Move forward, turn right. Place the EYE S. Play the HOP T. Solution: Continue with the HOP. Solution: W. Go to the Forest Fork. Go to the Courtyard. Select the flute holes H in the correct sequence. The sequence is randomized.
You acquire the BIRD. Go to the Golem Room. Go to the Forest Clearing. Talk to the resident O. Talk to the old man P. Talk to Tyrell S. Talk to the guards U and potionsmaster V. Go to the Tavern. Solution: Z. Adjust the brooch sketch correctly D. Talk to the guard green. Solution: Y. Walk down, move forward three times. Go to the Barracks. Open the locker green. Talk to the guard A. Open the door. Examine the cart G. Talk to the dragon H. Go downstairs. Examine the coffin U. Go to the Main Street.
Go to the Shower. Go to the Forge. Solution: purple, P. Green, Z, orange. Ax2, Bx4, D. Go to the Crossings Landing. Chase the bird N. Go to the Dungeon. Walk down, turn right three times. Turn the handle; shoot 2 arrows purple. Talk to the bear Y. Talk to the king C. Walk down twice, turn right. Savo graduated from Whitney University in In he joined Alvar Hanso's group at the Laboratoire de Biologie Neurologique in Paris where he studied genetics of the human brain. Elliott returns outside of the Swan and Sayid verifies his name is on the manifest.
Sayid then grants him access to the Swan. When Elliott enters the Swan, the blast door drops behind him and Sayid asks him what he did. Elliott doesn't know what happened and Sayid tells him he needs to find a way to open the door.
After entering the Swan, wait a couple seconds and some blast doors will open. Go inside and find the computer in a giant open room. You need to enter the number's into the computer to reset the countdown timer. Once again the numbers are 4 8 15 16 23 42 The next thing that has to be done is to activate three different electrical panels in the Swan that control a set of switch's that open the main blast door.
Swan electrical panel 1 Swan entryway. Swan electrical panel 2 Sleeping area. Swan electrical panel 3 Next to laundry area. When the three electrical panels are activated, the Swan enters lock down mode and all blast doors are lowered and the countdown timer activates with four minutes left.
The Swan computer enters a new mode. The computer first asks the operator to "enter the way home". The answer is Via Domus. This reveals a menu for opening the three blast doors and setting two optional black light sources for the station.
The lighting options controls for the Swan require passing psychology test. There are three blast doors that can be opened and closed. Blast door one controls access to the living area in the Swan from the computer room. Blast door two controls access to the corridor leading to the front entrance of the Swan. Blast door three blocks the outside entryway into the Swan.
There are two light sources that can be activated inside the Swan. These allow maps drawn on the walls to be seen. There are two maps in the Swan. One is on the blast door leading to the living area.
It shows the other section of the Swan and how to enter it. Inside the living area on one of the walls is the blast door map from the show.
If the second black light source is activated, a new set of writing on the blast door map is revealed including information on the Looking Glass , the Orchid , the Hydra , the Barracks and the Pala Ferry. When the third blast door leading to the outside is raised, the survivors rush in and overpower Elliott.
They take Elliott and lock him up in the armoury. Sayid reveals that Elliot's laptop contains information on various weapons including C4 and sarin gas. This episodes flashback begins with you standing in the lobby of the hotel. Across the room you can see Lisa sitting at the computer doing some work on her laptop. You need to walk up and take a picture of the computer screen that she is looking at, but if you get to close to her she will close the laptop and you wont be able to snap the photo, if this happens just walk backwards a little bit and she will go back to working.
Elliott then remembers meeting Lisa at the hotel and also seeing Savo arrive and going into the elevator. Lisa then reveals that Savo killed her sister and she offers to distract the bodyguard next to the elevator in order to get Elliott upstairs. This scene also reveals that the laptop actually belongs to Lisa. Flashback items that can be examined; The first is a recorder on a table across the hotel lobby. The breach does not concern Savo.
Los Angeles Sun Staff photographer Elliott Maslow, 36 A photo-journalist for the last 17 years, Maslow was nominated for several photo-journalism awards over the years but has since fallen out of favour. The third is a letter also on the table next to Lisa.
My dearest Lisa. Lives are in jeopardy. Patients are being injected with lethal chemicals. Tell the world who Savo really is. I love you. You come back to the island and find that Elliott remembers that he was a journalist, he then uses that information to convince Kate to release him. Kate will let you out allowing the option to either search the Swan station some more or just leave the same way you have before.
