Deadly art. Passage of the game Order of Light

A person can die early and remain a hero, or live long enough to become a villain.

Traveling through the northeastern part of the game world The Witcher 3: Wild Hunt after installing addon heart of stone", the gray-haired witcher of the wolf school Geralt of Rivia could stumble upon a camp of the so-called "red knights", who immediately attacked him in order to take away both his overworked belongings and his life. These knights were not much different from ordinary robbers, but one the detail nevertheless caught Geralt's attention - a flaming red rose depicted on the bandits' armor. The Witcher knew this symbol very well - the coat of arms of the once great knightly Order of the Flaming Rose. task "Rose on a red field" is intended to shed light on the events that forced the valiant defenders of the faith to turn into a gang of murderers and robbers.

Witcher looking for work

In order to start this task, you will first have to advance a little in the storyline of the add-on. Head to the Seven Cats Tavern near Novigrad and take a look at the bulletin board. Geralt, let's say, will not be very pleased to see offers on it for the sale of a baby cradle or a joint trip to a wedding. After all, he was looking not for this, but for a job suitable for the killer of monsters! Fortunately, just in time, a robber-looking brute will approach the board and nail the order to kill the monster that has settled in the city sewer of Oxenfurt. The witcher will be interested in this case, and he will ask the man what exactly happened? He will advise you to contact your chieftain Olgerd von Everek, whose gang occupied the Garin estate, for details.


Olgerd von Everek surrounded by his gang - "boars"

The estate of the Garin family is located east of Oksenfurt. Geralt from Rivia should go there to talk with Olgerd. True, the "boars", the faithful team of von Everek, will not be very happy with the guest and will begin to mock the witcher. How to deal with them and what to answer is a matter of taste.

  • Bunch of idiots. Geralt will show that he is also not a bastard, commenting very caustically on the "collective mind" of the company. One of the "boars" will not like it at all, a fist fight will start with him. Geralt didn't have anything special in store for Geralt - the attacks of the "boar" are heavy and slow, and it will not be difficult to rebound from them or counterattack. As soon as the brains of the quick-tempered robber are set in place by the fists of the witcher, the whole gang will become much more indulgent towards the guest, recognizing him as a good fighter.
  • It was nice to chat. Not wanting to aggravate the conflict, Geralt will clarify the purpose of his arrival and insist that he be taken to Olgerd. After a short dialogue, they will stop teasing the witcher.

In any case, one of the "boars" will offer to take Geralt to his chieftain. Climb with him to the second floor and go into the room. There, Olgerd will be waiting for Geralt in person, intently examining the sculpture of an elf maiden. A conversation will start, during which Olgerd will ask Geralt what he thinks about this statue? Regardless of the choice of replica, the outcome will always be the same - the baron will knock over a soulless piece of stone. After that, communication will move to the main hall, where the fun is in full swing. Ask von Everek about the order for the monster from the channels and agree to fulfill it. Upon completion of the dialogue, go to the exit and leave the Garin's house.


"Hey, Cat Eyes!"

On the street, Geralt will be called by a girl named Adele and will immediately get down to business. Her friend Kluivert did not show up for a meeting a few days ago, and, according to Adele, this happened for a simple and banal reason - corpses often have problems with movement. The robber wants Geralt to find the killer and take revenge on him. According to her, Kluivert had his own laboratory for the production of fisstech in the abandoned village of Lukovets, and it is from there that the witcher should start his search.


The village of Lukovets under the cover of night

The village will indeed be abandoned, but at night someone still lights all the torches both on the street and inside the houses. Probably one of the ghouls who occupied the deserted village is doing this. Having done what a representative of the witcher's craft does best, use the witcher's flair in the very center of the village. Geralt smells a strong smell of reagents, passing through which he will find the source - the laboratory for the production of a popular drug mentioned by Adele.


Fisstech production equipment, a letter and traces of an evader

The hut can be inspected with the help of the witcher's flair. Geralt will be interested in three things:

  • Equipment for the production of fisstech.
  • A letter in which a certain Roderick warns Kluivert that someone has found out about the latter's business, and that Kluivert should run as fast as the "guests" will soon descend.
  • Human footprints leading straight to a small window.

