Murdered soul suspect passing additional. Walkthrough Murdered: Soul Suspect. Exhibition at the museum

The walkthrough was written for the Russian version of the game

Control

Menu:

Esc- pause in the game and exit to the menu, return back.

Enter- confirmation of the choice.

Control:

W, A, S, D- movement: forward, left, back, right

Mouse- camera

E - action, conversation, mind reading

R- the introduction into the bodies of living people, the ability to hide from demons

Right mouse button- leaving the body, during the arrival

Q- influence on people's thoughts, conclusion during the investigation in assignments

F- demon detection

Tab- evidence, tasks, additional tasks

Shiftleft(hold) + movement buttons - run

R(hold) + different key combinations - execute, kill the demon

Left mouse button(hold) - teleport

Right mouse button- back, skip videos

Space- changing the view, zooming in (first-person view)

Conservation in the game occur automatically, after each completed task. Only the most recent autosave can be loaded.

Introduction

Watching the introductory video. This is a story about how detective Ronan O "Connor will investigate his own murder. It turns out that our hero has a rather dark past. Staggering, we try to get up, climb the steps to the door and open it, but we get hit on the forehead. body, Ronan gets the idea to return to it. We lie down on our body and press the keys W, A, S, D so that the body parts match. When this happens, simply move the mouse down. After a failed attempt, we observe how our killer finishes us in cold blood. We are watching the video. Once in a strange place, we hear a woman's voice. We go towards the bright light, we meet Julia, the deceased wife of Ronan. After talking with her, we find ourselves on the same street.

Street

The police have already arrived at the scene of the crime, which is interrogating witnesses and examining the scene of the murder. We look around and notice between the houses a wooden fence and the ghost of a little girl, we follow her.

We move straight all the time, then - to the left to the fence. This is where Ronan's mystical abilities begin to open up. We just pass through the fence, then follow again forward and to the right, past the ghostly image of the cart. We get to the playground and see a girl. We talk to her, asking all the questions. After the conversation, the girl leaves, and we return to the city.

Crime scene

Our task is to collect 8 clues. We examine our body and the evidence around (they are located next to the numbered tablets). This is a pistol, spent cartridges, shards of broken glass, a cigar. We already have five clues, so we draw attention to the policeman with a notepad in his hands, we need to read the records. Come closer and by pressing the key R, we move into his body. We read the records. The mark we need is the last, third, we choose it. We get evidence number 6. Leave the body of the policeman by pressing the right mouse button. We go further (for the sake of interest, you can try to move into other bodies of people on the street and read their thoughts). We are looking for a female witness, she is talking to a police officer. We move into it, read thoughts. We are trying to influence the girl, but she forgot important information. We leave her body. We pay attention to two talking policemen on the road, you need to overhear their conversation. We approach the policemen and move into one of them, listen to information about Zvonar. Here is evidence number 7. We leave the body of the policeman and return to the girl-witness. We move into her body and influence the girl's memories (key Q). From the proposed answers, choose the thought of Zvonar. This is the last, eighth piece of evidence. Ronan will conclude that he needs to go to the house nearby. A new task appears before us: it is necessary to get into the house and go up to the apartment on the fourth floor. We are lucky because one of the policemen enters the house, we follow him through the open door.

After the policeman leaves, a ghost appears from the wall to the right. In the game, we will very often come across various bonuses and additional tasks. They have little effect on the main passage, but by completing them, you get additional achievements at the end of the game. We move further along the corridor and see a man who is talking about something with a woman.

Bonus task

We pass right through the wall behind the man and find ourselves in the laundry. We meet the ghost of a girl, she asks for help to find her body.

It turns out that the girl was killed, and among the suspects is an elderly couple. You can go to the left, near the wall you will find a bonus, simply by clicking "discover" and "collect".

We return to the corridor and go straight through the wall. We find ourselves in the apartment of the spouses suspected of murdering. We look into the pantry on the right and find there garden tools and a shovel. Near the entrance to the left on a table with a flower we find a note and read it. We pass further into the kitchen and on the dining table we see a newspaper, we study it. We approach the man who is watching TV on the couch, we move into him. We read the man's thoughts and use the "influence" command. We do the same manipulations with his wife, who is standing by the window.

All the evidence has been collected, we conclude by choosing the answers: "the secret of the old woman" and "the secret of the old man." We return to the girl and tell her everything. We leave into the corridor and go up the stairs to the second floor. We are watching the video. We go forward, along the way you can go to the neighboring apartments. We reach the wall and press "detection", a drawing should appear. We turn to the right and try to go to the stairs, but there it was. We are watching the video. To hide from the demon, pay attention to the ghostly, haze-like or fog-like figures. Press the key R... Similar ghostly hideouts will continue to appear in the game. We jump from one shelter to another until the demon loses sight of us. Another ability of Ronan is the ability to see if there are demons nearby. To do this, press and hold the key F... We examine everything around. The red silhouette in the distance is a demon. Imperceptibly we approach the demon from behind and, when the cursor lights up above it, press and hold the key R... Then quickly press the key combination that will light up at the bottom of the screen. The demon is defeated. We rise to the third floor.

Attention! There are two demons walking in the corridor, you can try to fight, but I didn't succeed, they turned out to be too nimble. I did so. We pass through the wall to the left and go through the whole apartment. On the way, you can look into the bathroom and talk to the ghost of the suicide. We go into the bedroom and on the wall we press "detection", we see another strange drawing. Next, click "detect demons" (key F). When the monster turns and goes a little further to the right, we quickly pass through the wall and run to the stairs. If the demon even chases after us, we simply do not pay attention. The main thing is to have time to run up the stairs, the demon will not go further. We rise to the fourth floor.

Fourth floor. Apartment 4а

We are watching the video. We follow straight and turn to the right, we go into the apartment. We are watching the video. We have a new task before us: it is necessary to collect 14 clues and find out what is here

did the killer. The first piece of evidence is a pistol, my mother's gift. From the front door we turn to the right and press "discover" Now Ronan can create mental images of people who visited certain places (also with objects). We analyze the image, answering: purposeful, seeking. We go to the kitchen and we pass behind the back of the policeman. On the left on the table is a document - this is a request for data on a missing person. If you turn right, you can find a bonus near the plate dryer (materials about Salem). From the kitchen we go to the living room to the broken window, we examine it. Then we turn and go a little further, behind the cabinet on the wall we find a trace of the struggle (there is a plate with number 9 on the floor). We go to the right and on the floor we find one more traces of the struggle (next to the plate under number 8). We head to the shelf near the wall, we find there a book about the supernatural. We go into the next room, and on the right we find the mental image of the girl, we analyze it. Correct answers: scared, hiding, watching. We leave and go into the room, which is located next to the image of the killer. We pass and see a bag with things in the far corner. We move on, and near the left wall on the floor we find psychological portraits of children. If you have found everything correctly, then you should have 10 clues by this moment, there are 4 more to find. We press "conclusion". Correct answers: the killer is on the lookout, the witness is on the run. We return to the living room, we approach the policeman and try to look into the documents lying in front of him. But nothing comes of it, so then we move into his body and use the influence to force the policeman to remove his hand. After the policeman leaves, we examine the photo. The answer to the question is the church, that's where you need to go. On this, our tasks in the apartment are completed. we follow into the bedroom and go out into the street through the window.

