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1 Sisters of the coast 1 walkthrough 10/22/2017 Tear of acl graft icd-10 code 10/22/2017 Sandra orlow pajamas 10/24/2017 -Bank of america online make a payment -Doctors in nj that prescribe adderall 10/25/2017 Why does bank of america have a lamma If you need help solving a couple of levels or all levels then this is the perfect walkthrough game guide for you to help you solve all the possible combinations. This is a real time multiplayer game in which you"ve got one goal, Collect as many crowns as possible without being obliterated. You can use powerups to your. This quest becomes available right after you reach The Storm Coast for the first time, i.e. right after the meeting with Scout Harding (M5,1). From the scout, you learn, among others, that any contact with the members of the Inquisition has been lost. They were supposed to meet with the local bandits. You will be asked to look. Sister"s Secrecy: Arcanum Bloodlines. You may select the optional tutorial to familiarize yourself with how to interact with the game, or follow these steps: Pick up the CASKET KEY on the dresser (A). Slide the cursor over the lower part of the screen to open inventory and take. Mar 6, Sisterhood of Dibella: Walkthrough. (F) Talk to a Traveling Sister to receive a random quest start to go and meet Senna at the Temple in Markarth; (M/F) Talk to anyone with the topic "What do you think of the Temple of. Ask her about how you can help and she will engage in one of her "homework". Family Ties is a companion quest in Sword Coast Legends.. Walkthrough Edit. Advance the main quest up to the point where you have traveled to the underdark and recruited Izhkin. Head back to the Adventurer"s Camp and. 1, Dalanir received a letter from Bregan D"aerthe that had information about his sister, Talisstra. Family Ties - Dalanir"s quest Companions quests Sword Coast Legends Guide. Inside one of them (M13,8), there is the symbol required for the next riddle(Symbol of House Mizzrym). As soon as. After you make it into the next part of the cave, first talk to Jeggred and enter the room and talk to Dalanir"s sister - Talisstra. May 4, Press New Game to begin playing. From the options menu you can adjust the audio settings, brightness, and pick full screen mode. There is only one game mode, but you can play with the tutorial for extra help. There are three main cursors in the game: (1) the magnifying glass cursor is used to take a. The Women of the Sun Coast is a group of philanthropic professional women who support the organization"s mission to provide TEENren each year with Big Brothers and Big Sisters to transform their lives. Annually, the group hosts a signature fundraising event and other various activities for Bigs, Littles and its members. In case you were looking for the Sharks Lagoon Sisters Of The Coast hint word, you came to the right place. For now the game is only available in the Priv-Box, but I. SEARCH FOR PROPERTY. Please view our database of current properties using the below search module Walkthrough for Snake Valley Walkthrough for The Photobook

2 10/26/2017 Instagram texting on xbox one 10/27/2017 Changing your thoughts worksheets free 10/28/2017 How long does valium last 2 - First sins - Solution pour The Photobook 2 - Premiers péchés Walkthrough for The Photobook 1 - Deadly. Details Category: Solutions and Tips Written by Interactive porn Walkthrough for Sisters of the coast Part 1 - Solution pour Sisters of the coast 1er Partie. Chikorita, Bayleef and Meganium Chikorita is a pure Grass-type Pokemon and its final form, Meganium, has the best Special Defense of the three Starters and is the. In case you were looking for the Sharks Lagoon Sisters Of The Coast hint word, you came to the right place. Continue reading. Search Oregon mobile homes and manufactured homes for sale. Tomb Raider Underworld Gate of the Dead walkthrough. Detailed strategy for the Windows PC, also available. For Baldur"s Gate II: Shadows of Amn on the PC, FAQ/Walkthrough by DSimpson. Tomb Raider Underworld Valhalla walkthrough. Detailed strategy for the Windows PC, Xbox 360 games. also available. Includes all. Family Ties - Dalanir"s quest Companions quests Sword Coast Legends Guide. Inside one of them (M13,8), there is the symbol required for the next riddle(Symbol of House Mizzrym). As soon as. After you make it into the next part of the cave, first talk to Jeggred and enter the room and talk to Dalanir"s sister - Talisstra. Sister"s Secrecy: Arcanum Bloodlines. You may select the optional tutorial to familiarize yourself with how to interact with the game, or follow these steps: Pick up the CASKET KEY on the dresser (A). Slide the cursor over the lower part of the screen to open inventory and take. May 4, Press New Game to begin playing. From the options menu you can adjust the audio settings, brightness, and pick full screen mode. There is only one game mode, but you can play with the tutorial for extra help. There are three main cursors in the game: (1) the magnifying glass cursor is used to take a. The Women of the Sun Coast is a group of philanthropic professional women who support the organization"s mission to provide TEENren each year with Big Brothers and Big Sisters to transform their lives. Annually, the group hosts a signature fundraising event and other various activities for Bigs, Littles and its members. This quest becomes available right after you reach The Storm Coast for the first time, i.e. right after the meeting with Scout Harding (M5,1). From the scout, you learn, among others, that any contact with the members of the Inquisition has been lost. They were supposed to meet with the local bandits. You will be asked to look. If you need help solving a couple of levels or all levels then this is the perfect walkthrough game guide for you to help you solve all the possible combinations. This is a real time multiplayer game in which you"ve got one goal, Collect as many crowns as possible without being obliterated. You can use powerups to your. Family Ties is a companion quest in Sword Coast Legends.. Walkthrough Edit. Advance the main quest up to the point where you have traveled to the underdark and recruited Izhkin. Head back to the Adventurer"s Camp and. 1, Dalanir received a letter from Bregan D"aerthe that had information about his sister, Talisstra. Mar 6, Sisterhood of Dibella: Walkthrough. (F) Talk to a Traveling Sister to receive a random quest start to go and meet Senna at the Temple in Markarth; (M/F) Talk to anyone with the topic "What do you think of the Temple of. Ask her about how you can help and she will engage in one of her "homework". In case you were looking for the Sharks Lagoon Sisters Of The Coast hint word, you came to the right place. For now the game is only available in the Priv-Box, but I. Details Category: Solutions and Tips Written by Interactive porn Walkthrough for Sisters of the coast Part 1 - Solution pour Sisters of the coast 1er Partie. Tomb Raider Underworld Valhalla walkthrough. Detailed strategy for the Windows PC, PlayStation 3 and also available. Includes all. Chikorita, Bayleef and Meganium Chikorita is a pure Grass-type Pokemon and its final form, Meganium, has the best Special Defense of the three Starters and is the. Search Oregon mobile homes and manufactured homes for sale. Tomb Raider Underworld Gate of the Dead walkthrough. Detailed strategy for the Windows PC, Nintendo Wii version also available. For Baldur"s Gate II: Shadows of Amn on the PC,

3 FAQ/Walkthrough by DSimpson. SEARCH FOR PROPERTY. Please view our database of current properties using the below search module In case you were looking for the Sharks Lagoon Sisters Of The Coast hint word, you came to the right place. Continue reading. Walkthrough for Snake Valley Walkthrough for The Photobook 2 - First sins - Solution pour The Photobook 2 - Premiers péchés Walkthrough for The Photobook 1 - Deadly. Mar 6, Sisterhood of Dibella: Walkthrough. (F) Talk to a Traveling Sister to receive a random quest start to go and meet Senna at the Temple in Markarth; (M/F) Talk to anyone with the topic "What do you think of the Temple of. Ask her about how you can help and she will engage in one of her "homework". Family Ties is a companion quest in Sword Coast Legends.. Walkthrough Edit. Advance the main quest up to the point where you have traveled to the underdark and recruited Izhkin. Head back to the Adventurer"s Camp and. 1, Dalanir received a letter from Bregan D"aerthe that had information about his sister, Talisstra. The Women of the Sun Coast is a group of philanthropic professional women who support the organization"s mission to provide TEENren each year with Big Brothers and Big Sisters to transform their lives. Annually, the group hosts a signature fundraising event and other various activities for Bigs, Littles and its members. This quest becomes available right after you reach The Storm Coast for the first time, i.e. right after the meeting with Scout Harding (M5,1). From the scout, you learn, among others, that any contact with the members of the Inquisition has been lost. They were supposed to meet with the local bandits. You will be asked to look. Family Ties - Dalanir"s quest Companions quests Sword Coast Legends Guide. Inside one of them (M13,8), there is the symbol required for the next riddle(Symbol of House Mizzrym). As soon as. After you make it into the next part of the cave, first talk to Jeggred and enter the room and talk to Dalanir"s sister - Talisstra. May 4, Press New Game to begin playing. From the options menu you can adjust the audio settings, brightness, and pick full screen mode. There is only one game mode, but you can play with the tutorial for extra help. There are three main cursors in the game: (1) the magnifying glass cursor is used to take a. If you need help solving a couple of levels or all levels then this is the perfect walkthrough game guide for you to help you solve all the possible combinations. This is a real time multiplayer game in which you"ve got one goal, Collect as many crowns as possible without being obliterated. You can use powerups to your. Sister"s Secrecy: Arcanum Bloodlines. You may select the optional tutorial to familiarize yourself with how to interact with the game, or follow these steps: Pick up the CASKET KEY on the dresser (A). Slide the cursor over the lower part of the screen to open inventory and take. For Baldur"s Gate II: Shadows of Amn on the PC, FAQ/Walkthrough by DSimpson. Tomb Raider Underworld Gate of the Dead walkthrough. Detailed strategy for the Windows PC, also available. Tomb Raider Underworld Valhalla walkthrough. Detailed strategy for the Windows PC, Nintendo Wii version also available. Includes all. SEARCH FOR PROPERTY. Please view our database of current properties using the below search module Search Oregon mobile homes and manufactured homes for sale. In case you were looking for the Sharks Lagoon Sisters Of The Coast hint word, you came to the right place. Continue reading. Details Category: Solutions and Tips Written by Interactive porn Walkthrough for Sisters of the coast Part 1 - Solution pour Sisters of the coast 1er Partie. In case you were looking for the Sharks Lagoon Sisters Of The Coast hint word, you came to the right place. For now the game is only available in the Priv-Box, but I. Walkthrough for Snake Valley Walkthrough for The Photobook 2 - First sins - Solution pour The Photobook 2 - Premiers péchés Walkthrough for The Photobook 1 - Deadly. Chikorita, Bayleef and Meganium Chikorita is a pure Grass-type Pokemon and its final form, Meganium, has the best Special Defense of the three Starters and is the.

