Dead Reefs: Game Walkthrough and Guide

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April 7, 2022
10 minutes
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By Jonny Gamer

Dead Reefs: Passage
Dead Reefs: Game Walkthrough and Guide
Passage Dead Reefs:

October 13, 1727. On the island under the sinister name, dead reefs occurred. Patrick, son of Barona was reset from the observation tower. Investigate the mysterious death sent by the investigator of His Majesty Amadei Finninero, who we will manage with you.

In the inventory, we have a cane from the very beginning (the inventory of the down arrow).

We view notes in the notebook (for calling it is used key Q). Climb the steps. Get acquainted with William Hook – local clerk. A detailed conversation with him expects us in the hotel that is right. We pass forward. We try to talk with men near the cart. They will be undone. We look at the strange symbol on the door of the hotel. We go inside.

Speak with the hook, sitting at the table in the far right corner. Talking about everything. We learn about the characters, the history of the dead reef, the death of Patrick and the witch Benish. After talking to the owner of the hotel by Sedwik Klenton. We will find out about the symbols, ghosts and cook in the estate. We leave from the hotel.

In the estate:

Go to the right from the hotel. Go down on the stairs down. We pass by unfriendly well-minded inhabitants, past the house (on the columns of the deer gate), cross the bridge to be in the estate. Steamed on the door. Butler Belmont let us inside. After he leaves to prepare the room to us, we will have the opportunity to look a little in the estate.

We pass to the concreted passage, which should lead to the left wing. Hearing someone’s steps. We go to the right wing. Go to the door at the end of the corridor on the left. Find out in the kitchen. Go down to the wine cellar. We inspect a bottle lying on the shelf on the right. At the end of the wine cellar, we find the door leading to the garden. Returning to the Hall. We rise to the second floor. Pay attention to the picture of the Lady, leaning after the butler passed near her. Then look at the picture of the man, apparently husband Lady.

In the bedroom speak with Belmont. We listen to his version of why the left wing is closed. We also learn who was depicted in those pictures. We look at the paper on the table. Finninero will start writing. At this time, we will hear the singing of a woman who came from the closet. Open the Cabinet. We use a cane to find a secret compartment. Open it. We see the lock in the form of four drawings, which is allowed to change. We leave the bedroom. Learning the coat of arms at the end of the corridor. Drawings on the coat of arms are the same as on the castle. Return to the bedroom. On the lock in the closet, we set the drawings so that it turns out the coat of arms. The wall of the wardrobe opens. Go.

Raise the stairs. Go to the door to the right. We approach the table. We select a page from the Baron Casbert diary. We learn about the monk, curses and Clarissa. Open a small box. From it get old key. We leave out of the room. Come to the door at the end of the corridor. Open the door to the old key. In the bedroom we meet the ghost of Clarissa. She will make it clear that you need to follow her through the fireplace. We look at the bloody stool. Near the window we find a music box. Open it, four sounds are played. We repeat them on the piano. To do this, click on the 8th, 9th, 8th and 7th keys at left to right. The wall of the fireplace opens. We take a lamp standing on the fireplace. We use it on the tunnel. We pass inside.

Go down the stairs. We go ahead until the way is visible to the left and down. We go to the left to the development. Choose the top right track (the lower trail is blocked). Find out in a grotto. We observe Clarissa. Take a rusty key lying on top of some mechanism. Return back to the main path (screen with a track left and down). Go down. Clarissa will call us again. Use on the grid door rusty key chosen in the grotto. We rise on the protrusions up (we were in the dried well). Find out in the cemetery.

At the cemetery:

We look at the tombstones located outside the cemetery. There are 9 graves of the dead in one day for 9 years. We pass through the hole in the fence in the cemetery, then we go to another part. Clarissa will go to the first left crypt. Attempting to follow it is not crowned with success. The door of the crypt will be locked.

Go to the house of the caretaker, who is at the other end of the cemetery. Speak with Oliver Bun. Learn from him about the curse. When Oliver leaves, remove the bundle of keys from the carnation near the oven. We try to open the door of the crypt with these keys, but none of them will fit. Then inside the house of Oliver inspect the box with tools. Take scrap, key of the crypt and grinding stone. We try to open the wrench found key. It will break. Inventory, combine a bundle of keys with a grinding stone. One key from the bundle is now opening a crypt.

Inside the crypt, we look at the coffin to the right of the steps in which Clarissa must be resting, who died on the same day only on 9 years earlier, as the other nine dead, buried behind the fence. Open the coffin scrap to make sure that in: no one lies! Now inspect the body of Patrick. We get a handkerchief with a symbol. We look at the body again. There is a wound on hand, something compressed in his fist. Attempting to break the fist will not succeed. We leave from the crypt.

