Barrow Hill: Curse of the Ancient Circle: Game Walkthrough and Guide

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August 3, 2022
13 minutes
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By Jonny Gamer

Barrow Hill: Curse of the Ancient Circle: Passage
Barrow Hill: Curse of the Ancient Circle: Game Walkthrough and Guide
Matt’s debut adventure from most quests, where all events are usually strictly linked to a single chain, distinguishes the nonlinearity of passage, so much many actions in the game can be made in any order. The following sequence is only one of many options. Also, almost all locations are available immediately for your study, with the exception of several closed areas. Wandering around Barrow Hill, try to pay attention to any details, found and placed in the inventory. The subject can be useful subsequently (unnecessary simply no) or in the personal note will contain a hint for searching the key or even code from the locked door. By the way, part of the codes in the game is generated randomly, so it is not at all necessary that the following sets of numbers will work and you. So, begin:

In the rural wilderness of Cornwall, away from urban noise and civilization, in dark at night you have for incomprehensible reasons. Try to go on the way between two big stones – the power field will not miss. It turns out someone (or something) does not want you to leave this place. Pay attention to the white mushrooms on the right, then go on on the road. Legs are left, and at the very top there is a sign of a pedestrian walkway, but there is dark, so without additional lighting. On the right, the trail goes down to the ancient stone structure (inside the water source), the entrance to which will also need to be highlighted. Return to the main road and go to the gas station. On the left, look carefully on the red mailbox, get out of it by the postcard Elsie to Marianne. The text is mentioned autumnal equinox, as well as the telecommunications tower for communication cell phones, in the future this information is very useful. Go around the motel, there are three locked rooms and the car for the sale of cans with drinks.

Near the speaker there is a car with a running engine, but people around are not visible. Next to the right rear wheel Look at Omega 3 Regeneration Tonic Tonic. Inspect the things chosen near the open door. Take yourself a blue pencil (Wax Crayon), and from a bunch of land on the right of the book-encyclopedia of the Mushrooms Cornish Fungi Kingdom. In the inventory, it will change the name on Fungus Guide. Now visit the toilet, there is nothing interesting here, except the box of matches (Matches), which lie on the toilet in the men’s department. Be sure to take them with you. Come in the Service Station and carefully examine all the information regarding the Barrow Hills stones, a lined postcard and looking at the drawings. In particular, learn a lot of interesting about myths and demons, mystical mushrooms, what are the names of the stones: Baligo, Melkah, Dolment, Hammer Stone, Henrik, Gavrok, Cailleach. Right, next to a basket with food, a box with postcards will lie. This is a classic puzzle, which you can assemble from small pieces, although it is absolutely not important for passing. Lead at the door with the inscription Office, where the sounds of the sounds clearly something scared. In the door window, Ben’s physiognomy, station manager, which will report that someone observes. Read more to this guy for tips, his monologues are random.

Come in the cafe, go to the cash register and get leaves from under it. This is a note by Ben from George, it contains code from the 2nd room in the motel. He is always different, so you need to read it yourself, I had 754. Read the notes on the bulletin board, there are also several business cards with phones. Go to the kitchen, the door is on the left of the cash register. There is dark, even though the eye of a rider, but on the distance of the elongated hand there is a lamp. She stands on the table on the right, yellow. To light it, you need to first turn the lever on the lid to the right, then expand the lamp in the nozzle to myself. Remove the boxes of matches, remove one of it, read the box and burn the nozzle. Take the lamp to the inventory (Lantern), now it can be used to get into dark and earlier unavailable areas. Wrap and open the shield with fuses. The instruction on the left says that the fourth is responsible for light in the kitchen. Press the button at the bottom to disable current, then remove the fourth fuse (if you count on the left). Open it and there is – contact broken. Take the wire of the wire, plugged on the panel from above, rewind the fuse, collect and paste in place. Put the button downstairs!

Look out the window, you will see the top of the telecommunications tower. Listen to the radio, you need to adjust it to the frequency of 15. Hear the transfer of Emma Harry, local radio host, whose station is nearby. She will inform his phone, but no interference will dismiss it clearly. Open the locker next to the poster, take the wicker basket from there (Basket). Under the cabinet stands a box with stands for eggs (Egg Cups), pick them up. Before going out to the street, talk to Bob again, and then open the door N-2 in the motel. Look at the map above the table, there you can detect the location of the stones: four stand on the road to the main circle, which in turn consists of seven cobblets. Listen to the radio at frequency 15, from the green box with tools on the table Take a trowel, and from the right box of the table Mobile phone. It is completely discharged, put in the charger on the bedside table, which next to the bed. Hear the sound of the driving car, you can go check, only cars already and the track has bothered. Return to the room, take a charged phone. Read the archaeological site of Aston’s archaeological excavations on the bed. From here you will learn which pit what stone corresponds to.

Go out to the street and go to the black inlet in the cafe, near which the swings are located. Nearby will be a wooden fence, remove the board, go around the building and look into the kitchen through the window. Then go through the garbage tanks (scared?!.) and look in the office window where you will see Ben. Start, read the newspaper hanging out of the tank, and go to the lattice of the telecommunications tower. She is locked on a hanging castle, but you can easily penetrate the guarded territory through a big hole under it. Go to the tower, open the box and pay attention to the operating frequency of the station – between 830 and 865. Open the small door on which it is written, you will see ten buttons in two rows and the number on the scoreboard 717. It is necessary by pressing the buttons (alone increases, others reduce the frequency), set the number in the specified range. For example, so: in the right row, press the upper, middle and lower buttons, and in the left only the lowest. It should turn out 862. The phone now earned, so you can call the numbers that were indicated on the board in the cafe. There will be no special benefit from calls, but with a new conversation Ben will share fresh information. At the same time will give a piece of paper for the N-1 number. He is always random, I got 454.

