Episode 3 walkthrough

Ship

Ms. Meyers and Adil had hatched a plan from the beginning to outsmart Inch the butler and get their hands on both Eyes of the Sphinx. Once again, let's go through the plan and, playing as Patricia Meyers, leave the room. We pass into the saloon and enjoy beautiful classical music performed by a violinist. Speak to Lady Westmacott. She thinks Maires is a silly girl who has no worries but to relax, have fun and beg for money from wealthy fans. After discussing a couple more topics, we return to the stairs and eavesdrop behind the door of the baroness.

We go to the deck and talk to Kroitz. Let's cheer up the downtrodden musician. He despises Westmacott and considers her a "witch". Kreutz discovers the disappearance of his father's gun. We go up the stairs on the right side. We go to the left and inspect the ventilation grate. You will need a tool to open it. We return inside the ship and go down. We knock on the door of the medical compartment. Dr. Gebhard is not very inclined to talk, and he somehow restrains his negative emotions. We rise upward, we go to the right and we pass into our own cabin. We get the pendant from the suitcase on the table.

Big towel.

Let's look into the saloon and take the salad tongs from the table. We pass to the back deck and pick up a large towel from the lounger. Let's go back to the ventilation at the captain's bridge and try to unscrew the bolts on the cover using the pendant coin from the inventory. We also drag the opposite flagpole closer to the ventilation. We combine in the inventory tongs and a coin. With the resulting device, we open the ventilation grille. We fix the towel on the flagpole and use it all for ventilation.

Just in time, the baroness will leave her cabin. We go down and immediately open the portable mini-bar in front of us. Plenty of drinks to choose from though. Click on the red strap on the middle shelf on the right side. A safe appears with a four-character code. We study the inscription-hint in the upper left corner.

If you are going to leave the room through the ventilation, an unknown person will go to the cabin. It will not be possible to see his face, since Meires will quickly hide under the bed. From the boots, gloves and light-coloured trousers, you can guess that this is Dr. Gebhard. He will leave after standing by the bed for a while. We push the chair to the hatch, lower the towel and climb up.

We pass into the saloon, we communicate several times with Dr. Gebhard, Lady Westmacott and Captain DiConti. Let's go to our cabin and talk to Adil. He takes a shower, so click on the bathroom door. We go down to the lower deck and read the magazine lying on the table. We leave for the baroness's cabin through the ventilation. The dead baroness lies on the bed, and Meyers, frightened by her presence, cannot restrain herself and screams. People come running to the noise, but we manage to escape. We meet Adil, he will help us climb up. Inspector Legrand appears and points his gun at Adil. He will be locked up in the cargo hold as a suspect.

Leather strap for safe access.

The next morning... Play as Adil. We'll talk to Inch about the murder of the Baroness last night and decide how we'll proceed. Several times we interact with the rod (hinge) in the lattice. The rod is fixed with a bolt. A blanket and a mug lie under their feet. We take a blanket and throw it to the boards on the right side. We take a nail from a small plank. We unscrew the bolts in the rod with the help of this very nail, tapping from below with a metal mug. We knock out the lattice and click on the door above the stairs. We pass to the racks with luggage. We examine the shelf on the right side. We connect the found object with a hook on the floor. We use the hook control panel, located on the shelf of the left rack. We study the shelf itself from the other end. We climb up and find a ventilation pipe. We interact with a securely fixed grid. Let's go back to the stairs and pick up the hose, which is next to the lockers. First we connect the hose to the object on the floor, then to the hanging hook, and finally to the ventilation grill above the shelves. We use the control panel and thereby pull out the grate. We leave the cargo hold.

Adil arrived just in time. We help Constable Zellner. We rush in pursuit of Dr. Gebhard. Climbing up, we go out onto the deck. After a skirmish with the doctor, we continue to chase him. Gebhard is about to commit suicide. Inch appears and pushes the doctor overboard. The butler can only write a letter of gratitude on behalf of Gebhard that he is supposedly the Raven.

Egypt, Cairo

We meet with Inch and discuss the plan to steal the Eye of the Sphinx. We search the garbage container and find an umbrella. We select it and remove the wire. We get a tennis ball from the back platform of the truck. Let's go to the main entrance of the museum. We go inside and communicate with the guard. Of course, he is not going to let us through.

We return to the alley. We open the door of the cab of the truck with the help of wire. Sitting behind the wheel, we put on overalls, which lies on the passenger seat. We remove the transport from the handbrake by pulling the lever on the steering wheel. We leave the car and push it closer to the stairs.

