Secret materials 3 code of archimedes passage. Main menu of the game

Alexandria, 48 BC.

After the introductory video, we watch the hero as he takes gold for some light work. The bag contains only half of what we should receive. The second part is due to us after completing the task. We press on the wall and climb up, grabbing the cracks. The screenshot clearly demonstrates the path by which we get to the top:

Once on the other side, we take away the leather bag from the wall. We use it on the snake next to the boxes. We throw all this into the window of the stable. In the next screen, climb the beam from above. We move down - to the right - up - to the right (we pick up the fabric in the center) - down to the last turn - to the right - up. We connect the hook, rope and linen fabric. We cannot jump to the door, so we use the resulting item on the window above. We click on the shelf with papyri and the hero, after examining them, will set fire to everything on his own. One of the pots accidentally rolled into the sewer.

France, Brittany.

Nina arrives at her own, very strange wedding - no guests, no emotions. The priest reads a prayer, and the church begins to crumble. Waking up, we observe an unknown person in a hoodie who passes through the wall. We pick up the dress on the right, next to the seats. To the right of the statue we select a mop. Let's soak the dress in the fountain, which stands in the center. At the same time, we will take the bowl from the edge. We use the hanger on the nailed nail, to the right of the fire. The fire that is weaker extinguished with the help of wet clothes. After a few moments, we examine the shelf and pick up the plank. We use a mop on a big fire and burn the canvas to the right of the statue. A little to the left of the statue there is a small hole in the wall. We use a nail on it, and then a board. Click on the statue, select the difficulty. Buttons will appear at the top, we click on them strictly once, otherwise it will not be possible to swing.

Germany Berlin.

SWAT breaks into our apartment and takes Max away. Finally, he manages to mention the honeymoon. Hours later, Nina learns that they weren't cops at all. And the mentioned honeymoon was to take place in Australia. At the far end of the bookshelf is a backpack, pick it up. We examine in the inventory, we get the book. We examine the book and four flags and a note appear in the inventory. We pass into the bedroom, look at Australia hanging on the wall. When examining the book, Nina said that chapters 3, 7, 10, 15 were missing. We open the note and see that these chapters mean a certain state of Australia. Check boxes for Adelaide, Brisbay, Broome and Hobart. We pick up the keys to the museum from the opened cache.

Germany Berlin.

We select the tool from the wooden box. Open the drawer with the key. We take everything from there and at the bottom we see the code 0504. We use the tool on the refrigerator. Then its pretty frostbitten on the air conditioner. Now you need to recreate the special conditions for opening the safe. The lamp on the table must be turned off, as well as the radio and the simulator of the solar system under the air conditioner. Only the lava lamp above the refrigerator and the aquarium light remain on. We pick up documents and a cell phone from the safe. We examine the phone, enter the pin code 0504. We listen to the message from Max's colleague and go to Turkey to continue the investigation.

Turkey, excavations.

Let's take the chain between the stones. We go along the path and get to the trailers. We examine the garbage container next to the nearest trailer and remove the knitting needle from there. We use the knitting needle on the crevice under the door of the neighboring trailer, scraps of paper appear in the inventory. We examine them and combine them into a single whole. It is not so difficult to make, but, nevertheless, when folded, it looks like this:

To twist the shreds, you must first take them and click on top button. We use the phone on the resulting document. We will contact Emre and share the news with him. It turns out that he was stuck at the excavation site after the earthquake. We go to help him. On the excavation map, select point D, click on the technique with a huge perforator. We examine the phone to view the video sent by Emre. We go to point E and match the phones with pictures with their corresponding features: a tree, a generator, and an oil puddle. We drill the ground in the center with a puncher. We use the chain on the formed connector. We go to point B, take some soil under the sign on the right. We get to point C, unlock the elevator with the key.

Going down, we pick up a box, a helmet. We press the button of the elevator, we install the box under the elevator, we press the button and again so that the elevator rises. Extract the contents of the box. We connect the pipe and the soil, we get sand. We go further. We use the pipe on the hose of the device. Combine sand and hose in inventory. We attach it back to the device. We grab the hose and click on the crevice above the abyss. We start the device and go to point D. We connect the hammer with the chain and apply it all on the red spot. We return to the tunnel, click on the chain and cross to the other side. Let's watch the video.

We get up on the stove, opposite diagonally from Emre. Plates with images of animals appear in the center. The screenshot shows the correct path for both heroes. You can switch between them from the top of the screen. Nina starts the journey first. When the door opens, we approach the pit. We use the knife on the roots under our feet. We connect the roots with the Geiger counter and descend into the pit. In a hurry, we leave this place, since Max's kidnappers arrived here. We watch a video in which a car skirmish takes place. Emre loses consciousness and Nina, taking control, pushes the enemies down. Having driven a little, we ourselves are moving down into the abyss at speed.

We turn on the light below us. We open the visor, we get a couple of items from there. Use the comb on the glove box. We take away to measure, we attract the blue box in front of them. We inspect it, remove the sandwich, fork and knife. Cut the seat belt with a knife. We select the suitcase behind the car. We examine it, a laptop and notes appear in the inventory. We read mail in a laptop and examine the records.

Italy, Florence.

We go straight to the market. We approach the cart on the right and select a wooden block from under the front wheel. The wagon rolls down and blocks the passage. We click on the cornice above it. Climbing up, click on the bag and get salt. We go down, use the salt on the mechanism under the lift. We twist it and the elevator goes down. We climb back up, click on the balcony on the left. We take the sword from the hands of the statue. We go down, use the sword on the boxes on the left. They are empty, but a grid appears in the inventory. Let's go back to the previous location. Use the mesh on the hook, top left of the door. We rise to the roof, use the sword on the clothesline. We go down and once again interact with the sword on the other end of the rope. We also use the sword on the barrels on the right. When the guard comes out, we can run inside.

After listening to the conversations, we grab the instruments for torture to the right of the door. We connect the longest of them and the rope. We go outside, open the flower shop on the right with the help of the tool and pick up several bouquets of flowers from there. Use the sword on the window. We climb onto the roof, with a rope with a tip we cling to the chimney. We rise higher and throw a bunch of henbane into the chimney, go down and pick up the rope. We return to the building and see that the guards have lost consciousness. We pick up an ashtray next to the fireplace. We insert the bar into the recess on the floor in front of the door. We use the tool untied from the rope on the door. Going inside, we select a bucket in the corner. We go outside and fill it with snow. We return, use the bucket on the prisoner. When he wakes up, he runs away, leaving us no chance of surveillance.

Time has gone backwards and we have one more try. We go to the very lane where the prisoner escaped. Pick up potatoes and cabbage from the bench on the right. Let's put the phone in there and pick up the discarded fish waste. Connect the fish and the iron mask. We go back to the square where we saw the cat. Apply a mask to it. Let's return to the prison cell, use fish and potatoes on the prisoner, and then a bucket of water.

We go into the alley, use the cat on any of the passages. She will run in the center, and we will follow her. Let's fill the puddle under us with water using a bucket. A few minutes later everything is covered with ice. Let's return to the prisoner, having previously filled the bucket with snow. For the third time we wake up a fugitive. This time we are clearly shown where he ran. Before turning right, we will take a portable ladder between the two passages in front. All three doors are locked and so we are again at a dead end.