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5 sleep apnea mixed with xanax Family Ties - Dalanir"s quest Companions quests Sword Coast Legends Guide. Inside one of them (M13,8), there is the symbol required for the next riddle(Symbol of House Mizzrym). As soon as. After you make it into the next part of the cave, first talk to Jeggred and enter the room and talk to Dalanir"s sister - Talisstra. This quest becomes available right after you reach The Storm Coast for the first time, i.e. right after the meeting with Scout Harding (M5,1). From the scout, you learn, among others, that any contact with the members of the Inquisition has been lost. They were supposed to meet with the local bandits. You will be asked to look. Sister"s Secrecy: Arcanum Bloodlines. You may select the optional tutorial to familiarize yourself with how to interact with the game, or follow these steps: Pick up the CASKET KEY on the dresser (A). Slide the cursor over the lower part of the screen to open inventory and take. Mar 6, Sisterhood of Dibella: Walkthrough. (F) Talk to a Traveling Sister to receive a random quest start to go and meet Senna at the Temple in Markarth; (M/F) Talk to anyone with the topic "What do you think of the Temple of. Ask her about how you can help and she will engage in one of her how to crochet hooded scarf instructions Mar 6, Sisterhood of Dibella: Walkthrough. (F) Talk to a Traveling Sister to receive a random quest start to go and meet Senna at the Temple in Markarth; (M/F) Talk to anyone with the topic "What do you think of the Temple of. Ask her about how you can help and she will engage in one of her "homework". May 4, Press New Game to begin playing. From the options menu you can adjust the audio settings, brightness, and pick full screen mode. There is only one game mode, but you can play with the tutorial for extra help. There are three main cursors in the game: (1) the magnifying glass cursor is used to take a. The Women of the Sun Coast is a group of philanthropic professional women who support the organization"s mission to provide TEENren each year with Big Brothers and Big Sisters to transform their lives. Annually, the group hosts a signature fundraising event and other various activities for Bigs, Littles and its members. Sister"s Secrecy: Arcanum Bloodlines. You may select the optional tutorial to familiarize yourself with how to interact with the game, or follow these steps: Pick up the CASKET KEY on the dresser adderall orange round pill u 31 Mar 6, Sisterhood of Dibella: Walkthrough. (F) Talk to a Traveling Sister to receive a random quest start to go and meet Senna at the Temple in Markarth; (M/F) Talk to anyone with the topic "What do you think of the Temple of. Ask her about how you can help and she will engage in one of her "homework". Family Ties is a companion quest in Sword Coast Legends.. Walkthrough Edit. Advance the main quest up to the point where you have traveled to the underdark and recruited Izhkin. Head back to the Adventurer"s Camp and. 1, Dalanir received a letter from Bregan D"aerthe that had information about his sister, Talisstra. Family Ties - Dalanir"s quest Companions quests Sword Coast Legends Guide. Inside one of them (M13,8), there is the symbol required for the next riddle(Symbol of House Mizzrym). As soon as. After you make it into the next part of the cave, first talk to Jeggred and enter the room and talk to Dalanir"s sister - Talisstra. This quest becomes available right after you reach The Storm Coast for the first time, i.e. right after the meeting with Scout Harding (M5,1). From the scout, you learn, among others, that any contact with

6 "homework". May 4, Press New Game to begin playing. From the options menu you can adjust the audio settings, brightness, and pick full screen mode. There is only one game mode, but you can play with the tutorial for extra help. There are three main cursors in the game: (1) the magnifying glass cursor is used to take a. If you need help solving a couple of levels or all levels then this is the perfect walkthrough game guide for you to help you solve all the possible combinations. This is a real time multiplayer game in which you"ve got one goal, Collect as many crowns as possible without being obliterated. You can use powerups to your. The Women of the Sun Coast is a group of philanthropic professional women who support the organization"s mission to provide TEENren each year with Big Brothers and Big Sisters to transform their lives. Annually, the group hosts a signature fundraising event and other various activities for Bigs, Littles and its members. Family Ties is a companion quest in Sword Coast Legends.. Walkthrough Edit. Advance the main quest up to the point where you have traveled to the underdark and recruited Izhkin. Head back to the Adventurer"s Camp (A). Slide the cursor over the lower part of the screen to open inventory and take. This quest becomes available right after you reach The Storm Coast for the first time, i.e. right after the meeting with Scout Harding (M5,1). From the scout, you learn, among others, that any contact with the members of the Inquisition has been lost. They were supposed to meet with the local bandits. You will be asked to look. Family Ties is a companion quest in Sword Coast Legends.. Walkthrough Edit. Advance the main quest up to the point where you have traveled to the underdark and recruited Izhkin. Head back to the Adventurer"s Camp and. 1, Dalanir received a letter from Bregan D"aerthe that had information about his sister, Talisstra. Family Ties - Dalanir"s quest Companions quests Sword Coast Legends Guide. Inside one of them (M13,8), there is the symbol required for the next riddle(Symbol of House Mizzrym). As soon as. After you make it into the next part of the cave, first talk to Jeggred and enter the room and talk to Dalanir"s sister - Talisstra. If you need help solving a couple of levels or all levels then this is the perfect walkthrough game guide for you to help you solve all the the members of the Inquisition has been lost. They were supposed to meet with the local bandits. You will be asked to look. Sister"s Secrecy: Arcanum Bloodlines. You may select the optional tutorial to familiarize yourself with how to interact with the game, or follow these steps: Pick up the CASKET KEY on the dresser (A). Slide the cursor over the lower part of the screen to open inventory and take. The Women of the Sun Coast is a group of philanthropic professional women who support the organization"s mission to provide TEENren each year with Big Brothers and Big Sisters to transform their lives. Annually, the group hosts a signature fundraising event and other various activities for Bigs, Littles and its members. May 4, Press New Game to begin playing. From the options menu you can adjust the audio settings, brightness, and pick full screen mode. There is only one game mode, but you can play with the tutorial for extra help. There are three main cursors in the game: (1) the magnifying glass cursor is used to take a. If you need help solving a couple of levels or all levels then this is the perfect walkthrough game guide for you to help you solve all the possible combinations. This is a real time

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UGURUS PRESENTS WEBSITE PROPOSAL OBJECTION ANSWER SCRIPTS By Brent Weaver MY TOP 10 PROVEN SCRIPTS THAT WILL HELP YOU OVERCOME ANY OBJECTION YOUR CLIENT MAY HAVE WITH YOUR WEBSITE PROPOSAL Brent Weaver

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Walkthrough of Lust Man Standing General Tips Talk to people and don t be an asshole Dialogues are an important aspect of the game. You can start a conversation with anybody by clicking on their head.

This walkthrough was put together by Skullcracker while the old DSotSC message boards were still up. If, after you read this walkthrough, you still have questions go to the DSotSC message board at the DSotSC site .

By popular demand, here you go, the quests in order;

General

Everything begins with you flooding the Cloakwood Mines. This starts Chapter 5. As soon as the mines are flooded, prepare your party to take on a new NPC. She"s an elven cleric. (i.e. strip the NPC to be dumped of all magic items, and dump him/her in an area that you can pick him/her up later, if you choose - inside buildings are recommended). It is also recommended that you sleep as soon as possible, so the Chapter 5 dream sequence runs.

The quests must be completed in this order, save the Dark One, which can be done anytime, except as the last quest. The missing nephew quest reset all of my new Dark Side areas (i.e. removed them) when I completed it. I don"t know if this was specific to my game, or was supposed to happen. So play safe, and assume it will happen to you.

Jet"Laya"s Quest

Go to the Friendly Arm Inn map. Jet will seek you out if you head to the southern portion of the map. Take up her quest to find her sister and have her join your party. As soon as you do, the Forest of the Forgotten Souls maps should highlight on your world map, and the Dark Side intro program will run. This is similar to your dream programs in between chapters, except the narrator sounds like Sean Connery speaking into a paper bag (Sorry CъChoinneach, couldn"t resist).

To access the LS maps you need to go through Peldvale. People have trouble finding the access, so the co-ordinates are x=5020, y=638, map 2400. Co-ordinate access is achieved by pressing the "L" key on your keyboard, and it pinpoints the location of your mouse pointer. There are 3 LS maps. The first is inconsequential. On the second map, you must observe the phantoms doing battle for a while. Just stand and watch. Nothing happens, but it is a prerequisite for what will come. Be very careful on these maps, as undead exist that can and will suck your experience and levels. Quick save after each little battle, AFTER you have checked that you haven"t been sucked for XP. If you have, resume from the previous quick save. This will save you a world of grief

Enter the last LS map at night. As close to midnight is best. It has been reported (but I have yet to confirm this) that you also need to clear out the undead nasties that are located in a cavern in the north central portion of this map. Play safe and clean it out. Now you have to search for Jet"s sister. She reportedly moves around this map, but I have generally found that she is pretty close to the cavern that you cleaned out. You know you are close when you hear wailing and moaning.

When you find her, Jet will engage in conversation and ask if you still want to help. You better say "yes" else you are screwed. On her sister"s body is a necklace of importance. Right click on it for a very helpful game hint.

The Dark One

After you polish off the sister, the Dark One quest is normally next up. The Dark One quest does not find you (as all of the other quests do). When you finish Jet"s quest, walk back to the map where the phantoms and cabin are located. Sometimes the phantom will talk to you, and sometimes you have to talk to the phantom. The Dark One is located very close by, so it takes very little time to complete; however the battle is of epic proportion. You will find that you have to kill the Dark One (be careful as he teleports away, and this does not count as a kill), and then the phantom will ask what"s taking so long. He then informs you that you need the Dark One"s life essence that is located within the cabin (this is the trigger for the cabin access). Get the stuff from the cabin (which the Dark One may be guarding from the outside), kill the Dark One again, and pick up the 6 potions that are on his body. Take the 6 potions to the phantom and everyone is happy (except the Dark One, as he"s dead). Be careful not to kill the phantom in all of the battling. He is vulnerable to attacks after the first time he talks to you. He is also affected by turning undead, so be careful if you use this power.

Upon finishing this battle (and finding some very cool treasure), make sure you return Jet"s sister"s necklace (the tear necklace) to her family member located in the Jovial Juggler Inn (Beregost). He will give you a letter that allows you to have a special mace made. Take the letter to the Thunder Hammer smithy weapon shop. Otho will commence the construction of the mace, which will take 5 days.

The Dragon Quest

A child should approach you to go to the Red Sheaf Inn (or was that the Burning Wizard, I forget). You will meet the priest of Morningwhatever. He says that he has recently lost a religious relic, and you are to return it to him. Accept the quest, then go to the Nashkell Inn. You will meet Jeremy (mayor"s assistant), who asks if you will vanquish the dragon. Also at the Nashkell Inn is Strongblade. He asks to join your party to help slay the dragon. You might have to wait a few minutes in the Inn, as Strongblade enters from the rear room area AFTER you have decided to take on the dragon quest. Now you"re off to the races.

On the way to the dragon map (just south and east of Nashkell), you will meet a halfling thief. He is a decent thief, and you can ditch Imoen if you want. He also carries 6 or 7 arrows of green dragon slaying.

Upon approaching the dragon (east central area of the map), you will encounter numerous gnolls that do nothing but piss you off as you get ready to do serious battle. Try and kill them off without initiating the dialogue with the dragon.

As for battle tactics against the overgrown lizard, I will leave that up to you.

After you kill the dragon, you need to find his hoard. The access is located a little to the west, on a mountain facing (still within view of where the dragon was sitting). You need to find the hoard, as that is where the religious relic is located, along with more cool treasure. If anyone in your party is proficient with battle axe, you will love the weapon in the hoard.

Now you return to Nashkell to return the religious relic to the cleric , as well to get your rep. points from Jeremy (the mayor"s assistant). On the way a little girl will approach you. You have to be nice to her *evil character grimaces* and then the game goes on autopilot as everyone gets taken to the mayor"s house. You now regain control of your game, enter the mayor"s house, and talk to the mayor"s wife about her missing child. Ask who had access to the child.

The Citadel Quest

You resume heading back to return the relic and get your rep. points. Outside of the Nashkell Inn is a lady that tells you about a lost necklace just to the north. Help her out. On the way you meet CъChoinneach and his damn dog. He fills you in on the child/vampire issues, and the Citadel should now appear on your map.

In the interim is the special mace. You should have had this put into production (as it is made by Otho at the weapon smith"s shop). You go to pick it up, and when you exit the shop, Elminster talks to you and empowers the mace. He then says you should have it blessed by a cleric.

You remember that after you returned the religious relic to the priest of Morningwhatever, he said if you ever need anything, you can find him at the temple, located just east of the Friendly Arm Inn. You go there, have him bless the mace, and now you can find the access to the Citadel (the access will not appear until the mace is blessed). You find the access on the east (or was it north) boundary of the map that you fought the dragon.

If you thought there were a lot of undead on Jet"s quest, you haven"t seen anything yet! It is highly recommended that you keep Jet for this quest (but not essential). Jet and CъChoinneach make a dynamite front line against the undead.

After numerous levels of the Citadel (don"t forget the upper levels, as there is a +3 vorpal weapon hidden in the top level chimney stack) you will encounter the baby sister. Demand the return of the baby, and prepare yourself for battle. There is some dialogue with CъChoinneach and the vampire, and after a few spells, the head vampire buggers off.

After more undead battling, you should find him (and the babysitter) waiting for you not too far away (end of a long corridor). This is where things can get dicey. If you are lucky and kill him on this screen, you get transported to his tomb/crypt where you find the baby. If he gets away, you have a bit of search ahead of you.

You will find the map that is the template for the basement of the Candlekeep map. There are several corridors that are seriously trapped, but contain great treasure. There is one corridor that appears to be a dead end - BUT it is not. You will find stairs going down. Take them after you have cleared the remaining areas.

