Barrow Hill Gameplay Walkthrough Walkthrough Barrow Hill: The Dark Path

Game: Platform: PC Genre: adventure Release date: April 24, 2006 Developer: Shadow Tor Studios Publisher: Shadow Tor Studios Publisher in Russia: Akella / Track Matt Clark's debut adventure from most quests, where all actions are usually strictly tied to a single chain, is distinguished by the nonlinearity of the passage, therefore, many actions in the game can be done in a random order. The sequence suggested below is just one of many options. Also, virtually all locations are available for your research right away, except for a few closed areas. Wandering around Barrow Hill, try to pay attention to any details, the item found and placed in the inventory will certainly be needed later (there are simply no superfluous ones), or a personal note will contain a hint to find a key or even a code for a locked door. By the way, some of the codes in the game are generated randomly, therefore it is not at all necessary that the sets of numbers indicated below will work for you. So let's start:

In the rural wilderness of Cornwall, far from the city noise and civilization, your car stalls at night for some unknown reason. Try to walk along the road between 2 large stones - the force field will not let you through. It turns out that someone (or something) really does not want you to leave this place. Pay attention to the snow-white mushrooms on the right, then go further along the road. Steps lead to the left, and at the very top there is a symbol of the footpath, but it is gloomy there, so you cannot go without additional lighting. On the right, the trail descends to an old stone structure (there is an aqua source inside), the entrance to which will also need to be illuminated later. Return to the main road and walk towards the gas station. On the left, look intently at the reddish mailbox, take out of it Elsie's postcard to Marianne. The text mentions the autumn equinox, as well as a telecommunication tower for communication of cell phones, in the future this information will be very necessary. Walk around the motel, there are three locked rooms and a machine that sells cans of drinks.

There is a car with a working engine near the column, but people around are not visible. Next to the rear right wheel, take a look at the Omega 3 Regeneration hair tonic on the ground. Examine the little things piled up near the open door. Take for yourself a blue pencil (wax crayon), and from the pile of earth on the right, a book-encyclopedia of mushrooms Cornish Fungi Kingdom. In her inventory, she will change the title to Fungus Guide. Now go to the toilet, there is nothing exciting here except for the boxes of matches that lie on the toilet in the men's section. Be sure to take them with you. Enter the Service Station and carefully study all the information regarding the pebbles of Barrow Hills, flipping through postcards and looking at pictures. Namely, you will learn a lot of fascinating things about legends and demons, magic mushrooms, what are the names of the stones: Baligo, Melkah, Dolment, Hammer stone, Henrik, Gavrok, Cailleach. On the right, next to a wicker with food, there will be a box with postcards. This is a traditional puzzle that you can assemble from small pieces, although it is not at all important for the passage. Knock on the door labeled Office for the sounds of an apparently frightened person. The face of Ben, the station manager, will appear in the window of the door, who will say that someone is following him. Visit this guy more often for clues, his monologues are casual.

Enter the cafe, go to the cash register and get a piece of paper from under it. This is a note from George to Ben, it contains the code for the 2nd motel room. It is always different, so you need to read it without the help of others, I had 754. Read the notes on the notice board, there are also several business cards with phone numbers. Go to the kitchen, the door is to the left of the cash register. It is gloomy here, even if you gouge out your eyes, but there is a lamp at arm's length. She stands on the table on the right, yellowish. To light it, you must first turn the lever on the cover to the right, and later turn the lamp with a nozzle towards yourself. Take out a box of matches, take one out of it, strike it on the box and light the nozzle. Take the lamp into the inventory (lantern), now it can be used to get into the black and previously inaccessible areas. Turn around and open the fuse box. The annotation on the left says that the 4th is responsible for the light in the kitchen. Press the button down to turn off the current, then remove the 4th fuse (counting from the left). Open it, and it is - the contact is broken. Take a coil of wire tucked behind the panel on top, rewind the fuse, assemble and stick in place. Press the button down, let there be light!