We go to the last point and apply the ashes on any of the doors. Wake up the prisoner and examine the fingerprints on the door on the left. We pass to the bridge, use the stairs above the central passage. We click there again and thereby dump the snow down. Wake up the prisoner and examine the traces left by him. We go to the right passage.

After talking, we understand that we ended up in the workshop of Leonardo da Vinci. A little to the left of the canvas we select a pot. In the foreground on the left on the table in the plate is a tool, we pick it up. To the left of the door on the counter we select the book, and from the vase on the right we will take the cane. To the right, to the left of the exit, we pick up the lift. We use a device that produces sparks on a lamp located on a cart. Insert a lift under the cart. On the left, the stand was lit up, we select several chisels from there. Use them on the right side of the scales. From the lowered left side we select the cylinder. We examine it and enter - VERROCCHIO. Next, connect the pot with the cane and use it all on the canvas. We use the diary page on the canvas to decipher what is written there. Combine page and book in inventory.

USA, San Francisco.

Let's pick up: a bottle next to the sidewalk, a magazine to the right of the bench, a fragment to the left of the stall. Highlighting the active points, we can easily find these items. Let's talk with the seller and take a drink (tea) from him. Let's combine: tea and a bottle, a fragment and a magazine. Use the cut out label on the puddle. We combine it with a filled bottle. Then we put the bottle on the counter. Since it is prohibited by law to sell alcoholic beverages here, and our decorated bottle matches the description of beer, we will immediately inform the police about this. Let's look in the trunk and take the wire cutters and the canister from there. We go to the museum.

We enter the building, go upstairs and interact with the window. Being on the ledge, we click on another window around the corner. Being in a burnt room, we pick up glasses from the floor. Take the watering can from the corner of the room. We use glasses on the drawer of the table and remove the card from there. We get out, interact with wire cutters on the transformer. We combine a watering can and a canister. From the watering can we pour fuel into the generator. We start the generator, enter the museum building and go down. We use the card on the door, then open the shield and activate the top switch. We pass through the door, select the lamp from the shelf. Let's go to the door, a little to the right of it down there is a socket, we insert a lamp into it. We go out into the corridor, switch the shield. Now, even though the room is dark, the lamp illuminates the area we need. We turn on the computer, inspect it. We enter in the first line (click on the title) Leonardo da Vinci, in the second - Madonna Benois, in the third - 1477. Press the button and take the desired picture from the archive. We use it on the x-ray machine on the right. After the video, we interact with the phone on the computer to read the QR code.

We pick up a hanger from the stand next to it. We pass into the open chamber. We select a glass from the shelf, bricks from the floor. Fill a glass with water from the toilet. Take the bedspread from the bed and combine it with the bricks in inventory. We go into the corridor, use the glass of water on the air conditioner above the door on the left. Now we can cut the cable between the walls with wire cutters. Combine it with bricks wrapped in a blanket. We enter the chamber, interact with the window. We fix the heavy mass on the window grille. We grab the bag and click on the bottom point. We use the hanger on the cable.

The combat robot does not allow you to pass, so let's look into the side room. We'll pick up the robot, rummage through the trash on the right. We attach any of the guns to the robot and go to battle with the enemy. We select the robot in the inventory and click on the enemy robot. At the top there are buttons for attack, defense and the start of the battle. Combat is a turn-based mechanic. Choose the type of attack: lower / upper. Type of protection: lower / upper and we can choose an additional mine tab. We press extreme right button to start the fight. Most likely we will be beaten, but we can repeat the fights to the bitter end, because the health of the enemy will not be replenished. The door will open and Cassandra will come out to us. After talking with her, we make a choice. We agree to help by selecting the top answer option.

Aircraft carrier.

We click on the green glow and select a jar of spray. Combine it with the map in inventory. Use the green card on the grate on the left. It seems like everything should have been illuminated, but there is still darkness on the right side. Nevertheless, by highlighting the active points, we can pick up a mobile phone, a plastic cup and an iron rod in the corner. Use the rod on the grate. Getting out of the container. We go up to the right door. We climb the stairs, go to the plane. We pick up gloves, a screwdriver and some kind of measuring device from the tool boxes. We fill the glass with grease near the aircraft. We go back to the balcony, use the screwdriver on the red lamp on the right. We connect a glass with grease and a red reflector. We go down to the containers. We take away from the very extreme right a plate with codes and a scanner. We fix the reflector on the penultimate container on the right. After some time it will be taken away. We use the jelly rod on the door of the yellow container. We examine and proceed to solve the puzzle. It should turn out like this:

Switzerland, CERN.

Let's talk with Max, get clothes for him from the lower cabinet on the right. Look around a bit, and soon the alarm will go off. The guard will lead us to the Cern bosses and they will report that the guardians have stolen the antimatter.

End of the world.

We move along the corridor to the white light, open the door. We select a soft toy, go to the car. We open the door, remove the handbrake and push the car into the pit. We get to the building on the right, pick up a stone from the pile and throw it out the window. We repeat until we break it. We pick up the camera that lies inside. Use it on the sky in the center. After the video, we select a metal object from the rubble. Use it to open the grate next to the machine. We go down, from the ground we select a shoe and a broken tablet. We impregnate the toy with gasoline above the car a little to the left. We connect the bear with a metal object in the inventory. We get out of here, use the resulting combination on fire. We go down, set fire to the flowing gasoline. We click on the bus and find ourselves at the top. We take the cable from the coil, fasten it to the rope over the fire. We grab the other end and interact with the large mechanism, visible through the gap in the wall on the right. We click on the small mechanism and go through the billboard.

We return to reality. Playing as Max, we pick up a pen and paper from the table on the left. We give it all to Nina, and she will write down the coordinates. We interact with the terminal behind us. We use a sheet with coordinates on the search line and click "Search".

Greece, Santorini.

Having chosen the difficulty, we proceed to the study underwater world. Driving the submarine, we need to find four crystals. Not just to find, but to try to get to them, avoiding unnecessary currents. The main thing is not to rush and choose the right routes and often check the screen for active points. Then we insert the found crystals into the recess in the center and swim through the opened door.

We examine the most extreme terminal on the left. Enter the code shown in the screenshot and click the button on the right.

We go further, after talking with the keeper, inspect the console and select the top answer option (save Max). We solve a puzzle in which the red block on the left must be brought to the red block on the right. To do this, we do the following:

7 - left, 6 - down three times, 1 - right three times, 2 - up, 7 - left, 8 - up, 6 - up, 5 - left three times, 4 - down, 7 - left twice, 2 - down three times, 3 - three times to the right, 2 - up, 5 - twice to the left, 8 - down, 6 - down, 3 - to the right.

We get out of the room and run to save Max. To the right of the exit is a bag, pick it up and inspect it. We inject the antidote into Max.

Switzerland, CERN.

Together we go to the control center, we connect Jane. We take a pencil from the basket on the left, a radio-controlled model from the lower cabinet approximately in the center, and a cigar from the ashtray on the table. We leave the room through the door on the left. After the conversation, we examine the place where the robes hang. We combine the lighter on the keychain with a cigar. We put it on the shelf on the left. We see laser beams, we connect a mirror and sticky posters. We apply what we got on the laser, we combine the radio-controlled model and the sticky poster, we also use it on the laser.

