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Читы для Necronomicon: The Dawning of Darkness

Чит-файл для Necronomicon: The Dawning of Darkness

Necronomicon:
The Dawning of Darkness

в России известна как

Некрономикон

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Название в России:Некрономикон
Разработчик:Index
Издатель:Cryo Interactive Entertainment
Локализатор в России:Nival Interactive
Издатель в России:
Модель распространения:розничная продажа
ISO статус:релиз состоялся 9 мая 2001 года
Официальный сайт:Открыть русский сайт
Жанры:Adventure
Похожие игры:Dracula 2: The Last Sanctuary, Dracula: Resurrection
Multiplayer:Отсутствует

Даты выхода игры

вышла 30 августа 2001 г.
вышла в 2001 г.

Solution [ENG]

Информация актуальна для
CD1
   A. William Stanton's House - 1st visit
   1) Someone knocks on the door
Open the door of the house
Edgar Wycherley bursts in
Edgar Wycherley gives you a prism that is placed automatically in your main
inventory

2) Go into the office
Pick up the small key from the telephone table

3) Go over to the writing desk
Take the small key from the main inventory and open the middle draw
Take the money and the keys from this draw

4) Head back to the door of the house
Doctor Egleton gives you his telephone number. This piece of paper is
automatically stored in the main inventory

5) Leave the house
Go over to the scooter
Take the pair of keys from the main inventory to start the scooter
Go straight on in the direction on Pawtuxet village



   B. Pawtuxet - 1st visit
   1) Question Ma Brady twice. She is sitting in an alley behind the church

2) Take the money from the main inventory and give it to Ma Brady.

3) On the advice of Ma Brady, pay a visit to "Crumb & Son" general store.

4) Ask the storekeeper 3 questions

5) Take the money from the main inventory. Go up to the display unit containing
the maps. Select a map. Go back over to the storekeeper and purchase the map of
the region. This unlocks the map that is located in the interface.

6) Take the money from the main inventory again. Take a box of matches from the
left of the storekeeper. Go back to the storekeeper, buy the matches and place
them in the main inventory.

7) Use the map to get to Edgar Wycherley's house. His is the house that is
furthest north.



   C. Edgar Wycherley's house - 1st visit
   1) Ring the bell next to the front door. Take care not to ring too much…the
butler will hit you, and it will be game over!

2) Use the map to get to Edgar Wycherley's parents' house. Theirs is the house
that is furthest west. .



   D. Edgar Wycherley's parents' house - 1st visit
   1) Enter the house, where Edgar's father will greet you

2) In the sitting room, click on the portrait of Gregor Hershel on the wall.

3) Leave the sitting room.

4) Use the map to make your 2nd visit to Pawtuxet village.



   E. Pawtuxet village - 2nd visit
   1) Visit the general store a 2nd time. Question the storekeeper again. Take
the money from the main inventory, give it to him and leave the store

2) Head towards the harbour. This involves taking the alley to the right of the
church

3) Start talking to Captain Shermann, who is working on his boat. He suggests
that you take a look at the local archives at the Providence Gazette

4) Use the map to make your way to the Providence Gazette. You will find their
office in the building to the extreme south.



   F. The Providence Gazette- 1st visit
   1) Speak with the journalist Earl Smith

2) Turn around and enter the archive room. Search through the archives in
the "1741-1760" section and choose the article about disappearances. The article
is automatically placed in the bureau.

3) Use the map to make your 3rd visit to Pawtuxet village.

.

   G. Pawtuxet village - 3rd visit
   1) Go down to the harbour

2) Quiz Captain Shermann again.

3) Turn around and open the door of Black Fish's house, the little house with 2
windows and two barrels outside it.

4) Go to see the storekeeper for a third time and ask him a question.

5) Take the money from the inventory and buy the hooch, which is automatically
stored in the main inventory.

6) Go back to Black Fish's house and give him the hooch by taking it from the
main inventory

7) Quiz Arthur Procop. He's the character sitting outside the inn smoking a
pipe,

8) Use the map to go back to Edgar's house, which is the northernmost house.



   H. Edgar's house- 2nd visit
   1) Question Edgar

2) Use the map to go back home - the house nearest to the centre of the map



   I. William Stanton's house - 2nd visit
   1) Go into your office. Get Doctor Egleton's telephone number from the main
inventory and call him

2) Use the map to go back to Edgar Wycherley's parents' house, which is the
westernmost house on the map



   J. Wycherley's parents' house - 2nd visit
   1) Go upstairs to Edgar's bedroom

2) Take the diary from the shelf on the right. The diary is automatically placed
in the bureau.

3) Take the key to Edgar's house from the third draw of the bureau. It is
automatically stored in the main inventory

4) Use the map to get to Edgar Wycherley's house, which is the northernmost
house
on the map. .



   K. Edgar's house- 3rd visit
   1) Take the key from the inventory, insert it in the lock and open the door.

2) Go over to the sideboard and take the indecipherable letter from the middle
draw. It is automatically stored in the inventory.

