Episode 3 walkthrough. # 5 - Bokeh Effect achievement

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

We run with Kenny through the city. During the run, we have time to exchange a few words.

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

Management passes to us. Go left to the army jeep. Try to push it - you won't succeed. Then, on the front bumper, click on the coil of cable and attach the cable between the wheels of the vans.


#2

Then activate the switch on the jeep door and the jeep will pull you towards the van.


#3

Now we jump on the jeep, and then we grab Kenny's hand, but he will fail.

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


#4

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

Unfortunately, the zombies will knock down the door and fall on us.


#5

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


#6

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


#7

Once again, we have to choose which side we will support. We personally support children to sleep inside. Colds begin to set in. We are trying to settle the whole situation in a conversation. Lily will break down and shout that one of ours is stealing food.

Then Lily learns that we shot the girl. We say that we had no other choice. Some are unhappy with our act. Lily is completely blown away. We go outside and inform everyone that she just got excited. Now we can walk around the camp. Talk to Clementine. Then we go to Lily and talk to her heart to heart. She will also give us a powerful flashlight, but it is broken and she found it at all.


#8

We go out into the street and stumble upon Duck.


#9

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


#10

And again, Duck pokes his own business, but suggests an idea.

There are suspicions that this is Lily's trick. You can ask everyone about the drawn cross, or you can immediately talk to Clementine. We ask Clementine about the painted cross, but she resists. Duck calls us and says that he found pink chalk at the gate.


#11

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


#12

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


#13

A lot of people grabbed Karla and the others. Lily runs out into the street. We must act. We leave to the bandits. The gun is behind the back. We ask the bandits to leave us alone. At this moment, in a brief scene, we kill some of the bandits and free our own. Help comes to the aid of the bandits. Now we kill enemies with the help of a sniper rifle.


#14

Everyone gets into Kenny's van. The zombies also decided to join the party. We save Clementine, and then we free Duck, he attacked him by a zombie.

We shoot the zombies from the cannon while the zombies are on us. We'll have to shoot back both from the left and the right. We leave the motel. In the van, our company quarrels again.


#15

Lily starts to run into everyone. Calming Lily. In general, everyone had skeletons in the closet. What skeletons are there. Whole graveyards in closets.

On the way we knock down someone. We need to stop and check. The walker remains under the wheels. Moreover, he also kicks there. Lily asks to leave Ben. Again Lily runs into everyone and shuts everyone's mouths. We calm everyone down. Duck (our friend who escaped in the first part) speaks harshly about Lily, and she clearly harbors a grudge. Damn it, the damn bitch goes crazy and kills Duck! THERE IS SHE WITH ... You have to choose whether to throw Lily or take her into the van. Let's leave her, of course!


#16

In the van, talk to Kenny. His son, Duck, is injured. It seems like a walker bit him. Further, we tell Clementine that Duck has been bitten. Damn us! Clementine has become a zombie! Oh, no, just a bad dream. Next, we will stop in front of the train, as it blocked our way.


#17

Now we speak with Ben. Next, on the left, we open the door and find nothing good. Wait a minute though. Here is a map with train routes, a bottle of water (it will need to be returned to Dak). We return the found card to Kenny. Next, go to the van on the right (gray) and open the shelves. There will be three of them (from left to right). Open the center immediately and take the tool on the right on the right door. It is both heavy and sharp. Next, we open the third door and find ourselves in the driver's cab.


#18

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


#19

We leave on the other side of the train and the walker will scare us. It is strapped on. Don't shoot because you will attract others. Open the door and then detach his seat belt.


#20

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

Enter the van. You will find a pencil near the driver's seat.


#21


#22

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

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


#23

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


#24

Daku is getting worse. Move the top red lever inside the car and start moving.


#25

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

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


#26

We tell them we will do it. It is unacceptable for parents to kill their son. This is against nature (Hello, Taras Bulba). Clemenite will want to talk to us. We inform her that he is dying. Let's hear shots in the forest! We run into the forest and ... People do not stop dying. We tell Kenny to give us the weapon. We will kill Duck, no matter how sad it is.


#27

We aim at the head and shoot. Overnight, Ken lost the meaning for which he was trying to survive.

