the open door of Colonel McMillan's office with the nurse key. Solve the colored puzzle discs on the bookshelf. Each color must match the adjacent

Take GREEN MARBLE and KEY. Place the key in the keyhole on the wall to reveal a new picture outside the frames. Give the creepy kid the last two balls so he can finally get away and play! Use the key on the large door for the four digit code 1635.

You got out of this creepy hospital and you are free!

Introduction

The plot of the game is as simple as five cents: the main character(that is, we) comes to the Forgothn Hill Library-Museum to find out what the hell is going on in the city. To do this, you need to inspect all 4 sections of the museum, along the way solving puzzles and collecting various documents scattered around the building. Please note that the books you find are scattered here for a reason - they contain important information, you will have to read a lot.

In this guide, documents and items that can be collected are highlighted bold, achievements - underscore.

How to play? (Basics for point-and-click beginners)


We have at our disposal: inventory, a folder with documents and an old grandfather's clock, which lacks a few details. Later we will be able to use the camera found in the library. To re-read the found documents, click on the folder icon in the lower left corner, similarly, clicking on the clock icon takes out the clock (in the first half of the game we almost won't need it). A small tutorial at the very beginning of the game will tell you how to interact with the outside world through the items collected in our inventory. (items do not need to be dragged, just click on them)
If you get stuck and don't know what to do next, you can click on the question mark icon in the upper right corner to bring up a hint. Several hints are given for each puzzle, after viewing them there is an opportunity to skip the riddle.

ATTENTION: if you want to get all the achievements in one playthrough, you cannot use the hints!

About achievements


There are only 27 achievements in the game, all can be obtained in one playthrough. Most of the achievements are story-driven, that is, they cannot be missed, but you will have to try to get the rest - they are either not obvious or require certain actions that are easy to miss, so I advise you to familiarize yourself with the list of all the achievements of the game before playing. Most importantly, don't use hints and collect all the documents!

Historical Library

After a cutscene and a short tutorial, we find ourselves in the library building and immediately get the achievement Welcome (1/27)... If the hero immediately tries to get out, he will be stopped by a guard who will say that it is impossible to get out without a special ticket (as they say, the entrance is a ruble, the exit is two)... Nothing to do, you have to play.

In the first room we examine information poster (2/30) on the left, this is our first document. All documents are saved in a folder and can be re-read. On the right is the first riddle: you need to swap the pieces of the mosaic in order to get a picture. Once done, we get key.

We go further, into a corridor with two doors and a painting (pay attention to the location of the eyebrows near the skulls, we will need it further). We go into the first door, this is the library. We pick up from the table Historical Library map (3/30), we remember the location of the swords in the picture above the table, we pass to the right. There is a cabinet here that is missing several books, we need to find them. We leave back into the corridor.

The second door is locked, so we go right. Here again there are two doors and a sculpture. In the box under the sculpture lies book (4/30), we take it away. In the hand of the sculpture - piece of paper... We pass through the left door, we take away from the table letter (5/30) and hypnotic.
The next riddle is on the dresser, you need to arrange the symbols in the correct order (hint: pay attention to the signs on the left and right. Solution: you need to arrange the figures in descending order by the number of corners in them). A locker will open, from which we take away book (6/30).
Above the chest of drawers is a circle with swords that need to be rotated correctly (hint: remember the painting above the table in the first room.solution: all swords point to the center of the circle). By clicking on each sword, you twist not itself, but the one to which it points with its tip. We decide, we take away coin, exit.

The door on the right leads to the kitchen, which consists of two rooms. We take away the one standing in the locker book (7/30), using the previously selected key, open the lower doors. We take away wine and sugar... We will immediately open the wine, for this we use a bottle opener with a goose's head, it is right there. To open the bottle, you need to turn the knobs in the correct order (hint: remember the picture with the skulls.After setting each new position, you need to press the red button, if you are doing everything correctly, the goose's head will rise. Solution: both center - right down / left up - right up / left center - both down - both up). We pour wine into a glass, add sleeping pills there, take the glass and go to the right, into the second room. Here we read recipe book (8/30) and pick up mousetrap... We leave from the kitchen.

In the corridor we go to the right again, where we meet the curator of this section. He asks us to bring him wine. We give him wine with sleeping pills, but he does not want to drink without a snack, we will have to cook it. He will give us the key, with which we return to the corridor with a picture with skulls and open the second door. We immediately install the mousetrap near the hole. We move the lamp at the very top to the empty picture, click on the red button. An image appears, according to which you need to arrange the items in the cabinet. We get key, with him we return to the kitchen and open the second drawer, take out cheese... We go back, put the cheese in the mousetrap. We leave the room, hear a click, return and pick up dead rat... We go to the kitchen, to the back room.

