Passage. Runaway 2 walkthrough turtle dreams

Walkthrough Runaway 2:

Phenomenon. Runaway 2 is a toy that is a real pleasure to puzzle over. Even tightly stuck, you probably will not lose interest in it. Thinking about intricate puzzles and combining objects in the most unexpected way turns out to be very fun and exciting. Of course, until you get hopelessly bogged down in a quagmire of misunderstanding. No wonder, because the genre is a classic quest. Yes, and let's not dissemble, the logic of some puzzles tends to zero. This passage is intended for those who are desperate to go through this magnificent and moderately difficult game.

Let's start with a description of the interface. It is extremely simple and intuitive. Minimalism rules the ball. The keyboard is not needed at all. Only "space" is really useful. He is responsible for the "pause". Given the length of local video inserts, this is a very useful button. All in-game actions are performed exclusively with the mouse. Hover the cursor over the active object, the pointer is transformed into a magnifying glass. If you click the left button, the hero will say his comment about the little thing or person. We press the right button. A hand appears. Now the item can be taken or acted upon physically. If you move the mouse over a character, a cloud pops up instead of a hand. This means that by clicking on the little man with the left button, you can talk to him. At the top of the screen are the inventory and menu buttons. The last one is clear. There are some options and save and load buttons lurking there. Let's take a closer look at inventory. Items can be inspected, picked up and combined. As you probably guessed, actions are selected with the right button, and carried out - with the left. Now you know everything you need to successfully complete Runaway 2. Let's get started!

Chapter 1: Trapped in the jungle

Old bastard Otto fell asleep at the helm. The plane crashed. Brian is inside a pile of twisted metal in the middle of an impenetrable and dangerous jungle. First of all, let's look around. There is a piece of glass near the exit from the plane. Take it, it will come in handy. In the right corner - a bunch of boxes with toys. Take your puppy with you. On the left is a locked compartment. Remember it. In the middle of the trash, Gina's hairpin is lying nearby. She, as you guessed, is also thrust into Brian's dimensionless pocket. Come forward. Let's examine the cockpit. In a small box you will find binoculars and a bottle of whiskey. Somewhere nearby lies a magnifying glass - an extremely useful tool. There is a small lever in the cockpit next to the Elvis figure. He opens the outer hatch of the aircraft. But the trouble is, when the fall mechanism was damaged. After a few seconds, the lever lowers and closes the sunroof. This is where a hairpin comes in handy. Click on the lever for it, and our hero will fix the stubborn mechanism. We are moving towards the exit. You can breathe fresh air.

Outside the radiant sun. Yes, the plane was badly damaged. It's amazing that Brian managed to survive, but old Otto is nowhere to be seen. Stop, stop. From somewhere above, his flying license falls. Hm, let's take it with us. Go to the open hatch above the cockpit. Inside there is some kind of piece of iron, a canister of water and an anti-slip spray. We grab everything in an armful. There is nothing interesting on the left, so we go all the way to the right. Until our hero runs into a swamp. Pay attention to the shy lemur. Dead end. It is impossible to climb onto the ledge, and the large stone is too slippery. Take a closer look, Otto's flight goggles are floating on the surface of the water. Try to get it. Brian will tear off the branch, get them and now we have two more extremely useful items. With a piece of glass we cut off the gum from the glasses, we also trim the branch a little with it. We combine a rubber belt and a piece of wood - we get an excellent slingshot. We return to the plane. We take binoculars from inventory and click on the active area at the very top of the screen. The pilot's flight bag caught on a branch. No problem. Now we have small arms! With the help of a slingshot we bring down the bag. Only the key is inside. Probably from a closed compartment in the plane. Everything would be fine, but the key is broken in half. Rays of light around, a magnifying glass from an airplane: do you feel the logic? Brian too, but the handle of the magnifying glass is a bit short. Without hesitation, we combine a piece of iron from the hatch and an optical device, put it under a beam of light. Voila! Homemade laser is ready. We repair the key and with full pants of happiness at full speed we run to the locked compartment. Does not open. Welding came out a bit sloppy. You will have to trim a little with a piece of glass. Can be opened. There must be something useful inside. What?!! Snowshoes? In the middle of the tropical jungle. So much effort for nothing! However, take them with you. We took a walk, it's time to make legs. Return to the swamp. Spray the slippery stone with a spray. You can climb up. The truth is, you can't go any further. A nasty lemur pushes Brian off a log. We need to get rid of the bad guy. Notice when we return to the location, he always runs away from the same place. Let's see what can be done here. Fill the dog with water from the canister and put it in this very place. Let's look at the result. Hell, the dog is no longer with us, but we know that the lemur is thirsty. We return to the plane for the last time and take another dog. But this time we pour not water into it, but whiskey. We repeat the same as with the first toy. Poor lemur, in the future he will have a severe and long hangover. The road is free. We passed the log. In front of Brian is a dilapidated bridge without a few boards. This is where snowshoes come in handy. We cross the bridge. Stage passed.

Chapter 2: Surfin' Mala

Where is the military camp on the island? And, as luck would have it, next to the lake where Gina fell. We need to find out if the soldiers saw Brian's girlfriend. We are taken to Leslie, the colonel's son. He writes something in a notebook and leaves to report to daddy about us. We look around. The soldiers confiscated all the equipment, except for the lemur. Nasty. Hmm, mind you, it turns out Leslie's handwriting is very similar to Brian's. The guy is taken to the tent, where the stern Colonel Kordsmeyer is sitting. This is followed by a small dialogue, in which it is impossible to get confused, all variants of phrases ultimately lead to one result - we are escorted out of the camp. We go right until we hit the beach. Brian will go to the bar. Behind the counter, the pretty waitress Lokelani is bored, it seems she is not averse to chatting. After a long, exhausting conversation with a beauty and a parrot, we examine the counter. We beg Lokelani for a board with chalk and pick up an empty cigar case. We leave the bar. We have several locations. We approach the garbage containers next to the large building. After some digging, Brian will find a pack of butter. Next, we go to the hut to the monk. The poor fellow can't speak, he just nods his head. This is where the chalk board comes in handy. However, on the very interesting place chalk ends. Lokelani no longer has it, so we'll have to look for it ourselves. Yes, do not forget to grab a metal cable from the hut. It will catch on a palm tree very inopportunely, but oil will help here. We go to the bay to the surfers. We talk with the Knife and Kai. Under the house we find a rope and a plastic jar of talc. We go down to the boat. Brian can’t swim away yet, but the toolbox standing next to him will capture him.

We return to the beach. We go to the bar and start a conversation about makeup. We can be made up, but we need photos. A jeep is parked behind a large building. The warrior O "Connor is also standing there. He will take us for a secret agent and tell us how to make chalk in an artisanal way. We combine a cigar case with talc, then we bring it all to a palm tree. The chalk is ready. You can continue the conversation with the monk. Here's a surprise "This is Joshua the schizoid from the first part. What a meeting. Joshua is looking for Professor Simon, Brian offers to help him in exchange for some services, of course. There is an attraction on the coast that could train the Knife. But it still needs to be fixed. While Joshua is fiddling with a mechanism, give him a box of tools and oil (which you don't forget to pick up later). The repair is finished, but the attraction does not work. Something is missing. Electricity. In the location with the dumpster there is an entrance to the basement. However, it is not easy to open the doors , the board interferes. Attach an iron cable to it and try to pull it. To no avail. Something powerful is needed here. For example, O'Connor's jeep. Go to the martinet, give him a rope and order him to climb a tree. In the meantime, pull out a photograph from his book and borrow a car. The board is broken. And, most importantly, O "Connor was so carried away that he didn’t notice anything. Well, it’s wonderful. We go into the basement. First you need to turn on the electricity. We de-energize both parts of the large building (we lower the switches), and on the contrary we raise the attraction switch. Great, there is current. All that's left is to talk to the Knife, suggest that he go surfing on a kind of simulator, he will like it so much that he will allow Brian to use the boat.

There is an instant photo machine at the top of the island. However, the light does not light up. It looks like the unit is not working, and we also do not have a coin. Start a conversation with Lokelani. It turns out that all you need to do is turn on the electricity. There are plenty of coins under the platform on which the machine is installed. Having conjured a little with the switches, we de-energize the Lokelani house and instead supply electricity to the machine. It remains to get a coin. You can’t climb under the structure yourself, we’ll send a lemur there. The bastard found the money, but is in no hurry to give it back to Brian. The animal asks for a beer. There is nothing to do, we return to the bar. Lokelani asks for $2 for a beer. We don't have them, of course. After much persuasion, he agrees to present the bottle. But only if Brian remembers all her boyfriends. Did you listen carefully to her story? Then no problem. If they let you through your ears, here is the correct sequence of answers: Milo, Lopatti, Tiro, Russell. We have the bottle and the girl seems to like us. We solder the alcoholic lemur, he passes out and again falls into our inventory. Lokelani will come running to you and you will get a great joint photo. Let's go to the bar. Give both pictures from the inventory to the girl. She will say that she should scan them in her hut and ask Brian to look after the parrot. Lemur ruined everything again. The parrot flew to the top of the palm tree, Lokelani is in tears and does not want to help us anymore. Well, there is an idea. O "Connor is just a master of climbing trees, here is a chance to discreetly put the photo back into the book. Stupid martinet! He fired at the parrot with a pistol. Fortunately, he didn’t hit, he only stunned. We grab the parrot and carry Kaya, his grandfather is just on this part.

Having received instructions where to look for grandfather, we return to the camp and ask for another meeting with the colonel. While Leslie will report on our visit, we quickly write in his notebook something like "determine the exact location of the hut in the northwestern part of the island." Quickly end the conversation, go out onto the road and ask for Kordsmeyer again. This time Leslie will say the coordinates out loud and Brian will write them down. It remains to find some device with which these very coordinates could be found. Talk to O'Connor. The warrior has recently lost his GPS. We go to the surfers' hut. Oh, miracle! that the hut has been found. The one-legged surfer cannot accompany us because he has lost his prosthesis. We examine the turtle on the sand with a metal detector. The prosthesis is found. In the shaman's hut, Kai remembers that the necessary spell book is buried along with the deceased grandfather. Of course, it is up to us to solve the problem. Good that the cover of the book is iron. There are graves near the hut. We head towards them and check with a metal detector. Brian finds a book, but cannot dig it out with his hands. We return to the house and take the turtle shell (to the right of the door). We dig out their spell book and bring it Kayu. The bird is alive. Lokelani is happy. She is making up Brian as a professor from the photo. You can go to O "Connor. He will take the guy to the military camp. End of the second chapter.

Chapter 3: Simpler than an Ameba

The masquerade was successful. The warriors mistook Brian for some important scientist. He was brought to the ancient Tiki Temple to work on the secret A.M.Y.B.A. The situation is deplorable. We still don't know anything about Gina, and now we're still locked up. A camera is installed in the hall - Kordsmeyer does not take his eyes off us. Let's see what can be done. Among the boxes on the left you will find a fancy digital video camera, and on the table on the right is a plastic bag. Climb up the stairs to the iron structures. Go to the one under which the security camera is installed. Get the one you found below. Yeah, you can play spies. But something is missing. Go to the left end of the structure, there you will find scotch tape. Tape both cameras together. Brian will automatically go down and pretend hard work, after which he will put the new camera on constant repeat and connect the wires from the old one to it. Great, now you can look around. In the room on the right is some strange cube. We haven't touched it yet. We go to the left. Listen to the conversation of the guards outside the door, you can even go to them, but it will not work. Get outside. Our old iconic O "Connor! The guy will hand over the package and hint that he has revealed our disguise. Open the package. Inside the ring is a real professor and a letter from Lokelani. Go to the table where the case lies. The ring is the key. Inside the suitcase you will find a strange glove, plastic a card, dark glasses and an object that Brian takes for a memory eraser. Return to O'Connor and try testing the device on him. Nothing happened, but now we have three small balls.

