LOST HORIZON: Game Walkthrough and Guide
Interface: The game was held in English, so when localization is possible a discrepancy when translating technical terms, titles and names of characters.
The game works on the study of active points (t.E. New items first preferably inspect the right mouse button to get information-tip about them). Often without inspection with the right mouse button it is impossible to advance further.
Start the game – enter the door of the cinema, get out of the game – click on the pointer on the lantern.
Save the game – through the menu from the inventory, download – click on the left poster of the cinema.
The pop-up inventory is at the bottom of the screen. In the right corner of the inventory are the tool icon (access to the menu), magnifier (active points on the screen), question mark (prompts).
When you make a mouse to some subject, a hint appears on the screen that you can make and what mouse button can be pressed.
Right mouse button – explore the subject, pay attention to the subject, get information about the subject.
Left Mouse Button – Take, Use Item, Talk with Character.
Scroll through rollers or dialogs – right mouse button.
Active points on the screen – Magnifier (from inventory) or space.
Double click left mouse button – fast location.
Prologue.
1936 year. Tibet, 400 miles east of Lhasa. Valley Cambalung
In the Buddhist monastery there is shooting. Two British military are trying to save the wounded monk. The old man presses on the ornament on the wall and opens the door where one of the military bursts. The door closes without giving the opportunity to escape the second Englishman. The monk explains that the opponents are looking for this secret room, gives their Savior artifact and dies.
Go to the pedestal in the center of the room, put an artifact on it, and the officer will disappear in the light stream.
A few hours later.
Tibet is occupied by the Nazis. The head of the secret operation on the search for artifacts Countess von Hunghageld demands from the officer who has entered into a tent to call a cardographer from Hong Kong to find a secret room in the monastery.
One week later. Hong Kong.
The night club enters the Fanton pilot, for which you will play. Talk to the bartender and go to get acquainted with the new singer. If you start to pester her, she will leave if you do compliments, – will remain. At this time, Chinese triad militants will go to the club. You have a long-standing abacus – you need to run.
Take the bottle of absinthe from the table and pour its contents in a bowl on the serving table. In the inventory lies a lighter – adjust the absinthe and pushing the feet. The militants are distracted, and you will be felt through the service entrance. (If you politely talked with a singer, she will distract bandits. Relieve, the napkin will automatically appear in your inventory.)
Unfortunately, there are two more gangsters on the street, and you will fall into their paws. The action moves to the pier where the militants plant you in the box and lowered under the water.
Left hand you pushed the hole in the box, and in the right hold the lighter. In the inventory, take a lighter and adjust the resin on the wall of the drawer under the right hand. Plunge into the resin cork (or napkin) and apply under the left hand.
Now both hands are free. In the inventory, click on the PKM wallet and get a coin. Coin Unscrew the cheek, remove it and apply to the door. Spare on the surface.
Meanwhile.
A stranger is suitable for the nightclub and hires the leader of Tonga’s gangsters on a secret and well-paid job.
Chapter 1. Disappeared
one. We catch a fly and extract the address of Vang
You returned to yourself at the airfield. Talking with the pilot (his name is Gus), go to the office. There is a English officer, who will take you to the audience to the governor. Washing hands and changing, you will find yourself in the office of Lord Weston. He charges you to fly to Tibet to find the missing expedition of his son Richard. Automatically in your inventory will fall a dossier.
Returning to the airfield, talk to Gas. He will advise to find an old Wang, who has Tibet maps. Where Vang lives, knows the barman of a nightclub. Go to the city (right) – you will appear in front of you, on which you can move between locations.
Go to the nightclub. You climb through the fence from the side of the service entrance and automatically check whether there are militants at the main entrance. So there are. Go to the club through the service entrance and talk to the bartender. He says that Wang moved and advises to appeal for information to the grandfather named Niyza, who sits at the next table. Grandpa is ready to remember the address of Vanga in exchange for his photo. You remember that this photo is in the safe in the office.
Return to the airfield. Click on Saiga – The safe combination is recorded on a paper wallet, that’s just a wallet fell out of pocket on the pier ..
Go to Pierce. A small fisherman appeared here (his name is Hao), who just caught your wallet, but will give it in exchange for a bat. The boy argued with his friends that she would catch a bat, and if he won’t do it, then friends would call him a liar. To catch the mouse, I need a bait in the form of flies, and in such rainy weather they do not fly.