Now you need to prepare a crispy appetizer, how to do it is written in the recipe book (solution: put the mouse on the plate that is on the kitchen cabinet, put the plate in the oven. we set the time to 15 minutes, the temperature to 180 degrees, the mode is a square with two straight parallel lines. press the button and wait). We take the snack to the curator, he drinks the wine and falls asleep, and we we get the achievement Cheers! (2/27)... Now we can take away from him book (9/30) and gear, which we insert into our watch.

All the books are collected, so we return to the very first room and put them in the closet (hint: the books need to be arranged in a special order, see the note that was taken from the statue). A passage will open in the wall, we go there. We select camera and instruction (10/30) to him. The number of images is limited and cannot be deleted. Don't shoot everything.

With the help of the camera, the hero can look into a parallel reality - aim the lens at the pictures to see how they change. The hint with the code to the safe will also change, you need to type new characters. We pick up from the safe peaks and scissors, we go back.

In the corridor we point the camera at the picture with the skulls, take pictures of it. We go into the room to the left of the statue, you need to rearrange the cards in the boxes in accordance with the picture seen (hint: real symbols on the cards can only be seen through the camera). We take away a hammer.

We return to the curator and with scissors cut off a piece of his suit, from which they fall out diamonds... We pass to the very end of the corridor, where the slot machine is located. We carefully examine the walls with the camera, break the wall with a hammer in the place where the cross is drawn. We take out worms and Piece of paper with the code to be installed on the dresser- install, pick up sharp pencil.

We return to the back room of the kitchen and click on the beetle on the wall, pour sugar on it, and then click on it again so that it attacks us - we get the achievement Ouch! (3/27)... Click on the beetle again, add sugar and pierce the beetle with a pencil, and then place it above the chest of drawers, in the center of the circle with swords and pick up baptize.

We pass to the slot machine, throw a coin at it and start the game. The point is to count the number of burning dots and use the buttons to type the correct answer (for example, if there are 8 dots, dial 5 + 3). We win a ticket to the Flora and Fauna section... We insert all the found suits into the next door to open it. We pass into the transitional location - here are the entrances to the next three sections, but we can get into them only if we have a ticket. We read information posters (11 / 30.12 / 30.13 / 30) near each door, then go to the Flora and Fauna section.

Flora and fauna

We show the ticket to the guard, for this we get the right to enter and achievement Flora & Fauna (4/27)... In the first corridor, because of the picture with the stork, we get Flora and Fauna section map (14/30)... We aim the camera at the picture and notice that the stork has changed into a candle. We press the red button - the symbol above it and the candle in the picture change, let's remember this. We examine the first room and move on.

Further along the corridor - a locked door and a riddle with gears, but several pieces are missing, you will have to look. In the next corridor we go into the only door, we look around, we photograph a drawing of a skeleton on the wall. We see this very skeleton in the next corridor, we need to bring it to the same position as in the picture. To do this, pull the chains above the skeleton, after which we take owl wing and key.

Have you noticed that some letters are underlined on the plates with the names of the skeletons? Putting them together a word DYING and use it as a password to open the locker in the very first room, we get it gloves.

We return to the corridor with the second skeleton and go into the room with the owl. We read there book (15/30) and attach the wing to the owl. In the same room we pick out with a screwdriver eye skeleton and give it to the owl.

Moving on. In the corridor with the cross, click on the cross three times and take another one key... We go into the first room, where the curator of this section is waiting for us. She asks us to catch the escaped bird and gives it to us cage... In the same room we read book (16/30)... We leave back, we examine the remaining room. You need to arrange the pictures in order. We remember that we have already seen such symbols. on the button near the picture and determine their correct sequence (bold prompt: each symbol corresponds to a certain length of the candle, we arrange them in order from an unlit candle to an almost burned out one, solution: circle - triangle - cross with underscore - circle with cross - square). We arrange pictures with beetles and get second wing of an owl.

We return to the corridor with a riddle with gears. Here we will set up a trap for the bird. A rope hangs over the table, we hang the cage on it. Open the door with the key, go into the room, take bucket, mop and screwdriver. Bulb too hot - we take it with gloves.

To catch a bird, you need to know how to lure it - for this we turn to books Amazing Creatures and Amazing Plants... From them we learn that the bird likes special fruits with an unpronounceable name, which I will call pears for convenience. We need to grow them, this can be done in a room with plants, but first we need to neutralize the most aggressive. To do this, we return to the first room, open the showcase with "dangerous firefly" and with gloves we take it. Then we throw the "firefly" to the aggressive flower, after which it will explode, and we can fill the bucket with the resulting slime, and also take a picture of the poster with the skeleton that this plant was blocking. We pull out from a neighboring pot mandrake, go right. We insert the light bulb into the lamp, and we hang the mandrake on the hook.

In the corridor we give the skeleton the correct position, as a reward we get poster and knife... We return to our mandrake and hit it with a knife, the flowing juice will help the "pear" to germinate. We take away the fruit and return to the trap, put the pear on the table. Now you can find and scare away the bird so that it flies directly into our hands. We press the button to lower the cage, but the length of the rope is not enough - we need to fix it.

