Dark Fall: Lights Out: Game Walkthrough and Guide

And so you are Jonathan Parker, a young cartographer who came to the Cornish Bay of Town Trevortan to update the map of the coast. The bay has the unkind glory among the sailors, since the town is surrounded by underwater cliffs and reefs that caused the death of a plurality of ships.
Parker begins to understand that the death of ships is somehow connected with the old lighthouse at Cape Fetch and those secrets that he hides. Local fishermen are very frightened to help Parquer, and under any circumstances do not want to talk about the lighthouse, which is more warming up of interest Parker.
1912. G.Trevortan.
Room.
Watch out. Nothing special: old cards, drawings, painting on the wall. Open your diary on the bed, scroll to the last page and find ourselves in the kitchen. In the corner there is a closet, we look at the bottom, open and see a stereoscope. Need to click on eyepieces and you can view photos. Retreat back and look right. We read a note by the owner of Roberta Demariona, there are two digit sheets.
In my version of the game, the sheets are clean, how else in the whole game. All keywords, phrases and numbers are missing. Looks like a cleaning translation of our “hackers”. Even incomprehensible who Russified her. To compile, used the passage in English.
Turn back and go out into the yard, although there is nothing worthwhile. Go back, turn right, come to the door of the cabinet. On the shelf there is a box, in it a book, leaf and find a floppy disk!? (this is in 1912). We take, turn to the paintings with birds, click and find yourself in the bedroom. Once again we look at and go outside.
The outside.
We go to the side of the berth, we do not reach a little, we look at the right side, come together and talking with the run-off Demarionom, then we go to the pier, go down and sit down in the boat. Watch the roller and planted on the island of Fetch. If the boat is not available, you need to return to the house and inspect everything again.
Island.
We go to the lighthouse (it’s not difficult to find the road, you can look around the way). Come to the door, the door is not active. Go beyond the angle, inspect and see on the wall of the shield, turn the handle and go to the door.
Lighthouse.
Inspecting the key on the window – do not take, go down the steps. We pass straight, left and see – on the stairs it does not burn light. Let’s go to the boiler. Turn the face to the boiler, click on the right of the boiler, we light the lantern and go for a boiler. Here is the first task: three levers. Come out because of the boiler and go to coal storage room opposite boiler. In the lower left corner, we flash three cranes with a lantern. We go out and get face to the stairs. At the bottom of the steps on the left find a picture of a boiler. We go to the coal storage room, right and see a negotiation device, behind it a leaflet with ships. This is the key. We go for a boiler and according to the boats, click the levers: 2,3,1. In the storage room, press the cranes: 2,3,1 (from top to bottom). We watch the movie, how the light is lit in the lighthouse.
First and second floors.
We go to the top, inspect the rack, climb the first floor. We look at, go to the kitchen, on the left in the negotiation device hearing the voices of ghosts, on the table their uncomfortable lunch, boiling saucepan. We leave and climb the second floor. Watch out, we go to the bedroom, inspect. Watch notes on the bed, on the table, in the mirror. Look in the drawers of the chest. You can listen to the votes of ghosts in the negotiation and play the switch. Come out.
Third floor.
We go to the third floor. Climbing the stairs to the top, we see a non-radiant lighthouse lamp. You can look around, to fade the levers – useless. Go down on the third floor. We inspect the pictures on the wall (flashing the lantern), come to the door. Code Code: 12132434 (Castle Code Tip Apparently In the Sheets of Previous Locations, which cannot be read). We go into the room, we pass forward, turn to the left, open the closet, we see a code lock under the clothes. We will come back to him somewhat later. Close the door of the cabinet, turn it over and we see a big picture on the wall, increase, in the upper left corner, we grind the canvas and see the button. Click, the lower box of the cabinet opens. Rail in photos, scrapbooks, drawings and find a mystery plan and drawing with four colored squares on a lighthouse background, sketch. Go down at the bottom and go to the secret entry (on the site before entering the lighthouse).
We go down the steps and go on the packers before entering the cave. We enter the cave, pass to the boxes, from them to the right to the barrels, right and see the entrance to the cave. Vlamini in the cave and with each step we look at the right and left, we move to the end, the passage is littered. We return back and see a completely wrong cave. Close, left see a small pass, go there.
Fetch 2004.
Coming out of the passage, we get in 2004, go to the right, to the site. On the left of the structure like a club, and the right telescope. We go to him, click on it, you need to find coins for viewing. We go to the club, come in, pass forward, watch slides. Right is the old Ralf radio station, left laptop. We look at the radio station, there is no single handle. We go to the laptop, insert a diskette into the drive, listen to the record. We go out and go straight to the central place.
From her turn to the right, we go through the cabin to the barrels, we select a spear, turn to the cockpit and on the foundation of the mast near the cabin we see a sign with the Roman number II. Draw and go to the cockpit. In the cockpit on the shelf near the mug we see a piece of paper. We use a spear to the drawing, look, write. This is the key to the lighthouse.
Come out of the cab, go forward and right to the cafe. We see in the middle of the tank, go around to the right and on the right side we see a new sign with Roman number IV. Sketch.
We go to the side of the lighthouse to the first place and the right to the toilets. We go into the male toilet and near the urinals on the floor we select coins. Under the sink we find a sign with a number I sketch. We go to the female toilet, near the toilet paper near a roll of toilet paper Another signator.
