The Secret Files 3: The Archimedes Code walkthrough provides tips useful when playing in the third part of this super adventure series. This is thorough and richly illustrated solution, which will guide you through all subsequent events told by the story line.
The guide follows challenges which have to be solved by main heroin named Nina. A few days before wedding, she has not only to find her kidnapped fianc but also save the world.
Each subchapter describes one task and suggests actions that are necessary to accomplish this specific job. In addition you'll find there locations of all necessary items, also these which you could have found previously and probably you have them in your inventory. So if you're looking for the solution for particular puzzle, in the particular subchapter you'll find only actions and objects required to complete the given task.
The inventory is located traditionally at the bottom of the screen, and items which can be combined with each other can be found by mobbing the mouse cursor over them - its left button turns green. The same is with external objects which can be taken or used. If they can be only examined, the right mouse cursor button turns green.
The RMB can be used to skip cut-scenes and dialogs. When you double click with LMB, Nina goes faster from location to location. In the same location she starts running automatically.
With the SPACEBAR or magnifying glass icon (on the bottom right) you can activate hot spots. Under the symbol of exclamation/question mark you can get the hint from the narrator, who talks about the current task and previous events background.
The story has 4 possible ending, which depend on 2 choices made during the gameplay. Of course I mentioned them in the solution, suggesting also saving the game.
There are 13 achievements in the game, which are described at the end of the guide as well as in moment when you can get them.
Some of mini games have two difficulty levels - of course you can decide which one to choose. But you have to remember that higher difficulty level allows you to get appropriate achievement.
Object which should be taken into inventory are marked in the text with red and puzzle solutions and important information are bolded.
Before you start the game, you have the possibility to personalize the game main menu. If you do not want to do this, the game main menu will be randomized.
An answer to question about your leisure time will decide about background location of your main menu (bar or garage).
An answer to question about your favorite game will decide about the poster which hangs in this room.
An answer to question about your favorite season will decide about scenery in the room (Easter egg, flowers, fan, Halloween pumpkins, Christmas tree and reed).
An answer to question about your favorite movie will decide about the character you see there (Max or Nina).
If you do not like the current menu look, you can always check option that you want to personalize it again. After that you have to leave the game and start it once again and take one more survey.
Katarzyna Kayleigh Michalowska
Translated by: Maciej "Elrond" Myrcha
You control a thief named Menis-Ra. He got an order to destroy some papyri in the Library of Alexandria. This library is located behind the wall, which your hero is facing right now.
Click on the wall to the left, and the wall which Menis-Ra has to overcome will be zoomed in. Notice that there are many cracks in the wall, which your hero can use to climb. It is only important to choose cracks next to each other, so it is able to reach them.
Click on the first (1) crack over the man's head and then move him:
2x up (2, 3),
left (4),
up (5),
on a slant right (all slants of course up) (6),
right (7),
on a slant right (8)
on a slant left (9),
on a slant right (10),
2x on a slant left (11, 12),
3x left (13, 14, 15),
2x up (16, 17),
right (18)
and on a slant right (19), so eventually he can grab the wall edge.
Your hero will end up in the stable next to the library. The entrance there is guarded by a guard. You have to make him leave his post for a moment. You can sneak in shadows from your hiding place by the window to the heap of barrels and crates in the center of the location.
Take the leather bag for fodder, hanging by the stable window.
Move to the heap of barrels and notice the snake lurking there. Catch him using the previously obtained bag.
Return to the stable door and throw the snake through the window. The guard will go to check what is happening with horses, which make noises because of the snake.
Once you get to the main reading room, notice the beams under the ceiling. Thanks to the map the hero knows, that the entrance to the target chamber is located on the other side of the room. The reading room is guarded by two guards and you have to reach the target unnoticed.
And here previously mentioned beams will be useful. The hero will climb them, thus being able to move over guards' heads.
Take few steps on the first beam (right) and find out that it is rotten and you can't go any further. So you must head down the screen, turn right on the next beams' intersection and then return up.
When you get near the columns, do not miss the banner made of linen fabric - it will be necessary to use it in a moment. Take it with you of course.
Go down on the second row of beams (on the right). Pass by the first beams' intersection, because the one on the right is creaky and Menis-Ra doesn't want to go over it. Step on the next beam on the right - you'll end up almost on the front of the warehouse door.
You can't of course jump down and enter the door because guards would hear this. In this situation you have to use the open window over the door.
To do this, open the inventory and combine the line with the hook. But there is still a problem with the hook - it is made of iron and when you throw it through the window it would make a sound which surely will draw attention of guards. So you have to somehow "silence" it.
Here it is time for the linen banner - wrap the hook with it. After that throw all this climbing equipment in the open window.
Once you get inside the warehouse, use the incendiary agents on clay pots lying on the shelves, where scrolls are kept. The hero will do its job (you can also just click on these pots).
The church is on fire and Nina is not able to get out. She has to believe that the ghost which has passed through the wall also has shown her the way out.
So check the tapestry hanging on the right - you have to remove it somehow to see what's on the other side.
There is a mop next to the wall, under the arcade, to the right of St. Peter's statue. Take it.
After that put it into flames to the left and use the burning mop on the tapestry to the right.
It turns out that there is a passage to the bell-tower behind the tapestry. Although it is bricked up, there is a window-like hole over it, which can be used by Nina to get there.
Take a closer look at St. Peter's statue - its base is too smooth for your heroine to climb up. You have to create a sort of extend, so the girl would be able to climb the statue.
To do so, get the robe hanging on the column to the right (behind benches). Nina will also get a metal clothes hanger into get inventory.
Use this hanger to pull out the nail from the column to the left (next to the burning shelves).
Use the nail to scrap dry mortar from the joint in the wall under the arcade, left to the statue. The joint will become wider (you can also do this by using the hanger - one of 13 achievements available in the game you'll get for solving problems in this location in several ways).
Now you need something to lean against the joint and statue's base, creating extend. It is best to use a burning plank from the shelf to the left but first you have to extinguish it.
Now the baptismal font can be used, especially water inside it. So use the chalice standing on the font (collect it first) to get some water.
Then, in this tedious way (watering fire with water from the chalice) extinguish the burning bookshelf. You can also soak the robe or the mop (before you use it to burn the tapestry) in the baptismal font.
Now take the shelf from the book shelf and place it in the enlarged joint next to the statue. After that climb the statue (click LMB on it).
A window informing you about possibility of choosing puzzle difficulty level will appear (for people who like challenges and an easier variant - if you decide to choose higher difficulty level throughout entire game you'll get an achievement).
