Bedroom. After the incident cosmic Anya wakes up in a noble mansion. Listen Petka and proceed to the disclosure of secrets. To begin to drag an empty jug in his pocket, from which Petya drank milk, and then search the box and remove the tables out a piece of the score, "Moonlight Sonata" by Beethoven. Move to the right. Right click and listen to the environment. Noise interferes with clock, so touch them and stop and then try again. Look at the hole in the wall, you will get acquainted with a neighbor Odnokamushkinym and receive an invitation to visit. On the bedside table, take wedding photos with Chapaev. Extend the hours of the box and pull out a key and a playing card ("Seven peak"). Follow the right. Red piano will perform a few tunes Anke of your choice. Move on to the right. Open the first cabinet key, you will find elegant evening dress. Disposal it in the inventory and remove the second key. The same map as the first, the left side of the headset. On the right is the second case, open the previous finding. Inside there is a first aid kit. Extract its contents into your inventory, you will have castor oil, and a syringe. Exit through the wooden door. Corridor. Turn left around the corner, then go upstairs, you'll see the grid, do not let a neighbor. Return to the room. Bedroom. Go to the hole in the wall and tell Odnokamushkinu of the lattice. He is hard of hearing and will ask again for the letters. Choose the livestock to the first letters of the names of the joint sequences were the search word ("cancer", "coon", "Chinchilla", "coon", "jerboa", "Cobra," "Stork"). After that, ask a question about what happened. This kind of test results, after which the tenant to raise fence and free passage. Follow him up the stairs from the hallway. Odnokamushkina chambers. On a starry sky can be seen in a large telescope. Nothing here until the fine is not allow to steal, but you'll learn how to euthanize a neighbor of music. Go left and pull out of the bed the last piece of music to the "Moonlight Sonata." Exit the building, past the bedroom directly onto the street. Park. Outside, you will see map tab to access it in the bottom right corner of the screen. On the map there will be new location for the rapid movement between them. Remember that to move this way in this part of the adventure can only be in place in the open air, and the interior and crannies have to learn on their own. Here you need to collect a handful of scattered cards, so that later you have turned the whole deck. First, follow all the way to the left, and turning in the same direction, down to the left ("Seven Diamonds"). At the very center of the stairs lies "Jack of Diamonds", and if you go down back and turn right, then we can find the "eight worms." Return to the entrance and head straight, which is found "dozens of clubs." On the left is a gazebo, and behind it lies on the ground, "Phillips lady." Again, go to the lions. Note that the left is missing a tail. Now go right. If you will not turn off, then you will rise, "the ace of diamonds" and "seven of hearts." In this painstaking searches can be completed. Go down to the gate booth. Gatehouse. Come down, opening new locations, and then move the bridge and walk until you see the house in the village. Headquarters. Just wrap the courtyard on the right, where the watches Petka. He guards the white lieutenant Gogolitsyna, which is languishing in prison for a card victory. Ceremonial Sickle from the ground up until the guard is not allowed, as well as talk with the prisoner. Petya ask to bring him milk. Come out to the road and go straight to the next screen. Headquarters. Go into the door in the hallway and chat with the telegraph. Furmanov, alas, was killed. Theodore refused to recognize you, then show him with a wedding photo Chapaev. Now the way to the Grand Commissioner Robesperovu open. Come to him without knocking. When the manager will say there's nothing, then feigned a swoon in the replica list dialog. Robespierres goes for ammonia. Look for a folder on the desk, pull out a piece of it with the address of the house Furmanov. To the right of the table there is a door, open it and go on. Storeroom. On the right shelf, take a bottle of truth serum and a large gramophone from the floor, able to record sound live. Now call the plan for the far shelf against the wall, take out the lonely standing can of food to the liver kangaroo. When finished, go back. Try to go through the door, back Robespierre, and you can safely leave. Street. From the staff go straight on the road until the fork does not meet a pioneer Pavlik. Interrogate him and then ask them to take Furmanov, passing the sheet with the address. Soon you will be in the right place. House Furmanov. Come into the house, look at the hero lying in his coffin. Wake up to the truth serum, which at first click on the bottle with her syringe. He refuses to talk, but give a murky picture. Someone