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Ice Breath Caverns. Miscellanea. House of the Setting Sun

About hidden locations, about hidden treasures, about numerous puzzles and so on. how to get to deeply hidden quests. We will figure out how to find and open all four golden doors, and again return to the issue of royal decrees, talking about what non-obvious consequences await us as a result of this or that choice. HOW TO FIND DOORS
In total, there are four doors hidden in the game, to which ... five keys are suitable. Why five? Because one door is superfluous and not a door at all, but a chest.

The first door will be found at the very beginning of the game, in the dungeon. through which the prince or princess flees from the palace. It is easy to find it - you just need to look at the branches to the left of the main path.

The second door can be found in the library catacombs at Brightnod Academy. The path to it will open during the quest. in which you will protect the librarian from evil creatures.

TIP: it's better to open this door last - there are a lot of skeletons, and the reward is completely ridiculous: a robber costume.

The third door will be found in the crypt in the cemetery in Gorelesye - where you helped (if helped) two half-hearted ghosts in one of the side quests. She will be on your left immediately after the stairs - do not miss it if you want to.

The fourth door is waiting for you at the House of the Setting Sun through the gate and to the right to the end.

HOW TO GET THE KEYS
The first key is located behind the Frostbreath Cave in the Chmarsk Valley. You need a cave with grass growing - its entrance is above the lake. On the way to the lake, do not go down the hill, but turn right. After going through the whole cave and choosing the right turn at all the forks, you will come to a small patch, where you will find the key.

The second key is easy to pick up from Rafters Island. You will see him almost immediately at the entrance to the location. To take it, you need to run after the flying switches. On the small island to the right of the bridge (if the bridge is built) is the first switch. It is impossible to reach it until a bridge is drawn to the island. Gradually completing the quests of the Islands of the Rafters, you will get to the teleport to that very inaccessible place.

The third key will be found in Aurora, on the Hidden Path. Look on the right side for the door marked "Riddle". In the first riddle, you need to light the torches with a fire spell. In the second, dance on multi-colored plates in order: yellow, blue, yellow, red, blue, red, blue, red.

You will also find the fourth key in Aurora, if you buy the "Key from the key" from a mysterious seller in the city. They unlock a cave in Quicksand, to the left of the exit from the dungeon. where you and Walter have been through trouble. To get the key, you need to lift the slabs.

Finally, you will find the mysterious fifth key in your own sanctuary above a pile of gold. Wealth will help to get to him - namely, five million. The money can be borrowed from the Albion budget if you're not afraid. that reputation will suffer.

When the revolutionary prince becomes king, a whole bunch of problems are dumped on him. The results of some decisions are easy to calculate, but some have consequences that are difficult to predict. Therefore, let's immediately list the "difficult" problems and find out what consequences they are fraught with:

The fate of the Old Quarter... If the quarter is not restored, it will become empty - shops will disappear in it. shops, gavernas and all real estate. This can be very disadvantageous for those who already owned or had plans for houses there.

Aurora's status... If you build a factory in Aurora, Kalin will leave the hero, and the inhabitants of Aurora will hate him. However, there will be a new quest and location with a puzzle and a treasure.

Guardian costs... The price of renting houses directly depends on the number of guards on the streets. If the city gets dangerous, prices will fall.

The fate of the orphanage... If the shelter is restored, the hero will be able to adopt a child, but if we build a brothel on the site of the shelter, a new side quest will open for us.

No alcohol law... If Albionans are allowed to drink alcohol uncontrollably, the streets will be filled with staggering drunks spewing stomach contents onto the pavement.

If you build an outpost in Aurora, soldiers on occasion will help in the battle with the unfriendly inhabitants of the desert. In addition, there is a treasure chest and a shop on the territory of the outpost.

The fate of the lake... If you build a mine on the site of the lake, the landscape will deteriorate greatly, and the inhabitants of the Mill Field will hate the hero. But at the same time, a new location (mine), a treasure chest and new quests will appear on the site of the lake, and at the entrance to the monorail station the place of revival of the band of robbers will disappear.

Construction of a sawmill in the Chmarskaya Valley... If you break your promise and build a sawmill in Khmarya, Sabin will leave the hero, and the inhabitants of the Free camp will hate us. But the landscape will change a lot, the bandit camp will have houses and a new quest.

Finally, if empty the treasury before the attack of Evil on Albion, after the game final the whole country will be empty. Bodies will be scattered everywhere, and of the living people we will only meet guards, and even robbers. This will make it impossible to complete the quests to find "volunteers", but the hero will be able to catch fugitive criminals, as before.

SECRETS OF ALBION
And now it's time to deal with puzzles, secret corners, secret treasures and the consequences of seemingly insignificant quests.

HOLE
To open the locked door next to the broken monorail car, immediately after the "boss" battle with the hobbies, do not leave the dungeon, but turn left onto a narrow path. There you will find a chest - there is a key in it.

YASNODOL
To open the locked door, next to the skeleton, set fire to four torches with a fire spell.

BURNER
To remove the fire barrier near the fortress, return to it later and complete the quest (one of the most important side quests in the game).

If you buy a fortress, you can participate in a mini-game for the destruction of skeletons. The reward for the earned 2000 points is a legendary weapon.

Shrine of Darkness
If you fired the switch at the feet of the stone statue, then, while completing the quest to clear the Sanctuary of Darkness from undead, you probably noticed the second switch, littered with stones. To get to it, you have to wait until the sanctuary is completely rebuilt. Hit the switch with your sword, and then quickly shoot the second one. The task is simple: you need to hit, shoot and shuffle magic on the switches, simultaneously setting fire to the torches. When the door opens in the left corner of the main hall of the sanctuary, all you have to do is raise a few platforms and set fire to four torches.

HOUSE OF THE SETTING SUN
To open the house. it is necessary to memorize the poses of the four statues in the gazebo during the day, and then reproduce them at night. Or simply change the pose of each statue four times.

To go through the mirror, stand in the room so that the skull flying on the other side of the mirror is at the illuminated button.

To open the way to the treasure chest, shoot the green ball on the table.

MILL FIELD
One of the most important side quests in the game: donating money to repair the bridge. Performed on a hill by the lake. Without it, the hero will not get access to the Island of the Fusionmen.

NEW GLUSHVILLE CITY
Please note that the plot explosion in the port of Bowerstone City will open a previously inaccessible treasure chest - it is located under a crane on a stone dock.

A silver key is hidden in the factory, but jets of steam prevent it from reaching it. To solve the problem, turn the levers in the correct order: near left, far right, near right, far left, near right, near left.

NEW GLUSHWILLS CASTLE
To get to the secret chest in the castle library (from the entrance to the left and down the stairs), you need to read in the correct order the excerpts from the books held by the four stone statues. The order is easy to guess, but just in case I will give it here: "Once upon a time ...", "The second was ...", "The third was ...". "But they say ...".

AURORA
Having funded the treasure expedition on the shores of the Aurora (a side quest after the end of the game's plot), do not forget to go to the Islands of the Rafters later - you will find out what happened to the expedition.

MINES OF AURORA
If you open the mines of Aurora by royal decision, you can get treasures inside by solving a difficult puzzle. It is necessary to shoot or break with a sword several switches hidden in a large cave around an inaccessible stone column. To get to the pillar itself, use a fire spell to set fire to two torches at the drawbridge. Standing in the center of the column, hit the eight switches at the same time with a fire spell that hits the area, the stone statue will spread its palms and open the way to the chest.

PALACE OF SHRINKING SAND
On your storyline journey to find the gem, watch out for the room that is unlocked by the 'arrow' switch. She will be near the entrance, on your left.

Traveling around Albion

WOLF CAMP
(valuable finds: 1 silver key, 1 silver chest, 1 book, 1 dwarf)
A small village in the snow-capped mountains is the first stop on the path of an ambitious princess. wanting to gather allies and reclaim the throne of Albion. The location is not impressive in scale, there are few attractions, and those that are available are not immediately available.

The inhabitants of these places live in vans with wooden wheels instead of foundations. This is the cheapest real estate in the game, but we will not be unfastened enough for rent either. We will be able to buy Freelance clothes in mobile shops, and a little later - a full set of local tattoos.
In the southeast, near the "Old and Reliable" house, on a snow-covered hill, there is a silver chest (5 keys; reward - an elixir of health). If you walk along a mountain path leading to a small lake, along the way you will come across an uncultured gnome, sentenced to be shot. Near the lake, in a lonely van Wim-Pet's Squelch, on a stool is the book Famous Kings of Antiquity: King Cedric.

THIS IS IMPORTANT: gnomes are not available at the beginning of the game. In order for the little pranksters to settle on the map, complete the mission "Long live the gnomes" (Clearly-dol. Near the academy there is a valley with giant statues lie down
nis) and start the quest "Damn the gnomes!" After that, you can take a gun and boldly arrange a "gnomicide".

There is only one silver key in the camp, but we will be able to pick it up when we complete the story missions of Sabine and get his support - a little thing near the throne of the leader, and at first this area is not available for free walks.

KHMARSKAYA VALLEY
Adjacent Locations: Hole, Frostbreath Caverns, Hunting Lodge
(6 silver keys, 1 gold key, 2 silver chests, 2 books, 7 dwarfs)

In the north, there are snow-covered serpentines with wooden bridges. in the south there is a quiet lake and summer green lawns - such is the "yin-yang" within one location, separated by a small line.

In order not to get lost in one of the most ambitious locations, let's figure out what is here and where: the northeastern corner - the passage to the Free camp; in the west, where snow coexists with green grass. - road to Yasnodol: in the south-west - monorail station with exit to "Hole"; in the southeast is a mercenary camp. In the mountains there are three passages to the Icebreath Caverns, and at the foot of the mountains is a Guardian Demon.

Leaving the Free camp, at the first fork, turn right and go up the steps high up; in front of the suspension bridge you will see a gray chest with five keyholes (reward: elixir of summoning creatures). Second chest in the caves: walking from the side of Brightnod. climb the mountain forest slope, keeping to the right edge. Find the passage and go to the end of the cave without turning anywhere - if you have collected fifteen keys, you will receive 75,000 gold.

Fans of reading should inspect the building at the entrance to the Hole - there is a rare book near the ticket office. Another - in the cave of Ice Breath (where the silver chest is): turn right onto the frozen path, at the end there is a simple chest, a sleeping bag and this book. If you go to the end of this cave, you will receive a golden key at the exit.

Dwarf hunters should go left up the slope from the monorail station - there is the first dwarf. Look for the second near the guardian demon - he hid under a hinged wooden staircase. Another statuette is scolding in the highlands, near the ancient ruins, at the site of some excavation. To shoot the fourth dwarf, find the second cave - the entrance to it on the green landscape. above and east of the demonic gates, our client is at the very beginning. The fifth brute in the cave with a silver chest - go down to the frozen lake and find him at the top of the stalagmite. The last two hid in the Hole - one hangs on a lantern near the fallen monorail car, the other - on top of the arena where the battle with the hobbies-sorcerers took place.

In the same place where you shot the first gnome, there is a silver key. Another one near the mercenary outpost - a little higher in the forest there are heaps of logs, the sought-after thing behind them. The third key in the Ice Breath caves look for the labyrinth where you went after the fourth dwarf (there is a third entrance to the second cave, in the mountains, on the "winter" landscape, but it is useless to meddle in there - the key is on a hill. And you can pick it up only if you use entrance number 2).

Look for the remaining keys in the Hole. After the battle in the arena, turn left, take the key from the chest and return to the beginning of the location. Unlock the door to the tech section and run through the long maze - the key is at the end. Another key not far from the locked door is behind the shelves with barrels.

THIS IS IMPORTANT: the last silver key of the Chmarskaya Valley is located ... on the Mill Field. It has its own monorail station, look for a flickering object on the platform.

Later, access to another adjacent location opens - a certain Lionhead Studios gives us the right to own a hunting lodge. At the location, you can dig a couple of treasures and acquire Aurorian costumes. The entrance to the location is in the north, near the first silver chest.

Yasnodol
Adjacent locations: Yasno-Dolskaya Academy, Storage
(5 silver keys, 2 silver chests, 1 gold door, 5 books, 5 gnomes)
Fort surrounded by stone walls, the first Big City on the way of our heroine. Here, residents live in decent houses, do not live in poverty and do not ask for alms, but property prices are also higher. In Yasnodol, the princess can look for more decent clothes, furniture for the house, a dog training book, or sell unnecessary trash to a buyer.

We begin our search for the keys outside the city. Coming out of the Chmarskoy Valley, run straight without turning, at the end of the lonely house. and under the bridge is a key. On the way to the Yasnodolsk Academy, turn left, find a narrow passage between green boulders, a second key near the stone wall. Another silver trophy will be found near the chicken farm, behind the Egg House, near the boxes.

For the rest of the keys, stomp into the Vault: one behind the locked door (next to a skeleton with a note) - light all the torches with a spell, and the door will open. And before you get a firearm, take the path and proceed to the location. where we used to dive and bounce on square slabs. At the end, a lever and a battle with skeletons. Run through the slabs to the newly created steps, the key is in the room with the tomb.