In the very first room, we hang a full bucket by the hook and get gear... In the second room we hang a poster on the wall, take pictures to find out the numerical password - 23759 to type in a room with an owl, for this we get eye to insert the owl. The owl is ready, a panel with a color puzzle opens (hint: carefully examine the pictures with beetles through the camera. Solution: according to the colors of the paintings - green - yellow - red - blue - gray). The "second level" of the puzzle will open, here you need to dot in accordance with the colors not of the paintings themselves, but of the points under them and attention, very unobvious, swap points and pictures (that is, all points are at the bottom, all rectangles are at the top. do not change the sequence, just move up and down)... We get the second gear.

In the room with the owl, we pass to the right and notice a poster with rings on the sides of it - you need to pull for them in the sequence indicated on the poster (how to pull the rings at the same time? use a mop!). We take out the third, last gear and back to the puzzle. You need to pave the way from a spinning gear to a non-spinning one. The final result looks like this:

Now you can catch the bird. We press the button and take away the cage, we carry the bird to the hostess. She scolds us for slowness and leaves, leaving us key and achievement Bird catcher (5/27)... We pick it up immediately gear and insert into our watch.

We insert the resulting key on the pedestal with the owl, activating it. The owl will begin to move its wings, showing us the sequence both wings down - both up - right in the middle / left up - right down / left in the middle to be remembered and used in the very last room on the handles of the machine... We do everything right and get ticket to the Secrets of the Deep Sea section.

Secrets of the deep sea

We show the ticket to the guard and get the achievement Sea Mysteries (6/27)... In the first corridor, we remove the fish from the jaw Map of the Secrets of the Deep Sea section (17/30), we notice that several teeth are missing. We move further along the corridor and go into the first open door... There are containers with jellyfish here, but they cannot be activated - there is no light. We take away tooth hidden behind jellyfish and leave.

There are two doors in the next corridor - nothing works in the first room, and in the second there is a section curator who asks to bring him fish or not to be distracted by trifles. Let's look for fish!

We pass to the right and photograph the poster, then we go to the technical room (left door). We take away bolt cutter and jar of worms, immediately pour the worms into a meat grinder.
In the right room hangs a huge fish skeleton, we remove another tooth and crank, we return to the meat grinder. We have already discovered how to turn the crank - see your last photo. IMPORTANT: you cannot release the crank until you have turned all the revolutions at all; do not let go, even if you start twisting the other way. We take away a plate of minced meat and return to the very first door.

Now that we have the bolt cutter, we can open the first door by simply cutting off the lock. We will immediately find out why the electricity went out - the generator ran out of fuel. What can the generator work on in a section full of fish? .. That's right, on worms. Pour our minced meat into the funnel and raise the lever... Electricity included.
In the same room we open the safe (hint: start turning down. Make sure that all the divisions are green. Solution: 4 down - 6 up - 6 down - 4 up - 4 down), we take tooth, bottle and connection diagram, read book (18/30).

In this section, there are two puzzles with the construction of an electrical circuit, now we need the one that is farther from the entrance (we will call this circuit long, and the one closer to the entrance - short). We solve it using the connection diagram. (hint: watch the lines for the symbols). As a result, we get the scheme:

Pay attention to the position of the toggle switch: the electricity in the nearest room will turn on only if the current goes to it, and not to another circuit (as in the screenshot).

We go into the room on the left and activate the curtain. Each button summons a specific fish, and the center one summons a harpoon. The point of the puzzle is to launch the fish into the aquarium in a specific sequence so as not to scare everyone away. To do this, you will have to read about interspecies relationships in the book. Creatures of the deep... (solution: correct pressing sequence - lower right - upper left - upper right - lower left - center).

We take the fish and bring it to the curator. He walks away, allowing us to enter the room, and we get achievement Fish catcher (7/27)... We remove from the left fish gear(immediately insert into the clock) and map by clicking on the right one, we speak with the captive child, give him water from a bottle, for this we are given tooth... However, he is still thirsty, he needs to find more water.

We pass to the end of the corridor, pick up more tooth... We go into the room, put the map on the aquarium and click on it - the fish will highlight the correct sequence of symbols. In the back room we take the sixth, the last tooth.

Go back to the jaw and insert all the teeth, we get drill... We pass a little to the right and solve the puzzle with the symbols - substitute those prompted by the fish from the last room... We take away fuse and eye.

In the room in which we were fishing, we pass to the distant aquarium and use the drill in the lower right corner. Fill the bottle with flowing water, then press the red button to get it out key... We take the water to the child and get a valuable, but not yet understandable hint. In the same room we insert an eye to the left stuffed fish, we get one more hint - an image of a fish and a number, we photograph them.

In the corridor with the poster, go into the right door, solve the puzzle with the picture (solution: select the desired image with the upper button and press the lower button three times), we take pearl... We pass to the corridor with a machine gun, open the wall box with the key and take it from there fossil... We go into the very last room and hang the fossil on the wall, then collect the drawing. Now all the fossils need to be correctly positioned, for this we recall what the captive child told us (solution: everyone looks left, except for the bottom right fish). We get bone to be inserted into the skeleton of a large fish.