Road to church

We find ourselves in the alley between the houses. If you want to complete bonus tasks, then turn around and go back. We go to the right to the police car, create the image of Rex, Ronan's friend and the policeman, listen to Rex's memories. You can go into the courtyard to the right and collect bonuses. On the way we meet a cat, for the sake of interest we move into it, especially since it will be useful to us in the future.

Bonus

From the police car, we follow straight along the road until we meet the ghost of a girl who is jealous of her ex-boyfriend of his new live girlfriend, with whom he is standing next to. We agree to help the girl. First we move into the guy, then into his girlfriend, we find out their thoughts. We draw a conclusion. Answers: heartbroken, death of an ex-girlfriend, crying in a waistcoat. We tell the ghost of the girl about everything.

Then we return to the alley from which we came, and now we are going straight. We leave from the opening on the right, we recreate the memory. Next, we go to two policemen and move into one of them, listen to their conversation. We continue our journey again: we go straight to the turn, then again straight to the house. We turn left, go around the boat and go forward. We are heading to the beach.

Bonus task

We see the sobbing ghost of a woman, we talk to her. We find out that she is a victim of a shipwreck. We agree to help. All the necessary evidence is next to the ghost of a woman. To the right, a little further, we find a newspaper, to the left - candles, to the right of the table - a photograph. Behind the boat, where the crosses are, we find a memorial, and from the memorial next to it is a boat. We find a bouquet of flowers near its side.

Evidence is collected, we conclude: a photo, an obituary in the newspaper, a bouquet. Yes, she is not a victim at all, but on the contrary, a heroine! We return to the woman and tell her everything.

We continue our way, move straight to the water's edge, then turn left. We go around the gazebo and follow along the coast. A pier should appear in the distance, and a huge signboard with the name of the church should appear on the left. We go up the steps, we came.

Church

We go around and inspect the whole church, collect bonuses, talk with ghosts. We approach the altar and recreate the memory. This is a fragment from the life of Ronan himself, his wedding with his wife Julia. We turn around and go to the left along the rows. We find the mental image of the witness and the priest, look at the memory. We have a new task before us: to get to the attic. We return and go through the whole church to the left door, there are signs next to it. We go in and notice a burning hole in the floor, it is better to keep away from them, because demons dwell there. But we need to get over to the other side, so we move into the priest with a vacuum cleaner that goes around in a circle. When the priest goes to the other side of the hole, we leave him. We go into the door, we see a cat.

Path to the attic

We follow through the courtyard into the open door and we pass to the left. Create a mental image of the girl near the elevator. We pass a little further, notice a cat on the threshold of the kitchen, we move into it. We go into the kitchen and go to the left, where two men are repairing the ventilation. We are lucky because the grate is removed, we go inside. We move straight and see a window in the wall to another room, we need to jump there. The cat can only jump while moving. To do this, press the key W+ Shift(left) and at the same time direct the camera (mouse) to accurately get into the window. We find ourselves in a room in which a monster wanders, but while we are in the guise of a cat, we are not in danger. Go ahead, keep to the right. We pass the burning hole in the floor and head to the far corner, where there is a staircase and table... We jump onto the table and further up. We jump into the ventilation hole under the ceiling. We move straight to the first turn to the right, we turn there and find ourselves in the room that we have already passed. We go out into the street. We go to the middle of the courtyard, but before reaching the stone pedestal, we turn to the right, and we jump onto the wooden scaffolding (a man is standing nearby). We move along the boards to the left to the wall, turn left and follow directly along the parapet. We jump in and then we pass forward, we climb up the plant on the wall. Having climbed, we go around the objects on the right, and we go along the branch that touches the parapet. We move along it, but, before reaching the middle of the tree, we turn to the left onto the branch closest to us. We go forward, and then we jump. We follow straight ahead along the iron grate, jump up and again climb up the plant, jump into the window. We are on the spot. We accept our original appearance.

Attic

We go into the room to the right, and here is our witness. We move into it, we choose the option "witness on the run" as an influence. After a good kick, we talk to the girl on all topics. It turns out that she sees Ronan perfectly, unlike other people. After the girl leaves, we move into the cat again, return to the room and jump out of the open window.


Salem town. The game will be shown to us in the form of news clippings. A sick maniac with such an intriguing nickname "Bell-ringer" is walking here. And then you, flying out of the window, immediately flashes the whole life before your eyes. From childhood fights to joining the ranks of the police and the loss of his beloved wife. And then they found the criminal who, unfortunately, threw you out the window.

Incredible, but you are alive! Go to the house. Well, or try, as the ribs are broken and it's hard to move. I can't open the door, it's a problem. Grandma opens the door, pushes you and, in horror, immediately closes the door back. It turned out that you, a corpse, are like news. Try to climb back into the body using the prompts. You practically succeed, but the "Ringer" shoots at your body and everything is in vain ... you are now a ghost.

Just go into the light. There you will meet your former beloved, who will talk about a kind of "bridge" and things that you still have unfinished, so there is no way to retire.

The game will return you to the place of death. People are already right there and call the cops, you can try to talk to them, but they still won't hear you, but how did you want? You are a ghost after all. And then suddenly you see a girl. Follow her, since you are a ghost, you can go through various objects. Continue to follow her, although she does not really want it and will hinder you in every possible way. Walk through the trash bin and watch the video

Now you can safely ask her the questions that you have. Having received a couple of answers, you can try to question her in more detail, but you will still be interrupted by the demons. Run from them to the town to your corpse.

At the place of your death, you will see an extremely stupid policeman who ruined all the evidence. In general, the average police officer. It's good that an old friend managed to come and hit you on the head with a stupid policeman. Okay, don't relax. Better yet, look in the diary of a patrolman named Stewart, and then we'll make a picture of what is happening. After reviewing all the evidence and overhearing the entire dialogue, feel free to move into Stewart and read the diary. Select the last point about weapons. Then move into the girl and awaken the memory, as for "Ringing". Having collected all the evidence, you can understand that you need to find a way to get to the 4th floor, since the door is closed. At the same moment, do not oversleep him, Stewart will open the door and will be staring at something in the aisle.

We go to the apartments. On the way, you will be greeted by a ghost. You can have a nice chat with him. So, do not get distracted and move on, go through a couple who have just a hell of a conversation, go up to the second floor of the building. There will be your friend who will draw something, get ready for the fact that she will not be happy with your presence, so go higher to the fourth floor. Going into the room called A4, start looking for evidence: the girl's mental trail, the gun (hiding - scared - watching) and the mental trail on the wall. It's enough. Get a picture of the crime: a maniac in search of a witness who went on the run. It turns out there is a witness. We need to find her. Look for clues further: the book of the supernatural, which is on the shelf next to the bathroom, and a purse with things at the end of one of the rooms. After this procedure, go to the police station and try to examine the photo. Get into a police officer and find out everything with the help of "Mysterious Photo" evidence. Thus, the cop will look at the photo and you will be with him. Go to the photo, concentrate and choose the photo where she will stand with the priest. After all this investigation, summarize. There was a witness, but somehow went on the run. Your lead is the church. Therefore, jump off the balcony and go exactly there.