Exit the lab and go around it. On the other side of the window, new footprints will be found, most likely left by Kluivert. Follow the route drawn up by them, along the way restoring the picture of events: probably those who were written about in the warning letter caught Kluivert by surprise and he had only to run. Having jumped out through the window, the businessman tried to hide in the bushes, but was quickly discovered and forced to continue his escape. Unfortunately for Kluivert, it was unsuccessful.


The stiff body of Kluivert

Although the pursuers turned out to be slower than the fugitive, Kluivert could not be saved from the crossbow bolt. Examine the corpse, a scar on the forehead will confirm Kluivert's identity and Adele's fears. Go to the dilapidated fence, standing along the perimeter of the field, and find traces of the shooter. They will lead the witcher to the exit from Lukovets, trampled by horse hooves. It is noteworthy that upon arrival at the village, hoofprints cannot be detected with the help of the witcher's instincts, although they will be on the ground.


Hoof marks from several horses

The case is small - it remains only to find the place where the killer went, following in the footsteps. You will not have to run far, but keep in mind that the path lies next to a swamp inhabited by drowners. It is not necessary to fight them, but if you get too close, the monsters will instantly rush to their meal, called Geralt of Rivia. In the end, the witcher will stumble upon a modest-sized hut.


Geralt fights the renegade knights of the Order of the Flaming Rose

As it turns out, the hut was occupied by the "red knights" - once noble and revered fighters for the peace and security of the common people, who became outcasts and, in fact, bandits. They will not be in the mood for a peaceful dialogue and will immediately draw their weapons. Geralt will have no choice but to defend himself. By themselves, the knights are not strong opponents, taking, rather, by quantity. Do not stand in one place, try to take one enemy away from the others and start shredding him with your blade. If the Aksy sign is sufficiently pumped, do not hesitate to use it on enemies standing close to your comrades. It also doesn't hurt to use protective sign Quen, and if possible, his alternative. Remember that the fight will take place in an open space, and if you realize that you can’t cope with the pressure of the enemy, just run away, heal and come back. When the last knight is defeated, read the letter lying on the cart next to the hut. From it, Geralt learns that the raid on Lukovets was organized in order to get Kluivert's equipment, which was transported to the secret lair of the Order's apostates under the village of Bronovitsy. Do not forget to look into the hut itself - on the table there will be a diary of one of the knights, and in the chest you will find a drawing of Ophir pants, which will be useful for the quest " From distant Ophir".


Red knights guarding the secret lair

Approaching the entrance to the lair of the "red knights", Geralt will just find the process of unloading raw materials for the manufacture of fisstech. Of course, the two knights will not give the witcher a warm welcome, but unlike their brothers, they will not attack, allowing the gray-haired one to leave here in an amicable way.


  • What's inside? Geralt's curiosity knows no bounds. The Witcher will say that he is very interested to see what is behind this door? The guards will not be patient for long, and one of them will threaten that Geralt has three seconds to disappear.
  • I don't like your tone. With this phrase, Geralt will infuriate the guards and they will attack the witcher. It's not hard to defeat them. From the body of one of the knights, you need to pick up a rusty key that will open the door to the lair. The knights inside, however, will show no aggression.
  • Already gone. If you feel that you are not ready for battle, or if you want to do something before continuing with this quest, choose this option.


The development of the dialogue when choosing the replica "What's inside?"

  • Do you want to fight? Welcome. The consequences are obvious - a fight with two opponents.
  • Out of the way, bros. If the sign of Axius was pumped at least to the second level, Geralt will be able to convince the knights that they should skip it. In this case, the key is not required - the apostates themselves will open the door. Take into account that an insufficiently strong Axius sign will provoke them to attack.
  • Quiet. Let's agree. The moral foundations of the knights, obviously, have been greatly shaken, and the witcher can take advantage of this by bribing the guards with a thousand Novigrad crowns.

It is highly recommended to deviate from the image of Geralt the pacifist trying to sprinkle blood on the blade of his swords only as a last resort. At the next stage of the quest, the witcher will have to fight with a large number of knights in an enclosed space. If you do not kill two guards on the street, then you still have to do it, but already in the lair, which will add to the hassle.