We get to the museum, go inside and inform the guard that we were sent by the company to carry out the work. Didn't roll. We go outside and use the ball on the dog. Then we throw it inside the museum. When the guard runs after the dog, we can go inside. We only have a few seconds to do this! If necessary, repeat the action with the ball. We hide under the table. We interact with the coffee maker on the left side, enter the name of the company in the list lying on the table a little to the left of the guard. We click on the passage so that the guard gets up from his place.

Coffee maker and list.

The third attempt is the last. Now the guard will definitely let us into the museum. We go down to the main hall and interact with the statue in the upper left corner. Having studied the scheme of the museum, we communicate with Meyers.

Let's go to the alley. We click on the ladder and climb onto the roof. We study the chimney. We press the buttons in the following order: 2 (second from the right) - 3 (first from the left) - 5 (first from the right). The numbers match the number of vertical sticks on the buttons. We go to the attic. There is a light bulb above the table. We cut the cable with a knife from the inventory and take the light bulb. We go down, use the knife on the cable in the upper right corner (if necessary, highlight the active point). Combine the knife and wire with the light bulb in inventory. We connect the wire on the ceiling and the wire from the inventory. We unscrew the light bulb and clean it with paper to the right of the table in the attic. We twist the light bulb back and use the switch on the left side.

We go to the left and open the secret door. Inch and Meyers appear. The butler will lead us to the attic. He learned about the plans of Adil and Patricia. We select handcuffs and chain the girl to a chair. We have no choice, now the "Eye of the Sphinx" will have to be stolen personally for Inch. He will be with Patricia and if we do not bring the "Eye", then she will die.

After leaving the attic, we open the bag and take out everything that we need in the thieves' business. We put on a black suit and look through the window on the left side several times. We are convinced that the "Eye of the Sphinx" was delivered to the museum. Slightly to the left of the stairs, we pull off the tarpaulin from the container and find a bucket, a rag and rubber boots. We click on the tools for washing and take out the rag from the bucket. We moisten it in water from the tap of a large tank. We select the handle from the large box. We chew chewing gum from the inventory. We make a hole in the window with a knife. We push through it the foil from the package of chewing gum. We use a wet rag on the window and click on the window itself to open it with the handle. We go down using the rope.

Handle and container covered with tarpaulin.

The protection system is so effective that even a mouse will not slip through. However, if a true professional takes up the matter, then no technical bells and whistles will stop him. We close the view of the camera with a bag from inventory. We interact with the rope and go down even lower. After examining the bulletproof glass, we alternately apply chewing gum, a diamond and a cordon standing next to it. An alarm went off after the impact.

Adil broke the glass, and Inch caused the exhibit to collapse under the floor with a powerful explosion. We click on the sarcophagus and get out of it. Hiding behind a column, we select a stone lying near the neighboring column on the right, and stun Constable Oliver with it. We click on the hole and find ourselves in the attic. Inch shoots PC Zelner and flees the scene. Legrand will stop him. Inch falls off the roof along with the fake "Eyes of the Sphinx". The raven turned out to be Patricia Meyers. Constable Zelner is Patricia's father. He was not hurt by the shot, as he was wearing a bulletproof vest.


Chat with Kenny, choosing any lines. Walk left to the front of the jeep so you can see the winch. Grab the winch hook. Talk to Kenny, choosing any lines. Attach the hook to the axle of the truck between the wheels. Return to the jeep and go to its right door - the winch control panel hangs on it. Use the remote control - the jeep will be dragged to the truck. Talk to Kenny, choosing any lines. Get in the jeep. Talk to Kenny, choosing any lines. Grab Kenny's hand. Talk to Kenny, choosing any lines. When the girl runs out, choose any cue. Shoot her or not, the choice is yours. If you leave her to die and thus distract the walkers, you will have more time to collect supplies.

Time task: Once in the store, collect everything that comes to hand. Don't forget to move between screens. When Kenny says to leave, jump over the fence after him. Quickly press the Q button. Press the Q button quickly again, after the series of presses, press the E button. Drop the refrigerator located to the right of the aisle. Run forward after Kenny. Hit the helicopter, hit again. Again, quickly press the Q button, at the end of the series of presses, press the E button.