Church

Entering the church, you will see the priest and the girl. He gives her a place of refuge in the attic of the church. You go to move into the priest in order to go through all the traps, exit when you have passed everything. Now you need to find the entrance to the attic. Go to the next attic and move into a cute cat. After you pass into the next attic in her body, leave the body.

Possess a girl and find out who the killer is with the help of "Search for the Killer". But here's the problem! She suddenly drives you out of herself. She turned out to be a medium! I should rather ask her a couple of questions.

After her questioning, she will not want to do business with you and will try to run away from you. Catch up with her sooner, having moved into the cat, jump out of the window into the fresh air as soon as possible. When going to the exit, traps will prevent you. Then you need to turn on the vacuum cleaner with the help of a poltergeist and thereby attract the attention of the old priest. Thus, move into his body and bypass all the traps again.

In the church hall you will be blocked by two demons. Therefore, you need to deal with them in order to continue on your way. Disturb the crow you see, and the demon will immediately be distracted from its standing position. After that, you can eliminate the demon by hitting him from behind. Do the same with the last demon. After such a small battle, go to the exit.

Unfortunately, you will be late no matter how hard you try, so the witness will run away anyway. Here you need to think about where she could go. For this we will be helped by the evidence "Mother's note", then you will get a memory that she spoke about some area.

Before you start Murdered: Soul Suspect Walkthrough, you will have to watch a video about the life of the protagonist and his death. Moreover, you will get the opportunity to control the ghost as soon as the murder occurs. Lie on your body first, making sure to position your head, arms and legs correctly. However, the attempt to take over the body again will be unsuccessful, so do not waste any more time and talk to the ghost of your spouse. After the end of the conversation, you will need to go deeper into one of the alleys after the ghost girl, and then talk to her on the territory of the playground - this will help you get important information about your new state. After you find out everything, go to the crime scene again.

When viewing video walkthrough of the game Murdered: Soul Suspect to switch between videos, use the "Playlist" tab ...

Outside

Then everything will be very simple. Looking around carefully, recognize the thoughts of all the people you see nearby. Check out the police reports, and then move into the body of the girl. In the mind of this girl, select the option "Bell-ringer", after which she will immediately remember everything and provide the investigation with new important information. Enter the open doors and go up to the fourth floor, making sure not to be seen by the demons. Travel between astral memories and kill demons, approaching them from behind.

Apartment 4а

At this stage of the passage of the game, first go straight and then turn right. Now you will watch a short video, after which you will need to collect absolutely all the evidence that you can get access to. And keep in mind that the killer is now actively looking for his target, and the girl is hiding in hiding and watching. When you have only eleven physical evidence left to find, you will notice a photograph next to the policeman - move in with his body to examine the picture. Use the window to get out of the room and hurry to the church.

Church

Once inside, find a memory and hang a picture. Use the priest's help to get rid of the demons. At the stairs you will see a cat - you need to move into his body and go to the worker who sits near the ventilation. With this ventilation you can move from one room to another. Go outside, climb up the tree, and you will find yourself in the attic. Talk to the girl about the killer and what he was looking for. Returning back, deal with the ghosts, and then hurry outside to examine the letter. At the end of the passage of this section of the game, you will have to go to the police station.

Operational headquarters

It turns out that identifying the killer is not as easy as Rex hoped - after all, no traces or fingerprints can be found. Carefully examine the entire room, and then resort to the help of the police officer who is sitting at the computer to find out about the location of the girl. After leaving the room, turn left and go past the main premises. You can find the girl in the interrogation room. Break the cameras and take Joy to the stairs, along which you can climb to the second floor. And on the way, do not forget to distract the attention of the cops using fax and telephone. Once upstairs, distract a couple more police officers and talk to Joy.

Baxter's office

As you will learn in this segment of the game, Baxter worked with his mother Joy, and with her help he tried to find the maniac. Having carefully examined the office, pay attention first to the answering machine, and then to the wall - here you will find a secret door, behind which the documents on the bell ringer are hidden. When you have done all this, help Joy get out of the site and go outside yourself too. Use the mother's letter to convince the girl to help you.

At the police station

After passing several streets, enter the territory of the cemetery. In the northwestern part of the churchyard, among the graves, you will find Joy.

Coast

After examining the area, you will find the ghostly corpse of a girl, as well as a rope and other material evidence. Talk to local spirits and you will find out that it was in this place that a child was recently drowned. Immediately after this, the ghost of the victim will appear, and you will need to run after him to the other end of the cemetery. Moreover, be prepared to meet many demons on the way - you will need to either run around or kill them. After running past the hospital, go inside the barn and climb the stairs. At this stage of the passage of the game, you will master the ability to move in space with the power of thought. Resume chasing the ghost.

Lake

You will learn that the murdered girl was named Sophie. Take a close look at the tree, as well as other objects in the area. Having restored the events of the past, you will learn that the bell-ringer was trying to achieve something from Sophie, but then suddenly decided to tie the girl to a chair and, together with it, lower her to the bottom. Go to Joy again, and then move in the direction of the mental hospital, guided by the prompts on the screen.

Emergency room

Since the girl does not want to talk about patients, just look around her. And then get the information you are interested in with the help of a lady who misses her son. Go upstairs and hurry to get to the emergency room. Turn off the cameras and do not forget to distract the attention of the orderlies so that Joy can pass the corridors without any problems. When you find yourself in front of the sealed doors, go up to the abandoned floor to get around them.

Iris Chamber

Further, in the process of passing the game, you must enter the board number 216 (do not forget to break the camera first). Chat with Iris. When examining the ward, pay special attention to the letters. So you can find out that the girl's sister was burned alive at the stake by a maniac for not wanting to tell about the contract. That's all, now you can get out of their hospitals using the back entrance.

At the mental hospital

After talking with Joy and Iris, go to the Museum, where you will be taken directly to an exhibition of torture weapons from the last century.

Exhibition at the museum

Find seven instruments for torturing witches on the first floor and carefully study each of them. And then you will understand that the maniac that interests you does not just kill people - he will execute them. The head of the exhibition will tell you that some of the exhibits can also be found upstairs - use the help of a TV reporter to get there.

Restorers office

There is something to see here - the room is full of ancient sculptures and signs, as well as a variety of torture instruments. Be careful, and you will understand that, according to the Bell-Ringer, the mediums made a deal with the devil - for this they die. After reading the newspaper clippings, go back and talk to Joy. The girl is very upset that she did not find her mother, and therefore, blaming your hero for everything, she will run away. Hurry after her and you will find yourself in the church.

Courtyard

To complete this segment of the game, you will have to pass the main hall, which is full of demons. Then go straight and right. When you find yourself on the street, you will see the death of Iris. After examining the girl's body, you will understand that the maniac simply threw her onto a concrete slab. Now you need to figure out how he got into the church - for this, go inside the building and go upstairs.

Priest's house

Once in the main room, you will immediately find many corpses. Look through the thoughts of the people, and also carefully study the shards. You learn that the bell ringer was chasing the girl through this room, after which she jumped out the window and broke her leg. Iris, like the other victims, became an accidental victim of a maniac. However, how he got inside the building is still not clear. Go to Joy's room.