Look out the window, see the top of the telecommunications tower. Listen to the radio, you need to tune it to frequency 15. Hear the broadcast of Emma Harry, the local radio host, whose station is nearby. She will say her own phone, but the interference will make it difficult to read it clearly. Open the cabinet next to the poster, take away the wicker basket (basket). There is a box with egg cups under the cabinet, take them for yourself. Before going outside, talk to Bob again, and later open door N-2 in the motel. Look at the map above the table, there you can find the position of the pebbles: four are on the road to the main circle, which in turn consists of 7 pebbles. Listen to the radio on frequency 15, take a trowel from the greenish toolbox on the table, and from the right table drawer mobile phone... It's completely discharged, put it in the charger on the nightstand next to the bed. Hear the sound of a car driving away, you can go to check, only the car has already caught a cold. Return to the room, pick up the charged phone. Read the magazine about Pete Aston's archaeological site lying on your bed. From here you will find out which pit corresponds to which stone.

Go outside and go to the back entrance to the cafe, near which there is a swing. There will be a wood fence nearby, peel back the board, go around the building and look into the kitchen through the window. Later, go past the trash cans (scared?!.) And look out the office window, where you will see Ben. Turn around, read the newspaper hanging from the tank, and approach the lattice of the telecommunication tower. It is locked with a padlock, but you can simply infiltrate into the protected area through a huge hole under it. Go to the tower, open the drawer and pay attention to the operating frequencies of the station - between 830 and 865. Open the small door on which this is written, you will see 10 buttons in two rows and the number on the display 717. It is necessary by pressing the buttons (some increase, others decrease frequency), set the number in the indicated spectrum. For example, like this: in the right row, press the upper, middle and lower buttons, and in the left only the very bottom. You should get 862. The phone is working now, so you can call the numbers that were indicated on the board in the cafe. The calls will not be particularly useful, but with a new conversation, Ben will share the latest information. At the same time he will give a piece of paper with the code for the N-1 motel room. It is always random, I got 454. Get out on the road with the sign Barrow Hill Service Station, face it and go right. Examine the reddish telephone booth, the tube is broken, some muffled sounds are coming from it. And God bless them, go further along the road, stopping at the sign. Explore the scarecrow and tricycle. Further along the road, you will see a smoking SUV with the number 4x 68578. This number will still play a role. Try to go between 2 stones, but an invisible barrier (similar to the one next to your car) will not let you through. Take the radio from the driver's seat of the car and tune it to frequency 15, 3. Now you will definitely hear the number of the radio station, which is located in Barrow Hill: 585-21-31. Don't try to call from here, nothing will come of it anyway, there is no signal. Examine the objects around the SUV lying around in a mess. Get out of the pile of earth driver's license Morse Konrad, look at a newspaper leaf and a note, leaf through a book with excellent photos of local attractions, sorry not in color. Pick up the Pocket PDA. Call him from the toolbox and look at the three cameras installed on the excavation, also Konrad's notes, he will indicate the code for his own door (3) in the motel - 273. You may have a completely different number.

To the left of the SUV there is a passage between the pebbles, which will lead to an abandoned barn. The doors are closed, but we are not looking for easy ways. On the left, take the box, put it on the barrel and climb into the window under the roof. It appears that this attic serves as a refuge for the opponents of the excavation. Take a couple of steps towards the table, the floor will treacherously fall apart, and you will fall down. Turn on the lamp, look around. Climb the stairs up, examine the objects on the table, later take an acorn from one of the windows, and binoculars from the other. With its help, you can see the pebbles on the mound. Get down, it's time to get out. The front door is locked with a padlock, which we will cut at the moment. Take the rubber tube on the floor next to the barrel, and the gas torch from the box in the cart. Look at the gas cylinder, attach a tube to it, a gas burner to it. Turn on the gas by opening the valve, take out the matches and ignite the burner nozzle. Get off and head back to the SUV and then to the gas station.