Playing as Max, we get stuck in the elevator. We remove the card from the slot, use it on the ceiling. We get out into the elevator shaft and select the bolt. We click on the stairs, the elevator rapidly falls down. Use the bolt on the mechanism on the left.

We play as Nina. Use the map on the door on the right. We pass into the familiar room. Use the key on the top cabinet on the right. We go back to the corridor, use the map on the console to the right of the laser. We move to the data center. The door is guarded by two guards. We use laser pointer in inventory on the fire system above their heads, then the defibrillator on the puddle. We pass through the door. While our friend is minding his own business, mercenaries are trying to break into us. Use the defibrillator on the cabinet on the left. We take away the ax from there and with the help of it we pierce the pipe from above. The bursting guard gets a stream of hot steam in the face, and we pick up his dropped gun.

We play for Max, we get out on the stairs. We use the walkie-talkie on the door of the transformer. An active lock point will appear on the door, examine it. Use the map on the screw in the corners. We examine the ID-code below. Again, we use the walkie-talkie on the door and tell the code to Nina. We are watching final video, we learn about the fate of the characters in the game, and we can also study the statistics on the game.

Alexandria, 48 BC.

After the video in which the hero negotiates with employers, we click on the wall to climb up and get into the Library of Alexandria. Before us is a homogeneous surface with many cracks. In order not to have to suffer with finding the right path, I provide a screenshot.

The guard won't let you go any further. We grab the bag hanging nearby. We place a snake in it near the boxes. Where we took the bag, there is a window, we throw our catch there.
We cling to the beam from above, go around the creaky ones. In the middle of the path, we will pick up a soft cloth from the stone structure. We combine the hook, rope and fabric. We throw the resulting object into the window on the right and get into the room with papyri. We click on the shelf and the hero will burn the manuscripts on his own.

France, Brittany.

Arriving at the wedding, we observe the ceremony and then wake up in complete chaos. Pick up clothes near the benches on the right. Insert the hanger into the slot to the left of the statue. We take a mop to the right of it. We take the bowl from the fountain in the center, fill it with water. We put out the fire that spread to the shelves. We pull out the board from there and insert it into the very slot where we placed the hanger. We set fire to the mop on fire and burn the wall carpet on the right. We click on the statue, climb up and start swinging by clicking on the arrows from above, when the heroine freezes for literally a second.

Germany Berlin.

Unknown people took Max. Nina will be back in a couple of hours and we'll start looking at the apartment. Pick up the backpack that lies next to the shelf. Let's look inside and extract the book from it. We read the book, flags and a sheet will appear in the inventory. We go into the next room, examine the map on the wall. We attach flags to the following points - Adelaide, Broome, Brisbay, Hobart. A drawer will slide out from under the bed, we extract the key from it.
Unlock the drawer with the key. We take out all the unnecessary papers from there and see the code. It will come in handy a little later, but for now we will pick up the tool from the boxes and apply it on the refrigerator. Let's bring the frozen tool to the air conditioner. We turn on the lamp on the refrigerator, the solar system to the left of the boxes and the aquarium. The safe will open, we extract from it a folder with documents and a mobile phone. Let's look into the phone and enter the code that we saw at the bottom of the box - 0504.

Turkey, excavations.

We pull out the chain behind us. We move to the right to small buildings. From a full wastebasket we will pull out a knitting needle. Apply it to the hole under the door of the building. We glue the parts in the inventory in this way:

We connect the phone and the resulting sheet. Now we can go to the excavation site. Select D, where we interact with the bulldozer. The next point is E, let's see the sent MMS on the phone. Photos from the phone will appear in the inventory, which we bring into line with external signs: a generator, a puddle of oil, a tree. Then use the bulldozer skin from inventory on the loose earth in the middle. We lower the chain into the socket. Next, go to point B, pick up a handful of red earth on the right. Let's go to point C, open the elevator door using the key.
Let's pick up a box and a builder's helmet. We send the elevator up by pressing the button. We put the box under it, call the elevator down and send it up again. We take what was inside the box. We combine a metal pipe and red earth. We go to the right, we combine the metal pipe with the nozzle of the cleaning device. Pour the crushed earth into the nozzle and attach it back to the device. We bring the nozzle into the hole from above and, having started the device, we will thereby leave a red mark on the surface. We go outside, go to point D. We combine the hammer and the chain, use the one obtained on the red mark. We return underground and move along the chain in the opposite direction.
You need to solve the riddle to open the doors. The picture shows the solution, Nina will start first, then Emre, etc. We approach the radiation pit, cut off the roots with a knife. We tie them to a Geiger counter and lower them down to measure the level of radiation.

First of all, turn on the light below us. Remove the comb from the sun visor. We open the glove box with it. We take away the stretching measuring ruler from there. We bring it boxing for lunch in front. Let's look inside and get a standard set - a knife, fork and lunch itself. We use the knife to free ourselves from the belt. We pick up the suitcase and examine it. Then we use a laptop, read emails, study a pile of papers.

Italy, Florence.

Let's go to the market, where we pull out a piece of wood from under the wheel. We jump onto the ledge above the arch. Collect salt from the bag, jump down. With the help of salt, we thaw the icy mechanism and use it to lower the lift. Thanks to him, we will be able to go to the statue and pick up the sword from it. With a sword, we release the boxes to the left of the grid. We return to the next location, hang the net on a hook under the roof. Climb up, using the sword, cut off the rope. We get down and cut off the second end of the rope with a sword. With the same weapon, we will release the barrels in the corner, thereby attracting the attention of the guards.
We go inside, pick up the instruments of torture near the door. We combine the rope and the longest object. We leave the buildings, use another item on the bench on the right. We receive various bouquets. We make holes in the window with a sword, climb the roof, throw a combined object onto the chimney. We will throw a bouquet of henbane into the chimney itself, which will create the effect of sleeping pills for the guards in the room. Before returning to the building, we will take the rope. Inside, we will collect some ashes from the fireplace, insert a piece of wood into the slot in the floor opposite the door. Open the door with a long tool. Once inside, pick up a bucket and fill it with snow from the outside. Let's go back to the prisoner and bathe him with cold water. However, instead of gratitude, he leaves us in a hurry.
We go outside, we pass into the opened area. We select cabbage, potatoes on the right. We put the phone on the bench and get a portion of "fresh" fish on top. Pick up the leftovers and combine them with the iron mask. Let's get to the square, lure the cat into the mask. Let's go back to the prisoner and throw him a potato with fish and wake him up again. We pass into the alley, run the cat on any of the passages, and she herself will choose the right path. Let's follow her, pour water from the bucket onto the ground, thereby icing the area. Let's pick up the ladder at the other end. Let's go back to the prisoner and wake him up. The ice slowed him down and so we saw that he turned right, and in the next location we will face three doors. Let's smear them with ashes, wake up the prisoner. Let's highlight the active points and see the marks on the door on the left. We go further, we will pass on the bridge. We will install a ladder near the central passage and, climbing up, shake off the snow. Let's wake up the prisoner, footprints in the snow will show where he went this time.
Being in Leonardo's workshop, we will pick up a container near the canvas, a tool from the table, a book from the shelf and a cane from the vase. On the right, raise the lift and insert it under the cart. We use the similarity of a lighter on a lamp in a cart. We remove the chisels from the illuminated area on the wall. Load them into the right side of the wall scales. Take the cylinder from the left side. Let's look into it and enter the code VERROCCHIO. Let's wet the cane in the container and paint the canvas. Let's decipher the inscriptions on the page by connecting them to the canvas. It remains only to connect the page with the book.