Attic

Once in the process of passing the game in the attic, you will find the body of a priest here. Carefully study everything around, and you will learn that Joy and her mother were interested in the Bell-ringer, and he stumbled upon Iris and the priest by chance. You know what happened next. After moving into the body of the cat, use the hatches to go downstairs. You will find a key on the floor, and the initials inscribed on it will tell you where to go next. Go downstairs to talk to Joy.

Ringer's Lair

Further in the process of passing the game you will need to go to the house of "Justice". Once inside, go up the stairs and in the place of one of the cabinets you will find the entrance to a secret room. All Zvonar's records and developments are hidden here. When you hear a suspicious sound, quickly run downward, breaking through the crowd of demons.

Baxter

Earlier in the process of passing the game, you may come across evidence that it is Baxter who is a maniac. However, he has now been shot in the head. Ask the guy your questions and he will tell you about Joy's mom and the help she gave him. Go down to the basement to find the maniac's hideout.

Basement

To complete this segment of the game, first of all, carefully examine the cells. Having familiarized yourself with the events of the past, you will understand that the girl you met at the beginning of the game is the killer. It was she who, possessing the bodies of men, attacked mediums. And now the killer is in Rex's body and is going to deal with Joy in the Museum. Hurry there.

Apartments

Salem. The game greets with news clippings. Somewhere a maniac is walking around - a murderer named "Bell-ringer". And now we fly out of the window and after that the whole life of the protagonist flashes before our eyes. From childhood and fights to becoming a police officer and the loss of a beloved woman. We find the criminal, but he throws us out the window.

By some miracle, we survived. We go into the house. At least we are trying, because broken ribs make themselves felt. We open the door, but nothing happens. Granny will open for us, push us onto the steps, be horrified and close the door. It turns out we are dead. We are trying to return to the body using the prompts on the screen. We almost succeeded, but the "bell ringer" shoots our body and we become a real ghost.

For now, just walk into the light. We meet a former lover who talks about the bridge and unfinished business. They don't let us go quietly.

The game takes you back to the place where we died. Civilians are already scurrying around and calling the police. We try to talk to them, but they don't hear. Still, we have become a ghost. But suddenly we notice the girl. We follow her into the alley. Since we are a ghost, we can pass through objects in the real world. We continue to follow the girl, who clearly does not want this and is mending obstacles to us. We pass through the trash can and watch the video.

We ask the girl the accumulated questions. Having received a short educational program, we are trying to ask the girl in more detail, but we run into a trap of demons. Okay, it's time to return to the city, to your corpse.

At the crime scene, we see a stupid cop who managed to spoil all the evidence. A typical policeman in general. Fortunately, our friend arrived in time and gave a sobering slap in the face to this dumbass. Okay, there's nothing to yawn. Let's better look at the diary of Patrolman Stewart, and then fully examine the scene of the murder to get a complete picture of what is happening. After viewing the evidence and eavesdropping on the conversation - move into Stewart and look into the diary. Choose the last item there: about weapons.

We move into the girl and awaken memories with the help of the item "Bell-ringer". After collecting eight clues, we ponder the situation and understand that we need to go up to the fourth floor, but the door is closed. At this moment, Stewart opens the door and carefully examines something in the aisle. This is our chance!

We pass to the apartments. We are met by another ghost. You can talk to him. Go ahead, listen to the conversation of the crazy couple and go up to the second floor. Our old friend will be here, drawing some notes. She will not be very happy about our appearance. We go further to the fourth floor. Arriving in room 4a, we begin to search for evidence. A cannon, a girl's mental trail (hiding, scared, watching), a killer's mental trail (looking, purposeful), Cassandra Foster's request on the kitchen table, a hole in the wall. Enough for now.

We compose a picture of the crime: a killer in search, a witness on the run. It turns out that there was a witness at the crime scene. Now it remains to find her. We are looking for the rest of the evidence. The book "Supernatural" on the shelf next to the bathroom, a bag of things at the end of the room. After that, we approach the place where the policeman stands and try to examine the photo. Let's get into the cop's mind and force him to show the photo with the help of the Mysterious Photo evidence.

The policeman will look at the photo and we will see it too. We approach the photo, focus and select the one where she stands with the priest. After that, we summarize and solve the problem.

It turns out there was a witness, but he escaped and we need to find him. The clue is the church. We jump off the balcony and head there.

We go into the church and find a priest with a girl. He gave her shelter in the attic.

We pass through the door, we move into the priest to pass the trap and exit when he passes the trap.

Now you need to somehow get into the attic. We pass into the next room and move into the cat. We run into the attic in the body of a cat, and then we leave it.

We move into the girl and try to make her remember the murderer with the help of the evidence "Search for the murderer." But! It was not there, she pushes us out of her body. It turns out she's a medium. It's time to ask a couple of questions.

After questioning, the witness will refuse to cooperate and will try to escape. We will catch up with her. We move into the cat and jump out of the window onto the street. We go to the exit. A trap is in the way. With the help of a poltergeist, we start the vacuum cleaner and attract the attention of the priest. We move into his body and bypass the trap.

There will be two demons in the hall of the church. You need to deal with them in order to go further. We disturb the crow and the demon flies up to him. We approach the demon from behind and eliminate. Do the same with the second demon. We go to the exit.

We were late. The witness has already fled. We think where she could go. With the help of the evidence "Mother's note", we recall what she said about the site.

Police station

At this stage of the investigation, Ronan travels to the local police station in order to track down Joy's only witness. The purpose of her visit to the local police department is to gain access to the dossier on Zvonar, compiled by the girl's mother.

We move through the pier and find ourselves on the street of the city, to the place of the murder of the main character, we pass through the park, past the gas station and find ourselves on the territory of the police station.

In the detective's room, we begin to investigate the evidence, it is necessary to find out if there is any progress in the investigation of the murder of Ronan. On the table we study the records concerning the sign of the bell ringer, then on the same table we find photographs from the crime scene.

On the office desk, we turn on the fan, which blows off paper from photographs, which are also evidence. We will examine the documents found in detail; the medical expert's report says that all the victims were tied before their deaths.

At the stand we study a composite of the killer, which contains the main features of the face and signs. We examine a stand with photographs of the killed (victims - young girls).

We move into Lieutenant Rex and eavesdrop on the conversation, the essence of which boils down to the following - the police have no evidence, since the killer did not touch anything in the apartment and was wearing gloves all the time. We study in detail the photo of Joy and her mother, who lies near the officer in a white robe.

We influence the police officer sitting at the computer (evidence "Request for personal data"). As a result, the officer makes an inquiry about the missing tenants of the apartment. We select the line with information about Joy's detention (the girl is in one of the interrogation rooms).

Now it is necessary to help Joy leave the cell and enter the second floor of the site (the witness's mother worked with Baxter, it is in his office that the dossier is located).
We turn off the security camera and leave the room. We distract the attention of the police with the help of a poltergeist (a coffee machine, a soda machine, a printer and a white MFP).

We move into the girl in order to go up to the second floor (the pit with demons interferes with the passage). Ronan must divert the attention of two law enforcement officers so that Joy can infiltrate Baxter's office (there are enough items in the room for this to interact).

In the detective's office, we investigate the case with the photograph of Ronan. Now the main character must find Joy's mother's notes about Zvonar. We examine the detective's phone, on which there are several unheard messages, on the box with documents there is a bowling figurine. We ask Joy to turn on the recording of the message (Rex demanded a dossier on the Ringer).

