Runaway: A TWIST OF FATE: Game Walkthrough and Guide

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August 12, 2022
14 minutes
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By Jonny Gamer

Runaway: A TWIST OF FATE: Passage
Runaway: A TWIST OF FATE: Game Walkthrough and Guide
A little about management. It is almost the same as in previous games, for some exception – the F2 button “highlighted” all active location points, TAB calls inventory, F4 is the main menu, and the F1 is the help menu in the game, so if you have difficulties inpassing, joshua can help you.

Chapter 1. Brian Basco Merv

Well, or almost dead … You can try to push the grave plate right here, but it will attract too much attention. Have to act by bypass tracks. We look at a wreath lying on Brian’s grave, try to pick it up, in the inventory we have a magenta tape.

We go to the courtyard right. There we speak with agate, then go to the left – in the crypt. In the sclepe we speak with agatat on all possible topics, then pay attention to the toolkit of the tools a little left of the agate (it is almost not visible for the statue). We only need a lantern, try to take it – just “touch” a set with instruments, and Gina will ask the Agatu to lend her a lantern. Go down to the basement (go right), then go straight. We take urn with ashes, look at the picture, take it off. Most likely Brian behind this wall. We inspect the average block with a ring – to free brawa, we need to pull out this block, but you will not make it bare hands, so I will return here later. We leave from the basement, when leaving you can see in the hole in the very center of the crypt, at the same time pay attention to the blue cable.

Come out of the crypt and go to the main road. We go to the left, go down. To the left of us the garage, on the right entrance to the chapel, opposite the entrance to the chapel some door. We go to the garage, open the trunk of the catatball, from there we will get the rope. We need to check, whether the catifalk – go to the garage and check. After that we consider the door opposite the chapel – we read a note, look at the gap. Looks like a workshop. Then go to the chapel. On the cornily on the right there is a box, but we cannot get it – too high. Raise the rug from the floor, it turns out to be a hatch. Open it, take a rubber glove from there – may come in handy. Without closing the hatch cover, try to take a casket with a cornice. Hooray, it worked! In the inventory we consider it, get the key. We open the grille in the wall on the right, get out of the scoop. Dring for the rope – the bell rings and Luenn appears. Need to visit it. Before leaving the chapel, read ads on the wall on the left and barn book – To do this, apply the lantern on them. You can also peel into the keyhole of the main door, but there is still nothing interesting.

Go to the workshop, talking to Luenn on all topics. Not too polite lady, but we still need to help her – translate instructions on the assembly of coffins from Swedish into English. Just in case, we take a file from a set of tools under an anvil. Turn off the heater.

Come out again on the main road, and again go to the left. We get to the entrance to the cemetery, talking there on all themes with Erni. This is a boyfriend Luenn, part-time – also a sanitary in a psychiatric clinic, where they held Brian. Take a photo from him. We look at the forest near the main entrance – we select a jack. Brian said that the killers are waiting at the entrance – it is interesting, is it true? To check, you can carefully look at the gate. It looks like there is – there is a very suspicious car. Need to get out of here as soon as possible!

We go on the cemetery again. We go to the courtyard behind the crypt, come to the statue of Atlanta. We need to remove the belt from it, for this we use the jack on the statue and raise the lower part of the ball. Remove the belt.

Go to the crypt, give the agate instruction on the assembly of coffins, please so that she translates it from the Swedish. It is clear to translate the instructions, we need to find the grave of the Swede and make sure that his spirit is supported to us. We will come together soon, but as long as I’ll look in the hole in the center of the crypt and give the rope from the trunk to an angel.

We go to the basement of the crypt. We approach blocks with rings, loosen the block to the file in the middle and tie the end of the belt, shot from the statue of Atlanta. “Machine for destruction” is ready, all that remains to do is reset an angel down, cutting steel cables. To do this, we need a Bulgarian from the Luenn workshop, which we can take only when she leaves ..

Go to workshop. Before entering the neo, we fill with the wearing a rubber glove with water from the fountain. In the workshop we put a glove into the freezer. We leave out of workshop. We still need to come up with where to put a frozen glove. In the inventory, plow the dust from the urn in the box. We go into the workshop again, we take a glove, put it in an empty urn. We go to the chapel, we use the instructions on the barn book and find the grave of the Swede.