3) Take the letter from Simon O to GH from the right hand draw. It is stored in
your bureau.

4) Leave the house, passing Edgar on the way out Use the map to go back home,
which is the house nearest to the centre of the map e



   L. William Stanton's house - 3rd visit
   1) Go into your office and question Doctor Egleton

2) You find yourself back at Edgar's house. Take the "heart" key, which is
difficult to see in the cupola, from the bottom drawer of the corner unit near
the partition. It is automatically stored in the inventory. Then take the plan
of
the bungalow from the same draw. It is automatically stored in the inventory.

3) Use the map to go back home - the house nearest to the centre of the map



   M.William Stanton's house - 4th visit
   1) Take the plan from the inventory and give it to Doctor Egleton

2) Use the map to reach the bungalow, which is the house located to the south of
the village



   N. The bungalow - 1st visit
   1) outside -
Go around to the left of the house and enter the shed
- Take the keys that are on the right
- Go back outside and open the boot of the car with these keys
- Take the crowbar out of the boot of the car. It is automatically stored in the
inventory.
- Take the crowbar from the inventory and use it to force the main door to the
house.

2) In the sitting room - 1st visit
- Study the portrait on the wall: memorise the metal symbol beneath the man
holding the scythe
- Press the button that unlocks the cupboard places against the opposite wall
- Open the box with the "heart" key found in Edgar's room
- Take out the Saturn key. It is automatically stored in the inventory.
- Also remove the Saturn talisman and memorise the planetary sign at the man's
feet.

3) The laundry room near the stairs
- Push the barrel located near the window to gain access to the Saturn lock
- Release the Saturn planetary lock by entering the following code:
       < planetary symbols: Saturn  (at bottom)
       < metal symbols: Lead  (top right)
       < angels' leap: Cassiel (top left)
Take the Saturn key from the inventory and open the door

4) The passages -1st visit
- Take the matches from the inventory and proceed by lighting the torches on the
walls
- At the end of the passages, opposite the gate, light the torch on the left
hand
wall and go into the office, which is on the right

5) The office - 2nd visit
- Light the candles on your right
- Pull the lever on the right hand side of the room
- This action enables you to gain access to the next room.
- Insert CD2 at the onscreen prompt



    CD 2
   5 cont.) The office
- Take the lighter from the table. It is automatically stored in the inventory.
- Go back into the passage
- Take the lighter from the inventory and use it to light the lantern. Enter the
well room. The door is now visible

6) The well room /it is impossible to save your game in this room - 1st visit
- Go to the right and light the torch on the wall
- Go over to the altar in the middle - Pick up the axe on the floor. It is
automatically stored in the inventory.
- Go back into the office, taking care not to fall into the wells

7) The office - 3rd visit
- Take the axe from the inventory and use it to open the chest
- Light the lantern with the lighter and pick it up
- Pick up the key, which is automatically placed in the inventory
- Take the key from the inventory and open the cupboard
- Remove the briefcase. This action enables you to access the briefcase from the
inventory
- Also take the petrol can

8) The passages -2nd visit
- Take the narrow passage that is opposite the entrance to the office
- Turn right at the fork - Lift the hand of the corpse that is in the crate
- Remove the key.
- Go to the laboratory beyond the well room by following the walls
- Take the key from the inventory and open the gate

9) The laboratory -1st visit
- Go to the far end of the laboratory
- Take the door on the right
- Before lighting the boiler, pick up the little shovel that is on the left of
the doorway
- Put three shovelfuls of coal into the machine
- Take the petrol from the inventory and pour it on the coal
- Then take the lighter from the inventory and light the fire
- There are three levers on the top left; pull the middle one
- Turn the valve below the pressure gauge
- Go back towards the entrance to the laboratory
- Turn the valve that supplies the electric generators on the floor
- Engage the circuit breaker on the left of the door
- Go back to the far end of the lab where the Brain Machine is situated (A
machine resembling a keyboard connected to a jar containing a brain)
- Start the machine by pressing the second button from the left
- Question the machine using the right hand lever

You then need to make up the vital fluid. To do this,
- Pick up the second jar from the left on the bottom shelf
- Pour the contents into the jar on the table
- Pick up the third jar from the right on the bottom shelf
- Pour it into the jar on the table
- Take the syringe from the sink. It is automatically stored in the inventory.
- Fill the syringe with the contents of the jar
- Inject it into the vacuum pump that is on the right of the Brain Machine
- Turn the handle
- Continue the conversation with the Brain Machine

- From the bottom right hand draw of the little cabinet containing the herbs,
take the euphorbia from the draw located on the extreme right of the third row
(starting from the top). The euphorbia is then stored in the inventory.
- Take the Mars key from the draw marked "charcoal"
- Also remove the pieces of charcoal shaped like little flattened cylinders.
These items are then stored in the inventory.
- Release the Mars planetary lock by entering the following code:

       < Planet signs: Mars  (at bottom) Formed by a circle with an arrow
attached
       < Metal symbols: Iron  (on right) This symbol resembles a sword
       < Angels' leap: Samuel (top left)
- Open the door of the antechamber with the Mars key from the inventory

10) The antechamber - 1st visit
- Enter the aisle on the left towards the Materials Section
- Take five paces along the aisle
- Take the amphora on the left marked EL, which stands for Eliphas Levy. The
salts of Eliphas Levy are placed in the inventory
- Go to the torture chamber

11) The torture chamber - 1st visit
- Take the charcoal from the inventory and place it in the incense burner
- Take the styrax from the briefcase and also place it in the burner
- Take the lighter from the inventory and position it over the burner
- Take the card marked "Eliphas Levy" from the table draw and position it in the
centre of the pentagram painted on the ground
- Take the salts from the portfolio and place them in the centre of the
pentagram
painted on the ground
- Take the diamond from the briefcase and place it in the centre
- Take the euphorbia from the inventory and put it there too
- Then take the lighter from the inventory and set alight to them all
- Be very careful: Egleton runs through the events and gives precise information
on the actions to be taken



   O. The asylum - 1st visit
   1) Take the key from Edgar's pocket. It is automatically stored in the
inventory.

2) Use the map to get to Edgar Wycherley's house. His is the house that is
furthest north.



   P. Edgar's house- 4th visit
   1) Pick up the letter and newspaper that are on the floor in the hall. These
items are stored in the inventory.

2) Pick up the label that is on the ledge to the right of the entrance. It is
automatically stored in the inventory.

3) Enter the small room at the foot of the stairs

4) Take the key from the inventory and open the gate 5) Pick up the statuette
that is on the shelf. It is automatically stored in the inventory.

6) Take the package that is on the left hand shelf. It is automatically stored
in
the inventory.

6) Take the book "Necronomicon" from the cupboard. It is automatically stored in
the inventory.

7) Use the map to return home. it's the house nearest the centre of the map



   Q.William Stanton's house - 5th visit
   1) Take the "Necronomicon" book from the inventory and give it to Doctor
Egleton

2) The library now appears on the map. Use the map to get there. It's the
southernmost building.



   R. The library - 1st visit
   1) The office
Take the Necronomicon from the inventory and give it to Saunders

2) The main room
- Go to the section on occult sciences and choose the following book: "The moon,
gateway to the soul". This book is then stored in the inventory.
- Take it back to Professor Saunders. Look at the book
- Enter the Rare Books room located in the basement of the library
- Find the following book: "The red dragon". It is automatically stored in the
inventory.
- Take it back to Professor Saunders. Look at the book
- Go to the section on symbolism and find the following book: "Language for
Initiates". This book is then stored in the inventory.
- Take it back to Professor Saunders. Look at the book

3) The office
On the map indicated by Professor Saunders,
- Take the statuette from the inventory and place it on the Atlantic Ocean
- Take the label from the inventory and place in on Africa
- Take the letter from the inventory and place it on Transylvania
- Take the newspaper with the article on polar exploration from the inventory
and
place it over Greenland
- Take the package from the inventory and place it on Surinam
- Link the points to one another
- A new site appears on the map. It is the city of the Ancient Ones. Use the map
to get there.



   S. the city of the ancient ones - 1st visit
   1) The entrance to the city
- Study the prism in the inventory and memorise the symbols.
- Activate the three mechanisms according to the diagram drawn on the prism. A
trapdoor opens to reveal a lock
- Use the key that is in the briefcase. A second trapdoor opens
- Take the prism from the inventory and place it at the centre Pick up the three
pyramids. They are then stored in the inventory.
- Approach the small stone pyramid - Press the button that appears. The monument
swivels round to reveal a staircase
- Go down the steps
- When you reach the first room, take the middle passage

2) The Labyrinth
- Carry on until you reach the first room containing a round slab with four
symbols carved upon it.
- Take the tunnel indicated by the  symbol, resembling a 4

3) Circular corridor
The buttons of the control panel control the opening of the doors.
- The easiest solution is to form a vertical line on the central column
- Then take the corridor to the right
- You emerge opposite 3 passages
- Activate the mechanism on the wall to your left. This action triggers a timer;
you have 2 minutes to get through the 5 doors of the middle passage. If you
don't
manage to do it in the allotted time, activate the timer again to retry.

4) Round room
- Study the symbols displayed on the walls of the room
- Go into the corridor and enter the tower
- Activate the buttons of the 5 control panels of the starlit corridor. Only 1
button per panel will open the next door.
- Take the corridor on the left, which opens using the fifth control panel. You
arrive in the antechamber

5) The antechamber
- Take the 3 pyramids from the inventory and put them down.
- Enter the labyrinth by activating the door mechanism

6) The final Lock With your back to the door, consider the pillar on your
extreme
left as pillar A, the next as pillar B, etc. Since there are 7 pillars, the
pillar on the extreme right is pillar G. Press the symbols in the middle of the
pillars in the following order and as quickly as possible:
B C E D B F D G B A

END

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