After escaping the Swan, you should walk across the shallow river and head under the tiny waterfall to find a path leading to a large steel like door.
The door will be locked and will require dynamite to open it it just helps to know where your about to have to come back to. Once finished return the beach and find Hurley who is making a list of the food at the camp kitchen next to the tree line.
He will tell you to head to the Black Rock to find the dynamite that you are after. If you have some goods for trading it's slightly advised to buy a gun for it will make your upcoming trip a little easier.
To get to the Dark Territory just go into the jungle and jump your way back to the hatch area. Once you get there walk along the tree line directly to the left and you will find two black flags that will jump you straight to the Dark Territory. In this new area you can find the same black flags and you will need to follow them just like you have before in order to get you to the Black Rock. As you makes your way from flag to flag, keep your eye out for the monster as it seems to come to you a lot more than usual in this area.
You will have to hide in the Banyan trees between checkpoints and quite a bit too or there's no way you will make it. If you bought a gun from charlie use it to kill the Others that shoot at you from their tree forts, this will make your return journey easier with the dynamite because they wont be there. Get all the way to the end of the path where you can check the black flag to enter the next area, don't, just follow that tree line to the left for a little bit and then you will see the van in some brush a little way's in the jungle from the tree line.
It may take a while to find it your first time and you will most likely have to run back and forth to from the Banyan trees to hide from the monster. When you arrive at the Black Rock , go inside and get the dynamite on the first "floor". It's not hard to find but this does give you a good chance to look around the ship and check some stuff out and angles that you didn't get to see in the show.
Once you have the dynamite and are ready to head back, leave the ship threw the same hole in the wall you came in from. Make sure you do not run with the dynamite or will will blow up just like Dr. Arzt you can run for a VERY short period of time. After you exit the ship, leave the area and return to the Dark Territory. The return journey is more difficult because you must dodge the monster who seems to attack constantly but never run because of the dynamite. Getting through this requires being slow and methodical, and will take some time.
Just make your way back to the hatch and hope you got good timing. If you don't have a gun, you'll need to go and buy one from Charlie back at the.
After passing the test you now have access to the computer which has three items in the menu. The only one you need to advance is "Neutralize reactor". When this is done, the large machine in the center of the room shuts down and Elliott's compass stops spinning. A message randomly appears on the computer stating: "We know what you did Elliott Maslow. And we will find you".
This will end the 5th episode. Elliott runs away from the Monster. The episode starts with Elliott following his compass through the jungle looking for a way home. After a couple moments the monster comes crashing out of the jungle at Elliott, and now he has to run away from it as it chases him.
This is a unique game sequence unlike anything you have played so far. With the monster chasing you; you'll need to jump over logs and rocks, slide under fallen trees, and carefully cross thin ledges that will either slow you down or kill you if you fall off. Eventually you will come to the Sonar Fence at the Barracks and if you get far enough into an opening you will be interrupted by a cutscene.
Juliet will appear on the other side of the fence and will begin talking to you. She accuses Elliott of killing Lisa which triggers a flashback. You'll appear back at the Hotel Persephone and need to take a picture of Beady Eyes as he pulls out his gun and threatens Lisa , they both need to clearly be in the photograph.
This triggers a memory of Lisa and Elliott each trying unsuccessfully to distract Beady Eyes from the elevator. He takes Lisa away at gunpoint while Elliott slips into the elevator. Elliott realizes that he didn't kill Lisa.
Flashback items that can be examined; The first is a Folder next to Lisa ;. Elliott finds the Pearl capsule dump. Elliott tells Juliet what he remembered and that he was not the one who killed Lisa. Juliet decides to let him through the fence allowing you to continue. If you need supplies you can trade with her for a light source and other useful items. There is also a field next to the cliff overlooking the lake. If you would like to explore around a little there is a capsule that can take you to the Pearl station and if your playing on the XBox you can also get an achievement.
To find the capsule walk into the large open field and follow the right tree line. While slowly walking look at the ground and you will find it relatively close to a large tree out of the line on the ground.
After you are finished, go into the underground Flame entrance which is located near the left of the area if facing the direction you came through the sonar fence. The lights are mostly out and you have to work your way around in the dark. There is an electrical panel in one of the rooms towards the end that will open a door leading up into the Flame station. Find it and activate the panel.
Answer key to the Flame fuse panel;. After exploring the room for a little while you will come across a door at the end of the building where Beady Eyes is holding Mikhail hostage and has him tied to a chair. This part can be tricky to do and may take a couple tries to nail it right. Open the door and let him talk for a sentence or so. If you try to aim at him too soon, he will shoot you down. If you let him talk, the game will give you plenty of time to aim and shoot.