The task is to click on arrows which indicate deflection of the statue, so it leans back and forth until Nina will be able to jump to the hole on the wall to the right. So start clicking on the arrows alternatively (best to start with the left one) in such way: when the statue is in the maximum deflection in one direction and stops for a second, click the arrow indicating the opposite direction. After few tilts of the statue, Nina will manage to grab the wall.
If you complete this puzzle without Nina's hints, you'll get an achievement.
Arrested Max has said some strange sentence, suggesting that Nina should look for something related to their wedding trip.
So take a look at the Max's backpack standing next to the bookshelf to the right. Examine it in the inventory with RMB. You'll find inside the book about Australia - that's the place where the young couple was supposed to go for the honeymoon. So take closer look at the book - Nina will discover that someone cut a hole in it and put four magnetic flags inside it. In addition she'll find the table of contents torn from the book and notice, that four chapters are removed from the book completely: 3, 7, 10 and 15.
Go to the bedroom (right). There is a map of Australia hanging on the wall. Look at it. Some places are marked with red dots. Check in the table of contents which cities were described by missing chapters.
You'll find out that third chapter was about Adelaide, seventh - about Brisbane, tenth - about Broome and fifteenth - about Hobart.
Find these places on the map and put magnetic flags on red dots indicating these cities (the order doesn't matter).
A secret cache will open in the bottom of the bed. Nina will take two keys out of it: one with the information that it opens museum's office and the second one: smaller and without description. So the next place is museum's office.
Nina comes to the conclusion, that Max's secret is perhaps relevant to his newest work project. So she should find the documentation, which her fianc has probably hid somewhere (there are only accounting documents on the desk).
So take a closer look at the picture hanging on the wall (frontally), showing the volcanic eruption and storm raging see. Examine it - Nina will see the gap in the middle of the picture and metal rails on the wall. Undoubtedly, it is some sort of mechanism.
A hint how to open it is its content: see, storm and volcanic eruption. Note that there are several devices in the room, which can be turned on and off (a lamp on the desk, a radio, lights in an aquarium, Solar System model and lava lamp). In this case you should get interest in aquarium (see) located on the shelf to the left and lava lamp (volcanic eruption) standing on the fridge to the right. Turn on lights in both these devices (the order doesn't matter) - if you've previously turned on other devices, you have to turn them off.
But this is still not enough. You have to turn on the air conditioning hanging on the wall near the aquarium to make an air movement in the room (storm). Now look at the device - Nina will explain that this is a modern model with temperature sensor, which turns on automatically in response to temperature change in the room. So you have to fool the air conditioner so it "thinks" that it got colder or warmer rapidly.
To do this, use the stucco tool lying on crates under the bookshelf (pick it up) or keys you have.
Put any of these items into the fridge standing next to the door to the right - more specifically to its freezer (it's the only possible place).
After that use the ice-cold tools (or key) on the air conditioner - it is enough to start the device, thus fulfilling the third condition to open the safe hidden behind the picture.
Nina will examine the safe and take documents on the Max's latest work project (the dig in Turkey) and a cell phone.
Examine the cell phone in the inventory. Unfortunately it is locked - without 4 digits PIN code you can't use it. So you have to look for this code.
So use the key to open the closed desk drawer on the left and examine its contents. Nina will find inside a plan of a Turkish city named Urfa, photos of ancient cult place located nearby the city and a book on Gbekli Tepe. Click on these items (RMB in the drawer or in the inventory), to get further information.
Once you take all items from the drawer, it turns out that there is a number on its bottom: 0504. Probably it is the PIN code to the just found cell phone.
So enter the PIN on the cell phone keyboard after zooming it in the inventory with RMB (once you enter it, commit the PIN with "OK" button). Nina will find that there are neither phone numbers nor messages left in the phone. Fortunately someone has left the message on the voice mail. This is Turkish Max's coworker - Emre Dardogan. After listening to the message, Nina decides to go to Turkey.
Once you find yourself on the parking lot, go right and you'll get to two barracks. On the door of one of them you'll find a plate with Emre Dardogan name on it but unfortunately the door is closed.
Look through the window to find out that this is a local office. Nina will notice that cabinets with acts are open and documents are scattered on the floor.
Take also a look at the gap at the bottom of the door but you can't get anything out of it with your bare hand. You need some sort of tool.
A proper tool can be found in the trashcan standing next to the other barrack. It is a bike wheel spoke - take it.
Put it in the gap. Nina will get some shreds of paper. Examine them in the inventory (RMB) and a puzzle will appear.
Click on any fragment, so the window with instructions disappears. Now you can start putting fragments together. With LMB you move shreds and combine them together. Also with LMB they can be locked on the button at the bottom in order to turn them (one click turns the paper 90 degrees clockwise) when you think that they are in wrong position.
Combine shreds of paper following the above schema. Element A is already on its place. Correctly selected pieces automatically combine with each other. As a result you'll get a fragment of fax with a phone number of Emre.
Use the Max's cell phone on Nina (or use the fax on the cell phone). Nina will call Emre and learn that he is trapped in the dig, because the earthquake has cut off the way out.
Emre will send Nina MMS with video showing the place, where he is located. Watch it by clicking the cell phone in the inventory with RMB. The girl will notice some characteristic spots, which can be helpful in locating the room, where Emre is blocked.
These are: bat sounds, rubble heap, engine sounds, wall relief, tree roots and smell of oil, which Emre has mentioned. Notice that mentioned symbols will appear in your inventory as icons. Following the man's suggestions Nina will take (automatically) the excavation site map from his jeep - the area is huge and without map it is not possible to explore it (you can use the map to move between specific sectors).
So go back to the barracks and choose the left path. Move to the excavation area. You'll see the map where you select sectors one after another.
In each of them select a symbol from the inventory and click with it on a proper object on the surface - a drop of oil on the oil spot on the ground, an engine sounds on the pump, and tree roots on the tree or the wall relief on the pillar.
You have to find a place with at least three objects which fit to hints from the Emre's video. You'll locate it in the sector E (proper symbols will appear at the top of the screen).
You have to drill hole in the surface, so Emre can give Nina a key to the elevator from which he is cut off. So go to the sector D, where you can find a solid rock drill. Click it and its symbol will appear in the inventory.
Return to sector E and use the drill to make a hole in the rock slab in the center of the location. Nina will be able to talk to Emre.
The man will inform Nina, that he can't reach the hole in the rock and give her an elevator key because it is too high. Nina has to think of some another way to get the key.
Go to the parking lot and notice the loose chain symbolically separating it from the excavation site, hanging between two posts (right from cars). Take it.