In a conversation with Lilly and Kenny, choose any lines. At the end of the conversation, go to Lilly's room - she is to your left, the door is ajar. Talk to Lilly, say that you want to know about the missing things, then choose any replicas. In a conversation with Duck, choose any remarks. Go left, behind the van, even more to the left, to the place where Clementine drew a drawing on the pavement. Slightly above and to the left of it are glass shards - pick them up. Go even more to the left and up, around the corner - you will see a cross on the wall. Reach out to him. Go right to Clementine. Talk to her, ask her about the chalk. Once at the entrance with Duck, you can give him five - you will please the child. Touch the chalk mark under the container with your hand. Move the container blocking the exit. Go right to the grate in the foundation of the building. Remove the grate. Take out the package.

In a conversation with the bandits, choose any remarks, just do not be silent.

Time task: If you want, shoot the fleeing bandits. Look to the left. Kill two bandits. Look out to the right. Kill three bandits. Kill the walker that attacked Katya and Duck. Kill the walkers as much as you can, aim for the head. If you left Carly alive in the first episode, she will cover your left flank, you will only need to shoot at those walkers that are on the right. If you left Doug alive in the first episode, he will shout from which flank the walkers are closer, from the left or right, respectively, in that direction you will need to look out.

During the conversation in the trailer, choose any lines. Whether to leave Lilly alone in the woods is up to you.

Talk to Katya, in a conversation, choose any remarks. Talk to Clementine.

Optional timed task: Press the Q button quickly.

Enter the trailer. Examine the dashboard. There is a pencil under the car radio - take it. If you took Lilly, it turns out that she was freed from the bonds. In a conversation with her, choose any remarks. Exit the van (or alternatively have Lilly kick you out of it). If you didn't leave Lilly in the woods, she will steal the van. If Lilly is left in the woods with the walkers, the van will stay, but you won't need it anymore anyway. Get on the locomotive. Walk right. Open the engine compartment second from the left. Take any key - it will come in handy. Close compartment. Go right and open the door leading to the cockpit. Use the key or the gun. Hit or shoot the seated person. Examine the corpse.

Optional task: Walk left. Exit through the left door. Examine the car door. To get to the cookies, you need to beat the walker. Open the door. Unfasten your seatbelt, and when the walker crawls up to you, knock him on the door. Take the cookies. Return to the locomotive.

On a blue-green body, with reverse side from the train control panel, there is a notebook with a purple stripe on top - inspect it. Draw on the notebook with a pencil - a diagram will appear. Turn right to the panel with toggle switches and touch it. In block 6, set the toggle switches as shown in the figure (from left to right): down, down, up, up, up, down, up. If everything is done correctly, electricity will begin to flow. In block number 5, set the handles according to what is shown in the figure (from left to right): horizontally, vertically. If everything is done correctly, the green light will turn on. Exit through the right door. Walk to the left and open the first engine compartment on the left. On the left is the control panel. Turn the switch on it first to the left, then to the right - the engine will start. Walk to the right, go into the cabin. Pull the throttle. Go through the right door. Walk left and go to the boxcar. You can pick up a bottle of water near the right door and a map near the left door. Jump off the left door of the wagon. Walk to the right to the place of coupling of wagons. Raise the hitch lock with the wrench. Climb back into the car. In a conversation with Chuck, select any line. If you picked up a bottle of water or cookies, you can give them to Katya. Go left to Kenny - you will give him the map. During the dialogue, choose any replicas. Once in the cockpit, pull the throttle lever.

In a conversation with Chuck, choose any lines. Pick up the handkerchief from the floor. Wipe Duck with a handkerchief. Go through the door leading to the locomotive. Go to the cab. Show Kenny the handkerchief. In a conversation with Kenny, choose any lines. Persuade Kenny, fill his face or expose your own to a blow - the choice is yours. Whom to send to kill Duck - decide for yourself. In a conversation with Clementine, choose any remarks. In a conversation with Kenny, choose any lines. Who will finally finish off Duck is up to you. However, you can just leave it in the woods.

In a conversation with Chuck, choose any lines. Go to the cab. Exit through the right door. Get into the wagon. Take the green whiskey bottle by the right door. Take the scissors from the backpack by the left door. Talk to Clementine, tell her she needs to learn how to protect herself. Before shooting, select any replica. See where Clementine is and tell her how to correct it. Repeat the exercise. With the third bottle, Clementine should succeed. Show Clementine the scissors, cut her hair. During the haircut, choose any replicas. Go to the locomotive. Go to the cab. Go outside through the left door. Offer whiskey to Chuck, drink with him or not - decide for yourself. Return to the cab. Talk to Kenny. Tell him Chuck is offering him a drink. When Kenny leaves, take the card sticking out of the drawer by the window. Exit through the right door. Get into the wagon. In a conversation with Ben, choose any remarks. Get into the wagon. Show Clementine the map. In a conversation with Clementine, choose any remarks.