Once you have shot him, Mikhail claps and then three of the Others come into the room and Elliott is knocked out. This will end the episode. The final episode begins with Elliott waking up locked inside an empty aquatic tank in the underwater Hydra station. Lisa suddenly appears in the corner of the room and says "don't let it happen again, Elliott.
Tom promises to let Elliott go if he tells him what he remembers about "Hanso and a girl named Lisa. The final flashback begins inside Savo's room the Opal Suite of Hotel Persephone , Elliott is hiding inside a small, dark room outside of Savo's main office when Zoran Savo and Thomas Mittlewerk enter the room. To continue you need to take a photo of Mittlewerk giving Savo a Hanso Foundation briefcase. The photo needs to be taken directly when the briefcase is in both hands.
In the full flashback, Mittlewerk is revealed to be selling Savo Sarin gas. It turns out that Savo is using the gas for E. After the deal is completed, Savo orders Beady Eyes to bring in Lisa and he asks her about her partner. Lisa tells Savo nothing forcing him to order Beady Eye's to shoot her. After the gunfire Elliott falls to the floor in fright letting Savo and his coleages know he's there. Elliott runs out the room with Beady Eye's chasing him and now realizes that he betrayed Lisa for a photograph ending the flashback.
Elliott finds the shark. Elliott tells Tom what he saw in the flashback and Tom keeps his word and lets him out of the cell. You are now free to roam around the underwater areas of the Hydra station.
Your mission is to get out. All your possessions have been confiscated and you have to locate as many fuses as you can. You can find fuses just like any other place, they will be spread out around the room.
The path ways are long and twisty and at one end of the station, there is an electrical panel. To access this panel you will need more fuse's than you currently have. You can continue searching around and while your at it go to the big open room with a huge pool in it. There are a couple of fuse's laying around but the two main things in this room is the shark in the pool and the computer next to it on the other side of the metal bridge.
Before you can lift the shark out of the water you will need to pass another computer psychology before this happens. There are four items on the computer. A news report from 2 4.
Once you are finished looking at the computer make sure you use the shark lift. Go up to the lifted shark while standing on the metal bridge and take the fuse's of the machine connected to the side of it. This will give you the bonus fuse's needed to open the door that is next to the fuse panel. After making sure you have enough fuse's go to the last door in the hallway and there will be the electrical panel you are looking for.
Complete the puzzle to get to the upcoming room. Elliott enters the Advisory Room. Elliott returns to the beach camp. You can trade with Sawyer, but the only items he has are gun clips. Elliott goes to talk to Jack telling him that there is something he has to see at the Black Rock. Jacks asks what the deal is and Elliott tells him it is something he just has to see and Jack in return promises to meet Elliott at the Black Rock being the trusting fellow he is. The game doesn't give much guidance, but go into the jungle and jump to the Black Rock to get to the next part of the level.
Elliott has a change of heart based on the flashback of him betraying Lisa. To complete this next part you will need to use your gun. When looking at Jack and Kate there is a couple boxes to the right of the room, there is a small thing of dynamite on top of one of the crates. Elliott gets knocked unconscious in the blast, but everyone lucky survives the explosion.
Check the clock. Exit the pub. Quayside: Go towards the cottage. Talk to the man up the ladder putting up bunting. Go right from the man. Go forward to the bridge ahead and go right across the bridge. Coast Path: Take the Coast Path to the right. Talk to Lucy Reubans completely. Automatically give her the wallet. Look inside the window right of the phone booth when the light comes on.
See a typewriter and wine. Phone Booth: Enter the phone booth. Automatically take the press pass of Alex Spitmoor. His phone number is on the back of the card. Use Alex Spitmoor's card on the phone. He's out right now. Use Nigel's Hadden ID on the phone and automatically use the phone. Talk to Hadden completely. Nigel ended up agreeing to do paranormal research. Hadden advises to scry and follow the old ghosthunters way.
He will send a gift to Nigel tomorrow. Night One: A pawn in Hadden's game. There's a new list of to dos in the journal. Go back to the left and then to the Harbour. Go down back towards the cottage. Harbour Cottage: Enter the cottage using the key. Bathroom: Go to the bathroom. See a shadowy figure at the corner. Turn on the lights and check the dress form at the corner.