steals a pioneer in the street, at the output you can pick up his drum. Disembowel a musical instrument in the inventory, they found half a card deck. Go back to the estate. Bedroom. Go to the red piano. Put on the floor gramophone, incorporating it into the record. Click the notes on the piano, setting them thus on the stand. Sit down and play "Moonlight Sonata", because it was under her sleep restless neighbor. Once done, switch the player to playback mode, a passage will now make a noise forever, and soon you'll hear snoring Odnokamushkina. Go up to him. Odnokamushkina chambers. First of all, steal a small telescope from the table by the window, and then use a photo of the house on Furmanov tinyscope standing beside him. So you see that Chapaev, it turns out, not the one for whom it is. Moved back to headquarters, and then go straight until you reach a large affluent homes fist and not hear his evil dog. Anya decides to wait it out a bit further, so after some time returning it back to the hut, making a couple of steps in the right direction. House Zhadova. Lure of the very scoundrel of whom told a pioneer, he will offer to bring him something in exchange. Pass the coat, taking the award grenade and a broken gun. In inventory, disassemble the latter to pieces, instead getting a new grinder. From here go right, will not turning up to the station. If you see the rail, then go back to the first turn, where take the right. Soon you will have Kuzmich. Apiary. The beekeeper is afraid of you, so show him the picture murky, he learned to Anya. He tells that he could not pacify the wards without the flute. Also take part in order to find the tincture of hawthorn. Go to the Robesperovu. Headquarters. Come. Instead, the telegraph remained puddle of blood. Take a look at it, and then search the table, after procuring a can opener. Now inspect the surface of the workplace, you will learn that the train had disappeared without a trace. Open a jar of cookies last finding. Go to Kuzmich. Apiary. Tell us about the troubles with the composition of the beekeeper, and call to help find out what did happen. Kuzmich will tell you that you need a vehicle is registered in Zhadova where and head. House Zhadova. Ask for help with a fist to fill the canister. If you do not know what, talk to him again. Honey can only be obtained in the apiary, but without the flute there is nothing to do. Near the porch at home Zhadova have a hole in the fence to the left of the screen. Behind it lies a mad dog, hindering move on. Throw a can of kenguryatinoy through a hole in the fence to distract the animal. Go a little right and immediately left, get into the barn. Milk a cow, milk jug typing. Now turn right and go around the house Zhadova. Once you see the wooden frame, call the close-up of the garden on the left. There is growing garlic, so feel free to tear a few heads, then they Mash meat grinder - get ointment. Return to Petka. Headquarters. Add the milk jug with castor oil, and give Petka, so he quickly ran away from his post. Talk to Gogolitsynom of the flute. In exchange, he asks her to bring him the cane. Come out and Walk on the bridge to the left. Hay. Follow the road until the left side of the screen you see the lush green undergrowth. Cut them with a sickle, you get ohapku cane. Look at the grave discovered Chapaya. Return to the prisoner. Headquarters. Barter reeds on the flute and run to Kuzmich. Apiary. Click on the hive tool, calming the bees. Now substitute the canister to the tap and fill it with honey. Come to Zhadov. House Zhadova. Give the canister, find that the trolley is parked in a hangar at the station and get a ladder. Go to the railroad. Station. Take the platform to the right and take the magazine, which lies in the background, then move all the way to the left, while Anka is not interested in window closed hangar. Next hang the ladder for him to be inside. In one corner of the right-hand lift and confiscate the gas burner. Open the latch on the gate and run the trolley. Can reach only up to the tunnel, where you will meet unfriendly vampire, and Anka returned to the platform. Spread the garlic girl weighing by clicking on the object of heroin. Get on the trolley again. After talking with Chapaev follow in a neighboring village. Village Kukueva. The composition of tincture derailed. You should definitely avoid all the cars to find the last surviving bottle of drink. After going down, once you pass to the left, look at the first victim, then exit. You will see another car with a ladder on the roof of which is a rubber product. Climb up and walk signified in his pocket. Go down. From left to inspect another car, and then back down the pass, where you'll see a whole chain of wagons. Look at the couple came up to him. Again, go down until you notice right clumsy dried wood. Get in close to a hidden close-up of the right and open the door - you will find it a pleasant bottle. Again, move