In a conversation with Omid and Krista, choose any lines. Climb up the stairs. In a conversation with Omid and Krista, choose any lines. Open the door of the van on the left. Search the van - you will find scotch tape. Go down the stairs. In a conversation, choose any remarks. Walk right to the station. Walk to the right to the unblocked entrance to the station. Examine the open window above the door. Take Clementine and lift her up to the window. In a conversation, choose any remarks. Get inside. Lock the door with the key taken from the locomotive. Examine the space above the grate. Lift Clementine so that she climbs through the grate.

Time task: Move back (W) until you reach the key that locks the door. Scroll the mouse wheel to select the use icon instead of the inspect icon, then left-click to grab the key. Finish off the first walker with the key, quickly press the Q button, at the end of the series of presses, press the E button to finish off the second walker. Take the key from Clementine, unlock the door with it, open the door, shoot the third walker.

In a conversation with Christa, choose any remarks. Take a cutting torch. In a conversation with Clementine, choose any remarks. Exit the building.

Climb up the stairs. Cut the hitch with a cutting torch. Seal the torn burner hose with tape. Cut the hitch with a torch. Offer Omid to cut the hitch with a torch.

Time task: If you want, you can reset the burner to fry some walkers. In a conversation with Omid, select any remark. Choose who you drag into the car first (however, stalling for time is also an option).

In a conversation with Kenny, choose any lines.

Walkthrough is relevant for any version of the game

With the features of the game and with the management of it can be found in the manual for the first episode.

In the second episode, we had to make several important decisions about the choice of plot development:

Chapter 6

  • Choosing an option in a conversation with Emily: " tell the truth" or " keep silent about the vision of Louis de Richet.

The choice affects Emily's attitude towards Louis.

Chapter 7

  • Choosing an action option when talking in the corridor of Cardinal Giuseppe Piaggi and Minister von Wolner: “ Leave in search of mother" or " Eavesdrop on a conversation between Piaggi and von Wolner».

The choice did not have a significant effect on the plot.

Important: There was also a moment in the episode that influenced the ending of the second episode, and accordingly, the development of events in the third episode. It's about about whether Louis managed to get out of Mortimer's secret office on his own (then the trait “ Nimble", and in the crypt he met his mother), or he had to resort to outside help: he was freed by Jacques Peryu (in this case, the trait " Careless", and in the crypt, Louis met George Washington). This gives two options for the beginning of the third episode.

Note. To enlarge the screenshot, click on it in the walkthrough text. To view additional pop-up screenshots, click on the active links highlighted in the walkthrough text in dark red.

The third episode begins with a scene common to both versions in the crypt, where all the guests and Lord Mortimer himself have gathered. Upon completion of the short introduction, it is proposed to choose three manuscripts.

    Note: To consider alternative options for the passage of the game, materials were used channel Leroi Ru

CHAPTER 8: THE MEETING

STARTING THE GAME FOR THE SMART OPTION

A gun rests on the back of Louis's head. Turning around, he sees his mother.

    Note: This variant of the passage of the game is obtained on the condition that in chapter 7, episode 2, Louis was able to get out of Mortimer's secret office on his own, which allowed him to have time to meet his mother, Sarah de Richet, in the crypt.

Sarah does not believe that her son, Louis, is in front of her.

Confrontation

    Note: One of the options for successfully passing the confrontation is proposed, which consists of four stages and in which three mistakes can be made. In case of failure, Sarah, without any explanation, at gunpoint, forces Louis to go to the meeting. At the end of the chapter, this will be regarded as "Failure".

Goal: Calm down the mother

Confrontation

Stage 1

Question: What are you doing here?

Answer: "I want to save you." Requires the skill Belief» second level (- 3 action points).

Stage 2

Q: Sarah's motto is "Always be reasonable..."

Answer: "... and open." Requires the skill Belief» first level (difficulty - 1) You can choose the same option without requiring skills.

Stage 3

Question: "What was the name of the art dealer?"

Answer: Von Borchert.

Stage 4

Q: Did Louis talk to Mortimer?

Answer: "He didn't even come out when I arrived."

Final stage

Question: "Did anything strange happen to Louie on the island?"

