Tiny Thief Chapter 3 Walkthrough Thief Gameplay Walkthrough

  • Apple application Tiny Thief, version: 1.1.0, price: 99 rubles (temporarily free within the framework of the promotion).
  • Android application Tiny Thief, version: 1.1.0, price: 120 rubles.

There is also a lite version of this application:

  • Tiny Thief Lite Apple App
  • Tiny Thief Lite Android App, Version: 1.0.0, Price: Free.

So the legend says

The personality of the robber from the English folk ballads Robin Hood has inspired artists for centuries. His exploits and accomplishments gave rise to a huge number of myths and legends, and the name has long become a household name. Among many peoples and in different years, heroes similar to him appeared, who, during their lifetime, found the glory of the defenders of the poor and the thunderstorm of the rich. But, one way or another, they have always been compared to the most famous robber - Robin Hood. According to legend, he acted together with his gang of loyal and skilled warriors in Sherwood Forest near Nottingham. And it became a nightmare for the ruthless and illegal titled Englishmen.

Was the hero of the adventure game Tiny Thief - a little thief who can enter the most secret rooms, and steal not only what is bad - was inspired by the exploits of the legendary archer, or maybe he is one of Robin's loyal friends, it is not known for certain, according to at least, the creators of their character do not name.

Or maybe these two are not connected at all, and the little boy from Tiny Thief just once decided on his own to take the side of justice, getting himself and others in need water and food in order to survive, stealing it from dishonest gentlemen, the rich and even ministers law.

This game saw the light

In the summer, Rovio released one of the best mobile escape games of 2013. The word "released" should be understood not as "developed", but only as "published". With the light hand of the famous Finnish creator, the game took off to the Olympus with unprecedented excitement, largely due to the fact that people started talking about it even before the launch of sales. Several times I found incorrect information that Tiny Thief will be the new creation of the Finns, which met with a mixed response among fans of mobile gaming. People were worried if she would be a repetition of Amazing Alex, which simply did not work out. But the expectations of those who expected a hit from the thief were destined to come true - a really wonderful creation came out.

This is the genre in which Tiny Thief is performed, I cannot say. For me, these games are always quests and that's it. In one of the reviews, I met an interpretation of how stealth adventure is, most likely it is.

So what should we do

The developers, while creating the game world, decided to once again raise the topic of how a little boy alone decides to defend himself and other poor people and becomes a skillful thief. Gradually honing his skills on basic necessities, he finds himself involved in real adventures, where he will have to get stolen jewelry, ancient artifacts and other very expensive and important items. And in the end, he will have the opportunity to announce himself publicly, saving the princess and the king.

So it turns out that our little thief, with will and courage, is similar to Robin Hood, but, unlike the Sherwood robber, he does not own any weapon. And his talent is to quietly penetrate the most guarded fortresses, and hide in any places, as if the gnomes that chose Bilbo Baggins for this (JRR Tolkien, "The Hobbit") would not mind taking advantage of. At the same time, saving the princess and the king, the boy repeats the path of Disney's Aladdin, breaking out of a street thief into the chosen one of the sovereign's daughter.

No, I'm not getting too ahead of myself with the ending; that our hero is capable of something more than stealing for his own food, it becomes clear at the very beginning. As such, the game does not have a plot, which means that it will not be less interesting to play. For us, the audience, it is not the result that is important, but the means by which it will be achieved: what enemies we will have to face, where to get to, what puzzles to solve and how to use the found and stolen things. It remains only not to flinch and go together on this path full of dangers.

The game consists of many levels, in each of which we have the main goal - to get something important.

But the main find, although it will allow us to continue the journey, will still give only one star to our track record. To get the second one, you need to collect several unknown items, and which ones, it will become clear only during the game, at first we only know their number.

And, finally, the third star is awarded if we manage to find our animal (I will call it a ferret, although it may be an ermine or someone else). Our pet tries to hide somewhere, but always makes itself felt by waving its tail or looking out of its hiding place.

Most of the items are in plain sight, you just need to take them. Often hiding from an evil enemy, wait until he leaves and grab the find. Necessary things are also hidden in chests, the keys from which must be stolen, or friendly characters will help us in exchange for something. For example, a horse will allow itself to be saddled only after we treat it to a carrot.

Something will appear, you just have to touch some scenery in the frame, or solve a simple task, for example, catch flies with a chameleon or force a shaman to cause a storm.

Items collected can be either secret finds to earn stars, or data to interact with other items or characters. You can find out what things we have with us and what we have already collected in the pause menu.

From here we can also start the round again, go to the list of all mini-quests, and also turn off the soundtrack. After the enemy notices us, we, as a rule, start the round from the beginning, however, not always, in many levels there is one checkpoint, after which we will continue to try from this very place. The rounds themselves occupy, for the most part, one screen, but not all - there are two and three, the transition between them is carried out according to the signs. And tasks for ingenuity or secrecy are often mixed with each other, forming a fairly thick compote.

But we are not the only ones who stand on the side of good, there are other good characters whom we help, or who help us. Basically, these are children and animals, there are also prisoners who are unjustly in custody - they are also friendly to us. There are also neutral ones, but there are not many of them.

So let's walk this path together

You can beat around the bush for a long time, but it would be better not to get hung up on the descriptions, and show how the gameplay looks like, here and now. To do this, we will use one of the two free levels presented in the lite-version of the game. They are already in the public domain, and I don't think I will do a lot of spoilers.

Before starting, it is suggested that you familiarize yourself with our tasks.

This time you need to steal the steering wheel from the captain of the pirate ship. Apparently, in order to prevent the ship from sailing out of the bay, the pirates were unable to rob and kill honest and valiant sailors. Until we remove the wheel, we will not be able to get into the next task, but as soon as we complete this, the round will end, so it is important to find our friend, the ferret, and collect other, as yet unknown, items on the way to your main goal.

Our hero begins another adventure at the pier near the pirate ship.

Before moving forward, it is better to look around to see if we are in danger and shouldn't, first of all, look for shelter ?! - it seems not! As is often the case, some of the decorations react exactly to our clicks, so we find that four windows above our head open slightly if we tap on them.

But only one of them is waiting for an angry cook, and if you press on him, he, either from his own clumsiness, or from anger, loses a kitchen hatchet.

Of course, we do not hesitate to grab it, for this we run up to the fallen object, and an interaction icon appears next to it - now it is a hand, that is, "take".

We click on the icon, and we already have the hatchet.

As it turned out, this is the first of four unknown gizmos that together make up one extra star.

Our next stop will be the stairs, the arrow indicates that we can climb down, but, unfortunately, a shark is swimming in the water, so this will not work right now.

But our hero is a very cunning fellow, and he decides to distract the shark with the help of an unsuspecting enemy. In a nearby chest we find a hot dog, pick it up, and, as you can see, its image appears in the lower right corner of the screen.

This means that we have such an item and for something we will definitely need it.

We press the lever, and a platform with provisions descends to us on the winch. There is also a rope, which is what we need.

The sandwich icon immediately turns into a single whole with her, that is, into a bait.

It was then that we approach the sleeping pirate and tie our rope to his leg.

A hot dog in the water immediately attracts the shark's attention.

A huge fish pulls the rope, and our enemy finds himself in the water.

In horror, he rushes away, not wanting to become food for a sea predator, both are hiding, and what will happen to them next, one can only guess, but, in fact, it does not matter anymore.

Finally, nothing prevents you from going down the stairs into the water, but you can go a little further, to the right, but isn't there anything there ?!

As it turns out, the sign is there for a reason and, following it, you can get to the pier.

Here we see a fishing rod and an empty bucket. But we don't need an empty bucket by itself - we need a fish to serve as bait for a pelican sitting on a ship.

We pull the rod when the float sways, and the catch immediately hits the target, but that's not all - by pulling the rod again (and sometimes more and more), we still pull out the second of the four items - the necklace.

It's time to dive, going down the stairs where we were previously scared of the shark.

A whole school of fish swims under the water, changing their color when you click on them. With a little research, we understand that the only color that all fish can take, without exception, is green.

When the whole flock assumes the desired shape and makes a synchronized swim, a cloud of sand rises from the bottom. Now the third object opens to us - a trident, and if we tap on the shell, a pearl appears - the fourth.

We earned one star, now we need to find a ferret, which is hiding in a box next to a pelican and occasionally looks out of its hiding place.

Finally, we are at the finish line, only the steering wheel remains. To do this, you need to climb onto the ship by hanging a bucket with fish on the lift lever.

The pelican, who has waited for its lunch, touches the lever, and we only need to be on the platform from which we previously removed the rope by that time.

Climbing on the ship, we are two steps from the main goal.

It remains only to take it and with a sense of accomplishment go towards other adventures.

I think this is not the most difficult round, however, and not one of the easiest. There is no need to hide and hide from anyone, and everything depends only on our ingenuity. The main thing is to know what to click and in what order where to go.

The second of the two adventures presented in the free version is a more serious chance for the young thief to show his talents. It is not for nothing that it begins in a barrel, but a formidable spearman from some tribe confronts the boy.

The enemy keeps two monkeys in cages, which we first of all need to help out. After waiting for the enemy to disappear from sight for a while, we get out of the barrel and run to the coconut, which lies under the palm tree on the left.

Grabbing the desired object, we again climb into the barrel, and during the next absence of the spearman, we run to the right and climb onto the palm tree standing there.

When the enemy returns, we launch the picked up coconut into it.

Having been knocked out, the enemy loses the keys to the cells, which we will not fail to take advantage of.

A joyful monkey from another palm tree gives us a golden skull, then the rest of the wild tribe come running and take the boy prisoner.

So we get to another location, but I’ll keep quiet about that. The main thing is that not all enemies are asleep, many are always on the alert and it is very, very difficult for our hero to outwit them. Although, of course, we can.