We will dilute the collection of keys by opening the chests. One silver container near the fountain at the entrance to the Yasnodolsk Academy. - we insert a dozen keys, and the money (50,000) is ours. In the Vault, in the first room with books, turn left - the second chest is on the round steps. There is one keyhole in it and the corresponding reward is a dog training book.

It is not difficult to find "loud" gnomes in a quiet town: the first one is in Brian's house, which is near the statues with frogs; the second one near the "Roughness of Shershunchiks" residential building; the third one hangs on the left on the building "Splash House". Two more in the Vault: go through the room with moving plates and turn right, into a dead end, - the gnome is there; the second you will see on the way to the locked room with a silver key.

Many rare books were found in Yasnodol. Before reaching the Yasnodolskaya Academy, turn left, you will see the residential building "Dva Tuk". Climb the stairs to the second floor, take the book from the railing. Another volume lies near the furniture store - go around it to the left and look at the windowsill. The third book is in the tavern, on the second floor. - examine the table in the room on the right. Then go down to the Vault and immediately turn right - another book on a pedestal near the bookcases.

NOTE: There are thirty rare books in total in the game. You can bring them to the Academy of Yasnodol after accepting the quest “What is written with the pen ... *. Twenty-five books should be found on our own, combing the locations of the game, for another five we will be given tips after collecting every fifth book.

It will take some time to get the last book. First, complete the Lost Child, Special Cargo, and Ancient Key quest chain, then go to the library where you accompanied Saul. Book on a pedestal. In the same room, shoot at magic targets - a new path will open. During the battles with the hollow bodies and walking along the lifting blocks, he will lead you to the golden door.

HERROR'S CAMP
(1 silver key, 1 gnome)
A small location east of the Chmarskaya Valley. Here we are sent according to the plot to deal with the mercenaries who annoy Sabina and the people of the Free.

There are several residential buildings in the camp, you can buy and rent them after you calm down Saker, the leader of the gang.

There are no shops, rare books and silver-trimmed chests here. The only silver key is near the arena where you fought the leader of the mercenaries, under the observation tower. The gnome is located "one floor below", at the top of the water tower.

BURNER
Adjacent locations: Shrine of Darkness, Crypt
(4 silver keys, 1 silver chest, 1 gold door, 2 books, 3 gnomes)
Having made her way through the technical canals through the dungeon with the monorail, the princess found herself in the Burning Forest. This is the most fun and life-affirming place in Albion - there are tombs and graves, crypts and a cemetery, and even an abandoned sanctuary of Darkness is crowded around.

A place for the living was nevertheless found: in the north, the old fortress is guarded by guards (after completing the story quest, they will leave), in the south-west there is a village of "green", local hermits living in high huts. When the military leaves, we will be able to buy a fortress and shoot carrion from a mortar for a while.

The location is rich in useful finds: after exiting the Hole, move forward until you see a hilly hill - at the end of the green hill you will find a silver chest and take out a legendary weapon from there for ten keys. After entering the crypt, go up the stairs to the left - you will see a gold door. If you complete the cultist Leslie's quest chain, you will gain access to the Shrine of Darkness.

NOTE: To open access to the crypt, complete the side missions "Mortal Boredom" and "No One is Forgotten". You can collect all the trophies even during the second quest.

Examine the trenches where you fired at the hollow with mortar. - under a wooden canopy, the first silver key. Look for the second at the entrance to the "green" settlement. between the ruins. The rest are in the crypt: when entering, look to the right to see a row of high tombs, in one of them there is a key; to find the last one, go up the first stairs and go to the left to the end, then jump down - the key is there. near a large column.

The gnomes are not afraid of the dead, they settled in this area. The first hangs and swears in the cemetery, from the inside on a dilapidated arch, near the road. You will find another one next to the sewer passage (near the village). The latter hid in a crypt: go left to the very end of the location, to the large trees, and turn right, to the four high tombs. - the dwarf in the middle, between them.

Literature lovers were also found in Gorelesye. Someone left a rare book near the Organic Ink tattoo shop, on the right side of a drawer. Another find for the library is waiting for its seeker in the crypt, near the golden door, on the cornice.

HOUSE OF THE SETTING SUN
(2 silver keys, 1 gold door, 1 book, 1 gnome)
In this small location we will not be thrown by the twists and turns of the plot, but it is remarkable for the ruins of a house in a picturesque estate. If you come here at night, there will be something different on the site of the ruins, but this is a completely different story.

Hobbies live in the vicinity of the burned-out mansion. there is also a guardian demon, keeping secrets for the ruler of Albion. If you go through the gates of the estate and turn right into a small forest, you will find a golden door (behind it a legendary weapon) and a spawn point of the Hollow ones a little to the north.

Silver hunters won't waste time. looking into this area. When entering the location, turn left - between the green cobblestones, not far from the demonic gates, the first key is hidden for you. The second find is not far from the golden door, wander a little between trees and green stones.

If you go into the garden with the altar and statues, you will find the book "The Incredible Homunculus of Baron von Orfen" on the bench. On the right side of the ruins of the house, at the very reservoir, there is the only boorish gnome in the location.

SILVER PINE
Adjacent locations: Silverpine Mine

Another area where there is no place for conspiracies and royal intrigues. All around there are tall trees, occasionally you come across ancient ruins, and in the center there is a small village. where people are engaged in the preparation of firewood and work in the mine. Not without a cemetery with its own secrets.

The treasure collector has a lot to turn around: just before the entrance to the city, on the left, there is a path leading to a hill, at the end of which is the first silver key. A similar find awaits us at the Silver Pine Mine - the key is hard to miss there.

Although this place is far from civilization, city stone walls and aristocracy, there were reading lovers here. In the village there is Finkel's farm to the right of her on a box there is a rare book.

The calmness of the forest and the chirping of birds are spoiled by a couple of gnomes - our duty is to destroy them. Not far from the cemetery, follow the forest path to a metal structure with a wheel on top - a gnome on top of it. The second dwarf is located in a residential area, at the entrance to the mine.

MILL FIELD
Adjacent locations: Pepper Cave. Hole, Chill Cave, Trickster Mansion
(7 silver keys, 1 silver chest, 3 books, 5 gnomes)
If New Bowerstone is the haven of the working people, then the nobility does not bother to live on Mill Field. There are only three houses for sale here, they cost more than all the huts in the first three locations combined, but tenants will pay a lot for rent.
I recommend starting your search for silver keys optimistically - from the cemetery! The first one is on a hill, to the left of the road to the graves. From there, go towards the monorail station: jump over the fence on the right and run along the road leading to the abandoned industrial building - the key is in the elevator car. There is a small lake near the entrance to Chill Cave - the third key is on the shore, right by the water, next to the spawn point of monsters.

After the story mission "Masquerade" we will gain access to the Trickster's mansion. Find a spacious room in the right wing of the building, open the secret door in the book shelf and go downstairs - the key is behind the bed, in the torture room. The fifth item in this category will be found at the end of the Pepper Cave.

The remaining couple of keys are in the Chill Cave, but we can get them only after the storyline ending of the game and the side quest "Friendship with Hobbies". The first is on the shore of an underground lake, the second is on top of the cliff, it can be seen at the entrance to the cave.

The only silver chest (10 keys) is located not far from the guardian demon, near the Clixby-Stanners mansion. on a hill. - legendary weapons inside.

Start your search for books ... yes, from the cemetery! The first volume lies on the floor in a crypt. The second is in the Trickster's mansion: at the entrance, turn left into the room, you are looking for on the table. The latter is in the Chill Cave, and you can get it (like the keys) in freeplay after the aforementioned task. After going down to the water, swim to the left, there is a cave near the waterfall, the book is there, on the table.

You don't have to complete the game to shoot all the gnomes. Go to the monorail station from the side of the Silver Pines, you will hear the gnome swearing near the trees, he himself sits on a stone. Not far from the bridge leading to the middle of the lake to the altar, there is a ruined arch, the second gnome on it. The third is near the Trickster's mansion. on the left side of the fence. The last two are in the ill-fated Chilly Cave, but we will get them without quests: first, run along the narrow path forward - you will see the gnome on the left on the rocks, and the second you will find in the area with a large stalagnate in the middle - he swears at a dead end.

THE ISLAND OF FUSERS
(2 silver keys, 1 gold key, 1 book, 2 gnomes)
The location will become available when we complete the "Restoration" side quest at the Mill Field. Behind the wooden bridge there are "green" hermits chased away by the Dodger. - their camp is located on the shore, but the people are clearly dissatisfied with their deployment.

To collect all the gifts of the area, the princess (or already the queen) should swim a little. The first gnome hid not far from us: from the settlement of "greens" turn left, towards the forest, - a bastard near a small van. But the hunt for the second one will not do without water procedures - the dirty trick stands right on the reef of a small island in the northeast.

Holding a grudge against the Dodger, the proud people decided to become more educated, a rare book, lying inside the mine, on a box, speaks about this.

NOTE: we will be able to pick up the book after completing the quests "Pest Control" and "Forest for the Island of Rafters", and in order to get to the golden key, in addition to these two, you should complete the task "Escape to the Island" - the location will become completely habitable. and we will get access to the teleport leading to the hill where the yellow key is hidden.

Look for lockpicks from the silver category on two large islands- these keys can be found without quests. One is in a cave on the eastern island, and to find another, climb the hill of the western island, then jump down the hill down the key there, near the coast.

New bushville city
Adjacent locations: Stoki, Cloaca
(4 silver keys, 2 silver chests, 2 books, 5 gnomes)
When you first get to know the workers' quarter of the city, you should not count on an armful of treasures - most of the doors and hatches are boarded up, we can only walk along the embankment and look into a couple of open workshops. Start your hunt for valuables after the coronation - at this stage of the game, not a single interesting thing will elude us.

The fastest way to find silver chests. In the Trickster concern, in the production workshop, go up the stairs, the chest (5 keys) at the very end - there are five elixirs of time dilation inside. Not far from the local stronghold of resistance there is a drawbridge - next to it, turn into the alley, there is a second chest (10 keys) with a bunch of money (50,000 gold).
Look for silver keys in production halls and in the sewers. Climb the stairs to the second tier of one of the factory buildings: there are several levers. Turn them so that the steam does not block your way to the key. After the coronation, return to the workshop where you made your way before sailing to Aurora - another key on the second floor, in the elevator.

Find the entrance to Stoki near the Trickster Factory. In the sewers, go right to the end - the third key is near the grate. To find the last key, buy the "Wubla-Fuddleback-Glimborg Mansion" and make your way through the hatch into the Cloaca. Towards the end of the tunnels, you will find a compartment filled with planks. - the item you are looking for is there.

Having hung a good rifle on her back, the queen sets off to hunt the dwarfs: near the transition to the New Bushville market, go to the pier - the dwarf is hanging near the bridge; from the Hot, Delicious and Round stall, go right to the alley, the second gnome on the building; another bearded midget in the pie factory, in the cage below.

NOTE: You will get access to the Pie Factory during the side quest "Free the Animals!"

The last gnomes hid in underground channels, under the city. One gnome is suspended from a sewer manhole, in the same area of ​​Stokes, where we were looking for the silver key (we also get here during the quest "The Search for the Ring"). The other is in the Cloaca: at one of the forks, turn to a dead end to the right - a dwarf at the top near the sewer grate.

The people here are working people, uneducated. but a couple of rare books were found. The first is on the table near the piano, in the "Riveter's Rest" inn, for the second go down to the Cloaca - the book is on the table next to the large barrels immediately after entering.

New bushville market
(3 silver keys, 1 silver chest, 2 books, 3 dwarfs)
If you want to buy or sell something you don't need, visit the shopping district! Here you can acquire anything from pies to legendary weapons. And if you want to find something more interesting, look into the alleys and backyards of residential buildings.

Having previously collected 15 keys, go behind the "Wilderness-cloth" store - in a back street there is a silver chest with two dozen seals inside. Having collected material wealth, you can start multiplying spiritual values: near the transition to the Mill Field, find the "Doll House" - the first book on the second floor, on a small bed. Another find for the library in the "Rooster in the Crown" tavern: go up to the second floor - a book on the table by the window.

Having finished with the books, do not rush to leave the inn - there is a house to the left of it. Go through it to the backyard and see the first gnome hanging from the building. Look for the second near the flower boudoir shop, near the stairs leading to the wall. The last dwarf sits on the city wall, in a turret, not far from the second.

It is not easy to find all the silver keys, and it will not work out right away. Coming from New Bushville Castle, turn right and go to the backyard through the Hauteville Heights house - the first key is there. Look for the next one on the pier, from New Bowerville City, near the bridge.

NOTE: the last key is in the Weasel's lair (entrance under the bridge), but we will get access to this place only after watching the end credits, during one of the side quests.

Old quarter New bushville
(2 silver keys, 1 book, 2 gnomes)
It is through this area that our heroine will have to pave the way to the throne of Albion with fire, sword and magic. There are not so many trophies here, and we will be able to pick them up regardless of whether the area is restored or not.

To find the first silver key, go outside the city walls and turn right at a dead end, on a green lawn. The second in the city: near the square in the center of the location there is the House of Evening Shadows - the key is on the second floor.