down. House of bandits. Overhear the conversation of thugs through the window. Click on the grenade and go home. Nothing interesting robbers did not say, but will offer a game of cards, if at stake is something valuable. Show them the erotic magazine, picked up at the station. It's what they wanted, and are ready to put a bottle of champagne and caviar. Play on a single page of it. Rounders win thanks to a proprietary deck. Return to Gogolitsynu. Headquarters. Talk to the lieutenant, having learned the secret of winning. Free here you get another card ("worm lady"). Look at the big basket, which managed to weave cane prisoner during your absence. For her, he just asks caviar and champagne. Go to Kuzmich. Apiary. Give old bottle. He lost consciousness, and you are thrown a shovel to drag. Go to the hayfield. Hay. The old way, you will not pass. Reed grew up again, so before reaching the barn, turn right and look for a new screen, the same secret passage. You will find yourself in a vacant lot. Click the shovel on the grave, dig out the back of a bronze lion. Run to the estate. Park. Next hang the tail rightful owner (the statue on the left). You will move into the far corner of greenery. Walk along the road opened. Along the way, pick up the last card, "seven of clubs", "nine of clubs", "ten of clubs," "Jack Cross" and "Queen of Spades" very near the crypt. See movie about one to come here and why he Robespierres Anka. It is necessary to find a secret passage, because there is no door in the building. The deck is fully assembled, so fly in Kukueva. House of bandits. Again, play with them, but this time, offer your card. Your taken, and refreshments are now at your disposal. Go back to the dungeon. Headquarters. Give the prisoner a basket of groceries, you get permission to take their woven creations. Attach it to the deflated balloon (former rubber product), and then use the combination of a gas burner. Climb into this air contraceptive and follow up at the sky, where, click on any point of a telescope. Robespierres found near the hay. Get down to the ground and follow in the same place. Hay. Before the cart near the center of the screen is a haystack. Look at it, you'll find a manhole. Come on, you're in the crypt. Pull the lever, and the witch wakes up again. Then Feel the gears in the wall and then activate the lever. Now open the coffin and its occupant asleep. To drag from her book, "Python for Dummies." Go to the estate. Bedroom. Turn off the phonograph to the neighbor finally woke up and cheered. Go up to him upstairs. Odnokamushkina chambers. Present scholarly books, learning about the instructions to the Countess. Open the inventory and in spite of her ill-fated cut the 132-th page. Return to the tomb. Crypt. Open the coffin and return the book with missing pages back. Robespierres come, and you will be an entertaining movie. For a long time to be together trio fail, and its members are scattered over different worlds.
Space station
Sanatorium. While Anka performs magic with a laptop, Petka and Chapayev ended up in a psychiatric hospital. Map location not available. Tour of the house for you to hold a scripting scene and active hero, this time will be orderly, Vassily Ivanovich. The latter is clearly comfortable with the situation, he will not going away. In the dream, Anka recommended Peter to lie down, and do that, lay down on the bed. On the ceiling you read the note, which should be taken as a guide to action. Talk to Chapaev about geopolitics, and he falls asleep. Jump on the bed, breaking off a piece of metal from the back. Throw it in the scrap fan spinning on the wall next to the Divisional Commander. From it falls off a piece of sharp blades. Take it, take a look under the bed and cut a piece of wire with a sharp object. Break the TV, turn it off, you get a second piece of wire. Select from the battery panel and soak it under the sink faucet. Connect the two wires in the inventory, creating a long one. Wring out the towel on the door, thus creating a puddle. Plug the cord into the outlet side and tap it to encourage the Guardians. Soon from her there is nothing left, and Petka will leave the room. Just go back and search the two lifeless body of the enemy and seized a hammer. Now get out. Corridor. With large columns remove the cassette, and then go for it. In close-up you will find a watering can, you want to carry off with them. Inspect the cabinet nearby, you will find the marker. Take it and go through the door opposite. Operating. Dying on the table, the plant will tell all your secrets and ask to save the baby. From the banks of water on the table, remove the funnel. Rinse it under the nearest tap to get rid of mucus. Fill water is also an empty watering can. Seeking a creature said to look for it by ear, so use a funnel to the duct, from which came the strange noise. Break the tile with a hammer and save the seed. Come and Go past the central