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


#28

Life is Strange Episode 3 Average Completion Time: 2 hours

Female hostel

Max wakes up from the nightmare of the previous episode. There is nothing interesting in the room, we leave it and go into the corridor.

The lights are off, Max tries to use the phone as a flashlight. Head towards the shower room to find Taylor. If in the second episode there was a friendly dialogue with her, then it will be the same now, we try to find out some information about Victoria, then rewind the time, supplement our dialogue with freshly received information and get even more.

Conversation with Taylor Christensen

At the end of the conversation, we learn that Victoria is not in the dormitory, which means we can get into her room, she is located across one from your room.

As soon as we get into her room, shine a flashlight on the phosphoric figure standing on the table behind the laptop, take a photo.

We leave Victoria's room, go to Dana's room, go to her, talk and go out into the street.

Hostel

Dormitory view

On the street we find again the squirrel from the previous episode, take another photo, the squirrel will be on the same bench, but do not come close, it can run away. If you suddenly scare her - rewind time.
There is nothing else to do on the street, we go towards the exit from the territory. On our way we will meet the rector, he will sit on the steps and “not let” us pass.

To pass the rector, it is enough to rewind the time to the moment when he is turned to the door and mutters something, at this time we quickly run past him.

School - evening

Finally, we meet Chloe, ours is waiting for a small cutscene, after which we see Victoria and Mr. Jefferson, as soon as the conversation ends, and the passage is clear we can enter the school.

Victoria and Mr Jefferson

Chloe will decide to open the rector's door while she tries to break it. Our task will be to walk around looking for keys.

Head to science class, Warren's project and his A-minus scoreboard will be on the teacher's table, you can upgrade his grade or leave it as it is.

Warren's scorecard

In the same class there is an aquarium with fish, go up to it and turn on the light in it, take a photo.

Let's take another photo: you need to go to the skeleton, with a cigarette, standing in the corner of the classroom, he just begs for a photo from Max.

Time to visit Chloe, go back to the principal's office. Since the keys cannot be found just like that, Chloe asks us for help, Max decides to call Warren for advice on a hypothetical blowing up of the teacher's doors. Warren kindly gives Max a list of things to create a homemade bomb that should help solve our problem.

List of things and their location:

  • Soda can - vending machine in the lobby.
  • Scotch tape is in the corner of Mr. Jefferson's office, behind the printer.
  • Sodium chlorate - not easy to find. We go to the scientific laboratory, next to the exit there is a cabinet with various chemicals, at the very top there is a can of herbicide, it contains the sodium chlorate we need, we substitute a chair to the cabinet and remove the can from the cabinet.
  • Sugar is also in the science laboratory on the teacher's table.

Homemade bomb in action

Once we have collected all the items, we go back to Chloe to undermine the door. As soon as the door falls, the fire alarm will sound, quickly enter the room and rewind time back until the door was blown up. And now you are in the director's office, the siren is no longer honking, and the door is in place, now we can simply open the door by turning the lock and let Chloe in.

Once inside, take a photo of Chloe sitting in the director's chair.

Time to collect information about students, walk around the office, look into different folders.

After collecting the data, go to Chloe, after a short dialogue you will find an envelope with money in the director's desk, you will have an important choice to leave the money or take it with you.

Max and Rachel found an envelope with money

The adventures in the office end there, we move into the pool.

Pool

After a short wandering in the building with a pool, after a while you will stumble upon Chloe waiting for you by the water, she will ask you to find the light switch and turn it on. Go to the room behind Chloe, there will be a panel with switches. Turn on the light and go back. Ahead is a small cutscene of swimming in the water and talking.

Pool conversation

As soon as the scene is over, the girls get out of the water and hear someone walking, Chloe is able to quickly hide, but this is not so easy for us. In order for Max to remain unnoticed, we will have to hide in lockers, and when the guard approaches, we will have to run over to other lockers.

When the guard leaves, we go back to the room with the pool, go out into the street through it.

Chloe's house

You two wake up, it's time to get dressed, pick up things from the floor.