This lower level is maze like and contains more, you guessed it, undead. You have to meander around to the north, west, south and then back east to get where you want to go. The head nasty (and maybe the babysitter) are located in the small area furthest to the east. After you finally kill them, there is an access on the east side of this small area that leads to the crypt. Again, nice treasure - but don"t forget to bring the baby back. If you have killed any of these nasties previously, it is possible to get numerous babies, but don"t worry, it doesn"t affect the quest. Bring the baby back to his mother and get the rep. points.

Otho"s Nephew

The next (and last) quest begins with you being summoned to the Hammer smithy shop again. Otho (who made your mace) is looking for his nephew. He went missing somewhere between Beregost and Nashkell. Obviously, take up the quest.

You are looking for a campfire that is located on one of the maps indicated. It is just to the left of the main road. There is an access somewhat concealed (not hidden) on the mountain rock face just to the left of the campfire.

What will follow is a whole host of maps until you find a map that looks like the main floor of the Flaming Fist headquarters (in BG). SAVE THE GAME IMMEDIATELY. As you enter the room you will find Trollslayer doing battle with about 50 Duragar (underground dwarves). He will ask if you want to help him. Duh, say yes. When the fight is over talk to Trollslayer (awesome Dwarven fighter) and have him join your group. He will tell you that "the bastards killed the nephew," but will want to investigate the unnatural recent goings-on. There have been major problems with getting Trollslayer to join your party, so if he doesn"t respond to you, you need to download the Trollslayer fix file from the Dark Side home page and unzip it in your override file (I think that"s where it goes, just follow the instructions). Resume playing from the game that you strategically saved just before the battle.

You will go through seemingly endless mazes, and will either encounter the Drow leader or a very very nasty undead beast. Either way, these battles are great, and I"ll let you figure out how to deal with them on your own. It is stressed that on all of the maps that you venture through, that you look for ALL accesses. There are a few that wouldn"t expect to find. Search for them all, as there is a pile of treasure just waiting to be had.

You now have to venture back (very long walk unless you found the Bandit Camp access) and tell Otho about his nephew. He takes the war hammer that Trollslayer has and guess what? You have now finished the Dark Side quests. As a word of advise, read all of the books that you find in the Drow leaders quarters, one of them has some interesting facts about the game.

Глава 1

Внизу штор слева возьмите ДНЕВНИК (1).
Осмотрите стол слева (2), возьмите КЛЮЧ , после чего этим ключом откройте шкатулку. Возьмите МЕДАЛЬОН , который будет служить подсказкой.
Справа появится сцена поиска.
Она может быть как обычный поиск, а можно поменять ее на головоломку «три в ряд».
КЛЮЧ от ТАЙНИКА
С пола поднимите ВЕНТИЛЬ (3).
Загляните в ванную слева (4), на кран поместите вентиль, откройте его, после чего появится запись, что тайник находится на полу.
Осмотрите рисунок на полу (5), нажмите на него. Появится замочная скважина тайника – поместите найденный ключ, прочитайте письмо.
Просмотрите ролик.

Пройдите сцену поиска – в инвентарь добавлен КРЮК НА ВЕРЕВКЕ . Также вы заработали 3 монетки.

Возьмите СПИЧКИ (1).
Прочитайте статью в газете (2).
Нажмите на крылья (3), после чего чудовище улетит. Осмотрите телегу (4), возьмите РУКОЯТЬ от КАЛИТКИ .
Осмотрите трещину в полу (5), с помощью крюка на веревке достаньте ВЕНТИЛЬ .
Осмотрите калитку (6), поместите рукоятку в отверстие, нажмите на нее, после чего пройдите внутрь.
Просмотрите ролик.

С фонтана заберите КЛЕЙ (7).
Осмотрите столб слева (8), поместите вентиль, прокрутите его.
Сцена измениться, просмотрите ролик.

Возьмите синий цветок – добавлена монета.
Осмотрите обрывки билета на фонтане (1), соедините их вместе, склейте обрывки клеем – заберите БИЛЕТ на ДИЛИЖАНС.
Пройдите вперед в лес.
Осмотрите лодку (2), возьмите РОГАТИНУ.
Возьмите 2 синие цветка – добавлены 2 монеты.
Вернитесь к фонтану (шаг вперед).

Осмотрите столб слева (1), возьмите ВЕНТИЛЬ.
С помощью рогатины достаньте ФОНАРЬ со столба (2).
Вернитесь в лес.
Поместите фонарь на столб (3), внизу столба откройте крышку (4), поместите вентиль, откройте его. Осмотрите фонарь, откройте дверцу, зажгите фонарь спичками.
Осмотрите вещи справа возле женщины (5), откройте сумочку, оттуда выпадет КЛЮЧ . Осмотрите фотографию, а также странную схему.
Вернитесь на перрон (2 шага назад).

Осмотрите чемодан на перроне (1), откройте защелки с помощью найденного ключа.
Нажмите на цветные кнопки, как было показано на картинке в лесу. Решение: синяя, красная, желтая, зеленая, фиолетовая, оранжевая.
Отодвиньте пять листков, возьмите КИНЖАЛ .
Пройдите к фонтану (шаг вперед).
Поместите билет на дилижанс (2), после чего просмотрите ролик.

Глава 2

Возьмите 2 синие цветка – добавлены 2 монеты.
Осмотрите зеленую жидкость на земле (1), возьмите ЗОЛОТУЮ МОНЕТУ.
Прочитайте статью из газеты возле колеса дилижанса (2).
Осмотрите статую (3), с его груди заберите СИМВОЛ СВЕТЛЫХ СТРАЖЕЙ.
Возьмите ЛОПАТУ (4).
Пройдите вправо.
Пройдите сцену поиска – в инвентарь добавлен МОЛОТОК . Также вы заработали 3 монетки.
Возьмите 2 синие цветка – добавлены 2 монеты.
С колодца заберите БУТЫЛКУ С-ПОД ЛЕКАРСТВА (5).
Прочитайте статью из газеты на дереве (6).
Осмотрите вскопанную землю возле колодца (7), с помощью лопаты выкопайте яму, где потом можно что-то посадить.
Идите вперед.

Просмотрите ролик, после чего существо что-то уронит.
Поговорите с мальчиком (1).
С бочки справа возьмите ЧАСТЬ ПЕРГАМЕНТА (2).
С земли подберите КРАСНЫЙ КРИСТАЛЛ (3).
Слева на столбе возьмите ВЕДРО (4).
Осмотрите лодку слева (5), возьмите РУЧКУ от КОЛОДЦА.
Осмотрите акулу у бара (6), откройте ей пасть, возьмите обросшую кораллами РУНУ.
Осмотрите дверь бара (7), нажмите на дверной молоток, после чего поговорите с барменом.
Отдайте бармену символ светлых стражников.
Пройдите в бар.

Прочитайте запись на столе дракона (1).
Возьмите 2 синие цветка – добавлены 2 монеты.
Со стола заберите ЯБЛОКО (2).
Поговорите с барменом (3), с драконом (4), с продавцом (5).
После разговора с продавцом у вас откроется магазин, где вы можете потратить все свои монеты.
Отдайте продавцу золотую монетку, в инвентарь добавятся СЕМЕНА ЛУННОГО ЦВЕТКА.
Осмотрите картину сверху головы бармена (6), возьмите СИМВОЛ треугольник , после чего вновь поговорите с барменом.
Пройдите вперед в погреб.
УДОЧКА . Также вы заработали 3 монетки.
Возьмите 2 синие цветка – добавлены 2 монеты.
Прочитайте запись на стене (7).
Возьмите ВИНОГРАД (8).
Выйдите на улицу (2 шага назад).

С помощью удочки достаньте КОРАБЛИК из воды справа (1).
Отдайте кораблик мальчику (2), после чего он отдаст вам ПЕЧАТЬ .
Идите к колодцу (шаг назад).
Пройдите сцену поиска – в инвентарь добавлен ЛИСТ МЯТЫ . Также вы заработали 3 монетки.
Поместите на соответствующее место ручку на колодец (3), затем поместите ведро (4).
Нажмите на ручку, чтоб набрать из колодца ВОДУ.
Осмотрите выкопанную ямку у колодца (5), поместите в нее семена лунного цветка, закопайте ямку лопатой, полейте землю водой – вырастет цветок, возьмите ЛЕПЕСТКИ ЛУННОГО ЦВЕТКА .
Идите к дилижансу (шаг назад).

Глава 3

Осмотрите зеленую жидкость (1), наберите в бутылочку из-под лекарства КИСЛОТУ.
Идите к фонтану (нажмите на дилижанс).
Осмотрите символ на фонтане (2), поместите символ-треугольник, чтоб активировать головоломку. Нужно восстановить картинку, меняя плитки местами.
Возьмите МАГИЧЕСКУЮ ДУДОЧКУ.
Нажмите на дилижанс, чтоб проехать к статуе стражника.

Осмотрите кобру на земле (1), поместите магическую дудочку, чтоб активировать головоломку, нужно три раза повторить последовательность нажатия на отверстия.
Решение:
1. красный, синий, фиолетовый
2. красный, желтый, оранжевый, фиолетовый
3. желтый, зеленый, красный, синий, голубой.
Отдайте кобре яблоко, после чего в инвентарь добавлено ОТРАВЛЕННОЕ ЯБЛОКО.
Осмотрите статую (2), поместите в руку орден, после чего заберите РУБИНОВЫЙ ГЛАЗ.
Идите в погреб бара (шаг вправо, 3 шага вперед).
ГРАБЛИ . Также вы заработали 3 монетки.
Осмотрите плакат справа (3), поместите часть пергамента, вы узнали рецепт коктейля.
Идите на берег (2 шага назад).

Осмотрите лодку слева (1), граблями удалите мох, после чего покажется кружка дракона. Примените кислоту на цепь, возьмите КРУЖКУ ДРАКОНА.
Осмотрите бочку справа (2), поместите на крышку проросшую кораллами руну, затем молотком три раза ударьте по предмету, возьмите РУНУ ОГНЯ.
Пройдите вперед к бочкам в центре погреба (3), поместите кружку дракона, затем в каждое отверстие определенный предмет, который нарисованный возле дверцы, после чего решите головоломку. Нужно нажать на каждый кран определенное количество раз.
Решение:
- первая бочка – три раза на кран;
- вторая бочка – поместить мяту, нажать на краник четыре раза;
- третья бочка – поместить виноград, нажать на краник два раза;
- четвертая бочка – поместить лепестки лунного цветка, нажать на краник три раза;
- пятая бочка – поместить яблоко, нажать на краник два раза;
- шестая бочка – поместить рубиновый глаз, нажать на краник один раз.
В инвентарь будет добавлен КОКТЕЙЛЬ ДРАКОНА.
Идите к дракону (шаг назад).

Отдайте дракону коктейль (1), после чего он отдаст вам ВОЛШЕБНЫЙ МЕЛ.
Выйдите на улицу (шаг назад).
Незнакомое существо что-то рисует на земле (2), оно улетит.
Осмотрите место (3), где сидело существо. Примените мелок три раза.
Просмотрите ролик.
Из земли поднимите ЖЕЛТЫЙ КРИСТАЛЛ.
Идите на корабль (шаг влево).

Осмотрите парусник справа (1), примените волшебный мелок, чтоб сделать очертание лица. Нужно нажать мелком на каждую черточку.
Вы поплывете вперед.
Страшные монстры будут преграждать путь, их нужно прогнать, откройте трюм (2), спуститесь вниз.
Пройдите сцену поиска – в инвентарь добавлен ЛОМ . Также вы заработали 3 монетки.
Осмотрите сундук справа (3), сломайте замок ломом, откройте крышку, возьмите ЧАСТЬ КРУГА С РИСУНКОМ.
Поместите часть круга с рисунком на стол (4), нажмите на него, чтоб решить головоломку. Вращайте круги, чтоб восстановить рисунок.
Слева на стене возьмите ГОРН (5).