Get out your mobile to call Emma, ​​the girl from the radio station. Phone, in case you suddenly forgot, 585-21-31. A frightened woman's face will appear on the display, and then you will see how her beloved dog will die, attacked by a dangerous stone. Go to the scarecrow, there is a gap in the fence behind the three-wheeled bike, and now you can go through there. The path will lead to a swamp where some ruins and Emma's van are located. Head to the van, go inside. On the right side of the bed are parts of a metal detector that has yet to be assembled. Look at the dog's name, it's written on its bowl. Connect to your computer and enter the password, which is the name of the dog - Wincey. Start your browser, look through Emma's beloved pages, but most importantly read her diary, from which it follows that she found some artifact. To the right of the remote control is a panel with cassettes, you can listen to all of them. And a little to the right is a cabinet with pots in which mushrooms grow. According to the guide found earlier, the mushrooms in the left pot on the bottom shelf are Liberty cap, and on the right - Destroying angel. Take a copy for yourself in a braid.

Exit to the swamp and go to the ruins of the church. There is nothing interesting in the ruins themselves, but the cross in front of them represents enthusiasm, and, moreover, a great one. Walk around it, knock off the plate at the base with a trowel and take the metal artifact from the hidden niche. There is also a sketch and an ancient book. Return to the motel.

Go to the wood table, it is to the right of the 3rd motel room. Go deeper into the forest, use the lamp to examine the symbol displayed by the opponents of the excavation. At the base of the sign, look at the pile of earth and posters, and to the right of it, find someone's lost boot on the ground. Turn right and forward twice, you will see a symbol for a walking path. You to the right, stumble upon pebbles in a row to the left and lamps illuminating them on the right. In this place, attacks of a killer stone often occur, which does not distinguish between people and kills everyone. If the lamps go out, and a large stone appears in front of you, then this is it. Do not touch it, but rather quickly leave this place. The stone spawns randomly in various places on the mound. After some time, go back (the stone should disappear, if not, then do other things) and go further along the road. Examine the tent (the newspaper is the only fascinating object here) and a sieve for sifting the earth. Further, the road will lead to the most important place in history - 7 huge stones of an unusual shape, exhibited in a clearing in the form of a circle. While nothing can be done with them, return to the tent. The path to the right of it stretches to the next group of pebbles, in the middle of which is the altar. An invisible field also blocks the road between 2 stones. Examining the surface of the pebbles, you will stumble upon one in the form of a palm, and on the altar itself you will find a depression. What for? Everything has its time.

Head back to the service station, it's time to visit the rest of the motel rooms that you have access to. The code for room N-1 should have given you a hint from Bob, and from N-3 it was written in the PDA that was lying around the wrecked SUV. Take a look at the 3rd room, all the walls of which are full of unusual writing and are hung with eerie paintings. It feels like some maniac whiled away his nights here. Take a sheet from under the pillow, it mentions a broken seal, one part of which can be found using GPS (clear coordinates are also indicated). Take a torn piece of paper out of the bucket and fold the text out of it:. This means that the code for the suitcase should give a hint about the SUV number. Go to the table with a suitcase, open the drawer and take the recorder out of it, listen to all the records of the archaeologist by clicking on. He will talk about the relics that are part of the seal. In the last entry, he mentions the guardian stone, which woke up and began its hunt. Now we will open the briefcase. Remember the SUV number (4x68578), to get the code you are looking for, you need to multiply 4 by 68578. You get 274312, enter this code and study all the documents inside. It describes various organic substances or objects that in most cases were found in the investigated trenches. For example, barley seeds were found in the fifth, and the remains of berries and mushrooms in the fourth. This will help in identifying the gift that needs to be brought to each of the pebbles.

On the right is the gas station itself, and on the left are the rooms for tourists.

We go into the building of the gas station. We knock on the iron door with the "Office" sign.

We listen to the speech of a frightened man, who, as it turns out later, is called Ben.

We go to the dining room. There is a note under the cash register, we take it out. It contains the code from the second number. In my case, the code would be 688. Most likely, this number is variable.

We go out into the street. Someone's things are lying around near the Mercedes. We examine them. We take a book, a felt-tip pen.

There is a bunch of something incomprehensible nearby. We click on it.