Return to the sector E and use the chain on the drilled hole. Erne will hang the key on it and Nina will finally get it.
Now go to the sector C, where an elevator is located (on the right). Open it with the key and after a moment Nina will find herself underground.
Leave the elevator and head left through the tunnel. Nina will reach the place where she'll find a ruined stone bridge connecting both parts of the underground.
Notice the crevice in the rock at the top and the high pressure cleaner used by archeologists - you could use it to mark outside the place, where Nina is right now. But you need some kind of dye for that.
Such dye can be found on the surface and specifically in the sector B. So return to the elevator (right) and use it to go up. After that go to sector B. On the right you'll find red earth - take some.
Return to the sector C, take the elevator underground and borrow the wooden crate with tools, standing left to the elevator. You surely need some kind of tool to disconnect the gun from the compressor.
Unfortunately the crate is locked and the elevator key doesn't fit. In this situation press the elevator button (to the left of elevator) to send it up. Then put the crate in an elevator shift and press the button again. The elevator will crush the crate so send it up again and take the crate leftovers: hammer, pipe wrench and empty plastic bottle.
Go to the bridge and use the pipe wrench to disconnect the pressure gun from the compressor hose. But you can't put inside the red clod of earth so use the hammer (or the wrench) on it to get fine red sand.
Now load the gun with the sand and combine the gun with the hose.
Now get the pressure gun with paint and use it on the crevice on the ceiling. Start the device. Red sand will be blown outside and mark the place where Nina is right now.
Go to the elevator, press the button to call it and use it to get to the surface.
Visit subsequent sectors looking for red markings on the rocky ground - you'll find it in the sector D.
Open the inventory and combine the chain with the hammer. After then lower it down through the marked hole.
Return to the sector C, go down the elevator and go to the ruined bridge. Grab the chain hanging from the ceiling to get to the other side in Tarzan (or Jane) style. Meer Emre.
Emre wants to open the stone gate, decorated with characteristic relief. According to his request, stand on the slab placed opposite (diagonally) to the one he stands on. Slabs in the square will be revealed, as well as drawings on its edge, which were covered so far.
Hint to this puzzle are symbols of animals around the square but only these anomalous (Nina comments on that). Take closer look at animals and you'll learn that (starting from Emre and going to the left): grasshopper has 8 legs (normally there are 6), boar has 5 legs and lizard 6, ibis has 3 wings, ox is missing one horn and tiger has 2 tails. Dragonfly has 7 wings and fox has 4 ears.
According to Emre's suggestions, you have to move both characters alternatively to get to the square center and Nina should make first step. When you move the mouse cursor over the slab, you'll learn what it represents. The order is given by drawings of anomalous animals on square's edge. So:
1) as Nina stand on the slab with ox (1 horn);
2) as Emre stand on the slab with tiger (2 tails);
3) as Nina stand on the slab with ibis (3 wings);
4) as Emre stand on the slab with fox (4 ears);
5) as Nina stand on the slab with boar (5 legs);
6) as Emre stand on the slab with lizard (6 legs);
7) as Nina stand on the slab with dragonfly (7 wings);
8) as Emre stand on the slab with grasshopper (8 legs).
Remember about switching between characters (icons of their heads at the top of the screen). After each correct step you can hear a characteristic sound of moving gate - when you make a mistake, Nina will return to het slab on the edge and you have to start all over.
After they go past the gate, Nina and Emre will discover a huge underground irrigation cistern. Emre is sure that this is the source of radiation and wants to measure its intensity. But the cistern is located deep in the abyss.
Switch to Emre and cut with the knife some roots on the edge of the abyss. Tie the roots to Geiger counter which Emre has.
Lower the Geiger counter tied to roots over the cistern.
Nina is trapped inside the car, which has landed upside down after the accident. The girl has a seat belt on, which is jammed, so she can't free herself.
First of all turn on the light by pressing a switch on the car's top (between Nina's hands).
Now open the sunshade (next to Nina's right hand) - Nina will find there a comb with long handle and a parking disc. Take them.
Use the comb to open the glove compartment in the car. Inside you'll find the folding ruler. Take it.
Use the folding ruler to pull the lunch box which fell out through the broken glass and now is lying on the ground (under the hood). Open it in the inventory to get fork, knife and sandwich.
Use the knife to cut the safety belt (on girl's shoulder). Nina finally can get out of the car.
Now pick up Max's metal box mentioned by Emre during the trip. Open it. Nina will take Emre's notes and fianc's roughbook out of it. Examine both objects (RMB).
Check the email box in the notebook. You'll learn that the last mail to Max was sent by Cicero63, who is Michael Anderson from San Francisco. Men had an appointment on 12.08, 15:00 in Palace of Fine Arts. This is two days from now. Nina decides to go there in place of her fianc.
During her journey Nina falls asleep - she is in Renaissance Florence has the opportunity to observe actions of man named An-Nasir who possesses the scroll with writings of Archimedes (Nina has read about this on Max's notebook).
The merchant get arrested and stays in local guardhouse. Nina wants to know whom he sold the amphora with the scroll. She is invisible to other persons - they can't also hear her but can hear the noises she makes. Unfortunately she can't go through walls but she can manipulate with objects.
As you can do nothing here, in front of the guardhouse, go to the marketplace which is empty at this time of the day (direction cursor at the bottom of the screen).
Move to the cart standing on the right and pull the wooden wedge blocking its wheel. The cart will move towards the building in front of it.
Climb up the cart and get to the wooden platform on the right side of the building.
Open the sack on the left side of the platform and get some salt. Now click the cart to get back to the ground.
Use the salt on the wooden wheel on the building - it manages the cargo lift from the highest floor but now is covered with ice and you have to melt it to get the lift working. Once you manage to do this, turn the wheel to get the lift on the first floor.
Again go to the wooden platform. Now you can get to the balcony on the left, where you can get the sword from the statue located next to the balcony.
Return to the ground (on the cart) and head to the prison (left).
Use the sword and cut the line which ties three barrels to the right of the building. A guard will appear after the barrels damage the window - he will left the door open. Nina can get inside now where she'll see interrogation of An-Nasir. She'll also eavesdrop on guards' conversation.
A merchant is locked in the cell. In order to free him you have first to disable his guards.
First, take torture devices lying on the shelf in the corner, next to the cell door: iron mask, poker and mouth spreader.
Go outside (cursor at the bottom of the screen) and use the mouth spreader to open the hatch of the small shop. Nina will get some herbs: henbane, lavender and chamomile blossoms. First of them has anesthetic properties.