Ulrich - leader of the "Red Knights"

In a cave that serves as a refuge for stumbled knights, Geralt will meet with Ulrich, the main antagonist of the task. He will tell the witcher about what happened to the Order of the Flaming Rose after the events of the original game. The Witcher. When the third war of the kingdoms of the North with Nilfgaard began, the ruler of Redania Radovid sent most of the knights of the Order to the front line to fight the conqueror. Many have lost faith in a bright idea in battles, and even more have given their lives altogether, fighting in a war not intended for them. And what was the disappointment of the surviving knights when, in "gratitude" for the merits of the Order, Radovid dismissed it. Those who did not dare to contradict the king, he turned into witch hunters, and those who were dissatisfied were expelled or shackled. Ulrich and his comrades had to flee so as not to share the fate of the latter, and trade in fisstech and robbery attacks on villages and caravans became the only way for them to survive.


After Ulrich's story, three replicas will appear to choose from

  • Frankly, I don't care. Geralt will speak sharply about the history of Ulrich and his pack, while saying that he will have to answer for the robberies committed.
  • And you became bandits? The Witcher ironically asks Ulrich what would Siegfried of Denesle say about this? He will be surprised how Geralt knows the Grand Master of the Order?
  • Congratulations. And I say goodbye to you. The Witcher will express complete apathy towards the activities of Ulrich and other renegade knights, and will try to leave, finally comparing the "Red Knights" with the infamous band of Salamanders.

Regardless of the choice of replica, the outcome will always be the same - Ulrich recognizes Geralt from Rivia, the murderer of Jacob from Aldersberg, and, blaming him for all the troubles of the Order, will attack the witcher. Achieving a peaceful end to the confrontation, unfortunately, will not work. As mentioned earlier, you will have to fight against several opponents at the same time, and the battle will take place in a confined space. It is best to try to lure the knights into the gas vapor, and then apply the Igni sign. However, be careful - the ignition damage also applies to Geralt, so it is advised to apply a protective Quen sign before doing this. It is also possible to run out of the cave into the open space, but for this you will have to fight your way to the exit. It is important to remember that the main target and the strongest opponent is Ulrich; it is worth killing him first of all, or temporarily luring him to your side with the sign of Aksy, since in this situation a friendly blade will not hurt, let this "friend" switch again from his comrades to Geralt after a short period of time. Having cleared the lair, you don't even have to waste time searching the cave - there is nothing interesting in it. But from the corpses of the killed knights, you can collect good things for which merchants will pay well.


Adele is overjoyed to hear that her friend has been avenged

The Witcher can only go for a reward. You can get it from Adele, who will while away the time in the Oxenfurt tavern "Alchemy". The girl will be glad that Geralt got rid of Kluivert's killer, and will ask the witcher who exactly was behind his murder? You can honestly admit that this is the work of the fallen knights of the Order of the Burning Rose, or else evade the answer. In any case, for his work, the witcher will receive 200 Novigrad crowns, experience, and also the respect of the robber.

I hope that this passage will be useful for you, dear readers. Enjoy the game and good luck on the way, witchers and witchers!

Description

an exciting quest, made in the spirit of a real thriller, with elements of the "hidden object" genre. The game tells about a certain secret "Order of the Rose", whose members were only women. As the ancient legend says, there was an ancient artifact - the spear of fate, its owner is truly the world ruler, since even the Sun itself was fed from the spear! For many centuries, the spear was protected by the "Order of the Rose", but other times are coming... You have to play the role of a young but experienced detective who needs to prevent the theft of an ancient artifact! Be extremely careful, everywhere you will begin to look for evidence that will lead to the trail of villains. In addition, you will begin to solve a lot of unusual puzzles, be inventive and savvy, because the enemy does not sleep!

How to download the mini game "Order of the Rose"?

On our website you can download full version games "Order of the Rose" without registration. To download the game, click on the button below, save the file and run it. After that, follow the instructions of the installer and wait for the game to install.

Administrator


Chapter 1: Entering the City

Take the map from the policeman.

Take the FIGURED TRIANGLE (A).