Answer: "I found out what connects you with Elizabeth." Requires the skill The science» of the first level (complexity - 2).

Question: "... I was just trying to help her"

Answer: "I believe you."

Target reached.

  • Note 1: Write " I reassured Sarah de Richet

Sarah claims that Louis should attend the meeting and find out about Mortimer's plans, but warns that he should not trust the lord. After stating that they will meet later, Louis is sent to the meeting by his mother.

As Louis leaves, he reveals that Emily Hillsborrow has come to the island looking for her sister, Emma. Sarah claims that there is nothing to think about the Duchess now.

STARTING THE GAME FOR THE "RESCAULT" OPTION

George Washington descends into the crypt and finds Louis bent over the corpse of a masked man. He assumes Sarah did it.

We select the preferred available options for answers and replicas.

A bell is heard to announce the beginning of the meeting. The President of the United States invites Louis to take his mother's place on him, because. she and Sarah had to support Mortimer.

Objective: Follow your mother's trail or go to a meeting

Achievement way: Inspect the room and the objects in it.

Let's get closer to the body. Select your preferred available options.

The man was hit on the back of the head and he lost a lot of blood. But he did not die from this, because the stranger's neck was broken. The face of the man Louis is unfamiliar.

After examining the body, we obtain KEYS with the occult symbol "Air". Let's explore the room. We select the BOOK "ORGANON" and CARMELITE WATER. We look at the fire and find that the ashes are still warm. Select your preferred available options.

After examining the ashes, Louis is convinced that his mother was here recently, and he would have found her if he had not been stuck in Mortimer's office..

Target reached.

COMBINING BOTH OPTIONS

Goal: Visit the Assembly

Achievement way: Go to the Great Conference Hall.

Solution: Leave the crypt, go through the garden maze. Enter the mansion and follow to the large hall.

Great Assembly Hall

The guests gathered in the hall are divided into small groups, only Jacques Peryu sits alone.

Target reached.

  • Note. Recording: " I took part in the meeting” in the section “Success” in the summary of the chapter.

Objective: Talk to Lord Mortimer

Achievement way: Approach and speak to Lord Mortimer, who is talking to Mr. George Washington.

Solution: We explore the room, collect the available auxiliary ingredients.

HONEY - 2 pcs., CARMELITE WATER and AMBER SHARDS - in a locked box.

How to open the box:

- "Open left lock" and "Open right lock". Requires two keys patterned with the alchemical water symbol;

- Pick both locks. Skill Required Agility».

Collecting items:

COLLECTIBLE COIN 34 and COLLECTIBLE COIN 35 lie on two tables in niches. We approach Jacques Peru, we turn to him.

Jacques informs Louis that Mortimer is waiting for him. At the end of the conversation, Jacques advises not to trust Lord Mortimer.

We pass to the lord, talking with George Washington.

Mortimer suggests that Louis replace his mother at the meeting.

We ask the lord all the proposed options for questions.

After answering Louis' questions, the lord asks him to stay to fill in his plans. Washington steps aside.

Mortimer reveals that the meeting will focus on the fate of Louisiana, and he plans to turn it over to France.

We select the available preferred answers and replicas.

The Lord explains that the plan was developed by him together with Sarah de Richet. According to it, Spain should transfer Louisiana to France, and then France will transfer it to the United States, after which their territory will double. Mortimer explains Godoy's reaction and regrets that Sarah is not around because she didn't know much about his plan. He invites Louis to talk after the meeting. Louis wonders if mother is wrong about Mortimer.

Target reached.

Those present take their places.

In the course of heated discussions, it is proposed different variants replicas:

  • To Mortimer's presentation of Louis to the assembly and to Godoy's attack on Sarah de Richet, who, in his opinion, did not protect the King of France.
  • To Godoy's statement about the Indians as savages (time is limited). When choosing the option of talking about the Indians, an attack by the Spanish minister follows.
  • To a direct question from Manuel Godoy about Mortimer's proposal to hand over Louisiana to France.

Choose your preferred options available.

Usability :

After Washington's words "With friends like you, sir, there is no need for enemies" - an active point on the head. Washington (requires " Politics»).

Louis thinks: “Is it me or is Mortimer not revealing his plan to Washington?”.

Cardinal Punji declares: "The Vatican will not like that they want to give Catholic Louisiana into the hands of atheist revolutionaries who killed their king." Godoy is interested in Louis's opinion on this matter.