On the bookshelf is a ticket to leave the city of Salem, on the wall near the table hangs Baxter's graduation photo, performance and promotion. We analyze the spot on the wall, near the stand with the weapon ("imprint", "fits the rack", "spot"). The vision reveals that there is a cache behind the booth.

We study the cache and ask Joy to open it. The dossier on the Bell-ringer was found, the last entry suggests that the killer knows that a medium is engaged in him (Ronan also discovers an invitation to an exhibition in a local museum).

The police discover that the witness is missing. We again begin to distract the patrolmen, giving Joy the opportunity to pass unnoticed and leave the station.

We leave the police and catch up with the girl on the street (a conflict arises again between the main character and the girl). Having selected the evidence "mother's note", we convince Joy to continue the joint investigation.

Cemetery

Before entering the cemetery, we are greeted by a strange-looking ghost, a hike, a girl and immediately retreats to the territory of the cemetery. We must keep our ears open.

At the cemetery, Joy surrendered without a fight and was about to leave. Here we enter with our detective skills and question the ghost sitting next to him. She says she saw something on the shore. On the shore we find the corpse of the very ghost that met us at the gate. We set the parameters: washed ashore, dead, torn off.

Thanks to this, we are visited by a vision in which we can see how another ghost saw the body of the victim and he is in this cemetery. The witness saw how something swam into the bushes. It's dark in the bushes and you can't see anything, so we ask Joy to shine a light in the bushes and pull out the evidence - a familiar rope.

We recall the evidence "Features of the murders."

It was necessary to climb the river and find a corpse, but apparently you can not bother. The ghost of the girl - Sophia was watching us. Now you need to follow her, but first we will destroy the three demons so that they do not interfere.

The girl brings us to the field hospital and tries to tell us something, but she cannot, as her mouth is sewn up. Frustrated, she runs away again, and we learn to teleport to catch up with her. With the next teleportation, we will find ourselves in a territory with three demons. We use the crow to kill the first, go around the second and finish off the third. If you are noticed, then circle around the shelters and use the crow. When they should be distracted by the crow.

We follow the ghost of Sophia. She did not try to run away, she led us to show us something. We approach the tree and select the sound: "Crack".

We watch a couple of short videos and find out about some kind of agreement. Sofia psi and knocks us out with a shout. Now you can return to Joy for questions.

Joy has a diary entry about contracts that leads to the surviving madwoman. Guess where we're headed? Mental hospital. Classic.

Mental hospital

The dossier on the Bell-ringer mentions the surviving victim of a serial killer named Iris Kembel. After the attack, the girl received a severe mental disorder and began to constantly rave about some kind of agreement (while killing Sophia, the bell ringer was also looking for this agreement).

We move through the city to the target marker on the territory of the mental hospital. We meet Joy at the entrance to the medical facility.
The duty officer refuses to provide information about the whereabouts of the patient, it is necessary to influence the person in order to get at least something. We study the evidence in the room - a picture on the wall, a toy dinosaur on the bedside table with a note "Get well soon", a schedule of visits on the table and a photo of a sick boy. We move into a woman and make an impact ("Photo of a sick boy").

As a result, the attendant remembers her sick son and shows sympathy. We look at the monitor and select the block containing information about the whereabouts of Iris (chamber 216).
We rise to the second floor of the building and move to the corridor to the right (before getting into the corridor, you need to remove several surveillance cameras so that Joy can pass).
With the help of a poltergeist, we distract the attention of the orderlies, allowing your companion to pass unnoticed (you also need to turn off another camera). We move further along the hospital building, move into Joy in order to overcome the pit with demons.

Further, we find a ghostly wall, which is impossible to get around. We send Joy ahead, and we ourselves begin to look for a passage. We turn left and find ourselves in the abandoned building of the hospital.
We move into the cat near the hole in the floor and go through the ventilation, which takes the main character into a room with three demons. Next, we go to the large hall and again find ourselves in the corridor in which Joy is.

We catch up with our companion and continue our search. We turn off the electronic lock on the door, the surveillance camera and find ourselves in room 216.

Iris is not sane, it is necessary to find out what exactly she knows about Zvonar and about the contract (her chamber is painted with various symbols, which are also in the dossier). We try to move into her, but Iris drives away the ghost who has inspired herself.
We begin to explore the room. The clues are an overturned bed, a drawing to the right of Iris, felt-tip pens on the table.
We analyze the drawing to the left of the mad girl ("chase", "torture"). The vision shows how the Bell-ringer overtook Iris (or someone else) during the attack.
Further, we study the drawing to the right of the girl ("bond", "two girls"), it becomes clear that the patient had a twin sister named Rose.

After that, we analyze the last drawing of Iris ("burned at the stake", "bell ringer"). Evidence reveals the scene of the murder of another victim of a maniac (a burned girl at the pillar).

We speak with Iris, she constantly repeats that the Bell-ringer has blue eyes. We draw conclusions from the collected evidence - the maniac wanted to burn the sisters alive, but Rose sacrificed her life for Iris. At this moment, the ghost of the burnt sister emerges from the girl's body, due to a strong emotional shock, freeing Iris. At first, Rose opposes Ronan's actions, however, realizing the state of affairs, the ghost helps the main characters escape.
Now it is necessary to leave the building of the mental hospital, again we begin to distract the orderlies so that the girls can pass unnoticed.
On the street, Ronan begins asking the twins about the treaty. It turns out that this is a deal with the devil himself, but the twins have nothing to do with him. The main character tries to remember exactly where he saw the pillar on which Rose was burned. The answer was in the museum (there was an invitation to a museum exhibition in the dossier).
Ronan sends Joy and Iris to church, while he himself heads to the museum to find a connection between the Bell Ringer and the exhibition.

Ronan heads to the Museum of the city of Salem to understand exactly how the exhibit is connected to the serial killer. We move through the city to the target marker.

In the museum we pass through the ticket office and find ourselves in the main hall, in which the court of the Inquisition is being set. We begin to study the evidence - documents about the trials on the secretary's desk, a pillar of shame, a painting depicting the "house of justice" (the house of one of the judges, in which the trials took place and terrible sentences were carried out).

We concentrate on a stand in the middle of the hall (a tied mannequin littered with boulders), which shows one of the methods of torturing people ("blood stain"). The vision shows how the judge is trying to knock a confession out of a person for participating in a deal with the devil.
We go to the far end of the hall and find two more exhibits that were used to carry out the death sentence. We analyze a pillar with a tied chair ("Sophia", "Water", "Drowning"), another victim of the bell ringer was killed in a similar way - a girl from the cemetery named Sophia. We analyze the pillar ("Rose", "Burned", "Torture"), the victim of a serial maniac was killed using a similar object.

In the center of the hall, near the courtroom, we study the last exhibit - the gallows ("hatch"). The vision shows how the inquisitors carried out the sentence of a little girl named Abigail Williams (that same ghost girl from the alley).

We draw conclusions from the collected evidence - The bell ringer dealt with his victims using the methods that were used by the inquisitors to execute "witches".