Look close at the bathtub. Scry - Look close at the mirror. Use the water bottle on the mirror. Watch and see a woman with long hair appears. Kitchen: Enter and check the flashing of the lamp.
No, it doesn't form a Morse code. Hallway : Go to the end of the hallway and see a picture frame shape on the wall. The air smells like rotten flesh. Hear weird sounds. Living Room: Go back to the living room. The cup moves in place for yes and farther away for no.
Nigel is not alone here. The spirit definitely wants help but is not trapped here. Check the phone. Hear static and tapping. Hear also someone reciting The Traveler Is there anybody there Bathroom : Check the bathroom and tub again. You might or might not see hair in the tub. Bedroom : Go to bed. Saturday, April Day 2: A new face in an old town. Room of Nightmare : Nigel has a nightmare of being in a room with a bloody sickle. On the wall is a picture of 4 men in black with blood red evil eyes and are wearing hats.
Living Room: Go downstairs. See the Saxton Times newspaper and poison pen letter 1 dropped through the mail slot. Read the newspaper about the missing cats and the letter. Let's check the town. Exit the Cottage. Station Lane: Go right behind the crates and the seagull. Go towards and cross the bridge to go right.
Take the path at top. Lighthouse Cafe: Look close at the Lighthouse sign. This is the place that will give the free meals mentioned in Morgan's letter. Go forward, look on the window and see yummies. Enter the cafe and come out with food in inventory.
The Ark: Continue to the right. Check the place across the window that has a circle and cross. See the lady met at the shore doing her gardening. Talk completely to Nanny Noah with her dog, George. The wall across the house is the museum wall. Learn that she avoids the antique store and that Bob has a workshop. Nanny Noah invites Nigel for tea this afternoon.
Show her any item to get some comments. Click on her again to change dialogues. Museum: Go forward to the end of the road. Check the Museum. Click on the Saxton Bell at top of the building and was built in Enter the walls and see that the building is closed. Check and click on the carving on the stone of a winged stag with a crown above and on the neck. Go back to the intersection.
Coast Path : Go forward to Coast Path. Alex Spitmoor the journalist: Talk to the journalist standing by the phone booth.
He has his handy PDA and is watchful. Bob Tawny, the smith: Go forward the path. Cairan the pig : Enter the first entryway at left and meet Cairan the pig. Give her the food in inventory by placing it on the shelf. Bob the smith: Enter the next entryway and meet Bob Tawny.
Talk to Bob completely. He will meet Nigel at the pub. He fixes things. He sounds like he's enamoured with Nanny Noah. Nanny Noah lost her son a long time ago in the sea. Maybe the boy had a tricycle. Look at the picture on the wall of Rose and Cole. Read the poem tucked left of the frame of Cole's picture. Quayside : Go back to the cottage. Go left and take the Harbour road at intersection and be at the quayside.
Seat : Go to the door of Harbour Cottage and see a letter tucked behind the pipe. Take and read the letter from Lucy. Go left and talk to Lucy Reubans. She mentions the caverns and Hardacre. Learn about other townspeople. Saxton Caverns: Go pass the Bear Pub and down to the beach.
Go left by the steps and enter the cave. See a lantern. Continue forward and talk to Professor Hardacre completely. He says he did not meet with Nigel last night. He repeated what he said last night. Go right and forward deeper in the caverns. It gets too dark to go on. Exit the area and Hardacre mentions that the Stationmaster has a package for Nigel. Exit the caverns. Go back to the Quayside. Quayside : Go right towards the bridge. Go forward to the road.
We'll check that shop later. Look at the poster on the wall. Enter the depot and talk to the Stationmaster completely. He warns about the rail tracks at night. Learn about his father, the falling pictures and the story of the disaster of the Great Crash of the Apple Train owned by Gurney.
Pickup the Hadden package on the chairs at left. Harbour Cottage: Go back to the cottage. Hadden's gift : Open the box. Read Hadden's letter. Take the equipments inside the box. Day 2: We have technology. New set of things to do is seen in Nigel's notes. Paranormal equipments: Read the Gadgets leaflet to know more about the equipments. The EMF meter is used to detect and measure the electromagnetic field. The Night vision Camcorder detects and reads infrared light. The Digicam or camera takes pictures and also develops it.
The voice recorder is an EVP electronic voice phenomena recorder of unexplainable sounds heard during playback.
Let's play with the new toys. Bathroom: Hear a voice that says 'here'. You will hear that on locations of interest.