Chloe's Morning, Selfie Time

Max notices that they smelled strongly of bleach, and Chloe, in turn, invites us to take her things, we climb into the closet for her things. In the process, a dialogue will develop between you, during which you will have an important choice, whether to kiss Chloe or not, this choice will be taken into account in the further development of the storyline.

We get dressed and go to the bathroom, stand in front of the mirror and take a photo.

We go downstairs into the living room. A bird will sit on the right on the cupboard with cups, you need to scare it away, it will fly towards the fireplace, but before scaring it, open the window on the left again and after that boldly scare the bird, only in this case it will fly away.

We don't let the bird die

We leave the house through the back glass door. The same bird will be sitting on the fence in the yard, take a photo of it.

Go back to Joyce, she will offer you breakfast and ask you to find the ingredients.

Ingredients:

  • Milk is on the table in the living room.
  • Eggs are in the hallway, in a bag near the front door.

While you are collecting ingredients, you can listen to and delete the recording from the answering machine in the hallway, this will save Chloe from problems.

After collecting the ingredients, return to Joyce, you will cook breakfast together.

Cooking Tomorrow with Chloe's Mom

As soon as you are done with cooking - sit down at the table, Joyce will bring your breakfast, after a while she will sit next to you and start showing photographs. A little later, Chloe will join you, they have a quarrel with their mother, in the process Max will move to the garage away from this skirmish.

You are in the garage, in front of you a computer, and you do not have a password, time to look for possible clues for the password. We'll find the password for David's laptop in the car. Under the sun visor there will be a receipt from the diner where David met Joyce.

Password: 11-27-08

David's laptop password in the visor

Go to the computer, unlock with the password we just found.

Return to the living room, in a few moments David will enter, he will be out of sorts and a quarrel will break out again in the room, during which an important decision will appear before you, which will be reflected in the further plot. You can support both David and Chloe.

Regardless of your decision, you and Chloe will leave the house.

Diner

Chloe wants to get into Frank's van, she will offer Max to take the keys from him. Before going inside, let's complete all the tasks outside.

At the entrance to the diner there will be a trucker, go up to him and speak. During the dialogue, you learn that he is driving a red truck across the street. Rewind the time and mention his truck, he will offer you to photograph him. Take pictures!

Max and the trucker

Going around the diner, on the right, you will see a dead bird, and a bunch of ants around it, take a photo.

If you go even further, there will be a homeless woman near the fence, talk to her. You will learn a lot of interesting information and can even tell her about your visions. This conversation she will remember and this is can change future!

On the street finished, time to go to Frank in the diner. Talk to Frank, this will open up new branches in the dialogues with the policeman and Nathan. The cop will talk about the Prescott family, rewind time, mention this family and find out more information. Then we go to Nathan, he sits at one of the tables. We tell him about what we learned from the policeman and get new details, wind off the time, repeat and learn about the blood oath, repeat the process again. After which Nate will tell us how to approach Frank.

Getting information from Nathan

Now you can safely go to Frank and tell him information from Nathan about a photo with Rachel or about a dog from a policeman. This will force him to empty his pockets on the table. Take the keys from the table, this will of course make him angry, but we'll just rewind time and leave with the keys.

We go to Chloe, she will open the door immediately after you roll the bone to distract the dog.

When you roll the dice, you will make an important choice:

  • Throw it on the road - the dog will die.
  • Throw it into the parking lot - the dog will survive.

Whatever you choose, you will find yourself inside the trailer. Your main task is to find a knife, it lies in a pizza box, and it is near the dishwasher at the entrance to the trailer. As soon as you pick up the knife - head to the back of the trailer, there will be ventilation holes below, the knife will help us open them. Inside we will find a notebook containing information about the missing Rachel. Give her to Chloe, it will make her very angry, you will leave.

Chloe throws away the trailer keys in a fit of anger

Memories or back to the past

The episode finale will begin with Max staring at old photographs, when suddenly her abilities will sparkle with renewed vigor.

Now you can move in time through the old photographs in which you are depicted.

Max and childhood memories

And now you are transported into the past, the first thing to do is take a photo of William and Chloe.