Go from the side of the New Bushville market to the statue with a pig and turn left and you will see a gnome on one of the buildings. Another filthy statuette on the left side of the Utkins house. Finally, look into the center, to the fenced off green area. - the book "The World of Dangers: Machines" is on a pedestal near the statue.

NEW GLUSHWILLS KY CASTLE
Adjacent locations: Catacombs
(2 silver keys, 1 silver chest, 1 gold door, 1 book, 3 dwarfs)
This area is available at the very beginning of the game, but you can take a walk here only after the coronation - before that we only contemplate the front doors of the castle. Life will change. when the revolution breaks out and the old king gets off the throne prematurely, there is no real estate to buy in the vicinity, but without keys, chests and, of course. evil gnomes have not been.

THIS IS INTERESTING: the entire courtyard of the castle is available in the story prologue, but you will not find any valuables. Of all the initial entertainment, one can only hold hands with the courtiers or say hello to the guards.

One thing can still be dragged away in the plot prologue. During the escape from the castle, open the secret passage with a spell and after the tunnel, turn left - you will see a silver key near the destroyed altar. After ascending the throne in the courtyard of the castle, look for a wing in the garden. where are the statues of kings, - the second key behind one of them.

In the opposite wing of the garden, near the fountain, there is a silver chest, but to open it, you need to collect fifty keys. The royal reward is a legendary weapon and two million gold.

NOTE: there is a golden door in the Catacombs (you probably found it when you escaped from the castle): if you open it, a small area with a spawn point for monsters will become available, and in the chest there are two dozen seals, far from the entrance to the Catacombs. The rest hid in the dungeon: at the beginning of the Catacombs, go through a narrow tunnel and turn right - the target is behind the column.

The king is defeated and turned over by the queen, caravans with millions of gold coins, by the grace of her majesty, go to the royal treasury, and in the eyes of the people. exempt from the yoke of taxes. there was faith in a bright future. Well, we. sitting on a cozy throne, we can rest and admire the present. But not for long. The distant continent beckons with treasures, secrets and faceless dark Evil, and the local tribe hopes for the promised protection.
It will also be useful

In Fable 3, the House of the Setting Sun is a famous location that players face some challenges. It contains intricate mysteries, and the building itself is interesting for its mystery. Detailed information on everything related to construction can be found in the article.

Description

To get into Fable 3 in the "House of the Setting Sun", you need to keep your way from Gorelesye to the territory with trenches on one side and a cemetery on the other. There will be a path between the two objects that will lead to the desired place. The house is a combination of two tasks that make up a single structure. In the dining room, the structure is divided by a mirror. On one side of it, the rooms are in their former beauty, as if nothing has changed since the first owners settled here. In the second half, the user will see a natural look with peeling walls and devastation. The transition is carried out using that very mirror. If the user decides to exit, then on the next visit he will be in the part where he was at the time of the last visit.

Entrance puzzle

The location "House of the Setting Sun" in Fable 3 is filled with all sorts of riddles, even getting inside the building without solving one of them is not possible. During the day, only ruins can be found in this area, but at night a real celebration unfolds here, and the house is restored. To discover the entrance, you need to go to the statues in the gazebo on the left side. For each of them, it is necessary to change the position four times, then access will be allowed. If the user has already touched the statues before, then you will have to focus on the appearance. After entering the gazebo, choose a clockwise direction. The first will be a woman, who should eventually be in a combat position and emit a semblance of growls. The final pose of the second man will be leaning backward with the arm thrown forward. Then the woman goes again, it is necessary to make her raise her hands up. The last man should portray a strong laugh, and his hands should be on his stomach. In the location in Fable 3, "House of the Setting Sun", the statues are one of the most difficult puzzles, but here the solution is present.

When the entrance to Fable 3 in the "House of the Setting Sun" becomes available, you should boldly move inside. The player will see a hanged person at the start, he will have a note. In it, he warns that burning the house did not help, and he returned again. A word of caution also applies to not sleeping in bed. The player should do just that in order to find Chester and play a wonderful game of chess with him. Then the entrance to the dining room with a mirror will open. If you look into it, then there are three switches in the reflected world. They also exist in the main character's room, but are invisible. With the help of a mirror, you can easily determine their location. Activating them will move the main character to the side that has not been touched by time. There is a note on the hall table, and it says about the need to shoot the awards. The player must take turns taking a shot at the green spheres on the tables near the two doors on the right and left. This will open access to two chests on each side, the rewards will pleasantly surprise.

Remaining riddles

Difficulties with how to get to the "House of the Setting Sun" in Fable 3, after reading the description presented above, will not arise, but it will not be so easy to cope with the golden door. You will have to look for a special key if you want to get hold of the legendary weapon. The door is behind the gate on the right, and on the left is the guard. When approaching her, the voice will announce that it will open only in front of the king. When the player receives this title, you can return here. Then access to the location "The Whirlpools of Sorrow" will open, and in it is a chest with a million coins. It should be noted that the house will be transferred to the player's possession after the associated quest. It can be sold for 18 thousand, and later redeemed for 20, because no one will move here to live.

Castle life

Choose a hero, prince or princess. The choice of gender does not affect the gameplay, only the attitude of the opposite sexes towards you. After you get out of bed

choose a suit to your liking. You need to find your friend. The castle is large, but luckily your path will be highlighted. Throughout the game, these lines will be

highlight the shortest path to the goal.

Go down the stairs to the courtyard. In the corner you will meet your friend. Press A or X to interact with it. Press the right trigger to take a look at

city ​​when prompted.

Press the left trigger to take your friend by the hand. Follow the golden path up the stairs and into the castle. Just outside the door, you can press the right trigger and

listen, or go inside and enter the golden circle. You will be given the first moral choice: keep subordinates at bay or sympathize

them. Such choices will no longer only affect your appearance. The manual is written in a relatively kind manner, but nothing prevents you from becoming angry.

usurper. Hold A or X to make a selection.

After your speech, follow Walter downstairs to meet your brother. When you are level with the crowd, you have the choice of either signing the petition or tearing it up in

In the next room, hold A against the wall to take the sword from the rack. Now go to Walter and attack him. Follow the directions to learn how to fight.

After training, follow to your evil brother's chambers. Now you can run by holding down the A button. After talking with your brother, there is a lot to be done.

Difficult choice. According to the principle of goodness, one should sacrifice the interests of a few, for the sake of the interests of the multitude. Therefore, your friend should be executed.

After this scene, follow Walter again. Get down to the catacombs.

Leaving the castle

In the temple, after a short scene, you will receive the Seal. Hold A to touch it. On the Rulers' Road, you will meet Teresa, the seer. She will hold

You through the first gate. As you progress through the game, you will be able to go through the rest, completing tasks and gaining followers. Behind every gate awaits you

a chest that can improve your weapon, give new skills, and much more. Hold A to open the chest and take the fire spell

ball, in the common people fireball. Improving this spell will allow you to increase the affected area and reduce the charging time of the spell. It is powerful and useful

spell, will help you out more than once throughout the game. Return to the catacombs and use the spell to open the passage.

Follow Jasper and Walter down to a large cave. Go down the hill and you will come to a fork where the golden line comes out of the dead end. Explore the dead end

on the left (without crossing the bridge) to find the silver key. These keys can open silver chests throughout Albion.

After the bridge, you will meet the first real enemies: bats. Deal with them with Fireball, do not be afraid to hurt your friends, you

you cannot harm them.

* On the way, you will meet a Golden Door. Do not forget to come back here as soon as you have the key. Inside you will find 30 Seals.

Continue to descend, pouring fire on the bats. Enter the sewer and go to the mark on the floor. Use the spell to enter the Sanctuary.

The Sanctuary is a kind of menu screen that you can enter by pressing the START button during the game.

Head to Dweller Camp as directed.

New hero

The village is full of villagers with whom you cannot interact yet. Later you can get Guild Seals for them.

Follow Walter to the gate, ignoring the villagers. He will give you 500 gold for your pocket money. Move further along the golden line.

* On the ridge behind the houses there is a silver chest 5 (so for brevity we will denote the number of keys needed to open). It contains a common potion, so don't

I think it's worth the effort to get it.

Follow to the clothing store. Buy city clothes there (the only one on the counter) and press START when Jasper asks you to return to the Sanctuary. You will be taught

how to change clothes and interact with the map in the Sanctuary. Return to the village and follow the golden path to Walter and Sabin.

* A silver key can be seen in the scene with Sabin, don't forget to come back for it later.

Head to Mistpeak Valley. Turn right at the first fork with signs for Brightwall. This path will take you back to the mountains, up the flying steps, up to

* Here is a silver chest 5, inside a potion, not worth attention.

There are ruins behind the bridge, including a chest with 20 gold inside. Pay attention to your dog. She has a keen instinct for chests and can

indicate the places of treasures that can be dug out of the ground.

Return to the golden path and cross the bridge. You will face a new kind of enemies. It's easy to deal with wolves - just a few Fireballs in their

side. The main thing is to keep your distance, close, without a sword, you will be easy prey.

Cross the area where you fought the wolves and you will find ruins with several skeletons. There are several places with treasures here, use

your dog's capabilities.

As soon as you leave the snow-capped mountains, a large pack of wolves will attack you. Step back and throw Fireballs at them. Here you will see a long bridge. Behind him

a chest containing 30 gold. On the opposite side of the path is another chest containing a potion of life. They can be found by walking into Brightwall and turning right as

only the snow will be replaced by green.

It's time to get back on the green grass again. Descend into the valley and reach the Demonic Door.

* Remember to come back here when you meet the door entry requirements.

* Go to the right of the door, you will find a silver key behind a bundle of logs.

Dive into the water. There are two hiding places in the small lake. One to the left of the entrance to the trade camp, the second at the end of the lake. Do not forget to explore the far shore of the lake for

the presence of treasures.

* Right there, at the top of the hill, you can find a silver key.

Follow the golden path back to the snowy lands. along the way, you will meet two more chests with potions of life. Cross the bridge and enter Brightwall Village.

* Before crossing the bridge, turn left and walk towards the Spurious Nuttock house. On the way, find a chest with gold and a silver key under the bridge.

In Brightwall you can sell junk, buy armor and weapons, complete several assignments. But let's not get distracted. Before going to the librarian,

it's worth a little walk.

Brightwall Village Demon Door to the left of the village entrance. Beside her, behind Ye Quill & Quandary Pub, is a chest of gold. Climb the side stairs by

Brightwall Blades, enter the door, there is another similar chest. There is a road behind Fabulous Furnishings. At the end of her is the chest in which you will find Jet.

Enter Ye Quill & Quandary Pub, head upstairs and grab a rare book from the night table. You need to collect 30 books to get the Achievement.

* Near the entrance to Fabulous Furnishings, at the top on the green site, there is a silver chest 10. Inside is 50,000 gold, do not forget about it !!!

* On the way to the Library, turn left and find the silver key.

* Another key behind the House of Cluck, between the house and the city wall.

A chest with an amethyst inside can be found in the barn, near the House of Cluck.

Now you can go to the library with peace of mind. Inside you can search all the bookshelves for gold and other junk. Before we talk

with the librarian, Samuel, turn left and down. There you will find a chest with 50 gold inside. Talk to Samuel and follow him to the door in Reliquary. Pinch

A to place a Guild Seal on the lock and open it.

The first worthy rivals and treasures await you in Reliquary, be on your guard. On the left side are bookshelves and a silver chest 1. Inside is a useful book for

training your dog.

* Right there, on the pedestal, is another rare book.

You can also find a treasure with 40 gold along the left aisle. Follow the golden path to the next cave. Turn left and open the chest with the potion of life. on the

on the opposite side, at the end of the golden path, there is an object that can only be interacted with with a weapon. Press START and Jasper will open in

Sanctuary armory room. You have to choose between a sword and a hammer. The hammer is a more powerful weapon, but much slower than the sword. But since the hammer can also

hitting multiple opponents, I think this will be the best choice.

Exit the Sanctuary and hit the blue button with your weapon. This will open a bridge across the chasm.

* There is a door here that can be opened with a regular key. You can get it by completing secondary quests. Another locked door after the gorge, down the

stairs.

Go to the central platform. There will be a serious battle with skeletons and zombies. Alternate magic and weapons. After winning, cross the far bridge and

turn off the golden path down the stairs. here you will find a treasure and a chest with Jet inside.

additional blocks appeared. Your goal is three chests. Start with the middle one. Inside Military Gloves. Now go back to the previous block and head towards

next chest. Inside is a potion to summon a creature. In a difficult battle with the help of it you will be able to summon a creature that will fight on your side. Now

create a path to the middle chest using the new blocks and move around it towards the far chest. Time dilation potion inside.

The name speaks for itself. Now you can move in any direction until the blocks lead you to the stairs down.

Jump into the water. There is a cache of amethyst in the water. Swim to the closed door. Only a concentrated Fireball can open it. Enter the door. Before

dig up 40 gold by climbing the stairs. The skeleton on the ground has a note that will reveal the secrets of this room.

* According to the note, light eight torches with Fireballs and a locked door will open. On the far side is a silver key.