We go to room number 2. Enter the code from the note and go inside. We examine the desk.

The first box contains a cell phone. The battery is almost empty. The charger is on a cabinet near the bed.

We connect the phone to the charger. We read the notes in the room.

After examining every millimeter of the number, we go out into the street.

There are three plastic buckets near the entrance to the service station. One of them contains a box of matches.

We take it and go to the kitchen.

There is a gas lamp near the entrance. We turn the small lever, click on the lamp, take out the matches. We take the match, we click the box on its side.

Barrow Hill: Curse of the Ancient Circle - Pt. 4 | Point & Critic Gamer


We bring a lit match to the hole in the lamp, from which the gas comes. We click the right mouse button. The lamp came on. Now we turn to the right. There is a shield on the wall.

We open it. We fix the fuse, as shown in the screenshot. Now we go to the hanging cabinet.

We open it and take the basket. Under the cupboard, on the table, there are egg tins. We take a couple of pieces. You can listen to the radio on the windowsill. After that, we return to the cafe.

We approach the cash register. With the help of a children's scoop, open it and take a few coins.

Now we need to fix the cellular translator. We leave through the emergency exit of the cafe to the street.

We turn left. You should see a fence with a hole. With a mouse click, move one board and climb. We are behind the station.

We go along the wall. You must come to the window. If you look in it, you can see the room and the person who has locked himself in the office. Now we turn around. You should see a translator.

Someone has bent the grate at the bottom of the door, so it won't be difficult to get through. We open the flap and press the buttons to get into the working range.

Which keys you need to press is shown in the screenshot.

There is a connection, but it's too early to call someone. It's time to take a walk around the neighborhood. We go along the path that starts on the right of the maintenance. It is dark ahead, so we take out the lantern that we took from the kitchen and direct it into the darkness.

We go forward all the time. The path ends at a jeep and a couple of boulders. Near the car is the same pile as the Mercedes. We examine it. In it we find a driver's license.

Sheets of paper lie nearby. We read what is written on them. We take the communicator, which is lying around the sheets. Someone left a radio on the jeep seat.

Control

A game with a first-person view and non-linear plot development. The entire procedure may be different. The inventory consists of two parts: the first part is at the bottom of the screen and appears when you hover the mouse cursor over it, the second part is located at the top of the screen and appears in the same way as the first. Unlike the lower inventory, the upper one contains a button to exit to the main menu. You can die in the game, but the game will start again from the same moment. Some of the codes in the game are different for different players, so be careful and remember your numbers, or better - write everything down in your notebook.

Passing

Well, have you arrived? We look around and try to pass between two stones behind the car, what kind of otherworldly forces are not letting us in? We turn around and go forward eight times, then we turn right and go down the steps twice. Then we turn left and examine the dark passage. We turn right, take a step forward and turn left, where we are trying to examine the stone slab - it's too dark! We return to the main road and climb the steps to the left, we will not be able to enter the forest - again, the darkness is such, even if you gouge out an eye. We get down back, we go along the path forward eight times and find ourselves at the service station.

Service station

We take a step forward, turn left and look into the red mailbox, from which we take out a postcard and read the inscription on the back. We turn right, take a step forward and turn left. We go two times forward to the green car, then we turn left and look under the wooden table, where we find and take a box of matches. We leave the approach, turn left and go up the steps. We are currently in front of the hotel. We examine the locks on three doors and see that they are all equipped with codes. From the last door we go straight and turn right behind the hotel, where we find a vending machine for juices. We have no money at the moment, so we remember where the machine is and turn around. We step forward to the white Mercedes car. On the right, in a pile of earth, we find and examine a bottle of hair balm. We leave the approach and go around the car from the other side. Examine the things scattered on the ground under the open car door and take the blue pencil. Without leaving the approach, we click on a pile of earth on the right side of the screen and find the book "Kingdom of Cornwall Mushrooms." We look through the book in the inventory, we look through it, because we will read it in detail later. We leave the approach, turn to the right and take one step forward. We go into the door on the right and find ourselves in a cafe.