After that use the sword (or the poker) to cut the curtain with which the guard secured the broken window (on the right). It is getting cold in the room where guards sir - they will start a fire. Notice the smoke from the chimney.
Move to the marketplace and cut the net on barrels and crates with your sword (on the left).
You'll see hooks on the prison wall (left to the entrance door). Use the net on them and climb up the roof.
Now cut the clothes line hanging on the right with the sword (you can also use salt on it).
Go down the net to the ground and again use the sword to cut off the clothes line on the right. Combine the clothes line with the poker.
Climb the prison roof again using the net. Throw the poker with line to the chimney. Now you can approach the chimney (click on it instead of the line).
Now throw in the chimney the henbane. Use the net to go down and enter the prison - guards are asleep.
Search unconscious guards - unfortunately none of them has cell keys. You have to think off some other way to open the door.
Go outside and once again climb up the roof. Pull the line to get the poker out of the chimney.
Go back to the prison and push the wooden wedge into the recess on the floor in the front of the cell door.
Now use the poker to lift the door and Nina will open it.
Once you get inside the cell you'll notice that the man sleeps. So you have to wake him up somehow.
So take the wooden bucket from the corner of the cell. Go outside.
Fill the bucket with snow next to the prison or the building to the left. Return to the cell and wait until snow melts.
Now pour water from the bucket on sleeping merchant. Unfortunately when the man leaves the prison, Nina will fail to follow him and lose him in the alley.
Once you got your second chance, before you wake up An-Nasir again, you have to make sure that you won't lose him again in the alley with 3 exits.
So go there (head left after leaving the prison) and look around. Notice a sign on the wall to the right (over the bench) - it forbids street musicians after night fall and a fishmonger sign at the top of the building. A trash to the right of the bench and under it suggests that some musicians know already how fishmonger can be angry. In this situation play some song from the cell phone (use Max's cell phone on the bench or the wall sign).
Awaken angry fishmonger will throw at Nina fish offal. Take it.
Now return to the prison (cursor at the bottom of the screen) and go to the marketplace, where a cat is sitting next to the frozen fountain. Put fish offal in the iron mask taken from the prison and catch the cat into it.
Now go to the An-Nasir cell and put rest of fish offal into his pocket. Now you can pour water from the bucket on him to wake him up.
Once you get again in the alley with three exits and release the cat on any of them - he will follow the stink of fish and show Nina further way - the central exit. But it will turn put that the merchant has thrown away the fish guts and Nina doesn't know where he is now.
You got one more chance. Leave the cell and go through the alley left of the prison and then go straight forward. Once you get there take a closer look at recess on the ground, right at the beginning of the route. Pour water from the bucket on it, hoping that it will freeze and slow down fleeing merchant.
Return to the prison and take some snow to the bucket. Go to the cell and wake up An-Nasir in well-known way. Thanks to the icy puddle Nina will notice that the man has run to the right alley. Go there. Of course you'll find a place with 3 gates this time.
Once you get back to the dream inside the cell, leave it and move to the fireplace next to sleeping guards. Take some ashes. Now go to the place, where Nina has lately lost the merchant.
Use the ashes on one of the gates and Nina will automatically finish this action. Return to the cell and pour water on An-Nasir again.
Once you get to the place with three gates again, notice fingerprints of the merchant on the left gate. So go there. Unfortunately you'll get to the bridge with three exit paths - straight forward, left and right.
When you get to the alley with frozen path, look around for the ladder. It stands at the middle exit - take it.
In the last part of An-Nasir escape, use the ladder to clear the snow out of the eave-porch over the central gate (use the ladder on the eave-porch and then click it). Of course return now to the cell and wake up the merchant again.
Once Nina follows him, take a look at his footprints in snow - they lead to the right exit (behind the bridge).
Go there and Nina finally will manage to follow the merchant to the house of man whom An-Nasir has sold the amphora. Eavesdrop on the conversation between master and servant and Nina will figure out that the buyer of the precious artifact is Leonardo da Vinci.
Eavesdrop on the conversation between master and servant to find out that Leonardo has hidden Archimedes' scroll very well and information about the hiding place is stored in some kind of cylinder in his workshop. So you have to find it.
Look at the interesting construction on the wall at background. It looks like a scales but it is too dark to see it.
Go to the table with empty amphora. On the plate to the left you'll find some kind of device, looking like lighter. Take it.
Notice that there is an oil lamp with concave mirror mounted on the strange vehicle next to the wall with the scales. Light it with the lighter. It turns out that this is a prototype of the headlamp, which can lighten the wall.
Since the left part of the scales is still in darkness, examine the right one - it is blocked. Although there is nothing loaded on it, it is lowered and you can't move it up. Nina will notice a small hole in it.
Now take some kind of the wooden jack, standing next to the wall on the right.
Use the jack on the vehicle to raise it up and light up the wall. Now you can see the left arm of the scales. Nina will notice there the cylinder she's looking for. Not you only have to get it.
To do this, take the chisel hanging on the wall to the left.
Use it on the right arm of the scales to unlock the mechanism.
Once the left arm lowers, take the cylinder from the box on the arm.
Examine the cylinder in the inventory - you need a password to open it. In order to find it, look around the workshop.
You'll find here two hints: one of them is a master diploma hanging on the wall over the door to the left. Another one is documents on the table to the left, being a correspondence between da Vinci and his teacher. In both cases you can notice the teacher's name: Verrocchio.
So set in on the cylinder by clicking buttons in the middle of each circle, thus proper letters (or syllables) are placed at the bottom. Set VER on the first circle, RO on the second one, C on the third one, CHI or CH on fourth one and O or IO on the last one.
Inside the cylinder Nina will find a Leonardo's diary page. It is coded so you have to decode it.
To do it, go to the door and take the walking stick from the jug. Examine it. It was quite interesting decorated because it is covered with some symbols.
Move to the table and take red paint pot from it. Put the walking stick inside.
Then "print" the symbols carved on the walking stick on the empty canvas at the left corner of the room. It turns out that this is a key to the code - each alphabet letter is assigned to the mysterious symbol.
Compare a coded message from the Leonardo's diary with the symbols on the canvas. Nina will decode the note: Greek safely concealed in the painting of The Magnificent.
Of course it informs about the place where Archimedes' scroll is hidden. But who is "The Magnificent"?
In order to find it out, take the book lying on the stool to the left from the door. This is chronicle of the de Medici family, with nicknames of all its members. Compare the decoded note with the chronicle. Nina will find out the Lorenzo de Medici was called "The Magnificent". This is the man, to whom Leonardo just gave "Madonna Benois" painting, in which he probably hid the Archimedes' scroll.