We pass into the room with a cube, use plastic card to remove the force field. We have a ball. We put beads in it. The ball rises into the air and a recess for the palm appears on it. Take a glove and apply your hand. 2 portals are formed. All this is strange. Go to the computer and study the documents. Now you represent the principle of operation of the device. Return to the cube, reach the stage with the glove again, but now we have a list of locations for the teleporter. Choose Alaula bay. Repeat opening the portal and talking to Joshua until he hands you the tool box and you lose the glove. Let's try to find another way out. Climb the stairs to the platform and approach the control panel. Dig into it with tools. The elevator will take you to the jaws of a huge idol. Feel free to jump into it. The unfortunate archaeologist was crushed by a cobblestone. We grieve and confiscate the whip from the corpse. We pass to the end of the cave, after which you will witness a conversation between the colonel and the Tarantula. Obviously an unkind person in red latex and with a bitchy character. We return back to the place where the archaeologist rests. There is a hat on the stone. Underneath is a spider. Use a plastic bag. Try to release the spider into the room where the Tarantula is standing. Nothing comes out. We'll have to go back down to the room where the guards are talking. Take the snake repellent there. Now go back and release the spider. The tarantula is gone, lean out and grab a glove similar to the one you lost. Watch another conversation. Everything is lost. Our disguise has been revealed. The Great Hall is blocked. Grab the walkie-talkie that Tarantula dropped and return to the elevator. It remains only to apply the whip to the left earring of the giant deity. The rest is a matter of technique. The escape was successful. We're going to Alaska.

1. Lost in the jungle

After recovering from the crash, Brian Basco, rid of his girlfriend Gina, scours the wreckage of a seaplane in search of the necessary things to survive in the jungle. The most necessary thing in such a situation is a toy dog ​​with a plug and a tank for pouring liquid into it. We take one of the box at the exit from the plane. Nearby we select a fragment of a broken porthole. To the left of the exit, we are trying to break into a closed compartment. It cannot be opened without a key. More to the left we see scattered things. We pick up a hair clip. We will give it back to Gina if she got out of the lake into which she splashed down. Let's get into the cab. Old man Otto was gone. In the left glove compartment under the cards we find a magnifying glass. Next we pull a small lever that opens the door on the nose of the aircraft. While we are examining the Elvis doll, the lever is retracted, closing the door. Pull it again and secure with a hairpin. Open the glove compartment in the middle of the cab. We get binoculars and a bottle of whiskey. We leave the plane.

Rare rays break through the trees. We rummage in the nose of the hydroplane, we find a canister of water and a tool. We stomp to the right. We scare the lemur, we get Otto's glasses from the quicksand. The branch that Brian got at the same time can be cut off with a piece of glass. We also cut off the gum from the glasses. We connect a branch with an elastic band, we get a slingshot. We try to climb a large stone to the left of the quicksand. We return to the plane. Let's take another look at the nasal compartment and become the owners of an anti-slip spray. Let's sprinkle it on a stone at the place where we meet the lemur. Now we can climb the boulder. From there to a fallen tree. But the tattered lemur blocks our way. Pour some water from the canister into the dog and leave the toy near the stone. A dog marks its territory, a lemur laps from a puddle and drowns a dog in quicksand. And why will the lemur later be called Imp, and not Gerasim? I'm going to the plane.

We take another dog on the plane. We go outside. Otto's rights rain down from above. We look at the crown of the tree, using binoculars. We observe the unfortunate pilot's bag hanging on a knot. For someone who has a slingshot in his bosom, it costs nothing to knock out a bag on top of a tree. After a well-aimed shot, the bag falls at our feet. It contains a broken me... key. To glue it, you need to magnify the sunbeam with a magnifying glass. We put a magnifying glass on the instrument. We stick it into the ground, aiming at the ray on the far right. Place the broken key under the magnifying glass. With the whole key we are trying to open the locked compartment in the plane. But because of the burrs, this is not possible. We polish the key with a piece of glass. With a polished key, open the compartment, take out the snowshoes. It's time to deal with the lemur.

We pour whiskey into the new dog, put it near a large stone and wait for the lemur to drink until he drops. We pick up the animals and climb up. We go to the suspension bridge. We look around, read the sign, put on snowshoes and forward to the bridge. Having crossed the abyss, we notice a military camp on the shore of the lake.

2: Surfing on Mala Island

Having fallen into the clutches of the military, we appear before the son of a colonel. Son goes to report about us to dad. We can pee in a notebook for now, since our handwriting is the same. Chatting with Cordsmayer, a real martinet. It's a good thing he didn't shoot Brian on the spot or recruit him. We stomp along the road to the right of the camp.

Meet Lokelani and her nasty parrot. Who just did not "smell" this "rose". The waitress talks about her life, the guys and the inhabitants of the island. In the ashtray under the counter we find a cigar case. We also pick up a board with chalk. We stomp to the hut where the monk is meditating. We speak with him, receiving head nods in response. We give him a board, let him write his answers with chalk. When the chalk is over, we leave the good man and go to the mountains in search of Alaula Bay.

We chat with surfers Knife and Kai. Under the hut we find a rope and talcum powder. We go to the pier on the left side of the bay. We pick up the box with tools from the motorboat. On it it would be possible to dump from the island, hiding behind the rocks. We return to Luana beach. We go to the jeep behind the store. Marine O'Connor took Brian for the right person and would follow all our stupid orders. He said that he was waiting for Professor Pignon to take him to the camp. This professor really looks like a BB. A former lumberjack told us how to make chalk. We pour talc into a cigar case, add resin from the palm tree that grows to the right of the jeep. We created chalk and we can return to the false monk to continue the interrogation. As it turns out later, this will be the most reckless move in this game, but nothing can be done.

We give the false monk the chalk, ask questions. We hear a familiar phrase, remember Joshua from Road Adventure. As always, he carries some kind of nonsense about aliens. He needs to get out of here and meet Professor Simon. Okay, let's try to find a way to wind up from here. And Gina? Yes, somehow not up to it now.

We examine two attractions of this beach: a ride with a bull and a photo booth. Both of them are not functioning. We ask Lokelani about them. The photo booth needs tokens, and the attraction needs to be repaired and connected to electricity. We stomp to the photo booth. We look under the platform. We launch a lemur there. This hungover bastard dug up a token, but he'll only give it up for beer. We go to the bar to beg for a bottle.

For some lousy bottle of beer, Lokelani gave us an exam on the knowledge of her boyfriends. We answer her questions in this order: Milo, Lopati, Tyra, Russell. We get a bottle, give it to the lemur, we get a token. It remains to turn on the electricity. To do this, you need to climb into the basement of the largest house on the beach. But the entrance to it is blocked by a large board. First, let's get the cable that was seen in Joshua's hut. To the left of the entrance to the basement, open the container and find a pack of oil there. We try to pick up the cable, climb under the flooring of the hut, lubricate the cable with oil. We attach the cable to the board at the entrance to the basement. Pull-pull, we can't break the board. And an army jeep could. The marine just won't give us a jeep. Therefore, we appeal to him, like a lumberjack, and ask him to climb a palm tree. To do this, we donate a rope to him. While Zacharias is conquering a palm tree, we steal a photograph of a scientist from his book, get into a jeep and drive up to the basement. We do our job, return the car, go to the basement.

We go down to the basement. In the closet under the stairs we find a metal detector. We look at the electrical panel. We turn off unnecessary knife switches - the store and the hotel, turn on the photo booth. We leave the Lokelani house and the bar on. We throw a token into the machine, call Lokelani, take a picture. We give the former Hollywood make-up artist photos of Pignon and Brian. She goes to her house to do some magic on them, leaving us to look after the cockatoo. And we are successfully failing this mission.

The parrot sat on a palm tree, next to the jeep. We ask the marine to get the vile bird, and we ourselves put the corrected photo in its original place. The soldier stunned the parrot, and Aolani died. If its owner finds out about this, then something similar awaits us. All hope for the magical abilities of the one-legged surfer Kai. We go to Alaula bay. At the same time, we agree with Knife that we will tell him about a place where he can hone his skills, and he will lend us a motorboat. Only for this you need to fix the bull on the beach. We show Kai a half-dead parrot, ask him to resurrect him. But Kai forgot the location of the grandfather's hut, where such rituals are held, and the prosthesis was lying around somewhere.

The prosthesis is located using a metal detector. We examine the sand turtle, get a prosthesis and move to the camp. We tell the soldier that we are eager to talk with the colonel. When Leslie leaves to report on us, we write in his notebook an order to find an abandoned hut. We quickly finish the conversation with the colonel. Let's roam around the island and demand Cordsmeier's audience again. We write down the coordinates of the hut. It remains only to find the GPS. Maybe O'Connor has this thing?

The Marine says the kid stole the GPS. It can only be Koala - the son of Naif. To get to it, you need to take Knife with a bull ride. We convince Joshua to fix the bull. We give him a box with tools and oil for lubrication. In the basement on the electrical panel we cut off the camera and turn on the attraction. Let's try the bull ourselves, then call Naif. We pick up the rest of the oil from the attraction. We stomp into Alaula Bay.

We go into the hut, where we see how the kid is playing with some thing. Looking closely, we understand that this is a GPS. We set the lemur on the Koala, we select the GPS that fell out of the hut. We feed the device the coordinates of the hut and find it. We give Kai the prosthesis, and he goes with us to the abandoned hut. To start the process of resurrecting a parrot, you need to find a book with spells. We disturb Kai's mediative dream, we ask him about the book. It turns out that it is equipped with a large iron binding. At the exit from the hut we take a turtle scalp. I'm going to the cemetery. We arm ourselves with a metal detector and go through all the graves. Digging up the grave with a shell. Finally, the spellbook ends up in the hands of grave robber Brian Basco. We take the book to Kai and perform the ritual. Lokelani was so happy about the return of the parrot that she served us to the fullest. Under the guise of Pignon, we entered the camp.

3: Easier than an amoeba

Cordsmeyer is watching us inside the Tiki Temple, so we can't see the other rooms. In the boxes on the left we find a video camera. Take the bag from the table on the right. We rise along the stairs to the upper tier, we pass by the lift. In the corner we notice a rug, we approach it and take an adhesive tape. We connect our video camera with a security camera that hangs in the middle of the platform. Now we can freely move around the rooms.

We go to the left adjacent room, we see a cube with a slot and a ball inside. We leave the temple, speak with O "Connor, we receive a message from Lokelani. There is a ring inside the envelope. He opens the suitcase lying on the table in front of the computer. In it we find a glove, glasses, a card and a thing that looks like a memory eraser. Once again we speak with the Marine, who recognized us. So the opportunity presented itself to test the neuralizer. We use it in front of the soldier. Three balls fall out of the neuralizer. The Marine swears with an oath that he will not give us away. We return to the temple.

We stick the card into the slot of the glass cube. The cube disappears. We send the balls into the holes of the ball. We put a glove on the ball, put our hand into one of the holes that have appeared. To finally understand the way of interaction with the amoeba, let's read the data in the computer. We return to the amoeba, activate it, put the head into the hole, representing the bay of Alaula. Chatting with Joshua. We return to the temple. Activate the amoeba again, port to Joshua. He is busy removing the racket from the lemur's mouth. We get out of the hole. We can try to climb the stairs to the top of the temple or talk to the marine about his book addictions. We return to the amoeba, activate it and port to Joshua. We ask him about the outcome of the operation, we ask for tools. The glove broke, but we got hold of the torture instruments.

We climb onto the platform, go to the lift. We examine the remote control, use the tools instead of the key. We climb into the mouth of the statue. We examine the remains, pick up the whip. From the bag we take out the stench amplifier. Under the hat we find a spider. Let's leave him alone for now. Let's go right along the gallery. We eavesdrop on the conversation of the Tarantula with Cordsmayer. They are sure that Gina drowned, if you still remember who she is. Next to the Tarantula we see a bunch of clothes and a glove. It would be nice to have her. A spider escaped from the attackers, which can be attracted by a strong smell. We return to the mouth of the statue. We move the spider from under the sombrero to the bag. We go down on the lift. We go to the right, we are trying to put a jar with a stench amplifier on the stairs in front of the sentries. We open it with torture instruments, put it in front of the sentries. We return to the crevice in the mouth of the statue and release the spider. Taking advantage of the general turmoil, we jump out of the crevice and pick up the glove. Here comes the Colonel again. Our plan has been revealed. The tarantula leaves to search, having lost his walkie-talkie. We select it and go to the lift. We are trying to throw a whip on the left earring of the statue, we call O "Connor. He distracts the colonel's people. A couple of tricks in the style of Indiana Jones, and Joshua and I go to Professor Simon in Alaska.