Take the FIGURED TRIANGLE (B).

Place the SHAPED TRIANGLES in the slots (C) to go to the square with the monument.

Click on the fireball.

Take the BRANCH (D).

Take the PUZZLE PIECE (E).

Use the BRANCH to get the SCREWDRIVER (F) from behind the stove.

You receive a FACE PIECE (G).

Return to the gate.

Insert the FACE PIECE (H).

Take the BROOM KEY.

Go to the hotel lobby.

Take the SCREW (I) and ROOM KEY (J).

Read the note. Remember that the sum of the numbers is 560 (K).

Use the BROOM KEY for a Hidden Object Scene (L).

Play a Hidden Object scene.

You receive a SPATULA (M).

Open the puzzle on the door.

Place the PUZZLE PIECE in the empty slot (N) and the ROOM KEY (O) in the keyhole.

Arrange the characters in rows.

The buttons (P; circled in yellow) swap the top and bottom symbols. The arrows (Q; circled in magenta) move characters horizontally.

Solution®.

Dig three times with the SPATULA (S).

Read the note. Take the DRAWER HANDLE (T).

Return to the hotel lobby. Walk forward.

Enter the code 560 on the suitcase lock (U).

Take the GHOST TRAP (V) to add it to the game interface. Take the SHIELD (W).

Take the SCREW (X). Place DRAWER HANDLE and SCREWS (Y). Use the SCREWDRIVER.

Take the HANDKERCHIEF (Z) and the FEATHER below it.

Use the GHOST TRAP on the sink (A). Click on the ghost when it is in the scope to catch it.

Use the GHOST TRAP in the hotel lobby (B), in front of the gate (C), and in the square with the monument (D).

Go forward.

Talk to Rupert Hill.

Look at the drawer and move the items aside to find the GLOVES (E).

Take the KEY (F).

Go right to the passage to the antique shop (G).

Take the WHEEL (H).

Return to the alley. Walk forward (I).

Take the BUCKET (J).

Use FEATHER (K).

Enter City Hall.

Use GLOVES (L).

Enter the mayor's office.

Return to City Hall Hall.

Play a Hidden Object scene.

You receive a WREATH (M).

Place the WREATH (N). Receive the HANDLE.

Return to the square.

Place the HANDLE (O) and place the BUCKET (P).

Click on the HANDLE to pump water. Take the BUCKET WITH WATER.

Return to the mayor's office. Use the BUCKET OF WATER (Q).

Talk to the mayor. Take the LION KEY (R).

Take the HANDLE (S). Open the papers and read the note.

Return to the square.

Chapter 2: Museum

Use the LION KEY (T) to enter the museum.

Use KEY (U). Take CHEMICALS and PLATE PIECE (V).

Play a Hidden Object scene.

You receive the BOLT CUTTER (W).

Click on the yellow tape (X) to remove it.

Use the BOLT CUTTER on the chain (Y).

Walk forward.

Take the CIRCLE PIECE (Z) from the suit.

Take LEMON (A).

Return to the museum hall.

Place the CIRCLE PIECE (B) for a puzzle.

Move the parts of the circle according to the instructions.

Solutions (C, D, E).

Go left.

Click on the canvas (F). Take the PISTON.

Take the SUN (G).

Take the PAINTS (H) and PLATE PIECE (I).

Examine the lock (J). Insert two PLATE PARTS.

Go up.

Play a Hidden Object scene.

You receive a TILE WITH CLUB (K).

Return to the hotel lobby.

Play a Hidden Object scene.

You receive the KNIFE (L).

Go to the hotel room.

Use the SCREWDRIVER to remove the grate from the ventilation (M). Place the CLUB TILE for a puzzle.

Move the matching symbols to the squares. Swap characters.

Solution (N).

Take the CREST OF THE ORDER (O) to start a cutscene.

Remove the three vines (P) with the CHEMICALS.

Return to the square with the monument.

Play a Hidden Object scene.

You receive a BOARD (Q).

Return to the museum.

Play a Hidden Object scene.

You receive a FUNNEL (R).

Return to the square.

Walk right (S).

Use the KNIFE to cut the rope (T). Take two BOARDS.