Once you get to the museum, Nina will talk to the officer in the nearby police car. She will learn that there was a fire in the building, so the museum is closed and Michael Anderson is missing since then.
It means that getting inside the museum in this situation won't be easy.
Check the banner-poster on the lamppost. It confirms that the painting Nina is looking for is indeed in the museum, so she has to get inside. But the police car is on her way there.
Go to the kiosk on the right and talk to the shop man. Try to buy something to drink - unfortunately there is no beer. So buy ice-tea.
Talk to the policeman again and ask him about rules of selling alcohol in California. You'll learn that it can be bought only at special liquor stores.
Look around and pick up empty glass bottle from the street (between the lantern and police car). Pour the ice-tea into the bottle.
Near the bench you'll find the Time Magazine. There is a whisky bottle label on its cover.
Locate the glass shard on the grass next to the shop. Take it and use it to cut the whisky label from the magazine.
Put it in the puddle of water and combine with the bottle with ice-tea.
Go to the shop and put such prepared "whisky" on the shop display to the right. After that go to the officer and tell him about illegal alcohol.
Since the policeman is busy with shop man "breaking the law", you can go to the museum with no problems.
Go inside through the main door and according to information from the policeman, go down the stairs to the basement. Unfortunately fireproof metal door to the archive is locked with the electronic lock.
So return to the hall and use the left stairs to go to the upper floor.
Since it is not possible to open the door to the room, where fire has started, go outside through the window at the end of the gallery.
Now move to the right on the ledge and get inside the burned room through the blackened window.
Pick up the frame of glasses lying on the floor next to the table.
Use it to open the desk drawer. Nina will find inside a metal keycard.
Use the same way to return to the gallery (go through the window on the right and use the ledge to get to the other window and back to the museum).
Go down the hall and head to the basement. Try to get to the archive, using the keycard - unfortunately there is no power in the building and all electronic locks do not work.
Leave the museum with the main entrance and examine the metal door of the generator (to the right). Of course it is locked. So go right to the street.
Luckily the officer is still gone so open the car's trunk. Nina will take a can with diesel and a bolt cutter.
Go back to the museum building and use the bolt cutter to unlock the generator box.
Inside you'll find an emergency generator without fuel. You are not able to pour it directly with can with diesel, so you have to find more suitable container.
Such container can be found in the burned room on the floor (get there with the well-known way). It is a watering can, standing in the left corner, next to the pot with plant leftovers. Take it and pour some diesel from the can into it.
Return outside the building and use the watering can to fuel the generator. Now you can start it up (click with LMB).
Go to the museum and head to the basement. Unlock the door with the key card. Enter the archive.
Unfortunately it turns out that it is so dark in the room (there are no windows), that you can barely move. So you have to fix it somehow.
Leave the archive and examine the fuse box hanging on the wall.
Switch the upper switch, which turns on the light. Unfortunately the lower one, which corresponds to power, will turn off.
This is enough for now though, because the archive door is unlocked. Now you priority is to explore the archive.
So get inside again. Go to the bookshelf in front of you and take small lamp.
Go right and install it the socket next to the computer (at the bottom of the wall, right from the door to archive offices).
Leave the room and again examine the fuse box. Switch the lower switch to turn on the power.
Return to the archive. The ceiling lights do not work but the small lamp is god enough to look around, plus you can use other pluggable devices.
There is Anderson's desk to the right. Switch on the computer (LMB) located next to the X-Ray machine and look at its display (RMB) - Nina has to locate the painting first.
You'll see a search application. In the first field enter the name of the author (click the title to see the list): Leonardo da Vinci, in the second one enter the name of the painting: Madonna Benois, and in the third field enter the year when it was created: 1477. Click Confirm button. After a while Nina will automatically go to the archive offices and return with the painting.
Now it would be good to check whether the painting actually contains Archimedes' scroll. Scan it with the X-Ray machine on the right.
During this action Nina will be contacted by a mysterious man, who suggests meeting. Examine the screen on the computer's display. This is a QR-Code - scan it with your cell phone. You'll see the map of Alcatraz and mysterious name: Cassandra. Nina has already seen this name within correspondence between Max and Anderson.
After entering one of the buildings in Alcatraz, metal door behind Nina is locked and the girl is trapped.
So get inside the open cell on the right and look through the window.
Look at the adjacent building. Nina will notice a characteristic drawing of the Leonardo on it (the same which appeared on the computer's display at the beginning of conversation with mysterious person). This is a sign that she should get there. But how? Maybe the telephone cable which connects both buildings can be helpful? Zoom out.
First of all you have to remove bars from the window. In order to do it take a blanket from the bed.
Take also some bricks from the heap below the wall. Put them into the blanket - now you need something to tie it.
A cable for example would be good. You'll find it in the corridor, next to the entrance door. Unfortunately it is a cable used by functioning air conditioning - it is live and you can't cut it with the bolt cutter without risking your life. But there is a way to make it.
Look at the shelf on the wall and take a mug.
Get some water from the toilet (to the right) with the mug.
Now pour the water on the air conditioning located over the exit door. There will be short circuit and your problem is solved now.
Now you can easily cut the cable and then use it to tie the blanket with bricks.
Once inside the cell, look again through the window. In this view tie the sack of bricks to the window bars from the outside.
Now click on the sack tied to the bars and then click with sack on the inner courtyard, suggesting pulling it outside. The sack will pull out the bars.
Now you only need some kind of handle to get to the other building. You'll find it in the corridor, in the showcase - it is a clothes hanger.
Return to the cell and go outside through the window. While standing on the ledge, use the hanger on the cable connecting both buildings.
Once you get to the other building, you face small but dangerous robot called Murphy. In order to get to the door on the other side of the corridor, Nina has to defeat the robot.
(You might save the game here, because after the fight with Murphy Nina will be forced to make a choice, which influences the game end. If you want to try both possible variants, you should save here).
Enter the room behind the door in front of Nina.
You'll find there another combat robot. Take it.
Examine also a scrap heap on the right. Nina will find taser, small flame thrower, buzz saw and drill.
You can arm your robot with one of these tools (one at time). Each of them has its advantages and disadvantages. With taser and flame thrower you can attack on the distance, to avoid enemy mines. This is a big advantage, because explosion of the mine takes 50 HP points of Nina's robot. Unfortunately, these weapons are quite weak - they inflict only 10 points of damage to Murphy.
Buzz saw and drill inflict 20 points of damage but they are close combat weapons and then your robot might get on the mine.
Nina's robot can also set trap with mines but in this case they inflict only 15 points of damage.