We go to make a second, short electrical circuit. First, make sure that the toggle switch on the long chain is in position 1 (the left lamp is on), then you can proceed to assembly. The first step is to insert the fuse into place. In this diagram, we need to rotate the arrows like this. so that the current runs smoothly. We just turn the arrows in the direction of the current flow. The finished circuit looks like this:

We expose the toggle switch to the left and go into the room with jellyfish, we pass to the curtain and open it. We play the local analogue of the game "hit the mole" - we press the button corresponding to the jug, from which the eye crawls out. The last pitcher is broken. We return to the long chain and switch the toggle switch, and then go to the technical room (the first door in the corridor with the poster) and click in correct sequence green buttons (hint: the top button corresponds to a small ball, the bottom one corresponds to a large one. think about where we could see this. solution: bottom - top - top - bottom - top). Colored lights come on. Switch the toggle switch again in the long chain and return to the jellyfish. Colored wires appeared above their banks - we arrange them in accordance with the colors of the bulbs from the last room and press the button. Remember the sequence of colors blue - red - yellow - green, go to a room with a large skeleton and in this sequence knock on the painted bones, after which new details will appear in the skeleton, the colors of which can be seen through the camera. This is a clue to a riddle in the very last room (hint: turn all the knobs so that they point upwards. Solution: press the knobs in the order red - green - yellow - green - red - red). We get it out of the sink coin, and instead we put a pearl - we get key.

We approach the machine and unlock it with a key, then put a coin and start the game. Our task is to help the boat get to the final destination, for this you need to correctly answer all the questions (correct answers: 2 - spider (third picture) - 2 - 1 - 1). We win ticket to the section Art of sculpture.

The art of sculpture

We continue our excursion. As usual, we show the ticket and get the achievement Sculptural Art (8/27)... In the first corridor we take away the sculpture hidden behind the right Map of the Art of Sculpture section (19/30), and photograph the sculpture on the left. We go into the room and take away from the cherub rag... We move along the section, examining the rooms. We pass to the right to the corridor with a sculpture suspended from the ceiling and we pass into the left door, where the section curator tortures the boy. Our task is to take him out of the room and help the child. We photograph the table at which the boy is sitting in order to find out another combination of symbols.

We return to the corridor and go to the right, put the correct combination on the pillar (hint: we have already found it) and take it map, which we carry to the room with the projectors. We insert the card into the desired projector (the symbols must be the same), we take out from the opened box oil.

In the second corridor we grease the wheels of the angel statue and move it away from the doors, we go in. We put a rag over the head of the sculpture "I see you" and take it marble balls.
With the balls we go into the room with the lizard statue, we look at it through the camera. We use the balls on the statue ( you need to place them in those holes in which closed eyes are located in a parallel reality) and take one more map... We insert the card into the projector and take away key.

The key opens a locked room in the corridor with a hanging sculpture, we go there. Here, there are children-statues on the pedestals, they need to be placed in the correct order by weight so that all the pedestals are on the same level. If you did everything correctly, all the pedestals will go up. The correct order looks like this:

* when solving the puzzle, the pedestals will be lower than on the screen, I just could not catch the moment when they still do not rise

We take one more map and eye... Insert the card into the projector and get sheet... We insert the eye into the empty eye socket of the lizard sculpture, a chain will come down from the ceiling, pulling it, we will open the elevator. Take the elevator to the -1 floor. Here we read book (20/30) and we pass into the back room.
We take the jar and solve the puzzle (hint: arrange the numbers so that you get equality. Note that the three-digit number in this case can only start with the number 1. Solution: 99+8+5+4+7=123 ). We get map.

Insert last card into the projector, you can now use it. By dragging and dropping each projector, you change the image by shrinking and expanding it, or moving it higher / lower.

We go into the corridor with 4 sculptures. Have you noticed that every time we don't look, they change their position? Thumbnails of these sculptures are scattered over the section, which show the correct pose and the serial number of each, this order needs to be recreated (hint: they move only when we are not looking, which means that we need to hide each one from our eyes in turn with something. we take a sheet and, in turn, cover each sculpture with it, when we remove the sheet, it changes its position. miniatures with correct poses are in the room with projectors and at the very end of the corridor). If we did everything right, we get sheet with a picture.

Go back to the projectors and recreate the sheet drawing. Here I don't even know what hints can be given: strictly follow the drawing, if a circle is drawn, we make a circle, if an oval, we stretch the circle to an oval. If this does not work, check if each element is evenly located. If it doesn't work again, try making the image larger or smaller, or exit the puzzle and try again. We get mandolin and key.