So pleasing to the eye

The first thing that captivates the game is the way it is drawn: unusually beautiful, insanely detailed and original. Although the gameplay is similar to dozens of games of this genre, Tiny Thief is unique in visual performance. The artists did a great job, drawing every twig, pearl and chest, and it is very difficult to find two identical characters here, unless it's the same hero who, like us, is an integral part of the plot. Above all praise and soundtrack - it perfectly complements the picture and animation, creating a unique atmosphere. The game seems to invite and immerse you in your little world.

And whether to accept this invitation, everyone will decide for himself. One has only to watch a small teaser, it becomes absolutely clear what we will have to face and decide for ourselves whether the game will be to our liking or not. For those who are not sure whether it is worth spending money on it, there is a light version to visually get to know the world of Tiny Thief. In this peculiar demo mode, players have access to two rounds, by the way, taken not from the beginning, as is usually the case, but approximately from the middle.

How are your hands keeping up?

Management is perhaps the most controversial thing about The Little Thief. Even though it is intuitive - just know and go, tapping on the screen to the desired point. And for me it did not cause any discomfort, it plays just fine on the iPad Mini. On a small smartphone - Samsung Galaxy Ace 2 - everything is fine too. It's just that on a tablet the location is presented in full screen, and on a smartphone in portions, depending on where we are.

The only problem is that such minute detail may be unusual or inconvenient for many. Of course, the game requires training, for those who have not often encountered such small game objects. Considering the option with on-screen up-down-left-right buttons and an interaction button, giving users a choice, would, I think, not be superfluous.

So how do you understand their speech and is it worth trying?

There shouldn't be any problems that the game is not translated into Russian. Like the sign language that everyone understands, the language of symbols and drawings created by artists is also international. And anger, joy, or a call for help are easily read from the tiny faces of the characters. There are practically no inscriptions in the game, except, perhaps, known to everyone, such as "poison" or "milk". Everything else is clear, as they say, without words.

Tiny Thief can be found in the Android and iOS app stores. In addition, it is also available for the PC. It seems to me that playing with a mouse would be no less convenient than with a finger.

But whether it is worth buying, everyone, of course, decides for himself. Now the "thief" can be downloaded from Google Play for 120 rubles, although not long ago it was possible for a little over 40. The price is sometimes thrown off, but in general it remains the same as at the start of sales. There is no in-game husk here. Everything is honest - money in the morning and chairs in the morning, you don't need to buy additional rounds from above. But in the App Store the price tag is a little more profitable, but still not so attractive - 99 rubles, although once I already waited for a discount and snatched Tiny Thief for 33 rubles, and was more than satisfied. So, perhaps, it makes sense to wait, suddenly for a day or two the price will be dropped again, or it will become the application of the week. Wait and see.

So will it win the hearts of people?

The game, of course, has already found its fans, but I think it will find more. I will not say that Tiny Thief will appeal to both children and adults, and in general, that this game is for all occasions and for all ages. If you like action games, fighting games, racing and other games of the "frisky" genres, then you will hardly be carried away by a stealth adventure. And to help the young thief in his exploits will be interesting for those who love quests, no matter, classic or any other. Also, the game will help to distract from solitaire games, mahjongs, farms and other quiet pastime. Yes, and to me - a person who looks at mobile projects as broadly as possible, without getting hung up on genres, the game is remembered more than all others from those released this year in the App Store and Google Play.

I will very much hope that Rovio, even if it continues to make racers, football players, farmers or anyone else out of birds, will nevertheless find more than one wonderful project that will also surprise, entertain and remain in memory for a very long time.

Advantages: I have already touched on the strengths of the game during the narration, and you can repeat and once again mention an interesting concept, detailed locations, exciting tasks, beautiful graphics, excellent animation, great sound, but still! The main thing, as it seems to me, is that the world of Tiny Thief attracts with its soul, there is a spark in it that sinks deep into the heart. And it's worth a lot, and thanks to the creators for that.

disadvantages: that rare case when flaws turn into wishes for a continuation to appear faster, or surprise us with something else!

Assessment: well.

Tiny Thief - the new Rovio Stars game - presents a series of cartoon vignettes, which mix sneaky stealth gameplay, with tricky point-and-click puzzles.

You play as a pint-size burglar, who must use cunning and guile to pinch a specific object.

You can also nab other items, and find your stoat pal, along the way. The more things you find, the more stars you earn.

These guides will tell you how to get 3 stars on any stage in chapter 3, The Cursed Treasure. Just follow our instructions, and you "ll walk away with your pockets full of junk.

3–1 - Red Parrot Tavern

When the bar tender walks to the right, leap out of the hatch and jump in this barrel. Tap on the dude with the three cups and keep your eye on the yellow ball. When he "s finished, tap on the cup with the ball to win a prize - your first bonus item.

When the bartender is looking right, grab this jug. Then, quickly get back under the hatch.

When the bartender looks left, jump out of the hatch and head through this door. You "ll be upstairs, where you can grab the key on your right, and then fill up the jug with the orange liquid.

When the bartender is on the left come down the stairs and go under the hatch. Then, when he goes right, hop out, put the jug on the left table, and go back under the hatch again.

Climb the ladder to the pirate "s room. Pull the string and then hide underground. The bartender will fill up the pirate" s drink, causing him to belch flames and set the flag alight, revealing a treasure for you to pinch.

Repeat steps 2, 3, 4, and 5, but his time fill the jug from the white milk tap. When the pirate drinks this, he "ll throw his pocket watch at the bartender, which you can sneak up and steal.

Open the treasure chest in the underground area - using the key from the top floor - to get a telescope.

Tap on your ferret friend here.

Finally, repeat steps 2, 3, 4, and 5, but now choose the blue tap with the moon on it. This will make the pirate fall asleep, and you can steal his golden idol and jump in the treasure chest. Pow.

3–2 - The Wandering Fear


Open this lunchbox to get a hot dog, and pull the nearby level to make the platform come down.

Grab the rope from the platform. You will automatically tie it to the hot dog. Now use the hot dog on a rope on the sleeping sailor to get him out of the picture.

Go down these steps to head underwater.


Tap on all of the fish until they are all green. They will reveal a trident that you can pick up.

Tap on this oyster shell and then move over it to collect its pearl. Now you can head back to the surface, and go right to the fishing area.


Walk up to the fishing rod, and wait. When it starts to wiggle, tap on the use icon and you "ll catch a fish. Do this about four times and you" ll catch a pearl neckless, which you can nick.

Take the bucket of fish and head back to the first screen.


Tap on this window a few times to make the chef drop his hatchet. Pick it up and stuff it in your pocket.

If the platform is down, put the bucket of fish on the lever and then quickly stand on the platform. The pelican will grab the fish, knock the lever, and send you up.

Watch this spot. Your ferret friend will poke his head out - so tap on him when he does.

Finish the level by grabbing the wheel.

3–3 - Yer Treasure Map


When the patrolling pirate chappy starts walking right, hop on the lift and press the button. Carefully follow him, and then jump in the orange hammock. When he walks past you and goes left ...

Leap out, grab some gunpowder, and shoot up the ladder.

Tap on this painting a few times until it reveals a pirate hat. Tap the hat and the pick it up.

Go up here, and grab the bananas from the basket. Now, take the ladder in the far right to go to the top of the ship.


Tap on these cannon windows. The idea is to tap on one window, and then tap on the other window with the same image. To make it easy, tap on them in this order: A, D, B, E, C, F.

Grab the hook, and a cannon ball.

Climb up the rightmost ladder, walk along the rope, and give the banana to the monkey. In return, you "ll get a cracker. Now go back down the ladder to the main ship area.


Feed the cracker to this parrot. It will stop him squawking, later.

Go all the way down to the lowest level, and use your gunpowder and cannon ball on the cannon. Use the cannon to blow open the hatch, and then dive in the gold pile to get a crown, and get the key.

Go upstairs, and use the key on the fish tank. Now, wait.

When the pirate hops out of the shower, tap on the tub to make a rubber duck appear. You only get one chance to do this, so don "t miss the opportunity. When you exit the tank, grab the duck.

Tap on the ferret when he pokes his head out of this hammock. Now you can exit the level with all three stars in your bag. Well done you.

3-4 - Meet the Tribe


When the tribesman walks off the screen, quickly grab this coconut, and then run and climb up the tree on the far right of the screen.

When the tribesman comes back, drop the coconut on his head. Then pick up the key and unlock the cages. Finally, accept the skull from the monkey to finish this first section.


Tap on this hut. Note the color of the giant statue "s eyes, and when the shaman makes three colored dots appear, tap on the dot that is the same color as the statue" s eyes. If it was red, it will rain and a flower will appear.

If it was blue, a tornado will come in, and the ferret will appear on the left tree. Give him a tap.

If it was green, a thunder bolt will strike the wandering guard and knock his mask off. Keep repeating this process until you have seen all three weather effects.

Jump down, and grab this knife. Then leap up the ladder again. You have to be quick, as the tribal guard man turns around fast.

Tap on this chameleon to make him stick out his tongue and eat a fly. Keep doing his until he has eaten all the flies. Tap on him one more time to make him vomit up a golden object, which you can pilfer.

Work your way to this branch by swinging on the monkey, and put the skull in the door. Then, cut the rope to make the pirate and tribe exit the screen.

Finish up by collecting the idol, the mask, and the flower. Now you can exit the stage. Job done. JD.

3-5 - The Lost Temple


Make a note of these symbols here. We "ll need" em in a bit. Now head in the first, open, door.


Tap on the symbols in the same order as the ones on the giant monkey head in the first room. Or, if you forgot what they were, just look at the image above and tap them in alphabetical order. Now grab the golden apple.