dome to be in the heart of the star ship. Hall. For some time you will have to be careful because the face patrolling the territory of the aliens can not, otherwise they will destroy your blaster. The guard returned about every 60 seconds of his arrival in advance of said alarm and red light bulbs, replacing the green above the door. Having your route, the guard disappears, giving you time to look around and do whatever is necessary. You should click on Petka, ordering him to escape to a new opportunity attacks. So, wait first extraterrestrial and get out from the barrels. Go to the right-hand corner of tub with unknown plants. Look at them, you will find a screwdriver. Move along the wall closest to the left, near the mirror you'll see the tub. Throw in the seed and pour water to germinate. If you do not have time, leave the watering on the second run. Grown offspring Petka Nakokom christened in honor of Nadezhda Krupskaya. Use a marker on the green portrait of man, adding his mustache. Hide. Arriving patrol fall into the trap and lose access card. Go to Nakoku and lift it off the floor. You pass through the left door, use the map on the console. Corridor. It does nothing to do. Hide behind the barrels and wait. ET will be held next door, and you quietly pass him. Room clones. Hence, taken false Anka. Quickly climb into an empty capsule, click on the Petka and order him to take the position that an alien did not suspect anything. Soon it will appear and begin to read into the microphone in the secret password. Select the radio and click on the guard to record his voice. As soon as the door closes behind him, go out and put the receiver on giperatsessor to reproduce speech convinced the alarm system to let you down. Hall of teleportation. Petka right immediately spotted a box. Take it and disassemble in inventory, you'll find a set of drill bits. Unscrew the box with a screwdriver to remove the drill and drill only the right, which combine in the inventory. Use the unit on the door where you came from to make the hole. Get out. Room clones. Hide in a capsule, waiting for the guard. Then go to the door and look in the slot. They will show you a secret six-digit code for the teleportation. Every time it changes, so long as you have a few seconds to remember it (associative, often bizarre because the icons are repeated cipher), write on paper or make a screenshot, then to use this cheat sheet. If you do not have time, do not be discouraged, and repeat the procedure with the hide and seek again. To go back to the device, again using the radio. Hall of teleportation. Stand on the teleporter and enter the required six characters, then go to the command post. Bridge. Three alien fun, while Petka does not want to have business with them and come back. Proceed to Nakoku, where the guard will not be because he died in this room before. Native flower will give you an apple. Petka will eat it and turn green, but now come down among the aliens of their own. Go back to the wheelhouse. Bridge. Green creatures have decided to not be distracted. Come to the right and grab the corner of the award sabers (and its Chapaya), and then deal with the orderly dashing enemies. Search all the bodies, take the average tune. Click on the panel, with anger damaging the hologram, distracts Vassily Ivanovich. Take a look at the spaceship - this is your way to freedom. Go back to the ward to the Divisional Commander. Sanatorium. The commander of all fast asleep, wake him up so that the pipe (it is a pipe) and talk about what happened, not forgetting to mention the portrait of a bare head. Mad hero does all the dirty work for you. Take-off area. With the battle reaching the hangar, look around. First, go past the vessel to the opposite wall and open the door to a strange warehouse. You will find a crowbar, give it to Chapa. Next in the hands of a dead stranger is a small suitcase. Pick it up and disassemble in inventory to find the red code card. Now go back to the entrance, where turn left and follow the bridge until you reach the lever. Let Petka play with him, the colonel will fly into the air. When he would fly over the balcony with umbrellas, pull the switch again, and he will have time to catch on. Even as Chapaya take a folded umbrella and a red card from the floor. Disembowel mount machine with goods. With the help of an umbrella come down. Open the gateway using a synchronous cards on devices that are marked with the symbol of the same color. It's time to refuel. Walk around the ship, seeing the terminal stations. Asked permission to apply to the boss and it coins to fill the tanks. Come on board, in order to play in a mini-game. Focusing on the radar, try to knock down as many enemies before they overpower you, that will certainly happen. After this stage, this game will be open for repeats in the main menu called "mini-game." Starship shot down, and the characters will not where they wanted.