USA, San Francisco.

We raise the bottle near the sidewalk. We will also pick up a magazine next to the bench and glass to the left of the bench. We will ask the seller to drink something. Pour the tea into the found bottle. Cut out the label from the magazine using glass. Dip the label in water and glue it to the bottle. We put it on the bench and communicate with the policeman in the car. We inspect the trunk, remove the canister, wire cutters.
The path to the museum is open, we go inside, go to the second floor. We leave through the window and sort through the ledge to another window. From the room that survived the fire, we pick up glasses from the floor. Here we will find a watering can. We use glasses on the table drawer, we take out the card. We get out, open the transformer box with wire cutters. We pour the fuel from the canister into the watering can, and from the watering can into the generator inside the booth. We launch it, we return to the building. We go down, unlock the door with the found card. Open the shield on the wall, make the upper signal active. We enter the room where we find the lamp and plug it into the socket. Let's switch the signals in the shield, go back to the room. We go all the way to the right, turn on the computer and enter the following data: Leonardo da Vinci - Madonna Benois - 1477. Insert the resulting picture into the x-ray device. Then we use the phone on the computer.
From the bedside table we will select a hanger. We enter the chamber on the right, take a glass from the stand, select as many bricks as we can carry from the brickwork. We use the glass in the toilet, thereby filling it. We pull off the bedspread from the bed, put bricks in it. In the corridor, we disable the air conditioner and reseat the cable with a wire cutter. Fasten the blanket filled with bricks with a cable. We return to the cell, we fix it all on the window bars. Let's look outside, grab the bag and throw it away. Using a hanger on a rope as a bungee we move down.
A rough voice will tell you that we can't go any further. We pass into the next room, pick up a battered robot, and a little further - a set of various devices. Only one weapon can be in the robot's arsenal, so we combine the ones we like and go out into the corridor. We enter the fray, use the attack, defense buttons. Perhaps we won’t win on the first try, but we can repeat until we destroy the enemy. After talking with Cassandra, choose the first answer.

Aircraft carrier.

We click on the green area, thereby we select a can of phosphorus. We connect it with the card, apply it on the grid. We move around the area illuminating the places where we walk. We pick up the phone, a glass and an iron stick, with which we open the grate. Having got out, we climb the stairs, climb onto the roof and get on the runway. We examine the boxes, from where we get a screwdriver, gloves and a measuring device. Use the glass on the wheel of the plane. We go to the previous location, but do not go inside. Pry out the red bulb with a screwdriver. Combine glass and red glass. We pass inside, we fix the red glass on the second container on the right. We open the door of the opened container and look inside it. We connect the parts in this way:

Switzerland, CERN.

Let's go to the right and pull out the clothes from the lower cabinet. The alarm will go off and we'll be escorted out of here.

End of the world.

We go to the end and go through the door. We pick up a toy from the ground. Open the car door and lower the handbrake. We break through the glass of the store with the help of a pile of garbage lying nearby. We remove the camera from the counter. We photograph a dark cloud in the center. From the formed blockage we will take away the iron rod. We use it on the sewer grate where the car was. We go underground, pick up a woman's shoe and a tablet. Gasoline flows to the left of the tunnel, we use a toy on it. Fasten the rod and the toy. Let's go to the surface and set fire to an impromptu torch on fire. Let's go back underground, apply a torch on flowing fuel. We climb the collapsed bus. We pull the cable out of the coil, fix it on a sagging rope. Attach the other end to the elevator mechanism and activate it.
We examine the table in search of a pen and sheet. Let's give the items to Nina. Let's look into the terminal and use the coordinates received from Nina on it.

Greece, Santorini.

We control the submarine and look for crystals. They can be found in the corners, we try not to fall under the current. If there are problems with the search, then highlight the active points. We insert all four crystals into their corresponding slot in the center. We swim through the opened passage.
In the terminal on the right, enter what is shown in the figure.

We go to the left, on the mechanism everything should be like this:

We go inside, interact with the device.

7 - left, 6 - three times down, 1 - three times right, 2 - up, 7 - left, 8 - up, 6 - up, 5 - three times left, 4 - down, 7 - two times left, 2 - three times down, 3 - three times to the right, 2 - up, 5 - two times to the left, 8 - down, 6 - down, 3 - to the right.
We leave the room, help Max. To do this, pick up the bag left in a hurry near the exit and look inside. We use the syringe on Max.

Switzerland, CERN.

Let's examine all the active points, and we will have a pencil, an aircraft, a cigar in our inventory. We pass to the left, inspect the place where protective raincoats hang. We light a cigar from a lighter and put it on a stand to the left of the passage. We combine the sticky item in the inventory and the mirror - use it on the lasers. We do the same with the aircraft: we connect it with Velcro and use it on lasers.
We take out the card from the elevator control panel. We use it on the hatch from above. We raise the bolt, touch the stairs and quickly slow down the elevator by inserting the bolt into the mechanism on the left.
Use the card to open the door. We enter the room, we go to the right. The key unlocks the top compartment of the cabinet. We go out into the corridor, interact with the card on the laser control panel. We go forward, aim the laser at the fire-fighting installation above the door. We use the defibrillator on the puddle and thereby put the remaining guard to sleep. Being inside, with the help of a defibrillator, we open the door of fire-fighting equipment and remove the ax. We use it on the pipe above the door.
We go up the stairs, contact Nina using the walkie-talkie on the door. We open the lock cover by pointing the card at the screws in the corners. We see the code below and, having contacted Nina again, we will inform her of it. Let's watch the final video.

Continuation of the famous series. Nina and Max are going to get married, but their already close happiness is overshadowed by the sudden arrest of Max. Now Nina needs to find and free her beloved, and in addition, deal with her own nightmares that haunt her ...
The passage is written for the English version of the game.
Interface:
Management - point & click. Same as in previous parts games.
The cursor is represented as an arrow with a mouse image and is divided into two halves: LMB and RMB.
LMB - take, interact, speak.
RMB - inspect.
Inventory - Pop-up inventory at the bottom of the screen.
Icons are located on the right side of the inventory:
Magnifier - show active points.
Question and exclamation marks are clues.
Hammer and wrench - exit to the menu.
The game is non-linear, third person.
Note: There are 4 endings in the game, which depend on your choices in two situations, which will be discussed below. Each and all four endings can be unlocked for a reward at the end of the game. You can learn more about endings on our forum.
At the end of the game, several rewards are given, which depend on your actions during the game:
Walking a lot, inspecting all the items, listening to all the clues, choosing only difficult options for solving puzzles, going through the game for a long time.
Ways to get the rest of the awards are listed below.