In the corridor with the fallen angel, we insert the key into the lock and scroll the symbols to the correct position (we have a hint in the photos), take a piece of paper, with which we return to the corridor with a suspended statue. At the statue in the hands of a bowl of meat, we collect it in a jar and go into a room with children on pedestals. We need to set the height of the pedestals in accordance with the picture, for this we feed the children with meat (solution: feed the children in order a certain number of times: 3 times - 1 time - 2 times - 2 times - 3 times - 1 time - 0 (do not feed) - 2 times). We take from the opened box mascot, we also repeat its shape in the hall with projectors (hint: the upper circle of a figure of two circles and a single circle we overlap), take away key and flute.

The key opens the locked door in the room with the "I See You" sculpture. There is another sculpture inside, we read about it in the book Forgotten Hill Museum Sculpture Collection... A triangle (true) and a circle (false) are drawn on the poster. If you look at the sculpture through a camera, you can see the symbol on her forehead - this is the direction she points with her finger. We need to follow the path of truth (hint: remember the name of the sculpture. Solution: the sculpture is called "Sincere Liar" - it cannot be trusted. if it shows that the true path is on the right, go to the left and vice versa) and pick up mushrooms... We go back, remember what the book says: "the true path is not always correct", similarly we follow the false path to the riddle with faces (hint: pay attention to the location of the faces to the right and left of the field with the riddle. Solution: you need to get 4 rows with the same faces in each, the faces must go in the same order as the faces on the sides of the puzzle field. click on the red buttons: left middle - right top twice - middle top three times - left top twice - right middle twice - middle - middle bottom three times - middle - top right - bottom right three times). We get a statuette, which we also reproduce in the room with projectors to open tambourine and key.

In the very first room we give the mandolin, flute and tambourine to the cherubs. We go to the elevator and insert the key into the lock near the button of the 2nd floor, we go down there. We take away pickaxe, a hint about what to do with it - in the picture with the devil and the saint in the corridor, we look at it through the camera (solution: the devil is a fallen angel, we just have a fallen statue of an angel. we split off her head and place it on a peak under the picture). When we finish, we pick it up score and return to the orchestra of cherubs, put the notes on the stand. The music begins Achievement Drops Long live Opera! (9/27), and we are going to save the child from the curator of this section.

The curator is distracted by the music and leaves, and we can give the boy the mushrooms. His pain decreases, in gratitude we are given coin... With a coin, we approach the machine in the very last corridor and start the game, the meaning of which is to light all the lights while the eyes of the head are closed. If our eyes open, and we continue to light the light bulbs, we are caught, we start over. Then we are asked to "hear the correct ticking" - we take out the clock. The machine drives off, opening the passage. Naturally, we go into it.

We get into a room with a bookcase, we take away book (21/30) and gear... We insert the gear into the clock and, after earning the achievement with the eloquent title New reality? (10/27) we realize that we have fallen into a parallel reality - the one that the camera has shown us all this time.

Now, taking out the clock, we can switch between realities (if you suddenly get confused about which one you are in, look at the icon on the clock. The sun is a normal reality, the crescent moon is a nightmare parallel).

Another Reality: The Art of Sculpture

We leave the room with a wardrobe into the corridor, in the book about inventions we read about the mechanism of the pillar with a password. We expose the characters that we like (( first we click on the circle with the child until the first symbol changes to the one we need (absolutely any one you want), then we fix its value by clicking on it and spin the circle again to change other symbols. similarly, set all 4 characters)) and go left to the corridor with a puzzle on the wall. There we enter the password we have invented and take away sickle... Here we go into the room and take away rag from the head of the sculpture. In the very first corridor, we throw a rag over the statue on the right, this will allow us to take tentacle.

We go into the corridor with the suspended sculpture, take out the clock and return to normal reality. We cut off the rope on which the sculpture with a bowl hangs, return to another reality and take it a piece of paper... It may seem that it depicts a face, but in fact it is also a symbol that can be repeated on projectors. We do this, returning to normal reality, the table with the projectors will rise. In another reality, we understand that this is a password-locked door.

We go into the room with the elevator and pull the chain to return the lizard statue to its place. As you can see, this is no longer a statue, but an ordinary lizard - we feed it a tentacle, we get feces and Feeder achievement (11/27)... We return the elevator to its place and go down to the -1 floor. We read book (22/30), from which we learn that the curators turn children into Nynchkuddi, we go to the far room and return to normal reality. The feces in our inventory turned into a blue sapphire - we insert it into an empty spot in the blue picture (remember how the pictures looked or look through the camera). We return to another reality and take away yellow card.

We go back to normal reality and return to the room with cherubs, inside it we go to another reality (all this dregs with transitions to and fro is needed because in another reality there is no door to this room and we can neither enter nor exit). There are three boxes with the signs of the sun, wood and fire. We insert the yellow card into a suitable box, we get brain.

Similarly, we repeat the already familiar algorithm: we return to normal reality, leave the room, move to another reality and feed the lizard's brain to pick it up feces... Then we act exactly like last time - we turn feces into a precious stone to get green card, which we change to a heart, we feed the heart to the lizard, feces change to red card... Change the red card to fingers, raptor feces - on a ruby, insert it into the last picture and get a hint with a password from the door. The tip can be photographed, but note that the camera is still not showing the reality you are in, which means you have to go, take a photo and return.