Some of the exhibits have not yet been exhibited and are located on the second floor of the museum, it is necessary to study them too. We go into the open door, but the path is blocked by a ghost train. We move to meet him (contact must be avoided, you can hide in the corners of the corridor to the left and right).

We climb the stairs to the second floor of the building and turn left. Through the corridor we find ourselves in the hall, which is being renovated. We pass it and go up to the third floor of the museum (at this moment Joy joins Ronan).

We fall into the room of restorers and begin to study the evidence. On the table on the right is the first evidence - the painting "The Trial of the Witch", on the same table there is a stand with two medallions, select the one on the left and see the vision (any clairvoyant Puritans were accused of being connected with a demon).

We continue to investigate the evidence - a "summons to court" (an old manuscript), a large ship's anchor, an old cannon from the Civil War, a portrait of a judge, a large barrel of wine, a copper binnacle (it contains the ship's navigational instruments), a ship's telegraph, a steering wheel, a list of the accused which dates from the late 1600s, the judge's hammer.

We study in detail the historical stand with newspaper clippings (all articles are written about mediums who helped to solve various crimes, all the girls mentioned in these articles were mediums).

At the far end of the room, behind the closet, is the painting that Detective Baxter put there. The picture is called "The Hanged Witch", and the mental trace of the Bell-ringer is applied to the canvas.

We draw conclusions from the collected evidence ("The Purpose of the Bell-ringer - Mediums", The Picture "The Hanged Witch", "Medium-Witches"). It is not clear why, but a serial maniac considers all girls with paranormal abilities to be witches.

It was Baxter who constantly showed interest in such people (when displaying we choose "Baxter in the Museum", "Baxter hid the dossier", "The Missing Girl"), everything indicates that the former detective is a serial killer. Now the main character is heading to his apartment to find evidence.

When trying to leave the museum, several demonic creatures appear on the way of the main character, which must be destroyed. Leaving the museum, Ronan notices how several police cars are quickly driving towards the church, which means that something has happened.

Church again

Circumstantial evidence pointed to former Detective Baxter as the serial killer. When the main character leaves the museum, several police cars rush past him towards the church. So this is only one thing - absolutely another serial crime by Bell Ringer.

We move to the goal marker through the city to the church. Ronan's suspicions are confirmed, there are a huge number of police officers near the building, and patrolmen and officers are discussing some kind of crime.
Joy tries to get to the crime scene, but the patrolmen catch the girl (Lieutenant Rex sends her to the station for interrogation). We enter the main hall and find several demons that interfere with further progress.
After the main hall, we go into the right corridor and, with the help of a policeman, we cross the pit with demons (the poltergeist will help to attract his attention). We fall into the courtyard and find a crime scene, Iris is crushed by a small stone monument.

We begin to investigate the evidence - bloody traces of dragging, traces of a strong blow on the masonry, the original location of the statue, the fractured remains of the statue, broken glass. We analyze the girl's body, the words for choice are the stones of the statue, crushed, the murder weapon. The vision reveals that the bell ringer was chasing the girl, but how exactly the maniac found Iris remains unclear.
We draw conclusions from the collected facts, the bell ringer was looking for something else in the church on the second floor of the building (the ghost of Iris reunites with Rose and leaves this world). It is necessary to go upstairs and search the room for traces of the maniac.

On the second floor, in the room, three killed people are found, judging by the situation, a wedding was taking place in the room. We investigate the evidence - the bodies of the killed victims, shards of broken glass, a broken window and an open window through which the girl tried to escape from the maniac. Next, we find the mental footprint of three people (the groom, the bride and Iris), when analyzing we choose "scared", "falling", "needs help." The vision shows that the girl was running away from someone and accidentally got to the wedding.

We move into the only witness and influence him, the evidence is "Iris's flight". The woman recalls that the bell ringer was chasing Iris, the rest of the victims just fell under the arm.

We rise to the attic of the building and find the body of the holy father. Go to Joy's room and collect evidence from the crime scene (bloody cat footprints, the mental footprint of a frightened cat in Joy's room, a photo smashed on the floor). We analyze the track of the Bell-ringer near the table ("found", "looking").

We study the body of the holy father ("wound"). The priest tried to protect the girl, but the maniac broke his neck. We draw conclusions and select evidence called "the killer was prevented", "the death of McCauley's father", "broken photo". The bell ringer came here to deal with Joy, but he came across Iris and the wedding participants.

We get in touch with the last witness of the crime - a cat, it turns out that the maniac dropped some object, and he fell into the ventilation. We move into the animal and find the key in the ventilation. Analyze the evidence again by selecting "House of Justice". Now the main character must get into this old mansion, which, apparently, is a maniac's lair.

As soon as the investigation is completed, a demon will appear in the church, which must be eliminated. We leave the building and find Joy in the police car, Ronan convinces the girl to tell everything to Lieutenant Rex and lets her go to the police station.

Now you need to go to the House of Justice, since this place, perhaps, is a maniac's refuge.

House of Justice

The bell ringer dropped the key to the abandoned mansion, which is called the "House of Justice". In the 1600s, witch trials took place in this house, and the sentence was carried out there. Perhaps this particular place is the hideout of a serial maniac.

We move through the city to the target marker. Joy is arrested by Lieutenant Rex and heads to the police station to keep her safe. There is a police car in front of the entrance to the mansion, and a light is on on the second floor of the building.

We rise along the stairs to the room in which the light is on, and we pass into the room behind the bookcase. It is here that the Ringer's hideout is located, a recently written poem on the wall suggests that Joy is about to be executed.

We study the room for evidence (personal belongings of the victims on the table, a map of all the murders, photographs of the victims and how to eliminate them, a newspaper article from 1940, an old article about similar series of murders). All the facts indicate that similar serial killers with similar methods of murder periodically appeared in the history of Salem.

Ronan hears an incomprehensible sound from the first floor and must find out the source of its noise, however, in order to move further through the building, it is necessary to eliminate the demons patrolling the corridors.

We go down to the first floor and find ourselves in the kitchen. We move further through the mansion and again we meet several demons.

We go down to the basement of the building and find the corpse of Baxter, shot at point-blank range. We interrogate the ghost of the policeman and find out that the bell ringer killed him, Cassandra is safe, but where Joy, Baxter has no idea, however, during the fight with the policeman, the maniac mentioned that there will be another murder today.

We continue to go down to the basement to find at least some traces. We collect evidence - the sign of the Bell-ringer in the cell, extinguished candles, prison shackles.

We analyze the trail of the girl in the cell, whose ghost Ronan met in the alley (“begs”, “in prison”) and we get evidence “Abigail in captivity”. We study the track of the judge ("accuses", "harsh", "judges"), the vision shows the scene of how the judge accuses Abigail of witchcraft.

Drawing conclusions from the collected facts ("Abigail in captivity", "The Accuser", "Sign of the Bell-ringer"), Abigail swore before her execution that she would take revenge on every witch of this city even after her death.

We are trying to leave the basement, near the corpse of Baxter, Ronan hears the radio negotiations of the police dispatcher. Rex disappeared and took Joy away to an unknown destination. We are trying to understand where the lieutenant has gone ("the old gallows", "Abigail the Bell-ringer?", "The Mortal Instrument"). The bell ringer and Joy are now near Abigail's execution tool, namely near the gallows in the museum.