Осмотрите стол справа в углу (1), решите головоломку. Нужно смешать краски таким образом, чтоб получить сиреневую, оранжевую и розовую эссенции.
Решение:
- оранжевая эссенция – желтый + красный;
- сиреневая эссенция – синий + красный;
- розовая эссенция – красный + белый.
ТРИ ЭССЕНЦИИ добавлены в инвентарь.
Поднимитесь на палубу.
Примените горн на чудовищ (2).
Появятся хранители.
Просмотрите ролик.
Примените на каждого хранителя свою цветовую эссенцию (3).

Глава 4

Возьмите 2 синие цветка – добавлены 2 монеты.
У стены слева возьмите ПУСТОЙ МЕШОЧЕК (1), а также снимите МАНТИЮ СЕКТАНТА (2).
Возьмите мантию и поместите ее на ворота (3), пройдите вперед.
Возьмите 2 синие цветка – добавлены 2 монеты.
Осмотрите дверь домика слева (4), возьмите ФЕЙЕРВЕРК.
Идите направо.

Возьмите 2 синие цветка – добавлены 2 монеты.
С пасти чудовища заберите ЖЕЛТЫЙ ШАРИК (1).
Слева возьмите СИНИЙ ШАРИК (2).
Возьмите КИРКУ (3).
Нажмите на руку рыцаря (4), возьмите ЗЕЛЕНЫЙ ШАРИК.
Возьмите РУННЫЙ КАМЕНЬ (5).
Пройдите вперед.
Возьмите 2 синие цветка – добавлены 2 монеты.
Идите влево.

Пройдите сцену поиска – в инвентарь добавлена ЧАША от СТАТУИ. Также вы заработали 3 монетки.
Возьмите 2 синие цветка – добавлены 2 монеты.
Осмотрите падающую статую (1), в отверстие поместите кинжал, заберите ТЕМНЫЙ БРИЛЛИАНТ.
Три раза нажмите на РУКУ МОНСТРА , чтоб оторвать ее (2).
Идите обратно на кладбище (шаг назад).
Осмотрите могилу справа (3), нажмите на каску с фонариком, чтоб открыть крышку. Зажгите фонарик спичкой, возьмите ШАХТЕРСКУЮ КАСКУ.
Осмотрите склеп слева (4), киркой разбейте камни, примените каску, чтоб осветить путь.
Вы оказались в подземелье.

Возьмите 2 синие цветка – добавлены 2 монеты.
У рельсов возьмите ДИНАМИТ (1).
На шпалах возьмите МАСЛЕНКУ (2).
Нажмите на тележку (3), после чего она подъедет к вам. Осмотрите ее, примените руку монстра на загрязненный шар три раза, возьмите ШАР СВЕТЛОЙ ЭНЕРГИИ.
На тележку поместите динамит, подожгите фитиль спичками (4), после чего телега пробьет путь вперед.
Вернитесь к статуям рыцарей (2 шага назад).
Осмотрите шлем рыцаря слева (4), маслом из масленки смажьте петли, откройте крышку, возьмите СИМВОЛ ЗВЕЗДЫ.
Идите к неизвестному зданию (шаг назад, шаг влево).

Возьмите 2 синие цветка – добавлены 2 монеты.
В голову на лестнице (1) поместите фейерверк, подожгите его спичками. Фейерверк взорвется.
Поместите на выдвинутый кирпич лестницы рунный камень (2), возьмите из ниши столба СИМВОЛ ХАОСА (3).
Осмотрите круглый диск на двери (4), слева в отверстие поместите темный кристалл, после чего решите головоломку. Нужно провести луч так, чтоб зажегся центральный камень.
Решение на скриншоте.
Пройдите внутрь.

Зажгите свечи слева спичками (1).
Пройдите сцену поиска – в инвентарь добавлен СИМВОЛ СОЛНЦА.
Возьмите 2 синие цветка – добавлены 2 монеты.
С ветки справа возьмите ТРЯПКУ (2).
Осмотрите книгу на полу (3), возьмите СИМВОЛ ЛУНЫ.
Выйдите на улицу (шаг назад).
Осмотрите сидящую статую (4), тряпкой сотрите пыль с книги, после чего прочитайте запись, WISDOM есть ключом.
Заберите с лестницы РУННЫЙ КАМЕНЬ (5).
Вернитесь в здание (шаг вперед).

Осмотрите статую осла с книгой (1), нажмите на буквы WISDOM, возьмите КЛЮЧ от книги.
Поднимитесь на второй этаж в библиотеку.
Возьмите 2 синие цветка – добавлены 2 монеты.
В левое отверстие на стене поместите символ звезды (2).
В среднее отверстие на стене поместите символ солнца (3).
В правое отверстие на стене поместите символ луны (4).
Осмотрите книгу на пьедестале (5), поместите в замочную скважину ключ, прокрутите его, после чего решите головоломку. Нужно прокрутить фишки так, чтоб проделать дорогу от входа к выходу.
В инвентарь добавлена КАРТА ЛАБИРИНТА.
Осмотрите полку со стеклянным шаром (6), рунным камнем разбейте его, примените пустой мешочек, чтоб наполнить его ВОЛШЕБНОЙ ПЫЛЬЮ.
Спуститесь вниз по лестнице, пройдите сцену поиска – в инвентарь добавлен ЦВЕТОК.
Идите к главным воротам (4 шага назад).

Осмотрите область справа (1), поместите цветок, чтоб активировать головоломку. Нужно провести цветок в отверстие. Решение на скриншоте.
Возьмите КРАСНЫЙ ШАРИК.
Идите к главному склепу (шаг вперед, шаг вправо, шаг вперед, шаг влево в арку).
Осмотрите крышку склепа (2), поместите в отверстие символ хаоса, нажмите на головоломку.
Поместите синий, оранжевый, зеленый и красный шарики, чтоб активировать головоломку.
Нужно все шарики поменять так, чтоб все они находились на своем месте.
Возьмите КНИГУ ТЬМЫ.
Идите на кладбище (шаг назад).

Возьмите КНИГУ СВЕТА со статуи (1).
Примените волшебную пыль на могилу (2), осмотрите ее.
Возьмите рисунок, просмотрите ролик.
Запомните некий стишок.
Идите в библиотеку (2 шага назад, 2 шага вперед, по лестнице вверх).
Осмотрите полку с книгами (3), поместите книгу тьмы и книгу света, чтоб активировать головоломку.
Поменяйте книги местами, как было сказано в стишке на могиле: солнце, песочные часы, череп, меч, сердце, птица и книга без символа.
Возьмите СЕРДЦЕ.
Вернитесь на кладбище (3 шага назад, шаг вправо, шаг вперед).

Осмотрите статую ангела в центре кладбища (1), отдайте в руки чашу, затем поместите сердце. Ангел начнет плакать, после чего заберите ЧАШУ СО СЛЕЗАМИ АНГЕЛА.
Пройдите в подземелье.
Проход очищен, пройдите вперед.

Возьмите 2 синие цветка – добавлены 2 монеты.
Осмотрите кристаллы справа (1), с помощью кирки отколите СИНИЙ КРИСТАЛЛ.
Примените карту лабиринта на стену (2), после чего решите головоломку.
Решение на скриншоте.
Идите вперед.

Возьмите 2 синие цветка – добавлены 2 монеты.
Справа у скелете заберите ПОСОХ (1).
Поместите на статую справа шар светлой энергии (2), после чего возьмите с земли ШАР ТЕМНОЙ ЭНЕРГИИ (3).
Осмотрите головоломку на двери (4). Нужно найти все пары, после чего дверь откроется.
Пройдите вперед.

Возьмите 2 синие цветка – добавлены 2 монеты.
Пройдите сцену поиска – в инвентарь добавлен МЕЧ.
Осмотрите первую статую слева (1) – поместите посох.
Осмотрите вторую статую слева (2) – поместите меч.
Осмотрите третью статую слева (3) – поместите шар темной энергии.
В отверстие справа поместите символ огня (4), после чего откроется проход.
Осмотрите четвертую статую слева (5) – возьмите ВОЛШЕБНЫЕ ПЕРЬЯ.
Пройдите в открывшийся проход.

Глава 5

Возьмите 2 синие цветка – добавлены 2 монеты.
Осмотрите статую слева (1), возьмите ЧАСТЬ ГОЛОВОЛОМКИ.
Осмотрите бутылку в воде (2), разбейте бутылку рунным камнем, возьмите ЧАСТЬ ГОЛОВОЛОМКИ.
Возле панциря черепахи возьмите РЫЧАГ (3).
Осмотрите сундук на противоположном берегу (4), поместите 2 части головоломки, чтоб решить мини-игру. Решение на скриншоте.
В инвентарь добавлен ХРУСТАЛЬНЫЙ ЧЕРЕП с топливом.
Идите влево.

Возьмите 2 синие цветка – добавлены 2 монеты.
Осмотрите лебедку слева (1), возьмите РОЛИК от ВАГОНЕТКИ.
В отверстие механизма поместите рычаг (2).
Вернитесь на берег.
К перевернутой вагонетке справа примените найденный ранее ролик (3).
Идите в склеп (шаг назад).
Пройдите сцену поиска – в инвентарь добавлена ЦЕПЬ с КРЮКОМ.
Идите к лебедке (шаг вправо, шаг вперед).

Поместите цепь с крюком на механизм лебедки (1), нажмите на рычаг (2), после чего появится вагончик.
Зайдите в вагончик
Статуе справа в углу отдайте хрустальный череп с топливом (3).
В левом углу опустите рычаг (4), после чего вы поедете вниз.
Лифт сломается.
Возьмите ШЕСТЕРЕНКУ и положите ее на место в механизм (5).
Возьмите ВЕРЕВОЧНУЮ ЛЕСТНИЦУ (6).
Откройте люк (7), поместите веревочную лестницу и спуститесь вниз.

Возьмите 2 синие цветка – добавлены 2 монеты.
В засохшую банку с краской поместите чашу со слезами ангела (1), после чего заберите СИНЮЮ КРАСКУ.
Осмотрите незаконченную картину (2), примените найденную краску на 4 облака, после чего пойдет дождь.
Поговорите с хранителем леса.
Пройдите сцену поиска – в инвентарь добавлено КОРОМЫСЛО.
Возьмите ВЕТКУ хранителя леса (3).
Идите вперед.
Возьмите 2 синие цветка – добавлены 2 монеты.
С верхушки камня возьмите ПОЛОВИНУ АМУЛЕТА (4).
Примените коромысло на капкан (5), после чего идите вперед.

Возьмите 2 синие цветка – добавлены 2 монеты.
С земли поднимите ТРЯПКУ (1).
С корня дерева возьмите ЖЕНСКОЕ УКРАШЕНИЕ (2).
Пройдите в хижину.
Возьмите 2 синие цветка – добавлены 2 монеты.
Слева возьмите ТРЯПКУ (3).
Справа на столбе возьмите ОТВЕРТКУ (4).
Осмотрите полку (5), рунным камнем разбейте стеклянный предмет, возьмите ПЕЧАТЬ МОНСТРА.
Осмотрите монстра (6), в углубление в области сердца поместите печать, после чего заберите ЧАШУ статуи ангела. Также возле монстра возьмите ИГОЛКУ с НИТКОЙ.
Пройдите к вороне на дереве (2 шага назад).

Нажмите 3 раза на основу летающего змея в левом верхнем углу (1), пока она не упадет.
Осмотрите основу на земле (2), поместите на нее красную и синюю ткани, пришейте ткань иголкой с ниткой, заберите ВОЗДУШНОГО ЗМЕЯ.
Идите к хранителю леса (шаг назад).
Пройдите сцену поиска – в инвентарь добавлена КЛЕТКА.
Вернитесь к вороне на дереве (шаг вперед).
Поместите клетку на ворону (3), после чего в инвентарь будет добавлен СЫР.
Идите к хижине (шаг вперед).

Осмотрите антенну на крыше хижины (1), поместите воздушного змея, затем женское украшение.
Пройдите в хижину.
Осмотрите клетку (2), отдайте крысам сыр, возьмите СТРАННЫХ МЫШЕЙ.
Идите в вагончик (3 шага назад, по лестнице вверх).
Отверткой прикрутите шестеренку к механизму (3), после чего вы дальше начнете спускаться вниз.