The ancient suburb
Place of fall. Chapaev will guard the capsule, so take the rap for everything again have Petka. Go in search of gravitsapy to repair pot. Look forward to the return map and walk right past the stairs into a dark alley. A willful woman does not go further, but next to it is a trampoline, you can get hold of. Look at the studio door on the left. Now take a closer look and pick up the plate with the characters. Returning back to the screen and follow the first house on the right front of Diogenes. We go inside, and Petka thrown from the balcony. On the ground, marked the point of landing. Click on her trampoline and then we go to visit the black townspeople. The path to the adjacent balcony detected. Go down the stairs, carry off the hero of her own pocket. Move to the left. Look at the statue of Caesar on it an object. Climb up, destroying the work of art. Pick up from the earth tyrant's hand. Now you have a power drain, at the same time granting knowledge of the local language. Come to the right and talk to the hegemony (or an ancestor of Diogenes Kuzmich). Give him the gift of the statue's hand and show a sign, you will learn about hiding in the tub. After that, you will party assignment: paste up campaign leaflets on doors of homes of citizens. Go up the stairs to the left. On site you will see Orpheus, who will answer a few questions and would tearfully begged him to fix the harp, which will be in the inventory. Search the tub to the left the plant, find the mites. Return to Chapa. The capsule landed on someone's house, destroying it, but the sign survived. Otkolupayte her from the wreckage of ticks. Go left until you notice the Ambala. Talk to him about his plight. Try to fool keeper Gnusmusa and help the poor fellow. Nothing comes out. Give the Gladiator a lame brain power. He will be able to build sentences, but do not get rid of stuttering. Save it later. Go right and in the house before the stairs chat with the merchant's wife Honey, bored on the balcony. Again, run to the Orpheus and walk right past him to the end. Crossroads. Are seen in front of city gates, on the right - Villa Caesar's wife, on the left - the market and the alley leading to the square. We go all the way straight. Enter the city does not allow the guards, but sitting next to a fisherman. Chat with him about everything, especially about the weather, to find out about his mistress. Go to the market. Market. Stay in front of the arch. From left to inhabit a trader with honey, right - shawarma, fish, and musical instruments. Pause at the seller's shawarma, which asks for money for the dog. He also asked to convey to his wife that he wanted for lunch herring under the cloak. Continue to the right. Tell the musical genius of his broken-home. He did not believe it, show him to sign with the lyre as evidence. Merchant escape and get stuck in the doorway with the very same woman. Take the strings behind the counter, using them in your inventory you will make a harp. Go two screens left and follow in the courtyard. Street. The first door on the right in the house with a balcony - the merchant house shawarma. Talk to the hostess, saying that her husband was asked to dinner, and knew that the main ingredient it does not. Knock at the next door. Wife kvas seller behaves rudely. Click on the door and sniffed, sensing the burnt milk. Report this woman, she will disappear forever, and will no longer bother you. Leaflets yet still not be allowed to circulate. Go straight to the dark alley. Go there, you meet a witch, cured of his stuttering and get a rocket launcher. Select it from the ground. Come out, just in front of the house you find a fish trader. Chat with his wife to find out how she is lonely. Exit right on the square. Place of fall. Talk to the merchant's wife of the fisherman with honey and thrown Petka phrase will attract the wrath of Cupid as manifested only in the sounds of thunder. Climb the stairs and pass an updated Orpheus's harp instead of learning how to be a lady in society glamor (without the knowledge of the relevant location just throw). Go straight at the first fork turn right, opening a new site. Villa Caesar. Wife upset tyrant disappearance of valuable necklaces and overseer of his attempts Protokla. Call to help find the robber. Go right, near the left curb pick up an empty sack, bad-smelling fish. Go back and walk the path to the left (as viewed from the