Cafe corridor

Oh, we're not alone here! Some madman is screaming outside the left door. We go to the door to the office, raise the blinds and talk to Ben, after which we go to the stands on the wall. We carefully read all brochures and newspaper clippings. At the bottom of the stand, we find the order of the circle of stones (from left to right): Baligo, Melkakh, Dolment, Molot, Henrik, Gavrok, Kylekh.

We take out a postcard on the right side of the window and collect it. This task is not necessary to complete the game. A correctly assembled postcard is shown in the figure.



We go into the door on the left and find ourselves in a cafe.

Cafe

We pass between the tables and turn left twice. We go forward to the right and turn around to face the cash register, where we take out a note under the cash register and read it. From the note we find out the code for the second hotel room. Attention, the code is different for everyone in the game. In my case, the code was 863. We leave the approach and go to the door on the left, we find ourselves in the kitchen.

Kitchen

Turn right and click on the yellow lamp. We move the lever on the lamp cover to the position closest to us, then click on the lamp cover itself, thereby turning it towards us. We take out the box of matches from the inventory, then we take the match and strike the box with it on the side surface. We use the lit match on the wick of the lamp in the center and take the lamp. We leave from the approach, find the shield on the wall to the right of the front door and open it. On the dashboard door we read a note in which we see that the fourth fuse is responsible for the light in the kitchen. Fuse numbers go from left to right. Click on the bottom button in the dashboard to turn off the power, then take the fourth fuse and remove the cover from it. We take a coil of wire behind the shield panel from above and, by pressing on it, connect the wire in the upper fuse terminal. Press again on the coil of wire and wrap it around all fuse terminals. We close the fuse cover, put the fuse in place and turn on the power by pressing the button from the bottom. The lights in the kitchen are on! We turn right and take one step forward. We turn right again and go to the kitchen cabinet, opening which, we take out a wicker basket. We close the cabinet door and look at the box under the cabinet, opening which we take out the egg holders. We leave the approach, turn around and take a step forward. We examine the radio on the windowsill to the right. Turn on the radio by pressing the left wheel, then turn the right wheel, set the frequency to 15. We listen to the radio and remember the telephone number of the radio station 585-21-31, which will be said by radio host Emma Harry on the air. Then we exit the approach and click on the upper part of the window, through the blinds we see a cellular station in the yard. We return to the cafe, read all the announcements on the board, then go to the tables and leave the cafe through the service door.

Radio station

There is a swing in front of us, we turn to the left and go forward. Turn left again, move the board on the fence and crawl through the hole. We go along the wall of the building to the trash cans. Fearfully? We turn to the right and go to the window, looking into which, we look how Ben is tormented. We return to the trash cans and read the newspaper clipping on the table opposite the bins. In front we notice the grate, go to it and climb through the lower hole of the grate. We find a large flap and open it. We read the inscription on one of the panels of the dashboard: the operating range should be within 830-865 MHz. We open the panel with this inscription and we see several buttons, we also pay attention that initially the frequency is 717. Click on the buttons shown in the figure:


Having set the frequency to 862, press the red button and close the flap. We return to the corridor of the cafe and through the door we communicate with Ben. We leave on the street and go to the hotel.


The main character found himself in the woods at night with a stalled car. Trying to turn it on is useless. We go straight to the gas station. On the right is the gas station itself, and on the left are the rooms for tourists. We go into the building of the gas station. We knock on the iron door with the "Office" sign. We listen to the speech of a frightened man, who, as it turns out later, is called Ben.

We go to the dining room. There is a note under the cash register, we take it out. It contains the code from the second number. In my case, the code would be 688. Most likely, this number is variable. We go out into the street. Someone's things are lying around near the Mercedes. We examine them. We take a book, a felt-tip pen. There is a bunch of something incomprehensible nearby. We click on it.

We go to room number 2. Enter the code from the note and go inside. We examine the desk. The first box contains a cell phone. The battery is almost empty. The charger is on a cabinet near the bed. We connect the phone to the charger. We read the notes in the room. After examining every millimeter of the number, we go out into the street.

