Last Half of Darkness: Tomb of Zojir: Game Walkthrough and Guide

How to play?
The game is a classic Point’n’Click, everything is controlled by the mouse. Things in inventory are combined, you can also consider them more carefully, simply by clicking on them with the right mouse button, sometimes it helps to get new items. The game has a card, with which you can easily move on locations, for this you just need to right-click on the map. Throughout the gameplay, you can find gold coins, all of them in the game 26, if you find everything, you will get a cool bonus that can be viewed on the game developer website.
Passage
After the roller, we turn out to be on the gloomy island, the first feeling that we are lonely here, but we will live.
We look at the skull, in the middle of the screen, take the rope next to him, make a step back. We go to the left two times, inspect the vase, in the left side of the screen, we take a coin. Walk four times ahead, inspect the bushes. We make five steps back, from bushes, and on a fork, make a step forward to a wooden feck. From the board, we pull out the nails, we make two steps ago. Well, we almost made sure that we are clearly not alone on this island. From the point where we started the game, we go to the right and make four steps forward. We inspect the vases that are facing us, we divide the average. Take a hook and in inventory, combine it with a rope. Walk forward, see the dark arch. At this point, someone will speak with us, we answer him twice, and at the end of the dialogue, someone will show his own larva, but he immediately hits in the dark. Scary? I agree, there is a little. We leave the arch, go to the left. We take one step forward, inspect the corpse of the archaeologist, take notebook next to him. In the inventory, click the right mouse button on this notebook, so we will examine it. Shut down the pages, take the map of the island, with it, we can easily move around locations. We study the record of a certain pedestal, with holes in it. Each Lutka is numbered, in the future it will be useful for us. Having finished the inspection of the notepad, step forward. Lower the lever, on the right wall, inspect the reservoir, we select two gold coins. Make four steps back, wrap the right. We look at the pedestal, in the middle of the room, just we saw it in a notebook. Now you need to arrange nails in the holes, using the records in the notebook. So, we put three nails in the holes 11-3-8, we take the nails, in general, we take nails each time after setting them in the right order, and some button will light up. For the second time, nails put in the wells 9-1-6. In the third – 14-10-4. In the fourth – 2-5-7. If everything is done correctly, a large button will light up in the middle, and somewhere on the island a passage to the dungeon opens. We take the nails, we move away from the pedestal, we walk twice ahead. We look at the hole at the bottom, throw a rope with a hook and go down.
We leave from the “cave”, so this place called the mysterious spirit. Go to the cemetery. Make four steps forward, inspect the grave. Take two gold coins on the right of the skull. We return to the beginning of the cemetery, we make a step right. We go ahead, check the mailbox on the wall, we take a letter, studying it in inventory. We read the inscriptions over the arch and go ahead.
We go to the house, go inside. We go to the door to the right, go down from the stairs, and climb on another staircase, on the left. We inspect the picture on which the ship is depicted, remember its name: “Rothchiole”. We go to the right, go to the room with a TV in the middle. Right take the Jewelry Box jewelry casket. In the inventory, open the box, get a broken switch from it. In the far left corner of the room, in the table study the newspaper gear, she will be useful for us later. Come out of the room, go to the left from the picture, and then we turn into the room to the right. We speak with the strange inhabitant of the house, after the dialogue inspect the table to the inhabitant. Trying to take a box, but we don’t give it to do. Come out of the room, go to the picture, go down. Turn to the right, we go to the kitchen “Kitchen”. We examine the bottle over the entrance, we take olive oil “Olive Oil”. Next, we study the contents of the refrigerator, we take wine “Wine”. Open the locker, in the right part of the kitchen, take the cereal “Cereal”. We inspect the flakes in the inventory, turn the box, look inside and pull out the toy, get the toy from the bag. By the way, this toy – Magnaya. We leave with the kitchen, then we leave with the living room, go up to the hall. We go into the room on the left, on the table, under a white hat, take the key “Silver Key” from the box. Returning to the hall, turn and climb the steps. We look at the nightstand under the picture, take the gold coin, go into the room on the left.
Learning the picture hanging on the left wall. In the lower corner of the picture there is a piece of paper on which “Prototype # 29” is written. In front of the picture there is a bookcase. In it, we are interested in two books, in one tells about some kind of idol, and the second is written in drawings and calculations, turn the page in it and take the key. Come together again to the picture, next to the inscription there is a recess, insert the key there. Go to the opened passage. We inspect the cabinet in the right side of the room, read notebook. Having finished reading, inspect the mirror, open the box under it, we take the Handle holder. We go to the library, go to the pass, right. Walk twice ahead, open the door, in front of us, with a silver key. We inspect photos and cuts from newspapers to pointh indicated. We study the contents of cabinets in the room. In one closet there is a metal cover “Metal Cap”, and in another drawing of the puzzle, remember it. Come out of the room, we leave the library, go to the bathroom, right. In the bath we take a towel, from the shelves, above the bathroom, take 12 gold coins. We look at the sink, the open bank is lying in it with sleeping pills, it means sleeping pills in the sewage. We look at the table to the left of the sink, we go out into the corridor. Returning to the hall, go down the stairs, on the right, go out into the garden. We enhance the house, go down to the basement, pass by the corridor. On the pipe from which steam goes, we throw a towel, go to the opened doors. We take a wooden bucket “Bucket”, make a step forward. Open the table box, take rusty pliers “Rusty Pliers”, inspect the jar with tassels, take glue glue. We look at the drawings on the wall, we take a coin in a jar with pencils. In the inventory olive oil lubricate the pliers, glue glue a broken TV switch. We leave from the basement, we return to the house, again go to the bathroom, where you took a towel. Open the door, under the sink, pliers unscrew the pipe, take sleeping pills. Mix the sleeping pills with wine, go to the room to the inhabitant and give him wine. While we leave this room and go to the room with a TV. Insert the switch to the TV, turn it on. Configure on the 7th channel and move the antenna several times until the image of the flakes appears. We go to the inhabitant, he is already sleeping strong sleep. From the table on the contrary, we take a mystical box. We leave from the house.