entrance). Continue straight and then turn left again until you find the gazebo. Take a magnet on the floor. Piece of evidence must be presented to the owner, go to the fishmonger. Market. You will stop near the arch Cupid and begin to threaten. Shoot at him with a rocket launcher to end a capricious deity. Take the rest of his wings from the ground. Go to the right. Show the bag seller and scare him to tell how someone acquired this capacity before the morning, dropped a handkerchief. Go back to the area. Place of fall. Use the wings on the merchant's wife Honey, staging a small theater performance. Woman in love immediately wrote a letter, and Peter will have to deliver. Go straight to the gate of the city and give him the unfortunate fisherman. The city gates. Lovelace will flee, leaving the bait. Select it and go down until the right side of the screen you see the pool. Get accustomed to it better, you'll see the coin. Connect with magnet bait and fish off the value of the water. Go to the merchants. Market. Give a coin dealer and buy a puppy shawarma. On the screen, click the fish with the merchant for a dog with a handkerchief, she took to trace. The dog immediately out of sight, and now have to look for him. Proceed to the area. Place of fall. Look at the house of the merchant honey, click on the door and listen, you learn about the honey Cookie Monster. Go left, closer to Spartak, where he will find a puppy. Talk to a gladiator about stuttering, and told him about the way a miracle cure, Petka conducts a character in a dark alley, where he met a witch. Exit and follow the market. Market. Wrap in the left side of the screen, where the arch, you'll find a dealer with honey. Tell him about the outrages that his wife works in the absence of a spouse, and he will flee. Pick up from the counter med. Use the latest on the leaflets, creating a sticky surface. Go to the arch, and then straight ahead. To start oprihoduem all doors to the street: the house fishmonger, a real estate agency "Elite Residence" in front of the building, workshop and a private entrance. By doing this, you leave the area. Place of fall. Add the proclamation on the door of the house dealer and honey to the one on the left of Diogenes, there Petka thrown from the balcony. Go to the home inspector and a leaflet on the door prishlepayte Gnusmusa. When he leaves, accusing him of stealing - but so far unsuccessfully, as it will strip off all the doors that we are diligently pasted. Smooth path to it dobredet lane, where it properly meets Spartacus. Talk to Gnusmusom, now he was willing to give up the stolen necklace. Navestim glamor. Villa Caesar. Tell Mrs. loss, which frees Protokla. He instantly rush to the dealer kvass, where he "hangs" until the end of this chapter. If you notice the same road runs through a messenger to Rome from Pisa, each time stopping to drink kvas. With the new arrival, he realizes that the shop is busy, and by simple reasoning would agree to drink from the pool below. Go back to the villa and take herring from a barrel, which tortured Protokla Glamour. Pass by the market under the arch. Street. Give a fish merchant shawarma wife, and she goes, and you again have to take up the leaflets. Go under the arch. Look both ways and stick ads on both doors. Go right, get shawarma vendor doors, kvass, fish and all that you have avoided before, never missing a single (order not important). Then move to the area Place of fall. Leave the three papers on the doors of known houses, dwelling completing Gnusmusa. If you did everything correctly, you run out of leaflets, and Petya otraportuet of performing the task. Go to the hegemony to get a legitimate reward - a tube with tysyacheprotsentnoy vodka. This sturdy little thing will come in handy right now. Go up the stairs to the top. The city gates. Be sure to try again to enter the city. You will not be allowed, saying that only allowed couriers with a letter. If you do not, then the following dialog hang the game. In any case, be preserved. Go back to the pool. Pour the vodka into the water and immediately pass a comment Petka. A messenger arrived drinks of some water and off. Search it and seized the letter with the stamp. Go to the gate. Try to enter. You will not be allowed again, but then Peter depict a run courier firm of Pisa and will be in the capital itself. Meanwhile, bored Vasily Ivanovich twisted and obscured by slavery.