Go through the gap in the wall and into the large cave. Let your dog find the treasure with Jet. Enter the breach at the top of the stairs, follow the golden path. You will come across

* After the previous key in Reliquary, move upward along the structure. there will be a fork at the top of the slope. head to the ledge with the chest and go over

passage to a room with protruding blocks. You are on a platform with protruding blocks and there is a switch in the center. Turn it on and destroy several enemies.

A staircase will appear on the far side of the room. Use the blocks to get to it and go to the room with two sarcophagi. Here is the silver

We return to the golden path and follow it. There will be a yellow button at the end. Return to the Sanctuary to learn about the small arms. Choosing between a pistol

and with a gun, exit the Sanctuary, and shoot the button. Move on. A chest on one of the platforms contains 3 slowing potions and a treasure. But so is the zone

teeming with undead. Soon you will reach the treasure you are looking for: a music box. If you run around the platform on the back side, you can find a treasure with 75 gold.

Grab the box and enter the Rulers' Road. After the cutscene, go through the gate. Here you can improve weapons, armor, spells. The best thing

upgrade ranged weapons and spells first, and leave melee weapons for later. Remember that each level of improvement contains the previous ones,

therefore, sometimes it's worth waiting a little and improving immediately to level 3, rather than spending money first on 1, or 2.

Exit and you will find yourself in the library. Your new assignment is to meet Walter at the pub. You can travel from the Sanctuary.

In wolf's clothing

You need to get to the Ye Quill & Quandary Pub in Brightwall Village. Follow Walter to the pub and get a Mercenary Outfit. Change at the Sanctuary. You

you still need 1000 gold to complete the look. It's time to work!

There are two easy ways to make money nearby. It's like becoming a street musician or a cook. The required places are marked with an exclamation mark. The work is

mini-game, you need to press certain buttons at the right time. Making money is not so easy.

Once you've got the right amount, head down the golden path to Mustache Mansions and get the missing wardrobe pieces (beard and tattoo).

Equip at the Sanctuary. You are now ready to enter the Mercenary Camp.

Leaders and followers

The camp can be reached through the Mistpeak Valley - look for the gate at the end of the lake. Just before entering the camp, find the chest on the right. There is a potion of life inside.

To the left of the road is a treasure, 150 gold. You can make fun of the two idiots on the right if you want.

Turn right of the golden path and find a creature summon potion treasure and a chest with an Auroran Back Tatoo.

If you attack one of the mercenaries, a bunch of technical fighters will come running at you, so it is better to hold back the weapon. In the next location on the right, there is a chest with

Mercenary Left Arm Tattoo. This will not help your disguise. At the next gate, the masquerade will be revealed. The mercenaries will attack you. Charge your Fireball.

There are even more mercenaries at the next gate. Use your firearms, shoot at exploding barrels. At the top of the observation tower is a chest with a Mercenary

Chest Tattoo. From here, you can also heartily shoot at the mercenaries from a safe distance. Take care of all the barrels before moving on.

Get back on track. The dog will find treasure with the Mercenary Left Leg Tattoo. At the top of the slope, mercenaries lurked behind sandbags. Try to smoke them out

blowing up barrels. Look around for special items.

* You will pass a couple of guard towers. In front of the ring, where you will fight the boss, there is a hill with a guard tower and a bunch of dog cages. Under the tower you

you will find a silver key.

From the top of the second guard tower we explode the barrels in the field of view by memorized technique. Then go down the hill. In the chest on the left is Mercenary face Tattoo. Ahead

a wooden fort with open gates. Don't come in yet. Find a chest and treasure instead. You will receive some slowing potions and a Mercenary Back Tattoo.

Be sure to save before entering the ring.

Inside the ring, you will meet with the boss - Captain Saker. The nature of his attack depends on the distance between you. If you are close to him, he will

deliver powerful melee attacks. Keep your distance from him. Then he will shower you with no less powerful Molotov cocktails, but from them

easy to dodge. The strategy is simple, when he lights another bottle, shoot Fireball at him, and run off to the side. It would be an easy win, but here

surprise, he'll call for reinforcements. It's time to use the time dilation potions. And immediately get rid of weak enemies

concentrated Fireball. Add to this the shooting of adversaries with a pistol (or a rifle), and an easy victory is not far off.

After Saker falls, you will have a choice: to spare him (then he will appear on the Rulers' Road), or to kill him (if you want to go along

paths of Evil).

After the battle, transfer to the Rulers' Road and upgrade your equipment and abilities to your liking. Recommendations:

Lover Expression Pack

For defeating Saker, you will receive the Saker Flag, a trophy that will appear in the Sanctuary. Exit the Rulers' Road. You will appear in Brightwall Village.

Meet with Walter and complete Sabin's final mission.

Walter and Samuel at Ye Quill & Quandary Pub. Enter the pub and listen to their plan. Then return to the Sanctuary and listen to Jasper. The map will show

several secondary quests. You must complete at least two of them, these are: The Great Dwarfs and the Lost Child.

Head to the Academy and turn right down the stairs into a room with many frog statues and gnome figurines. Talk to the person to get started

quest Great Dwarfs.

Great Dwarfs

Item for the Broken Carriage Quest in Mistpeak Valley. We use fast travel to the location and go up the hill. Kill all the mercenaries near the carriage and

take a large gargoyle from the ground. Return to Brightwall and, while holding the A button, place the gargoyle on the platform near Jonathan. He will pronounce on her

magic spell.

Now let's start looking for the Lost Child. Talk to the woman at the far end of the bridge that leads into the city to start the quest. Return to Mistpeak Valley.

The Lost Child in the cave where the golden path leads. Before heading there, we search the surroundings.

* In Mistpeak Valley, there are two caves above the Demon Door as seen on the map. One directly above the Door and the second to the right of it. You need to go to the second cave.

Follow it until you reach a stone bridge. Cross it and find a silver key.

* While heading to the far cave, you can find a few more goodies. So, go up the hill from the lake and turn left before going to Brightwall

Village. Follow the grassy ridge, go through the chest and reach the entrance to the Chillbreath Cavern. This is not an icy entrance, it is thawed and brown in color.

Run through the cave and follow up. Among the various chests and treasures there will be a silver chest 15. Continue up the hill until you climb

to the very top. Go down the small slope and find the golden key among the ruins.

* When you run Chillbreath Caverns, near the path that leads down, there is a cave with a frozen body of water. Find a bed with a chest and a reclining Rare

The Lost Child

The objective of the quest is in the cave on the hill, above the Mistpeak Valley Demon Door. Enter the cave and you will find a treasure and a chest on the way to the child. Press the left trigger y

child to take her hand and exit the cave. If you meet a child, and, without taking her hand, go back a little, you can first deal with

On the way to Brightwall, you will be attacked by wolves. To your magic, they are like feeble chickens. As soon as you return to the village, the girl will run to her mother, and you

get 5 Guild Seals.

By completing the side quests, you will receive enough Guild Seals to continue. First, go back to Silver Chest 10 in Brightwall Village.

and get 50,000 gold (you have not forgotten where it is?). This will greatly facilitate further passage.

Now you need to start the side quest Evil Dwarfs.

Evil Dwarfs

Return to the Academy to Jonathan and he will tell you that the Dwarfs have escaped. Follow the golden path to the first Dwarf at Misgnomer House. Immediately after

go into the house, activate the firearm and enter the aiming mode. The gnome will run at you from the corner of the house. Shoot him and return to Jonathan.

It turns out that 49 more of these terrible creatures are terrorizing all of Albion. You need to shoot everyone to complete this quest! Fortunately, the Dwarfs do not play

silent. They talk, which betrays their presence.

There are now a few more side quests to choose from.

Chicken Chase

Talk to the guy in the chicken coop on the left side of Brightwall Village and he will give you a chicken costume. Put it on and you will have "super-opportunities". You need

press button A among the group of chickens, and they will follow you.

Exit the chicken coop and find the first group under the arch. Another group is among the group of buildings, including The Mourir's Mansion and The Old Smokehouse.

The last group of birds in front of the main gate of the city. Take all the chickens to the chicken coop. And then you will be asked to kill or spare them. For services you

receive the Chicken Trophy.

You now have enough Guild Seals to conquer the hearts of the Brightwall Village. If you want, you can continue to complete side quests, since they

enough.

Find Samuel at the main gate. You will be asked to sign a contract and promise to help the residents of Brightwall Village. A promise could be broken

afterwards. From now on you will see them on the walls around the map in the Sanctuary.

Now take a quick trip to Dweller Camp and Sabin will thank you for fulfilling his wishes. Promise to help Sabine and the campers by signing

the same contract. After that, enter the Ruler's Road.

Take the Joker Expression Pack on the Rulers' Road, set the rest aside for now.

Exit the location and you will need to follow Walter to Monorail Station in Mistpeak Valley.

* Did you forget about the key in the location with Sabin? Exit the camp and return. Now you can take it.

Take a quick trip into the Mistpeak Valley and walk across the lake from the Mercenary Camp until you reach Monorail Station.

Inside the station, cross the platform and go up the stairs. After the cutscene, Walter will open the gate. Enter the first elevator and go down to m.

Run along the path until you meet the Hobbes. They are very vulnerable to fire, use appropriate magic.

* Among the rubble, you will hear a familiar laugh. Don't miss the Gnome here.

Walk across the bridge and blow up the barrel to deal with a couple of Hobbes. In the next zone, shoot the barrels on the rails. Armored Hobbes Roasting

longer, finish them off with your weapon.

* After the bridge, go down to the room littered with barrels. Nearby is a silver key.

* there is a door nearby, which can only be opened by the Technician's key. Come back here with him (found in these tunnels) later.

Keep going down. Cross the area with the Hobbes and weak fortifications. Exploding barrels will do a good job here, too. Nearby in the fortifications

Hobbes chest with a gem.

Hobbes the Summoner will block your way. Turn right into the blocked passage and swim from the flank. There is a time dilation potion in the underwater cache.

Deal with the summoner and his entourage with magic and firearms.

with them Fireball concentrated. The faster you deal with the skeletons, the faster you can get to the summoners. When the force field wears off

follow to the central platform and deal with the magicians. When the last Hobbes falls, a portal to the Rulers' Road will open. It is recommended to purchase

following:

Ice Storm Spell

Entrepreneur Pack

Return to the Sanctuary, where you can make a combo of fire and ice magic.

* After the battle in the underground castle, shoot the Gnome on the wall above the opening.

After the force field subsides, cross the bridge and turn left - until you follow the golden path. There is a chest with the Technician's key. With this

use the key to return to the room, filled with barrels, and open the locked door. There are several treasures and a silver key behind it.

Follow the golden path to the exit of The Hole.

Phantom Legion

Further search for allies leads us to Mourningwood. On the way to the right there will be a chest with a potion of life. Cross the bridge and further along the way, several treasures await you

and chests with items suitable for sale. Before going downhill, walk along the ridge and find a silver chest 10. I hope you have enough keys, as

inside the legendary weapon, Hammer of Wilmageddon. Go down the slope, go under the bridge, and you will definitely not miss the next chest with

legendary weapon: the Bonesmasher pistol.

Unlike your primary weapon, the Legendary weapon has three upgrades that you can gain by completing a specific task. Enter the Sanctuary and

examine Bonesmasher by pressing the Y button. You will see the upgrade levels and requirements for them. It's time to kill some ghosts!

Enter the fort and listen to the conversation. Ben Finn will head to the mortar on the wall of the fort. Purchase potions at the fort store (it is recommended to always have a supply of

slowing potions).

Ben will show you how to use the mortar. All you need to do is point the target and shoot. Aim at two scarecrows and shoot. The explosion will

slower, so moving targets are harder to destroy. You will soon notice a group of Ghosts heading towards the fort. Your task is to destroy them as much as possible.

more. It is much easier to do this when they spawn in groups of 4 or more. Always aim at the front groups.

Soon you will be called to protect the door. head into the glowing circle. Immediately accumulate magic and continuously fire it at enemies. Also use

a newly acquired pistol to complete the task of improving it.

Boss Lieutenant Simmons will appear after destroying several dozen ghosts. He teleports after taking some damage and constantly

revives ghosts. His attacks can be avoided by running in circles. Time dilation potions and summoning creatures will be useful. Simmons glows blue intermittently or

red, and attacks you with magic. These attacks do a lot of damage and must be avoided. Don't be afraid to use life potions, it's better than starting a battle.

After the battle, leave the fort and you will be asked to sign an agreement for Major Swift to lead your royal army. then step on

Ranged Level 3

Bully Expression Pack

After returning to the real world, you will receive Simmons' head as a trophy, and Walter will order you to go to Bowerstone Industrial. You can get there

via Mourningwood. Which we will do, collecting treasures along the way.

Climb the hill from the mortar field and turn left. Find an open tomb, inside is a chest with a potion of life.

* starting at the fort, climb the hill you were shelling and turn right. Search the hilltop ruins in front of the cemetery. Run under the arch and

turn around to find the Gnome.

Now head towards the cemetery. On the far side, you will see several trenches. Do not enter them, instead turn left and enter the gate, which

lead to Sunset House. Here you can find several silver keys and other treasures.

* On the left in this area is the Sunset House Demon Door. Return here to become the King (or Queen) of Albion.

* Turn left from the demonic door and you will find a silver key among the boulders.