We leave the mansion and head to the Salem Museum.

Museum again

Ronan heads to the local museum to the gallows, with the help of which Abigail was executed (presumably, she is the Bell Ringer). We move through the city to the target marker.

Inside the museum, traces of an invasion are found, we go past the ticket offices to the main hall of the building. Near the gallows, Ronan discovers Joy and Lieutenant Rex. Museum security intervenes, however, Abigail leaves Rex's body and forces the guards to shoot each other.

We quickly run to Joy and try to stop Abigail by influencing the medium ("loud scream"). The girl's scream chases the bell-ringer's ghost out of Lieutenant Rex's body. Next, we run up to the girl and take her hand. The touch brings two ghosts to the moment of Abigail's execution.

We begin interrogation, the ghost confesses that the murder of the protagonist was committed by Rex. However, the murder of the twins was committed by Detective Baxter. Another contact with Abigail reveals the truth about the death of Sophia, drowned the girl Ronan.

The ghost manages to escape and summons a pit of demons right under the feet of the protagonist, but Ronan manages to get out and send the Ringer to hell.

Joy, knowing the truth about Abigail, helped Lieutenant Rex hide the evidence and finally met her mother, and the Bell-ringer never disturbed the peace of Salem again. Ronan returns to the site of his death and reunites with Julia.

Apartments


Salem. The game greets with news clippings. Somewhere a maniac is walking around - a murderer named "Bell-ringer". And now we fly out of the window and after that the whole life of the protagonist flashes before our eyes. From childhood and fights to becoming a police officer and the loss of a beloved woman. We find the criminal, but he throws us out the window.

By some miracle, we survived. We go into the house. At least we are trying, because broken ribs make themselves felt. We open the door, but nothing happens. Granny will open for us, push us onto the steps, be horrified and close the door. It turns out we are dead. We are trying to return to the body using the prompts on the screen. We almost succeeded, but the "bell ringer" shoots our body and we become a real ghost.

For now, just walk into the light. We meet a former lover who talks about the bridge and unfinished business. They don't let us go quietly.

The game takes you back to the place where we died. Civilians are already scurrying around and calling the police. We try to talk to them, but they don't hear. Still, we have become a ghost. But suddenly we notice the girl. We follow her into the alley. Since we are a ghost, we can pass through objects in the real world. We continue to follow the girl, who clearly does not want this and is mending obstacles to us. We pass through the trash can and watch the video.

We ask the girl the accumulated questions. Having received a short educational program, we are trying to ask the girl in more detail, but we run into a trap of demons. Okay, it's time to return to the city, to your corpse.

At the crime scene, we see a stupid cop who managed to spoil all the evidence. A typical policeman in general. Fortunately, our friend arrived in time and gave a sobering slap in the face to this dumbass. Okay, there's nothing to yawn. Let's better look at the diary of Patrolman Stewart, and then fully examine the scene of the murder to get a complete picture of what is happening. After viewing the evidence and eavesdropping on the conversation - move into Stewart and look into the diary. Choose the last item there: about weapons. We move into the girl and awaken memories with the help of the item "Bell-ringer". After collecting eight clues, we ponder the situation and understand that we need to go up to the fourth floor, but the door is closed. At this moment, Stewart opens the door and carefully examines something in the aisle. This is our chance!

We pass to the apartments. We are met by another ghost. You can talk to him. Go ahead, listen to the conversation of the crazy couple and go up to the second floor. Our old friend will be here, drawing some notes. She will not be very happy about our appearance. We go further to the fourth floor. Arriving in room 4a, we begin to search for evidence. A cannon, a girl's mental trail (hiding, scared, watching), a killer's mental trail (looking, purposeful), Cassandra Foster's request on the kitchen table, a hole in the wall. Enough for now. We compose a picture of the crime: a killer in search, a witness on the run. It turns out that there was a witness at the crime scene. Now it remains to find her. We are looking for the rest of the evidence. The book "Supernatural" on the shelf next to the bathroom, a bag of things at the end of the room. After that, we approach the place where the policeman stands and try to examine the photo. Let's get into the cop's mind and force him to show the photo with the help of the Mysterious Photo evidence. The policeman will look at the photo and we will see it too. We approach the photo, focus and select the one where she stands with the priest. After that, we summarize and solve the problem. It turns out there was a witness, but he escaped and we need to find him. The clue is the church. We jump off the balcony and head there.

Church


We go into the church and find a priest with a girl. He gave her shelter in the attic. We pass through the door, we move into the priest to pass the trap and exit when he passes the trap. Now you need to somehow get into the attic. We pass into the next room and move into the cat. We run into the attic in the body of a cat, and then we leave it.

We move into the girl and try to make her remember the murderer with the help of the evidence "Search for the murderer." But! It was not there, she pushes us out of her body. It turns out she's a medium. It's time to ask a couple of questions.

After questioning, the witness will refuse to cooperate and will try to escape. We will catch up with her. We move into the cat and jump out of the window onto the street. We go to the exit. A trap is in the way. With the help of a poltergeist, we start the vacuum cleaner and attract the attention of the priest. We move into his body and bypass the trap.

There will be two demons in the hall of the church. You need to deal with them in order to go further. We disturb the crow and the demon flies up to him. We approach the demon from behind and eliminate. Do the same with the second demon. We go to the exit.

We were late. The witness has already fled. We think where she could go. With the help of the evidence "Mother's note", we recall what she said about the site.

Police station


We go to the operational headquarters of the site and examine the evidence. As we consider the nine clues, one of the police officers will enter the headquarters and sit down at the computer. We move into it and force to break through the new data on the missing tenants.

From the same police officer sitting at the computer, you can learn that Joy Foster (the witness) has been detained. Apparently, she did not manage to quietly steal the case. Now we need to help her.

We go into the interrogation chamber, cut down the camera and release the girl. We speak with her near the police, behind the shelter. She begins to be headstrong. We distract the policeman with a coffee machine. We continue to "poltergeist" until the witness reaches the door leading to the second floor. Oops! Trap! We cannot go, but the witness agreed to "carry" us through the trap. Let's move to the second floor.

On the second floor, we distract one cop with a coffee machine, and another with a printer. Let's follow the girl to Baxter's office, which has already been defeated, apparently in search of a dossier. We pay attention to several folders and select a dossier with a photo (Ronan's dossier is ours), which was never given a move. Thanks to my brother for that. However, we are distracted.

We are looking for a dossier. First, let's go through all the evidence: books, photographs, then pay attention to the message left and tell Joy to listen to it. We go to the rack with the weapon and choose the right one: shadow, marks. Having solved the riddle with the cache, we talk about it to Joy and take the dossier.

The police have already caught on and are looking for the missing girl. Need to leave! We distract the policeman with the printer and go down to the first floor. We speak with the witness and watch a small video. Don't rush to leave, you better listen to the conversation between Rex and the policeman about us. Inspirational speech!

The girl successfully leaves the site and again tries to go alone. We prove to her that she cannot cope alone with the help of the evidence "Mother's Note". Now we need to visit the cemetery. Symbolical, isn't it?

Cemetery


Before entering the cemetery, we are greeted by a strange-looking ghost, a hike, a girl and immediately retreats to the territory of the cemetery. We must keep our ears open.