Return to the transition to the antique shop.

Place the 3 PLANKS on the broken bridge (U).

Take BALL WITH NUMBER 13 (V).

Take the GASOLINE CAN (W).

Clean the dirty display case with the HANDKERCHIEF (X). Note the time 10:40.

Enter the antique shop.

Talk to the store owner.

Take the FISHING HOOK (Y).

Use the FISHING HOOK to get the TWEEZERS from the vase (Z).

Click on the clock to listen to the second monologue of the antique dealer.

Play a Hidden Object scene.

You receive a JAR (A).

Use the JAR to catch the butterfly (B). You receive a BUTTERFLY IN A JAR.

Return to the alley.

Use the BUTTERFLY IN THE JAR to distract the spider (C). Take the SWAN.

Play a Hidden Object scene.

You receive a RED BUTTON (D).

Return to the car.

Use the FUNNEL and GASOLINE CAN (E) to fill the car.

Place the WHEEL (F).

Place the PISTON and RED LAMP (G) for a puzzle.

Move all pistons up (piston 1 six times, piston 2 once, and piston 4 three times). Press the switches to turn on all the lamps. Install the wires in the correct order (green, red, and blue from top to bottom).

Solution (H).

Chapter 3: Crossroads

Go forward and to the left.

Talk to the housekeeper.

Take the NAIL PULLER (I).

Take the BOTTLE OF WINE (J).

Play a Hidden Object scene. Move the cloth to find all the items.

You receive the SPADE SYMBOL (K).

Enter the house.

Click on the door (L) to enter Serok's office.

Take ROUND TILE (M).

Use the NAIL PULLER to open the package (N). Take the BOTTLE.

Click on the drawer (O) to examine it. Take the FIXER.

Return to the fork. Walk forward and to the right.

Play a Hidden Object scene.

You receive the SHEARER (P).

Return to City Hall.

Play a Hidden Object scene.

You receive a SHIELD (Q).

Use the ROUND TILE (R) to activate a puzzle on the armory door.

Swap and rotate tiles to complete the picture.

Solution (S).

Enter the armory.

Take the HANDLE (T).

Take the OIL LAMP (U).

Take the GUN (V).

Return to the mayor's office.

Use the PAINTS (W) and take the MOON.

Go to the exhibition.

Place the SUN (X) and MOON (Y). Take the INK (Z).

Return to the library.

Place the SHIELDS in the correct color order (A). Take the DEVICE (B). Read the instructions.

Insert the CREST OF THE ORDER © into the book.

Place the DEVICE (D) on the book.

Return to the alley.

Use the SHEARS to cut the ROSE (E).

Return to the Sulivane Gate.

Click on the stone rose (F).

Place the ROSE in the statue's hands (G).

Take the STONE HEART (H) from the statue's hands.

Place the STONE HEART on the lock (I) to open the gate.

Go forward.

Take the CUTTERS and HOOK WITH ROPE (J).

Return to the Sulivane Gate.

Use the CUTTERS to remove the DIAMOND SYMBOL (K) from the tablet.

Return to the antique shop.

Place the SWAN (L) and NUMBER 13 BALL (M) for a puzzle on the clock.

Install the hour hand and gears (N).

Move the magnets to balance the scale (O). Go through the maze (P). Set the hands on the clock (Q). Click on the ball (R). Set the numbers in order (S). Move the magnet to lower the ball down (T). Set the time to 10:40 (U).

Solution (V).

You will receive the CARDS.

Return to Serok's house.

Place the FIXER and use the NAIL PULLER to fix the pipe (W).

Take the PIPE (X) from Baron Serok.

Enter the hall of the house.

Put the CARDS on the table to activate a puzzle.

Turn over two cards at a time. Compete with other two players to find matching pairs (Y). Win two rounds.

You receive a FISH TAIL.

Click on the cabinet doors (Z).

Place the BOTTLE and BOTTLE OF WINE (A) on the shelves for a puzzle.

Place the glasses next to the matching bottles.

Solution (B).

Take the HEART SYMBOL (C).

Use the TWEEZERS to remove the paper (D) from the crack.

Note the code (E).