4: He who knows does not speak

Starved genius got drunk poisonous berries and can't remember the password to get into Simon's lair. He will have to be treated. We arm ourselves with a knife sticking out of the sideboard, an oiler standing on the fireplace, and a log. We go outside. We pick up the canister, inspect the remains of the car and the stuffed elk. We're on the big road. We speak with Ben Wazowski. We find out that salmon can help from the illness that attacked Joshua. We return to the house, scare Joshua with the fact that trouble happened to Trantor. Next, we say that he needs to eat raw salmon. It turns out that Japanese blood flows in his veins, and therefore he will be able to absorb raw salmon sushi for a sweet soul if it is cooked correctly. It remains to natyrit in these godforsaken lands of the cook and the fish.

We ask Wazowski if he knows how to cook sushi. He talks about the local freak Archibald, the only inhabitant of these places who could prepare medicine for Joshua. We go down to the river, we go up to Ben's hut. We climb up the stairs. We steal a saw, a club, a vial with the smell of a bear in heat and a mat with Japanese characters. We take the guitar in our hands and start strumming "Jingle Bens" in the style of Bob Dylan. A few spectators in the face of a barefoot monkey did not like our chant. We go down, gutarim with Archibald. To prepare sushi, he will need the emptying of our wallet, salmon, seaweed, sticks and a mat. As he left, he threw a whistle to us to call him. Here is the dog.

We already have the mat. We will make sticks right there from a log, cutting it with an ax. We go up to the Wazowski hut, go out to the balcony, pick up the bleach and the hose. Let's go to Ben. There was a plant growing to his right until we cut it off. It can replace algae. To catch a fish, you need to drill a hole in the river. We examine the saw. It runs on a mixture of gasoline and oil. We already have oil, and we will pump out the gasoline from the pickup truck with the moose. We pour gasoline from the car into the canister. Add oil to it, mix and season "Friendship". To check the efficiency of the saw, we will separate the head of the moose from its body. By the way, the head of an elk can be passed off as a bear's head by Wazowski if you break off her horns, bleach it, make holes for the eyes with a knife.

On the way to the river, we give the head to Wazowski. A tree has fallen across the river. Near it we saw a hole. But here comes the real bear, and the fishing is delayed. We go to Wazowski and send him to a rendezvous with a bear. While he is trying to make contact, we replace the spirits in his backpack with those that were stolen in Ben's hut. We are waiting for the return of Wazowski, we send him to the bear again. That's how we got rid of both Wazowski and the bear at once. We go down to the river. With a stick we get a bear's paw from the ice. We are trying to catch the salmon from the hole with a stick. put the paw on the stick and rake out the fish.

We head to Wazowski's hut, we whistle in the direction of the path along which he disappeared last time. We give Archie the ingredients and money. For the delivery of sushi, this kid demanded a phone. When Joshua ate the medicine, he swam away on an ice floe in joy. It can be dragged back using the pickup cable. But the winch will not work until we start this rattletrap. We climb into the cab, trying to start the car. We get out, open the hood. Instead of an emphasis, we use a club. We look at the motor. For repair, a candle is required. We disassemble the chainsaw with a knife, take out the candle, stick it into the battery. We climb into the cab, start the engine, turn on the winch. With the help of a cable and elk horns, we pull a pop-eyed blockhead onto land.

Joshua remembered the password and we met with Simon. After learning about the Trantorians and Jean, Brian and Joshua were forced to flee from Alaska. Sushi Douglas with Saturno and Rutger took matters into their own hands.

5: Forward to the past

We wake up on the ship, hardly remembering how we ended up here. The door on the right is opened by entering a code that we do not know. We go left to the elevator. We rise on it into the wheelhouse. We chat with Sushi. She told how she got on the trail of a pirate who had stolen trantonite a long time ago. We learn the code for the door below and go out to the deck where Rutger is located. We chat with him. Looks like he's at odds with Saturno. We take away the brush from the refrigerator, we examine garden tools, we take a bag of sand. It would be better if he gave us a telepathic helmet. We go down.

We go to the salon of Neptune. We speak with Saturno. We come up with a way to quickly detect trantonite. To do this, Saturno requires a telepathic helmet, a tank of fresh water, and an article that was probably stolen by the assistant of a superhero hired to dive for trantonite. At the exit from the salon, we break off the trident at the statue of Neptune.

We enter the code on the panel, we go into the door on the right. Camilla is bored on the steps. We chat with her, go downstairs, where the shooting of the TV show of the bald jerk takes place. We are waiting for the filming process to be interrupted due to the forgetfulness of the star. We speak with Grassik. We go to the right, we take a couple of diving tubes. We leave the set. On the fire stand we notice a hose and a pipe. We go to the far door, also entering the code on the panel. We see a tank filled with sea water. We drain it from there by turning the valve located in the corner. We go to the door leading to the second hold. Click on the red button. The door didn't stay open for long. We support it with a brush. In the hold we find clamps with which you can fasten diving hoses. We turn on the intercom to the left of the door to hold number 2. It connects us to Sushi. Let's go to her.

We ask Sushi for the key to the fire box. She gives us a spare, as the first one slammed Joshua. We go to the fire box. This pop-eyed man got ahead of us by stealing the hose. Get to know Camille better. We talk about wine. She admits that Grassik pocketed Saturno's article. We go down after Camille. We also take diving tubes, make a long hose out of them. We ask Grassik to return the page from the magazine to us. But until this jerk does not record his video, we have nothing to dream about. Let's try to look for Joshua on the ship. We return to the fire box. Camilla gives us a couple of bottles of wine. We stomp into the cabin to hide Camilla's gift.

After emptying two bottles of French wine, Brian falls out of the cabin. We go to Saturno, we ask for a notebook. He won't give it to us until he comes up with some brilliant idea. Let's help him with this. We pour sand from the bag into empty bottles. We connect them with clamps, add a trident. We show the fork with the Saturno clockwork. His jaw dropped at the sight of our invention. He gives us a new notebook. We take the marker from the glass and leave the salon.

Meanwhile, Joshua steals everything that's badly screwed on. We stomp to Grassik, offer him the album as a teleprompter. Filming ended and we got the article. It remains to lure the helmet from Rutger. We ask Saturno what to tell Rutger. We transmit the message, changing the phrase so that it does not offend Rutger. Then we do the same with the message for Saturno. We play a broken phone until Rutger allows us to take the helmet.

Everything is ready for the Saturno experience. Finding a sunken galleon, Brian is forced to go down to the bottom himself. First to set up a 3D scanner, then to examine the bow of the ship. It is so overgrown that we cannot do without a brush. We go down into the hold, where we left the brush to support the door. Take a hacksaw from the toolbox. We saw off a piece of the brush, we return to the wheelhouse. But we can’t get out of the hold, as the pop-eyed has erased all the door codes, as Sushi told us on the intercom. We look at the deck hatches above. We open them, climb up the ladder and then onto the deck.

We speak with Sushi. We inform her that we are ready to dive. But this time we did not find trantonite. The next time we sail to the galleon captain's cabin, but the door to it cannot be opened with bare hands. Sushi says that Joshua shredded the boxes in the hold with a crowbar. We go out on deck and hear a knock from above. We go down into the hold. There is no longer a mop under the door, and there is no ladder. We press the red button. The crowbar is lying in the second hold, but you need to find another way to get to it. I'm going to Saturno. We take electromagnets from him. In the hold, we use them on deck hatches. We climb into the second hold, pick up a crowbar and dive to the galleon.

6: Hell lamp

Monsieur Brahian became a prisoner of the pirate Malantunes. Sitting on the floor in shackles, we reach for the paperweight on the table. There we take a knife. Meet Camille. We see a nail driven into a post. We try on a nail with a knife, but we cannot get it. We throw the knife to Lady Camille. She picks out a nail and gives it to us. With the help of a nail, we get rid of the shackles. While Camilla is rummaging through the records, search the ship. We go outside. We eavesdrop on the conversation of two pirates, lovers of seeds and grog. We rummage in the husk, we find three seeds. We look at the right window, we break off the window sill with a knife. We return to the cabin.

We feed the parrot seeds. They were not enough to completely untie the bird's tongue. We pick up an empty bottle from the table. We look into the cabinet, from the jar to the right of it we take out the tongue of the dragon. It is better not to spit in a vase standing nearby. We go out into the corridor, where we have an unpleasant conversation with a pirate. We tie the dragon's elastic tongue to the door grate. We load the tongue of the paperweight, shoot at the guard. We go out into the corridor again.

We select a paperweight. We look into the barrel. There is clean water there. We are trying to get through the door opposite the cabin. But someone's sword prevents us from approaching the treasury. We disarm the bastard with a piece of wood from the windowsill, we go into the treasury. We are looking at the gallery of pirates. We launch our dirty paws into innumerable riches, fish out a golden amulet. We go out into the corridor.

We go right along the corridor. We speak with Barrel. Having chosen a nickname, we demand a portion of grog. But it is issued only to those who have a special certificate. To get it, you need to pass three tests. We examine the dustbin, read the bulletin board. We return to the cabin, where we get the certificate form from the closet. In the corridor, we dip the devil into a barrel of water, but first we take out a bar of soap from the trash and throw it into the barrel. We bathe the devil in it. We show the Barrel of a pure imp and a golden amulet. We volunteer to take a test on knowledge of the history of piracy. Answers: lanky John Silver, a doctor, he invented surfing on sea turtles, everyone knows this. Next, the Barrel will give us a puzzle. Let's hear her backstory. We answer this way: Henry Wobblins and Diego Cojuelo, Henry Wobblins, Joao de Passoromo and Jean-David Leclope, Diego Cojuelo. We give the examiner the certificate form, then an empty bottle for the grog. To celebrate, we clean the entire treasury up to the last overwhelmed funnel. We go to the cabin with the parrot, and from there outside.

We nail the window sill into place. We pour the grog from our bottle into an empty pirate bottle. We shout the magic word and hide in the cabin, waiting for the pirates to drop the seeds down. You can even demand more grog from the Keg. Suffering from amnesia, he will not be slow to fill the bottle for us. We rummage through the husks and with a bunch of seeds we approach the parrot. For seeds, the parrot lays out the path of its owner: Spain, Japan, Novaya Zemlya, Greece. We approach the globe next to Camilla. We twist it, tracing the path of Malantunes. Find Spain on the globe. We hear the rattle of machinery. We turn the globe west to Japan. After clicking, rotate the globe east to Novaya Zemlya. Again we hear a click and turn the globe west to Greece. The globe began to rise just as the Interfector launched its attack on the Orion. Taking out the lamp, Brahian dropped it into the abyss of cold water, spat into a Chinese vase. For which he paid with his head.

Well, Captain Brahian ended badly, but for Brian, everything ended well. He, who had passed out in the galleon's cabin, was rescued by Camilla. Recovering his senses, he immediately went to the sunken galleon and took out the trantonite. It's time to make plans to rescue Gina from the bottom of the lake, where the alien ship rests. Turtle Dreams or Runaway 2 is just getting started. Fortunately, Professor Simon and our new ally showed up. In addition, those who watched the credits to the end will find out that the old man Otto has not yet sung his last song. So, to be continued.

The original name of the game is Runaway 2: The Dream of the Turtle

What should be a good quest? The graphics are beautiful, the music is pleasant, the atmosphere is unique, the characters are charismatic, and the puzzles are original. All this was in "Runaway: Road Trip".

Now the heroes beloved by fans of the genre are back - handsome Brian and his stunning girlfriend Gina are waiting for a new "road adventure".

We bring to your attention the continuation of the merry quest about the carefree stripper Gina, who resolutely does not recognize the monotonous life, and her boyfriend Brian, the victim of girlish hyperactivity.

Getting his girlfriend out of another scrape, he will have to travel around almost the entire globe, raise an army to his ears, make contact with an alien mind and much more entertaining. Brian will not be bored on his journey - a lot of mysteries, puzzles, interesting and exciting meetings await him.