Passage of a wonderful puzzle. The walkthrough will tell you how to get one, two and all three stars at each level of the game, where to find the gopher and what items you need to find to get all the stars of Tiny Thief.

Tiny Thief Walkthrough

Walkthrough Tiny Thief. First lessons level - First lessons

A Sneaky Picnic - Sneaky Picnic

How to get one star: we sneak up on a soldier, steal a picnic basket and run away.

Unwanted posters - leftist posters

The maximum achievement is one star.

How to get one star: after climbing the ladder, we will untie the rope, after which we will move to the other side and steal the box with the posters.

A key for Freedom - the key to freedom

How to get one star: as in the previous level, we climb the ladder and move to the other side, take the key, return to the beginning of the level and open the jar with butterflies.

How to get two stars: everything is easier here - click on the gopher and you can leave.

Harvest time - garden time

The maximum achievement is two stars.

How to get one star: the hero needs to climb into the barrel, just like the hobbits in the work of the same name and wait for the gardener to turn away. Then we take the vegetables and run away.

How to get two stars: you need to find a gopher again, and he is hiding in a pot right above the owner of the garden.

The Sweetest Loot - Sweet Revenge

How to get one star: we climb the ladder and go to the second window, here you need to go down and again climb into the barrel, now into the one on the left, as soon as the soldier leaves to the right, you need to get out, steal honey and back into the barrel. only now the right one, as the soldier leaves to the left - you can run away.

How to get two stars: gopher can be found above the soldier, right in the bushes.

How to get three stars: to get the third star, as a rule, you need to find the original items, at this level, this is a harp. To find the harp, you need to alternately open the windows in the first location, and then click on it so that it falls and picks up. In general, nothing complicated, it's like finding the best service that offers microwave repair. And it is very easy to find it, especially in such large cities like Kiev, Moscow, Minsk.

Walkthrough Tiny Thief. Level A Rumbling - On an empty stomach

A Cheesy Plan

The maximum achievement is three stars.

How to get one star: behind the back of the main character we take a piece of cheese and put it on the table next to the soldier - he will vomit and we take the cheese and run away.

How to get two stars: The gopher can be found among the eggs on a pyramid of crates.

How to get three stars: here you need to find a box. First, click on the juggler, so one of the apricots will fall into the pan. similarly, we help the clown when he starts juggling with pears. and then apples. Put the dish with fruit in the oven and take the pie from there.

A Starving Friend - Hungry Friend

The maximum achievement is three stars.

How to get one star: get out of the barrel and untie the rope with the sausage. Then we again hide in the barrel and wait for the merchant to run away to catch up with the dog. After we get out and take away the hamburger.

How to get two stars: a gopher hangs upside down directly above the merchant's tent.

How to get three stars: click on the musician on the roof and pick up the fallen bandura.

Bait the Hook - on the hook

The maximum achievement is three stars.

How to get one star: grabbing a fishing rod, we climb to the very top. Now we stand directly above the fish and catch it with a fishing rod. As soon as the merchant and the soldier turn away, we run away.

How to get two stars: the gopher can be found in the basket to the right of the merchant.

How to get three stars: here you need to find a crab in a box right above the soldier and a pearl in an oyster on the right ladder.

Pumpkin Soup - pumpkin soup

The maximum achievement is three stars.

How to get one star: we take one carrot from the table at the trader and give it to the horse, after which we climb onto the horse. Now let's climb up the flag. On the other side, we fall into the hay and take the pumpkin as soon as the merchant leaves.

How to get two stars: gopher sits in pears.

How to get three stars:here you need to find a jar of jam and a gold ball. First, click on the bird above the horse, then after climbing up we take a ball from the bird's nest. And below, after the fall, you can pick up not only the pumpkin, but also the jam.

A Sad Piggy - sad pig

The maximum achievement is three stars.

How to get one star: with a watermelon, you need to close the passage into the mole's hole, for which we move the watermelon towards the chicken. Then we get up on the remaining hole of the hole and the mole will take us up. let's release the rabbit, get the chicken and climb into the barrel. as soon as the seller runs after the chicken, we grab the can of food and put it on the stump. The raccoon gets to the can and starts to eat, and we take the ball, which must be tied to the rabbit in order to save the pig.

How to get two stars: a gopher sits in a mole's burrow after the rabbit flies.

How to get three stars: there are already three items to be found - milk, a ball and a golden egg. As soon as the goose drives the seller into the barn, open the window. This is how we catch the milk bottle. If we free the chicken, we get the golden egg. And clicking on the woodpecker, we will see how he pierces the ball of the hare, and then sits on a tree and drops the ball.

Prologue: The Fall

On the eve of the summer festival, professional thief Garrett receives a tip from his informant Basso on a large prey. The task is complicated by the fact that he does not have to work alone. A pair of Garrett, accustomed to acting quickly and quietly, will be a daring and uncompromising young girl named Erin. Before the main business, Garrett did not miss the opportunity to drop in to the city dweller and clean out his modest home. We collect everything that is in plain sight and everything that is hidden from view on the shelves behind the cabinet doors and inside the drawers. When finished, we get out through the open window and move along the beam to the building opposite. We open the window, quickly and often pressing one button, and we penetrate into the attic. Sitting down or at a slow pace in a standing position, we pass by the cages with birds. Birds are especially sensitive to dashes, so using them will instantly arouse suspicion among nearby enemies. We interact with the picture and slowly pass our hand under the frame on each side until we find a secret switch, which will be notified by a painted icon. We activate the switch and proceed to breaking the safe. Turning the master key, we find the correct position for it and by pressing the corresponding button we fix the lock pin. The difficulty of the lock is determined by the number of pins (maximum 5). And, therefore, the more pins, the smaller the fixation radius for each of them. After completing the break-in, we take a shiny necklace from the safe and hear how someone sweeps across the roof.


We leave outside, turn right and go around the corner. We take out the rope arrow from the box. Look up, open the equipment menu and select the only available arrow type. We pull the bowstring and shoot at the beam, wrapped in rope. We grab the rope and go upstairs. Erin was the birdbreaker. She offers to check which of us runs faster. We are speeding up after our partner, overcoming simple obstacles. The deserved victory goes to the lady.

The stone of light located in the lower left corner shows whether the shadow is hiding us or not. The light circle - we are easy to see, the dark - we are practically invisible. Continuing to follow Erin, we cuddle up to the corner of the building and, not being afraid to be discovered, safely look out from behind him by pressing the corresponding button. After advancing behind the guards, Erin will use her own design - a claw that allows her to cling to the grates and easily climb the walls. We will have to act the old fashioned way. Use the instant dash to dash through the illuminated area. Then we turn left and go up the stairs. After the conversation, we crouch down under the pipe. We move to the control point, break the winch and climb the stairs. Having penetrated inside through the window, we break open the door lock, go into the room and from the table we take away the document "The Diary of the Viewer" (1/1). We leave through the window and go to the next building. We pass slowly to the stairs so as not to frighten the bird, and we rise to the next floor.

The Primal Stone is in the ceremonial hall of the Baron Northcrest Mansion. Having made our way into enemy territory, follow Erin and use the dash to instantly overcome the illuminated path. Climb a little higher, approach the guard from behind and rob him. We jump over the fence, crouch down very slowly, we pass through the water and make a dash through the illuminated area. We take out a water arrow from the box and hit the torch with it. We pass through the water, go up the stairs and watch how Erin kills a young and inexperienced guard. We stun the second guard and after talking with our partner, we break the door lock.

We select the bottle, hide around the corner in front of the illuminated area on the right side and throw the bottle to the place where we came from. The guard will be distracted, and we can freely get to the boxes to the right of the gate. We climb up, move to the scaffolding and climb the rope. Below, behind the stationary guard, there is a locker, which is not only an excellent shelter, but also serves as an autosave point, and a box with a water arrow. Also on the other side we will find a chest with valuable items. Erin kills another guard and Garrett decides to temper her ardor by stealing a claw. The Baron, Aldus and Cornelius perform a ritual using the Primal Stone to summon Primal. Garrett offers to leave this place, and Erin insists on continuing the task. As a result, Erin, trying to get her claw back, falls down and finds herself right in the center of the ritual. Trying to save her, Garrett also rushes down.

Chapter 1: Blockade

Exactly one year has passed since the last events. The city was seized by a disease called "Darkness", which has already killed many people. The Baron's power is growing every day. The guards began to look like watchdogs, ready to tear anyone for criticism of the authorities and petty misdeeds. Miraculously avoiding meeting with them, we hide in the alley.

A valuable trophy "Ring with amethysts".


Each chapter has unique tasks, the completion of which promises a monetary reward. The "Phantom" style assumes complete or partial exclusion of other styles. Stunning and killing enemies are in the Predator style, while extinguishing candles or torches, suspicion and detection is in the Opportunist style. The chapter is considered completed in the style for which the most actions were performed.

Concentration allows you to slow down time and highlight all active points. The concentration reserve is limited by the scale, but you can highlight active points without it. We pass to the end forward, turn left and take away the newspaper "About curfew" (1/19), lying near the door. Having turned around, we run forward, we jump over the fence and with the help of the claw we climb the wall. We select a bag of food, restoring health, and climb even higher.

In the distance, you can see the clock tower - Garrett's hideout. We jump down and sit in the shade. One of the guards has a document "Blockade Rules" (1/2) - we rob him. If you didn't manage to do this right away, then we wait for the guard to return to the gate alone. We move to a back street on the other side and, turning left, we pass to the end. We jump over the wall and again find ourselves on the street. With jerks we get to the lamppost after the guards disperse. We quickly pick up the "Ring with Amethyst" trophy (1/4), which lies near the barrel on the left side and go back to the back street. We cling to the grating with a claw, climb the wall and jump down from the other side.