We go down to the -2 floor, pick up letter (23/30).

We return to the locked door and type the correct symbols, open it. Inside we will meet with the curator in all its glory. Our task is to beat him three times in the "Devil's Game", the rules are described in the game itself in sufficient detail, so I will not dwell on them.

How to beat Gustav Mellor?


The first game: diagonal move left down - diagonal move left down - shield diagonally right up - shield right

Second game: move diagonally to the right down - move to the right - shield diagonally upward right - shield to the left - there is an obstacle diagonally to the left down from us, we put the shield in a cage under it

Third game: move left - shield diagonally left down - shield down - move left - shield right - shield up - shield diagonally left up

Perhaps there are other ways, I am telling how I personally played.

The curator is defeated and goes to hell get the achievement Phantom of the Opera (12/27) and we can leave. Don't worry about Nynchkuddi, we'll come back for them while we don't have the tools to free them. We leave the section of the Art of Sculpture into the general corridor, read again information posters (24/30, 25/30, 26/30)- the text on them has changed. We pass to the section Secrets of the sea depths.

Another reality: Secrets of the deep sea

We go into the section and immediately go to the right, into the corridor with two riddles. We solve the first - you need to open all your eyes (solution: just click on all eyes in a row clockwise, starting from the extreme left), take away crowbar... We pass to the very end, on the way we inspect the rooms and corridors, we go into the very last room and return to normal reality to go to the farthest room. We open the shell with a crowbar, go to another reality and click on the eye - it will show us the sequence ( bottom right - top right - top left - bottom left - top left - top right - bottom left - bottom left), in which you want to rotate the triangles on the wall. Remembering or photographing the result is the answer to the riddle with triangles, it is on the wall in one of the corridors... We solve the second riddle, we select slide and a piece of paper... We go into the room with the captive child, insert the transparency into the light bulb, photograph the symbols.

On a piece of paper is the answer to the riddle located in the second corridor to the right of the door. We solve it and get key... In the room with jellyfish, insert the key into the lock and turn it, the jellyfish will shock in the sequence blue - yellow - red - green - red - blue - yellow... We return to the room with a huge skeleton of a fish and click on the colored circles in this sequence, we take it from the first-aid kit scalpel.

We go to the very first room and with a scalpel we cut lamps from the flesh of the monster, we get the achievement Surgeon (13/27)... We go into a room with two large aquariums, we need a distant one. Insert the green lamp on the left, the red one on the right. A door will appear, but we cannot open it yet.

We pass into normal reality, we go into the technical room. We take out the camera, we see that there is a picture on the wall - we photograph it. We move to another reality, we take away newspaper (27/30)... We go back to the normal world and return to the room with two aquariums. We need the first one this time. We pass into another reality. This is where the picture comes in handy, it indicates which numbers need to be typed and which buttons to press to move the fish, as well as the sequence in which the fish should be. The end result (on the screen) will give us saw:

We go to the jaw of the fish and saw off wooden stakes... They need to be taken to the very last room, there and plug 4 holes in the box corresponding to certain symbols. We look at the symbols through the camera, which ones need to be closed, we already know - the ones shown by the transparencies... We move to normal reality, take the starfish and return back to the world of nightmares.

We insert the star into the locked door, go in and meet with the curator, who also needs to be beaten in the "Devil's Game".

How to beat Adam Drake?


The first game: move to the right - move diagonally to the right down - find the square diagonally from the top right and put the shield ABOVE it - move diagonally to the top right - the shield diagonally to the left down - the shield diagonally to the right up - we find the shield located diagonally to the left down from us, put another shield UNDER it

Second game: move diagonally down to the right, then place the shields, as in the screenshot:

Third game: everything is elementary here - shield on the left - shield on top - shield on the bottom - shield on the right

Adam Drake goes to hell, what are we for get the achievement Sea Fruits (14/27), we can go to the Flora and Fauna section.

Another reality: flora and fauna

We immediately pass into the second corridor and solve the puzzle on the wall. Here are the cards - they are located in two circles of 4 cards each. For a short time, we will be shown the location of all the cards, we need to remember at least one pair of identical ones. (hint: every time we mark a pair of identical cards correctly, the circles rotate, and not in accordance with the arrows, but vice versa, that is, the right circle is clockwise, the left one is counterclockwise. solution: all the time we select cards 1 and 3 in the bottom row). We get gears and empty bottle.

We immediately apply the gears to the owl, remember the sequence left wing down / right up - left up / right down - left in the middle / right down - left down / right in the middle that she shows. We leave into the corridor, move to the right and apply this sequence to the crucified child (put the correct position of the hands - pull the chain, then put a new one). Opens a cache with a piece of paper... We go into the left room, we pick it up from the table letter (28/30).