Alexandria, Egypt, 48 BC
After the opening cutscene, we learn that a thief named Menis-Ra has been tasked with sneaking into the Library of Alexandria to burn unknown papyri.
Playing as Menis-Ra
Click on the wall and climb it using the cracks between stone slabs:
3 times up, left, up, 2 times right, right, left, right, 5 times left, 2 times up, right and up over the edge of the wall.
Once inside, take a leather sack from the wall near the door. Run across the boxes and barrels and apply the bag to the snake behind them. Go back to the door and throw the bag with the snake out the window of the stable. The guard will go to see what's the matter, at this time Menis-Ra will run through the door.
Once in the next room, you will see two guards in the center of the hall. Click on the beam above the thief's head and climb it. Go to the bottom of the screen and cross the crossbeam to the next parallel one on the right. Now go up the screen, stand on the platform between the beams and take the canvas with drawings from the wall. Move to the right, cross the second crossbeam and go to the window.
Combine the hook with the rope in the inventory, then apply the canvas to them, winding the hook. Throw the hook on the rope at the window.
Menis-Ra finds himself in a vault with scrolls that he needs to destroy. Examine or touch the scrolls, or apply bombs from the inventory to them - the effect will be the same. Watch the video.

Finistère, France
Playing as Nina
Nina found herself in a church engulfed in flames. She needs to get out and her best bet is to follow the monk who disappeared into the wall.
Collect all available items: the priest's cassock and the hanger on the right among the seats, the chalice on the font in the center, the mop to the right of the statue. Examine the nail on the column on the left and take it out with the hanger. Now you need to put out the shelf that is burning in the niche on the left. Wet a cassock or a mop in the font (or draw water into the chalice), and apply any of these items to the burning shelf. After extinguishing it, take the board.
Now examine the gap to the left of the statue. Using a hanger or a nail, scratch the plaster out of the gap and insert the board into it. Examine the statue and the tapestry on the tower on the right. Ignite the mop from the fire burning on the left and apply it to the tapestry. After it burns down, inspect the passage from above.
Note: If you collect all the items and use them in all options listed above, at the end of the game you will receive a reward.
To get to the bell tower, you need to climb the statue. Click on the statue LMB, and Nina will be on top.
Now you need to swing the statue correctly so that Nina can get into the window.
You will be asked to complete this task on a difficult level: the first replica is to agree, the second is to refuse.
The principle is that you need to swing the statue, using the left and right arrows at the top in turn. When you deviate as much as possible in one direction, immediately press the arrow in the opposite direction. After 4-5 correct swings, Nina will be in the right place.
Note: If you manage to swing the statue the first time (meaning it didn't stop) you will receive a reward at the end of the game.
Watch the long video.

Berlin, Germany
Max's apartment
Fortunately, it was just a dream. But before Nina had time to wake up and talk to Max, the police took him away on suspicion of complicity in terrorism. As he left, Max said he regretted the honeymoon. Perhaps this is a hint?
After Nina gets dressed and reports that no one knows about Max's fate, take his backpack from the shelf on the right. Examine the backpack in inventory (RMB) and find a book about Australia there. In turn, inspect the book and find out that four magnetic flags are hidden in it, the table of contents and sections 3, 7, 10 and 15 are torn out. Return to the bedroom, you can examine the bed, vase and picture, and then note the map of Australia hanging on the wall. Look at the map and read the names of the cities indicated on it. If you click on each of them with RMB, then Nina will tell you a little about this city. Now open the table of contents of the book and remember the titles of the torn chapters: 3 - Adelaide, 7 - Brisbane, 10 - Broome, 15 - Hobart. Take the flags and place them on the indicated cities on the map: Adelaide, Brisbane, Broome and Hobart. If everything was done correctly, then Nina will turn to the opened niche and take two keys from it - the key to Max's office in the museum and an unsigned small key.
Nina decides to go to the museum to look for clues.

Museum
You can inspect all the active points in the office, and then go to the table and apply the keys to the locked box. Take a map of the Turkish city of Urfa, photographs from the excavations and a book. Pay attention to the numbers written on the bottom of the locker: 0504.
Now examine the painting on the wall. It depicts a volcano in the middle of a sea raging from a hurricane. There is a crack in the painting, and there are metal tires on the back, which means that the painting can be moved apart. The clue is the landscape depicted on it. You need to recreate the atmosphere depicted in the picture in the office.
Go to the aquarium and turn on the backlight. Then inspect the lamp on the refrigerator near the door and turn it on too. Inspect the air conditioner, and Nina will report that it only turns on when the temperature in the office changes. Take the lancet (Stucco Tool) from the drawers under the shelves and put it in the refrigerator (or you can put the keys in it). When Nina takes out the frozen item, apply it to the air conditioner. The air conditioner will work, and the cache behind the painting will open. Nina will examine the documents. After the video, Nina will get out of the cache mobile phone. Examine it in your inventory and enter the code written on the bottom of the desk drawer: 0504. Press the OK key and listen to the message from Emre, Max's colleague from Turkey. Nina decides to go there.
Turkey
Examine the chain between the rocks behind Nina and pick her up. Now go to the right side to the trailers. Examine the dumpster and take a motorcycle spoke from it. Now inspect the door of the nearby trailer and find out that it belonged to Emre Dardogan. Examine the gap under the door and apply a knitting needle to it. Nina will get scraps of a letter that is addressed to Max. Examine the scraps in inventory and collect them.
One piece is already installed correctly and does not move. Move the rest of the scraps with LMB. To flip a piece, select it with LMB and move it to the arrow above.
Solution:

After reading the fax, combine it with Max's phone and Nina will call Emre. He will send her an MMS with a video recording of the place where he is and offer to take the card from his car.
After Nina takes the card, watch the video sent by Emre (RMB on mobile phone). You need to find this place and drill a hole in the stone so that Emre gives Nina the key to the elevator, which is located in location C. The video will decompose into fragments in your inventory, which you must use in the selected place to understand what it is.
Follow the road towards To the excavation site. Select location D. There you will find a drilling rig. Click on it LMB, and now Nina will be able to apply it in the right place.
Go to location E. Apply fragments to certain objects and places. It is enough to do this three times:
Smell of oil - to spilled oil near the pump.
Engine sounds - to the pump.
Video of tree roots - to the tree on the right.
Nina will report that this is the right place. Use the drilling machine on the stone platform in the center and Nina will drill a hole. Emre will ask you to think of a way to give him the key. Use the chain on the hole in the stone and Nina will get the key.
Go to location C and use the key on the elevator door on the right.
Once underground, take a helmet to the right of the elevator, and a closed wooden box to the left. Go to the tunnel on the left. You will see a destroyed bridge - you need to somehow get over to the other side to get to Emre. Examine the compressor and the hole in the ceiling. Go to the elevator and go upstairs. Return to the location where the drilling machine was left (location E) and apply the box to it. Nina will break it and get a hammer, a wrench and an empty plastic bottle. Or, if you don't want to run, go to the elevator and press the button to take it up. Place the crate in the empty shaft and call the elevator again. The elevator will crush the box, lift it up again and pick up the items.
Go to location B and take Red earth from the mountain. Use a hammer or adjustable wrench on it to crush the earth into powder.
Return to location C and use the bottle on the puddle to fill it with water. Return to the tunnel. Using an adjustable wrench, disconnect the pressure gun from the hose. Pour red powder into the gun and apply to the hose. Then take the pistol and apply it to the hole in the ceiling. Turn on the compressor. Now it remains to find the location of the hole by the powder on the surface.
Go to location D and examine the spot of red powder on the ground. Combine the hammer with the chain in inventory and apply to the spot. Return to the tunnel. The chain is now hanging from a hole in the ceiling. Click on it to get to the other side.
Nina will talk to Emre. They need to somehow open the gate to get out. Emre will ask you to stand on a stone.
Stand on the first stone on the left below (diagonally from Emre). A stone plate with the image of animals will open. You, alternating the steps of Nina and Emre, need to stand on the plates in the correct order. If you make a mistake, you will have to start all over again.
Switch between heroes using their images at the top of the screen.
Nina - Ox (bull), Emre - Tiger (tiger), Nina - Ibis (ibis), Emre - Fox (fox), Nina - Wild boar (wild boar), Emre - Lizard (lizard), Nina - Dragonfly (dragonfly) , Emre - Grasshopper (locust). Watch the video.
Playing as Emre
Use the knife from inventory on the roots sticking out of the pit. Align the roots with a Geiger counter. Apply the counter to the bottom of the pit, and Emre measures the level of radiation.
Watch the video, after which Nina will be stuck in an overturned car.
Playing as Nina
Turn on the light bulb above Nina's head (below). Now open the Sunshade above Nina's head and take the disk and comb from it. Use the comb on the glove compartment to open it and take the measuring tape from it. Use the ribbon on the lunch box and it will be in inventory. Examine the box and get a knife, fork and sandwich. Use the knife on the Safety belt and Nina will be free.
Pick up the suitcase lying by the car. Open it in inventory and get Emre's notes, laptop and empty metal box. Examine the laptop, select e-mail (E-mail) in it and read the message. Then look at Emre's notes and Nina will go to San Francisco.
During the flight, Nina will continue to study the notes in Max's laptop, fall asleep and have an unusual dream.