We break open the door lock, squeeze between the boxes and get out into the yard of the stonecutters of Stonemarket. We jump off the right side and we pass into the backyard. There we will find a staircase - we go down to the basement. We get to a small room, pick up the newspaper "The clock on the tower has stopped again!" (2/19) and we make our way through the tunnel behind the shelves.

There are three ways to get into the shop. A master works in the basement who constantly moves from one table to another. On the left table is the document "Laigruv's Letter" (2/2) - we take it away. In it, before the beginning of each paragraph, the numbers 7, 3, 9 are indicated, which are the code for the safe. The safe itself is hidden behind a painting in the corner next to the shelving. The site is lit up, so we act quickly, but don't get carried away. It is easy to understand from the subtitles when the master will move to another table. We find the switch under the frame, activate it, set the required numbers in the combination lock and take the valuable trophy "Mask with Laigruv's jewels" (2/4).

We rise to the first floor and go into a small room with a sleeping guard. We slowly pass to the wall safe, break open a rather complicated lock and take away the valuable trophy "Blackened Bracelet" (3/4). There should be no mistakes, otherwise the guard will wake up. Before doing this, it is best to save in the closet or through the main menu. It is not worth saving if the safe door is open, since after loading this save, the guard will miraculously wake up and discover a break-in (the broken doors, safes and chests left open are alerting enemies). We pass into the exhibition room, wait for the guard and follow him to the left. When the guard starts to go back, break open the window in the middle and take the valuable "Mask with jewels" trophy (4/4). We rise to the second floor, we pass into the bedroom on the right side and we select from the bed the newspaper "Who watches the watchdogs?" (3/19). Slowly and without jerking we get to the open window at the other end of the corridor and get out.


We select the newspaper "Blockade!" (4/19) lying on the bench on the right side. We open the window, penetrate the building and go outside through the door at the other end of the room. Use the dash to dash past the guards. Moving forward, we will soon stumble upon another pair of guards. We follow them to the corner, and then we cling to the grate on the pipe on the left side with a claw and, climbing upward, we get to the control point.

Clock tower

On the left on the table lies the newspaper "Necklace" Star of Oldale "(5/19) - we take it away. You can store unnecessary supplies in the chest. We climb the stairs and get a message from Basso, delivered by the crow Jeniver.

Stonemarket

We leave the tower and go to the "Lame Burric" tavern, avoiding collisions with the guards. Basso is not doing well, but he always has a job for us. The recently deceased Cornelius Graves constantly wore a ring on his finger. This ring is of interest not only to Basso, but also to the people of the Baron, who took control of the old factory, where the corpses are delivered.

Returning back to Basso's shop, we take away the newspaper "Treason!" (6/19). There is a merchant in front of the entrance of the tavern. First of all, we get a wrench from him. Rope arrows will not be superfluous. You can make money by selling unnecessary supplies, looking for useful items in the city, or completing orders for Basso and other characters. We go into the tavern and from the rack we select the newspaper "Northcrest is indestructible" (7/19).

We get to the cemetery and meet with the Beggar Queen. A representative of the lower stratum of the population hints at hints that a dangerous force lurks in the city. Having received a point of concentration, we acquire an improvement for the "Intuition" skill. For each donation to the Beggar Queen, we get one point of concentration. Each subsequent tip will be 150 coins more expensive than the previous one. We take away the newspaper "Old Gods in the New City?" (8/19) lying on the table next to the old woman.

Chapter 2: Ashes to Ashes

The main gate of the foundry is heavily guarded. We go down the rope and jump down even lower. If we go all the way to the right, we will find a short path. A wrench is required to remove the bolts from the grilles. A long way - on the territory in front of the gate. We climb the stairs to the left of the bridge and by jerking between the shadows we get to the door to the right of the gate. One of the guards will fall asleep, and the other will walk in a circle.

We jump over the wall and run to the factory building. The image of Erin appears for a second. We climb onto the structure on the left side, and from it we jump over to the roof of the building. We pass to the end to the right, we go down the stairs and from the desk drawer we take out the valuable trophy "In memory of mercy" (1/5). We take away from the table the document "Coal Mine" (1/9). We get out of the building and grab the pipe adjacent to the plant building. We go upstairs, move to the left along the ledges and get into the ventilation system.

Path to the roof.


We pass through the ventilation and jump down to the staircase when the guard leaves. We go down to the end down, open the door and move to the illuminated door on the other side. The guards will disperse very soon. One of them will remain in the illuminated area, so we take away the document "Transportation of frames" (2/9) from the wall to the right of the door only when the guard is on the left side. On the right is a short path to the hook through the ventilation. In the absence of a wrench, we climb onto the box in front of the door and climb to the upper floor when the guard is on the right side. We pass to the end to the right and take away from the wall the document "Broken glass" (3/9). Jumping down, we stand at the edge and cling to the hook.

After moving to the production workshop, we jump down before we find ourselves in the field of view of the guard. We go all the way forward, select from the table the document "Free place" (4/9) and break open the door on the left side. Slowly we pass on the glass between the cabinets, take away from the table the document "Notice of repair" (5/9) and go out into the corridor. Following the guard, we go down the stairs and immediately look up. We shoot into the beam with a rope arrow, climb onto the cabinet and, grabbing the rope, we go upstairs. We jump to the last bridge and pick up a valuable trophy "Brooch: Daisy" (2/5). We continue along the corridor until we reach a small room, from where we pass further past the guard (s) and go up the stairs. We jump over the railing and make our way to the workshop along the ventilation system. On the book pile a little further from the door there is a document "Mysterious letter" (6/9) - we select it. There is a wall safe to the left of the shelf. We expose the combination 314 and take the valuable trophy "Soul of a mechanical man" (3/5). We leave the workshop through the ventilation shaft on the right side.

We return to the stairs and get out into the corridor. Avoiding collision with the guard, we get to the locked door and take away the document "Forbidden zone" (7/9). In front of the sleeping guard is a chest lined with broken glass on all sides. We slowly walk through a noisy area or just jump over the railing. We break open the chest, take out the key from the engine room and do not forget to close the lid. We pass into the next room, climb up the wall with the help of a claw and wait in a dark area for a good moment to pick up the document "List of corpses" from the pathologist's table (8/9). We return to the locked door, open it with a key and, having climbed up, grab the hook.

Once in the next part of the plant, we jump down and follow forward. We watch as General "Thief Catcher" removes the ring from the body of Cornelisus. We pass further and get out upward. We take away from the wall column the document "Search Instructions" (9/9). We go into the room behind the back, where under the grate above the conveyor belt lies the valuable "Ring with Diamonds" trophy (4/5) - we take it away. Returning back, in jerks from the table top to the table top we move to the other side. We make a dash at the moment when the furnace door of the furnace closes. Further, we climb up the wall on the right side and through the ventilation we get to the office of the workshop foreman. We break into the wall safe, exposing the elements according to the image. We take away a valuable trophy "Ring of Cornelius" (5/5). We neutralize the unexpectedly appeared General and block the door.

Solved puzzle.


We break open the door and go outside. When the guards agree and disperse to their places, we move to the right side along the dark area between them. Continuing to move on the right side, we carefully approach the gate and climb up it with the help of the claw. We rise along the pipe, shift to the right and get out. We go to the right, jump down to the roof of the building and fall down. We hide behind the rack and wait until the guard checks what happened here. Then we follow him and quickly climb onto the structure from the right side when the guards leave. We jump from surface to surface, from beam to beam, and thus we get to the building. We penetrate inside through the window and sit down we pass into the next room.

Stowmarket

The merchant has new tools - a razor and nippers - we get them. We meet with Basso in Black Lane. He will introduce us to the customer of the ring, Orion, who opposes the Baron regime. We agree to get him a unique book from the House of Flowers brothel. The House of Flowers is a rather secret place and not everyone is allowed there. Erin had once worked in a brothel and naturally knew how to get there.

Riverside

We leave for the new area of \u200b\u200bthe City and get to the mill. Having made our way inside, we jump over the boxes, go down and activate the secret switch on the wall slightly to the right of the boarded-up passage.

Climb up and click on the wall button at the corner on the left side. Having defused the traps, we climb up the ladder and continue climbing the monolithic ladder, simultaneously activating the secret button on the wall. We open the hatch by pressing the button on the support, and we jump down. Once in a strange place, we get to the glow emanating from Erin. Having overtaken the girl twice, we tear down posters with her image from the walls and the last one will be a poster with our portrait. Returning to reality, we activate the button on a similar portrait and take the medallion from the cache.

We purchase nippers, if we have not done so earlier. We get to the indicated point, go down and go to the end to the right. We pull the lever on the support and make our way to the House of Flowers along the descending bridge.

Chapter 3: Dirty Secrets

The guard escorts the rich man to the House of Flowers. It is not necessary to follow them, so we go forward to the wall and climb the pipe on the left side. We use the pliers to cut the rope of the shield and thus unlock the door below us. Having passed there, we turn right and climb up the box. We pick up the valuable Dragonfly trophy (1/5) from the floor and continue moving forward. We jump lower and lower and get out to the stairs. If necessary, before the last break, we release the rope boom into the upper beam and safely descend the rope. Let's proceed to the lower floor and, through the experience of the client, make sure that you can enter the House of Flowers by invitation only. We do not need it: using the hook, we climb over the wall on the right side.

We open the doors, pulling the levers on the left side, and freely penetrate into the brothel. We move squatting so as not to wake up the sleeping guard. When the girl leaves to the right, we pass into the hall through the closed curtains in front and see that a guard is standing on the left against the wall. We make a dash to the right side in order to slip through the illuminated area unnoticed. In a circle, through the center of the hall and the right room, another guard is constantly moving. Having guessed the right moment, we move to the stairs on the other side. We do without jerking, otherwise we will scare the bird. If you do not want to wait for the guard to make a circle, then you can try to go through the room on the right side. However, it should be borne in mind that there is also a guard, who also moves in a circle. We rise to the span between floors and, using the hook, we climb the wall. We select a valuable trophy "Ring with emeralds" (2/5), lying among the ropes and go back.