Rome
Streets. The next chapter will again have to undergo only Petka. Go down, not stopping until you see the big bank building. Bank of Caesar. Try to get in, alarmed protection. One then can not cope. Go ahead and have the screen to rotate in the corner by the bank. You will meet a witch, which will give you a saw-grinders. Lift it off the ground. Return to the main street. Drive straight on the road and go into the inner courtyard residence of Caesar, so this location will get the card in the future here will be to get a short cut. Exit and turn a swimming pool on the left, passing lane. Stay with pottery and turn into the alley. There you will see a solid wooden gate. Saw it, go inside and a little more forward, and then wrap around the corner to the left. You are already waiting for a flower-eater. Perhaps it Nakok or relative. Talk to him and hit the green fruit. At this time, Petka did not eat. Come back to the pan and go left until you reach the city center. The area of ??the slaves. Walk around the area on the left border and walk to the Colosseum. Talk with Spartak, which has now become arrogant and famous. Hint to him about the "star" of the disease in order to get at least a pass-on battles. Come out to the right and again move along the left edge. Pause at the trader punished pigeons. Find out what's wrong with them, and get a bird in a cage in exchange for a ticket to the show. Fly to the palace of Caesar. Patio. At the table sits an ancient Furmanov strict and does not let on. Bypassing the pool along the wall until you see the massive door to Dendrarius. It was sent here Petka witch. Knock and try different ways to enter. Terrible Guard does not want to open. Present him the green alien fruit. Soon, a plant-eater and eaten a gardener will be more, feel free to come in and praise the flower. First, go left and then continue along the very top of the wall, avoiding the bright bushes. Pay attention to the drums. Maybe then they threw no accident. Look to the plant next to them, and use it dove. The desired effect is obtained. Feel free to pluck a relic, you get a soporific powder. Go back to the yard. Scare Furmanov fire. When he turns away, pour into a mug with drink sleeping potion. The Secretary will soon lose consciousness. Take the key hanging on the ring behind him. It's time to visit the home tyrant. Villa Caesar. From the entrance turn right and go forward all the way until you see a small white door. Unlock it with a key, you will find yourself in an underground labyrinth. Go down to the nearest flight. Go right, then right, left, right and straight to the wall, where the center of the screen a bunch of junk piled up. Search the her to find a basin there and pick it up yourself. Now we need to go back to the entrance (right, left, left, right). Climb up and press the lever. Petya did not have time to run to the elevator. Try again, but first, rising, use a basin on the lever, thereby erecting a vehicle. Pull the switch and you get to the elevator. Prison. Hero of someone desperately calling. Go right under the arch along the lines on the floor, until you get to the dungeon under the number "3", which is acquired Robespierre, who asks for help. Interrogate him and forget about it for a while. Go back and choose the right lift to the site to climb to the palace. Caesar's Palace. Go down, then left and up the huge stairs. The door to the room was locked, but you can eavesdrop on conversations from the room, though later they will duplicate for you. Take a look at the portraits of legionnaires around. It seems that the developers have left us a surprise. Go to the left. On the new screen, look in the corner where it says "01". At the fire shield is a bucket, take it. However, this can be done in the final chapter. Continue down to the balcony, and then click on the ledge to the apartments of the Emperor. Along the way, you will see how Chapaya sold into slavery. Nothing, save it later. Enter the throne room and hide behind a screen. Overhear threats, exudes to the tyrant. Look through the crack, and then click on the robbers with his saber to scare them. Saved by the ruler will give joy to hand over the reins Petka and hidden away.
Quarries
Wasteland. While Peter is slacking, replacing Caesar, Vasily gets a slave to the mine. Nowhere here do not give away. Click on the large white cube Vlad is interested overseer. Then repeat the action and imagine that the construction is about to implode. Stupid warden turned away. Use this to escape through the thick reeds that are located closer to the bottom left of the screen. Boulders. On the other side you will open a location with a lift, follow there. Lift. Take a look and pick up lonely lying on the ground manhole. Go right, around the toilet you will find naughty magazine. Dismantle it in the inventory, tearing the page. Continue right until you reach the dense thickets. Pick up a stub of pipe and search the plants themselves, to find out there grinding. Go to the ferry. Boulders. Go right until you notice a tin can. Select it and turn a bit ago, came very close to the water. Hit the reed at the left edge of the screen and try to catch a frog. No equipment will not work, as a fisherman on the bridge of your gear just will not give up, so you have to distract him. Click the Page magazine Chapayev, and he built a paper boat. In the case of hang forthcoming monologue on this site will be preserved. Use a boat on a group of plants, designated scenic spot. As long as the owner of fishing rod looks the other way, quickly run to the