Murphy attacks with flame thrower which inflicts 60 points of damage and a cultivator-like arm, which inflicts 30 damage points.
As you can see, Murphy is much stronger but his HP does not regenerate. On the other hand, Nina can replace her robot's weapon and repair it thus sending it to another battle with 100% of HP.
Once you decide which weapon your robot will use, leave the room and attack Murphy. The battle puzzle will appear, where you can set your attack (bottom or top), as well as defense (bottom, top) and in addition to these two options your robot might use one of 3 limpet mines (if you check this). Both robots have 100 HP at the beginning. In order to start the first round (and any next) press the green button at the top right.
I personally think that it is better to equip taser or flame thrower, to reduce the risk of contact with enemy mines. I also feel that it is more worth to choose top defense and attack, but this can be changed after each round - you should notice what kind of attack and defense Murphy has and try something opposite on the next round, but this is not a rule. Of course you must absolutely use mines. One fight has as many rounds as needed to defeat one of opponents.
After eventual lost battle, action moves to the room where Nina has found the robot. You can repair it and change its weapons there. The game continues until you defeat Murphy.
Once it happens, Cassandra appears. During conversation it turns out that mysterious "they" tread on Nina's heels. When Cassandra fights with locked door, Nina has to make a choice: she can try to somehow stop the enemies, thus giving Cassandra more time to open the door or let it go. Regardless of your decision (it has an impact on the fate of characters, presented after the end of the game), Nina is caught.
Nina wakes up in a small and completely dark room. She got with her only the keycard to the San Francisco museum. She can fell the air coming from the ventilation to the left.
In the darkness inside the container she is able to see some green light. Take it - it is a container with spray paint for marking.
Open the inventory and spray the keycard with spray paint. After that use it in the ventilation cover to lighten it. Nina will get a kind of source of light and be able to look around the container.
Go to the right and take the threaded bar from hinges in the corner.
Use it to remove the ventilation cover from the window on the left and go outside.
Nina has eavesdropped on conversation between kidnapers that Max is in their HQ. She also heard that one of containers loaded on the aircraft carrier will be sent there. The girl hopes to find inside any hints.
Take a look at containers in the cargo hold - they have different symbols on them but Nina doesn't know what they mean. Fortunately there is the clipboard on the table to the left (take it) with a description of color codes to containers. These markings inform in which port the given cargo should be taken out.
Get familiar with these markings (RMB) and Nina will learn that she should examine the container to the right, marked with white (Rotterdam), because kidnappers were mentioning this one. Unfortunately, the entrance is blocked by another container.
So you have to make the other container being taken from the cargo hold before yours. According to the clipboard it should have orange marking.
In order to make the change, climb up the ladder on the right to reach the door at the top. Nina will get to the small balcony. Notice there the red lamp on the wall. Unfortunately you can't unmount it now.
Climb the next ladder to the aircraft carrier deck.
Go left and look for the open metal box. Take the screwdriver from it. Notice the grease on the airplane's right tire - you do not have anything that can be useful to get it now.
Return to the stern (right). Use the screwdriver on the balcony to unmount the lamp. You'll get in the inventory: lamp itself, its holder and red glass. Now you need to change its color a bit and that's why you need grease.
You can find the container for the grease in the cargo container, where Nina was locked by kidnappers. This is the plastic cup lying on the floor to the right.
Return to the cruiser's deck and take some grease to the cup (from the airplane on the left) and then combine it with the red glass - it turns orange.
Return to the cargo hold, climb down the ladder and stick the greasy glass to the lower container on the right.
Once the cargo is taken, try to get inside the container with the white marking, using the door on the left. But it turns out that it is sealed with a thin wire. Deal with it using the threaded bar - Nina will get wire wrap.
Once you open the door, take a look at the machine mentioned by kidnappers. Nina will notice some kind of touch display. You'll have to choose difficulty level and after that a puzzle in which you have to move elements from right to left side, so they combine with each other forming a circle.
These parts which are in incorrect position can be rotated in a clockwise direction by pressing the button on the top of the screen. In the easier variant shadows of most elements are marked, so move elements there. Finally there will be 4 elements left, which can be combine with the rest by looking at their bends - all pieces should form a circle.
In the more difficult variant you have to match elements to each other so they form perfect ring - correctly combined elements fit perfectly. Fragment A is already on correct place.
If you place correctly all elements, you'll see logo of - CERN.
Finally Nina will get to HQ of this organization and she can see Max. When the man wakes up, look around to find his clothes.
Go right and open the bottom cupboard behind the curtain. After that talk to Max.
Also check both locked cooling chambers: on the left and on the right.
When Nina is put into a state of clinical death, go straight forward to the light (if you do not turn around, you'll get an achievement). On the end of the corridor open the door.
Nina founds herself in post-apocalyptic setting - the end of the world just came and her task is to find Guardians.
On the wall to the left you can see their symbol - click it. Nina will find out that Guardians were here, but no one knows where they are now. You have to find more signs.
Examine the shop window in the building on the other side of the street. There is still glass inside.
Take a stone from the heap on the left and throw it at the window. Repeat this three times and Nina will manage to break it.
Look through the broken window and take the camera with telephoto lens.
Use it to look at distance ruins, where you can see the bright light. Nina will notice the sign of Guardians.
You have to go to the northern part of the city but unfortunately fragment of one of buildings has just collapsed, blocking further way. You have to find another route.
Notice the car next to the buried entrance to the subway. Open its door and release the handbrake. Nina will push it and the car will fall down into the hole in the street. It turns out that the car was placed on the subway air duct.
Of course you can't lift this heavy grate with bare hands and you need some tool to do this. Look at the balcony which has collapsed near the bus and get the iron bar.
Use it to lift the air duct grate and get inside.
In the subway Nina will get to the place, where the underground path is blocked by train wreckage and on the surface - by bus wreckage. You have to think of something to get to the other side of the street through the hole in subway's ceiling.
This is a moment, when one item can be useful - the plush teddy bear. If you do not have it yet, you have to go back to the previous location. Toy can be found on the ground, left from the air duct grate.
Go again to the subway and stick the plush toy on the iron bar. Notice the gasoline leaking from the bus, on the left side of the tunnel. Use the bar with the teddy bear on the gasoline.
Once again use the hole in the wall to return to the street and set fire on the teddy bear by putting it in the fire between buildings on the right.
Use the air duct grate to get to the subway again and use the burning teddy bear on the gasoline near on the wall.
Nina will create a small explosion. As a result the bus wreckage will fall down and can be used to climb up.
There is a Guardian standing on the rooftop to the left, but it is separated from Nina with crack with fire inside. You have to get to the other side somehow.