Florence, Italy, 1477
Rescue from prison
Nina will see a man whose son found the only surviving amphora from the Library of Alexandria. The guards will take him away. Nina needs to find him to learn about the amphora.
You can try knocking on the door, but the guards won't hear Nina's voice. Return to the previous location and look around. Remove the wooden support from under the cart wheel and it will roll back to the building. Click on the sack lying on the platform on the second floor - Nina will climb into the cart and take the salt from the sack.
Climb down with the cart and apply the salt to the frozen wheel on the building door. The salt will destroy the ice, turn the wheel. Nina will lower the hanging platform to the level of the second floor. Climb up the cart again to the second floor (you need to click on the wooden platform) and go along the platform to the balcony on the left. Take the sword from the statue and go down. Use your sword to cut the net on the crates on the left and Nina will take it. Return to the house where An-Nasir is being held and use your sword to cut the rope holding the barrels in the corner on the right. The barrels will break the window and the guard will come out. He will not see Nina, and she will be able to go through the door.
Now you need to eliminate two guards and free An-Nasir. Take in the corner near the doors of the chamber the instruments of torture - an iron mask, a poker and a spacer for the mouth (Mouth spreader). Exit to the courtyard and apply the brace to the tray on the right. Nina will make a slit and take Henbane, Lavender and Chamomile blossoms from the tray. Come to the window and look at it. The guards covered the broken window with a cloth. Cut the fabric with a sword, the guards will get cold and they will light a fire in the fireplace.
Apply the mesh to the hooks on the wall of the house and climb onto the roof. Apply salt to the clothesline and one end will fall to the ground. Climb down and cut the rope with your sword. Combine the rope with the poker in inventory. Climb onto the roof again and apply the rope with the poker to the chimney. Now you can get to the pipe, click on it. Apply henbane to the pipe, which has a sleeping effect. Go down to the roof peak and take the rope and the poker. Go downstairs, enter the house and you will see that the guards have fallen asleep. Now you need to free An-Nasir.
Use the wooden prop on the broken slab on the floor by the door. Then apply the poker to the door and open it. Take the bucket in the right corner. It is necessary to somehow wake up An-Nasir, but he will not hear the voice of Nina. Exit the cell, take the wooden support. Go to the fireplace, open the ash pan under it and take the ashes.
Go out into the yard and collect snow in a bucket. Return to the house, the snow will turn into water. Use the bucket of water on An-Nasir and he will wake up. He will run out of the house, but Nina will not be able to catch up with him. Time will turn back, and now Nina will be able to go into the alley on the left. Go there and take a head of cabbage and potatoes. Read the sign, it says that musicians are not allowed to play at night. Use the phone on the shop and it will start ringing. An awakened person will throw the remains of fish out of the window. Pick them up and combine them with the mask. Return to the square and apply the mask to the cat near the statue. Nina will catch the cat. Return to the chamber and apply the remaining fish to An-Nasir. Then douse it again with water and see what happens.
When Nina is back in the alley, use the cat on one of the three arches and Nina will run after her. But An-Nasir will disappear again and time will turn back. Now you need to figure out how to find it in the next location. Go there (through the passage in the middle), take the ladder against the wall on the left and inspect the road at the entrance to the location (Hollow). Apply a bucket of water to it. The water will freeze and the path will become slippery.
Return to the house, fill the bucket with snow again and wake up An-Nasir. You will see that he turned into the right arch, but then disappeared again. Time will go back and now you need to find out which of the gates in the last location An-Nasir passed through.
Go there and apply ash to any gate. Nina will mess everything up. Go back and wake up An-Nasir again. Pay attention to the gate on the left and you will see an imprint on them. Examine it and open the gate. As expected, An-Nasir has disappeared again and everything has to start over.
Return to the last location behind the gate. Examine the canopy over the archway ahead of the bridge. Apply a ladder to the canopy, then clean off the snow from it. An-Nasir's footprints will now be visible in the snow. Go back and wake up An-Nasir again (for the last time). Once on the bridge, examine the tracks in the snow and find out that he went to the right. Go right and eavesdrop on a conversation between an Arab and a customer's servant.

da Vinci workshop
Nina will enter the house and overhear the conversation between the master and his apprentice. She learns that she is in the workshop of Leonardo da Vinci, who hid the contents of an amphora (the mathematical formulas of Archimedes) in a cylinder. You and Nina just need to find him.
Look around the room and collect all available items: an antique jack at the entrance (Jack), a container of red paint near the canvas, a cane from a vase by the door, a device of unknown purpose (Tool) from a dish on the left, which turns out to be something like a lighter, and a book on the table to the left of the entrance.
Use the lighter on the oil lamp on the cart to light up the scales at the back of the workshop. Apply a jack to the cart, it rises and illuminates another part of the room. Take three chisels from the wall. Apply chisels to the right shoulder of the scales (Right arm of the scales) and the left shoulder will go down. Take the cylinder from the container. Examine the cylinder in inventory and see that it is coded. By pressing the buttons, you need to set the correct word. Click on the buttons and put Verrocchio - the name of da Vinci's teacher.

We watch the video, da Vinci leaves with Lorenzo de Medici.
Examine the scroll obtained from the cylinder, Nina will report that it is encrypted.
Examine the cane in your inventory, and Nina will report that symbols are engraved on it. Dip the cane into the paint container and apply it to the canvas. The characters will be printed on it. Apply the scroll to the canvas and Nina will decipher the inscription. This is another clue that Archimedes' notes are hidden somewhere called The Magnificent. Apply the book to the scroll and you will find out that Lorenzo Medici was called that. So the scroll is in the painting that Leonardo gave him, Madonna Benois.
Watch the video.