Muh you saw near the nightclub (they go around the lantern at the service entrance over the garbage). Go there and click on the flies – the cat jumps on the ball and starts me down. One of the militants will look in the alley to check what happened, and you will try the corner. Nothing to do, you need to somehow distract the cat and find a thing in which you can catch flies.
Go to the location of the Governor Palace. Please note (PCM) that in the branches of the tree on the left the ball is confused – a very good toy for a cat. Try to take it, but the guard will not allow gasons.
Return to the airfield. Go to the office and take the alarm clock (to the right at the toilet) and roulette (from above on the shelf). After the Gas permission, take the bellows near his feet. In the Inventory PCM, click on the alarm clock and get the key.
Go to the governor’s palace, in the inventory, get an alarm clock and put in the ball to the right of the guard. The alarm clock will ring, the guard will distract, and you can remove the ball.
Return to the nightclub. In the inventory, tie to the ball roulette and hang on the cable over the cat. She jumps out of the urn and will no longer interfere. Apply the bellows on the flies and return to the pier. Apply the bellows on the lamp behind Hao and take the wallet. In the inventory, open its PCM and get a piece of paper with a safe code.
Return to the office and click on the safe paper. You will get the folder with the documents, and the photo of Vanga will be in the inventory. Go to the nightclub and show a photo Niyza. Finally, a new location will appear on the map – Wang House.
2. Get acquainted with Kim and run away from Tonga
Go to visit to Vantu (the door to the corridor on the left), but the door will open his niece Kim and say that uncle died. You will begin to ask the girl about Tibet’s maps, and at this moment Tong bursts in the apartment. A small fight, and Tong lies on the floor under the scope of your own revolver. You will automatically go to the balcony – at the bottom of the Karaulyat Two. Return to the room, take a hanger from the closet and go out into the corridor. Near the door is a bamboo stick. Align it with a hanger and return to the balcony. Picker a flashlight on the left of the door and go to the corridor.
Follow the nail near the door and hang a flashlight on it. Click on the window in the corridor and inform Kim that we found the output.
A little later, Tong will come out of the house and tells his gangsters that Fanton and Kim fled along with the cards.
When you try to get to the truck, the bandits will notice and start shooting. Order Kim get driving behind the wheel and start shooting. Truck rushes. You grab the side of the truck, he breaks away, and you are traveling on a truck board, carving sparks on the pavement. You need to come up with how to get into the body.
To do this, click on the Cab of Truck and order Kim to drive faster. Stopwatch will appear on the screen. Until time was over, order Kim to slow down. Inertia, you fly to the body.
Now you need to get rid of the pursuers. Icons of Kim and Fanton will appear on the screen – you can now switch from one character to another. Switch to Kim and remove the key with the rope in front of the glass. Pass it across the rear window Fanton. Switch to Fenthona. Open the box with the key and get the fire. Insert them into the Machine Motor, which is biled by tarpaulo. Take a bamboo stick and picker a piece of glass that is lying on the floor of the body. When the hanger shoots the bullet, move the glass bamboo stick. Cut a piece of tarpaulin and inventory compatible with a stick. Pass the torch kim by clicking on the roof of the cab. Switch to Kim. Fit the torch in the cigarette lighter and send Fanton. Switch to Fantoune and burn fire.
3. Let’s fly to Tibet and knock up an enemy aircraft
A long roller will begin, in which you convince Kim to fly to Tibet. The conversation will continue in the cockpit where you will tell the girl, what happened to you already, and why you need to fly to Tibet. Suddenly, German “Messerschmidt” will appear in the sky – it is necessary to get rid of it. Unfortunately, your plane is not a combat, and there is no weapon on it. We will have to do shells from progress.
Take the pumpkin baggage from the pile, open the door and look out. Take a pumpkin from the inventory and throw in Messeshmidt, but this is not enough.
Return to inside, take another pumpkin, flour, canister and parachute (hanging on the right on the wall). Spread the pumpkin about the fastening for a parachute. In the inventory, connect the flour, canister and pumpkin and throw in the bomber. Now you hit (in all senses)! Nazi loses the orientation and crashes into your plane. He catapults, and you, unfortunately, fall.
A few hours later.
In a tent of Countess Back Hunganchild comes officer. It requires to get information about Fanton and Girl.
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