* Head to Sunset House and explore the right corner of the house. On the boulders by the pond Gnome.

* Continue right into the woods, in the corner of the area there is a silver key.

If you, according to the passage, found a golden key, you can use it to open the Golden door nearby. The door is located in the wall that surrounds the courtyard of the house. how

Once you enter the gate, turn right and run to the opposite side with a gazebo. The path will lead to the Golden Door. Behind the door is a legendary

weapon (Tannar's Glory).

* And finally, right behind the gazebo, there is a bench with a rare book.

Inside Sunset House you can get hold of treasures and Guild Seals.

In the front yard there will be a gazebo with four statues. During the day they have specific poses, write them down or memorize them. At night they are turned completely differently.

Your task is to come to the gazebo at night and turn them the way they are located during the day. You can switch to day and night by going to the Mourningwood location. When you

finish, the door to the house will open.

Find the book on the first floor. She will teleport you to a new area. Go to the chest on the chessboard and try to open it.

The Boss Chest will challenge you to a chess match. But don't be afraid, you won't have to play chess for long. After four moves, the Chest will stop the game. Come up to

him and he will offer a new one. Kill Hobbes (pawns) in the first wave of the competition using magic, or finishing in melee. Talk to Chest again. Will begin

a second wave of ninjas and mercenaries. Again, Fireball will play a significant role. Talk to Chest again, and you have to fight with two

huge Hobbes. They represent a weak version of Saker and Simmons, the bosses you have fought before. The battle strategy remains the same.

After the victory, the Chest will return you to the estate. We go in search of treasures.

Head into the passage located to the right of the entrance to the building, in the dining room, go up and look in the mirror. You will see a highlighted blue spot. Your aim -

direct the glowing skull there. To do this, head to the corner of the room between the couch and the bust. Face the wall and walk against it until

the skull will not snap into place. Now you need to do this two more times. Go straight to the wall opposite and face the wall in the corner of the couch (on

on the far side of the room from the mirror). This will activate the second switch. Hit the armor near the globe, this will activate the last switch. Now

you can go through the mirror. Just go to the mirror and press A. Up the stairs you will find a chest with a potion of life and clothes in various parts of the furniture.

Downstairs, shoot the green crystal ball in the corner of the room to unlock the door.

Behind the locked door you will find a legendary weapon (Scythe's Warhammer). Go back through the mirror and run back. In the room with the skeleton, shoot the green

ball and a room with a chest will open. Time dilation potion inside.

Return to Mourningwood and head towards the trenches. Here you will find many treasures and chests. They already have almost no value, you should have

enough money for potions, besides, you have now learned the ways of making a little money.

If you hang around the location at night, get ready to fight the ghosts.

As you approach the village, you will find Mourningwood's Demon Door in the wall to the right.

* To go through this door, you must pump your combat skills to the maximum with firearms or melee weapons (improve to level 5) and get all three

improvements to legendary weapons. After pumping the weapon, you will need to put it in front of the door for it to open. An amazing landscape awaits you inside, and

See also Military Costume and Summon Creature Potion.

* Passing through the trenches, look for destroyed arches. Under one of them you will find a silver key.

* Before leaving Mourningwood through the Bowerstone Industrial sewers, find the Dwarf between the two sewer arches.

* On the back of the Organic Ink building (tattooed), located in a ring of huts, there is a rare book on the boxes.

When you have enough of a location, head along the golden path in the Bowerstone Industrial sewers. Follow Walter through the city streets. After the action

protest, follow the golden path to the sewers where you will meet the Resistance.

* In the sewers, you will notice a silver key as soon as you enter the Resistance headquarters. To take it, you need to use the sewer entrance under

crane, in the corner of Bowerstone Industrial. More on this below.

All you need to do is follow the golden path and watch the screensavers. After meeting Page, you will be given 50 Guild Seals. Your next task is to get

100 Guild Seals. It's time to head back to Bowerstone. As soon as you leave the headquarters and wander around it, you will find several treasures.

Resistance

The city is full of work. But first, let's collect a few goodies.

* In The Riveter "s Rest, near the bridge to the city, there is a rare book on the table next to the piano.

* The Gnome can be found under the above bridge.

Find the faucet by the river. Go down the steps and enter the hidden door under the tap. Behind it is the second part of the sewer, which is divided by the Resistance Headquarters.

* Take the silver key at the corner of the Resistance Headquarters.

* After entering, turn left. Cross the small channel using the steps and find the room with the Dwarf on the grate.

Several people will attack you, keep your Fireball ready. After killing the Gnome and finding the key, return through the door you entered.

Walk back across the bridge towards the pub and cross the bridge. An arch leads to a small area with a silver chest 10. Inside is 50,000 gold.

* In the large factory on the coast, with the doors open, climb the stairs to the door and you will find a silver key blocked by the steam. To get it,

you need to press several switches in a specific order. The first one is next to the stairs on the left side of the upper floor. The second next to the key on the right

side. Then the one closest to the key on the left side. Now go back to the first switch and the path to the key will be open.

* Another Gnome can be found in the building near the bridge, which is next to the docks. It's on the wall of a building above the skull and bones poster.

Enter the double doors on the Reaver "s Factory, head upstairs to find a 5 silver chest, inside 5 time dilation potions.

You need to complete several side quests to get 100 Guild Seals. Let's start with Abduction. The quest mark should appear on your map,

head there along the golden path.

Abduction

The objective of the quest is in the nearest building. Wait for the end of the conversation and enter the door. A trapdoor in the floor will lead you to the dungeon.

* After entering the dungeon, you will see several tables with bandits around them. There is a rare book on one of the tables.

As soon as you enter, evil people will start attacking you. They are strong, but your magic is stronger. use combo.

In the next room you will learn that Fianci is much lower. Follow the golden path until you meet the Herald (or Heraldine), whom you must lead

by the hand from the dungeon. Drag it forward and in the T-shaped tunnel look for boards with the familiar sheen behind them.

Also, if at the beginning of the game you chose to save your friend (girlfriend), here you will find him. Bring your friend to the surface and you can reunite - and

even get married!

* When you enter the dungeon, look for a T-junction. In the place where the walls are boarded up, you can get a silver key. Just break them down with yours

When you run with Gerald (s), bats will attack you. Destroy their Fireballs, grab Gerald by the hand and run further.

* In the dungeon, fall into the abyss and go upstairs. At one point, the path veers to the right, the gnome on the wall just before the turn.

look around carefully.

There is another ambush between you and the exit to the surface. Before going to the surface, you will have a choice to dissuade the kidnapped from returning (evil), or vice versa

push it (good). Also, you do not have to interfere, which will not affect your moral characteristics in any way.

After completing the Abduction quest, choose the ways of obtaining Guild Seals at your discretion. You can complete numerous side quests, or unlock

demonic doors.

It's time to invest in shops and properties. Buying stores and setting your prices will bring immediate income - money will drip every 5 minutes.

So pay due attention to this issue at this stage of the game.

Masquerade

Return to the Resistance Headquarters in the Bowerstone Industrial Sewers and enter the map room. After the cutscene, meet Paige at Millfields and

get ready for a tough battle. Stock up on potions to the eyeballs, they will all be worth their weight in gold.

The large lake in the center of the location is surrounded by the houses and factories that make up the Bowerstone suburb. on the way you will meet the Millfields Demon Door. Required

look inside.

Also don't miss the silver chest 20. Inside is a legendary weapon. Meet Paige in front of Reaver's Manor and she will ask you to put on a fancy dress.

Change into the Sanctuary and enter the manor. Inside, all the doors are locked, so do not think about treasures, come back for them later.

* Don't forget to return to Reaver's Manor for treasure.

Follow the butler and he will lead you straight into the trap. When River spins his "Wheel of Misfortune", you will begin a battle with a group of enemies. Each group in

end of a long hall. In the first one you will find a chest with a potion of life.

The first room will have the Hobbes. The best remedy would be a magical fire / ice combo.

After the battle, return to the wheel for a new game of fate. In the next room, take the slowing potion from the chest. Break through the crowd of ghosts with

using firearms and magic. Shred two large ghosts as quickly as possible with your weapon, as they constantly revive new enemies.

The new wave consists of mercenaries. Big mercenaries will throw incendiary cocktails familiar to the pain, so you need to be constantly on the move and not

forget to shoot at them at every opportunity Fireball.

A new type of enemy - sand people are fast and deadly. You will have to spend a bunch of elixirs, do not spare them. Run around them and use magic beating

So you got to the Balverins, get ready to part with the rest of the potions. These humanoids are easy to kill with a direct charged magic attack, but they are very

often jump to the side. Try to adjust so that they are distracted by Paige. Don't let them come too quickly - it's deadly.

After the battle, Paige will ask you to make a promise to end the exploitation of Bowerstone and you will go back to the Rulers' Road. This time I recommend

upgrade magic and ranged weapons to level 4. Also get the Scary Expression pack if you have enough Guild Seals. If not, don't forget

earn money for them by completing simple side quests, which the developers have not stinted at.

Traitors

As already mentioned, you need to start buying real estate now in order to ensure a constant flow of gold. It is recommended to increase prices and taxes by

high level. Residents can and will complain, but you need several million gold to successfully complete the game. You have to renovate houses,

if you plan to increase the fee, otherwise the advertisers will refuse to pay. If you don't know where to start, here is a list of the minimum required purchases:

Bowerstone Market - Bowerstone Broker (Moneylender), The Cock in the Crown (Pub)

Brightwall - Brightwall Brokerage (Moneylender), Ye Quill & Quandary (Pub), Brightwall Blades (Weapon)

Millfields - All buildings

Silverpines - The Werehouse (warehouse)

Complete various side quests, explore locations so that a little time passes, and you get a small income (money comes every five minutes).

After purchasing the required property, head to Bowerstone Castle. After the cutscene, go down the drain. After meeting in the sewers, you will have

last chance to complete side quests! No, of course you will be able to do them after passing the storyline, but you will not be able to return to them before the finale.

It will also be good to stock up on potions for subsequent battles.

Follow Ben to the gate guarded by guards. The battle will begin. Fortunately, exploding barrels scattered around the location will make the battle much easier.

Shoot in all directions from firearms, and you will definitely blow up a couple.

After the stairs take the potion from the chest. Jump down and head towards the door. As soon as the explosion shakes the docks, look for the distant pier. Outside there will be more

soldiers and exploding barrels.

After finishing with the enemies, follow the golden path to the ship. Before boarding, be sure to purchase any upgrades on the Rule of the Rulers, such as

wanted, for example, the magic of Lightning (lightning). In the future, you will not be able to use the Sanctuary.

Incarnation of darkness

You will wake up in Aurora. The only path leads through a dark cave. Unlike other locations, you will no longer be able to return here, but also from the treasures here

just one chest. Soon you will reach the stairs going down. On the side of her is a chest with a gem inside. After the descent, wait until Walter

inspect the surroundings, then find a skeleton lying on the ground with a book next to it. Press A to pick up the book and watch the splash screen. Get down on

steps until you find yourself in pitch darkness.

In the open area ahead, Walter will notice a switch. Go downstairs and run to him. Then Walter will open the blocked path with a book.

In the following halls you will face a new type of enemies - shadows. The creatures are weak, but they will try to take you in numbers, trying to surround you. Combine magic, and

don't stop for a second.

Continue down the hallways to the exit. As soon as the ugly face appears near Walter, you will be attacked by a new pack of monsters. Keep using

magic against them.

Go down the straight path. When you jump down to the sandy surface, Walter will disappear. Countless shadows will start attacking you. You can just run away, don't

spending time and energy on them.

When you find Walter, he will be incapacitated. Now everything will fall on your shoulders. Shadows. Lots of shadows. Lots of shadows. Run, attack with magic, and

run-run-run.

Minions will soon become your enemies. It's wise to use combos against them and keep your distance. After a dozen Minions, the Guardians will appear before you.

They look impressive, but in fact, they are not so cool. If you keep them at a distance, 3-4 charged magic hits are enough.

Take Walter by the hand and head out the side door. Follow the golden path to the desert.

You will not be able to take any of the treasures in Shifting Sands now, you will have to return for them later. You will again be faced with a choice that affects the moral

character skin: either leave Walter here, or lead him through the desert. But, oddly enough, no matter what you choose, in the end everything will be with Walter

OK. (To leave is evil, to spend is good). But if you undertake to carry it out, you must do it to the end, otherwise the efforts will be counted as an evil act.

In the desert, you will meet Walter in several hallucinations. In one you will fight the shadows, but basically all that is required of you is to run over the golden

ways and listen to dialogues. In the end, darkness will consume you ...

When you wake up, you will see a familiar face. Ben Finn, and with him a man named Kalin, will take you to the city of Aurora.

As in the desert, in this moment you won't be able to freely search for treasures in the city. Kalin will allow you to explore the city, but in reality everything

will be limited to one road. On this road, follow the golden path to the man from the temple and listen to his story. Then your dog will start looking for

shrines, if you wish to listen to the memories of the townspeople. One on a high spire in the square, the other up the road behind a low wall. You don't need them

to look, it is enough to return to Kalin on the steps of the temple to continue.