Глава 6

Возьмите 2 синие цветка – добавлены 2 монеты.
Поговорите с женщиной (1), нужно приготовить целебный эликсир.
С земли возьмите ШЛЯПУ (2).
Осмотрите сломанный вагончик слева (3), возьмите ШЕСТЕРЕНКУ.
Пройдите вперед.
Возьмите 2 синие цветка – добавлены 2 монеты.
Возле зеркала возьмите ЧАСТЬ ЩИТА (4).
Осмотрите зеркало слева (5), нажмите на отражение, после чего возьмите ОСКОЛОК ЗЕРКАЛА.
Мешочек с волшебной пылью примените на меч справа (6), поговорите с призраком, ему нужна помощь.
Идите вперед.

Возьмите 2 синие цветка – добавлены 2 монеты.
Возле дракона возьмите МЕШОЧЕК с МРАМОРОМ (1).
Из дракона возьмите СТРЕЛУ (2).
На сломанный щит возле дерева поместите найденную часть щита (3).
Волшебные перья поместите в хвост волшебной птицы на ветке (4), после чего заберите ЩИТ . За щитом спрятана КРАСНАЯ ПТИЦА , возьмите ее также.
Вернитесь к призраку (шаг назад).
Отдайте призраку щит (5), поговорите с ним, после чего в инвентарь будет добавлена ВЕТКА РОЗЫ.
Возьмите МЕЧ (6).
Идите к пивоварне (шаг назад).

Осмотрите дверь пивоварни (1), поместите мраморные шарики, решите головоломку.
Решение на скриншоте.
Откроется дверь.
Зайдите внутрь.
Пройдите сцену поиска – в инвентарь добавлена РУКА КАМЕННОГО ГОЛЕМА.
Возьмите 2 синие цветка – добавлены 2 монеты.
Поместите найденную руку на голема (2), осмотрите его.
Откройте крышку, поместите шестеренку, затем в колесики странных мышей.
Пройдите сцену поиска – в инвентарь добавлена БУТЫЛОЧКА для КРОВИ ДРАКОНА.
Осмотрите столик с бутылочками (3), поместите бутылочку для крови дракона.
В розовую бутылочку поместите ветку розы, в зеленую бутылочку поместите веточку хранителя леса, в красную бутылочку поместите стрелу с кровь дракона.
Осмотрите чашу справа на ящиках (4), поместите в отверстие чашу статуи ангела, открутите вентиль бочки (5), возьмите ЛЕЧЕБНЫЙ ЭЛИКСИР.
Выйдите на улицу (шаг назад).

Отдайте лечебный эликсир женщине (1).
Поговорите с ней.
Возьмите СИРЕНЕВЫЙ КРИСТАЛЛ (2).
Идите налево к воротам замка.
Возьмите 2 синие цветка – добавлены 2 монеты.
Осмотрите головоломку на воротах (3), нужно менять части так, чтоб каждый шарик стоял на своем месте.

Глава 7

Примените осколок зеркала на демона (1), после чего крылатое существо заберет его.
Опустите рычаг слева (2), после чего откроются ворота в замок.
Проследуйте за крылатым существом (шаг назад, шаг вперед).
Поговорите с существом (3), после чего оно отдаст вам ЧАСТЬ АМУЛЕТА.
Вернитесь в замок (шаг назад, шаг влево, шаг вперед).

Слева опустите рычаг (1), чтоб осветить помещение.
Возьмите 2 синие цветка – добавлены 2 монеты.
С воды фонтана возьмите КРАСНУЮ ШАШКУ (2).
Осмотрите кресло слева у стены (3), нажмите на крышку, чтоб открыть ее, возьмите ЖЕЛТУЮ ПТИЦУ .
Осмотрите демона справа (4), в углубление поместите желтую птицу.
Осмотрите демона слева(5), в углубление поместите красную птицу.
Путь свободен.
Пройдите вперед.

Возьмите 2 синие цветка – добавлены 2 монеты.
Пройдите сцену поиска – в инвентарь добавлена МИСКА со СТУПКОЙ.
В руку рыцаря поместите меч (1), нажмите на рычаг (2), после чего возьмите срезанный РОГ МОНСТРА (3).
Осмотрите полку с книгой (4), прочитайте рецепт.
Поднимитесь на второй этаж.

Возьмите 2 синие цветка – добавлены 2 монеты.
Со стола справа возьмите ПАЛИТРУ КРАСОК (1).
С земли поднимите СТРАННОЕ ВАРЕВО (2).
Слева возьмите МАЛЕНЬКУЮ ФЛЕЙТУ (3).
Маленькую флейту отдайте статуэтке Пьеро на столе справа (4).
Осмотрите пьедестал в центре комнаты (5), поместите миску с пестиком, затем рог монстра. Нажмите на пестик в миске, чтоб растереть рог в порошок.
Поместите странное варево в штатив и заберите ПОРОШОК тайного пути.
Поместите палитру с красками на картину слева (6), нажмите на картину, чтоб разукрасить ее. Откроется ниша, загляните в нее, примените порошок тайного пути, после чего откроется дверь в тайную комнату.
Пройдите в дверь влево.

Возьмите 2 синие цветка – добавлены 2 монеты.
Поговорите с дядей (1), он попросит шляпу и трость.
Со стола возьмите СИРЕНЕВУЮ ШАШКУ (2), также КОЛБУ с КРАСНОЙ ЖИДКОСТЬЮ (3) и КЛЮЧ (4).
Идите к статуе рыцаря с монстром (шаг вправо, шаг назад).
Пройдите сцену поиска – в инвентарь добавлена МАЛЕНЬКАЯ СКРИПКА.
Осмотрите сундук (5), в замочную скважину поместите ключ, возьмите ТРОСТЬ.
Поднимитесь наверх.

Отдайте маленькую скрипку статуэтке ежика на столе справа (1), возьмите АЛМАЗНЫЙ ГЛАЗ.
Идите в тайную комнату (шаг влево).
Отдайте дяде трость и шляпу (2), после чего поговорите с ним и он исчезнет.
Осмотрите тумбочку стола (3), в отверстия поместите 2 части амулета.
Тумбочка откроется, прочитайте запись.
Осмотрите шкафчик слева (4), капните на символ красную жидкость из колбы, возьмите СТАТУЭТКУ ГОЛЕМА.
Идите на первый этаж в холл замка (шаг вправо, 2 шага назад).

Осмотрите шахматную доску (1), поместите красную и сиреневую фишки. Решите головоломку. Каждую шашку нужно поместить на место соответствующего цвета.
После того как вы выиграете, монстр превратится в пепел – возьмите ЗЕЛЕНЫЙ КРИСТАЛЛ (2).
Идите в комнату со статуэтками (шаг вперед, по лестнице вверх).
Осмотрите очаг (3), в углубление поместите алмазный глаз, после чего откроется проход.
Пройдите вперед.

Возьмите 2 синие цветка – добавлены 2 монеты.
Осмотрите каждый пьедестал и поместите в отверстие кристаллы соответствующего цвета (1-5).
Появятся сектанты.
Вы окажетесь на месте жертвоприношений.
Пройдите сцену поиска – в инвентарь добавлен ЯЗЫЧОК от КОЛОКОЛА.
В отверстие на стене слева поместите голема (6).
Осмотрите колокольню (7), поместите в колокол язычок и нажмите на него.
Просмотрите финальный ролик.

Бонусная глава

Пройдите сцену поиска – в инвентарь добавлены ДУХИ.
Возьмите три ЧАСТИ КАРТЫ (1-3).
Пройдите в дверь.
Возьмите три ЧАСТИ КАРТЫ (4-6).
Возьмите ЧАСТЬ ГОЛОВОЛОМКИ (7), ВОЛЫНКУ (8) и РЫЧАГ (9).
Осмотрите калитку справа (10), тьма блокирует дверь. Прогоните их с помощью духов.
Пройдите вперед.

Пройдите сцену поиска – в инвентарь добавлена ЧАСТЬ ГОЛОВОЛОМКИ.
Возьмите три ЧАСТИ ГОЛОВОЛОМКИ (1-3).
Осмотрите стрелку указывающую дорогу (4), секатором срежьте плющ, запомните направление.
Идите вперед, вперед, влево, влево, вперед, вправо.

Возьмите ЧАСТЬ КАРТЫ (1) и МАСКУ (2).
Осмотрите область у ворот слева (3), возьмите ЧАСТЬ КАРТЫ и ПУСТУЮ МАСЛЕНКУ.
В отверстие поместите рычаг и опустите его.
Вам откроется головоломка.
Наполните масленку маслом из лужи (4).
Осмотрите головоломку (5), в отверстие поместите 4 части головоломки.
Решите головоломку. Нужно найти картинки, которые подходят по смыслу к выделенной картинки.
Пройдите в ворота.

Пройдите сцену поиска – в инвентарь добавлена ПЕНТАГРАММА.
Возьмите ДОСКУ (1), МАСКУ (2), ГИРЬКУ (3).
Осмотрите окно тюрьмы (4), поговорите с мальчиком.
Идите влево.
Пройдите сцену поиска – в инвентарь добавлена ЧАСТЬ ПАЗЛА.
Возле пьедестала возьмите РУЧКУ ЛОПАТЫ (5).
Сделайте 2 шага назад.

С помощью доски отодвиньте камень слева (1), осмотрите землю, откройте крышку, после чего заберите ПЕНТАГРАММУ и МАСКУ.
Выйдите из леса (шаг назад).
Пройдите сцену поиска – в инвентарь добавлен КЛЮЧ.
Возле огромного черепа в лезвие лопаты поместите ручку (2), возьмите готовую ЛОПАТУ.
Идите к дому (шаг назад).

Осмотрите дверь слева (1), поместите часть головоломки в отверстие, чтоб активировать ее.
Решение на скриншоте.
Пройдите в здание.
Возьмите три ЧАСТИ КАРТЫ (2-4).
Также возьмите МАСКУ (5) и ВОЛЫНКУ (6).
Идите к пьедесталу в лесу (шаг назад, 3 шага вперед, шаг влево).

Осмотрите пьедестал (1), поместите на поверхность все части карты, после чего соберите кусочки вместе.
Осмотрите область в сцене, какая была отмечена в карте (2), с помощь выкопайте сундук, поместите в замок ключ, откроется головоломка.
Нажмите на головоломку, поместите 4 маски. Нужно поворачивать маски так, чтоб все они были одной масти. Это нужно сделать в три этапа.
Решение на скриншоте.
Из сундука возьмите ПЕНТАГРАММУ.
Идите к тюрьме (шаг назад).

Осмотрите дверь (1), поместите в отверстия три пентаграммы.
Пройдите внутрь.
Смажьте маслом петли двери (2).
Слева снимите ФОНАРЬ (3).
Идите вперед.
Пройдите сцену поиска – в инвентарь добавлена ГИРЯ.
Справа с лампы снимите колпак (4), возьмите КЛЮЧ.
Вернитесь в коридор (шаг назад).

Найденный ключ поместите в замочную скважину на животе дракона (1), нажмите на головоломку.
Поместите две волынки, после чего нажимайте на последовательность загорания волынок.
Решение:
- 7 – 2 – 9;
- 7 – 2 – 6;
- 6 – 4 – 1 – 9 – 2;
- 5 – 2 – 1 – 6 – 3;
- 9 – 7 – 4 – 5 – 8 – 1 – 4.
С пасти дракона возьмите ШЕСТЕРЕНКУ.
Пройдите вперед.
С помощью фонаря осветите лестницу (2).
Поднимитесь по лестнице вверх.

Поговорите с мальчиком (1), после чего идите в дом с часами (6 шагов назад, шаг влево).
Осмотрите часы в центре комнаты (2), откройте крышку, поместите гирьку, затем шестеренку, после чего заберите ЧАСТЬ ГОЛОВОЛОМКИ.
Вернитесь к мальчику (шаг назад, 3 шага вперед, в дверь прямо, 2 шага вперед).