Usability :

After picking the cardinal and Louis, Piaggi says the words in Latin - the active point on the forehead of the cardinal (requires the skill " Linguistics»).

Louis translates the words of the cardinal addressed to Sir Gregory: "Teach this arrogant young man how to behave, Sir Gregory", and realizes that he is not to everyone's liking here.

Usability :

After the words of the Duchess of Hillsborrow: "The English crown will be against", Wölner says a phrase in German - an active point on the collar of von Wölner (requires the skill " Linguistics»).

Louis translates the ambassador's words to Emily: "I assure you, Emily, that Prussia will never agree," and suggests that von Wolner intends to thwart Mortimer's plan.

Usability :

Hill enters the conversation. He claims that no one needs the swamps of Louisiana.

He is interrupted by Godoy, but Wolner stands up for Sir Gregory: "You were not asked, the queen's favorite ..." - an active point on Wolner's head (requires the skill " Psychology»).

Louis notes: “Hill, Godoy, now von Wolner. Mortimer's opponents are ready to grab each other's throats ... And he is watching them with rapture ... ".

Lord Mortimer's proposal splits the guests into two camps.

  • Important choice: « Side with Mortimer" or " Side with the Hill a".

OPTION: "STAND ON MORTIMER'S SIDE"

On Mortimer's side are Louis de Richet, Napoleon Bonaparte, George Washington and Jacques Peru.

They head to the lord's office.

Mortimer's Cabinet

Mortimer invites Louis to answer Washington's question and fill him in on the plan.

Mortimer explains his position on the spread of democracy and asks Louis to continue. Mortimer invites Washington to continue to resent everything that he will say tomorrow.

He asks Louis to stay. The lord offers to render him a service: you need to send to the lord Godoy and convince him to join them. Louis doubts the success of his mission, but Mortimer is confident that Louis will succeed.

The Lord admits that he will not be upset if Duke Manuel considers Louis an enemy. If he declares war on France, it will be to their advantage.

We go down to the second floor.


First of all, I will show us the events of the past (second) season, and now it's time to plunge headlong into the third.

We run with Kenny around the city. During the run, we have time to exchange a couple of words.

He still invites us to leave with his family in the van. Kenny will then go up the ladder, but it will break.

Management passes to us. Go left to the army jeep. Try to push him - you will not succeed. Then on the front bumper, click on the coil of cable and attach the cable between the wheels of the van.


#2

Then, on the door of the jeep, activate the switch, and the jeep will pull to the van.


#3

Now we jump onto the jeep, and then we grab Kenny's hand, but he will not succeed.

We hear a terrible scream. The girl calls for help, and with her cry attracts a lot of attention. We have to do something, but if we start shooting, we'll bring on the zombies. The choice is yours. Personally, we decided to kill the girl, because there were too many zombies, and her death became much easier. Then Kenny still helps us up and we run away. We hide in the store. Now you need to catch everything that is lying on the floor (jars, medicines, food).


#4

Try to take as many things as possible in the allotted time.

Unfortunately, the zombies will break through the door and fall on us.


#5

We begin to quickly, quickly press the "Q" key, and Kenny is in no hurry to help us. Then quickly click on the shelf to close the door. Next, a zombie in a pilot's mask will rush at us, activate a point in the area of ​​\u200b\u200bhis neck twice, then press the "E" key to kill him.


#6

We return to the hotel. Let's talk to Clementine. She will ask you to find her batteries. We return the loot to the hostess of the camp. Lily and Kenny fight again.


#7

We again have to choose which side we will support. Personally, we support children sleeping inside. The cold is starting to set in. We are trying to sort out the whole situation in a conversation. Lily will not stand it and will shout that one of ours is stealing food.

Then Lily finds out that we shot the girl. We say that we had no other choice. Some people are unhappy with what we've done. Lily is completely blown away. We go outside and tell everyone that she just got excited. Now we can walk around the camp. Talk to Clementine. Then we go to Lily and talk heart to heart with her. She will also give us a powerful lantern, but it is broken and she did not find it at all.


#8

We go outside and stumble upon Duck.


#9

He overheard our conversation. We can ask him not to tell anyone about our conversation. We also ask a married couple about the broken lantern. Further at the entrance to the motel we will find pieces of broken glass of a lantern, and on the wall on the side there is a cross drawn with chalk.


#10

And again, Dak meddles in other people's business, but suggests an idea.