We go into the very first room, solve the riddle on the right drawer - a hint on a piece of paper in our inventory. How to solve: the buttons regulate the movement and rotation of the arrows. the order of the positions we need is written on the sheet - we move the arrows so that the upper one points to the circle, and the lower one - to the triangle, press the button. then so that the upper one looks at the square, and the lower one - at the line, press the button, and so on in accordance with the hint on the sheet... We get axe, we break a test tube with a floating embryo and get it out.

We go into the room with plants, move to normal reality, fill an empty bottle with juice, we pass into the right room. There we go to another reality and cut it off with an ax hand... We return to normal reality to leave the room, then back to parallel reality. Go to the room with the owl, cut off the skeleton on the left scull and back to the plants. Attach the skull to the far left plant, take out secateurs... In normal reality, we cut with a pruner pumpkin, we pass into the next room, again move to another reality and cut off the plant in the form of a half sun, half moon with a pruner - Prunus Bipertitus.

We pass into the room with the monster protecting the child. We insert Prunus Bipertitus into the poster in the middle, we take away shirt... Pour the juice of the plant into a pot, it grows fetus which we cut with pruning shears. We return to the room with the owl and put the embryos on the scales: vegetable - on the right, human - on the left. We take away key and a piece of paper... We open the locker on which the owl stands, we take away from it hat and gloves... We go into the technical room and with the help of gloves we take away tentacles.

We pass into the room with the crows and read what is written about them in the book - only the most terrible scarecrow can scare them away. We build a scarecrow: on the cross installed behind them we put on a pumpkin, a human hand, tentacles, a shirt and a hat. It worked, the birds fly away, and we achieved the Scarecrow achievement (15/27)... Now you can raise wrench- they need unscrew the grate in the technical room to get hold of corpse frog.

We return to the first room and solve the riddle with beetles - the buttons must be pressed in the sequence that is written on the piece of paper we found. We take out from the opened box dead frog... In a parallel reality, in the back room with plants, you can see a drawing on the table - six hooks, behind the second and sixth something is suspended. We return to the corridor and hang the frogs on the second and sixth hooks. We get ornament, which we insert into the door in the room with the scarecrow. As you might guess, in this room we will meet with the curator.

How to defeat Abigail Blumenthal?


The first game: diagonal move up right - diagonal move up right - diagonal backboard down left - diagonal backboard down right - left backboard - right backboard

Second game: move diagonally to the left down - move diagonally to the left down - the shield diagonally to the right up, then we put the shields around ourselves counterclockwise

Third game: move diagonally to the right down - move to the right - move diagonally to the right down - move down - shield from above

The evil spirit is rendered harmless achievement Devil "s Granny (16/27) our. We can continue our journey through the museum.

Another Reality: Historical Library

From the table at which the curator drank wine, we take a piece of paper, in the next corridor we take away from the statue mandrake... We move along the corridor to the left and go into the right door, read newspaper (29/30)... We pass even further along the corridor to the exit, we examine the map on the table in the first room. We read in the corridor information poster (30/30), earning the achievement Bibliophile (17/27)... Click on the puzzle on the right - into it you need to insert a piece of paper that we found on the table. We aim the magnifying glass one by one at each symbol in the column and remember which of them the moon points to us (if you count from top to bottom - first - fourth - second - third - fifth)- this will be useful for solving the next riddle.

We use the obtained values ​​to solve the puzzle on the box on which the sculpture stands, and get urine bottle... We carry it to the room from which they took the newspaper and pour it onto the cabinet. Switch to normal reality and turn on the lamp, highlighting the spot. In another reality, we see a hint: you need to swap the Moon and the Sun, for this just swap the sun and moon pictures that hang in the hallway and in the kitchen. After that, the kitchen will appear key, we use it in a room with spilled urine. A tooltip will appear with a piece of card and the number 2.

We go to the kitchen and read the recipe for mandrake bread. To find out the cooking time and temperature, we solve the system of equations (the correct answer is 90 minutes at 120 degrees). The mode is written in the book. Then we put the mandrake in the oven, set the settings and get the finished bread. We give the bread in the hands of the statue, a hint appears with another piece of the map and the number 3. We pass into normal reality, we go into the door to the left of the statue and return to another world. We take away a piece of paper, we go out into the corridor with the picture and use the hint from this leaflet - you need to click on the circle with the cross three times... The picture falls, we get the hidden behind it Photo.

We go into the first room, from it we pass into the room with photographs and hang the photo we found in an empty frame. The sword Glazokol appears (the name itself is a hint on what to do with it) and achievement Legendary Swordsman 18/27)... We go back and pierce the eye located above the entrance to the tunnel, the last piece of the picture with the number 1 appears. Go to the map and click on the pieces in the correct order in accordance with all the prompts. A passage opens into the room where the curator is waiting for us.

How to defeat John Thompson?


The first game: diagonal move up left - move left - shield right - diagonal shield down - shield down

Second game: move diagonally down to right - move right - shield left - shield diagonally up left - shield up

Third game: move left - shield down - shield diagonally up to right - shield right - shield left

The insect is over get achievement Mulled Wine 19/27)... However, we are in no hurry to rejoice - there is still a guard in the building, and he just won't let us out.