The deluxe edition includes not only the game itself, but also a magnet and a poster with images of the main characters.

  • Juicy, childish humor - enough for everyone!
  • An atmosphere of never-ending adventure
  • Chic stylization for 2D graphics for connoisseurs of real quests
  • More than a hundred locations scattered around the world
  • Tons of in-game cutscenes

Pack your bags right now! You have to make a crazy journey with "cool pepper" Brian and his restless girlfriend Gina. For some reason, all beautiful girls with parameters "90-60-90" constantly find adventures in their second "90", and you have no choice but to help Brian get his girlfriend out of new troubles. And this means meeting the most amazing characters, unravel the intricacies of a fascinating plot and solve incredible puzzles.

Walkthrough Runaway 2: Turtle Dreams

System requirements for Runaway 2: Turtle Dreams

  • Operating system Microsoft® Windows® 2000/XP/Vista
  • Pentium® 4 or Athlon 1.6 GHz processor
  • 512 MB RAM
  • 6 GB free hard disk space
  • GeForce4 Ti or Radeon 8500 video adapter with 64 MB memory

Video quest Runaway 2: Turtle Dreams

Official game trailer:

Screenshots of Runaway 2: Turtle Dreams

1. Trap in the jungle
In the plane to the right of Brian and the open door, we select a sharp piece of glass. We look at the boxes on the right and take a puppy toy from them. It already has charged batteries. We look at the puppy in the inventory and find out that it has a hole for pouring liquid inside. To the left of Brian is a closed compartment. You need a key to open it. Let's remember this. We look to the left of the compartment and find Gina's hairpin. We enter the cockpit and automatically sit down in his seat. On the left hand of Brian we find a magnifying glass. To the right of Brian, in the center of the cabin, open the box and take binoculars and a bottle of Whiskey from it. We look at the figure of Elvis. Under the figure we find the lever and open the front hatch of the aircraft. We sit and wait. After a short time, the hatch will close. Then we open it again and use Gina's hairpin on the lever. Now the hatch won't close. We leave the plane. Suddenly, something falls from the sky. It's Otto's flying license. We try to look at the top of the tree, but it doesn't work - it's too far away. Then we look through binoculars and see Otto's bag hanging from a branch. But we can't get it yet. Let's remember this. We go to the open front hatch of the aircraft and look inside (several times). We get a canister of water, a tool and an anti-slip spray. We go to the right of the plane and reach a large stone. We see a lemur near him, which runs away immediately after our appearance. In the new location, we look at the ledge on the right and understand that it is dangerous to climb it. Looking for another way. In the quicksand next to the ledge we see the pilot's glasses. We try to take them with our bare hands, but Brian decides that he needs something else and breaks off a branch in the bushes to get these glasses. In inventory, use a sharp piece of glass on the glasses and get a rubber strap from them. We apply the belt to the branch and understand that we still need to work a little on the branch. We use a sharp piece of glass on the branch, now it is ready. Again we use the belt on the branch, now we have a great slingshot. We return to the door of the plane and use the slingshot on the top of the tree. Brian finds a rock and knocks the bag off a branch. In the inventory in Otto's bag we find a broken key (two parts). It is clear that this is the key to the same compartment inside the aircraft, but it must somehow be connected together. We apply the magnifying glass found in the cockpit to any beam of light, then it becomes clear that we have the opportunity to get an excellent heat source, only the magnifying glass handle will be short. In the inventory, use a magnifying glass on the tool found in the front hatch of the aircraft, and get a magnifying glass with a very long handle. We apply this new design to any beam of light. Brian himself will find a suitable beam and set the magnifying glass into the ground, as he needs. So we found a way to connect the two parts of the broken key. Use parts of the key on the magnifying glass in the ground and get the whole key. Let's go to the plane. We apply the key to the compartment, but it does not want to climb into the well, since when gluing the parts on the sides of the key, excess metal was formed. Then in the inventory we use a sharp piece of glass on the key and we get a perfectly smooth key without excess metal. We insert it into the well of the compartment lock, and it opens. Inside, Brian takes only snowshoes. I wonder why we need them in the middle of the jungle. We return to the big stone and the lemur. We are trying to climb a stone, but nothing happens, because Brian just slides off of it. Then we apply the "anti-slip" spray on the stone and try to climb the stone again. This time, Brian succeeded, but there was another problem. After the rock, Brian is walking along the branch when the lemur pushes him back to the ground near the rock. We look at the place where we fell and understand that the lemur always returns to this place after we leave the location. You have to use it to your advantage somehow. In the inventory, use the canister of water on the puppy toy. And we put the puppy filled with water in the very place where the lemur usually happens when we are not around. We watch the video and understand that the idea is not bad, but we need to somehow bring it to mind. We return to the plane, take another puppy, because the first lemur drowned in quicksand. But this time in the inventory we fill it not with water, but with excellent whiskey. Again we put the puppy in the same place and watch another video. Now the lemur is not dangerous to us. He is drunk and sleeping. By the way, now we have it in our inventory. Again we try to climb the stone and watch the video. Brian did it - climbed up. But now another problem has arisen. In front of Brian is a hanging bridge over a bottomless abyss, with several boards missing. We look at the sign at the entrance to the bridge. Brian does not want to cross it at his own peril and risk. This is where snowshoes come in handy. We apply them to the bridge, and Brian crosses it. Let's watch a series of videos.

2. Surfing on Mala Island
Military camp. We are brought to the soldier Leslie (Lester Flowerpot). He's going to report to Colonel Kordsmeyer that we've been brought in. Let's take advantage of the moment. We look at the notebook on the table. We learn that Leslie writes down all the orders of his father (colonel) in a notebook. We also notice that Leslie's handwriting is similar to Brian's. We talk with Colonel Kordsmeyer. We learn that he loves war and is a man of action. Martial law has been declared on the island. Brian felt as if he saw Gina, but with white hair. Now our goal is to get into the camp unnoticed, find Gina, take her out of the camp and leave this island with her. After a search by soldiers, only the lemur remained in the inventory. We are on the road. We can’t go to the left, because we just came from there. Let's go right. We arrive at Luana beach. In the bar we talk with Lokelani. She tells us about several of her ex-boyfriends. We remember which of them and how distinguished themselves. This will come in handy later on. We also speak with the Aolani parrot. Lokelani gives Brian a new name - Kaimi. We talk with Lokelani about everything. We learn about the reasons for the lack of tourists on the island, about a monk who arrived on the island recently, about a guy named Kai who lost his leg, about a guy named Knife who is fond of surfing and has his own boat, and also about his child named Koala. We learn about the fact that Lokelani worked as a make-up artist in the film industry. Near the right leg of Brian in the ashtray we take an empty case from under the Cuban cigar. At the right end of the bar we take a board with chalk. We leave the bar. Move the cursor to the center of the mountains and click. Thus we come to Alaula Bay. We talk with the Knife, who is training on a surfboard. We are trying to borrow a boat from him and ask about his son. We learn that the son has a video game that occupies him so that he does not interfere with anyone. To the left of the stairs we take a piece of rope, to the right - a jar of talc. We talk with Kay, lying on a hammock. We learn that his grandfather was a healer and magician who specialized in the resurrection of dead poultry. We look at the turtle made of sand. We go along the path to the left to the end of the bay and come to the boat. We take a box with tools. We look at the boat and at the gap in the rock. We leave the bay. We go to the beach. To the left of the Lokelani bar is a large tall building with two entrances (left and right), as well as a wide staircase in the middle. To the left of this staircase is the entrance to the basement of the building. In this location (with a basement) there is a dumpster on the left. We take oil in it. We look at the closed doors of the basement. We can't open yet. The board interferes. We leave the basement. We go to the location with the attraction bull (below the Lokelani bar). We look at the bull and at the open door nearby, leading inside the attraction mechanism. Next, we go to another location - to the right of the Lokelani bar. We see a cable hanging to the right of the stairs. We are trying to take it. No way. He caught on to something under the building. We look at its lower end - it caught on a palm tree. We use oil on the lower end of the cable. Our cable. The same monk that Lokelani told us about is sitting in the house. We try to talk to him - and he only nods instead of "yes" and turns his head instead of "no". We give him a board with chalk. We talk to him again. He writes the answers on the board. We learn that he has a mission, but at the crucial moment the chalk ends. To continue this discussion, we need another crayon. We go to Lokelani and ask for chalk, but she no longer has it. Then it becomes clear that we will have to make it ourselves. We return to that large building with a basement and go behind this building on the left side. A jeep is parked there and a soldier is reading a book. His name is Zakaria O "Connor. He thinks that we are a military man disguised as a redneck from this island, and that we are checking him. We ask him to take us to the camp in a jeep, and he has an order from the colonel himself, according to which he can take us to the camp is only Professor Pignon, whom he meets in this place, and he even has a photograph of this professor - he shows it to us. We also learn that he climbs trees well if he is given a piece of rope. Also, this soldier tells us how to cook chalk from improvised means. In inventory, use a can of talc on a cigar case, but still something is missing. Look at the palm tree to the right of the jeep, and then apply to the place where you looked, our cigar case filled with So Brian gets the coveted crayon Back to the bar Talk to Lokelani about the attraction She says two key words: balance and foresight Knife in the bay said the same thing when describing surfing Now Brian's task is - fix the ride. Let's go to the monk. We give him chalk. The discussion continues. We ask the monk if he is dumb. And then Brian recognizes the good old freak from "Runaway: A Road Adventure" named Joshua in the monk. Brian makes Joshua remember how he helped him make contact with the aliens in the first part. The aliens brought him back to earth on a mission to find Professor Simon. He needs to get off this island. Brian is just working on a plan to escape the island. So Brian and Joshua make a pact. Joshua is fixing the ride - Brian gets him off the island. At the attraction location, Joshua asks for tools and lubricant. We give him a box of tools from the bay and oil, which we have already used a little. In the end, Joshua fixed the attraction, but it does not receive electricity. We go to the basement of a large building. We use a cable with a hook on a board that locks the doors to the basement, but Brian does not have enough strength to break the board. Let's go to the soldier. We give him a piece of rope and give the order to climb a tree. In the meantime, he climbs back and forth, we take the book from the hood of the jeep and take away the photo of Professor Pignon from there, then we quickly get into the jeep. Brian drives to the basement, ties a cable hooked to the board to the car and presses on the gas. The board is broken. Brian returns the car to its place. The soldier is just coming back. Thank God he was so busy with the tree that he didn't notice anything. We go back to the basement and just open the doors. We descend into it. There is a room behind the big crab under the stairs. Let's go into it. We find a metal detector there. To the left of the stairs we look at the shield. We turn off the electricity (lower the switches down) in both parts of the large building (left and right). On the contrary, we raise the knife switch responsible for the power supply of the attraction. We leave the basement. We return to the attraction. Joshua goes back to where we first met him on this island. Lokelani includes an attraction. Brian shows a master class, but still ends up falling off the bull. After that, we go to Alaula Bay and talk to the Knife. We make him an offer to practice surfing with the help of an attraction. He tries and he likes it so much that he allows us to use his boat. Half the battle is done - there is something to leave the island on. Now you need to get into the camp. We go to a location in which we have not yet been - to the right of the house in which Joshua is sitting. There you can take a souvenir photo. We look at the panel, where a guy is drawn with a girl in his arms. We go behind this panel and understand that there is no electricity here either, and we also need a special coin to take a photo. Let's go to the bar. We talk with Lokelani. We ask if she can make us up, and also find out from her where you can get a special coin. Again we go to the place where you can take a photo and look under the structure, because there should be a lot of such coins. But we can't do it on our own. We send a lemur there. He finds a coin and shows it to us from under the structure, but does not give it away, but offers to exchange it for beer. Let's go to the bar. We ask Lokelani for beer. For beer, she gives us a test of questions about her boyfriends. We answer the questions in this order: Milo, Lopati, Tyroo, Russell. She gives us beer. We take it to the lemur. He gives us a coin and falls asleep again after drinking alcohol in our inventory. We go to the basement of a large building. We turn off the power of the Lokelani house and turn on the power of the place where the photos are taken. We return back to the place where the photos are taken. We go behind the panel with a guy and a girl, toss a coin where necessary, Brian calls Lokelani, and we get a great souvenir photo. Then we go back to the bar and talk with Lokelani about the equipment needed to make up someone. We give her a photo of Pignon and a souvenir photo. She goes to her house to scan the photos, and before that, Brian himself turns on the electricity in her house. She leaves Brian at the bar and asks him to look after the Aolani parrot. Brian decided to have a beer in the meantime, and when he reached for him, the lemur got furious and jumped onto the bar, and the parrot got scared and flew to the top of the same palm tree that O "Connor climbed. Lokelani returned and gave us a photo of Professor Pignon, and when she found out that Aolani flew away, she was very upset and said that she would not make us up as Pignon until Aolani returned to her safe and sound. We go to the soldier and ask him to get the bird from the palm tree. He agrees. And turns away to the palm tree, we we put the photo of Pignon back in the book, and meanwhile the soldier knocks Aolani off the palm tree with a pistol.He didn’t shoot him, but stunned him by shooting next to him.But he fell from a very high height.Now only Kai will help us, because his grandfather is just specialized in such things. We go to Alaula Bay, talk with Kay about his grandfather and give him our bird. He says that the parrot is not completely dead yet. But he cannot remember where his grandfather's hut with everything necessary for to resurrect the bird. He tells us only an approximate direction for searching and says that there are several graves there. We go to the military camp (we haven't been there for a long time). We talk with the soldier at the checkpoint and ask them to take us to the colonel again. We are again taken to Leslie, and while he reports to his father, we quickly write in his notebook "determine the exact location of the hut in the northwestern part of the island." Talk to the colonel. Get out of their military camp location to some other one. Go back and ask the colonel again. When Leslie goes to his father, he will tell him the coordinates of the hut, and Brian will quickly write them down. True, in order for Brian to be able to find the hut by coordinates, he will need a GPS. We speak with the colonel and leave the location. We go to the beach to O "Connor. We talk with him about GPS, and he tells us how he lost it. We go to Alaula Bay and go into the hut, and there a child named Koala plays a video game. We look at the game and realize that this is our GPS. We can’t just take it from a child. We use a lemur on Koala and see what happens. The GPS was thrown out the window. We pick it up about the same place where we found a can of talcum powder. Brian says that it seems to be Nothing broke during the fall In inventory, use the coordinates on the GPS and Brian finds Grandfather Kaia's hut We go back to the bay Tell Kai that we found the hut, but he can't go there with us, because he lost his prosthetic leg, which he chopped off by a shark. We take a metal detector in the inventory and use it on a turtle on the sand. Thus, we get Kaia's leg. We give Kai's leg and go with him to his grandfather's hut. In place, Kai realizes that the most important thing is missing - the spell book. We learn from Kaya is all about this book, and while we are looking for it, Kai m edits (sleeps). We leave the hut. We go to the right side of the location to the very end. We recall that the book has a metal cover and that it should be next to the body. We use a metal detector on the graves. Briana finds the right one. We start digging with our hands, but we understand that it is useless. We go back to the hut of grandfather Kaya and take the turtle shell there to the right of the exit from the hut. We return to the grave and dig with a shell, like a shovel. And we are not shown how Brian does it. Finally, the book was found. We take it to Kai. He conjures a bird, and she comes to her senses. Next, we refer the bird to Lokelani. Now she is crazy about Brian and is ready to help with the transformation of Brian into Pignon. After Brian becomes the spitting image of Pignon, infantryman O "Connor compares him with his photograph and takes him to a military camp. We watch a series of videos.