We go to the cellar of the crypt, we use a cold urn to a parabiothermic cable, and the Agatha device “registers the ghostly activity”. We go to the courtyard, we talk to Agata – Now she will finally translate instructions!

Everything, the case is done, the instruction is translated, it’s small – to give it Luenn. We go to the workshop, we give the instructions, and happy Luenn leaves for a date. And in the meantime, we open the door to the left and take the Bulgarian.

We go to the crypt, look in the hole in the center of the crypt. Just do not reach the cables. We bind the grinder to the wooden scoop by a purple ribbon, and this design is easily cut the cables. After a small crash, we take a metal beam in the crypt and go down to the basement, to the destroyed wall. Alas, the wall is laid by bricks. But it is not necessary for us – we break it selected a little earlier beam and climb inside.

It seems that this is not the result we expected … But you need to continue our adventure on.

Chapter 2. The art of escape

The second chapter is Flashbek, the action takes place in the psychiatric clinic Happy Dale, and we play for Brian.

So, our first escape plan fails. Need to somehow improvise … We speak all themes with Gabbo and leave the chamber. We go to the next chamber (304), we speak with our neighbor, Mime-Focuscript Marchello. Raise the pillow of the bed on the right, taking the knife and lollipops from there. Turn your back to beds, look at the ventilation grid over the cabinet, try to get there – it does not work. We speak again with Marcello, we ask him to get into the ventilation (we say the branch of the dialogue to the end). So, that Marcello climbs into ventilation, you need to get a suspender.

We go into the corridor, we consider the stand with photographs of personnel and patients (we consider each photo). We look in the eye of the door leading to the casino.

We go to the side corridor, we speak all themes with Erni.

We go to the rest room (central door in the general corridor). We speak with a nurse (well, methods in this institution!), We take a pill, go out into the corridor and … Brian will put her in his pocket. Go to the rest room again. From the stand on the right we take clips and marker, from the bookcase, get an empty tablet. We look into the trash can – take from there candles since the birthday of a hollermer.

We go a little left and forward, come to table tennis tables. Giving a Hollermer (sits at the table) Candy candy. We look at him – Brian will say that Hollyister is heading for Ranch Cumboung in California. It may be useful for us.

Left stands Mr. Nys. As soon as we try to speak with him, he is frightened, throws a sign and grabs his suitcase. Well, let’s try to use it. In the inventory we write on a marker plate “Ranch Cukamong”, then try again to speak with Mr. Nasy, and when he leaves a tablet again – change it to his. Mr. Nace “sits into the car” to a hollermer and they rush towards the wind directly in sunny california. At least they think so.

I cut rubber ribbons with a knife with a suitcase Mr. Nice, in the inventory they combine them with paper clips and voila! – Ready suspenders. Go to the ward 304 and give them marcello, but it does not hurry to wear them. “Give” marcello imaginary box and look impressive focus.

Now we have a casino key. Go there, take the tube from the dropper and the girlet from the scales. We climb into the ventilation shaft and we find that a scoundrel Kurgan was ahead of us!

We leave from the casino and go to the ward of Gabbo, talking to all themes with him. We leave from the Chamber, come to the ward, which is closer to the rest room. We speak with a quiklem on any topic, in response to get a long and loud speech that we need – at this time the weight of the weights break the heating battery on the left, Brian runs into the casino.

We leave from the casino in the corridor – Chuck is repaid the battery. How would we distract him? We look at the stand with photos, we use the marker in the photo Erni. We speak with Ernie, watching a little brawl. We go out into the corridor and pull out the plan of the building and the lantern from the toolkit.

We go to the casino and climb the ventilation mine. It seems that some kind of trouble came out with Kurgan, sorry ..

On this story, Gabbo ends, and we again manage Gina.

Chapter 3. Suitable suicide

We meet in Chapman’s hut (the minion of the late Colonel Cordsmayer) with Dr. Bennett, who does not have such a bad guy, as Brian thought. Our task is now – find proof of Brian’s innocence in the murder of Cordsmayer. The doctor also believes that the suicidality of Chapman is the same people that KordsMayer killed and stained Brian.