There are suspicions that these are the tricks of Lily. You can ask everyone about the painted cross, or you can immediately talk to Clementine. We ask Clementine about the painted cross, but she resists. We are called by Duck and says that he found pink chalk at the gate.


#11

Next, we give five to Duck and inspect the place at the trash can. We will see many pieces of pink chalk on the ground. We ask Duck if he found anything else. Next, move the trash can. We open the gate and look around the street. A little to the right, we will find a small ventilation grate, and inside it is a package with some stolen items.


#12

We return to Lily and show her the find. Someone steals from their own. We are being attacked.


#13

A mass of people grabbed Carla and the others. Lily runs outside. We must act. We go out to the bandits. Pistol on the back. We ask the bandits to leave us alone. At this moment, in a short scene, we kill some of the bandits and free our own. Help comes to the aid of the bandits. Now with the help sniper rifle we kill enemies.


#14

Everyone gets into Kenny's van. Zombies also decided to join the party. We save Clementine, and then we free Duck, he is the zombie who attacked him.

We shoot zombies from a cannon while zombies are on us. You will have to shoot both from the left side and from the right. We leave the motel. In the van, our company is arguing again.


#15

Lily begins to run into everyone. Reassure Lily. In general, everyone had skeletons in the closet. Yes, there are skeletons. Entire cemeteries in closets.

We hit someone along the way. We need to stop and check. Under the wheels remains a walker. And what's more, he also kicks there. Lily asks to leave Ben. Again, Lily runs into everyone and shuts up everyone's mouths. Reassure everyone. Duck (our friend who escaped in the first part) speaks harshly about Lily, and she clearly holds a grudge. Damn it, the damn bitch goes crazy and kills Duck! HERE WITH... You'll have to choose whether to leave Lily or get her into the van. Let's drop it, of course!


#16

In the van, talk to Kenny. His son, Dak, is wounded. Looks like he got bitten by a walker. Next, we tell Clementine that Duck is bitten. Damn us! Clementine has become a zombie! No, it's just a bad dream. Next, we stop in front of the train, as it blocked our way.


#17

Now we are talking to Ben. Further on the left we open the door and we do not find anything good. Although, wait. Here is a map with train routes, a bottle of water (it will have to be returned to Dak). We give the found card to Kenny. Next, go to the van on the right (gray) and open the shelves. There will be three of them (from left to right). Immediately open the central one and take the tool on the right side of the right door. It is both heavy and sharp. Next, open the third door and find ourselves in the driver's cab.


#18

We give him our new weapon on the head. Next, Ben will press the button. Looks like we can move the train. Next, we talk with Kenya that we are very sorry (his son is dying). Next, we look around in the driver's cab. Let's find a notebook where the instructions for starting the train were indicated, but the page was torn off.


#19

We leave from the other side of the train and a walker will scare us. He's strapped in. Don't shoot or you will attract others. Open the door and then unplug his seat belt.


#20

Wait for him to crawl up to the door and crush his head with the door. To do this, click on the active point on it in time. Take the toy and sweets from under the asshole's feet. We return the find to Duck.

Get in the van. Near the driver's seat you will find a pencil.


#21


#22

Use it to turn on the train engine. Do everything as instructed. Well, if you don’t understand something, then watch the video.

We need to disconnect the cars from the head one. To do this, enter the red car, and exit from its other side. Use the tool we found to unhook the red wagon.


#23

Crap! In the next carriage we will find a man. We tell him the truth and get to know him. It turns out that Chuck has already met all of ours.


#24

Duck is getting worse. Inside the car, we move the upper red lever and start moving.


#25

Next, we help to wipe the blood of Dak. He's dying, we need to stop the train. We go to Kenny and ask him to stop. We show him a handkerchief with blood. It seems that Ken himself does not want to believe that his son is dying. He doesn't want to stop the train. He gets excited and gets up. We ask him to calm down and tell him that we are talking to him like a friend. Then we continue the conversation. Kenya will calm down and stop the train.

We must choose which of Dak's parents will kill him, for he is about to turn around.


#26

Tell them we'll do it. It is unacceptable for parents to kill their son. This is against nature (Hi, Taras Bulba). Clementine wants to talk to us. We inform her that he is dying. Hear the shots in the forest! We run into the forest and... People don't stop dying. We tell Kenny to give us the weapon. We will kill Duck, no matter how sad it may be.


#27

Aim for the head and shoot. Overnight, Ken lost the meaning for which he tried to survive.