Take steel cable from the cable roller in front of Nina.
Use the steel cable on the elevator wheel visible in the hole on the right.
Get the cable ending from the floor and combine it with the cable holding the billboard.
Now turn the elevator wheel - Nina will lower the metal billboard, creating a path to the Guardian.
After Nina wakes up, you control Max for a moment. The girl wants to write down numbers given by Guardian.
Go to the table on the left and take needed items: pen and piece of paper. Give her them. The girl will write down coordinates which are longitude and latitude.
Once you get the paper with coordinates, use the computer terminal in the background of the room (right from cooling chambers).
Now use the paper on the search field and when coordinated are entered, press Search button. A map of Greek islands appears - the biggest is Santorin.
Nina, Max and Jane Cunningham, chief scientist of CERN, are in the submersible deep down in the sea around Santorin. They are looking for the place given by the coordinates, which is the center of the circular shape island, sunk long time ago. Its elements which are above the sea form a small archipelago today.
Once you select difficulty level, head the submersible on a slant right down. You do not have to stick to the route perfectly - it is enough to click the particular spot and the submersible will find the way itself and get there. But in some parts (on the higher difficulty level), it will be disturbed by extremely strong currents, which have to be avoided (screens which show the way apply to such situations - in case of easier options you just have to keep the correct direction and click points which you want to reach).
Around the point our heroes are looking for, there are four recesses - look carefully at them. It looks like you have to put something into them, thus probably opening the Guardians' base. Underwater stone slabs resemble human shape with head facing left. Looks like his mouth is the entrance and recesses mentioned earlier are located at the height of his navel.
While looking for missing elements you have to go to four opposing corners of the underwater complex.
Once you get to the center, head on a slant right up (a detailed route is marked above with the yellow line). You'll reach a stone heap, which has to be cleaned up. So click on it with LMB and Max will use a special tool to clean stone pieces. It will turn out that there is a green crystal under stone pieces - it goes to your inventory now.
Use the outer path (on the right), with the current flowing down and then left, return to the center to look for another crystal. Of course you can go there right away, but I thought that it would have more sense to show proper way to all four crystals starting from the center of the complex.
In order to get another crystal, start in the center and go up left and then down (a detailed route is marked with yellow line above). Get it in the same way as the previous one and return to the center of the complex by going with right path.
Next crystal is located in the left bottom corner of the complex and it is really hard to get there. Start in the center and go down right, then move to the left and try to maneuver between many currents (a detailed route is marked with the yellow line above). But the way back is easy - after getting the crystal go to the left outer part of the maze and the current will bring you almost to the center (you'll have later only to move a bit right).
The last crystal is hidden in the right bottom part of this location and you have to go right, a bit up and then down (a detailed route is marked with the yellow line above). To return to the center of the complex you have to go to the most outer path to the right and the current will bring you down. After that move a bit up, then right, up and left, towards the recesses in the center of the complex.
Of course put all four crystals in recesses. As Nina predicted, the entrance opens and heroes will find themselves in Guardians' base.
In order to get to another part of the base, you have to open the stone gate on the left. This is done with the terminal on the column to the left.
As Jane Cunningham take a closer look at it. It looks that you have to set some letter on it, two symbols looking like eastern characters and a hieroglyph. For hints on this puzzle look at tables on other columns.
On the most right column you'll see stone figures. There are 12 of them and above each of them is located a letter - only the last figure is missing one. This figure is typical for western culture, probably from Middle Ages. 12 figures mean 12 months and letters above them are first letters of their names, so the one which is missing is "D" (December).
On the next column you'll find some Hindu ornaments. The relief shows the Hindu god Ganesh. Below you can find a string of characters, with two of them missing. It is not difficult to guess which are missing. The description is repeated three times and is composed with four characters. The first string is complete. In the second, after the dot, a symbol resembling comma is missing. In the third string the last sign is missing, resembling a small "r".
A table on the third column is covered with Egyptian hieroglyphs. Notice the rows which are repeated. Counting from the top, there are first, third and sixth which are identical. Second, fourth and seventh differ only with one central symbol. Now look at the fifth row - it contains the central symbol from the second and seventh row. So the only symbol which is represented only once on the table is lion hieroglyph, located in the fourth row in central place.
Go to the terminal on the left and press buttons under each symbols to set the order: letter "D", "comma", "r" and lion picture. Now press the metal button on the right.
The door leading inside the base is open now. So get inside.
In the room behind the stone gate you'll find a capsule with deterrium desired by Jane Cunningham. Nina has dozen or so minutes to deactivate the force field protecting the valuable element.
Go left and take a look at a clock-like ring. It has 8 hands and 8 digits, which are in strange order. Additionally digit I can be found twice. There is IX at the top, III at the bottom and I on the left and the right. There is VI at the top right and V at the bottom right. Finally there is II at the top left and IV at the bottom left. At the end of each hand you can see a symbol.
A hint how to arrange hands can be found on the mural on the wall above the clock. It depicts people who look familiar. These are in order: Archimedes, Cleopatra, Menis-Ra (a thief from the prologue), Leonardo da Vinci, Max Gruber, Nina Kalenkova, Jane Cunningham and ... 4 Horsemen of the Apocalypse.
Symbols on hands are connected to these people, namely:
Archimedes - compasses;
Cleopatra - eye;
Menis-Ra - dagger;
Leonard da Vinci - paintbrush;
Max - Mars (man);
Nina - Venus (woman);
Jane Cunningham - gun;
4 Horsemen of the Apocalypse - skull.
Now notice where hands of people on the mural are pointing to. These indicate a direction, on which you have set the clock hands of particular symbols. So:
Archimedes - down;
Cleopatra - right;
Menis-Ra - on a slant down left;
Leonardo da Vinci - left;
Max - on a slant down right;
Nina - up;
Jane Cunningham - on a slant up left;
4 Horsemen of the Apocalypse - on a slant up right.
So set the circle hands in the given order:
a) compasses on III;
b) eye on I (right);
c) dagger on IV;
d) paintbrush on I (left);
e) Mars (man) on V;
f) Venus (woman) on IX;
g) gun on II;
h) skull on VI.
You can move hands by clicking them until they get to the correct place. Once you set them all correctly, another passage will be open.
Nina will get to another room with a console, which can be used to deactivate the force field protecting deterrium. According to Guardian's words, the fate of the world in Nina's hands now. She can deactivate the force field to save Max, or she can leave it as it is to save the world.
(Depending on your decision, you'll see different ending on the game. So you might save the game right now if you want to try out both possible variants).
