Everlight: Of Magic & Power: Game Walkthrough and Guide

Passage Everlight: Power To the Elves!:
Our hero of Melvin as a result of bad weather will wise up to the Tita candle store. There, Tit will offer him to play the game – guess, for which of the three thimbles is the candle. You can choose any thimble, as the candle will always be behind the thimble that you select. After the game, Melvin will agree to the offer of Tita go to the magical world to become a magic there. In the magic world, we need to go through five serious tests.
Chapter 1: Fear before refusal
We remember several important keys that make life easier during the game:
The E key highlights the inputs and outputs on the location.
The H key highlights all active points on the screen (items, characters, movement).
The G key allocates only those objects that can be taken.
The F1 key is called a notebook that fills the Elf Feen.
And several rules. We study all that we see, and communicate with characters on all themes and even in some cases.
Libery Fenny
Arrange on the square in front of the town hall. From items in inventory we have only 3 thimbles. We look at the tree on which the cage hangs, with the fence sharply inside. Speak with Ne. Raise a stick from the ground and with her we are knocking on a tree three times. Cell door will open. We say again with the released Fennie Fenni, which, it turns out, is our spiritual manager. We are now in Tallen. Fairy will give us a locality map. With the help of it (the map is hidden in the right part of the inventory) we can quickly move between locations.
We fall to the authorities. Find a ticket with number 13.
Let’s first examine the city. On the left in the town hall there is a hotel, the right of the Town Hall. We go to the town hall. We speak brighter about communication with the authorities. We will be given a coupon for which we occupy in line 9988. And today it came to the turn only for a twin at number 13. Let’s leave the town hall. Go right to the main street. Here, from left to right, the library, factory and postal kiosk are located. We go to the street on the slope, the path to which is located to the right of the library. Here we are witnessing a hostile struggle between the Dafa and the Manichemus on the carrot tree. Speak with each of them. We learn that the Daphne has a ticket with number 13. If we solve the conflict, we can get a lined trip.
Return to the main street. Go to the library. Speak with Jonsom. Click on candies that lie in the cup to the right of a small bookcase. We ask Jonz if you can take candy, and then take them. Click on a cup with a poison that stands on the floor. Take a book about magic animals and a document from a bookcase. We view the found texts in the inventory (right mouse button). With a written table grab scissors. We leave the library. Communicate with winds through the post kiosk window. We ask him about the factory. Learn that it belongs to Walt and that it was closed.
We go to the square in front of the town hall. Go to the hotel. Speak with the owner of Olof. After conversation from the table we take a plate with a fish soup. We go to the city goal. Go to the store magic on the left. We speak with Farid, then with a frog of the coast sitting in the terrarium. We leave from the store. Communicate with blacksmith Simon 2 times. No one gives him new orders. Even at repairs. Near the magic store we find a tray with a trash Ramunda. Speak with him. He is ready to offer many beautiful baubles, but we have no money for purchases.
Return to the library. We speak with Jones about the book about the magical animals and about the bowl with poison. We offer him a plate with a fish soup as poison for mice who chose the knowledge building. We leave the library. See the cat before entering. We use a fish soup plate to attract his attention. Again go inside the library, the cat will go beyond us. Now that the cat will scare away all mice, we can pick up a bowl with poison. We return to defending their rights to Daphne and Chironimus. We use a bowl with poison on the tree. Focus will not pass, you need to distract their attention. We communicate with a boy with a skateboard. Treat it with candy so that he swept on a skateboard on the slope. This will distract the attention of Daphne and Chimemus, which will allow us to use poison on a tree. Daphne will throw out a ticket with number 13 in the trash can, as there is no longer a problem, because of which it is worth going to the authorities. We select a tumbler and go to the Town Hall.
We understand with the shelling of the Walt House. Return a statuette of a dog Kalas.