At the cemetery, Joy surrendered without a fight and was about to leave. Here we enter with our detective skills and question the ghost sitting next to him. She says she saw something on the shore. On the shore we find the corpse of the very ghost that met us at the gate. We set the parameters: washed ashore, dead, torn off. Thanks to this, we are visited by a vision in which we can see how another ghost saw the body of the victim and he is in this cemetery. The witness saw how something swam into the bushes. It's dark in the bushes and you can't see anything, so we ask Joy to shine a light in the bushes and pull out the evidence - a familiar rope. We recall the evidence "Features of the murders." It was necessary to climb the river and find a corpse, but apparently you can not bother. The ghost of the girl - Sophia was watching us. Now you need to follow her, but first we will destroy the three demons so that they do not interfere.

The girl brings us to the field hospital and tries to tell us something, but she cannot, as her mouth is sewn up. Frustrated, she runs away again, and we learn to teleport to catch up with her. With the next teleportation, we will find ourselves in a territory with three demons. We use the crow to kill the first, go around the second and finish off the third. If you are noticed, then circle around the shelters and use the crow. When they should be distracted by the crow.

We follow the ghost of Sophia. She did not try to run away, she led us to show us something. We approach the tree and select the sound: "Crack". We watch a couple of short videos and find out about some kind of agreement. Sofia freaks out and knocks us out with a scream. Now you can return to Joy for questions. Joy has a diary entry about contracts that leads to the surviving madwoman. Guess where we're headed? Mental hospital. Classic.

Mental hospital


At the hospital, you need to recognize Iris's room. We consider the evidence. We are interested in a photo of a boy. After that, we move into the duty room and make us remember this photo. With the help of the monitor, we learn that Iris is in room 216. But we need to hurry, for the evening she is prescribed electroshock therapy. On the second floor, break the camera so Joy can go further. Don't forget to open the electric door for her. Again we break into the cameras and distract the orderly so that Joy can pass.

Then we split up with Joy. We go around, get into the cat and make our way through the ventilation. In the premises we deal with three demons. We go around the rest of the traps and obstacles and meet Joy. We break the electronic locks so that Joy can go further. Don't forget about cameras! After all this, we break open the lock on chamber 216 and watch the video.

We are trying to move into the girl, but she pushes us out. Okay, it's time to look at the drawings. In the picture with the hounds, the correct answers are: chase, torture. In the picture with bells: a bell ringer, burned at the stake. In the picture with the sisters: two girls, connection. We draw a conclusion. Iris had a sister who saved her at the cost of her own life. She enters the scene in the form of a burning ghost and, after arguments, helps us escape. We distract the guard with the help of the radio, open the electronic door and escape from the psychiatric hospital. Next clue: museum. We go there.

History museum


We are looking for evidence in the museum. The first will be on the table next to the "judge", to get the second you need to go to the post and solve the riddle: rose, burned, torture.

The third will be on a stone with blood, in the focus you need to select blood and you will see a vision.

Fourth evidence: focus on the gallows by choosing the "hatch", examine the rack, examine the picture with the painted estate, analyze the shameful chair: water, Sophia, drowning. After examining all the exhibits, we conclude that the bell ringer dealt with his victims like witches. But why? To answer this question, let's go to the second floor of the museum, fortunately and the door was opened. But it’s not that simple. We will be disturbed by a ghost - a train. We are waiting for him to drive into the wall and by short dashes and teleportation we pass to the second floor. We meet Joy there and together we go to the unseen exhibits. We focus on the medallion and learn that mediums were previously believed to be associated with unclean forces.

Having found all the evidence, we make a chain: a sign from a picture (a bell), a board of mediums, a medallion (just the one that caused the vision). Suspicion falls on Baxter, but why? Baxter is in the museum, Baxter asked about the girl and Baxter hid the dossier. We understand that Baxter is somehow involved and decide to visit his apartment.

We leave the museum while dealing with demons. At the exit from the museum, we hear a conversation between two women who say that something else has happened in the city. There was an incident in the church, and we just sent Joy there. Baxter's apartment is being shelved, we're heading to church.

Church again


Joy tried to break into the church, but the police caught her and put her in a car. Okay, that's not our concern. We go into the hall and drive out or avoid the demons and go through the door on the right side. We lure the cop with the help of a poltergeist and move into him to avoid the trap and go to the other side. In the yard we find the corpse of Iris. Still, we couldn't save her. Okay, let's try to find evidence that will lead to the killer. First, we analyze how she died: crushed, the murder weapon, the stones of the statue. We restore the picture of the murder and watch the video of the reunion of the sisters. Now we go to the second floor and see that the Bell-ringer left a couple more corpses. Analyzing a crime scene: scared, falling, needs help. We move into the survivor and awaken the memory of the fleeing Iris, after which we recreate the scene of the crime and understand that these are random victims who fell under the hand of the Bell-ringer. Let's go to the attic and look for more evidence. The priest was killed, and we need to understand why the killer went up to the attic. Let's analyze the evidence where he is looking at the photo: he looks, it is found. After that, we recreate the scene and understand that the killer came for Joy, but killed Iris without finding the latter. Touching the cat, we see that the killer dropped something. We move into the cat and try to get the key in the ventilation. Thanks to this key, we are reminded of the House of Justice. Now we leave the church in the same way as we came, but be careful, the demons are not asleep.

House of Justice


There will be a police car near the house of justice. Hike, suspicions are confirmed. Most likely Baxter is here. The house is empty, but better to look around. We rise to the second floor and go into the secret room, to the operational headquarters of the Bell-ringer. Here you need to get a better look at everything. After examining all the evidence: newspaper extracts from past decades, trophies of victims, a map of murders - we come to the conclusion that a copycat is working here. We are distracted by a loud click. Need to check. We deal with two demons and go down to the basement. There will already be four demons in the basement, deal with them using crows and teleportation. After the fight, we go down even lower and see the corpse of Baxter. It's time to ask a couple of questions. After the conversation, we send Baxter to Cassandra to take her to a safe place, while we ourselves remain in the basement to search for evidence. First evidence (judge): accuses, judges, harsh; second evidence (girl): in prison, begs. Having found all the evidence: a sign, a bed, candles, shackles and two pieces of evidence - we put all the memories into one whole (the prosecutor, Abigail in captivity, the sign of the bell ringer). In a fit of rage, Abigail drew the sign of the Bell-Ringer, thanks to which every witch in Salem must die. It turns out that Abigail is a killer. We urgently need to find her. Halfway from the basement we hear a conversation on the radio. Rex disappeared along with Joy and did not appear at the station. The campaign began. We remember important evidence: Abigail - Bell-ringer, an old gallows, an instrument of death. We get out of the house and hurry to the museum.

Museum. The final


You cannot return to Salem after the final scene. So finish all your business ahead of time. There are many traps in the museum, so be careful. Abigail possesses Rex and tries to hang Joy. You have 20 seconds to think about it. We run the traps and move into Joy. With the help of the evidence "loud scream" we expel the ghost of Abigail from the body of Rex. Abigail still does not give up and tries to finish off Joy. We have 7 seconds to think. We approach her and grab her hand. We watch videos, ask questions.

End of the game.

Video walkthrough

Part 1

Part 2

Part 3

Part 4

Part 5

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