3 Easier Than An Amoeba
We are in a large room at the Tiki temple. On the table on the right side of the room we find a sealed plastic bag for archaeological finds. In the boxes on the left side of the room we find a portable video camera. We rise along the stairs to the right to the level above and go towards the large deity. On the way to it there will be a platform control panel, but it is disabled, and we do not have a key to start it. If we go further and make a circle around the entire second level of the room, then we will find adhesive tape in the place where the doormat weighs. We will also see that the camera is following us when we are down. It's set up so the colonel can control us. As long as he sees everything we do, we cannot leave the room through any of the doors. Then we apply our portable camera to the camera that is watching us. Brian connects the cameras with duct tape, then records a few minutes of himself sitting at the computer and puts them on playback. Now, not for long, we have some freedom of action. We get down to the lower level of the room and go to the left passage. There we see a large glass cube, inside of which there is a ball with three holes. There is a slot in the middle of the cube, but it is not yet clear what it is intended for. We leave this room back to the big room. Now we go to the right passage. The new location has a central and right passage, as well as a small statue of a deity. Voices come from the central aisle. We listen to them and go inside. Unfortunately, we can't leave the temple like that. Let's try the right way. We managed to leave the temple, and at the exit we met the good old O "Connor. He is talking on the radio with someone on communication channel number 5. He gives us a package from Lokelani, which he had to hand over only personally to Professor Pignon (that is us) and not show it to anyone else. He also warns us that we must not leave the temple grounds, otherwise the order comes into force that we should immediately be taken to the colonel on the carpet. In addition, the marine expresses the idea that we not the real Professor Pignon and that he recognized us as the undercover military who gave him orders on the beach. O'Connor thinks this is another test for him. And Brian begins to worry that there is a threat of failure of his plan. We return to a large room with a large deity. In inventory, open the package from Lokelani. Inside we find a letter and a ring. The letter says that Lokelani intercepted the real Pignon, and that he got drunk in her bar and sleeps at her house, and she removed the ring from his hand and sent it to O'Connor and me, and she also warned that we were running out of time . We use the ring on the case on the table, which we could not open before. The case opens and some kind of plastic card is activated. Brian then takes a catalytic glove, dark glasses, and a neutralizer from the case. We go back to O "Connor and apply a neutralizer to him so that he forgets that our hero is not a real Pignon. But the neutralizer not only did not work, but generally fell apart. Three balls fell out of it. Hmm. Three holes in the ball inside cube, and we have three balls in our inventory. Interesting. In general, it turned out to be not a neutralizer, but just a case for balls. We go back to the temple. We go into the room with a cube. We use a plastic card on the slot and the cube disappears, and only the ball remains on the floor of the room. We try to raise it. No way. Then three balls come to our aid. We apply them to the ball, and it becomes whole, after which it starts to float in the air, and a place for the palm appears in it. The usual palm is clearly not suitable here We apply a glove of catalysis to the ball and two black holes appear in the air. We try to put our hand into the right one and see how it appears from the left hole. On the contrary, it doesn’t work. The field interferes. We leave the room and see the light from the passage - a cube has appeared again. We sit down per computer and study the documents of Professor Simon, who used to work on the project. Brian makes a brief note and sketch of how this ball apparatus (A.M.E.B.A.) works. Again we go to the room with the cube, insert the plastic card into the slot again, again use the glove of catalysis on the ball and choose the place where we should move, because Professor Simon's files say that you need to imagine the place where you have already been, and then you can pave the way to it with the help of the ball. From the options, we select Alaula Bay and the left hole disappears from the room, and appears in the bay. Brian sticks his head into the remaining hole and it emerges from the hole in the bay. We see how the Koala and the lemur are playing ping pong, and Joshua is sitting and waiting for his turn. We talk with him. He thinks it's telepathic contact. He tells us that A.M.Y.B.A. is an Anti-Cell Material E-Nuclear Dowsing Apparatus. This ends the communication session, because Joshua "suffered". We repeat the actions with the ball, and Brian's head reappears in the bay. This time we see Joshua trying to remove a lemur's tooth while Koala is holding it up with a rope on a surfboard. We don't bother them. The session is terminated. We leave the room into a large room. Then again we return to the small room to the cube. We repeat the necessary operations and establish a third communication session with the bay. Joshua talks about how the tooth extraction operation ended. And Brian asks Joshua for the tools with which he performed this operation. Joshua tossed them up so Brian could catch them, and when he caught them, the glove came off his hand. Well, at least Brian managed to take the tools and move them to the room with the ball. The portal has closed. We return to the room with a large deity. We go up the stairs to the right. We go to the platform control panel. We use the tools on it. Brian uses them as picks for a lock we never found the key to. In the end, the panel started working, and Brian climbed on the platform to the very top to the mouth of a large deity. We climb into this very mouth. Immediately we see a large round stone on the left, and under it a corpse. To the left of the stone we find a whip. A little to the right in the bag we find a jar with a remedy against snakes. We also try to take a hat and find a tarantula spider there. But Brian refused to take it at first. Even if you use a sealed plastic bag for archaeological finds. But after we, looking into the hole on the other side of the deity, click the mouse (magnifying glass and hand) on everything, including the woman in the red suit (Tarantula), her spiders and the box of clothes on the floor, on the reverse On the way, Brian will take the spider into the same bag. If you immediately try to apply a bag with a spider to the hole on the back of the large deity, this will not help either. We need to get out of the mouth of the deity. Climb back down the platform. Go down to the bottom of the room. Exit through the right door, where there is a small deity in the center of the room. The guards are still talking in the central aisle. Brian needs to take this jar of snake repellant to them and open it. He will carry it there, but he will not be able to open it. Then in the inventory we use master keys on it, with which we broke the lock of the platform control panel. Brian will open the stuck lid and say that it stinks so much that it will wake up the dead. We take the bank there again. The guards will go crazy, but they won't leave. Let's try to click on the passage with the mouse, and Brian will refuse to go there. Then we return back to the mouth of a large deity. We go to the hole on its other side. And without even looking into it, we use a bag of tarantula on it. Then there will be a video. While the spider is running away from the stench into the cave and the Tarantula is chasing it, Brian will climb out of the hole and take the glove from the clothes drawer on the floor (the same one he had before - to activate A. M.Y.B.A.). Then Brian will return to the hole, and then the Tarantula will return, and after it the colonel, who will say that Brian and Professor Pignon are the same person. And they will go together to exterminate our main character. Brian is worried. Now he needs to find a way out of the new dangerous situation that has developed. We try to look out of the mouth of a large deity, but we understand that there are soldiers below, and we can’t even go down to the platform. So, it is necessary to act from within. If you try to use a whip to press on the ears and earrings in the ears of the deity, as well as on the abyss and the platform, it will become clear that it would be quite possible to use the whip on the broken earring in the left (in relation to us) ear of the large deity, but since the guards below , then we will be finished immediately. Therefore, they need to be distracted somehow. Therefore, we look into the hole on the back of the large deity. And we see on the table to the right of the box with spiders a black walkie-talkie that Tarantula dropped when she took her pistols, leaving to exterminate Brian. We just press it with our hand, and our brave Brian quickly runs after it until no one sees, and then back into the hole. We go back to the mouth of a large deity. We look in the inventory of the walkie-talkie with a magnifying glass and understand that it is in working condition, but we do not know what communication channel we need. After that, we again take our whip and again press it on the broken earring in the left ear of the large deity, and just at that very moment it dawned on Brian. He recalls that O "Connor used communication channel number 5. And he immediately takes out a walkie-talkie, dials O" Connor and gives him another test task: to run into a room with a deity and shout that he saw Professor Pignon just at the lake. He accepts this task with great honor and immediately runs into the room with the deity and shouts so that everyone runs to the lake after the impostor Pignon Basco, and in the meantime we jump onto the platform and use the whip on the left ear of the deity. Let's watch a series of videos.