Kalin will take a promise from you to restore Aurora. After that you will find yourself on the Rulers' Road. Be sure to learn a new spell: Blades. Combine it

combo with Fireball, and get a powerful spell. Board the ship to return to Albion.

Battle of Albion

A revolution has broken out in the old quarter of Bowerstone and your path to the kingdom is blocked by enemy soldiers. With your new combo, you can easily with them

straighten out. You will be given access to the Sanctuary again.

A chest can be found on the right on the beach. On the way to the mortar there are many soldiers, part of the good, part of the evil. You can only attack the evil ones. Slowly attack them one at a time.

charged with a magic spell, trying not to provoke a crowd to attack you. Kill all the soldiers at the mortar. This will allow Kalin to destroy the gate.

make your way past the pig statue. When you reach the sandbag fence, shoot the exploding barrels. You have to wander around a bit.

destroyed buildings, but the golden path will lead you to the right place. Follow around the statue and cross the bridge. Here you need to get around the wreckage. Come on down

and you will meet Paige.

The battle will lead you through a burning building. Climb over the rubble and on the opposite side you will encounter the last group of soldiers - convenient

the barrels located again at your fingertips. Shoot them with firearms and approach the castle gates.

The fate of the world

This moment has finally arrived: you are the crowned ruler of Albion. Unfortunately, your problems are just beginning. You have to make decisions that

affect the world itself.

Your schedule will guide you through important quests and decisions, but you can still tackle side quests. When you gain control of the character and

You will be tasked with judging Logan, you can move wherever you want and give whatever you want.

* In the castle garden, to the right of the entrance to the Sanctuary, there is a silver chest 50. Inside is a legendary weapon and 2,000,000 gold.

You can also notice a locked door in the library. The four statues in this room make up a puzzle that will help open the door. You need to read

description of the statues. They talk about three heroes. First, read the inscription on the statue to the left of the door. Then on the one on the right. At the door that leads to the room

there are also two statues on the edges. First read the inscription on the statue to the right of the door, and finally to the left of the door. Once the story is complete, the door

will open. Inside is a treasure chest.

* Remember the Sunset House Demon Door? Now you are the ruler of Albion, and you can open it. Inside 1,000,000 gold and weapon upgrades to level 5. Access

also opened at the Mourningwood Demon Door.

* Wearing a chicken costume on the court will earn you the Coronation Chicken Achievement.

Each court will affect your morale, and this is obvious:

Mercy is good

Execution is bad

Logan's trial

Your brother's trial is no exception. After making a decision, you will go to the Rulers' Road. Upgrade magic and firearms to 5.

Return here with as much Guild Seals as you can.

When you return from the Rulers' Road, a new decision will await you:

Raise taxes - get 200,000 gold (bad)

Leave taxes - no money, no moral

Reduce taxes - lose 200,000 gold (good)

the gold should not settle in your pockets, it will need to be taken to the treasury, which Hobson will show you.

Staying good is pretty difficult - you will be losing a lot of money. Earlier purchased real estate comes to the rescue.

But remember - on day 121 you will have to make the last decision before the attack of Darkness - to save Mitspeak. Until that day, you will need to collect all the proceeds

and transfer to the treasury.

Talk to River at Bowerstone Industrial

As soon as this task comes on schedule, you will not be able to leave the city and do anything until a decision is made.

Adopt Child Labor - 500,000 Gold Income (Bad)

Open a school - loss of 200,000 gold (good)

Consider a proposal for the restoration of the old quarter

The shops and houses in the Old Quarter generate a good income. In addition, without restoring them, you will not be able to take one of the silver keys located in this

Rebuild Old Quarter - 550,000 gold loss, access to shops and rentals (good)

Leaving the old quarter in ruins - not lose gold, but also lose all shops and houses in that area (bad)

If you choose to rebuild the block, be sure to purchase all of the properties here to cover your losses.

Set a guard budget

Immediately after the last decision, you will have to make another decision on the same day. This decision affects your wallet more than morale,

so build on your budget.

Increase Guardian Budget - Lost 200,000 Gold (Good)

Lower Guardian Budget - 200,000 Gold Profit (Bad)

Leave unchanged - also unchanged

Engage in side quests - then there will be no time to rest.

Choose your interior design

This decision will not affect your morale or your money. Although, if you make the decoration intimidating, you can hear frightened exclamations

visitors.

Decide the fate of Aurora

This is the biggest decision in the game. Regardless of your decision, Aurora will keep the property for purchase and access to the Demon Door will remain. However, in

a new zone, the Auroran Mine, will contain legendary weapons.

Break a Promise and Open a Mine - 500,000 Gold Profits, One Side Quest and a Legendary Weapon (Bad)

12A. Desert star

You now have full access to Aurora and the surrounding areas. In these locations, you can collect a new collection: Auroran Flowers.

* Climb the steps of the temple, but do not go inside. There will be a massive boulder on the left, and behind it is a 20 silver chest with a legendary weapon inside.

* After reaching 100% morale scale, you can open the City of Aurora Demon Door.

Buy all the properties and shops you can in the city of Aurora. After you have done all the necessary work, head to the Shifting Sands desert.

Turn right and head towards Sandfall Palace. On the way to the palace there will be as many as two Dwarfs, both on your left side (one at the entrance to the location, the second on the left

from the palace).

Sandfall Temple is filled with Sand Furies. Your Blades magic will protect against them, but they bounce off zone magic. Shoot them with charged magic in and out

firearms, preventing them from being surrounded. If they get close, use zone magic and they will retreat.

* As you enter the palace, do not miss the silver key behind the locked door. To open it, shoot the switch above the door 4 times. There will also be a chest

with a tattoo inside.

* Immediately, in the first room with the pool, go down the steps to the left to the beach, and look for a palm tree. Pick a collectible flower from her.

* In the same pool room, look for a platform with a palm tree. Plus one flower.

Walk across the bridge over the pool. Kill some Furies along the way.

* After the bridge, do not enter the door. Turn right and go down the stairs. There will be a rare book under the bridge.

Enter the door with a small pool.

* A rare flower grows on the wall under the stairs leading to the second floor.

* In the same room, turn left, take the stairs and cross the deep pool. In the corner you will find a pile of rubble, a chest, and a rare flower.

Climb the stairs and go along the wide passage to the room with the diamond (you took the quest for it?).

* Near the door to the room with the diamond, kill the Dwarf above the lamp.

* Before taking the diamond, take the silver key in the corner.

After taking the diamond, you will have to fight your way to the exit from the palace. The furies will attack in large quantities... Do not deviate from the old battle strategy.

Go through the door that opened in the diamond cave - this is a short way out. You will find two chests along the way. You can jump into the water and swim to the shore.

* Once you reach the room with the diamond, enter the right door. On your left, look for a rare flower.

Return to the castle and meet with Hobson in the treasury. You have a choice - to pocket some money, or to hand over every single gold piece to the treasury. Whatever

from the decision, you will receive 50 Guild Seals.

Invest money - +700,000 gold in the treasury (good)

Fate of the World, 294 days

Regulation of child benefits

On the 294th day before the end, you have to make a new decree.

Recover Child Benefits - Lose 200,000 Gold (good)

Leave everything as it is - unchanged

Introduce taxes - get 200,000 gold (bad)

Consider an offer for an orphanage

If you want to get the achievement Adopt or Die Achievement, or get access to the Brightwall Demon Door, your next decision is whether to eliminate

Orphanage.

In the throne room, you can decide to liquidate the orphanage and turn it into a brothel - this will bring a lot of money and give a cool side quest

Orphanage renovation - lose 50,000 gold, gain adoption (good)

Convert to a Brothel - Get 1,250,000 Gold, "Whorezone" side quest (bad)

Build a sewer in Bowerstone

The Mourningwood flooding won't affect the landscape of the area, but here's the smell ...

Build Sewers - Lose 150,000 Gold (good)

Flood Mourningwood - No Cash Loss (Bad)

Crime and Punishment

head to Bowerstone Industrial and meet Paige at the old resistance headquarters.

* There is a large military warehouse near the docks. The red elevator is open on the second floor, and there is a silver key inside.

Page will tell you about the Bowerstone Market heist. Walk to the pub and go inside. Inside the Cock in the Crown pub you will have to fight for your life.

Clear the room with lonely magical charges, and get the key to the shelter.

Take this key, go across the bridge to the market and go down the stairs. The entrance to the shelter is on the platform under the bridge.

In the Sanctuary, Nigel Ferret will leave you to be torn apart by his minions. Enter the door further up the stairs and immediately shoot at sleeping enemies with charges

of magic. Follow the golden path through the vault doors and stop in a room with prison bars.

* Opposite the grates the door, go down to the basement. A silver key is waiting for you there.

Ahead is the room in which Ferret and two of his bodyguards. They are much easier to deal with by using a Time Dilation Potion. Focus on one of

them, fighting with two at once is quite problematic.

After deciding the fate of Ferret, you will receive 50 Guild Seals for the Rule of the Rule.

Get Ransom - 100,000 Gold (Bad)

Leave him alone - no gold, no moral

Fate of the World, 252 days

Define alcohol policy

You have to solve a painful drinking issue. By accepting the ban on alcohol, you will not be able to purchase it. And this is one of the conditions for opening Millfields

Remove restrictions - lose 100,000 gold (good)

Alcohol Outlaw - 100,000 Gold Profit (Bad)

Leave restrictions - unchanged

By the way, if you want to turn Lake Bower into a mine, this is the last chance to look for treasures there.

Academy

Now you have the opportunity to keep your promise to Samuel and open a public academy.

Free Academy - Lose 150,000 Gold (Good)

Paid academy - profit 300,000 gold (bad)

Lake Bower

Your next decision will have big consequences. If you drain the lake, a new location will be open for exploration - the mine. There are no significant

treasure, but two new side quests will be available. And, of course, the location will lose its natural beauty.

Drain the lake - profit 400,000 gold, two new quests and a location to explore (bad)

Leave the lake - lose 50,000 gold (good)

Stolen statue

At the end of Day 252, you will be invited to meet a wealthy patron at Millfields. Head to Lake Bower and find a woman with a question mark. She is

will send you to Silverpines, in the footsteps of the stolen statue. In Silverpines, the lone Balverin will greet you and lead you. In front of the village you can find

silver key.

* Before the walls of the village, turn left, and on the way you will come across a silver key.

In the village you will learn about a terrible misfortune that is reducing the Balverin population. Time to explore the area.

* There is a small mine in the center of the village. Enter it, and at the very end of the track you will find a silver key.

* To the right of the entrance to the mine, kill the Gnome.

* After entering the village, walk to the very first house on the left. At the wall of the house is a box with a rare book on it.

* Go through the village, turn right and exit through the gate. There will be a cemetery at the end of the path. Follow the secret path behind the crypt to the mining tower. By

the Dwarf is crawling to her.

Your path will lead you to a torchlit ruin in the forest. Here you will meet an unusual werewolf named Connor. He will ask you to destroy four torches that

protects the city in Silverpines from the Balverin over whom he rules.

Destroy torches - peaceful Balverins will live in the city (bad)

Defend the city - people will stay in the city (okay)

To help Balverin, find torches at each gate of the city and hit them with your weapon. As soon as you do this, the townspeople will attack you. Simply

help the Balverin to deal with them.

If you want to defend the city, you will have to fight the Balverins. Charged Blades + Fireballs are all you need to kill them in a matter of

seconds. In the city, Connor will attack you in the guise of a white Balwerin. You only need two charged Blades spells. Whichever path you choose,

it's time to return the statue to the customer. and again there is a choice to be made:

Leave a reward - 500,000 gold in your pocket (bad)

Give a reward to the treasury - 500,000 gold to the treasury (good)

The money is worth the effort. Additionally, you will receive 50 Guild Seals.

Fate of the World, 121 days

This is the last day before the Invasion of Darkness, so make sure you have 6,500,000 gold in your treasury by the end of all tasks of the day.

Don't forget the 50 silver chest in the castle garden, it contains 2,000,000 gold. Also, behind the Sunset House Demon Door you will find a light 1,000,000 gold.

Until you complete the tasks of this day, you can also save up income from real estate.

But what's really bad is that the day starts with a huge hole in the treasury.

The collapse of the Albion economy

Save the economy - lose 500,000 gold, stores will stay open (good)

Let the economy crash - shops will close, no morale impact

This is your last chance to complete side quests and fill the treasury with gold. To save all the inhabitants of Albion, you will need 6,500,000 gold in the treasury (not in

Your pockets). If you plan on saving Mistpeak and protecting Aurora for extra Good morale, add an extra 600,000 gold (total

the treasury should have 7,100,000 gold).

After the final battle, everyone you cannot save will lie on the ground with corpses. But you can continue to complete side quests and collect collectibles.

Provide military protection to Aurora

Build a fort - lose 300,000 gold, new location in Shifting Sands with shops (good)

Deny help - no change

Your last decision will depend on the previous one and will also affect your morale.

Decide the fate of Mistpeak Valley

Defend Mistpeak - Lose 300,000 Gold (Good)

Cut down the forests - no changes (unless the location changes)

End justifies the means?

After solving the Mistpeak Valley, you will find yourself on the Rulers' Road. Here you will receive white wings if you were good-natured, or red if you personified evil.