Осмотрите замок на решетке (1), поместите часть головоломки.
Пройдите три уровня, перемещая фишку снизу вверх.
Решение на скриншоте.
На появившийся крюк повесьте гирю (2).
Мальчик свободен, поговорите с ним.

Пройдите сцену поиска – в инвентарь добавлена НОЖОВКА.
Осмотрите окно позади мальчика (1), распилите решетку ножовкой, окно забито.
Вновь пройдите сцену поиска – в инвентарь добавлена ВЕРЕВКА.
Опять нажмите на окно позади мальчика, привяжите к решетке веревку, спуститесь через окно вниз.
Просмотрите финальный ролик.

Ariel’s twin sister, Belle, has been kidnapped and it’s up to you to assist in her rescue!

Whether you use this document as a reference when things get difficult or as a road map to get you from beginning to end, we’re pretty sure you’ll find what you’re looking for here.

This document contains a complete Sister’s Secrecy: Arcanum Bloodlines game walkthrough featuring annotated screenshots from actual gameplay!

We hope you find this information useful as you play your way through the game. Use the walkthrough menu below to quickly jump to whatever stage of the game you need help with.

Remember to visit the if you find you need more help. Have fun!

This walkthrough was created by Space Monkey Games , and is protected under US Copyright laws. Any unauthorized use, including re-publication in whole or in part, without permission, is strictly prohibited.

Walkthrough Menu

General Tips

  • Select Options to adjust the Music, Voice and Sound Effects Volume. You may also select or de-select Full Screen and Custom Cursor. You may also change the Difficulty level of play.
  • Select the difficulty level that suits your style of play: Casual, Adventure or Hard. The level may be changed during play by selecting the Menu tab in the lower left corner and selecting Options.
  • The Diary records events and tips and is updated during play. New entries are indicated by a glowing diary.
  • The Tasks tab in the Diary shows the current objectives. A completed task is marked with a green checkmark.
  • The Achievements bookmark in the Diary allows you to replay hidden object scenes and puzzles as you progress. These may also be accessed from the Achievements tab on the Main Menu. Once the standard game is complete, you cannot access them.
  • Coins are used for purchasing Backstory Sketches, Game Sketches and Audio Clips from the in-game store.
  • Access the store by clicking the tab on the upper right side of the screen (A). It slides out to reveal a moneybag and the number of coins collected. Click the moneybag to open the store.
  • The Store shows the amount you can spend (B).Click an item to select it. A checkmark appears in the corner of the item (pink). Click Buy (C) to open the items. Return to the game by clicking the X in the upper right corner (D).
  • The Store may also be accessed from the Main Menu.
  • Obtain coins by solving Hidden Object Scenes (maximum of 3) and puzzles (maximum of 3).Two purple flowers in each major scene are worth 1 coin each.
  • Hints are available for Hidden Object Scenes (HOS) and general game play. HOS items can also be eliminated by playing an optional match-3 game.
  • Puzzles may be skipped.
  • Game play is not linear. This guide attempts to show the most efficient way through the game. Not all inventory items are collected when first encountered. If you are missing an inventory item or cannot complete a scene as indicated in this guide, check previous entries.

Chapter 1: Searching for Clues



  • You may select the optional tutorial to familiarize yourself with how to interact with the game, or follow these steps:
  • Pick up the CASKET KEY on the dresser (A).
  • Slide the cursor over the lower part of the screen to open inventory and take the CASKET KEY.
  • Insert the key in the casket lock (B); the locket inside becomes the Hint icon.

  • Click and hold the left mouse button down on the curtain (C); drag the curtain to the left.
  • Uncover the Diary. It contains story information and hints to help with game play. It also includes a Tasks tab to track goal progress.
  • Picking up the diary triggers a Hidden Object Scene (HOS) indicated by fluttering butterflies (D).
  • Most HOS contain items listed in yellow. These items require an extra step to find.

  • Drag the cursor around the scene until it turns into a hand to discover the interactive areas (E and F).
  • The items in each scene are random. This guide only shows the location of the interactive areas and the inventory item.
  • Clicking the Hint locket will locate a random object.

  • Items can also be found by playing a match-3 game (G).
  • Dropping a tile with an eye on it to the bottom of the board removes one hidden object item.
  • A glowing ball eliminates one tile. Click the ball and then the tile you wish to eliminate. The tile above the eliminated tile drops down.
  • The dynamite eliminates all tiles immediately around it when dropped onto a line of three tiles.
  • Click the magnifying glass with the eye to return to the original HOS.

  • Completing a HOS earns coins based on the completion time (@).
  • The coins are used later in the game for purchasing items in the in-game store.
  • Open the Diary and click the Achievements bookmark to replay a hidden object scene.
  • Please review the General Tips section of this guide for a complete explanation of the store and collecting coins.

  • Pick up the VALVE on the floor (H).
  • Enter the bathroom.
  • Place the VALVE on the tap. Click to turn the water on and see a message appear.
  • Exit the bathroom.

  • Lift up the edge of the carpet (I); insert the CACHE KEY in the lock.
  • Read the letter.

Chapter 2: Opening the Suitcase


  • Speak with the woman on the platform.
  • Play the HOS.
  • Open the interactive area under the stairs (J) to fine the items listed in yellow.
  • Locate all of the items on the list; receive a HOOK WITH ROPE.

  • Pick up the box of MATCHES; move the debris pile (K) to find a GATE HANDLE.
  • Read the note (pink) for diary information.
  • Each scene has two purple flowers. Find them both (yellow) to receive two coins.
  • Peer down the hole in the platform (L); use the HOOK WITH ROPE to retrieve a VALVE.
  • Look closer at the suitcase (pink).
  • Zoom in on the barred door (M); attach the GATE HANDLE and click to open the door.

  • The purple flowers in each scene are circled in yellow (N).
  • Examine the base of the lamppost (O); attach the VALVE to the pipe.
  • Turn the valve to summon Uncle Arthur.

  • Pick up the VALVE again for inventory.
  • Pick up the can of GLUE (P).
  • Examine the pieces of paper (Q) to open a puzzle.
  • Place the pieces in the outline. Pieces lock into place when correctly positioned.
  • Use the GLUE to repair the tears. Take the COACH TICKET.
  • Go forward between the two trees (R).

  • Look under the boat (S) at the murder scene; take the LONG POLE.
  • Return to the fountain.

  • Use the LONG POLE to remove the LANTERN by the fountain.
  • Return to the murder scene.
  • Attach the LANTERN to the light pole (T); examine the base of the pole (U).
  • Open the cover and attach the VALVE; click to turn on the gas.
  • Open the glass door on the lantern (V); use a MATCH to light the lantern.

  • Look at the area around the log (W).
  • Pick up the picture to add diary information.
  • Click the strange looking paper next to the box to add puzzle information to the diary.
  • Open the box; take the KEY.
  • Go down twice to the train platform.

  • Inspect the abandon suitcase (X).
  • Insert the KEY in both locks (aqua) to open the case and play a puzzle.
  • The goal is to flip the switches in the correct order; refer to the diary for the solution (Y).
  • Solution. Flip the colored switches in this order: Blue-Red-Yellow-Green-Pink-Brown.
  • Move the papers around to collect diary information and uncover the STRANGE DAGGER.
  • Go forward.

Chapter 3: Finding Reginald


  • Place the COACH TICKET on the carriage (Z).
  • An animated horse and carriage appear; click to change scenes.

  • Zoom in on the statue (A); take the GUARDIAN ORDER SYMBOL.
  • Read the diary page (pink); take the SHOVEL.
  • Look closer at the green puddle (B); take the GOLD COIN.
  • Head down the path (C) to the well area.
  • Play the HOS.

  • Look into the tree hollow (D) to find the yellow listed items.
  • Turn the board (E) over to find the Ladybug.
  • The HAMMER goes to inventory.

  • Read the diary page (F); pick up the MEDICINE BOTTLE (G).
  • Continue forward to the port (H).
  • Speak to the boy.

  • Take the BUCKET off the stump (I).
  • Pick up the RED CRYSTAL on the path (J); grab the PARCHMENT FRAGMENT off the barrel (K).
  • Look closer at the boat (L); take the WELL HANDLE.
  • Open the whale’s mouth (M); take the CORAL COVERED RUNE.
  • Zoom in on the tavern door (N); use the knocker to summon the saloonkeeper.

Chapter 4: The Dragon’s Cocktail


  • Speak with the saloonkeeper; give him the GUARDIAN ORDER SYMBOL (O).
  • Enter the tavern.

  • Earn the patron’s trust and cooperation by taking the TRIBUTARY SYMBOL from the picture above the bar (P).
  • Speak with the saloonkeeper (Q); next speak to the old dragon (R); speaking to the magician (S) opens the store.

  • Here is where the accumulated coins come in handy (T).
  • Click the blue dot on a locked item; a checkmark appears next to it (U); click the ‘Buy’ button (V) to open the purchased items.
  • Please review the General Tips section for more information about the store.

  • Exit the store. Give the magician the GOLD COIN (aqua) and receive MOONFLOWER SEEDS.
  • Take the APPLE on the table; pick up the document (pink) for diary information.
  • Go down the steps to the cellar.
  • Take the GRAPES and the parchment (W).
  • Play the hidden object scene (X).

  • Look behind the cloth (Y) to find the items listed in yellow.
  • Find the rest of the listed objects.
  • The FISHING ROD goes to inventory.

  • Exit the tavern.
  • Zoom in on the TOY BOAT (Z); use the FISHING ROD to retrieve it.
  • Give the TOY BOAT to Reginald; he gives you the SEAL OF GUARD.

  • Go down once to the well area.
  • Play the HOS.
  • Peer into the tree hollow (A) to find most of the items listed in yellow.
  • Knock over the rock (B) to locate the pocket watch or move the leaves on the right to find the apple.
  • Find the rest of the listed objects; the MINT LEAF goes to inventory.

  • Go down once to the destroyed bridge.
  • Place the cursor over the carriage; it turns into an animated horse and carriage.
  • Click to return to the fountain.
  • Zoom in on the glowing symbol on the fountain (C); place the TRIBUTARY SYMBOL in the inlay to open the compartment.

  • Click the board to open a swap-the-tiles-puzzle.
  • The best strategy is to match shapes and colors around the edges and next to the woman.
  • See the solution for the completed puzzle (D).
  • Take the MAGIC REED from the secret compartment.

  • Click the carriage to return to the destroyed bridge.
  • Look closer at the snake (E).
  • Place the MAGIC REED on the snake to open three rounds of a repeat-the-sequence puzzle.
  • Give the snake the APPLE; receive a POISONED APPLE (F).

  • Zoom in on the statue (G).
  • Place the SEAL OF GUARD in its hand (pink); pluck a RUBY EYE.
  • Inspect the green puddle behind the snake (H); dip the MEDICINE BOTTLE into the puddle.
  • Take the BOTTLE OF ACID.

  • Go down the path to the well.
  • Place the WELL HANDLE on the side of the windlass (I); attach the BUCKET to the rope.
  • Click the handle to lower the bucket; click again to pull up a BUCKET OF WATER.
  • Look closer at the loose soil (J).

  • Use the SHOVEL three times to dig a hole for the MOONFLOWER SEEDS (K).
  • Cover the seeds using the SHOVEL; pour the BUCKET OF WATER on the mound (L).
  • Pluck the MOONFLOWER PETALS (M).

  • Go forward three times to enter the tavern cellar.
  • Play the HOS.
  • Look behind the red cloth (N) to find the area for the items listed in yellow.
  • Find the rest of the listed objects.
  • The RAKE goes to inventory.

  • Exit the tavern.
  • Look in the bottom of the boat (O).
  • Use the RAKE to uncover a mug; pour the BOTTLE OF ACID on the chain to free the DRAGON CUP.

  • Return to the tavern cellar.
  • Look at the old parchment on the wall (P).
  • Put the PARCHMENT FRAGMENT in center; the information goes into the diary.
  • Zoom in on the barrel (Q).
  • Put the CORAL COVERED RUNE on the top; use the HAMMER three times to remove the coral.
  • Take the RUNE OF FIRE.