Use the digicam on the tub and see a streak of light. Use the digicam on the mirror and get a picture of a beautiful face.
Hallway: Use the camcorder and the digicam on the wall at the end of hallway. See a frame of a doorway. Living Room: Use the digicam on the cushioned chair. See a picture of a sad man. Balcony : Climb the stairs and while at the balcony, click on the ceiling. Is that a face on the wall? Bedroom : Go to the table and Nigel places the pictures in the album and the cassettes on the box.
Click on the album and box to review what you have collected. Enter the cavern and see Hardacre still at work. Go right and forward until the dark area. Cave passage : Use the Night vision camcorder and go forward.
At each step forward, look right and left to see ancient carvings on the wall. There is a crown on one of the left walls 3 clicks from the start of the night vision passage. In a wider area of the cavern 4 clicks from start of night vision passage, see planks on the left side.
Take a plank. Go forward once and see a sea monster etched on the wall. To the left is an opening and another one at right. Enter the right one behind some lobster traps. Chasm : See a chasm abyss. Click on the left and see an etched hand pointing to the right on the wall. Click back to the right and see a narrow passage left of the chasm. Go forward once and see a crown carving on the left wall.
Boulders : Look right and see a pile of boulders across the chasm. Look down and place the plank on the abyss. Cross the chasm. Take the plank laid down the chasm and use it on the boulders. The boulders are removed but the plank disintegrated. Enter into a smugglers hideout. Smugglers hideout Grindle's Maw : See a cavern with loot, fire pit and a locked chest.
Fire pit: Hear a 'here'. Use the dictaphone on the fire pit and get a reading. Listen to the Smuggler's recording in inventory and hear the smugglers sing around the camp fire.
Use the EMF reader on the fire pit. Note the numbers read on the dial below the meter. Locked chest - Go and look close at the locked chest. The locked chest has Roman numbered buttons. Enter the numbers read on the EMF reading of the fire pit - Take and read the journal of what happened to Captain Walter Spivey, the treachery of Gruel and subsequent escape.
There are old wines in the chest. Hear a sound. An oar dropped down from nowhere. Take the oar. Exit the hideout. Chasm : At the chasm, look up and see a hook at the ceiling of the cave. Use the oar on the hook. Swing across to the other side. Turn left and forward to exit the chasm area and be back at the main passage of the cavern.
Tidal cavern: Go forward, right and see light coming down from a hole on the ceiling. Siren : Go forward to the light. Automatically, Nigel talks to the light. Talk completely to the spirit woman. Take a picture and recording of the spirit woman. Listen to the recording of the Tidal Chamber - Bring me a Pasque flower. Turn around and forward. Turn right when you see the lobster trap. Go forward to exit the cavern. Beach : Go left from the cave. See a painter.
Go to Dr. Black painting a scene. Try to talk to him. Look close at the painting and see that he painted someone left of the desolate building and top of cliff. Fenland Eye: Go to top of screen on the narrow path. Enter the cave on the right. Grilled gate at Saxton Caverns: Go left of the sea monster wall. While not in a close look one step away from gate, use the camcorder, recorder and then take a picture in between the bars.
Use the camcorder. Listen to the Saxton cavern gate cassette help us and check the Saxton cavern gate picture 2 figures. Exit and go back to town. Day 2: A link to the legend. Go back to town and to Quayside. Go forward to the road at diagonal left. Gruel's Antiques: See 3 crowns, a link to the legend on the store window. Enter the store. At the far aisle, go the back of the store and meet Mr. Gruel and Jemima. Weird man! Try to get a coherent conversation.
See a book in front of Jemima that has 3 crowns on the cover. We need to get that. While Mr. Gruel covers his face with Jemima and Jemima sings, take the locked journal.
Exit the store. Check the locked journal in inventory right click and see that it cannot be opened. Bob Tawny, the smith: Go to end of Coast path.
Enter the first opening and give Cairan whatever food you have. Enter the workshop next door. Ask Bob to open the book. Celtic Corner: Follow the cat that crosses Nigel's path outside the workshop. Talk to Rhys Branwen completely. Meet Mr. Tibbs, the cat. Check the bookcase on the right. Read the 3 volumes of about Unknown Anglia. The middle books show one page of Anglo Saxon symbols. Take note that something can be clicked on the page to identify it. The right 2 books are about the Festivals; take note of Beltane since it is this Monday.
Check the unique snake candle holder on the counter and the entry box for the photo contest at end of the counter. If you have taken any pictures that you want to enter, insert them in the slot. Check the crystal ball on your way out.