Show the bright coupon. We go to the right to members of the Council Fallerius, Hocus and Adamos. Communicate with all. We are trying to offer them assistance in the destruction of the curse, which covers the city at night. We get from them the first task that serves as a storage check – to solve the night shelling of the Walt House. We also allow free to occupy a hotel room for free. Go to the Walt House on the street on the slope. Communicate with the owner. He believes that the shelling leads the seller in the shop of magic Farida. We study necessarily holes done in the walls and on the roof of the house. We go to the hotel. We communicate with Olof about the number. He will give us keys. Melvin will automatically go to the room and slips there until night.
We communicate at the hotel bar with everyone. In a dialogue with a hocus, we say that we use the sneezing powder for phalerius, and then choose options: 3, 3, 3. Only in this case we will get a sneezing powder and in no way differently! We leave from the hotel. We are trying to talk with a zombied Sven. We go to the street on the slope. Go to the house Daphne. Take matches. Trying to take aromatic candles. Speak with the concerned Dafa. We go to the town hall. We communicate with Fallerius and concluded in the shackles by Adamus. In the inventory near the card, after we took a room in a hotel, a switching icon appeared between day and night.
Switch on day. Communicate with a brighter. The conversation will end the fact that he will drink from the “medicine” flask. We go to the main goal. We go to the shop magic Farida. Communicate with the seller. We ask her about shelling Walt House. We take a flyer counter. We now communicate with Elf Fenni. There will be a lot about the city, residents, but we will be interested in the shelling of the Walt House. Asking for this, Fenny will point to a path between Walt and Daphne houses. We pass to the street on the slope. Along the path between houses get to the cave of hermit. Communicate with him. We are looking for a bunch of garbage near the tree and the card inside the cave. We speak again with the hermit of Calas about the missing dog. Go to the store magic. We take magic ink from the table. We speak with Farida. It will sell for 30 coins Magic powder, which will make invisible ink visible. We also ask her about the game of cards. After the conversation of Farid leaves the store to paint the facade. We use a sneezing powder on Farid. She will fall from the stepladder, cares for a signboard and in the end he will break her. Simon will be repaired, for money naturally. Communicate with Kuznets.
Switch overnight. We go to the hotel. We play with Simon to the game “Thrust”. He will lose us 40 coins. Switch back to the day. We go to the store magic. We buy with Farida for 30 coins Magic powder and for 10 coins Gina (before the jin’s bank need to study). Look under the terrarium on the statue of the dog. On this occasion, we communicate with Farida. Learn that when a store in danger, the statue turns into a dog from blood and flesh. We pass to the carbon cave. We speak with Kalas about the statue of the dog. Switch the time of day at night. We notice the absence of calas and card decks. Switch back for the day. We ask Kalas about the game in the cards at night. He denies it. We study the maps themselves. We ask for this time Kalas permission to use magic (invisible) ink on maps. Do the way. Then switched on the night back for the day.
We go to the main goal. Go to the shop Farida. I call it to follow us to Calas. There, Melvin uses a magic powder on the hands of players who will be shred in ink. But this fact will not make Faruda return the statue of the dog to Calas. We communicate with Kalas, then ask the Council at Fenny. He will be to under the guise of urban guards and if there is an official letter, confiscation from Farida a statue of a dog.
Return to the city gate. Trying to pull the uniform with the stuffed, then communicate with the guard of Wulf. We use Gina on Wulfe, but, while there is a bright time of day, it does not scare it. Switch overnight. We again use on Vulfe Gina. While he is impressed by the Spirit, remove the uniform with stuffed. Switch on day. In the inventory we use scissors on the document that we have previously found in the library. We go to the town hall. We put a clipped document on the adamos table (on the input basket). Come out. With ad board, remove the document signed by ADAMUS. We go again to the city gate. Click in inventory to uniform to make Melvin changed. We go inside the magic store, where the first check will be expected – check for fear before refusal. We bring a conversation with Farida. To successfully convince it, we choose only the following options for the development of the dialogue: 1, 1, 4, 1, 2, 2, 3, 3, 2, 3, 1. Farid will give us a statuette of a dog. Take her hermit. Then go to the town hall, where we communicate with all members of the Council.
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