Look at the console on the left of the shiny capsule and you'll see the selection screen.
If you decided to deactivate the force field, prepare for another puzzle game.
You have to arrange rectangles in this way, that the red element with the arrow can reach another red element (with zigzags). To move one of elements in the given direction, click it on specific side (left, right, up, down). This puzzle has many solutions. Below you can see as short as possible - move:
1) short blue horizontal rectangle left;
2) right long vertical one field down;
3) upper long horizontal completely right;
4) left long vertical up;
5) lower long horizontal right;
6) left short vertical down;
7) short horizontal blue completely left;
8) right short vertical one field up;
9) lower long horizontal completely right;
10) left long vertical completely down;
11) red with an arrow completely right;
12) left long vertical one field up;
13) lower long horizontal one field left;
14) right long vertical completely down;
15) red with an arrow right.
Now leave the room.
If you decide not to deactivate the force field, head to the exit from the room to encounter Jane Cunningham there. She will do what Nina wasn't able to and run away. Follow her.
Unfortunately you won't see either Jane or deterrium. Notice, that she has lost her bag next to the passage on the right. Take it. Examine the bag in the inventory and you'll find inside antidote, walkie-talkie and CERN keycard.
Of course use the antidote to save Max.
Nina and Jane's assistant have to get into the computer center to stop the machine. So leave the control room through the door on the left. On the corridor you'll notice that security system was activated. It means that the passage on the left, leading to the further part of the complex, is blocked by invisible laser grid.
In order to see it, return to the control room (the door on the left) and take a cigar from the ash tray on the table between drawers and empty chair, left there by Van Rijn.
Return to the corridor and examine 2 lab coats hanging in the niche (right behind the assistant). You'll find a key on the lighter key-ring, a lipstick and double pocket mirror.
Use the lighter to light the cigar and put in on the table at the left wall (next to the door) - you can also use it on the sensor which generates laser beams (it is located on the ceiling over the blocked passage). Cigar smoke will allow you to see the laser grid.
Now examine the trash can in the control room. It stands next to the door. Dig in and you'll find some poster strips and a pencil.
Place poster strips to both parts of the mirror and carefully place the mirror to the wall through the laser beams. Nina will set the mirror so it reflects the laser beams in the bottom part of the grid, thus making a small opening there.
Now you need something which fits into that opening and can get to the other side. Yet again the proper item can be found in the control room. Look inside drawers at the assistant desk. In one of them you can find a remote controlled UFO model. Take it.
Combine the UFO model with poster strip and fly it to the table on the wall behind the laser grid. There is a keycard on the table, which probably deactivates the laser grid. Nina will ask the assistant to fly the UFO model, since he is a huge fan of such toys.
In the meantime, Max gets stuck in an elevator by van Rijn, who doesn't want Gruber to leave the complex.
In this situation take a look at one of the metal plates on the elevator's ceiling. This is probably the only way to escape.
Take the keycard from the card reader and then use it to unscrew screws holding the metal panel. Go through the opening on the elevator top.
Once you get there, try to climb up the red ladder on the right. Unfortunately the elevator starts moving down. Pick up the metal pin lying on the right.
Use it to block the elevator wheel (on the left).
In the meantime Nina has managed to get the keycard. Use it on the console next to the laser grid (to the right) to deactivate it. Go through the unlocked passage to the computer center. Unfortunately it turns out that the entrance is guarded by two armed guards.
So go back to the right and use the keycard to open the hospital room (on the right). Go inside.
Go to the wall cabinet behind the curtain on the right and use the key (with lighter) to open the top cupboard. Nina will get some bandages, disinfectant, laser pointer and defibrillator.
Return to the computer center door and point the laser pointer at the sprinkler system above guards. One of them doesn't like the sudden shower and he goes away.
But the second one still guards his stand, despite of the sprinkling water. Notice the puddle pooling under him and use the defibrillator on it - he's off the case.
Go inside the computer center. Nina will listen to the assistant and lock the door. Unfortunately mercenaries will try to break through.
In order to stop them, hit the glass in fire cabinet (left from the door) with heavy defibrillator and take the axe.
Use the axe to cut the pipe with liquid nitrogen over the door.
As Max, climb up the red ladder on the right to go out from the elevator shaft.
Now go to the transformer building and try to open the door. Of course it is locked and the keycard is not able to help you now. Use the walkie-talkie on the door - Max will contact Nina. She will explain him that in order to open the electronic lock using the computer, she need its identifier.
Look at the lock.
It will be zoomed in - use the keycard to unscrew screws holding the panel.
Once you see the lock's mechanism, look at the identifier and zoom out (click somewhere outside). Again use the walkie-talkie on the door and Max will give Nina the number.
If you didn't get all achievements after first completion of the game - do not worry. Using savegames you can return to these moments, when you can achieve the given achievement.
Once in the church, look for more than one solution to the problem. For example use the nail or clothes hanger to widen the wall joint, or extinguish the fire with water from the chalice or priest clothes or mop (chapter 1).
With perfect moves topple the statue in the church - Nina can't give you a hint about finding your rhythm (chapter 1).
Walk towards the light without turning around and open the door at the end of the corridor (chapter 7).
Walk at least 5000 meters in the game. It is not excessive requirement and probably everyone can get it.
Spend at least 500 minutes to finish the game. This achievement is rather difficult, because even when you examine all interactive objects and try all possible solutions of problems, you can spend with the game maximum 350 minutes. So I suggest leaving the started game until you get the achievement.
Examine locations, looking for interactive objects by using magnifying glass icon or SPACEBAR at least 2222 times.
Master always chooses more difficult way - solve game challenges (statue in the church, touch display on the ship and Santorin underwater maze) on the higher difficulty level.
Ask the narrator for hints at least 150 times (exclamation/question mark icon).
What would be the world without love and friendship? Help Cassandra in Alcatraz (chapter 5) and save the Max instead the world on Santorin (chapter 8).
Ask everyone for the wedding. Do not help Cassandra in Alcatraz (chapter 5) and save Max on Santorin (chapter 8).
Help if anyone ask for. Help Cassandra in Alcatraz (chapter 5) and save the world instead of Max on Santorin (chapter 8).
What would the partnership without the world? Do not help Cassandra in Alcatraz (chapter 5) and save the world instead of Max on Santorin (chapter 8).
Check all game endings. Choices made in Alcatraz (whether to help Cassandra or not) and on Santorin (save Max or the world), affect the fate of characters, which you find after the game end. To obtain this achievement you'll have to reload your savegames (from chapter 5 and 8) before your key choices and select other variant. You also have to finish the game 3 more times.