4. Who knows, he does not speak
Joshua ate wild berries and forgot the password to get into Professor Simon's house because of it. Brian's main task in this chapter is to find a cure for Joshua. In the left part of the room we examine the cupboard with dishes. We find a knife there. On the fireplace in the top middle we take an oil dispenser, which looks more like a kettle. To the right of the bed we take one log. We leave the house. To the left of the door we take an empty canister. We go down from the house. We get to another location. We go to the left and see a man in a bear costume (without a head), whose name is Ben Wazowski. We talk with him. Turns out he's researching bears. We learn from him about the result of eating the berries that Joshua ate, and that the cure for this is raw salmon. We also learn from him about the claws of bears and how they catch fish with them. In addition, it turns out he has a whole collection of pheromones from various bears. He also tells us everything he knows about Professor Simon. Behind him is a backpack. It contains the bear claw gloves from his suit, as well as a bottle of bear pheromone perfume. We return back to the house and talk with Joshua. We tell him about the medicine. We joke that the planet Trantor has been destroyed. As a result, we learn that Japanese blood flows in his veins, and that he likes to eat sushi. Thus, we persuade him to take the medicine, which we do not yet have, if it is prepared in the form of sushi. Then we go back to Ben and ask him how we could cook sushi. He tells us about Professor Simon's chef, Archibald, and what experience he had with him. We go to the left of Ben - a new location: a frozen river on the left, Ben's hut in the center and the road to Professor Simon's house on the right. We go to Ben's hut. This is a tower. We go up the stairs. To the left is a bed. To the right of it we take a chainsaw. It turns out that there is no gasoline in it. To the left of the door we take a hockey stick. There is also a guitar next to the door. Ben's story about the first meeting with Archie immediately comes to mind. We click on the guitar, and Brian goes out to the balcony, turns on the light and starts playing the very song that led to Ben's first meeting with Archie. And indeed, after a few moments, Archibald appeared below and launched some kind of bottle at Brian. Brian went downstairs and started talking to Archie. In the end, kind Archie agreed to cook sushi for a purely symbolic thousand dollars, and at the same time forced Brian to look for some of the ingredients needed to prepare the treasured medicine for Joshua. Now we need to collect the following: chopsticks, salmon, seaweed and a bamboo mat. Archie also gave Brian a whistle to call him when the ingredients were collected. It turned out that the entrance to Archibald's dwelling (cave) is right behind the stairs of Ben's tower. We climb back to Ben's tower, go out onto the balcony and pick up the very bottle that Archie launched into us. We look at the barrel on the right and take the rubber tube from it. We go from the balcony back inside and remove the poster with hieroglyphs from the door, which will completely pass for a bamboo rug. Also to the right of the door we take a bottle of pheromones from the box, remembering Ben's words about them. We go down the stairs. On the left we see an axe. We use the log from the inventory on the ax and get chopsticks. We return to the location with Ben. Behind him, to the right of the backpack, some kind of cold-resistant plant grows. We tear off one large leaf from it. It will pass for seaweed quite well. 3 ingredients collected. The last one left is salmon. To catch him, first you need to make an ice hole in the frozen river. We look at the chainsaw in the inventory and find out that for its operation, we need a mixture of oil and gasoline. We return to our house. We go to the very right side of the location. There is a truck with a statue of an elk. We use an empty canister on the truck, and Brian will go to drain gasoline from the tank into the canister using a rubber tube. Then in the inventory we use the oil dispenser on the can of gasoline, after which we use the canister with the correct mixture of fuel on the chainsaw. Now we are going to make a hole in the river, which is to the left of the location with Ben. We make an ice hole near a log (in the very left part of the location), along which it is impossible to cross to the other side. After the hole is ready, a bear will come along the log to this hole. And he starts to fish. But we also need fish. Therefore, you need to distract the bear with something more interesting than fishing. Pheromones immediately come to mind. And Ben is standing nearby in a bear costume. He lacks only a bear's head. That is what we have to do. We return to the truck, from the tank of which they took gasoline. We use the saw on the head of the poor elk, and it is ours. Everything is fine, except that she is brown and horned. In the inventory, we remove the horns from it and use the bottle of bleach (thrown at us by Archibald) on the head without the elk horns and it becomes completely white, but something is missing in this masterpiece. We use a knife on a white hornless head of an elk, and Brian makes special holes for Ben's eyes. After all these manipulations, we go to Ben and give him this head. Ben sprays himself with bear pheromone perfume (male) from a bottle (which is in his backpack), puts on gloves with claws and our head, after which he goes to communicate with the bear, but nothing comes of it. However, while Ben went to the bear, we quickly changed the bottles and now he has perfume with female bear pheromones in his backpack, which he does not even suspect. Ben returned from the bear disappointed. But we persuade him to go again, explaining what was his mistake the first time. We give him advice, and he happily goes to the bear again, not forgetting to add more pheromones. Thus, the problem with the bear is solved. The hole has no one. You can fish. But not with bare hands. We are trying to use the movement of the bear, but make it with a hockey stick. Does not work. A fish cannot catch on a bare stick. We look closely at the frozen river and see one of Ben's gloves with bear claws. But she is far from the shore. Therefore, we get it with a stick. Then we put this glove on the stick in the inventory and try to fish again using the improved stick. Happened. Now we have all the ingredients. We go to Ben's tower and use Archie's whistle to enter his cave. He comes. We give him all the ingredients, including a thousand dollars (all our money). We ask him how soon our sushi will be ready. He replies "whatever it takes" and says that he will leave the sushi near the entrance to his cave. And we object to him that animals can eat him. As a result, we agree with Archie that he will bring ready-made sushi to the house, but for a nominal fee in the form of our mobile phone. Nothing to do. We return the phone and go to Joshua's house to expect Archibald from land. In the end, he brought sushi, as he should have. Next, we see a cutscene of Joshua eating sushi, after which his memory instantly returns, and such joy comes that he starts jumping and dancing, runs out of the house through the open door, and finds himself on the edge of the ice on the lake, which breaks, and Joshua sails far from the shore. It seemed that happiness was already 1 moment away, but no. Now we need to save Joshua. The situation is direct, as with the Lokelani parrot, by God. Again we go to the truck with the headless elk. We are trying to pick up a winch and pull it to the shore of the lake. Does not exceed. The mechanism only works when the engine of the machine is running. We click on the door of the truck, get into it and try to start the engine (fortunately, the keys were in the ignition). No way. We need to look under the hood of the truck. We drop in. Everything seems to look good. But you need to take a closer look. To do this, you need something to keep the hood open all the time. We use a stick on it. We look inside more carefully and understand that the mechanism lacks a spark plug. Then in the inventory we use the knife on the chainsaw and get the treasured candle. We put it in the place where it is missing and try to start the engine again. Hooray. Happened. We take a winch and go with it to the very shore, we tie elk horns to its end and throw them to Joshua. In the end, Joshua is saved, the correct password to enter Professor Simon's house is given to Joshua on the intercom. Let's watch a series of videos.

5. Swimming into the past
On the yacht, Brian wakes up with memory lapses. Need someone to talk to to refresh Brian's memory. We check the door and the panel near it on the right side of the location, after which we understand that we need to find out the password in order to get inside. We go to the left side of the location, bypassing the room of Neptune, and to the left of the diving equipment we call a cylindrical elevator. Having risen to the upper level, we talk with Sushi about everything. We learn from her what happened and what she managed to find out. She gives us the password, 0512, and mentions that she already gave Joshua's password. We go down the screen and get into the location with Rutger. We look at the deck at the bottom of the location. We talk with Rutger. We learn that the reason for memory lapses is that Rutger, without our knowledge and consent, fed us the same berries from which Joshua suffered. We are trying to take Joshua's telepathic helmet (from the first part), which lies near Rutger on the deck. We look at the garden accessories to the left of the door to the location with Sushi. We take a bag of sand. We look at the hookah between Rutger and garden accessories. We take a mop that stands near the refrigerator. We go down the elevator to the lower level. We go into the room of Neptune. We go to the bar on the right. We talk with Saturn about everything. Since Brian's main task in this chapter is to find a trantonite stone at the bottom of the sea, and Saturn tells him that trantonite emits neutrino particles, Brian decides to make a neutrino detector on the yacht, and Saturn tells him that for this it is necessary to have in stock. Saturn himself learned about how to detect neutrino particles from a scientific journal that he gave to the Frenchwoman Camille (she is also on board the yacht) to read, after which the pages with the article we needed disappeared from it. In general, for the construction of our detector of neutrino-particles, it is necessary to have the following: a fresh water tank, a telepathic helmet and an article on the detection of neutrinos. V this moment Saturn is working on a mini-sub. We leave the room of Neptune. We go to the door with the panel for entering the password and click on this panel, after which Brian enters the correct password and goes inside. We see a French woman sitting on the steps. We talk to her about everything. She is called by adventurer Dean Grassik to continue his filming, as she is his cameraman. And in a conversation with Camilla, it became clear that the very article that we need is with this Dean Grassik, who managed to wrap his lunch in it. Dean's filming is in full swing, but suddenly he stumbles, stops and starts blaming Camille, although he is to blame. While he is on break, talk to him. He refuses to give us his lunch so that we can take our article. He tells us that he will hand over the article when he has lunch, and he will have lunch when he finishes filming, and, apparently, he will not finish them, because he constantly stumbles in the same place. He does not have enough brains to write a ready-made text for himself. We go back to where we saw Camilla for the first time. We look at the windows on the wall. We see a fire faucet and a watering hose that can be used to fill the tank with fresh water. But to open these showcases, you need a special key. We enter the far right door of this location by clicking on the panel on the right and automatically entering the code. We get into the cargo compartment of the yacht. We see a huge cistern filled with sea salt water. We notice that the ceiling of the compartment corresponds to the dimensions of the large hatch of the upper level deck (remember the location with Rutger). To the left of the tank we see a crane. We open the closed valve for them, and all the sea water leaves the tank back into the sea. The cistern is empty. Now you need to fill it with fresh water. We go to the right side of the location. Press the red button to the right of the door. But the door closed immediately upon opening. We use a mop on the door, then Brian will substitute it under the door so that it does not close after the next opening. The door is open, we go inside to look for all sorts of useful things. Among the pile of boxes, Brian found only a bag of plastic connectors. We return to Sushi and ask her to give us the key to the windows. She gives us the second key, since one has already taken Joshua. We go to the windows and on the spot we understand that the watering hose has disappeared somewhere. It is clear who attached the legs to him - Joshua, with whom we still cannot cross paths throughout the chapter. We go to the location with Dean and Camille. In the middle of this location is a capsule that prevents sea water from flooding the yacht. We pass to the rightmost part of the location. There in the closet we take a tube for breathing when diving. Then we take the second same tube. In inventory, use a bag with plastic connectors on the breathing tubes. As a result, we get an elongated tube, which is becoming more and more like a watering hose. We take breathing tubes again and Brian will automatically change the watering hose of the required length using the required number of breathing tubes and plastic connectors from the bag. We go to the location with the showcases and use our hose on the fire hydrant, but Brian says that he has not collected everything yet to make the neutrino detector. We leave the location with the showcases in any of the two doors with the panel on the right, then we return back so that Camille appears on the steps. We talk to her again. She tells us about the two bottles of wine that were meant for Dean Grassic, until it turned out that he was full of alcohol. Now you need to go to Dean Grassik again and hint to him that he badly needs a teleprompter, because he no longer remembers his own words. We return to the main location, where the elevator is on the left, and then again to the location with the shop windows. During the next conversation with Camilla, we get two promised bottles of Bordeaux wine from Sebi Castle. We go to the main location. In its upper part there is a passage to the cabins. We take two bottles of wine in the inventory and apply them to this very passage leading to the cabins. Brian goes to taste excellent wine in his cabin. As a result, we see de javu as Brian comes out of this passage, trying to recover and remember how he got to this point. We now have two empty wine bottles. We hear Joshua say they can be very helpful. We go to Neptune's room. We approach the bar and try to take-ask Saturn for his notebook. And he says that there is one blank page left in it, and he is going to fill it with one idea to combat obesity due to the high speed of eating. This is the idea we are going to take up now. We approach the statue of Neptune himself, which we see as soon as we get into this location (to the left of the bar). We take away his trident from Neptune. In inventory, use the sandbag on the empty wine bottles. Brian pours sand into one of the bottles. Then we apply a bag with plastic connectors to these bottles and thus obtain hourglass . We use the trident of Neptune on the resulting hourglass. The resulting invention (fork with a clock) will be the solution to the problem with the idea of ​​​​Saturn. We give the invention to Saturn, and he is so happy that he leaves to write down the idea on the last page of his notebook, after which he brings a new completely empty notebook. We ask permission to take it, and he gives it to us. We also ask Saturn if we can take the marker from the glass that is on the bar on the left. He allows. Now we have a place to write and something to write about. We go to the location with showcases. We speak to Camilla about wine. Then we go to the location with the capsule. We are waiting for the next hesitation of Dean Grassik, after which we use a notebook on him. Brian talks to Dean about the teleprompter. Dean is doing great. Everything is finally recorded by Camilla on camera. Then Dean decides that he deserved dinner and goes to eat it, and immediately gives us our pages with the article. Now it remains only to somehow beg Rutger for a telepathic helmet. Let's go to Saturn first. He's giving us a message for Rutger. We go to Rutger and give him this message, but in a slightly different form than Saturn said. Rutger, in turn, conveys a message to Saturn, which we also convey not verbatim, but changing it quite strongly, but retaining the main meaning. Then Saturn again sends a message to Rutger, Rutger to Saturn, and Saturn to Rutger. There will be several options on how to change the phrase. If the character refused to transmit the answer, then exit the current conversation, start a new conversation and choose another option to change the phrase. Rutger and Saturn trade rude things all the time. But we change the last message from Saturn to Rutger so that Rutger stops being angry with Saturn and even allows us to take the telepathic helmet. Fine. Everything needed to create a neutrino detector has been collected. We watch how Brian and Saturn work on the creation of a neutrino detector. Brian takes apart the telepathic helmet and fills the cistern with fresh water. When the detector is ready, Brian asks Sushi on the intercom (the right panel to the right of the tanker and to the left of the large door held by the mop) to turn off the light in the cargo hold. We see that the detector starts to work - we see neutrino particles and their direction at an angle. As a result, Sushi takes the desired course, and the yacht sails to the place where the neutrino particles move vertically. So, trantonite is right under the yacht, somewhere in the depths of the sea. Here Sushi tells Brian that Dean refuses to dive since he is just an actor, so he is expecting a diving stunt double. Nothing to do. Brian decides to dive himself. Sushi gives him a 3D scanner. He sets it up on the surface of Orion's sunken ship. She now has a 3D model of the entire ship. She asks Brian to check the carving on the prow of the ship, which has a sphere in it. Brian dives a second time. It turns out that the carved figure has been overgrown with lichen for almost 450 years of the ship's stay on the seabed. You need something to clear the carving of lichen and try to open its sphere. We go to the cargo compartment of the yacht. We see an orange box with tools under the stairs, which was not there before the work on the creation of the detector. We take from it a sharp hacksaw for wood. We go to the right side of the location and saw off a small piece from the mop with a hacksaw. Now we have a brush, and we can again try to find trantonite on a sunken ship. But first, we need to get out of the cargo hold, because the password, which always worked before, did not work for the first time. We call Sushi on the intercom. She tells us that Joshua did something to the computer, after which all the passwords were changed, and that it will take her a couple of hours to fix everything. We can't wait that long, so we click on the red panel to the left of the intercom to open the hatch in the ceiling of the compartment. We climb the stairs, standing right by the tank, and as a result we get out onto the deck to the location with Rutger. Let's go to Sushi. She tells us about another hatch that leads to the cargo compartment number 2 (the door to which is propped up with a mop). We ask Sushi to arrange another dive. We brush the sphere of the carved figure on the bow of the sunken ship, after which we understand that trantonite is elsewhere. Now Sushi suggests looking for trantonite in the cabins inside the ship. Brian dives again, but inside the ship he cannot open one door. Now he needs something to help him open that door. Brian returns to the yacht again, and Sushi just informs him that Joshua in cargo hold number 2 has been opening all the boxes with a crowbar. It is this crowbar that we need to open the treasured door at the bottom of the sea. We go into the cargo compartment and see that the door to compartment number 2 is closed, and the mop no longer holds it. We press the red button on the very right side of the location, the large door opens for a short time, Brian sees that the crowbar is there. We need to get there somehow. Again, open the hatch in the ceiling of the compartment. But we can’t get out to the deck with hatches in the old way, since the stairs that used to be at the tank are now in the cargo compartment number 2. We go to the deck with Rutger through the location with display windows, the main location and the location from Sushi. When we come to Rutger, we hear noise. Brian, at Sushi's request, talks to Joshua about his destruction of the antenna. We are trying to go at the bottom of the location with Rutger to the location with hatches. Brian sees a second deck hatch that leads to Cargo Bay 2, but can't just jump down into it. We need some innovative idea here. Only Saturn can help here. When we approach Neptune's room, we see that the helmet from the diving suit has gone somewhere. We go to Saturn, and he is just making something there. Turns out he's working on electromagnets. He's putting together the third one, while the other two are on the bar, ready for immediate use. We return to the cargo compartment 1 and use the electromagnets on the open hatch in the ceiling of this compartment. First, we watch how Brian climbs the wall up, and then we hear how he goes down the cargo compartment 2. As a result, he finds the coveted crowbar and gets out of the cargo compartment 2, opening it with the button from the inside. After that, Brian immediately makes another dive, climbs inside the ship and opens the cherished door to the cherished cabin. And it seemed that after 1 moment happiness would come, but it was not there. Let's watch a series of videos.