Place the HEARTS, SPADES, DIAMONDS symbols on the secretary (F).

Click the symbols hearts, crosses, diamonds, spades in that order. Take DOMINO.

Return to Serok's office.

Attach the FISH TAIL (G) to the fish to get the UMBRELLA (H).

Place the UMBRELLA and PIPE (I) on the painting for a puzzle (J).

Place the DOMINO (K) for a puzzle.

Place the dominoes in the appropriate positions.

Solution (L).

Receive PISTOL and POCKET WATCH (M).

Return to Serok's house.

Play a Hidden Object scene.

You receive the RAKE HANDLE (N).

Return to the Sulivane Gate.

Attach the RAKE HANDLE (O) to the rake. Take the RAKE.

Return to Serok's house.

Use RAKE(P). Take THREE WORMS (Q).

Return to the armory.

Place the two PISTOLS (R) to open the chest. Take the GUNPOWDER (S).

Return to the antique shop.

Give the antique dealer the POCKET WATCH. Take the PEPPER (T).

Return to the library.

Place the PEPPER (U), GUNPOWDER (V), INK (W) and LEMON (X) in the device.

Pull the levers (Y) for lemons 3x, peppers 2x, ink 7x, and gunpowder 6x.

Press the green button (Z) to develop the pattern.

You will receive a SECRET DOCUMENT.

Play a Hidden Object scene.

You receive a SHOT (A).

Return to the square.

Chapter 4: Chapel

Use the CHOPPER to open the chapel door (B).

Enter the chapel.

Take the LADDER (C).

Take the RED TILE (D).

Place the LADDER to reach the nest (E). Feed the chicks worms to calm them down. Take MATCHES and MOSAIC TILE.

Return to the mayor's office.

Place the two HANDLES and the MOSAIC CIRCLE (F) to open the cabinet.

Take the GREEN TILE (G). Read the note.

Return to the chapel.

Place the GREEN TILE AND RED TILE for a floor puzzle (H).

Move the pieces to form a picture.

You can only move pieces to a free slot.

Solution (I).

Go down.

Play a Hidden Object scene.

You receive a TILE WITH WING (J).

Take the EYE HALF (K).

Insert the SECRET DOCUMENT (L) into the screen. Place the OIL LAMP (M) and light it with the MATCHES.

Press the highlighted bricks (N) to open the secret door.

Go forward.

Take the EYE HALF (O).

Place the two EYE HALVES on the chest (P). Receive the SPIRIT TRAP (Q). Read the manuscript ®.

Return to the chapel.

Talk to Miss Sullivan.

Take the TRUE CLEF (S).

Return to Sulliwan Court.

Place the TRUE CLEF in the slot (T) to enter the house.

Take the ROPE (U).

Return to Sullivan's house.

Use the ROPE to tie the branches (V). Take the BROOM.

Return to the Sulivane Gate.

Play a Hidden Object scene.

You receive a STRING (W).

Return to the fork.

Use the HOOK WITH ROPE to get the PICKAXE (X).

Go to Sullivan's house.

Use the PICKAXE to release the NOTES (Y).

Place the STRING (Z) and NOTES (A) for a puzzle.

Listen to the melody and repeat the notes.

Press the indicated strings for Melody 1 (3, 5, 4, 6, 2), Melody 2 (1, 7, 2, 6, 5, 6), Melody 3 (7, 6, 7, 5, 3, 2, 3 ) to open the stash in the piano.

Take the SQUARE TILE from the piano (B) and read the note.

Return to Sullivan's house.

Place the SQUARE TILE for a puzzle (C).

Move the tiles to match the picture.

Solution (D).

Take the STONE TILE (E).

Return to the square. Walk forward and to the left (F).

Chapter 5: Rupert's House

Place the STONE TILE (G) for a puzzle.

Move and rotate the tiles to stack them according to the pattern.

Solution (H).

Go forward.

Play a Hidden Object scene.

You receive the WRENCH (I).

Use the WRENCH on the tablet (J) to get the TILE WITH FEATHER (K).

Open the mailbox (L) and take the RED COIN (M).

Go forward.

Take the BRACKET (N).