Then we go on the train and talk to Clementine., talk to Chuck. We ask him not to talk to Clementine. Next, we talk with Chuck about his family. Then try to calm Kenny down. Next, we talk with Ben and Clementine. In the bag to the left of Clementine you will find scissors. We give Clementine a gun.


#28

Today we will consider with you the topic: "Sweet flirting." 3 episode. Passage". The thing is that this toy is divided into many different parts connected with each other. All actions will necessarily affect the final result. So be careful. Let's try to get to know you with the Sweet Flirting toy, and already then we will read about its passage.

Acquaintance

What is our game today? Nothing but a real dating sim. But with all this, we will also have to live the life of an ordinary schoolgirl transferred to a new school.

"Sweet flirting. Episode 3", the passage of which requires a fairly good ingenuity, is highly dependent on two previous parts. Why? We will talk about this with you a little later. In the meantime, let's see what the toy is based on. What will have to be done?

The basis of the game

So, before starting this game, let's think about how you have to play. It is worth noting the fact that the whole game "Sweet Flirting" is mainly dialogues that are interconnected by some small quests. Something from the series "Dress for a party", "Prank on classmates" and so on.

As we study the Sweet Flirting Episode 3 guide, we will have to save up money and, of course, energy. The last "subject" is exactly what is constantly missing. Especially if you decide to go through several episodes at once.

You can gain energy by daily visits to the toy. In addition, it can be won in mini-games. They will depend on which "club" you go to with your character. For example, in the sports section or prefer to do gardening. So get your energy up and then start playing "Sweet Flirting Episode 3". The passage will become several times easier after reading our guide.

Director's task

The first thing you need to do is find a collar, a toy and headmistresses. After that, you have to catch Kiki. What a restless dog! Well, we gained patience and strength - and we set off to carry out our task.

You have to start with the teacher's room. In it you can find a collar. Take a good look at the bottom corner of the screen. He's out there somewhere. Now walk around the locations a bit. In particular, from school to the yard. In the game "Sweet Flirting. Episode 3", Castiel will now play a rather important role. The whole point is that he will help you find a leash. After talking with the young man, advance to the gardening club. Examine the lawn - the leash will lie exactly there.

Now go over the locations again. For example, the teacher's hallway. Run into Nathaniel and then talk to him. After the conversation, it turns out that the toy is lying somewhere in the yard. Return to the street and then take a look at the bushes. Rummage around a little - you will find a toy. As you can see, we have introduced you to a rather important part of the Sweet Flirting game. Dialogues, episode 3, part 1 - this is an important stage that will help you in the future. We have collected with you everything that is only required for the capture. Let's try! And that didn't work! We'll have to look for some kind of bait for the harmful little dog! Let's try to solve this problem with you.

Harmful Kiki

Well, "Sweet Flirting. Episode 3", the passage of which can be delayed without energy, continues. We just tried to catch Kiki, but we never succeeded. We'll have to look for bait! Perfect for dog biscuits. Let's remember which of our friends has a dog.

Well, of course, Castiel! Let's go and talk to him. Depending on your relationship, the guy will either give you the cookies or sell them for $20. Here is our friend! Now let's try to catch Kiki with you. Head to the gym. Now to the yard, and from there - to the recreation. It remains to run into your class and catch the dog. Now move back into the corridor to give Kiki to the headmistress. Mission completed. Wonderful. Now let's continue our topic: "Sweet flirting. Episode 3. Walkthrough." We are waiting for an additional task.

Clubs

To begin with, it is worth talking to you about a sports club. The first task is optional. Dazhan will ask for a bottle of water. You can buy it at the market for $5. If you want, you can refuse the task. After that, you will have to help the athlete find his medallion. To do this, find Amber and her girlfriends. As a rule, girls stagger around recreation.

Listen to the conversation of the friends. From the dialogue, you will learn that Amber had a hand in the loss of the medallion. In addition, you will be told the place where to look for the decoration. This is the section under Amber's open drawer. Take the medallion and give it to Dazhan. Ready.

Now let's talk about the gardening club. Talk to Iris several times. The first time, ask for seeds, the second time - remind you of your request, the third time - take the box of seeds and give it to Jad.

The second quest is optional. The young man will ask you for wormwood seeds. If you want - buy, if you want - don't. Everything is simple.

So our game "Sweet flirting. Episode 3" comes to an end. The passage of this part will require one more action from us. Namely, to bring Jad his notebook. Go to class A, and then rummage among the books. Find the loss and then return it to the boy. It remains only to choose an outfit and go on a date.