See a future event, like Nigel with Hardacre by a cliff or some other future scene. Exit the store and check the grab boxes at front of store. Read about yews, its meanings and usages. Read the King Time magazine and the games that will scare you silly. Check the notice board on the left of the path.
Meadow: Go left and be outside of town. At the bridge, look at the town from here and identify the buildings. Go left and check the lighthouse.
The Saxton bell rings 1 PM. Go back up and left to see the meadow. Go back over the bridge. Exit and automatically be at the cottage.
Harbour Cottage:. The Agers lived in Raven Lane, Northfield. Click on all the pictures and cover title before opening the next page to read the entries. It mentions the tracks, fens and death of Emily in a cave at Saxton Shores. She wanted a Pasque flower.
Emily is the ghost lady in the tidal chamber and William killed her. It is time to go to the rail tracks and SedgeMarsh station to investigate the Agers' House.
Go to the beach, Saxton Shores and enter the cave. Go right and left out to Martello tower. Go right to the fens. Pictures : On the way, you might want to stop at the blind where the man is located. Take a picture of the frog on the edge of the walkway behind the blind. Also click to look at where the man is looking at. Try to take a picture of the heron. If it is blurred, try again when the heron moves closer to the left.
You can submit them for the contest later by placing them in Rhys' entry box at the Celtic Corner. Now that we have a clue for this place mentioned in William's journal, we can go further on the tracks. On the way, see that the signal light for the train tracks is covered by the wood. Remember the stationmaster's story about what happened to the apple train crash.
Take a photo of the signal post. Look at the photo in inventory. Raven Lane: Go forward and see apples and boxes by the rail tracks. Ah yes, the stationmaster's story Take the bridge beside the tracks and go left. See that the main path has a side road at right. The side road leads to an unknown place and the one through the woods is the entry to Carrion Woods.
Take the main path at left. At the end, see a letter on top of a post at right. Read the letter. The path to the left goes to Carrion wood. Ager Karswell House: Continue on the main path. See a house with a woman gardening in front. Beautiful garden. Gardens : Go left and up to enter the path to the house. Talk to Katherine Karswell. Robert is upset and is in his workshop. Join them for lunch of 7 pigeon and nut broth. Look at Jasper the parrot hanging by the door. Look at the disk with symbol by the door - spring.
Workshop : Go right and enter the workshop. Try to talk to Robert. He's still upset. Kitchen : Enter the house through the door by the parrot. Cookbook : Go to the table left of the fireplace. Read the cookbook and see the recipe for the 7 Bird and Nut Broth. Check the paper wedged in the pages of the cookbook. It states that winter is not the end of the year; it is the beginning of the year. Katherine has taken care of the pigeons, bacon and she is now picking bay leaves.
Collect ingredients : Nigel needs to get garlic root, chives, wood mushrooms and cobnuts. Study the picture on the right to see what they look like. Exit the house and go left to get to fence by the horse.
Go left and see a horse in the pasture. Take purple flowered chives left of the pasture gate. Go right pass the Raven Lane sign.
On the side road by the tracks and the bridge, take cobnuts from the small tree at side of the road. Go to the rail tracks and pick the white flowered garlic plant from the side of the bridge. Go back to Raven Lane and enter the Carrion Woods' path uphill. Take wood mushroom around a broken millstone. There's an intact millstone at left. Exit the woods by going left.
See 2 more millstones. We'll come back here later. Go back to the kitchen of the house. At the kitchen, go to the chop board on the table at center. You can ask Katherine for help in identifying the plants or where they can be found.
Cut the chives, mushroom and garlic by placing them on the board one at a time. Place the cobnuts on the mortar and pestle. Place all the prepared ingredients in the boiling cauldron. Take note of the round symbol right of the stove - winter. Katherine wants some Hedgerow balm to add to the broth. She said there's a picture in the bedroom. Bedroom : Climb the stairs and look inside the bedroom. Look close at the picture frame left of the window. The hedgerow balm is in the hedge.
Look at summer symbol plate below the picture. Look at the other items on the window sill and the Karswell pictures on the wall. Go down and exit the house. Go to the front of the hedge where the flowers are located. Pick the hedgerow balm left of the white daisies at center of the hedge. You can pick flowers from the garden if you want. Kitchen : Go back to the kitchen and place the herb in the cauldron. Rest while the broth is stewing.
They have eaten. Workshop : Exit the kitchen. Go to top right and enter the workshop.
0コメント