Witch Benish will appear on the cemetery. Speak with Ne. We learn about her vision, killing Patricks and Curses. At the end of the conversation, some man jumps off the tree. Finnirero will try to keep up with the scuffing, but he will hide. We pass to the right side of the cemetery. In the broken part of the wall we find a block of clothes of the fueling attacker. Returning to Benish, talking to her about how to break the hand of a dead man. She will recommend to visit the alchemist in his tower on the top of the mountain.

Come out of the cemetery through the gate near the caretaker. Finvinero will automatically go to the estate and scraps in his room until the morning.

Morning new day:

Finnwinero wants to talk to each in the estate. We leave from the bedroom, go down the corridor, go to the door to the right. Go down on the stairs. Go to the corridor on the right. Go to the door at the right end of the corridor. Speak with the butler Belmont. From it we get the key from Patrick’s room. She is in the right wing opposite Edward’s brother’s room.

Climb the stairs upstairs. We go to the right wing. Open the door to the left. We look at the tools near the sink. Take the rope. We approach the table. Take the map of the island, as well as a bottle with a stubby substance. We compare it with the contents of the bottle in the wine cellar. Let’s leave the right wing. Going to the kitchen. Speak with the cook Melvin Klenton. We learn about Patrick’s passions (treasures and women), about a bottle with a smelly substance and weekly insomnia.

Go down to the wine cellar. From the inventory, get a stubble bottle. Use it on a bottle that stands on the shelf. Finvinero concludes that the substance in both bottles is the same. Hearing the noise created by a runaway person, pass through the door at the end of the wine cellar in the garden. Climb the steps. We study footprints on earth. Returning to the kitchen. Speak again with a chef Melvin. Learn about the loss of knife per day before the accident.

We leave from the kitchen. We go to the other end of the corridor. Go to the door on the left. This is a lap room. Speak with Mrs. Chemphri. We learn about the drawings of Edward, about the daughter of the hotel owner Anabel Klenton, with whom Patrick met, about Mervin, about the curse and anniversary of the ghost. After the conversation we go to the butler’s room. Speak with him. We learn about his Alibi, about Patrick and Edward.

Raised the stairs, go to the right wing. We fold to the left. Go to the door at the end of the corridor. We go to the right, look at the table. Read the chronicles of the family, learn new about Clarissa. Take the paper from the table. We read about ordering Baron some books. We notice a balcony and telescope. Speak with Baron. We learn about the search for Patrick the relics of ancestors, which is a statue lined with precious metals. We find out more about Anabel.

We leave out of the room. We turn right, go to the door to the right. This is Edward Room. We look at the portrait of Anabel near the fireplace, then the fireplace itself. Inside it among firewood can see something. Raise upstairs. We look at all pictures in the room. Speak with Edward about the curse. During a conversation on a picture of a woman with a shadow, paint.

We inspect the fall of Patrick:

At that moment, Mr. Hook arrives in the estate. Come out of the room, go down, go through the front door. Hook Hook, we will go to the cliff with the observational tower with which Patrick fell. Speak there with hook. We look at the deepening in the ground near the broken fence. We go to an observational tower. In the front, we look at the broken board in the fence. Trying to take the board, she will fly down. Go down the path down. In the pit for breeding fire. Move it with a cane. Blood will be discovered under the stone. Climb back to top. Someone will reset the stones on Finviewo, but he will be able to dodge. We continue to move upstairs. Climb the steps, look at the edge of the cliff. From here, stones were reset. We look at the pits for breeding fire.

Hotel:

Now that we have a map, we can quickly move between locations. Going to the hotel. We speak with the owner of the masterwicker Klenton, Father Anabel. Learn that Anabel is on the mainland.

We help the witch to choose the necessary runes for the medicine:

We use the map to get to the house of the witch Benish. Speak with the witch about the memory medicine. She will ask for help to figure out the runes. Take a ruffic alphabet from the dining table. For each sentence, choose the following runes:

Give Back The Cane of Memories – The first rune is already written

To The Swamp Owner At Dawn – King Frog

That Six Eyed Monster Guards- Spider

Where The Unborn Laborers Dwell – Ant Eggs

Bring Her The Boar’s Treats Barefooted – ACORN

That Grew On The Wise-Man in The Green Cape Of Eternity – Hundred Year Old Moss

Automatically get the board with runes if everything is done correctly. Talk to Benish. She will ask for a walk for some time while the potion will prepare. We leave from the house. Go along the trail right.
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