Click on the plants twice. Take the GRINDSTONE (O).

Click on the door (P) to enter the house.

Go forward.

Play a Hidden Object scene.

You receive an ARROW (Q).

Take the DULL KATANA (R).

Click on the door (S).

Go upstairs.

Take the GEAR (T). Read the diary.

Return to Rupert's courtyard.

Insert the GEAR (U) to open the door.

Go down.

Talk to Rupert.

Take the DROP (V).

Return to the fork to Rupert's house.

Place the DROP (W) to enter the water tower.

Take INSTRUCTIONS (X).

Take the RED BUTTON (Y).

Place the RED BUTTON, ARROW (Z), and INSTRUCTIONS (A) for a puzzle.

Press the green, blue and red buttons to make the arrows take the correct positions at the same time.

Solution (B).

Walk back.

Play a Hidden Object scene.

You receive a SHOVEL (C).

Return to Rupert's hall.

Play a Hidden Object scene.

You receive an EMERALD (D).

Go to Rupert's bedroom.

Insert the EMERALD to open the cache (E). Take the RING.

Return to the secret room.

Use the BROOM to clear the stove (F).

Open the puzzle.

Add the FEATHER TILE and WING TILE (G) for a puzzle.

Solution (H).

Take the BLUE AMULET from the cache (I).

Return to the basement of the chapel.

Play a Hidden Object scene.

You receive a BLUE COIN (J).

Return to Rupert's basement.

Give Rupert the SPADE (K).

Take the YELLOW COIN (L).

Return to Rupert's bedroom.

Use the RED COIN, BLUE COIN and YELLOW COIN to open the box (M).

Take HOLY WATER and WIRE (N).

Use the WIRE to fix the belt (O). Take the BELT.

Go to Rupert's basement.

Place the GRINDSTONE and BELT (P). Sharpen the DULL KATANA.

Receive SHARP KATANA.

Return to the fork.

Use the SHARP KATANA on the bush (Q).

Go down.

Chapter 6: Shore

Take the VALVE KEY (R).

Return to the water tower.

Use the VALVE KEY to get the VALVE (S).

Return to the coast.

Use the BRACKET to fix the raft (T).

Take the DRAWER (U).

Place the DRAWER on top of the other to reach the location of the VALVE.

Place the VALVE (V). Click on the hut in the distance to activate a puzzle.

Guide the raft between the rocks to swim across to the other side.

Solution (W).

Move the items to get the PALETTE (X).

Insert the PALETTE and RING (Y) to open the lock.

Enter the hut.

Talk to Saiman.

Take the RAG (Z).

Play a Hidden Object scene.

You receive a HANDLE (A).

Return to the hut.

Wet the RAG in the river (B). You receive a WET RAG.

Return to the hut.

Place the HANDLE on the chimney (C).

Use the WET RAG to cool the handle. Close the pipe.

Play a Hidden Object scene.

You receive the PLIERS (D).

Return to the hut.

Use the PLIERS to remove the three boards from the window (E) and get rid of the smoke in the hut.

Return to the hut.

Go forward.

Listen to Saiman's ritual.

Pour the HOLY WATER into Cyman's mouth (F).

Put the BLUE AMULET in Cyman's pocket (G).

Place the SPIRIT TRAP on the floor (H).

Find and capture 35 ghosts in the game to get a CAPSULE.

Place the CAPSULE on the SPIRIT TRAP (I) for a puzzle.

Place the ghosts in the correct slots.


Chapter 1: First Blood

Find the items from the list (A).
Open the box to get a photo (A1).
Open the closet door to get an umbrella (A2); move the dress to get the green box (A3) and the bear (A4).

Examine the rose with the note; unfold the note and take it (A).
Zoom into the painting (B).
Go down to the living room.

Move the pillow aside and take the 1/2 VALVE.
Close the cabinet door and take the SAFE HANDLE (D).
Close the nightstand door and take the SHEET OF PAPER (E).
Go right twice to the bathroom.

Take the TOOLKIT KEY (F).
Examine the sink; take the PENCIL (G) and 1/8 PUZZLE PIECE (H).
Open the cabinet; click on the shelf to activate the HOP (I).