  • Go toward the barrels in the back.
  • Put the DRAGON CUP on the floor below all of the tubes (R).
  • Match the ingredients (S) with the symbols on the barrels (MINT LEAF, GRAPES, MOONFLOWER PETALS, POISONED APPLE and RUBY EYE).
  • Refer to the diary page (T) for the number of times to press the tap on each barrel.
  • Press near the tap and watch the counter. Use the Reset button if necessary.
  • Order doesn’t matter, just the amount of each ingredient.
  • Take the DRAGON COCKTAIL.
  • Solution: Top barrel – 3; mint – 4; grapes – 2; moonflower petals – 3; poisoned apple – 2; ruby eye – 1.

  • Give the dragon the DRAGON COCKTAIL (U).
  • Receive ENCHANTED CHALK.

  • Exit the tavern.
  • Look closer at the ground where the winged creature was (V).
  • Click the ENCHANTED CHALK three times on the drawing; take the YELLOW CRYSTAL.
  • Board the boat (W).

  • Zoom in on the sail (X) to open a puzzle.
  • The goal is to use the ENCHANTED CHALK to highlight the outline.
  • A correctly highlighted line turns white.
  • Place the chalk on a line (yellow) and click to highlight it.

  • Open the hatch (Y).
  • Go below the deck.

  • Play the hidden object scene.
  • Move the curtain (Z) to find the bat.
  • Find the rest of the listed objects.
  • The CROWBAR goes to inventory.

  • Zoom in on the trunk (A).
  • Use the CROWBAR to pry off the lock; take the PIECE OF PAINTED WHEEL and place it on the table to open a puzzle (B).
  • Click each ring until it locks into place.
  • Completing the puzzle releases the hands holding the fish-shaped HORN (C).
  • Look closer at the table (D) to open a puzzle.

  • The goal is to use the paintbrush (E) to combine two colors in the bowl (F) to fill the three empty bottles (G) with ORANGE, PURPLE and PINK ESSENCES.

  • Solution: Orange = red and yellow; Purple = blue and red; Pink = red and white.
  • Return to the deck.
  • Use the HORN to blow (H) the creatures away.
  • Pour the correct color essence (I) on the river guardians.

Chapter 5: The Village


  • Attempt to enter the gates (J).
  • Pick up the EMPTY SACK and CULTIST’S ROBE (K).
  • Place the CULTIST’S ROBE on the door to gain entrance.

  • Look at the door of the cabin on the left (L); take the FIRECRACKER.
  • Take the right path (M) to the old battle site.

  • Pick up the YELLOW BALL (N) and BLUE BALL (O).
  • Take the PICKAXE and RUNE STONE (P).
  • Knock the gauntlet off the armor (Q); pick up the GREEN BALL.
  • Go forward.

  • Go left through the archway (R) to the tomb area.

  • Play the hidden object scene.
  • Find the STATUE’S GOBLET.
  • Examine the statue on the left (S).
  • Insert the STRANGE DAGGER in the slit (pink); take the DARK DIAMOND from the compartment.
  • Yank on the claw on the side of the tomb (T) three times to free it; pick up the MONSTER’S PAW.
  • Back out to return to the cemetery.

  • Look closer at the tombstone on the right (U).
  • Grasp the miner’s helmet (V) to open the lens for the light.
  • Use the MATCHES to light (W) the MINER’S HELMET.
  • Zoom in on the tombstone on the left (X).
  • Use the PICKAXE three times to clear away the rocks.

  • Place the MINER’S HELMET at the mine entrance to illuminate the area.
  • Examine the left back wall (Y).
  • Place the MONSTER’S PAW on the wall three times to reveal the SPHERE OF LIGHT ENERGY (Z).
  • Pick up the OIL CAN and DYNAMITE from the floor of the mine.
  • Exit the mine; go down once to return to the old battle site.

  • Zoom in on the armor helmet (A).
  • Apply the contents of the OIL CAN to the visor; open the visor and remove the STAR SYMBOL.

  • Go down once to the crossroads; take the left path up the hill.
  • Place the RUNE STONE on the step brick (B) to open a secret compartment.
  • Take the CHAOS SYMBOL from the compartment (C); pick up the RUNE STONE for later use.
  • Put the FIRECRACKER on the statue’s head (D).
  • Use the MATCHES to light the firecracker and scare the bats off the statue.
  • Zoom in on the door (E); place the DARK DIAMOND on the board (yellow) to open a puzzle.

  • The goal is to rotate the reflectors to direct the beam to the mirrors and into the gem in the center.
  • Click the blue reflectors to change the direction of the beam.
  • Solution is shown (F).

  • Examine the book on the floor (G); take the MOON SYMBOL.
  • Pick up the PIECE OF CLOTH (H).
  • Use the MATCHES to light the candelabra (I) to trigger a hidden object scene (J).

  • Open the cabinet door (K) and look behind the statue (L) to find the yellow-listed items.
  • Find the rest of the objects; the SUN SYMBOL goes to inventory.
  • Exit the library.

  • Look closer at the statue on the left (M).
  • Use the PIECE OF CLOTH to remove the dust covering the book and uncover a message.
  • Enter the library.
  • Examine the book the horse is holding (N).
  • Depress the letters W-I-S-D-O-M to open a secret compartment .Take the BOOK KEY.
  • Go up the stairs.

  • Examine the bottom shelf (O). Use the RUNE STONE to break the glass; fill the EMPTY SACK with a SACK OF MAGIC DUST. (Missing the RUNE STONE? Check the front steps).
  • Insert the SUN, MOON and STAR SYMBOLS in their matching inset (P). The beams remove the chains from the book.
  • Insert the BOOK KEY in the book lock (Q) to open a connect-the-pipes puzzle.

  • Rotate the pipes to form a complete path from the left arrow (aqua) to the right arrow (white). Pipe positions are random. Exit and reenter the scene to reset the pipes.
  • A possible solution is shown (R); receive a LABYRINTH MAP.
  • Go down stairs.

  • Play the HOS.
  • Look at the floor tile (S) and open the bookshelf door (T) to find the yellow-listed items.
  • Find the rest of the objects.
  • Receive a FLOWER for inventory.
  • Go down three times to the entrance gates.

  • Zoom in on the carriage.
  • Place the FLOWER in the lock to open a puzzle.
  • Guide the flower around the tracks. Pass the fixed flowers to rotate track segments to open or closed.
  • One solution is to follow the outside track around and back to the starting position (U). Go forward on the outer track (V) to the ending point.
  • Take the RED BALL (W).
  • Go up, right, up and left to return to the tomb.

  • Insert the CHAOS SYMBOL in the outline on the front of the tomb (X) to open a compartment.

  • Zoom in on the compartment; add the RED, BLUE, GREEN and YELLOW BALLS to open a puzzle (Y).
  • The goal is to arrange the balls according to the color at the end of the row or column. The screenshot shows the completed puzzle.
  • Use the four arrows (aqua) to move the balls along a row or column. Click the center to rotate the balls.
  • Take the BOOK OF DARKNESS from the compartment (Z).
  • Exit to the cemetery.

  • Take the BOOK OF LIGHT from the statue (A).
  • Pour the SACK OF MAGIC DUST in the circle (B).
  • Remove the drawing and watch the cutscene. Read the inscription on the base of the statue (C); make a note of the symbols.
  • Go back to the second floor of the library.

  • Zoom in on the books (D); add the BOOK OF LIGHT and BOOK OF DARKNESS to the shelf.
  • Refer to the diary entry (E) and note the symbols; swap the books on the shelf so they are in the same symbol order (F).
  • Take the CRYSTAL HEART from the compartment (G).
  • Return to the cemetery.

  • Look closer at the angel (H).Place the STATUE’S GOBLET in her hands; insert the CRYSTAL HEART in the heart-shaped inset.
  • Take the GOBLET OF ANGEL’S TEARS.
  • Enter the mine (I).

  • Click the cart lodged against the rocks (J) to pull it back.
  • Place the DYNAMITE on the cart (K); use the MATCHES to light the fuse.
  • Enter the cave.

Chapter 6: The Labyrinth


  • Use the PICKAXE to chip off the BLUE CRYSTAL (C).
  • Put the LABYRINTH MAP on the tunnel entrance (D) to open a puzzle.

  • The goal is to find the path through the maze from the lower left corner to the ‘X’.
  • The solution is shown (E). Choose any path to go forward.

  • Pick up the STAFF (F).
  • Place the SPHERE OF LIGHT ENERGY in the hands of the statue (G); pick up the SPHERE OF DARK ENERGY the other statue drops (H).
  • Zoom in on the door to open a puzzle (I).

  • Find each pair of matching symbols on the door (J) to enter.
  • A correctly matched symbol lights up.

  • Enter the chamber; play the HOS.
  • Open the plate (K) in the column to find the yellow-listed object.
  • Find the rest of the items; receive the SWORD.

  • Place the SPHERE OF DARK ENERGY (L); the SWORD (M) and STAFF (N) in the hands of the statues.
  • Take the ENCHANTED FEATHERS from the statue (O).
  • Place the RUNE OF FIRE on the door (P).

Chapter 7: Crossing the Ravine


  • Pick up the LEVER from beneath the turtle (Q).
  • Use the RUNE STONE to smash the bottle (R) and get an ORNAMENT FOR PUZZLE.
  • Look at the angel (S). Take the second ORNAMENT FOR PUZZLE.
  • Zoom in on the chest (T). Place the two ORNAMENT FOR PUZZLE pieces on the board to open a slider puzzle.





  • Follow these steps to solve the puzzle (T): Slide the top tile (green) to the right; slide the three pink tiles up; slide the aqua tile to the right; slide the yellow tile up; slide the white tile to the left. Look at (U) for the results and the next steps.
  • Next (U): Slide the green tile down; slide the pink tile right; slide the aqua tile up; slide the pink tile left; slide the green tile up; slide the white tile left. Look at (V) for the results and the last steps.
  • Finally (V), slide the four aqua tiles down and side the pink tile right to the exit.
  • Collect the CRYSTAL SKULL WITH FUEL.

  • Go up the steps to the cable terminal.
  • Take the WAGON ROLLER from beneath the chain spool (W). Note: The second flower (dashed yellow) is on the far right side of the cliff above the Hint locket.
  • Go down to the marsh and place the WAGON ROLLER on the broken wagon (X).

  • Go down once to the crystal crypt; play the HOS.
  • Wipe away the spider web to find the spider (Y).
  • Find the rest of the objects; receive the CHAIN WITH HOOKS.

  • Exit the crypt; go up the steps to the terminal.
  • Attach the CHAIN WITH HOOKS to the wheel (Z); insert and pull the lever to retrieve the cable wagon (@).
  • Place the CRYSTAL SKULL WITH FUEL in the statue’s hands and pull the lever.

  • Pick up the ROPE LADDER and open the hatch (A).
  • Peer down the hatch opening (B) and attach the ROPE LADDER to exit.

  • Pour the GOBLET OF ANGEL’S TEARS into the dry paint (C); take the CAN OF PAINT.
  • Zoom in on the unfinished painting (D). Place the CAN OF PAINT on the four clouds to start the rain; Take the WOOD KEEPER’S TWIG.

  • Play the HOS. Receive a YOKE.
  • Go forward to follow the path.
  • Pull on the branch (E) three times to dislodge the kite.
  • Use the YOKE to spring the trap (F); pick up the LOCKET PART on the rock.

  • Go forward.
  • Pick up the PIECE OF CLOTH and FLOWER ORNAMENT (G).

  • Go forward.
  • Take the PIECE OF CLOTH (H).
  • Zoom in on the back shelf (I). Use the RUNE STONE to break the glass; take the MONSTER’S STAMP.
  • Look closer at the creature (J). Place the MONSTER’S STAMP in the inset to open its chest; take the ANGEL’S FLASK; pick up the NEEDLE AND THREAD by the side of the body.
  • Go down three times.

  • Play the HOS by the old tree.
  • Find the listed objects.
  • The FALCON IN A CAGE (K) goes to inventory.