To the attic with a valuable trophy.


Quickly and without dash we pass into the first room on the left side on the upper floor, when the guard approaches the fence. From the chest of drawers in the corner we select the document "Coyle's Combination" (1/4). We leave the room and again wait for the guard to approach the fence. We pass to the office of Xiao-Xiao and, after the guard returns to the previous position, we take the document "List of constellations" (2/4) from the table in the corner. We go to the waiting room, select the document "Finding the combination" (3/4) from the table and break open the office door. After going inside, we turn right and take away from the table the document "Diary of Madame Xiao-Xiao" (4/4). We grope and activate the switches under the picture frame on the opposite corner and get access to the secret passage.

Going down the stairs, we turn right and pay attention to the crack in the wall, which allows us to observe the joys between clients and courtesans. We go down even lower and find a podium with a niche for a medallion. After the appearance of a new task, we look at the symbol on the wall and automatically remember it. We return back to the wall with a gap and look through it. The symbol is at the top left. We pass beyond the podium and go up the stairs. We look into two more rooms: in the first, the symbol is on the upper right, in the second - on the upper left. Go to the catwalk, select the rings and rotate them to place the symbols vertically in the center in the upper half of the medallion. Then all that remains is to put the medallion on the podium.

We jump down, go around the wreckage and make our way through them. Further, we go to the left and, having sat down, we pass forward. The trap was activated - we neutralize it by pressing the button on the wall. We go down the stairs and get to the door in the far left corner. We break it open and go downstairs. We slowly move to the podium, simultaneously looking around and remembering the symbols depicted on the walls. We arrange them according to their positions, put the medallion on the podium and take the valuable trophy "Ancient Figurine" (3/5). We go back upstairs and activate the wall button. We get to the tower and jump out of the broken window. We go down in any available way and find ourselves in the scriptorium. We interact with the bookshelf on the right side, grope for the book-switch and get into the secret room. We take the valuable trophy "In memory of the stonecutter" from the dishes of the statue (4/5).

After leaving the secret room, we go to the far right corner. We interact with the bookshelf, run our hand along the row and find the switch book. Let's go down to the tower, get out of it on the left side and soon we will find the first valve. We rotate it clockwise to failure. We go down to one tower and from it we go up to another. We jump down, go outside and rotate the valve counterclockwise to failure. We go back inside, climb up and return to the previous tower. We pass along the bridge on the right side, turn the next valve clockwise to failure and go up the stairs. We run all the way to the left, jump onto the stairs and climb to the very top. We accelerate and jump to the tower window. We interact with the podium, place the symbols in their places and place the medallion in the niche. We take away the valuable trophy "Ritual Book" (5/5).

We climb up the rope, move to the neighboring tower and go down the rope too. We penetrate the scriptorium, go right and get to the tower. We avoid a collision with the guard by waiting inside the tower. Climbing the stairs, on the left we will notice another guard and hide behind him. We wait until the enemies leave, go up the stairs and get to the last guard. We go around it, climb onto the boxes and, grabbing the rope, we go upstairs. Following the control points, we get out of the catacombs. While quietly watching the scuffle, we accidentally become involved in it. We again manage to outwit the General and leave him with a nose.

Baron Northcrest.


Stowmarket

Jeniver, with the last of his strength, flies to the clock tower and dies in our arms. First thoughts are Basso's troubles. Popular unrest is growing in the city. The Lightforged are preparing for riot. We leave for the tavern and see how Orion is trying to find the book of rituals. The Thief Catcher dragged Basso and several of the Lightforged to the fortress, among whom was Jacob, who was preparing an assassination attempt on the Baron and had thoroughly studied the Fortress before that. Having received valuable information, we give Orion the book of rituals and set off to rescue the allies.

Chapter 4: A Friend in Need

Apparently, Jacob will not tell anything, for the rebellion reached its apotheosis, and the Lightforged began to free their people from the Fortress. There is one more person who knows the Fortress like the back of his hand - Eastwick. He is the creator of the monumental structure. Following the signs, we get to the wall, which you need to climb with the help of the claw. On the left is a beam for a rope boom. We release the arrow, go down and go to the lamppost on the left side. We take from under the shop a valuable trophy "Ring with lapis lazuli" (1/6). We go back and get to the architect's mansion. You can get into the house in different ways, but we will choose the simplest and most effective one. We jump down, go left and jerk around the building so that the dog does not have time to notice us. There is a beam at the top - we shoot at it with a rope arrow and climb up. We jump to the mansion, wait for the crossbowman to leave and enter the house through the door on the balcony.

We turn right and go up to the third floor. We carefully pass behind the guard's back and cut out the valuable trophy "Excess of emptiness" (2/6) with a razor. The crossbowman will also enter the house and go to the main staircase - let's follow him. We go down the stairs by about half and jump over the railing to the right side. It is also worth considering that a guard is moving around the stairs on the first floor. We go into the office and be sure to close the door behind us. We take away from the table the document "Letter to Madeleine" (1/6). In the corner of the adjacent table on the left side there is a secret button - we activate it. We break open the wall safe and take away the valuable trophy "Medal" Morendrum "(3/6). We leave for the library on the second floor. We climb onto the table, then onto the bookcase and move to the other side. Let's observe the guard and study the route of his movement. We jump down, slowly go through the area with glass and interact with the bookshelf. Before that, we make sure that the maid and the guard are not looking in our direction. We quickly grope for the switch, activate it and find ourselves in a secret room.

We use the elevator and go up to Eastwick's office. The architect is hanging on a noose - this explains his unwillingness to cooperate with the guards. We take away the document "Fortress in miniature" (2/6) from the bottom shelf of one of the cabinets. We go up the stairs, go to the middle and interact with the picture. We run our hand under the frame and activate the detected switches one by one. We jump down and interact with a miniature fortress. It should be positioned exactly like the original. We start from the bottommost compartment and expose the side with three windows. Further, from bottom to top: three windows - eight windows - six windows - two windows. We take away the documents "Plan of the Fortress" (3/6) and "Code of the Big Safe" (4/6) that appeared on the left side. The shieldman broke down the door, which means it's time for us to get away with our feet. We rush only forward at a high speed and break away from the chase.


We stock up on everything you need from the merchant, climb onto the boxes on the right side and climb the rope. We jump into the attic and crouch down, we move along the narrow passage. We get to the fortress, go inside and, turning to the right, we jump down. We are moving along the pipeline, overcoming simple obstacles. Having successfully made our way into the engine room, we pass through the ventilation system and find ourselves in a smoky room. You will have to act quickly so as not to suffocate. Sitting down, we pass under fire and turn right. Before the next fire barricade, turn left and jump up. It remains only to reach the door and unscrew the valve. Having reached the boiler room, we go to the end forward, along the way taking from the guard's hand the valuable trophy "In memory of the soldier" (4/6). We unscrew the valuable "Fortress" trophy from the wall (5/6). We take the elevator to the prison.

From the table we take away the document "List of prisoners" (5/6). When 13-14 meters remain until the next control point, the document "Letter to the Illuminated" (6/6) will lie on the floor next to the body - we select it. We pull the lever to the right of the gate, free Basso and go to the most reliable vault in the world.

When the elevator stops in place, we get out into the shaft through the opened upper hatch. We jump over to the adjacent cabin, we pull ourselves up to the ledge and along the ventilation shaft we get to the room with the safe. We pull the lever, as quickly as possible, alternately press the two buttons in the corners of the safe and set the first combination (319), which consists of the first two-digit numbers in the document "Code of the Big Safe". After we try to put the second combination, the General will appear and shoot us in the hand. Hiding from the guards at the upper level, we turn around and go back. After jumping upstairs, we turn around again and climb the stairs on the right side after the guard leaves. Then we go to the right and from the last box we select the valuable trophy "Bracelet: slate snake" (6/6). We go down from the other side and jerkily get to the safe. The guards are alarmed, so they move quickly and are especially alert. Enter the second combination (018) and pick up the Primal Stone shard.

We collect flowers, open the door and follow Erin. She will give a tip to Moira's shelter, located on the island and keeping many secrets and secrets.

Riverside

Stonemarket has been taken over by the Lightforged, but that doesn't mean we can roam the area freely. Avoiding collisions with local residents, we get to the southern avenue of the Baron and immediately by jerks we go around the guards on the left side. We pass to Riverside and go to the Siren's Rest tavern. Basso will agree to take us on his boat to Moira's shelter. Having bought everything you need, we go outside and set sail to the place that Erin mentioned in our vision.

Chapter 5: Les Miserables

Having reached the main gate, we climb up the wall on the right side and head towards the building. Passing around on the left side, unscrew the valuable trophy "Moira's Shelter" (1/6) from the wall. After entering the building, we look through the hole in the door. We move to the reception desk and select the document "Journal of visits" (1/42), which lies to the left of it. We rise to the second floor, break open the cabinet and take away the document "New patient" (2/42). We go on the right side and go to the men's department.

Map with useful finds.


3 - document "Report on the shower hood" (3/42) inside the drawer.
4 - document "Absence" (4/42) inside the drawer. In the same room, we rotate the valve clockwise to failure.

Returning to the corridor, we go down the stairs as long as possible and select the document "History, 2" (5/42). Returning back, we pass through the doors, access to which we got after opening the grate.