6 The Hidden Lighthouse Of Auverne
In this chapter of the game, Brian has a dream about the events that happened on the ship before it sank. As a result, the main goal of our hero in this chapter is to find out where the trantonite was hidden. So Brian is a prisoner on this ship. His name is slightly different now. He is taken out of the ship's dungeon and transferred to a decent cabin, in which Lady Camille (the spitting image of a Frenchwoman from Sushi's yacht) keeps a record of events and studies the ship's captain's diary. We are in chains. You need to get rid of them. To our left is a table with cards. We reach out and take from him a paperweight and a dagger for opening letters. We look at the shackles. Everything is held on by one bolt. We are trying to use a dagger on the shackles. In vain. It's too thick to push the bolt out. A chain comes from the shackles. Where it ends, a nail is driven in (between us and Camilla). We talk with Lady Camilla and learn a lot of interesting things. Then we try to use our dagger on the nail. We can't reach. But we know how it should work. We throw the dagger to Camille, and she frees us, while the pirate nicknamed the Vileblood Russian, guarding the prisoners (us), thinks that he is talking to the pirate nicknamed the Devil Dog guarding the treasury on the ship, and the sounds actually coming from the cabin with the prisoners being released , it's like his answers. Now we have carnations! We use it for shackles. Now our hero is freed from all shackles. Now you need to look for the hidden beacon of Auverne. We need to find a guiding thread that will lead us to the captain's hiding place. We leave into the left open door. We look up. There are two pirates talking. One of them has a bottle that supposedly fills itself with rum if it is hung on a rope for some time above our right window. They gnaw on a sunflower, and the husk from it falls towards us. Let's rummage through this garbage (under the left window). We find 3 whole unpeeled seeds. We look at the lower part of the right window. There's a board that's held on by just one nail instead of two. We cannot tear it off with our hands, but we have a dagger for opening letters. Apply it to this board. Now we have a board and already two nails. We go back to the cabin and give the sunflower seeds to the parrot, which is just the spitting image of Aolani, although his name, of course, is different. After eating each seed, the bird says part of the saying, which is the guiding thread for finding the captain's cache. But three seeds were not enough. More seeds are needed to hear the whole saying and thus find out where this cache is. Since the parrot named geographical objects in each part of the saying, let's go look at the globe. We try to rotate it left and right and understand that it clicks at certain points, for example, in Spain and Japan, which the parrot called in different parts of the saying. Moreover, clicks occur only at a certain direction of rotation of the globe (this direction is different at different points of the click). We take an empty bottle from the table with cards. We open the cabinet on the right and see that various certificates and other documents are stored in its drawers. To the right of the closet at the bottom is a spittoon. You can even spit in it periodically, if there is such a desire. Above the spittoon on the shelf is a glass jar containing the seven-tailed dragon's tongue. We take this tongue from the bank. We look at it in the inventory and understand that it stretches well. We leave the cabin through the closed door. There is a discussion with the Poor Russian, after which we return back to the cabin. We take the tongue of the dragon in the inventory and attach it to the bars of the door so that it can be used as a slingshot. That's how we do it. We take a paperweight and shoot it with the tongue directly into the back of the pirate guarding us. He falls and turns off. And now we have even more freedom. We go out into the corridor. We select a paperweight from the floor. We click with a magnifying glass and a hand several times on the dress (top left), on the flag (top right), on the decorative pirate skeleton (bottom right) and on the water barrel (below the skeleton on the right). In a barrel, the water is pure - a real punishment for a real pirate. To the left of the skeleton, under the stairs leading up, is the door to the treasury. Let's try to open it. It wasn't here. The pirate guarding it sticks his long sword through special holes, and can cut us to pieces like that. But we do have a good-sized piece of wood. We use it on the pirate's sword scurrying through the holes, after which it sticks into our piece of wood. Then our hero sharply pulls the piece of wood towards himself and smashes the pirate against the door from its back side. We go inside the treasury. On the pirate we find a lemur. We examine the treasure. We see 6 photographs, which depict all the characters we know, but only in new roles, just like a Frenchwoman and a parrot. Among them: Colonel Cordsmeyer, killer Tarantula, rastaman Rutger, Joshua's grief from wit, John Doe the alien and, of course, the trio of singers Lula, Maria and Carlotta, whom we know from the first part of the quest. Also among the heaps of jewels we find a beautiful figurine made of pure gold. We leave the treasury. Then we go to the right along the corridor. There we see the same pirate who transferred us from the dungeon to the cabin. His nickname is Husky Dog. You talk to him, and he believes that the captain freed you and made you a pirate. You need to choose a nickname for yourself. Choose any. Personally, I chose the second one from the top. This pirate's job is to issue certificates to pirates that they are real pirates with low morale; he also guards the entrance to the dungeon and distributes to each pirate a daily ration of rum (one full bottle). We really need rum, and there is even a bottle for it, but first we need to get a certificate that we are a real pirate. But just like that, the Husky Dog will not draw it for us. Three tests must be passed: to commit an act of extreme cruelty, to present proof of a robbery, and to pass a test on knowledge of the history of classic hooliganism. But first, let's go back to our cabin and take the certificate form from the closet. Also, if you explore the bulletin board to the right of the Husky Dog several times, you can find jokes in the style of "Wake up, Brian!" and many others. Now let's start testing. To the left of the Husky Dog, we examine a bunch of rubbish in the form of a floor cabinet. Then we go to the barrel of clean water and use the dirty lemur from inventory on it. Does not exceed. Our hero asks to add some other ingredient to the water. We return to the closet-trash can. Let's explore it again. We find a bar of soap there. We throw it into the purest water in a barrel. Then we bathe the lemur there. Now it's all shiny and shiny. We go to the Husky Dog and use the lemur on it. First test passed. We also use the golden figurine found in the treasury on the pirate. Second test passed. In the third test, we simply answer questions. You can try it yourself. Suddenly you know the right answers. Although, sooner or later, the correct answers can simply be calculated. Especially for those who are too lazy to spend time on calculations, I give the correct answers below. The answer to the first question: "Lanky John Silver." The answer to the second question is "Doctor". The answer to the third question is: "The invention of turtle surfing, well known." Before the fourth question (or rather a group of questions), the Husky Dog tells us a whole story. We answer in this order: Henry Wobblins and Diego El Cojuelo, Henry, Joe De Passoromo and Jean L "Eklop, Diego El Cojuelo, Henry and Diego. The result of the riddle should be reduced to a number of 8.5 days. We give the pirate a certificate form, and he officially makes us a real pirate with a low level of morality. Then we give him a bottle, and he fills it with rum. We go to the treasury and examine the treasures again. After a moment, the treasury becomes empty. Only one funnel lies on the floor. We select it. And in the inventory we have a joke business card from programmers who prescribed in the game the disappearance of all treasures from the treasury. We return to the cabin. We leave in the left door. We look at the empty bottle hanging from above and understand that we cannot get it. Then we take a log from inventory and apply it to the place from which we removed it. Our hero will automatically nail it into place with two nails using a paperweight. Now we use our full bottle on an empty hanging bottle. Our hero complains that the bottle has too narrow a neck, but we have a funnel. With its help, we fill the empty bottle with rum. The pirates notice that Roma has arrived. And they begin to drink it cheerfully and, of course, they actively begin to gnaw seeds again. The pile of seed husks keeps getting bigger. But we need to go for a walk. Let's go to the Husky Dog. For some reason, he agrees to pour us rum a second time (perhaps in order to properly wash the pirate's certificate). But this time he says that we should not come until tomorrow. When we returned to the seed husk and examined it again, we found in this useless pile of garbage no longer 3, but as many as 5 good seeds. Of course, we immediately go to feed them to the parrot. He finishes the saying to the end, and then we understand that this is a kind of cipher, reminiscent of a combination for opening a safe. We go to the globe and begin to dial the combination strictly according to the saying: From the original Spain we turn the globe to the right (east) to Japan, then to reverse side, that is, to the left (west) to Newfoundland. Then right again (east) to Greece. Each time the destination is reached, if everything is correct, the globe will click. That is, it will click only three times: on Japan, on Newfoundland and on Greece. The last click will open the cache under the globe. Then our hero will find the hidden lighthouse of Auverne. But our happiness would be incomplete if at that very moment the Unclean Russian had not woken up and burst into the cabin, after which he simply cut off our young man's head, which after that talked a little more with Lady Camilla. And at that very moment, Brian woke up. But now we know that we need to look for our cherished trantonite in a spittoon in the same cabin that we opened with a crowbar on a sunken ship. Next, we watch a series of videos. After that, we watch, as it were, the final video, which suddenly ends with the phrase "to be continued". Then the credits roll, the title music of the game plays, screenshots with moments from the gameplay follow each other. When the credits end, we are shown the island of Mala the next morning: a Japanese soldier from World War II, who simply does not know that the war has already ended, Marine O "Connor and pilot Otto, whose plane crashed on the island at the beginning of the game with Brian inside, but without Gina, whom Brian just pushed out of the plane into the lake. Now this is definitely the end. We cry bitter tears and look forward to the promised continuation of this wonderful game. There is hope that it will not be long in coming.