  • Go forward.
  • Hang the FALCON IN A CAGE next to the crow (L) to receive the piece of CHEESE in its beak.
  • Attach the two PIECES OF CLOTH to the kite frame with the NEEDLE AND THREAD (M). Take the KITE.

  • Go forward.
  • Examine the antenna (N). Attach the KITE. Put the FLOWER ORNAMENT on the kite string to turn the power on.

  • Go into the shed.
  • Zoom in on the mouse cage (O). Coax the STRANGE MICE out of their cage with the piece of CHEESE.
  • Take the SCREWDRIVER from the post.

  • Go down three times and up the rope ladder to the cable wagon.
  • Pick up the COG WHEEL and reattach it to the gears (P). Use the SCREWDRIVER to secure the cog and complete the journey.

Chapter 8: The Healing Potion


  • Speak to the woman (Q).
  • Examine the crashed cable wagon (R) and take the COG WHEEL; grab the FANCY HAT (S).
  • Go toward the windmill in the distance.

  • Pick up the SHIELD FRAGMENT (T).
  • Touch the mirror (U) to break it; take the MIRROR FRAGMENT.
  • Sprinkle some dust from the BAG OF MAGIC DUST (V) on the sword. Speak to the old crusader.
  • Go forward.

  • Take the MARBLES and ARROW WITH DRAGON’S BLOOD (W).
  • Place the SHIELD FRAGMENT on the broken shield (X).
  • Put the ENCHANTED FEATHERS on the bird (Y).
  • Take the restored SHIELD and the RED BIRD that was hiding behind the shield (Z).
  • Go back once.

  • Give the SHIELD to the ghost of the crusader (A).
  • Take the THORN FLOWER and SWORD after the crusader vanishes (B).
  • Go down once.

  • Zoom in on the brewery door.
  • Place the MARBLES on the door to open a puzzle.
  • Distribute the stones across the scale pans until they are all at the same height (C).

  • Enter the brewery.
  • Play the HOS.
  • Move the sun to find the Paw print (D).
  • Find the rest of the listed objects; receive a STONE GOLEM ARM.

  • Place the STONE GOLEM ARM on the golem (E).
  • Open the golem’s chest plate (F).Add the COG WHEEL and STRANGE MICE.
  • This triggers a hidden object scene.

  • Move the cloth to find the Star (G).
  • Find the rest of the listed objects.
  • Receive a FLASK OF DRAGON BLOOD.

  • Add the FLASK OF DRAGON BLOOD to the other two bottles (H).
  • Put the THORN FLOWER in the red bottle; the WOOD KEEPER’S TWIG in the green bottle and the ARROW WITH DRAGON’S BLOOD in the pink bottle. They combine and fill the vat (dashed white).
  • Speak to the harpy (K); receive the second LOCKET PART.
  • Return to the Castle. Pull the lever (L) to lower the drawbridge; enter the main hall.

  • Pull the lever (M) to light the chandeliers. Open the lion’s head on the chair; take the YELLOW BIRD.
  • Pick up the RED CHECKER (N).
  • Zoom in on each of the stair guardians (O); place the YELLOW and RED BIRDS in the color-coded outlines.

  • Go forward; play the HOS.
  • Move the cloth to find the heart (P).
  • Find the rest of the listed objects; receive a MORTAR.

  • Put the SWORD in the knight’s hand (Q); pull the lever (R) and pick up the MONSTER’S HORN that gets lopped off (S).
  • Look closer at the bookcase (T). Read the recipe.
  • Continue up the stairs.

  • Pick up the COLOR PALETTE, STRANGE BREW and SMALL FLUTE.
  • Look closer at the table (U). Put the MORTAR in the alchemy tray; add the MONSTER’S HORN to the mortar; click the mortar for a pestle to appear and grind the horn (V).
  • Place the STRANGE BREW on the top of the tray (W); take the MAGIC POWDER.
  • Put the COLOR PALETTE on the hand (X). Look closer to open a puzzle.

  • Use the picture in the corner (Y) as a guide to paint the picture as shown.

  • Completing the painting causes an indentation in the wall (Z).
  • Examine the wall closer; throw the MAGIC POWDER on the wall.
  • Enter the secret room.

  • Speak with Uncle Arthur (A).
  • Take the PURPLE CHECKER, KEY and FLASK OF BLOOD.
  • Go right to exit the secret room. Go down once.

  • Play the HOS.
  • Move the curtain to find the fly (C).
  • Find the rest of the listed objects.
  • Receive a SMALL VIOLIN.

  • Use the KEY to open the chest (D).
  • Take the INTRICATE CANE.
  • Go down once to the entry hall.



  • Zoom in on the table (E); place the RED and PURPLE CHECKERS on the red and purple squares on the board to open a puzzle.
  • The goal is to move the colored checkers into their same colored holes.
  • Clicking a checker will show a move if it is available.
  • See the solution (F) for the order and path for the checkers.
  • Pick up the GREEN CRYSTAL that falls on the floor.
  • Go up twice.

  • Enter the secret room.
  • Give Uncle Arthur (G) the INTRICATE CANE and FANCY HAT (in that order.
  • Play the HOS.
  • Move the peacock feathers aside (M) to find the Star.
  • Find the rest of the listed objects.
  • Receive a BELL CLAPPER.

  • Place the GOLEM STATUE in the inset in the rock (N).
  • Put the BELL CLAPPER in the bell (O); ring it to wake up the golem.
  • Watch the final scene.
  • Congratulations, you have completed Sister’s Secrecy: Arcanum Bloodline!

My god, it’s April. As I look back through my archive of written material, one of the takeaways is that Commander 2017 was a very good set for sparking ideas for decks, to the point where there are generals I meant to dive into at some point that just got lost in the shuffle of everything else that goes on. This really puts into perspective the weeks where I panicked to find a topic of conversation, as the suite of generals premiering in last year’s expansion were extremely viable topics. This week I wanted to take a look at the Vampire deck to cover a general other than Edgar Markov-the best Vampire Tribal general depending on who you talk to-and try to forge a path that isn’t entirely made to be Vampire Tribal. Between my options of Mathas, Fiend Seeker and Licia, Sanguine Tribune I saw more inspiration in Licia as something I haven’t seen yet in Mardu and I think should be on people’s radar. I’m going to channel the spirit of the Souls Sisters deck-best known in the Magic 2011 Standard and recent Modern-in Commander, hopefully to grand effect.

Licia, Sanguine Tribune

Directly from Wizards: Licia is an army general renowned for her ruthlessness in battle. She wields dual swords stained with the blood of countless victims, including the enchanted blood of an angel, whose feathers Licia wears in her helmet as a symbol of her supremacy. Basically, for those who didn’t know, her lore is pretty awesome. And while many legendary creatures use lifelink to their advantage-especially vampires-I like the tension that arises as you pay life to make your general stronger and how methods of life gain itself is linked to getting your general into play.

This is where the idea of building a shell in the spirit of a Soul Sisters deck comes into play, something I had not considered as I analyzed each general back in August. As my past attempts to mimic competitive format decks have proven that a singleton format does not always deliver enough consistency. I am not aiming to construct a deck that wins the same way the inspiration does, but capture some of the themes in a way that plays well in Commander. Soul Sisters is traditionally a mono-white deck, a concept I’m not sure can be supported in Commander under that exact color identity, but I am certain can work with the addition of other colors. I have to imagine that granting a core Orzhov team haste, trample, and/or double strike will make for an impressive threat. The goal of this deck is gaining life in meaningful chunks without raising any flags, such as regularly being at 100+ life, but just enough to never be at risk of dying to anything other than commander damage. Life is a resource we’ll be using and we want to be able to replenish it like we might our hand size or board presence.

I Got Soul and I am a Soldier

The first step is porting over elements of the Standard/Modern deck that make sense of the deck, this includes Soul’s Attendant , Soul Warden , and Suture Priest all acting a creatures that trigger an ability when a creature enters the battlefield. Another key piece will be Serra Ascendant , which requires no work in Commander to meet the criteria on turn one, meaning we have a 6/6 lifelink and hopefully our general by turn three. In the past I have heard that this is an unfair advantage on turn one and that some “Commander errata” should be done to change the criteria on cards like this or Felidar Sovereign , but I am inclined to disagree on the basis that in a multiplayer game the advantage is pretty mitigated to the point where the Ascendant only makes you die slower and the Sovereign is good but often answered by someone at the table.

With the addition of black we can also include Blood Artist , Falkenrath Noble , and Zulaport Cutthroat as a way to make creature leaving the battlefield as beneficial as when they entered. While this won’t often prevent people from playing their Wrath of God or Decree of Pain , it does produce value in a situation where you might be losing your creatures. Rounding off the list of life gain tricks, I would consider a few of the Extort creatures, like Pontiff of Blight , Vizkopa Confessor , or even Syndic of Tithes , to help syphon life points from the rest of the table with every spell you cast.

Making an Entrance

While Angelic Chorus can be a nice bonus, the spicy part of this deck is that we’re going to be able to make entering the battlefield matter in ways that the Orzhov color identity alone won’t; with a package of spells like Electropotence , Impact Tremors , Purphoros, God of the Forge , and Warstorm Surge in our deck, not only will we be gaining life or draining life from our opponents, we can also be dealing sizable chunks to creatures or players. Obviously a card like Purphoros begs to be built around and we can honor that request by playing cards like Raise the Alarm , Midnight Haunting , and Lingering Souls , but I wouldn’t want to warp my deck construction too hard in that direction, instead choosing to slowly accrue damage every turn as a long-term plan.

Red also offers us gems from the earlier parts of it’s color pie like Onslaught to tap down blockers and more recent hits like In the Web of War , Boltwing Marauder , and Ogre Battledriver to supercharge our creatures and get damage in quickly. All these pieces together will hopefully mean we can be attacking with Licia as soon as possible everytime we cast her and recouping the life spent to add counters to her.

Better Boros

Imagine if all your burn spells did a Lightning Helix impression. This is a deck where Firesong and Sunspeaker could really shine in the other 99, which means I will address the elephant in the room: Firesong and Sunspeaker’s exclusivity. When I read that this was going to be a buy-a-box promo exclusively it didn’t register with me what that meant, because I thought Wizards had learned a long time ago to not have something be available in such limited quantity. Turns out my understanding-that this version was exclusive to the buy-a-box version and a different version was in packs, etc.-was wrong and the internet quickly became The Hunger Games.

I get the problem, I am not especially happy with the steps people looking to acquire this card will need to go through and how parts of the audience with gaps in their knowledge may miss this card’s existence. But this doesn’t have to be Nalathni Dragon . The fix can be easy. Wizards can reprint this card in a supplemental set somewhere down the line if the demand is there, and hopefully people won’t flip tables when they inevitably do. This is the kind of general a lot of people have been asking for in Boros, a unique effect-kudos for using Soulfire Grand Master as blueprint for the design-that doesn’t strictly revolve around combat to win games. I think this card will mostly see play in the other 99, but I love that there is an audience over the moon about making this their general.

Counting Life

Having a general with lifelink makes the cards that support life gain as a strategy much more viable. The life gain as a win condition strategy is not a horrible backbone for a deck either. While gaining infinite only makes you the target of the nearest Voltron player, keeping your life total high enough that you’re not likely to die without someone commiting all their resources to you can cause you to fly under the radar. Even with the advent of Aetherflux Reservoir it is not uncommon to see players overlooking life totals sitting in the mid forties to low fifties. This might be my favorite way to win for a life gain deck, as 50 life to knock out a player still brings with it a fair amount of tension that cards like Test of Endurance or Felidar Sovereign just don’t. At the end of long game, it can feel more earned if you can threaten to kill any player at the cost of 50 life, while “you win the game” can be anti-climatic.

Either way, to race towards one of these victories, I would employ Rhox Faithmender , as it cuts down the time spent building up you life total dramatically while being a reasonable blocker. Conversely, True Conviction is a win condition in its own right, that still matters if you drop it into even a smaller board state. And finally, it’s going to be important to consider spells that gain you more life than the mana you invested in the. The flag bearers of this are

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