6 - take the document "Headaches" (6/42) from the cart.
7 - from the cart we select the document “Archivist (7/42).
8 - from the table we take the document "Rooms of the chambers" (8/42).
9 - from the small table in the corner we select the document "Report on success" (9/42).
10 - the document "Night watchman on duty" (10/42) is hanging on the wall.

You can get to room "A" through the passage in the next room. Near the bed frame lies the key to the women's department - we take it away. In the corner on the chair is the document "Secret" (11/42) - we select it.

12 - we select the document "History, 4" (12/42).

From room "B" we look through the hole on the wall and see a picture on the wall of the corridor. We leave the room and with the help of a razor we cut out the valuable trophy "Aversion to pleasantries" from the frame (2/6).

We move to the reception room, avoiding collision with the invisible night guard. It can be recognized by the distortion of the air and, naturally, by the loud stomp. The document "Results" (13/42) appeared on the table - we take it and go to the women's department.

Let's look into the elevator shaft and shoot a rope arrow into the beam above. We go down the rope and, sitting down, jump down even lower. We select from the floor the document "History, 2" (14/42). We climb onto the cabinet on the left side and find on the pipe a valuable trophy "Brooch: Rose" (3/6). We rise to the next floor by the stairs. We use the key and enter the room. In the absence of a key, we go around the room on the right side and we pass through the crack in the grate. We take away from the wall the document "Writing accessories" (15/42). We also search the drawers of the table. One of them contains the document "Voices" (16/42). We return to the upper floor.

13 - on the wall there is a document "Key to the doors of the department" (17/42). We insert the key into the connector and unlock the door. In the room, rotate the valve clockwise to failure and go through the door on the right side. We go down the stairs on the other side and find ourselves in the dining room. The document "Entertainment" (18/42) is attached to the column. We go backstage of the stage, pick up a mirror and, turning around, pick up also the document "Riots in the dining room" (19/42). We turn the valve counterclockwise to failure and leave the dining room.
14 - we take away from the wall the document "Lessons" (20/42).
15 - the room contains the document “Therapy with heat and cold” (21/42).
16 - Near the bed frame is the document "Notes of a spy" (22/42).
17 - Under the wireframe is the Huntfield Disease document (23/42).
18 - document "Report: Patient # 18" (24/42).

To open the door of the central room, you need to cut the rope of the shield in the corner marked on the map as "C" with pliers. We collect documents "Another outbreak of aggression" (25/42), "Patient records" (26/42) and "Patient transfer" (27/42). We get to the previously blocked passage, we pass the carriages and pick up the document "History, 3" (28/42), lying in front of the rack. We squeeze through the wreckage, take away from the wall the document "Confidentiality" (29/42) and go down the stairs to the elevator shaft. We jump over to the other side, turn left and go down. We pass to the treatment center.

We move past the cameras and, reaching the corner, we go into the control room. From the table we take away the document "Note of the fugitive" (30/42). From the drawer we take out the document "The lock on the elevator" (31/42). We climb onto the cabinet, neutralize the trap and from the cabinet itself we take the Baron's document "Bridging Primale" (1/13). We leave the room, we pass a little to the right and from the wall next to the door we find the document "Sensory deprivation" (32/42). We get to the generator room, pull the lever and thereby restore the power supply. We return to the control room, press the button and initiate the opening of all cameras. We leave the room and go into the only available cell. From it we pass through the ventilation to the next chamber. Attached to the wall is the Setup document (33/42). From the drawer on the right side we take out the document "Request for translation" (34/42). We select the syringe from the chair and from Erin's face we observe how Primal is being pumped out of her.

Queen of the beggars.


One of the patients is moving along the corridor. Taking advantage of the moment, we move to the next room. The document "Sterilization" (35/42) is attached to the end of the cabinet - we take it away. There is a safe on the wall perpendicular to the door. The combination for him is 731. Each number is the number of short blows on the pipe. If we do not have time to open the safe and take away everything that is in it, then we do it in two approaches. Do not leave the safe open, as this will raise suspicion in the patient. Also, from the drawer, a little to the left, we take the document "Knock in the pipes" (36/42). Inside is the valuable Ivory Ring trophy (4/6). We pass through the ventilation into the next room. We take away the document "Lobotomy Cabinet" (37/42), which is attached to the device. One more document - "Hydrotherapy" (38/42) and "Shock therapy" (39/42) - we will find in the next two rooms. To retrieve this document, patients will have to be distracted. The first, by shooting a hunting or blunt arrow at the switch, the second - by extinguishing the fire with a water arrow.

We return to the penultimate room with the patient. Jump down when the elevator is at the top. There is a grate under it - we open it with a wrench. We move forward, jump down and unscrew the bolt at the nearest grate. We select the document "Treasure" (40/42) and get out of the ventilation. We pass to the stairs and go downstairs, letting the geek forward. We pull the lever, go to the right and take away the document "Prison Rules" (41/42) from the passage. Further, from the table we select the last document "Report: Aggression" (42/42). We pass to the balcony and jump over the railing. We climb to the left side. We have a rope in front of us, but we need another one, so we release a rope boom into a free beam. We jump from one rope to another and find ourselves in the top position. We turn to the right and from the suspended cage we take a valuable trophy "Mechanical Eye" (5/6). There are many enemies here and they each move along their own route. We use concentration to a minimum and try not to make noise. We jump down, go to the right and go down. We go all the way forward, carefully push the vase and take away the valuable trophy "In memory of the child" located under it (6/6). If you can't act carefully, then we break the vase after making sure that there are no geeks nearby.

One should act equally carefully when leaving the correctional department. As slowly as possible we sneak past two geeks. Then we squeeze through the debris and open the grates, pulling the levers. The geeks will try to stop us, but after a moment they will disappear. We go forward and slide down. We continue to move forward, go upstairs and, having turned around, we get to the room. After another memory, we leave the room, jump over the railing and go to the next room. We climb up the bed frames, turn around and jump over to a stable surface. We open the lock leaking through the poster, open the door and, finally, in the last room we find Erin. We interact with her, and this is where our adventures in the shelter come to an end.

Stonemarket

After leaving the clock tower, we go to the southern part of Baron Avenue and get to the Market Street. Having almost reached the enemies (or the control point), we stand under the arch and release the rope arrow into the beam above the open hatch. Climbing upstairs, we go around the floor traps and, having broken open the door, we go outside. We unscrew the grill bolts, go through the ventilation and get out to the Area of \u200b\u200bthe Ninth Section. We move to the other side, go into a small room and go down the rope. Outside we will meet a merchant - we get blunt and rope arrows from him. We pass even further to the wall, climb up to the ventilation on the right side and freely get to the gate.

Chapter 6: Loner

Column with a valuable trophy.


The Lightforged make their way to the Northcrest mansion. Once in the courtyard of the mansion, we slowly pass through the water and follow the guard to the left. He will climb the stairs, and we will move to the left and again walk along the water next to the waterfall. We quickly climb the column with the help of the hook, until the dog managed to smell us. We jump over to the opposite column and from the nest we select a valuable trophy "Rusty Tears" (1/6). Let's wait for the guard to go in the opposite direction, jump down and move to the garden. The crossbowmen will go upstairs. We turn left, go down and turn the valve in the room to failure. Turning off the water, right from here we get out through the window and climb even higher. Use a wrench to unscrew the valuable trophy "Statue of Elias Northcrest" (2/6). Turning around, on the right side we see an ordinary guard and a captain. On the left is a crossbowman who constantly changes position. Also, another guard periodically moves from one staircase to another. Making sure that no one sees us, we quickly approach the captain of the guard and pull the document "Map of the courtyard" (1/12) from his belt.

We move around the mansion on the left side. We constantly keep to the left, avoiding meeting with the guards. Illuminated areas cannot be avoided, so we use time-tested jerks at the right time. Having reached the dead end, we climb onto the pallets and look up. We shoot a blunt or hunting arrow into the knot of the hanging box. We climb onto the box, pull it to the pipe and shoot with a rope arrow into the beam. We rise along the rope and penetrate into the attic through the window.

We leave the attic, turn to the right and take away the document "Guardian's Letter" from the table (2/12). When the guard finishes messing around with the trap, we sneak to the stairs and go down to the second floor. The first door on the left side is equipped with a trap. The area in front is also completely lined with floor traps. There is only one thing left - the bedroom on the right side. From the table in the corner next to the bed we select the Baron's document "Awakened" (2/13). We climb onto the bookcase, the pipe, then unscrew the lattice bolts and get out into the corridor. It is forbidden to neutralize the traps, as this is fraught with getting an opportunist, so carefully jump down to the center of the tile on the far right in order to be exactly between the wall mechanisms that shoot arrows and not take damage. The method is dubious, since it is not always possible to land where you need to. If you wish, you can get into the part of the corridor fenced with traps through the library on the first floor.

On the left - the locked door of the library, we will return to it a little later. In the meantime, let's continue along the corridor and get to the next area with floor traps. On the way, do not forget to look into a small room on the right side and pick up the document "Manager's Letter" (3/12). The next door on the right side is equipped with a trap, and a painting hangs on the left. We grope for two switches under the frame, activate them and find ourselves in a secret room. In the center is the vault with disc mechanisms on the sides. Let's start with the ones on the right side. The top disk is installed as it should, so do not touch it. You can verify this by looking inside through the hole on the back wall of the storage. The second disc is turned once counterclockwise, the third - once clockwise and the fourth - twice clockwise or counterclockwise. Moving on to the other side. Rotate the first disk from the top once counterclockwise, the second two times clockwise or counterclockwise, the third one clockwise and the fourth one counterclockwise. We take away the valuable trophy "Lion's Heart" (3/6).

Correctly positioned disc mechanisms.