In the living room, you can leave an inscription on the fireplace, this will be reflected in the future. You will also hear how Max tries to stop Chloe's father from leaving the house, after a while he will take the phone, keys and leave.

His keys are on the table under his cap. Rewind the time and take them before William has time. You can hide the keys by throwing them in the dishwasher, if you hide them in another place - he will find them using a special key locator.

Throwing the keys into the car wash will break the sensor installed on the key fob and William will not be able to find them, which will provoke him to travel by bus.

Max will be very happy that she was able to change the unfortunate events and saved William, but after the final scene it will be clear that it will not be possible to change the future just like that, and the changes may affect not only those things that we would like to change.

Photos and achievements

# 1 - Parallax Effect achievement

Luminous doll on Victoria's table in the room

Achievement video

# 2 - "Lenscrafted" achievement

Another photo of a squirrel

Achievement video

# 3 - achievement "Reflex"

Aquarium with fish in the classroom

Achievement video

# 4 - achievement "Histogram"

Skeleton with a cigarette in its teeth

Achievement video

# 5 - Bokeh Effect achievement

Photo of Chloe in the chair of the Academy Director

Achievement video


Chat with Kenny, choosing any lines. Walk left to the front of the jeep to see the winch. Grab the hook of the winch. Talk to Kenny, choosing any lines. Hook the hook onto the truck axle between the wheels. Return to the jeep and go to its right door - there is a winch control panel on it. Use the remote control - the jeep will be dragged to the truck. Talk to Kenny, choosing any lines. Climb onto the jeep. Talk to Kenny, choosing any lines. Grab Kenny's hand. Talk to Kenny, choosing any lines. When the girl runs out, choose any line. Shoot her or not, you choose. If you leave her to die and thus distract the walkers with yourself, you will have more time to gather supplies.

Timed challenge: Once in the store, collect everything that comes to hand. Don't forget to navigate between screens. When Kenny says to leave, jump over the fence after him. Press the Q button quickly. Press the Q button again quickly, at the end of the series of presses press the E button. Knock down the refrigerator to the right of the aisle. Run ahead of Kenny. Hit the helicopter, hit it again. Press the Q button again quickly, after the end of the series, press the E button.

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

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

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

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

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

Optional timed task: Press the Q button quickly.

Go to the trailer. Examine the dashboard. There is a pencil under the car radio - take it. If you took Lilly, it turns out that she has freed herself from the bondage. In conversation with her, choose any remarks. Get out of the van (or, alternatively, Lilly will kick you out of it). If you didn't leave Lilly in the woods, she will steal the van. If Lilly stayed in the forest with the walkers, the van, accordingly, will remain, but you will not need it any more. Climb onto the locomotive. Walk right. Open the second engine compartment from the left. Take any key - it will come in handy. Close the compartment. Walk right and open the door leading to the cockpit. Use a key or a gun. Hit or shoot a seated person. Examine the corpse.

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

On the blue-green case, on the back of the train control panel, there is a notebook with a purple stripe on top - examine it. Scribble on a notebook with a pencil - a diagram will appear. Turn right to the panel with toggle switches and touch it. In block 6, set the tumblers according to what is shown in the figure (from left to right): down, down, up, up, up, down, up. If done correctly, electricity will begin to flow. In block number 5, install the handles according to what is shown in the figure (from left to right): horizontally, vertically. If everything is done correctly, the green light will come on. Exit through the right door. Head left and open the first engine compartment on the left. There is a control panel on the left. Turn the switch on it first to the left, then to the right - the engine will start. Go right, enter the cockpit. Pull the throttle stick. Go through the right door. Head left and go to the freight car. You can pick up a bottle of water near the right door and a map near the left door. Jump off the left carriage door. Go right to the place where the cars are coupled. Use a wrench to lift the hitch lock. Climb back into the carriage. In a conversation with Chuck, choose any line. If you have picked up a bottle of water or cookies, you can give them to Katya. Walk left to Kenny - you will give him the card. During the dialogue, select any replicas. Once in the cockpit, pull the throttle lever.

