FOREVER WORLDS: Game Walkthrough and Guide

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April 13, 2022
11 minutes
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By Jonny Gamer

FOREVER WORLDS: Passage
FOREVER WORLDS: Game Walkthrough and Guide
To start one advice. The game is constantly buggy, so saved more often!

one. Arrival.

We are in the jungle. Go straight through the forest in the village. There we speak with cheerful assholes in masks. We go to the house, take a photo. I will make a reservation immediately – the game includes items that can be taken, but they still stay to hang out in inventory. Why are they needed – a mystery, but just in case (given the number of glitches in the game) we will take everything that lies badly. We go in the direction indicated by merry masks. We are going until we ride into the tree, before which lies the diary of Dr. Meytland. We read the diary, climb in the hollow. Inside the tree make a step forward and immediately regret that I did not sit at home. Something incomprehensible attacks us. But it is little things. The fact that now we can not just go back back. Before us Panel with light bulbs and keys. We look at it, cute chatting with a mask and proceed to the selection of code. I will explain: you need to select the key combination to set the same scheme figures on the scoreboard as on the sample. After a successful rotation of the key, certain light bulbs remain, of which the next key should be selected. In order not to suffer, bring the light bulb scheme: yellow, orange, yellow, orange, red, orange, orange. We have a door to another world. We look at the door, talking with a mask on the wall, take off the mask, under her a lizard, it will be our satellite. We go to the door.

2. Jungle.

We go straight to the stairs, go up, look at the pipes. You need to make a melody. With the right pressed note, with an error – a deaf sound, it means you need to start the selection first. In the first attempt, a small bird may appear, we do not pay attention to it, its chatter is absolutely useless for us. Subsequence. From left to right: 3,2,1,2,3,1. We wait. The bird arrives, named by Condor, will carry us out. We are on the stone site. We go in the direction of the village. We select stones (they probably do not need, but let them be). In the village we speak with the inhabitants, go to the house they have behind them. Take a candy with wings. Go to the bridge, we go to the next “settlement”, in the house on the left we take a knife, in the house on the right something resembling a Lamp of Aladdin. We look at the closet. Wings hang there. Near them we put candy. Somewhere. Next to the wings lying on the ground, we take candy, sit down in the boat. We pick up a hammer, go to the door. We look at a strange car. Run for the lever, then apply the hammer on the pipes above the device. There will be something in a gas mask, will be some nonsense. We are going on the boat further. Planting. On the left on the ground we take candy with the image of traces. Right stones, you can take, although they do not need. We go to the passage to the left. At the boulder, we select light stones (they will need) and the red isolate. We go back. We go on the central road. In the village we remove the bunch of bananas from the house, go forward. Before us temple. On the left we take the bag, in front of the entrance to the left under the bush of the MOTOK gray tape. We enter inside the temple. Turn the face to the doors, from where they entered, go to the left, take candy, right – we select a compass from the floor. We go to the fountainic. Put the bag in front of it, in the bag – light stones, taking. Put the bag with stones in the bowl opposite the fountain. The door will open ahead. Pass. Before us, a certain similarity showcase with slippers. I put forward the box, put in it candy with traces, taking slippers. We leave the temple, we go to the boulder, near which they found stones and isolent. Now the most original moment in the game. Need to apply freshly slippers on the boulder. We admire the jumping monolith, take a broken staircase. Return. Now we go on the right pass. Before us house on piles. Put a staircase in front of him, we apply a gray tape to it, we climb upstairs. We go on the bedtime, until we obscure on a very unfriendly configured monkey. We will offer her bananas. Bananas Our macaque is not satisfied. We give candy with the image of monkeys. We have one of the previous incarnations of Dr. Meytland. Towing it in the lobby of wood. Speak again with the mask, go to the next level.