The idea of a telescope, throw a coin and the cursor move the telescope until we see a sign with a digital III on the lighthouse, we go to the lighthouse.
Lighthouse.
On the castle, we recruit the number from the sheet in the booth: 5582, come in. In the lobby made a shop. You can go to the store, to be put up, listen to CD discs for the rack, pay attention to the notes at the box office and on the numbers at the checkout. Sheet the book about the life of Benjamin Parker, where he is accused of killing three keepers of the lighthouse. We know the same castle code in the closet on the third floor of the lighthouse in 1912. This is the sum of the birth dates and daughters, equal to 3782 and the letter “R”. We go for the Red Porter, go down to the old boiler.
We go into the old storage room and at the site of the cranes we find another sign with the number V. Come out and immediately left at the bottom of the sign with the number with. We will examine the backpack of the employee of Polly White, and everything else. We rise to the first floor. Click the green button, hearing and see a conversation between Woolf and Shaw. Inspect and on the second floor. We look – nothing special. On the third floor.
We approach the door, looking into the eyes, we see the eye Polly White, hearing the question and click on the left of the eyes, after the second question, click on the right of the eyes, polly under the door sends the plan of the island. We look at the floor. Behind the bell see the plate with a numberVI. Rise upstairs to the light. Without going one step to the top turn, we see a layout layout and a lantern. We look at the lantern, we see four buttons. Press according to the seen tables 3142, from the box I get a handle to the circuit in the club, and we see the arrangement of the handle. Sketch. Turn to the mannequin and look into its binoculars, we see a sign with a digit on the red tank.
Now you can go down from the lighthouse and go to the club. Come in and immediately left behind chairs raise detector from the floor. It will allow us to move in the future and determine the abnormal regions. We are approaching and put the missing handle, set the position of the switches, as in the picture in the lighthouse. If the knobs are set correctly, they can already be turned. Click on the detector in the tray and on the scale will differ in the green light three digits: 120,180,020. We write. You can experiment with the detector on the photovitra in the club. Let’s look at the photo of the aircraft in the first column below, approach, the detector is squeaking, click on the detector and see the Ghost Man and Screw. So in the game you can determine the presence of ghosts. Photo in the third column in the middle, approach, the detector will be discovered, feeling an anomaly, click on it, and then in the photo and we will find yourself in the future, in 2090. If you do the entire procedure again, I will return to 2004. We go to the lighthouse, we go to the old boiler, turn left, still left, on the wall photo old boiler. We close and click on the detector, transferred in 1912.
1912.
We go to the secret passage to the cave, we go to the cave, right, in Laz and to the end. Apened again. We return and when you exit the detector. Click and see a green symbol, draw. We leave from the cave in 2004, again we go to the lighthouse, go down and click the photo of the boiler, to get in 1912.
We rise to the first floor, look at the shelf under the map of the magazine with the inscription: 1912, click the detector, hearing voices and see three rows of highlighted numbers: 160, 140, 090, write down. We go into the kitchen, pass, turn, we see a small door: Store-Store. Come in, turn on the detector and see the blurred image of the ghost. Come out and further on the second floor. Between the floors, look around and see (detector) another ghost.
We rise to the lantern, look at it and click detector. We see the projection of the yellow symbol, sketch. We go to the room on the third floor. We recruit on the castle: 12132434, we pass to the closet with clothes. On the code lock, type the code: R 3782 (date of birth of children), the cabinet opens, look at the photo with the reeds, click the detector and get into the distant past of the island of Fetch.
Swamp. 2090. to N.E.
Turn to the right and idea through the roots of the huts. Among the huts on the stone we see eggs in a cup, click detector and see the projection of the figure of blue, draw. We go to two huts, to the shore, along the coast, to the walkway through the swamp, and along the path to stone pillars. On the middle of the island, we look down on a round stone, turn on the detector, we see the letter Z and hear voices. Raise your head and on the left, click the detector on the top three poles, we see 180. I do the same with the second and third top. We get: 180, 110, 150. We return to the huts, we find the passage between the stones, go ahead, on the stone we see a strange necklace, do not take it, we go further, we see the entrance to the cave until I do not go. On a pile of stones at the top it is necessary to choose a floppy disk (!?), and then go to the cave.
Cave.
We go to the cave to the end and right, we climb into a familiar entrance to the end and left in the cave of the cups to the end, to the right, forward, unfold and at the bottom we find a cup. Click detector and hearing: “Malakai – death-everywhere”. Come out of this cave and go to the cave on the contrary. There we see the strange Malakai unit, we open and understand that we have insufficient information to activate. No time and dates for top lines, and not all projection figures. We go to search. We leave from the caves and go to the huts, and from them through the reeds, to the place where the skins are dried and where they arrived. We find a panorama of the rooters, as in the photo, beeps the detector, clicking it, then a picture and again in 1912 on the third floor of the beacon.
Go down to the boiler, go for it and turn to the wall. Frozen detector, click and fall into the future in 2090. We are looking for an arc-shaped passage under the ladder, we pass to complete darkness, right in the break in the wall. On the floor dynamite, leave it and go through the passage to the stairs. Climb up – no progress, go down, we take a laser on the floor in a green box, go down in the hatch, and on the corridor through two rooms in third to closed doors. To the right in the hatch, cut off the bolts with a laser, right, left, to the right, to the right, left and to the storeroom.
Pantry.
But it still did not have time yet…