Take the chance to spend your accumulated Guild Seals on upgrades. Make sure you have Blades + Fireball for the final battle. After her, you also

you will be able to purchase improvements, but you need to take care of this now.

Shadows and other creatures will start attacking from the black portals. Blades + Fireball will help you fight them. Spin around the battle arena and shoot from

firearms.

Follow the golden path and Minions will start attacking you. These Shadows chained in battle are easiest to destroy with concentrated charges of magic (4 seconds

will be sufficient). Walk along the river and you will meet a group of Minions in a narrow passage. It will be difficult to break through with a fight, try to use the old

strategy, although it won't be easy in such tight quarters.

On the bridge you will meet the first Guardian. Stay on the bridge and unleash a fully charged magical blow. One or two of these Blades will take care of

There will be another Guardian ahead. Fight him in the same manner.

The final battle ahead: the possessed Walter possesses the same qualities as all creatures of Darkness.

It's actually quite simple, as long as you have Blades ready. Release the charge sustained for 4 seconds at Walter, and run to the side,

avoiding his subsequent attack. Do this again 6, and the victory is yours.

After defeating the Darkness, the world will change, depending on how many people you saved. If you saved everyone, the world will remain the same as before, and you

get the achievement Tough Love Achievement.

Although the main storyline is complete, you can continue to roam Albion, explore the lands, complete side quests and collect collections.

I'm sorry I was bored



Keys


New Bowerstone.
N.-G.-City
1. As you walk from the port, pay attention to the first factory building after it (along the left embankment). There is a key on the second floor.
2. After you get the crown, return to the workshop through which you made your way to the pier. The key is in the elevator shaft on the 2nd floor. Additional: the workshop is located opposite the exit from the sewer through which you first enter the city. The entrance to it is in the courtyards, on the way you will see Logan's ad lying on the boxes.
3. Sewerage. Entrance to the Ferret's house (quest).
4. Sewerage, entrance from the embankment near the Trickster plant. As you enter - to the right. They are also sent there on a quest with the missing ring.
N.-G. Lock
This location contains the Golden Door (in the catacombs under the Castle).
5. Inner courtyard. Behind the statue of the king (to the left of the catacombs).
6. Catacombs. Turn left before the first bridge.
Old quarter N.-G.
7. From the gate leading to the lake, to the right, along the wall.
8. "House of Evening Shadows", 2nd floor. The house is on the rise to the fortress bridge, to the right of the road.
N.-G. market
9. If you stand with your back to the exit from the Castle, then there will be a house on the right. The key is behind him, in the backyard.
10. Embankment from the side of the main gate (near the water).
11. Weasel's Lair (entrance under the bridge). You will get access to it through a quest that will be given to you after ascending the throne.
Albion.
Mill field.
12. If you go from Bowerstone and the monorail station, then after one of the turns of the road you will find yourself on a hill, from which you can clearly see the lake. There will be a statue on the left. Remember the place, it will become a reference point. Turn left from it, before reaching the houses you will see a key.
13. If you turn right from the place with the statue, you will see a pond. There is another key on its shore.
14. Return to the fork with the statue and jump over the fence and climb the hill.
15. Monorail station.
16. Pepper cave (entrance opposite the station).
17. Trickster's mansion, secret bedroom.
18 and 19. Chill Cave. You will only get access to these keys after the "Friendship with the Hobbies" quest, which you will be given after completing the storyline. Key # 18 on the shore of an underground lake (you will have to swim through the labyrinth of stones to get to it). No. 19 - on the cliff, which can be seen from the entrance to the cave, it will not be difficult to find it.
Burnery.
This location contains the Golden Door (look in the crypt).
20. Immediately after the fort, the trenches begin. Examine them, the key is behind the pieces of wood that need to be broken.
21. Near the Greens settlement, in ruins (look along the road from the cemetery).
22. Crypt. In one of the old crypts to the right of the entrance to the location.
23. Crypt. After number 22, climb the stairs to the end and go left to the wall. Jump down.
House of the Setting Sun.
There is a Golden Door on this location (as you go through the gate, turn right until it stops).
24. To the left of the demon.
25. After the gate to the left, look in the woods.
Silver Pines.
26. Before entering the village, turn left along the path.
27. Inside the mine.
Island of the Rafters.
28. In the cave of the same name (entrance on the middle island from the coast).
29. Remember the quest with the hobbies? On the leftmost island (if you stand with your back to the entrance to the location) was their parking. Go to her and go to the left edge of the hill. The key is at the bottom. Add. landmark - a broken stone bridge next to this place.
Golden Key. To get it, you need to wait until the location becomes habitable. Then a bridge will appear to the blue ball on the rock. With its help, you will activate the portal and get to the golden key.
Yasnodol.
This location contains the Golden Door (in the Academy Storage).
30. House outside the city wall. There is a small bridge in front of the house, the key is under it.
31. The house in front of which the chicken races are arranged. The key between the house and the city wall.
32. Near the Academy, to the left of the entrance.
33. Storage of the Academy. After you dive from the bridge, go into the room, from it - into the corridor. There is a closed door, behind it is the key.
34. Storage of the Academy. A room with rising platforms. The key is on the uppermost terrace, next to someone's coffin (you can get there from the other side of the destroyed bridge).
Chmarskaya Valley.
35. The left bank of the lake, behind the logs.
36. If you stand with your back to the monorail station, then the mountain ridge leaves to the left. Walk along it until you see a path. At the end is the key.
37. Ice Breath Caverns. When you go to the demon along the ravine, a bridge is visible at the top. You need to cross this bridge and you will reach one of the entrances to the caves (there are 3 of them). The key is inside, don't miss it.
38. Cave with a monorail. Not far from the entrance from the Khmarya side there is a closed door. The key to it lies in a chest in the same cave. When you open it, go ahead; there will be no forks, don't miss the key.
39. Cave with a monorail. On the left side behind the barrels, after the closed door (see No. 38).
Golden Key. Go through the lower Frostbreath Cave (the one with the frozen lake).
Mercenary camp.
40. Most high place in the camp (you will be dropped off there after the battle with the chieftain). There is an observation tower on it, under it is a key.
Camp of the Free.
41. Next to the throne of Sabine.
The continent "Aurora".
Aurora
42. If you stand with your back to the demon, then you can see the altar by the rock opposite. From this altar to the right, a pier leaves. Follow it and get to the roof of the house, and from it - to the bridge between the houses. The key is there.
43. If you go from the city to the desert (exit from the location), then there will be a path on the right. The key is on it.
Quicksand (desert)
44. From the entrance from the side of the aurora straight ahead, then to the left. The key is to the right of the road.
45. If you stand with your back to the temple through which you fled after the crash, then you can see the columns slightly to the right. The key is behind them.
46. ​​Stand with your back to the temple and go right along the edge of the location. It takes a long time to go.
47. Palace of the crumbling sands. Not far from the entrance there is a door on the left wall. The key is behind her.
48. Palace of the crumbling sands. In the room with the altar, to the left of it.
Golden Key. After the end of the main storyline, a man will appear in Aurora selling "The Key to an Even Bigger Key". After you buy it, go to the desert towards the temple. Stand with your back to him and go to the right, run into the "Crossroads" cave. The key is inside.
Hidden path.
49. Walk to the end of the location and look to the right.
50. In the cave "Riddle".
Golden Key. Located in the "Riddle" cave, at the very end

Gnomes


Aurora
Gnomes - 2
1) If you go down to the docks and turn to face the city, then you will see a gnome sitting high on the far left house. It is located between this house and the next one on the right, near the second floor window.

2) Go down the path from the guardian demon and keep to the left. The gnome will be above the arch on one of the houses, just be guided by his cry.
New Bowerstone Castle
Gnomes - 2

1) Use the map to teleport to the castle. Once there, go left after the large staircase, then turn right and go downstairs to the kitchen. A gnome on a wooden shelf above a large barrel.

2) He stands on the bird's pool, in the corner of the garden. Exit the castle through the kitchen and look to the left. Here comes the gnome.

New Bowerville City
Dwarfs - 3

1) The gnome under the bridge on the way to the market. It is inside a small arch in the wall. You will need to go down under the bridge to find it.

2) When you open access to the Pie Factory during the Animal Freedom quest, look for it in the cage under the factory entrance.

3) Go to the bridge closest to the docks. There is a large brick building to the west of the bridge. A little brat sits high on the wall of this building.

New Bowerville Market
Dwarfs - 3

1) Not far from the New Bowerville City exit, there is a staircase that leads to the city wall. The gnome is in the alley, in the corner a little further than the stairs.

2) Not far from the New Bowerville City exit, there is a staircase that leads to the city wall. When you climb it, head south towards the prison. You will see the gnova at the top on the wall.

3) Go through the house to the left of the pub. The gnome is in the backyard, to the right of the door.

New Bowerville Old Quarter
Dwarfs - 2

1) Find the house of the spots (it's best to just use your map). After you find him, and understand where you are, you will find a gnome on the right side of this house.

2) Walk through the main shopping plaza in the old quarter. Turn left at the end of this road and the gnome will be on the wall of one of the houses. Look for a small staircase, the house to the right of it (near the city wall).

Yasnodol
Dwarfs (3)

1) The house located below the Egg House (for stone bridge), there you will find a gnome. It is on the pipe about in the middle of the house.

2) It's easy. It's inside Brian's house, to the right of the Academy. Go inside and you will see it high up on the wall.

3) Look for the house "Roughness of Shurshunchikov". The dwarf is on the rocks behind him.

Catacombs
Dwarfs (1)

1) After the revolution, return to the castle and enter the catacombs. Go to the First Tunnel and you will find it on the right (almost immediately).

Cloaca
Dwarfs (1)

You can find the cloaca at the Wubbla-Fuddleback-Glimborg mansion across the street from the orphanage. Go through the tunnels until you find a second dead end. You should be able to see the gnome quite high up on the wall of this dead end.

Frozen breath caverns
Dwarfs (2)

Frozen Breath Caverns are located in the Chmarska Valley

1) The best way to find them - go to the Demon's door and look back. Walk back as you came and right up the hill. Just keep to the right. Eventually you will cross the bridge and find a cave to your left. It is important to keep to the right. The gnome immediately after entering, at the top of the stalactite.

2) You will need to enter the caves from the side of the monorail station (across the lake from the fort). Once in place, look for ice to see a gnome standing on top of a stalagmite.

Chill Cave
Dwarfs (2)

1) After entering the cave, follow the path to the waterfalls. You should see the gnome on the rocks by the waterfalls.

2) On the way through the cave there will be a path that goes around a heap of stones. It's in the southwest corner (if it helps). As you walk around these stones, you should hear him teasing you. Look for rocks on a small branch just off the main path to find it.

Rafting island
Dwarfs (2)
The island will only become available after completing the "Restoration" quest in the Mill Fields

1) Look for a detached island in the farthest corner of the map from the entrance. He's on this island.

2) You will find this gnome on a small house in the center of several trees. This is near a small group of houses known as Coastal Robin Communes (on the completely opposite side of the map from the island of the first dwarf). You will see a path from this community. Just follow it to find it.

Free camp
Dwarfs (1)

1) Start from the exit towards the Chmarskaya Valley. Go down and over the bridge, and then head right up the hill. Follow the path to the left and you should hear him yell at you. Get down in the direction of the wagon and look to the left to see it on the distant stones.

Hole
Dwarfs (2)

1) Go to the wreckage of the monorail carriage. Once in place, you should hear him teasing you. Look at the lamppost to see it hanging there (this is before crossing the bridge).

2) Turn around to face the entrance to the arena (as you enter it) to find it high on the left.

Mercenary camp
Dwarfs (1)

1) After the quest "Gnomes are evil!", Return to the mercenary camp. Head to the back area of ​​the Chmarsk Valley exit to find the gnome standing at the top of the water tower.

Mill fields
Dwarfs (3)

1) The best way to find this gnome is to enter from the Bowerstone Market. Pass the monorail station and keep to the right for mining there. You will walk past the Pepper Cave and find it on the rocks on the right side.

2) After the first gnome, go up the hill and to the right. You will eventually cross the bridge. After this bridge, turn left and you will hear him shouting at you from the ruins on the right. He is high in these ruins.

3) From the entrance to the Trickster mansion, go down the stairs and turn right. You will see the little bastard in the corner on the right.

Chmarskaya Valley
Dwarfs (3)

1) Next to the Demon's door, you will see what looks like a frozen waterfall (these are actually doors). He is at the top of this door, don't miss him.

2) It is next to the silver key. Go to the monorail station and go up the hill on the right side. He is at the top of this hill.

3) Go down from the Demon's Door to a place on the map where there is a bunch of all kinds of tools and junk (shovels, boxes, tables, etc.). Once there, look from the edge of the cliff to see it on the rocks on the right side.

Gorelesye
Dwarfs (2)

1) Walk from the Fort to the two roads converging together. You will notice ruins with arches. This gnome can be found on the back of these ruins (this is before the graveyard)

2) To the Demon's door. Turn around. Now go straight through the entire city to the farthest sewer tunnels. Dwarf on the rocks To the right of these sewer tunnels.