Find the items from the list (I1).
The PIPE VALVE goes into inventory.
Go to the living room.

Examine the window and place the SHEET OF PAPER on the image on the glass; use the PENCIL on the paper and select it (J).
Take 2/8 PUZZLE PIECE (K).
Move the pot aside and take the FURNACE KEY (L).
Go back.

Examine the newspaper; fold back the edge and take the 3/8 PUZZLE PIECE (M).
Examine the firebox and use the FURNACE KEY on the lock (N).
Take 4/8 PUZZLE PIECE (O), HAMMER (P), and CROWBAR (Q).
Get outside.

Examine the mailbox and take the 5/8 PUZZLE PIECE (R).
Take the LADDER (S).
Go right into the alley.
Close the dumpster and take the MIXER (T).
Examine the toolbox and use the TOOLKIT KEY on the lock (U).
Open both locks to activate the OPP.
Find items from the list.
The LANTERN goes into inventory.
Return to the bedroom.
Look under the bed; Shine the LANTERN on the location to activate the OPP.
Find items from the list.
2/2 VALVE goes into inventory.
Go right.

Examine the sink and place the FAUCET on it (V).
Place the 2/2 VALVES on the faucet and turn the hot water faucet (W).
Close the closet.
Examine the pipe on the left and place the VALVE on the pipe.
Rotate it (X).
Hit the mirror with the HAMMER (Y).
Examine the strange mechanism (Z).
Open the locker on the left; examine the shelf to activate an OPP.
Find items from the list.
6/8 The PUZZLE PIECE goes into inventory.
Step back.
Look under the bed for an OPP.
Find items from the list.
7/8 The PUZZLE PIECE goes into inventory.
Return to the alley.

Take the 8/8 PUZZLE PIECE (A).
Return to the bathroom.
Examine the strange mechanism; insert the 8/8 PUZZLE PARTS into it for a puzzle (B).

Align the elements to match the center disks.
See the screenshot for the solution to the puzzle.

Examine the paper, turn it over and take the letter (D).
Take the MAILBOX KEY (E).
Step back
Take MIRROR SHARD 1/13 (F).
Go right.

Find MIRROR SHARDS 12/13.
Move the bottle aside to receive the MIRROR SHARD (G1).
Move the cup aside to receive the MIRROR SHARD (G2).
Close the cabinet to receive the MIRROR SHARD (G3).
Move the box aside to receive the MIRROR SHARD (G4).

Examine the mirror; place the MIRROR SHELLS 13/13 on it for a puzzle (H).
Arrange the pieces to form the finished image.
Click to swap fragments; double click to rotate them.
See the screenshot for the solution to the puzzle (I).
Return to the living room.

Lean the LADDER against the wall.
Use the CROWBAR on the grate (J).
Examine the safe; place the HANDLE for a puzzle (K).
Enter the code: 4, 1, 2, 8, 5, 9, 3, 6, and 7.
Turn the knob to activate the OP.
Find items from the list.
Get a decoder.
Go right.

Turn off the switch (L).
Find 14/14 SYMBOLS.
Move the newspaper aside to find the SYMBOL (L1).
Move the rag aside to find the SYMBOL (L2).
Open the closet to find the SYMBOL (L3); move the dress to find another SYMBOL (L4).
Open the box to find the SYMBOL (L5).
Touch the SYMBOL behind the door (L6).
Move the rag aside to find the SYMBOL (L7).

Close the box to find the 13/14 SYMBOL (L8).
Close the cabinet door to find the 14/14 SYMBOL (L9).
Return to the street.
Examine the mailbox; Use the MAILBOX KEY to open the lock (M) to activate the HRP.

Find the items from the list (N).
Open envelope; examine the letter for a puzzle (N1).

Match the letters with their respective symbols to solve the puzzle.
Screenshot solution (O).
Go right to the street.
Approach the car.
Walk.
Examine the table to activate an OPP.

Find the items from the list (P).
Move the glass aside to get the clock (P1).
Move the piece of paper aside to get the car keys (P2).
The CAR KEY goes into inventory.
Go right.

Chapter 2: Spear

Complete walkthrough of the game

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