We return to the locked door of the library, break it open and go to the arch through which you can view the stairs. There is a beam at the top - we shoot at it with a rope arrow. We climb up and jump onto the bookcase against the wall. We jump to the next low cabinet, pull ourselves up to the ledge and move a little to the right. We remove the bolts from the grate, raise the grate and find ourselves in the bedroom. From the bedside table to the right of the bed we select the document of Baron "Vivienne" (3/13). We freely leave into the corridor, since the door will block the wall mechanism and we will not receive damage. We go around the floor traps through the opposite room and return to the library.

Again we pass to the arch, wait for the guard and follow him. He will turn left, and we will go to the last bookcase and extract from the book the document "Coronation" (4/13). We catch up with the guard and continue to move after him. He will walk past the table with the Mansion Plan document (4/12). We carefully go down the stairs on the right side and turn right. A guard captain and an ordinary guard stand at the table. The latter periodically moves from place to place. When he will stand with his back to the fireplace, we get close to him and pull the document "Annabelle's Note" (5/12) from the belt. The captain will not notice us, but the other guards, including the one who will come down after us from the second floor, will see us if they are nearby. Therefore, there is no need to rush, but to wait for the most suitable moment to commit theft. We go around the table in dark areas and climb onto the bookcase behind the captain's back from the other side. We jump down already from the side of the table and extract from the book on the shelf the document of Baron "Primal" (5/13). We return to the opposite end of the library, go out into the corridor and be sure to close the door behind us.

We turn right and we pass into the first room on the right side. From the coffee table we select the document “Dismissal” (6/12). We leave the room, turn left and get to the fork. A guard stands at the other end of the lighted corridor. We make a dash to the door on the right side. We go into a small room, climb onto the rack, pipe and through the grate we get into the next rest room. Jumping down, we turn around and take out from the book on the shelf the Baron's document "Book" (6/13). On the table near the sofa is the document "Secret Vault" (7/12). There is a wall safe in the corner. The code to it is indicated in the document "Annabelle's Note" - 889. Inside there is a valuable trophy "Ring with Sapphires" (4/6).

We leave for the second floor of the library, break open the second door and we pass along the corridor to the floor traps. Using the hook, we climb up to the grate on the left side and we penetrate into the bedroom. We select the document "Burnt letter" (8/12) lying by the fireplace. On the nightstand to the left of the bed is the Baron's document "Sterility" (7/13). We open the cabinet door and take out from the book another document of the Baron "Reunion" (8/13). We make a circle through the library and through the vestibule the passage to the research tower.

We pull up to the ledge, jump off the other side and climb up the pipe. We move to the right, rise higher and move to the end to the left. Having got out to the landing, we climb up the frame of the elevator shaft. Having reached the stairs, we go downstairs and from the book on the armchair we extract the Baron's document "Confession of the Deathbed" (9/13). We rise to the Baron and find out that his brother Aldus, aka Orion, kidnapped Erin from the orphanage and began preparing for the ritual. From the stream new information Garrett does not even notice how the Baron sends him straight to the Lightforged, who have already broken into the mansion and are eager for reprisal.

General "Thief Catcher".


Going downstairs, break open the door and follow the enemy. We are waiting in a dark corner and at the right moment we jerkily move to another wing of the building. Having passed into the corridor, we move forward and around the corner we will find a cabinet. We climb on it and along the cornice we get to the ventilation system. On the right at the very end is the document “List of works” (9/12). We continue to move along the ventilation in the opposite direction. Having got out into the room, from the book on the shelf we extract the Baron's document "Ends in the Water" (10/13). We return to the cornice and wait for the Lightforged. As soon as he appears, jump down and follow him along the corridor to the barricade. We keep our distance, because then he will turn around and walk into the room. A picture hangs to the right of the passage - cut it out and get a valuable trophy "Married Old Maid" (5/6). We return to the lobby, jump over the fence and jump from the ledge onto the interior element. Avoiding meeting with uninvited guests, we jump down from the right side and move to the first floor. We take away the document "Damaged wing" hanging on the wall (10/12). We leave for the room, hide under the scaffold and dash through a small opening between the boxes. Being outside, we immediately reach the far right corner, activate the wall button and find ourselves in a secret passage.

We pull the lever, go down to the laboratory and from the very first table we take away the document of the Baron "Lions of the Industry" (11/13). On the other table is the document "Redistribution of Strength" (11/12). From the box in front of the stairs we select the Baron's document "Lebedin's Song" (12/13). We go down, pull the lever and thus start the device. On the chair is the Laboratory Repair Report (12/12). We climb the stairs to the very top, pick up the Baron's document "Progress" (13/13) from the box and shoot a rope arrow into the beam. We go down the rope and jump over to the other side. We take from the box the valuable trophy "In memory of the braggart" (6/6) and return to the device. The left valve is responsible for changing the position of the structure, the right one for the speed of its rotation. We install the structure in the position at which the characteristic rattling will appear. Then we accelerate the structure with the right valve and observe the deepening of the cracks. We repeat the steps until the storage is completely destroyed. We take away the fragment of the Primal Stone and, after a series of visions, we climb up the pipe. The next meeting with the Thief Catcher ends with our escape.

We run forward to a dead end, turn right, and crouch down, we get out to the pier. We reach the other end, carefully maneuvering between the burning debris. With a baton we strike at the mount, go back and go over the boat. We continue to jump over the gaps, climb up the scaffolding on the left side and climb the rope. We jump to the roof and use the claw to get into the building through the pipe. We quickly go down, go outside and climb the building. We grab one rope, then another and jump to the guard post. We slowly approach the stairs and after the collapse we climb the rope. We run outside, turn left and rush along the safe sections of the roof. We jump down from the left side and squeeze through the debris. We move along the right side and along the collapsed support we get to the base. We turn left, move to the other side and jump upstairs. We pass along the beam, we go around the fiery barriers on the right side and we pass through the gate. We run into the house on the left, climb onto the closet and get out through the upper window.

Stonemarket

From the window to the bridge.


We are met in the Clock Tower. The Queen asks and warns that if Erin dies, the City will disappear from the face of the earth. We connect two fragments of the Primali Stone and go for the third one to the Orion Cathedral. Before that, be sure to buy plenty of rope arrows. The street in Grandmauden is well lit due to the flaming buildings. Above, in front of the bridge, we notice a winch and two beams. We release the corresponding arrows into them and go upstairs. We move to the second bridge and knock out the third one, which is on the right side, with an ordinary arrow. We rise along the second rope and we jump into the building through the window. From the window we jump to the third bridge and, having passed through the building, we get to the perpendicular street.

Chapter 7: The Secret City

We get out and go forward at the fork. Jumping down and finding ourselves in front of the table, we turn to the right and penetrate into enemy territory. When the conversation between the two guards on the right side ends, one of them will remain in his place, and the second will begin to move in a circle around the territory. Our task is to snuggle (just snuggle, otherwise other guards may notice us) to the table and, observing the motionless guard, imperceptibly move into the building. Factors affecting success: lightning flash, distance of one guard and gaze of another. From the drawer of the table we take the document "Note from the warehouse" (1/4). We shoot a rope arrow into the upper beam and go upstairs. Making a dash across the illuminated area, we follow the guard's gaze and do not forget about the lightning flash. We get to the opening above the gate and through it we penetrate into the vestibule.

We hit the bell with a club and, while the door opens, we hide near the boxes on the right side. Curious guards will want to check why the gate is open. When they pass inside, we leave outside and go to the right. We climb onto the uppermost box, shoot a rope arrow into the beam and move along two ropes to the second floor. Let's follow the guard inside and hide in the closet. After leaving the room, he will no longer return to it. From the table where he stood, we select the document "Smuggler's Letter" (2/4) and also go outside. We go down the stairs and dash past the illuminated area, making sure that there is no one on the balcony above us and behind the wall. The guard will go down after us - we are moving after him, avoiding meeting with another guard. We go down even lower and stop in front of the illuminated area. Now we closely follow the enemy, constantly moving from one end to the other, and the guard, who is on the balcony above the control point. We get to the lever, pull it and, after waiting for the arrival of the elevator, we go down to the loading dock.

Something will go wrong along the way and the elevator will stop in place. Without thinking twice, we cling to the ledge on the wall, move to the right to the last lattice and go down. Having turned around, we jump down even lower. We rotate the valve clockwise to failure and quickly move to the other side along the bridge. We pass into the cave and in a small gap between the box and the rock on the right side we find a valuable trophy "Artifact of the City" (1/4). We return to the place where we went down the cable of the claw and enter the cave. Once at a dead end, we turn around and go through a small passage near the boxes. We get to the illuminated area, climb the ledge and go around the floor traps. Jumping off the last beam, open the cabinet to the left and take out the document "Pantry" (3/4). We continue to move through the cave until we get out of it.

We go up the stairs, climb up the boxes on the right side and climb over the obstacle when the crossbowman will pass to the left. A guard with a torch and a guard in the cave itself can prevent you from entering the cave unnoticed. There is no hurry, so we do everything for sure. After going into the cave, at the fork we turn left and wait for the guard to pass us from left to right. We get to the bridge and go down under it from the left side. There we will find the document "Marauder's Note" (4/4). You can go upstairs using a hook along the wall on the other side. Sitting down, we pass into the outer catacombs and freely pass into the inner catacombs.

Valuable trophy "In memory of the old man".


Geeks walk along the territory of the bridge. At the very beginning, we turn to the left, go down and release the cable arrow into the beam. Using the rope, we bypass the failure, break open the door and go inside the room. The chest is equipped with a trap, so first we neutralize it through the panel on the wall on the right side. We get from the chest a valuable trophy "Bracelet with a bronze head" (2/4). Coming out, we turn left and jump down. We rise along the rope and climb higher to the valve when the geek moves away from it. We follow the enemy: as soon as he moves away from us as much as possible, he will briefly linger in one place. This is our chance to quickly, and without attracting attention, unscrew the valve to the end and thereby open the gate.