Make a few steps back, we go to the east. At the berth, we take a wooden board, we return to the breakdown, we turn to the West and make a step forward. Put the board on the berth, pass forward. Get up on the pier, open the garbage bucket, take pieces of writing. In the inventory, we look at these pieces through the magnifier, they must be collected together to get such a letter:
Letters are missed in the letter: Mermaid7. Go to the fishing house, pay your attention to the nightstand, open the top box, read the diary. Open the bottom box, we take a lighter, look at it in the inventory, even though it is broken, but we can need sparks. Sit down for a computer, in the far corner of the room. Turn on it by simply pressing the button on the monitor. In the browser, enter the address: www.Chembioscerel.COM on the site is invited to enter a password, which is printed on the back wall of the cake box. But we have a wall cut out. But we will come to the rescue, which we glued. By the way, the missed letters are glued down to the computer. So, on the site I enter (without quotes): “Packed with 7 Vitamins Found in Meat Chem BIOS CEREAL IS A CREEPY TREAT” When we offer to enter the password, write: mermaid7. We read mail, in the second letter described a combination: 3-2-1-2-1-3-2-3 leave the house, we take a step back, go to the boat repository. We inspect the lockers, the code from the right lock is just a combination of a letter. Opening the castle, look into the locker, look in the hole and take the key. Go back to the house, box under the computer open the key found, take a poem. Come out of the house and sit down to the boat, try to get out of it, but immediately comes her owner and starts talking to us. Talking to him, get out of the boat. The owner will sit in her and swimming. We go back to the house, open the closet, we study the clipping from the newspaper and look at the photo. Now open the card in the inventory and move to Crypt location.
Go to the crypt and come to the puzzle. Now you need to swap high and flat chips, t. E. At the place of flat chips should be high, and vice versa. Cutting from the book, which we looked in the library, fortunately, is preserved in our inventory. When the puzzle will be solved, the door will open, go into it and go down. We inspect the pedestal, under the statue of the boy, click on the stove and get a cylinder with gears. On the cylinder we wear a metal lid, which we already have and attach the handle “Handle”. We make a step forward and insert the cylinder into the hole in the wall, we go along the corridor. Tighten the valves on the wall, I spark from the lighter we light the furnace. We make a step forward and turn another valve. We leave from the crypt. Turn to the right, we go ahead twice, come to the gazebo, on the left. Here we expect another puzzle, but it is not simple! To solve it, we will need a disk with a game and a drawing, on which a circle with letters is drawn. All this is supplied with the game.
So, the solution of this task can be consecrated for six steps:
one. We have a disk in the middle of the circle
2. We look at the sign of the planet and the letter, which are located in the windows, in the upper right corner of the puzzle
3. Rotate the disc, so that the planet sign matches the letter in the picture
4. We look at the other two windows, to the left of the red valves. I remember the signs of the planets and look at the disk with the pattern, notes what letters correspond to these signs. After that, choose the desired letters by rotating the valve.
five. Click on the button below. If everything is done correctly, one green lantern will be lit.
6. We repeat this procedure two more times until all green lanterns are lit.
After a successful puzzle solution, the door of the crypt will open, next to the gazebo, go into this crypt. On the post, on the right, there are three rotating elements. If you rotate them, letters will appear, grind the items so that the name of the name amy. We go to the opened gate, we fall into the elevator. The main part that allows you to ride on floors – this is a vessel that stands right in front of us. To bring the lift to operate open the map, move to the house “Mansion” and in the kitchen, pick up from the sink to the water bucket. Return to the elevator and pour water into the vessel. Having descended, twice turn to the left and climb the stairs. Take the canister, behind the stone, and climb on. Open the door, in the room inspect a strange picture. In the frame, under the picture, insert a small key that we opened a secret passage in the library, this time the passage will open here. We look at the pipe to the right, which is above the generator. There is a small crane on the pipe, we pour the contents of the canister. Now pay attention to the control panel. Put the “Power” toggle switch to position 2. Lower Language Translate to position 7 and press the ABCA buttons. We leave the room, climb the ladder and sit down in the funicular. When we arrive, go out and go down.
12