How to defeat the guard?


In the room in which we got rid of Thompson, we take away the pistol hanging on the wall. The case is small - to kill the guard.

WARNING: if you are going to get all the achievements in one playthrough, do not shoot the guard. Let him kill you and get the Dead achievement (20/27)!

As soon as we leave the room, a guard will immediately appear in front of us. Our business is to have time to click on one of the sight icons that will appear on it. Please note that the first time he will not die, you will have to run through all sections (you do not need to enter the rooms, he will in any case be in one of the corridors). We kill the guard rat and get achievement Killer (21/27), taken from the corpse from the belt key... We return to the library and open the locked door near the table.

Finale: Saving the Children

Opening the door, we find ourselves in the Lost and Found - all the items that we used during the game are collected here. We can take with us any three items (of which only one key), then return to their place and take the others. We are starting the rescue operation!

In total, 20 children are locked in the museum building, for the glory of mercy and achievements, we must free them all.

In the lost property office we take a saw, a sheet (it is on the shelf) and a bolt cutter. We go to the very first room, talk to the child under the carpet - he cannot go out, because the picture is watching him. Cover the picture with a sheet and click on the carpet. First child free! We take the sheet back.

We pass into normal reality, we go into the room to the left of the statue and return to another world. Freeing second child with the help of the saw, we return to the corridor.

We go into the kitchen, cut off the lock from the box with a bolt cutter. Third child released.

We return to the lost property office, hand over all the junk back and take a brush and pliers. Move to the Sculpture Art section, to the corridor with a statue with a bowl. We dip the brush into the bowl of meat and go into the right door. Using pliers to pull the nails out of the head fourth child, He's leaving.

We return to the library, to the kitchen. Paint over the picture with the witch with a brush. We go to the right, into the room with the oven and hit the bell in the upper left corner. We open the tray and take out chicken leg which we give fifth child... Now he is full and has enough strength to run.

We take away the brush and pliers to the Bureau, we take the second key, knife and sickle. We go to the Flora and Fauna section, rip the picture with a candle with a knife, see a cage with sixth child... We unlock it with a key. We pass into the far room with plants, cut off with a sickle six eyes from the bush, we return to the Bureau.

We take scissors and a silver key, go to the Secrets of the Depths section. We go into the room with jellyfish, we pass to the distant aquarium and cut the ropes from seventh, eighth, ninth and tenth child... We pass into the room with eleventh child in the cage, insert the key into the lock. Now you need to solve the puzzle by substituting the correct pictures (hint: one of these pictures is drawn on the wall of each section, go through all and find them. Solution: coffin - gallows - drowned man - puppet). The child is free.

We pass to the section Art of sculpture, take the elevator down to the 2nd floor. We substitute six eyes for the sculpture, we get key... We go upstairs to a room with children chained to pedestals. Unlocking as many as eight children the received key.

The last, twentieth child remained. We return to the Bureau, put the silver key and scissors in place, take the crowbar, bolt cutter and the first key. We go to the kitchen, in the back room we open the cabinet with the key, we select meat... We move to the Flora and Fauna section, straight to the child locked in a cage. We distract the monster by putting meat on the plate. We unlock the last one twentieth child by cutting off the lock with a bolt cutter.

We return to the library and head to the exit. Children crowded near the door - count them, there should be 20. If less, then you missed someone. We remove the boards from the front door with a crowbar (press 4 times), DO NOT OPEN THE DOOR, OTHERWISE THE GAME WILL END !!! WE ARE NOT LEAVING YET. We return to the Bureau and hand over all the things that we took back. We are not thieves.

Now everyone, we can run! We return to the doors and open them, watch the final cut-scene. We get a whole mountain of achievements at a time - Fugitive (22/27)(for leaving the museum), Good but not great (23/27)(for the salvation of not all children, but when everyone is saved, it drops out automatically), Witch Hunter (24/27)(for the salvation of all children), Brainiac (25/27)(unless you have used the prompts!) and Fair Play (26/27)(to get this achievement, you need to leave the museum building with an empty inventory).

If you're not a perfectionist, you can be done with this. However, we got only 26 achievements, and there are 27 in total. Let's spend another two minutes and finish the game.

The latest achievement is called "The Carpenter" and has an interesting description - "take the first step towards your future career." Its meaning is difficult to understand right off the bat, but getting it is actually very simple. In the main menu of the game, press the "Play" button (DO NOT NEED to start new game). We find ourselves at the point of the last save - near the doors of the museum. We tear off the boards with a crowbar, DO NOT OPEN THE DOOR. We go to the Bureau, return everything that is in our inventory and we take away the tools necessary in our "future profession" of a carpenter - namely, a saw, a hammer and a drill, then we can go out. Done, last achievement Carpenter (27/27) our, the game is 100% completed.