3. Butterfly.

We are in the lobby. Go forward to the rack. We go to suitcases. Pan with a flower take a bird figurine, on the closet – candlestick. Returning to the rack, on it the control panel. We look at the drawer hanging on the wall. Put the bird on the console, turn on the right switch. Our door is open. Go. Before us a bunch of doors with the image of butterflies. The central door does not open, we accept it for the point of reference 2 door right. We are in a merry room, like a warehouse. We go straight and left. We look at the storekeeper. On the way we can take three colorful bottles, but they will not need them, so it’s better not to waste time on their search. We go to the exit, remember the scheme on the door at the door. 1 door left. We go straight, on the table Take the scores, remember the colors of butterflies. We go around the room. In the corner the car with the button. Press the button, exhibit the scheme on the screen that you saw in stock. We get skip.
We go to 2 door left, climb the stairs, take from the table a lizard in amber. We go down, go to the right to the wall, take a red bottle. Come out. 2nd door on the right. We go straight, on the right we see another door, come in. This space between measurements. We go straight, not we turn anywhere. We enter the first door, we look at the device, turn on the car, apply Amber with a lizard on it. We look at 4 lever exhibit them in the following combination: the bottom and top left, two middle right. Well, now the animal is alive. Take the lizard. Returning to the warehouse, go out. Go to 1 door to the right (where the pass received). From the tank with a red butterfly, we gain nectar into a bottle (do not forget to pick up a bottle with you). Come out. Apply a skip to 1 doors on the left. We are in the office. Take the key from the wall, look at the door on the same wall, we use accounts on it. We enter the room with a staircase (we were already here). We approach the long-range apparatus, we apply the key on it, go back to the office through the same brown door (you do not need to go out in the corridor). Now the large doors in the office are open. Go. We take from the table a lighter, go to the left, we look at the panel with butterflies on the table. Now remember the combination that saw on the table in the room with nectar. Let me remind you: blue, red, red, blue, lite, yellow. Press the red button. We go to the other end of the room, look at the extreme image of the butterfly on the wall in front of the window. What outside the window is scary. Not butterfly, but a living monsters. Now we use a bottle of nectar on the hole in the wall. The butterfly, the butterfly and happiness carry us into the far distance and land in the jungle, at the house of another embodiment of our Unfortunate Doctor. Go to the house, the most urgent way pulling the poor fellow in the lobby of the tree and again.

4. Desert.

We are in a gray, completely disgusting desert. We go to the mountains. Need to climb the mountain in two places. In one, remove the air snake from the dry branch, pick up candy in another. Now you wander around the desert until we observe on the aborigine that launches the air snake. We go past him, we go to the village, we go to the only open house. Apparently, it is some kind of school. Take from the table a jug, speak with a parrot. Let’s go through the door next to the bird (not through the one in which they entered). We are behind the house. Go forward to rocks. In front of us three corridors. I can say exactly that the extreme right and the central corridors are connected and will lead us to the goal, I can’t say anything about left – Linen was examined. We must get out of the other side of the rock, away the lonely door. We go to her, come in, get into the already familiar knot between the worlds. We go right, turn left and enter the door, the last on the left wall. We apply a lizard on the device, 2 or 3 times twitching for the lever. Further just a horror movie. Jurassic Park rests. From a small lizard we get something resembling a dinosaur. This dinosaur raises us on the rock. Now look at the sky right in front of ourselves. We launch the snake, we apply a jug on it, the snakes with a jug falls, something is recruited in a jug, then rises. Take Kuvshin. What is inside – mystery covered with darkness. Let’s go down from the mountain and we go to the village. Speak again with a parrot. We go through the reverse to the familiar door. We again between the worlds. Turn to the right. We look at the closed door to the right. Apply a candlestick with a candle on it, then a lighter, then a jug. Yes, the terrorist from us would be good. We look at the cartoon, come out of the room, speak with the handsome in gas mask, he kindly opens the locker for us. In the locker, we discover the next embodiment of the ill-fated doctor. He, in contrast to his previous fellow, does not refuse to return to the lobby of wood. Now we still have one move.

five. Laboratory.

We were in the laboratory. As follows from the reference, the laboratory belonged to some universal villain, but this should not worry. Attention! The game in the laboratory hangs at all arrogantly, and at each step. There are problems with moving and opening the doors. On the floor behind the garbage tank are candy, in drawing on them, they are clearly intended for aliens. We will not need them, you can not take, but if you are not afraid to hang – try. We go out on the door on the wall that opposite the window. Go to another door. Come in, look at a poster with a bee on the wall. Now you need to deal with monitors on the device. On the left and central, you need to put an image of a greenhouse, on the right – bee. Now we return to the laboratory, go to the door to the right, come wherever you thought? Well, of course in the transition. We go to the room where the experiment was carried out on the transformation of lizard in the monster. Now we already experiment on yourself – decrease in size, we speak with a bee. She will take us to the greenhouse (the one we have seen on the monitors). Sit down, go straight, climb on the Liana on the plant, take some kind of red larva, go down. On the sidelines we are waiting for a bee. Treats her candy with the image of the bees. Let’s fly back. We return to the laboratory, from there to the room with a portrait of a bee, we look at the device on the left, we apply a larva on it. ALL!

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