Well, let’s start investigation.

From the bedside tables to the left of the entrance we take a boxing glove. Clicking “hand” on any shelf, and Gina will start searching the room. In the kitchen we take a scraper from the kitchen accessories (they hang right under the hood). On the coffee table lies the newspaper – consider it. Now come out of the hut on the backyard. We are trying to open the well lid – it does not work, it is locked on the castle.

Go around the hut on the right, go to the bridge. Under the bridge, something lies – it needs to raise. Gina will remember all his skills from past life and in your inventory will be scissors.

Go right to the shed. Unfortunately, it is closed. We go to the back yard (to the well), fish skeletons hang on the porch hut – they ourselves do not need, but the hooks on which they hang is a very useful thing. To cut them off, apply scissors on them.

We go back to the hut. Now you need to talk to Dr. Bennett – it is upstairs. We are trying to go upstairs, but instead the doctor himself speaks with us. Talking to him on all topics. Now, to talk to Bennett, you need to sit in a chair in the living room.

Dr. Bennett gives us the keys from the Saraike, but without trouble, as always, it does not cost – you have to invent something to get them from under the rack. Look under the kitchen furniture, we use the scraper to pull the envelope. We consider envelope in inventory. To get the keys, look again under the kitchen rack and use a hook with a hook on a hole. Keys from us!

Go to the well, open it with the keys. We go to the shed, open it using the same bundle of keys. From a wicker basket Take the rope, from the wall on the right – glasses for diving. We consider high boots, we look at the photo in the frame. In the inventory, we combine points for diving and boxing gloves – we find out that Chenman fought in the ring under the pseudonym “Hurricane” (“Hurricane”). We use glasses on the envelope and find small spider hairs … It seems, everything starts to clarify!

Go to the hut, talk to Dr. Bennett. After he leaves, go upstairs. We look at the screensaver – Bennett went to Sherif, and now we have the opportunity to play for it. However, now there will be little benefit from this, so we continue to inspect the room.

We look at the cup on the dresser near the window – there is something inside. Get out of there medallion. We consider a medallion in the inventory. How is Milo! Call on the phone (on the table), select the option “Last Ditney Number”. Apparently, Chepman said (or tried to talk) with the judge of Wheatley. I call Bennett, talking to all themes with him. We consider the router on the table – from here you can connect to the Internet, we will need it.

It’s time to talk to the sheriff – click on the red icon in the lower right corner of the screen and manage Dr. Bennett. Select the following options for the conversation:

one. “I’m just trying to stop drinking coffee”.
2. “You also think that Chepman did not commit suicide?”
3. “FBI did not send me here, I am here on your own will”.
4. “In Chapman’s hut, I found an envelope with spider hairs”.
five. “I know that the conclusions of the investigation in the Chepman’s case are somehow connected with spiders”.
6. “I offer you an envelope as proof of my good intentions”.
7. “You really were the best friend of Chapman?”
8. “Tediously talk to you, I never advanced”.

Enough for now. Again manage Gina. We go to explore the second floor further. We go to the gallery (arrow in front of the stairs), take the bow and arrow. We go back.

Return to the sheriff’s office. Options for response:

one. “I was also a friend of Chapman, we were very close”.
2. “Forget about it for a while”.
3. Click talk.

Manage Gina. I call Bennett, telling him that we can tell him about the nickname Chapman. We choose the “Teddy Bear” option. We wish Bennett good luck and put the phone.

We again switch to the sheriff office. We say that they remembered what the nickname was Chenman, choose the “Teddy Bear” option. Sheriff tells us about the cache in the bathroom, in which Chapman kept all the most important.

Gabbo opens a cache. Take from the suitcase glowing sticks. We go to the backyard, throwing sticks in the well. On the bottom is clear something there, we need to get it. In the inventory, combine the arrow and the rope and apply them on the well. Get your boots from the well, we consider it in the inventory and get out of it a laptop.

We go to the second floor of a hut, connect a laptop to the network. We need to enter access code. We remember the boxing glove and choose the “Hurricane” (“Hurricane”). We learn a lot of new and interesting things, and together with Dr. Bennett, we try to restore the picture of the killing Chapman. But suddenly…

Poor, poor Dr. Bennett.
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