In conversation with Chuck, choose any lines. Pick up the handkerchief from the floor. Dry Duck with a handkerchief. Go through the door leading to the locomotive. Go to the cockpit. Show Kenny the handkerchief. In a conversation with Kenny, choose any lines. To persuade Kenny, to stuff him in the face or expose yours to the blow - the choice is yours. Whom to send to kill Duck - decide for yourself. In a conversation with Clementine, choose any lines. In a conversation with Kenny, choose any lines. Who will finally finish off Duck is up to you. However, you can just leave him in the forest.

In conversation with Chuck, choose any lines. Go to the cockpit. Exit through the right door. Go to the carriage. Take the green whiskey bottle from the right door. Get the scissors from the backpack at the left door. Talk to Clementine, tell her that she needs to learn how to defend herself. Select any line before shooting. See where Clementine has gotten to and tell her to make a correction. Repeat the exercise. With the third bottle, Clementine should be fine. Show Clementine the scissors, cut her hair. When cutting, choose any cues. Go to the locomotive. Go to the cockpit. Go outside through the left door. Offer whiskey to Chuck whether to drink with him or not - decide for yourself. Return to the cockpit. Talk to Kenny. Tell Chuck to offer him a drink. When Kenny leaves, take the map sticking out of the drawer by the window. Exit through the right door. Go to the carriage. In a conversation with Ben, choose any lines. Go to the carriage. Show Clementine the map. In a conversation with Clementine, choose any lines.

In a conversation with Omid and Krista, choose any lines. Go up the stairs. In a conversation with Omid and Krista, choose any lines. Open the door of the van on the left. Search the van for scotch tape. Go down the stairs. In a conversation, choose any lines. Walk right to the station. Walk right to the unsealed entrance to the station. Examine the open window above the door. Take Clementine and lift her to the window. In conversation, choose any lines. Go inside. Support the door with the key taken from the locomotive. Examine the space above the grate. Lift Clementine so that she crawls through the grate.

Timed challenge: Move back (key W) until you find yourself at the key supporting the door. Roll the mouse wheel to select not the inspection icon, but the use icon, then left-click to grab the key. Use the key to finish off the first walker, quickly press the Q button, at the end of the series of presses, press the E button to finish off the second walker. Take the key from Clementine, unlock the door with it, open the door, shoot the third walker.

When talking with Christa, choose any lines. Take a gas cutter. In a conversation with Clementine, choose any lines. Exit the building.

Go up the stairs. Use a torch to cut the hitch. Cover the torn torch hose with tape. Cut the hitch with a torch. Offer Omid to cut the hitch with a torch.

Timed challenge: If you like, you can reset the burner to fry some walkers. In a conversation with Omid, choose any line. Choose who you want to drag into the carriage first (however, wasting time is also an option).

In a conversation with Kenny, choose any lines.

Passage is relevant for any version of the game

The game's features and controls can be found in the guide for the first episode.

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

Chapter 6

  • Choosing an option in a conversation with Emily: “ Tell the truth" or " Keep silent"About the vision of Louis de Richet.

The choice affects Emily's attitude towards Louis.

Chapter 7

  • Choosing a course of action when talking in the corridor between Cardinal Giuseppe Piaggi and Minister von Wöllner: “ Go in search of mother" or " Eavesdrop on Piaggi and von Wöllner's conversation».

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

Important: There was also a moment in the episode that influenced the finale of the second episode, and thus the course of events in the third episode. It's about whether Louis managed to get out of Mortimer's secret office on his own (then it turned out the hell " Dexterous", And in the crypt he met his mother), or he had to resort to outside help: he was freed by Jacques Peru (in this case, the result was" Careless”, And in the crypt Louis met George Washington). This gives you two options for starting the third episode.

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

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

    Note: Materials were used to consider alternative options for passing the game channel Leroi Ru

CHAPTER 8: COLLECTION

STARTING THE GAME FOR THE "NICE" OPTION

A pistol rests against the back of Louis' head. Turning around, he sees his mother.

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

Sarah does not believe that this is her son, Louis.

Confrontation

    Note: We offer one of the options for successfully passing the confrontation, which consists of four stages and in which you can make three mistakes. In case of failure, Sarah, without any explanation, threatening with a gun, forces Louis to go to the meeting. This will be referred to as “Failure” in the chapter summary.