as Gina
The moment you approach the bedside table and click on it, Gina will automatically start searching the room. Then find the newspaper and pick up the boxing gloves lying on the nightstand. If you still do not know how to complete the Runaway game as quickly as possible, then just do the following: go to the kitchen and go to the hood, where all the kitchen stuff is, and take a spatula from there. Then call inventory and read Chapman's dying message there. Then, in the Runaway walkthrough, go to the front of the house, and there go up to the second floor. There you will meet Dr. Bennet, with whom you can chat a little, and then leave the house to the porch, which is located at the back. Now search the well and try to remove the lid from it. Then carefully inspect the fish skeletons that hang nearby, and go around the house, sticking to the right side. Then go to the bridge and look under it, there you will see a small river. Take the wire cutters and go back to the back porch. There you need to get the wire cutters and apply them to the fish skeletons, so you will have a fishing line with a hook in your hands. Now you can continue the Runaway game and go around the house, heading towards the barn. But the door leading inside will be locked.

Now you can return to the house and find Bennet, because only from him you can take the keys that open the barn lock. Find a chair and sit in it, but first place your hand cursor and click on the chair. This is the only way you can communicate with the doctor. Then look under the counter and take the envelope from there using a kitchen spatula. Examine this envelope carefully by opening inventory. It turns out that there is nothing in it and it is without a brand. Now look back under the kitchen table and find a gaping hole in the floor. It contains the keys that can be obtained if you use a fishing line and a hook.

Then you will need to open the lid of the well, to do this, go to the back porch and open the lock hanging on the shed with the keys. Now, in the Runaway walkthrough, try to look and see the well, but you will not succeed, because it is very dark there. Go to the barn and open the doors using the keys and go inside. There, look around and find a snorkeling mask. Then look for a fishing basket and find a rope twisted into a skein in it. You should pay attention to the photo that hangs on the wall, then to the wetsuit for a man, to one boot without a pair. Then you can go to the table and examine the contents of its drawers, then head to the dryer and washing machine. After that, you can leave from there and go into the house. Open inventory and use the scuba mask on the boxing gloves and then on the envelope. Now you can sit in a chair and talk to Bennett. The moment you tell him what you found, he will certainly go to the sheriff. Now you need to quickly climb the stairs to the second floor and watch the video. You then continue through the Runaway game as Gina. Go to the chest of drawers and inspect the sports trophy standing on it. Then open the inventory and examine the secret box in it, on which you will definitely see the inscription "To my bear in love from Squirrel". Then go to Chapman's desktop and find the modem. Carefully inspect it, then the power supply from the laptop, then find and pick up the phone. Open the phone book and call all the numbers. You can now play as Bennet by clicking on the image in the lower right corner.

as Bennett
When you communicate with the sheriff in the passage of Runaway, you should use the following phrases:
- I stop drinking coffee;
- Do you also not believe that Chapman could have committed suicide?
- Do not think that from the FBI. I have a personal investigation;
- When searching the house where Chapman lives, I found an envelope with spider bristles on it;
- It is known that you have information about all the spiders in the Chapman case;
- Out of respect, I personally want to provide you with an envelope;
- Are you really friends with Chapman?
- It is difficult to communicate with you, it does not give any result.

as Gina
Go down the screen and there you will find a bow hanging on the wall. Then go further and bury yourself in a quiver from which you need to pick up an arrow. Then you can move to the sheriff's office.

as Bennett
Now in the passage of Runaway you need to talk back to the sheriff:
- I'm not an employee of the FBI. I have a good friend who works there and helps me;
- Chapman was a good friend to me;
- You should not focus on nicknames now, let's better forget about them altogether;
- Let's end the conversation.

as Gina
You can go back and get your phone to call Bennett. In a conversation with him, you need to indicate that Chapman means "bear in love." Then, in the Runaway game, you need to put the phone back where you got it from and switch to the sheriff's office.
as Bennett
Approach the sheriff and tell him:
- Now I can definitely remember and tell you about how Annette Chapman called her husband;
- A bear in love.

as Gina
If you don't know how to get through Runaway as quickly as possible, then follow these recommendations: find the box in which the weapons are stored and take the chemical illuminators from there. Then you need to exit the building and go to the back porch. Once there, continue through the Runaway game and approach the well, which you need to look into, and then throw lighting sticks into it. Thus, you can see at the very bottom of the second boot. Now open inventory and connect rope and arrow. Then you need to shoot this arrow into the well in order to get the boot out of there. Study it carefully, because this is the only way you will find a laptop in it.

Now you can return to the house and climb to the second floor. Go to the power supply and connect the laptop to it.
Naturally, in order to log into the laptop, you must first specify a password. Remember what word was written on Chapman's glove. That's right, Hurricane. Enter it and read the information. After that you can watch the video.

Chapter 4

as Brian
Approach Gabbo and discuss the escape plan. It is also worth talking about how best to pass off the body of the previously escaped Kurgan as the corpse of Brian. To continue the passage of the Runaway game, you need to follow these steps:
- First scan and copy Brian's tattoo on Kurgan's corpse;
- Then cut Kurgan's biggest nail;
- Then shave Kurgan's shoulders from hair, since Brian does not have such vegetation;
- Replace Brian and Kurgan's hospital cards;
- Then organize everything so that no one would be suspicious of the disappearance of the head of the escapee.

After you go out into the corridor, you need to go into the "casino" room. Once inside, look around and find a copier in the left corner. Approach it and right-click on it. This way you will make a photocopy of Brian's tattoo. Then, in the Runaway walkthrough, climb into the ventilation shaft and open the circuit to get to the "heart of the beast". Thus, you will exit to the tomb of the Kurgan. Once there, apply the drawing pen to the corpse first, and then the knife. Then go to the stairs and climb to the very top. You will see a grate and a lock there, which is worth a close look. Then you can go down and out. Now find the ventilation system on the right side at the top and crawl through it. Get the diagram and find Bennet's office on it, go there. But, unfortunately, you will end up in the mortuary of the hospital. Do not miss the chance, carefully look around and find the shackles, and then take them away. Then go to the medical cart and pick up an aspirator and a cup with a spatula from it, which is located on the small screen on the left side. Now you can continue with the Runaway game and go to the control panel, which is worth exploring, and then go to the next room.

When you go down into the empty pool, you will fall into a trap due to the fact that the rusted ladder will break. But you have to get out somehow. Therefore, look around and find tongs on the floor, and a little to the left of them lies a hose, which is also worth picking up. Then try to move the metal box and look at all the holes in the wall. When you reach the second, you will see a piece of rebar there. Use tongs on it and pull it out. Then use this armature on the metal box to turn it over. Now you can open your inventory and get a rubber hose from there to tie the box with it. Then you can get out of the pool and climb back into the ventilation system. Get the diagram and go to Bennett's office. Open inventory and connect the aspirator to the plastic hose to use this tool on a plastic cup filled with coffee. Now, in the passage of the game Runaway, Brian will be credited with completing the item for replacing cards.

After climbing back into the ventilation system, make your way to the corpse of Kuragan. Open inventory and combine the cup and holiday candles. Then put this structure in the furnace. Then Brian will automatically depilate Kurgan. Now the matter is small - the last point of the plan. Go to the center and inspect the metal hatch. Try to lift it, but nothing will work. Now you need to get a piece of reinforcement and apply it to this hatch. You will almost finish cooking Kurgan. It only remains to find a way out of the psychiatric hospital and change clothes with Kurgan.

Continuing through Runaway, go to the stairs and climb up. When you see the grate, then apply the shackles to it, and then the fittings. Thus, you will be able to go to the roof of the building. Go to the right side and carefully examine the cable. Then open the inventory and apply tongs on it. Then watch the video.

When you talk to Ernie, go behind the screen. You will see that Dr. Mikey Reset is sitting on the couch, with whom you need to chat. This is the only way you can get at least some information about neuroshockin. In order for the passage of this conversation in the game Runaway to be successful, you need to talk like this:
- Brian. Brian Basco
- I think you're worried.
How are you getting on with the exam?
- What question did I ask you?
- Neuroshockin XR
- Of death
- With the help of an electric discharge
Then approach Ernie and chat with him. After that, go to the orderly and ask them to bring you a stun gun, which is in the nurse's purse. Then, in the Runaway game, in return for this service, offer Ernie the casino chips that you can get from your inventory. After that, watch the video, which tells about how Brian managed to escape.

Chapter 5

as Brian
When you find yourself in a dark alley, then carefully look around. Then go to the trash can and rummage through it. You need to find a can of silver there. Then go to the door and carefully inspect it, then try to lift the sewer cover. Now you can go a little to the right along the alley, and then climb to the very top along the stairs that are on the wall.
When the hypnosis session begins, you need to answer all the questions asked by Bennett. This is the only way to recreate the events that took place in the game Runaway-2: Turtle Dreams. It is from there that you can learn about the fate of Brian, who found trantonite. With his help, he will move into the body of Colonel Cordsmeyer.

As Cordsmeyer
Now, in the passage of the game Runaway, you need to turn to Brian and open the capsule in which the trantonite is stored. Then you can go to the left side and get out of the tent. When you meet Private O "Connor, then talk to him, and then go further and examine the contents of all the boxes that are in the jeep. There you will find a cigar and a coconut. Open your inventory and cut the coconut with a knife, and then hide the tratonite capsule there Now you can glue the coconut with glue, and deposit this structure in O'Connor's mini-safe. Then you can go into the tent, and use a grenade on the empty capsule that Brian is holding. In the further passage of Runaway, the grenade will suddenly turn out to be a flash drive, which should be connected to the laptop. Then go to the phone and call Chapman, and then watch the video.

as Gina
When you can remove the handcuffs from your hands, then go to the window and open it to look out. At the very bottom you will see a tramp, whose attention must be attracted in order for him to help. Then, in the passage of the Runaway game, you need to go to the door and wait until different sounds disappear behind the door. Then rummage through the laundry basket and pull out the silk scarf. Then look into the hatch and go to those shelves that are on the left side. To such a question as how to go further in the Runaway game, you can answer that you need to reach the top shelf and get a jar of juice from there, and an iron from the penultimate shelf, an empty bucket from the bottom one. Then you should open the inventory and connect the scarf with the iron there, and then pour the jar of juice into an empty bucket. Then go to the window and use this bucket on it. After that, watch the video.