Crypt
Dwarfs (1)

1) There is a wooden chest in a row of five tombs. The gnome is there. It is between the third and fourth tombs.

Storage
Dwarfs (2)
The door to the vault is located in the Yasnodolsk Academy.

1) Walk across the moving platforms until you see a staircase leading down. Note the column on the right. He follows her.

2) Dive into the water and follow the path with large pillars. You can find the gnome on the wall to the right of the vault.

Palace of Crumbling Sands
Dwarfs (1)

The palace can be found in the quicksand. Go right from the entrance to the city of Aurora.

1) In the second room of the oasis, you will find him hiding high on the wall. You can get into it from under the bridge.

Drains
Dwarfs (1)

The drains are in New Bowerville City

1) You will have to enter the drains through the entrance under the tap (the easiest way to do this is to start the quest with the search for the ring). Turn left as soon as you can and go straight. Through a room with a crack in the wall. There you will find a gnome stuck in a grate.

Quicksand
Dwarfs (3)

1) Teleport to quicksand and he will be on a pillar immediately to your left.

2) Immediately after finding the first gnome, jump down to the right. The road to the crumbling sands palace is a narrow canyon. Follow it and find a gnome on the left side of the wall, right in front of the cave entrance.

3) Follow the path that leads to the large stone arch (from the exit from Aurora). The gnome is high on the rock to the left.

Silver pines
Dwarfs (2)

1) Outside the mine, you will see a bunch of tall wooden coasters. The gnome is on top of one of them.

2) You need to go to the cemetery to find this Gnome. It is a little behind the crypt, on the path that turns to the right. Look at the wooden tower to find it.

House of the Setting Sun
Dwarfs (1)

1) Find the House of the Setting Sun. The gnome is sitting on the stones to the right of the house.

Hidden path
Dwarfs (4)

1) Once you enter the hidden path, look to your right. He's on the rocks.

2) This Gnome is located quite far after the first, again on the rocks. Below the entrance to the Riddle.

3) As you climb the stairs after you find the second gnome, several enemies will attack you. Look at the stone structure, the gnome is standing on top of it.

4) This gnome is inside the Riddle. After you get to the third room, look for him in the niche opposite the entrance.

How to get into the "Riddle":

The door to the Riddle below the last staircase on the hidden path (right)

Once inside, make sure to wear a fireball glove.

In the first room, you must light unlit torches to open all the doors. Each torch corresponds to the room closest to it (on the left, the torch opens the left door, etc.)

Move to the second room (directly in front of you) and you will see three colored platforms.

Click them in the following order: yellow, blue, yellow, red, blue, red, blue, red.
P.S. After finding all the gnomes, you will be given a gun

Rare books


New Bowerstone City.
Title: Famous Assassins: Terrance Posture.
Head to the Riveteer Rest and find a rare book on the table near the piano.

Title: Dangerous Things: Gunpowder.
Enter the Cesspool and see a book lying on the table to the left of one of the huge barrels.

New Bowerstone Castle.
Title: Alchemy and Immortality.
Quickly go to the castle, climb the stairs until you get to the entrance to the throne room. Keep left here and enter the bedroom. You will find the book on the bed, which is in the room to the right.

New Bowerstone City (Old Quarter).
Title: Dangerous Things: Factory Equipment and Machine Tools.
From the statue of the knight sitting on the pig, go past all the merchants and turn left at the end of the road. Make your way to the fenced garden area where you will see a statue of a man with a telescope. The book is at the pedestal of this statue.

New Bowerstone Market.
Title: Tyranny of Tyrants.
Enter the Cock in the Crown pub. You will find the book by going up the stairs and walking along the balcony. She lies on the table near the window.

Title: The Consuming Greed of Kings and Their Servants.
Cross the bridge from the pub, exit the city gates, look for Dolhouse on the right side. Go up to the second floor and you will find the book on the bed.

Burnery.
Title: Glutton's Mibbo-Spano theory.
Go to this city and you will find the book on the boxes near the pavilion where the tattoos are made.

Title: History of Famous Kings: Old King Oswald.
You can find this book in the Ossuary. She lies on the ledge of the balcony behind the golden door.

House of the Setting Sun.
Title: The Extraordinary Homunculus of Baron Von Orfen
Go to the statues and find a book on the bench on the right.

Mill field.
Title: Adventure Quest: Choose a book of your own aspirations.
Enter the graveyard where you completed the quest "Bored to Death" and find the book in the tomb from which the Leader of the Thin ones attacked you.

Title: Dangerous Things: Lightning.
Enter the Reavers Mansion. Go to the room to the left and you will find the book on the table on the left, near the window.

Title: Dweller of Darkness.
Enter the Dankwater cave after completing the "Hobnobbing with Hobbes" quest. There will be no fence this time, so you can go down to the water using the left road. Now enter the water and swim to the left. When you pass the waterfall, you will find a small cave, and in it a book lying on the table.

Silver Pines.
Title: A Very Dangerous Book for Boys. Volume 3.
You will find the book on the boxes near the Finkelhouse farm.

The city of drifting trees.
Title: Dangerous Things: Absent-mindedness away from home.
You need to complete the "Gift Wood for Driftwood" quest before you can find this book. After that, go along the road to the westernmost island, climb into the mine and find the book on the box on the left.

Yasnodol.
Title: A Very Dangerous Book for Boys. Volume 2. Aries.
Go to the Two-Knock house next to the Academy, go up to the second floor. You will find the book on the fence.

Title: Attack of Puffin's Assassin.
Go down to the furniture store and detour to the left around the building and you will find a book on the windowsill.

Title: The Story of the Famous Rabbits: Markus Ivy.
Go to the second floor of the pub, enter the room on the right. You will find the book on the night table.

Title: How to Become a Sword Fighting Master.
You need to enter the tomb in order to find two books. When you first enter the tomb, immediately take the first turn to the right and you will find the book on the pedestal.

Title: Famous Assassins: Carl Tendency.
You need to finish the "An Ancient Key" quest at the beginning. Go to the library. Where did you accompany Saul and you will find the book on the pedestal.

Chmarskaya Valley.
Title: How to Become a Sharp Shot (Crack Shot).
Go to the monorail station and, entering the building, on the right, near the cash register, you will find a book.

Title: Famous Assassins: Xavier Smedley.
From the previous book, go to the Chillbreath cave. Go down to the very end, where you will see a frozen waterfall. Move to the right along the ice hummocks to the large boxes and a sleeping bag. The book is on the boxes.

Camp of townspeople.
Title: History of Famous Kings: King Cedric.
Find the Wimpet "s Sniffle van on your map, climb inside and you will find a book on the right.

Aurora.
Title: The Marvelous Studies of Baron Barnaby Beadle.
You will find the book on the altar inside the castle.

Title: A Very Dangerous Book for Boys: Planning with Hand Wings. Volume 1.
From the castle, go to the street, take the rightmost path, follow it until you get to the arch above this road. You will find the book on the chapel, on the right wall.

Quicksand.
Title: Ladders.
Enter the Sandfall Palace, cross the bridge to the first room and turn right. You will find the book on the fence
P.S. Fuuuuh is it really all

















































Some keys are in locations that you will get access to after completing quests. Including from the main storyline.

New Bowerstone.

N.-G. -City

1. As you walk from the port, pay attention to the first factory building after it (along the left embankment). There is a key on the second floor.

2. After you get the crown, return to the workshop through which you made your way to the pier. The key is in the elevator shaft on the 2nd floor. Add. : the workshop is located opposite the exit from the sewer through which you first enter the city. The entrance to it is in the courtyards, on the way you will see Logan's ad lying on the boxes.

3. Sewerage. Entrance to the Ferret's house (quest).

4. Sewerage, entrance from the embankment near the Trickster plant. As you enter - to the right. They are also sent there on a quest with the missing ring.

N.-G. Lock

This location contains the Golden Door (in the catacombs under the Castle).

5. Inner courtyard. Behind the statue of the king (to the left of the catacombs).

6. Catacombs. Turn left before the first bridge.

Old quarter N. -G.

7. From the gate leading to the lake, to the right, along the wall.

8. "House of Evening Shadows", 2nd floor. The house is on the rise to the fortress bridge, to the right of the road.

N.-G. market

9. If you stand with your back to the exit from the Castle, then there will be a house on the right. The key is behind him, in the backyard.

10. Embankment from the side of the main gate (near the water).

11. Weasel's Lair (entrance under the bridge). You will get access to it according to the quest, which you will be given after ascending the throne.

Albion.

Mill field.

12. If you go from Bowerstone and the monorail station, then after one of the turns of the road you will find yourself on a hill, from which you can clearly see the lake. There will be a statue on the left. Remember the place, it will become a reference point. Turn left from it, before reaching the houses you will see a key.

13. If you turn right from the place with the statue, you will see a pond. There is another key on its shore.

14. Return to the fork with the statue and jump over the fence and climb the hill.

15. Monorail station.

16. Pepper cave (entrance opposite the station).

17. Trickster's mansion, secret bedroom.

18 and 19. Chill Cave. You will only get access to these keys after the "Friendship with the Hobbies" quest, which you will be given after completing the storyline. Key # 18 on the shore of an underground lake (you will have to swim through the labyrinth of stones to get to it). No. 19 - on the cliff, which can be seen from the entrance to the cave, it will not be difficult to find it.

Burnery.

This location contains the Golden Door (look in the crypt).

20. Immediately after the fort, the trenches begin. Examine them, the key is behind the pieces of wood that need to be broken.

21. Near the Greens settlement, in ruins (look along the road from the cemetery).

22. Crypt. In one of the old crypts to the right of the entrance to the location.

23. Crypt. After number 22, climb the stairs to the end and go left to the wall. Jump down.

House of the Setting Sun.

There is a Golden Door on this location (as you go through the gate, turn right until it stops).

24. To the left of the demon.

25. After the gate to the left, look in the woods.

Silver Pines.

26. Before entering the village, turn left along the path.

27. Inside the mine.

Island of the Rafters.

28. In the cave of the same name (entrance on the middle island from the coast).

29. Remember the quest with the hobbies? On the leftmost island (if you stand with your back to the entrance to the location) was their parking. Go to her and go to the left edge of the hill. The key is at the bottom. Add. landmark - a broken stone bridge next to this place.

Golden Key. To get it, you need to wait until the location becomes habitable. Then a bridge will appear to the blue ball on the rock. With its help, you will activate the portal and get to the golden key.

Yasnodol.

This location contains the Golden Door (in the Academy Storage).

30. House outside the city wall. There is a small bridge in front of the house, the key is under it.

31. The house in front of which the chicken races are arranged. The key between the house and the city wall.

32. Near the Academy, to the left of the entrance.

33. Storage of the Academy. After you dive from the bridge, go into the room, from it - into the corridor. There is a closed door, behind it is the key.

34. Storage of the Academy. A room with rising platforms. The key is on the uppermost terrace, next to someone's coffin (you can get there from the other side of the destroyed bridge).

Chmarskaya Valley.

35. The left bank of the lake, behind the logs.

36. If you stand with your back to the monorail station, then the mountain ridge leaves to the left. Walk along it until you see a path. At the end is the key.

37. Ice Breath Caverns. When you go to the demon along the ravine, a bridge is visible at the top. You need to cross this bridge and you will reach one of the entrances to the caves (there are 3 of them). The key is inside, don't miss it.

38. Cave with a monorail. Not far from the entrance from the Khmarya side there is a closed door. The key to it lies in a chest in the same cave. When you open it, go ahead; there will be no forks, don't miss the key.

39. Cave with a monorail. On the left side behind the barrels, after the closed door (see No. 38).

Golden Key. Go through the lower Frostbreath Cave (the one with the frozen lake).

As for the 6th key in Khmarye - one of the keys in the monorail cave is counted as a key in Khmarya (thanks to Volodya Kruglov). Not verified - when I replay the game, I will fix the guide.

Mercenary camp.

40. The highest place in the camp (you will be dropped off there after the battle with the chieftain). There is an observation tower on it, under it is a key.

Camp of the Free.

41. Next to the throne of Sabine.

The continent "Aurora".

42. If you stand with your back to the demon, then you can see the altar by the rock opposite. From this altar there is a path to the right. Follow it and get to the roof of the house, and from it - to the bridge between the houses. The key is there.

43. If you go from the city to the desert (exit from the location), then there will be a path on the right. The key is on it.

Quicksand (desert)

44. From the entrance from the side of the aurora straight ahead, then to the left. The key is to the right of the road.

45. If you stand with your back to the temple, through which you fled after the crash, then you can see the columns slightly to the right. The key is behind them.

46. ​​Stand with your back to the temple and go right along the edge of the location. It takes a long time to go.

47. Palace of the crumbling sands. Not far from the entrance there is a door on the left wall. The key is behind her.

48. Palace of the crumbling sands. In the room with the altar, to the left of it.

Golden Key. After the end of the main storyline, a man will appear in Aurora selling "The Key to an Even Bigger Key". After you buy it, go to the desert towards the temple. Stand with your back to him and go to the right, run into the "Crossroads" cave. The key is inside.

Hidden path.

49. Walk to the end of the location and look to the right.

50. In the cave "Riddle".

Golden Key. Located in the "Riddle" cave, at the very end.