Objective: To calm the mother

Confrontation

Stage 1

Question: "What are you doing here?"

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

Stage 2

Question: "Sarah's motto:" Always be reasonable ... "

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

Stage 3

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

Answer: "Von Borchert".

Stage 4

Question: "Did Louis talk to Mortimer?"

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

The final stage

Question: "Did something strange happen to Louis on the island?"

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

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

Answer: "I believe you."

purpose achieved.

  • Note 1: Record " I calmed Sarah de Richet

Sarah states that Louis should attend the meeting and inquire about Mortimer's plans, but warns that he should not trust the Lord. Stating that they will meet later, the mother sends Louis to the meeting.

As he leaves, Louis reports that Emily Hillsborrow has come to the island in search of her sister Emma. Sarah claims that there is nothing to think about the duchess now.

STARTING THE GAME FOR THE "CAREFUL" OPTION

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

We select the preferred available options for answers and replicas.

A bell is heard announcing the beginning of the meeting. The President of the United States offers Louis to take the place of his mother, since he and Sarah had to support Mortimer.

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

Way to achieve: Inspect the room and the objects in it.

We bring our eyes closer to the corpse. We select the preferred options available.

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

Having examined the body, we receive the KEYS with the occult symbol "Air". We investigate the room. We select the BOOK "ORGANON" and CARMELITE WATER. We look at the fireplace and find that the ash is still warm. We select the preferred options available.

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

purpose achieved.

COMBINING BOTH OPTIONS

Purpose: Attend the Meeting

Way to achieve: Go to the Great Conference Room.

Decision: Leave the crypt, go through the garden labyrinth. Enter the mansion and follow the large hall.

Great meeting room

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

purpose achieved.

  • Note. Record: " I attended the meeting"In the Success section of the chapter summary.

Objective: Speak to Lord Mortimer

Way to achieve: Come and speak to Lord Mortimer, talking to Mr. George Washington.

Decision: We investigate the room, collect the available auxiliary ingredients.

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

How to open the box:

- "Open the left lock" and "Open the right lock". Requires two keys with a pattern in the form of an alchemical symbol of water;

- "Pick both locks." Skill required " Agility».

We collect items:

COLLECTOR'S COIN 34 and COLLECTOR'S COIN 35 lie on two tables in niches ... We are approaching Jacques Peru, we turn to him.

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

Moving on to the lord talking to George Washington.

Mortimer invites Louis to replace his mother at the meeting.

We ask the lord all the proposed options for questions.

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

Mortimer says that the meeting will be devoted to the fate of Louisiana, and he plans to transfer it to France.

We select the available preferred options for answers and replicas.

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

purpose achieved.

Those present take their places.

In the course of the heated discussions, different variants of remarks are offered:

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

We select the preferred options available.

Possibility to use :

After the words of Washington "With friends like you, sir, and no enemies are needed" - an active point on the head. Washington (requires the skill " Politics»).

Louis wonders: "It seems to me or Mortimer is not disclosing his plan to Washington?"

Cardinal Pnji says: "The Vatican will not like that Catholic Louisiana wants to be handed over to the atheist revolutionaries who killed their king." Godoy asks for Louis' opinion on this matter.

Possibility to use :

After a dive between the cardinal and Louis, Piaggi pronounces words in Latin - an active point on the cardinal's forehead (requires the skill " Linguistics»).

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

Possibility to use :

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

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

Possibility to use :

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

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

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

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

  • An important choice: « Side with Mortimer" or " Side up Hilland".

OPTION: "STAND ON THE SIDE OF THE MORTIMER"

Louis de Richet, Napoleon Bonaparte, George Washington and Jacques Peru remain on the side of Mortimer.

They head to the lord's office.

Mortimer's office

Mortimer invites Louis to answer Washington's question and introduce him to the plan.

Mortimer explains his stance on the spread of democracy and asks Louis to continue. Mortimer invites Washington to continue to resent whatever he says tomorrow.

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

The lord admits that he will not be upset if Duke Manuel considers Louis as an enemy. If he declares war on France, it will play into their hands.

We go down to the second floor.