San Francisco, USA
Infiltrate the museum

Nina travels to the museum to meet Max's friend Michael Anderson, only to learn that the museum has been on fire. She needs to get in there somehow to view the painting.
Pick up the empty bottle by the sidewalk, the magazine by the bench, and the shard of glass by the kiosk. Talk to the owner of the kiosk. Ask for a drink (third line) and the clerk will give you iced tea and remark that you can't buy liquor from street stalls in the US right now. Pour the tea into a whiskey bottle. Now line up the glass shard with the magazine that shows the whiskey bottle and cut out the label. Wet it in a puddle and glue it to the bottle. Place the bottle on the kiosk tray on the right. Go to the policeman in the car and talk to him about everything. The policeman will go to close the kiosk, and at this time you go to the museum.
Enter inside through main entrance and go down the stairs. Examine the shield on the wall, lower the switches, but nothing will happen. Examine the door and Nina will report that it opens with a card. Go back and go up the stairs. Examine the door, and then get out through the window. Move along the cornice to another window (you need to click on it) and you will get into the burnt room. Take the eyeglass frame on the floor and the watering can in the corner. Examine the desk drawer, but it is locked. Apply a frame to it and open it. Nina will take the key card. You can try to apply it to the door, but it will not work without electricity. Go back through the window and leave the museum. Pay attention to the generator booth next to the museum. Return to police car and open the trunk. Nina will take a canister and wire cutters from it. Go back to the generator and use the wire cutters on the door. Pour the contents of the canister into the watering can and apply to the generator inside the booth. Then click on it and it will work. Enter the museum and go down to the basement.
Inspect the shield - either the light or the door mechanism can work at the same time. Use the card on the door to open it. Return to the shield and turn on the top switch. Enter the room.
Take the lamp on the shelf. Go further and inspect the door to the archive. To the right of it, there will be a socket on the floor, apply a lamp to it. Examine the computer, Anderson's desk, and the x-ray machine. Go out into the corridor and turn on the lower switch.
Return to the room and turn on the computer. Examine it. You need to enter data into a search engine to find the desired picture. Click on each of the characteristics and select the one you need from the list:
Artist – Leonardo da Vinci
Title – Madonna Benois
Year-1477
Press the Confirm key.
Nina will take the picture from the archive. Apply it to the x-ray machine and watch the cutscene.
After a conversation with an unknown person, a QR code will appear on the computer screen. Apply a mobile phone to the monitor. Nina has to go to the prison island of Alcatraz to find something (or someone) called Cassandra.

Alcatraz
When Nina enters, all systems will be blocked.
Take the hanger from the display case next to the entrance. Then enter the open chamber opposite. Take the bricks from the floor, the mug from the shelf, the blanket from the bed. Combine the blanket with the bricks. Use the mug on the toilet on the right and Nina will fill it with water. Now look out the window, look at the house opposite and Nina will see a familiar symbol on it. You need to get into this building. Examine the cable connecting both buildings.
Return to the cell and exit into the corridor. Apply water to the air conditioner above the front door. It closes and it turns off. Cut the cable that runs along the wall with wire cutters and use it on the blanket with bricks to tie it. Enter the cell again and look out the window. Apply to the bag of bricks to the window from the outside. Nina hangs the bag down. Take it and apply it to the ground. Nina will throw out the bag and the grate will collapse. Look out the window again and apply the hanger to the cable between the houses. Nina will go to the next house.
After talking with an unknown hacker, a robot will roll out of the opened niche, and Nina will not be able to enter the door. Enter the door at the other end of the corridor. Pick up the robot from the floor, then rummage through the rubbish heap on the right and Nina will take everything that is useful, namely: a stun gun (Taser), a flamethrower (Flame thrower), a circular saw (Buzz saw) and a drill (Drill). Equip your robot with any of these tools, exit the room and apply it to the second robot. Here you have to play a mini-game.
Save during the mini-game if you want to see all the endings.
Select on the panel at the top among the red buttons the method of attack (upper or lower), from the blue ones - the method of defense (upper, lower), you can also select the use of mines, and press the green button in the upper right corner to start the battle. The life of Nina is shown on the left, the rival robot is shown on the right.
Watch the robot: if he raised the plate, then choose the bottom attack (Bottom attack), if lowered - the top (Top attack). The mini-game is quite simple in that you just need to inflict at least minimal damage to the robot (this can be done using mines and not guessing with attack and defense). If you lose and have to start all over again, then you will again have 100% life and 3 mines, and the opponent's number of lives will remain the same. The mini-game is non-linear, and each time it is played differently.
After defeating the robot, the door will open and Cassandra will appear before you - a hacker girl, Anderson's niece. After talking with her, unknown persons will descend on the helicopter. You have two options: agree (first line) or refuse (second line) to give Cassandra time.
The ending of the game depends on your choice.
Watch the video.

Aircraft carrier
Nina found herself in total darkness.
Pick up the luminescent spray from the floor and combine it with the map in your inventory. Apply the card to the ventilation grill so that it gains light. Nina slips it into her pocket like a makeshift flashlight. Using the hotspot button or simply walking around the room, collect items: a broken mobile phone, a plastic cup and a metal bar in the corner by the door. Apply the rod to the ventilation grill and open it. Get outside. Go to the counter on the left and take the tablet and scanner. Examine the tablet in your inventory and learn that if you scan the markers on the container, you can find out where they will go. You are now in Cadiz, but none of the containers have an orange marker on them, so go up the stairs to the right and enter the door. Nina will be outside the ship, climb the stairs to the deck, where you will find a few more containers.
Take the screwdriver from the suitcase on the left near the plane, the gloves on the second suitcase and the measuring instrument of unknown purpose (Measuring instrument). Examine the side of the plane and find the leaked grease on it, apply a glass to it and draw it into it. Go back and unscrew the lamp to the right of the door. Combine it with orange grease to paint it orange. Return to the warehouse. Use the lamp on the square container that is to the left of the yellow one (there are no other containers on top of it).
Watch the short insert, and then go to the vacated door of the yellow container. Use the rod on it and open it. Examine the contents of the container and Nina will find the monitor. You need to solve a puzzle - to assemble a chain from fragments. At the easy level of the task, part of the chain will show through on the monitor.
Solution:

When you assemble the circuit completely, CERN will appear on the screen - the name of the Swiss laboratory that is engaged in the creation of antimatter.

CERN, Switzerland
After the cutscene and meeting with Max, inspect the laboratory. Open the bottom niche on the right and Nina will give Max some clothes.
Note: if you did not agree to help Cassandra, she will be in the right box. If you agree, it will be empty.
After a while, watch another video insert, after which you will find yourself in a rather strange place.
End of the world
Keep going forward until you reach the door at the end of the corridor.
Note: If you walk without looking back, you will receive a reward at the end of the game.
Open it.
After a short cutscene, Nina will find herself in a post-apocalyptic city.
Examine the Guardian symbol on the wall and pick up the burnt bear cub. Inspect the car, open the door and remove it from the handbrake. Nina will push the car. Examine the grate below it. It cannot be opened yet. Cross the street and take a stone from the pile. Run them into a shop window. Repeat the action 2 more times and the display case will break. Take the camera.
Use the camera on the tall building in the northern part of the location, Nina will take a picture of it and find another symbol. But the building will collapse and she won't be able to get through. Take the rod from the collapsed balcony and apply it to the grate on the ground. Get down.
Once in the destroyed subway, pick up a broken monitor and a woman's shoe from the ground. Examine the gasoline drips on the wall and apply the teddy bear to them. Combine the teddy bear with the rod. Return to the previous location and set fire to the teddy bear from the fire that flared up in the opening between the houses. Return to the subway and set fire to the flowing gasoline with a makeshift torch. The bus will fall and the passage will be cleared. Climb up (Ruin).
Once in the next location, you will see that you are cut off from the Guardian by fire. Pay attention to the big board hanging over the moat. Take the coil of cable from the spool in the center. Connect one end of the cable to the cable from the big board and the other end to the large elevator wheel on the right. Spin the little wheel and the big board will fall.
Watch the video.