bridge and steal his job net. Skip down replica if you do not have time. Return to the frog and catch her net. Walk to the left, passing the duct, and follow the right edge of the screen. With a rope lift a giant underwear, and then cut the rope sharpening to pick her up. Return to the scenic spot. Click on the stones back and forward to the other side. Wasteland. Plug in the reed frog, and frightened by this device Protokla. He would lose consciousness. Search the body and take away the whip. Go back to the bridge and continue it. Entrance to the cave. In the left half of the screen lies a bicycle wheel. To drag it and go right until you see the gas tank, take him too. Having done that, go back to the screen and look at the entrance to the rails. Come in, selecting a right turn. If you were correct, then the new site you will see a weight. Pick it up and follow to the nearest exit. Finding himself on the rock to carry off an eagle's nest. Fly to the bridge. Boulders. Turn around and you'll see a dark entrance to the catacombs. Follow through, choosing the path to the left. For more road blocks and break the broken bridge. Look at the opening, you need material for repairs. Come back and turn left to the duct. A little before reaching it, you'll see spruce, which is hidden in the crowns of a set of boards. Take it, go back and repair the crossing. Now the path is clear. At the next fork go left again (to the right path will lead to the same, but on the other side). On the new screen, you will catch the helmet and move on. Pick up the gear. Move forward until you find yourself on the bridge. Raise the coil of wire. Apply laundry on Chapaev he do a parachute. Jump with it down, and you find yourself on the roof of the barn. Confiscate the dynamite. Apparently, soon will be able to collect all the things that Petya threw out the capsule. In order not to descend through the dormer window, right on the map to go to the desired point. Boulders. Again, go to the scenic spot and go to the other side. Use the jack on the stone, which handles the office. What is missing is the spark, which means that the prisoner must work harder. Podstegnite his whip. The nest will burn, remove the burning firebrand of a handful of ashes. Go back to the duct in front of which lies a large stone slab. Place the dynamite on it, set fire to smut - and you will be much lower than they were. Forge of Vulcan. Giant will offer to exchange his sword for a bunch of scrap metal, the search will show the amount balance. Closer to the top of the wall take the tongs. Slightly to the left is a dark hole, pass through it to be a measuring device.
The Throne Room. Petya miss someone who died in combat, but it comes with the board of a witch. It recommends that down below, that is, in the dungeon. Come out, follow the main stairs, turn left and go down. Prison. Scroll to the third chamber and talk to Robesperovym. He agrees to help in exchange for gravitsapu. This is a normal battery, which has awarded Peter Caesar to prevent a coup. Pass the desired power supply to the enemy. Grill away, but he also will ask to bring a book, Programming Guide. It is stored in the Roman bank, which will rob. Return to the elevator, climb up, go to the bottom of the screen and go through the main door. Navestim Spartacus. Coliseum. Suggest gladiator sharing deal. He asks hard to recruit accomplices. Follow the patio to the prisoner. Prison. Ask Robesperova call assistants for robbery. Taken together, will soon be at the door of the bank. Peter took on the door, so while the others distract the guards saw it and walk inside, you will find the book. Go through the back door into the street and gently, without attracting the attention of former accomplices, take her to prison. Prison. Pass the box with the book Robesperovu. Jackal seize power, but Petya still gets to Olympus, to get acquainted with the gods, and beg forgiveness of the division commander. Back in the dungeon, he will give you a new mission: capture the usurper and lead him to Chapa. Go up to the entrance into the throne room. The main gate is besieged Spartacus with the bandits. If you try to get to the room through the door, then Peter would die, but it will save Anya. Go left up to the balcony. Make sure you have a bucket of fire shield, it should be in your inventory. Balcony. Try to go through the eaves, one of the fans knock Petka, and he shall be broken. Anka again raise the orderly. Click the bucket for a hero, he did the same. Again, go on the roof. At this time, you can get to your destination without falling. Come inside. Caesar's chambers. Disturb Robesperova dangerous, so ticks that you gave Vasily immediately after returning from Olympus, cut the rope at the top of the wall. Tron fail, fail, and a villain with him, leaving the laptop. Just to see it until you can, so go to the Chapayev in prison. Prison. Interrogate Robesperova, no sense from it. Talk to the chief of the defense, telling about the state of siege. Companions will be in the throne room. Caesar's chambers. Take the laptop to discover that he needed a password - the name of the horse tyrant. Come out to the balcony to the left, opposite to where you came a little earlier. On the other side of the palace is besieged by Caesar and returned his guard. The governor is angry. On review the plan carefully review the huge sculpture of a horse to get to know her name. This password must be entered into and the laptop, to encourage and Anya escape. Adventure comes to an end, but you are still waiting for the final video.