Go to the road with the Barrow Hill Service Station pointer, stand up to him and go to the right. Inspect the red telephone booth, the tube is decorated, some muffled sounds. And God with them, go further on the road, stopping at the sign . Examine scarecrow and three-wheeled motorcycle. Further on the way you will see a smoking jeep with a number 4x 68578. This number will also play a role. Try to go through between two stones, but the invisible barrier (similar to the one that was next to your car) will not miss. Take the radio from the driver’s seat and adjust it to the frequency of 15, 3. This time you will definitely hear the number of the radio station, which is located in Barrow Hill: 585-21-31. I don’t try to call from here, I still will not work out, there is no signal. Inspect the items breathing in disarm near the jeep. From the head of the land, get the driver’s license of Moza Conrad, browse the newspaper leaflet and note, Polyte the book with beautiful photos of local attractions, sorry not colored. Raise pocket PDA. Call it out of the inventory and view three cameras installed on the excavations, as well as the records of the conrad, it will indicate the code from its door (3) in the motel – 273. You probably will have a completely different number.

To the left of the jeep there is a passage between the stones, which will lead to an abandoned shed. The doors are closed, well, we light paths and not looking for. Left take the box, put on the barrel and climb the window under the roof. It seems that this attic serves asylum opponents of excavations. Make a couple of steps towards the table, the floor is treasonily fall apart, and you will collapse down. Turn on the lamp, look around. Climb the stairs to the top, read the items on the table, then take acorn from one of the windows, and from another binoculars. With it, you can see the stones on the hill. Go down, it’s time to get out. The entrance door is locked on the suspension lock, which we will cut now. Take on the floor near the barrel of the rubber hose (Rubber Tube), and from the box in the trolley gas burner (Gas Torch). Look at the gas cylinder, attach the tube to it, the gas burner to it. Let the gas opening the valve, reach the matches and burn the nozzle burner. Get out and return to the jeep, and then to the filling station.

Deliver Mobile to call Emma, girl with a radio station. Telephone, if you suddenly seen, 585-21-31. A frightened female face will appear on the screen, and then you will see how her favorite dog, attacked by cunning stone. Go to the scarecrow, for a three-wheeled motorcycle in the fence appeared gap, and now you can go. The path will bring out on a swamp where some ruins and van Emma are located. Go to the van, enter inside. On the right on the bed, the details of the metal detector, which remains to be collected. Look at the dog’s nickname, she is written in her bowl. Connect to the computer and enter the password, which serves the name of the PSA – WINCEY. Run the browser, view your favorite Emma pages, but the main thing is to read her diary from which it follows that she found some artifact. To the right of the panel panel with cassettes, you can listen to them all. And a little less than the right cabinet with pots in which mushrooms grow. According to the previously found directories, mushrooms in the left pot on the bottom shelf it is Liberty Cap, and on the right Destroying Angel. Take an instance to myself in a basket.

Get out of the swamp and go to the ruins of the Church. In the ruins themselves there is nothing curious, but the cross in front of them is of interest, and more fortune. Go around it around, sink the plate at home by the craftsman and take the artifact from the secret niche (Metal Artifact). Still here are the drawing and an old book. Return to the motel.

Go to the wooden table, it’s right from the 3rd Motel Room. Divide into the forest, use the lamp to see the sign exhibited by opponents of the excavation. At the base of the sign, look at the bunch of land and posters, and find someone’s lost shoe on the ground to the right. Carnate the right and twice ahead, see a sign denoting a pedestrian trail. To you right, come across the stones by row on the left and illuminating their lamps on the right. In this place, the killer stone attacks often, who does not make differences between people and kills everyone. If the lamps go out, and a huge boulder will appear in front of you, then it is he and there. Do not touch it, but better leave it quickly. Stone appears randomly in different places of the hill. After some time, come back again (the stone should disappear, if not, then deal with other things) and go on the way further. Inspect the tent (the newspaper is the only interesting tooth object) and the sieve for sieving the soil. Further, the road will lead to the most important place of history – seven big stones of the bizarre form put on the clearing in the form of a circle. While doing nothing with them, come back to the tent. The path to the right of it stretches to another group of stones, among which the altar is located. Between two stones here also the road blocks the invisible field. Studying the surface of the stones, you will come across one to the imprint in the form of a palm, and on the altar itself will detect. For what? Everything has its time.

Return to the service station, it’s time to visit the remaining motel rooms to which you have access. The code to the N-1 room you had to prompt the bob, and from N-3 recorded in PDA, which was flooded beside a broken jeep. Take a look at the third number, all the walls of which are singing with strange letters and are intense with cracked pictures. Such a feeling that there was now kotal my nights. Take a piece of pillow, it refers to a broken print, one part of which can be found using GPS (accurate coordinates). Remove the paper from the bucket and fold the text from it: . This means that the code for the suitcase must suggest the jeep number. Go to the table with a suitcase, open the box and get a voice recorder from it, listen to all the entries of the archaeologist by clicking on . He will tell about artifacts that are part of the press. In the last record, the keeper stone will be mentioned, who woke up and began his hunt. Now we open the suitcase. Recall the jeep number (4×68578) to get the desired code to multiply 4 to 68578. It turns out 274312, enter this code and study all documents inside. It describes different organic substances or objects that were most often met in the testers studied. For example, the seeds of barley were found in the fifth, and in the fourth residue of berries and mushrooms. This will help when identifying a gift that you need to bring each of the stones.
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