CERN, Switzerland
Playing as Max
Take a pencil and paper from the table on the right and give it to Nina. She'll write down the coordinates on it. Use the computer terminal in the center of the room and apply the sheet to the search bar, and then press the "Search" key.
Watch the video.

Santorini, Greece
Max, Nina and Dr. Cunningham traveled to the sunken city of Santorini to find the Keepers' hideout.
Control a submarine:
First swim straight and to the right. Find a stone in the upper right corner of the site. Pick it up and take the green crystal. Now swim in the opposite direction (i.e. to the lower right corner) and take another crystal there. Now move to the left side of the area, and take two more crystals from the lower and upper left corners.
The submarine moves along the canals like a labyrinth. If you have chosen a difficult level for passing the task, the currents will interfere with you, so carefully look for their directions, choosing the right path.
If you failed to pass the underwater maze on your own, you can use the save game on our website (passed for difficult level).
Go back to the middle (there are still illuminated areas there) and find the entrance and a cavity with four holes:

Place four crystals there and open the entrance.
You will find yourself in an ancient complex under water.
Playing as Jane Cunningham
Examine the foot of all four columns. On the far right are stone figurines. Letters are drawn above each of them, but there is no letter above one figure (on the far right in the bottom row). On the third from the left is the image of the Indian god Ganesha, below it are symbols, but two of them are missing. On the second column from the left there are Egyptian hieroglyphs, and on the far left there is a terminal into which you need to substitute the missing fragments from the other three columns to open the entrance.
Examine the figurines with letters - there are 12 of them, like 12 months. Each letter stands for the first letter in the name of the month. The twelfth month is December (December), which means that the letter we need is D.
Carefully inspect the repeating sequence on the pillar with the image of Ganesha - the first four characters. Then you can easily determine which characters are missing in subsequent repetitions of the sequence.
Examine the hieroglyphs - you need to find one that does not repeat. This is an image of a lying animal in the middle.
Set the following symbols on the terminal:

And click the button on the right. The door will be open.
Come inside and watch the video insert.
Playing as Nina
You need to deactivate the force field in order to extract the detterium or Max will die.
Go to the left side of the room and examine the painting from above. It symbolizes the past, present and future. It depicts: Archimedes, the construction of the Egyptian pyramids, the fire in Alexandria, Leonardo da Vinci, Max, Nina, Dr. Cunningham and the three horsemen of the Apocalypse. Under the picture are clocks with symbols. Each symbol refers to a specific event and character in the picture. Take a close look at the hands of the people in the paintings - they show the direction in which you need to turn the clock hand. Set the arrows according to the direction and with the symbols belonging to each of the characters: Archimedes - compass, Egypt - eye, Alexandria - dagger, Leonardo - brush, Max - Mars, Nina - Venus, Cunningham - pistol, Apocalypse - skull.
Solution:

After that, enter the opened door. Watch the video about Nina's conversation with the Keeper. If Nina deactivates the force field and allows the scientists to use the detterium, then the world will end. Save after the cutscene if you want to see all the endings.
Examine the deactivation panel and make your choice: deactivate the force field and save Max, or leave the force field and save the world.
If you chose the first option, then you will have to solve the deactivation puzzle. You need to bring the red segment to the red square on the right.

We look at the picture and move the segments:
2 - 1 time to the left
3 - 1 time down
4 - 3 times to the right
1 - 1 time up
2 - 2 times to the left
5 - 3 times up
6 - 3 times to the right
7 - 1 time down
2 - 1 time to the left
1 - 3 times down
8 - 2 times to the right
4 - 3 times to the left
5 - 1 time up
8 - 1 time to the right
1 - 2 times up
6 - 2 times to the left
3 - 2 times down
8 - 1 time to the right.
If you chose the second option, then just leave the room.
Cunningham will take the detterium. Go to Max. Pick up Cunningham's bag at the exit and inspect it. Take the antidote and inject Max. Nina and Max will go to the laboratory to stop the destruction of the world.

CERN, Switzerland
Max will go to turn off the power in another building.
Look around in the office. Open the drawer near the assistant's desk and take the UFO model. From the wastebasket near the entrance, take sticky notes and a pencil. Take the cigar from the ashtray near the second table.
Exit through the door. The assistant will report that the security system with invisible lasers has turned on and to turn it off, you need a card that he does not have. Examine the robes on the hanger and get: a key with a lighter, lipstick and a mirror.
Examine the table at the back of the corridor on the left, and Nina will notice a map there. You need to trick the touch sensor somehow to get it.
Combine the cigar with the lighter on the key and put it on the table on the left next to the door you came out of. The room will become smoky and you will be able to see the lasers. Align the mirror with the stickers and apply it to the laser beams to expand the space between them. Now align the sticker with the UFO model and apply it to the table behind the lasers. Nina, with the help of an assistant, will get the card.
Playing as Max
Max is stuck in the elevator, that is, he was blocked. Remove the card from the slot on the elevator panel. Use it on the plate on the ceiling to remove it. Get out upstairs. Raise the bolt and climb the ladder. At this time, the elevator will start moving. Apply the bolt to the elevator mechanism on the left and it will stop.
Playing as Nina
Apply the card to the console on the wall and go to the corridor. The door of the control center is guarded by two guards, you need to somehow eliminate them. Pay attention to the fire-fighting system and the pipes above the guards' heads.
Return to the previous location and apply the card to the hospital door. Enter there and inspect the upper locker on the right (from the lower one you took clothes for Max). Open it with the key that was found in the bathrobe and take everything that is there: bandages, antiseptic, laser pointer and defibrillator.
Return to the corridor with the guards and use the laser pointer on the temperature sensor at the top. One guard will leave. Now apply the defibrillator to the puddle on the floor and the second guard will be electrocuted. Enter the door.
The assistant will start hacking the system, and the guards will start breaking the door with a laser. Knock out the glass of the fire stand with the defibrillator and take the axe. Hit the pipe above the door with the axe.
Playing as Max
Climb up the stairs. Approach the building on the left and try to open the door. It is closed with an electronic lock. Take the walkie-talkie from inventory and apply it to Max. Nina will say that they can open the lock, they only need its ID. Examine the lock on the door, unscrew the bolts from the cover with the help of the card and inspect the number below. Exit the approach and use the walkie-talkie again. Max will give Nina the number.
Watch the final video.
After completing the game, the "Bonus" submenu will open in the main menu, where you can see your achievements, your version of the ending for all characters, and an art gallery.
Game completed.