We climb the stairs to the very top, turn left and rotate the valve to neutralize the floor trap on the intermediate floor. Returning to it, we climb higher and higher along the stairs and ledges. We go around the lattice from above, wait for the end of the conversation between the guards and jump down. Further dialogue will continue. After its completion, let's follow the guard with the torch. Climbing the stairs, we pass through the crack in the wall on the left side. We get out of the pantry and find ourselves in the lair of the Lightforged.

Orion is doing healing in the rotunda. Erin is also there. We go around the dark area on the left side (through the grate in the corner you can get to the merchant). We slowly pass on the glass and jerkily move to the other side. First you need to wait for the two guards to finish the conversation and move on. Also, we must not allow the crossbowman on the second floor to notice us. We pass through the whole building and get out from the other side. Just before the exit there will be two guards. One of them will doze off in a chair. Ahead is a large box - we get close to it on the right side, climb up and, using the rope, we jump onto the wooden scaffold on the right side. We pass along the beam and pick up a valuable trophy "In memory of the old man", lying between the stems of plants. Climb up the wall, enter the rotunda and watch the healing of the Lightforged Primalia oozing from Erin. From our appearance, the girl wakes up and everything around us slows down. We pick up the first fragment of the Primali Stone and go right. Bypassing obstacles, we will soon reach the second shard. Having combined them, we pass to the center and take the necklace from the hands of Orion. Orion manages to escape, taking Erin with him, thanks to the appearance of the General. This time, the fight cannot be avoided.

The easiest option is to immobilize the Thief Catcher (the share of the Predator style will be 33%). We use all the arrows that we have. Explosive and jagged arrows will certainly do the most damage. We try to shoot exactly at the head of the enemy. A couple of explosive arrows can be obtained from the box on the pedestal in the center. To do this, we are waiting for the General to start firing from his weapon or briefly disable it with a suffocating arrow or light bomb. Finally, having overthrown the Thief Catcher, first of all we rob him. In his bag in the middle there is a valuable trophy "Ring with amber" (4/4). We rotate the valves on each side, break open the door lock and leave the territory.

Explosive Arrow Box.


The second way is much more complicated. First of all, we will steal a valuable trophy from the General's belt. The right bag is in the middle. We are waiting for the General to start firing from his weapon or temporarily disable it with a suffocating arrow or light bomb. First, we try to sneak up to the enemy as close as possible and only then use the appropriate arrow. This will save us a few precious seconds. Moving on to a more difficult stage - opening the door. We unscrew the first valve, but not completely. We leave quite a bit. The guideline when to stop is the grill on the door. We leave for the second valve and unscrew it to the end. After that, the General will begin to be active in shooting. We quickly return to the first valve and completely unscrew it. We sit in a secluded place, but still do not forget that the cat cried out to the safe places here. Therefore, at the first danger, we are preparing to make a dash to the side. Most likely, the door will be lit with a torch - extinguish it with a water arrow. We break open the door lock and leave the territory.

Chapter 8: Morning Light

While we were dealing with the sworn enemy General, Orion and Erin were far enough away from us. The rails will lead to a dead end, after which we turn to the right and, sitting down, we go through a small passage. Having got out on the other side, we go around the geek at a slow pace and get to the chest. We break open the lock and take away the valuable trophy "Funeral Bell" (1/2). Having returned a little back, with the help of the claw we climb up the wall and go to the left. The geek at this moment should be on the right side. If it is on the left, then it will not be possible to bypass it. Having reached the cliff, we are in no hurry to jump down. The geek must be on the left side i.e. will have to wait for him to pass us by.

After observing the ship built by the Lightforged, we continue to move along the tunnel. At the fork we turn right and through a small passage we get out to the abyss. We go around it through the pipes on the wall. Following the guard, we carefully step on the surface with fragments. Back the guard will go on the right side, so we can hide behind the boxes in the center. We go up the stairs, go into the room and be sure to close the door behind us. Behind the box on the right is a hidden passage that will lead us outside.

We climb over the boxes of the barricade and make our way on board the ship along the scaffolding. We pass to the loading deck and climb through the pipes to the upper level. We look through the keyhole of the first door on our way. When the guard passes from left to right, we go outside and be sure to close the door behind us. We hide between the boxes in the dark area on the right side. We penetrate into the ventilation through the grate next to the place where the guard stood. Having got out on the other side, we go to the right and go up the stairs. We climb over the wall and find ourselves in the elevator.

Having gone down to the middle deck, we turn right and observe the guard in the room through the keyhole. Both guards - opposite the elevator and inside the room - should not see how we open and close the door. We take this into account when entering the room. There is a picture to the left of the table. When the guard from the table goes to the door, quickly cut out the valuable trophy "Compassion, disgust" (2/2) and quickly hide behind the rack. Having made a circle, the guard will return to the table. Now we immediately pass to the doors at the other end of the room and open the lock of the one on the left. We go outside and close the door behind us. We release the rope boom into the beam and, using two ropes, we jump onto the upper platform. Jumping from platform to platform, we move to the control point. An alternative route is possible through the lower deck. We go down and get to the blocked door (to the left of the end point of the route of the only guard). Cut the rope of the wall panel on the wall on the right side and get to the control point.

Aldus (Orion).


Primal finally took over the body and soul of Erin. After killing Orion, the girl runs away from us. We leave for the middle deck, slowly approach Erin exclusively from the back and interact with her. After several successful attempts, avoiding collisions with geeks, we return to the sanctuary and once again try to extract Primal from the girl. The Primali stone splits, and its pieces are scattered throughout the territory. Erin periodically erupts in flashes, thereby trying to damage us. In these dangerous moments, we hide behind the shadows of objects exactly from the opposite side of the girl. Two of the three shards are on the top level, the third on the bottom. By collecting them all, we save Erin from suffering.

The situation of the fateful night is repeated, when a couple tried to steal the Primal Stone: Erin is about to fall down, and Garrett is trying his best to prevent this. Unable to restrain the girl, he desperately throws a claw at her. We can only guess about further events. With dawn, something becomes clear. Footprints from wet feet and a parting gift in the form of a claw leave hope for the best ...

Excellent puzzle Tiny Thief for devices running on Android OS. According to the plot of the game, you will play as a thief who will have to go through six interesting episodes. There are 5 levels available in each episode. The point of the game is to steal the necessary item, which is shown in the comic before each level, unnoticed (without catching the eyes of the guards and robbers). Thus, this game is very similar to the computer game "How to get a neighbor!"

The Tiny Thief toy has very good and funny puppet graphics, pleasant soundtrack, as well as levels that do not repeat among themselves (you have to do something different at each level). Also, the main character has his own pet, which can also be controlled. He helps Tiny Thief to steal thanks to his dexterity, but sometimes he will need to be found. At each level you will need to complete the following tasks: first - steal the main item; 2 - find a pet and third - find and steal a secret item.

Download Tiny Thief for Android

You can download the Tiny Thief puzzle from our server (Link, 45 Mb) or buy it in the Play Store, thereby supporting the developer.

Tiny Thief Walkthrough

Below are the walkthroughs of all episodes and levels. The levels are numbered.

Walkthrough of the first episode of "First Lessons"

1. Picnic: you just need to click on the box.
2. A wanted poster: we climb the stairs, click on the rope, which is attached to the floor, go further, grab the ads and run to the exit.
3. The key to freedom: first click on the Thief's pet. We go up the stairs, click on a point on the wall, take the key and stomp to the jar with butterflies and open it.
4. Time to grow: hide in a barrel! We are waiting for the person to turn away. Let's climb out and run upstairs for a box of vegetables! Pet in a huge pot!
5. Sweet things: go up the stairs and click the 2nd window. The harp drops out (a secret item on the level), we pick it up and move on. We run into the barrel, when the guard turns away quickly we take honey and return to the 1st barrel. When he turns we go into the 2nd barrel. Then we run to the exit! The pet is behind the tree by the 2nd barrel.

Walkthrough of the second episode of "A Rumbling Stomach"

1. Cheese: take the rotten cheese, go to the guard and put the cheese behind him. The enemy runs away, we take the real cheese. We press on the clown three times, then we take a plate of fruit and put it in the oven. A pet in a box of potatoes.
2. Dear friend: we climb out of the barrel, press on the rope, the sausage should fall, after that we quickly hide in the barrel. Next, we take away the sandwich. When the musician goes to drink water, we press on the guitar and take it away. The pet is above the food stall!
3. We catch on the hook: we click on the crab and we take it away. We take a fishing rod and go upstairs, stand above the fish, raise it with a fishing rod. We get off, when the guard leaves, quickly click on the box with the sink, then on the golden ball and run to the exit. A pet in a box between the shops.
4. Pumpkin soup: click on the bird on top. We take carrots on the bench and feed her horse. We press the horse. Then we take the bird's eggs and climb forward. There we go down into the hay (just like in Assasin's Creed), click on the pink bag. When the guard turns, quickly get out of the hay and take the pumpkin with the bag. We run back into the hay. The pet is in a box with pears.
5. Sad pig: take a watermelon and put it in the second hole. We step on the mole and click on the cage. Now we release the chicken and run after it, as soon as the guard catches it, we take the feed and run into the barrel. When he comes back, we put the can of food on the stump. Next, we go up for the ball. Then we click on the rabbit, then we click on the bird many times - it will give a hidden object. We release the chicken, we take the egg! Then we open the window, a duck flies in there. We take the little thing. Leave a pig. The pet will be in the first hole!

Walkthrough of the third episode of "A Corrup Sheriff"

Walkthrough of the fourth episode of "The Cursed Treasure"

Walkthrough of the fifth episode of "A Royal Rescue"

Walkthrough of the sixth episode of "Rattling Bones"

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