There are three plastic buckets near the entrance to the service station. One of them contains a box of matches. We take it and go to the kitchen.

There is a gas lamp near the entrance. We turn the small lever, click on the lamp, take out the matches. We take the match, we click the box on its side. We bring a lit match to the hole in the lamp, from which the gas comes. We click the right mouse button. The lamp came on. Now we turn to the right. There is a shield on the wall. We open it. We fix the fuse, as shown in screenshot. Now go to the hanging cabinet, open it and take the basket. Under the cupboard, on the table, there are egg tins. We take a couple of pieces. You can listen to the radio, which is on the windowsill. After that, we return to the cafe. . We approach the cash register. With the help of a children's scoop, open it and take a few coins.

Now we need to fix the cellular translator. We leave through the emergency exit of the cafe to the street. We turn left. You should see a fence with a hole. With a mouse click, move one board and climb. We are behind the station. We go along the wall. You must come to the window. If you look in it, you can see the room and the person who has locked himself in the office. Now we turn around. You should see a translator. Someone has bent the grate at the bottom of the door, so it will not be difficult to get through the fence. We open the flap and press the buttons to get into the working range. Which keys you need to press are shown in screenshot.

There is a connection, but it's too early to call someone. It's time to take a walk around the neighborhood. We go along the path that starts to the right of the maintenance building. It is dark ahead, so we take out the lantern that we took from the kitchen and direct it into the darkness. We go forward all the time. The path ends at a jeep and a couple of boulders. Near the car is the same pile as the Mercedes. We examine it. In it we find a driver's license. Sheets of paper lie nearby. We read what is written on them. We take the communicator, which is lying around the sheets. Someone left a radio on the jeep seat. It's time to find out how things are at Barrol Hill Radio. We turn on the receiver and listen to the speech of the presenter. Then we take out the communicator and read the two documents that it contains. One of them contains the code for the lock of the third room. Before leaving, remember the license plate of the car: in 4 minutes you will really need it. Everyone will have a different code for the lock. In my case, it was 251.

We open the door from number 3, go inside. A bit strange setting. We study the papers that are scattered in different corners. The archaeologist's voice recorder is in the desk drawer. We listen to all the recordings. There is a case on the table with a combination lock. We recall the number of the jeep, 4x68578. This is an example to be solved. Multiplying the five-digit number by four, we get the number 274312. We dial these numbers on the lock of the case. It opens up. It turns out that there are documents there. We read them. Another important thing in the room is the note under the pillow. It contains the coordinates of the artifact that the scientist hid. I need to get a GPS navigator.

We go to Ben. We knock on his door several times. He should give you a piece of paper with the code for the first room. We go to the room. There is a GPS - navigator. We take it and go out into the street. We turn on the device and start looking for the artifact. The numbers from the note should lead you to the fire extinguisher near the gas station. Raise it with a mouse click. An artifact appears. We take it.

A bottle of hair balm runs to the right of the Mercedes. Raise it, take the egg mold, open the lid. The mold will automatically fill with balm. Now we go to the cafe. There is a salt shaker on the middle table. We raise it, take the mold. The mold will automatically fill with salt.

We go to the jeep of the archaeologist. There is a path to the right of the car. Follow it. You go out to an abandoned house. There is a box lying near the building. Take it, turn right and put it on the barrel. Climb onto it and climb through the window. Walk forward. Suddenly you fall down. Look around and find a ladder. Climb up on it. Go to the windows. There is an acorn on one of them, take it. Examine the notes, look through binoculars. Having studied all the interesting things, go downstairs. The door to the fresh air is padlocked. There is a gas cylinder nearby. Not far from him, on the floor, lies a hose. And in one of the boxes there is a burner. Place the hose on the cylinder and connect the hose to the burner. Open the valve on the bottle and bring the match to the burner. The flame will melt the castle.

We return to the station. We go to the mailbox, which stands opposite the rooms. We click on the path three times. We turn to the right. We pluck red berries from a piece. Now we need mushrooms. We take out the book about mushrooms, which we picked up near the Mercedes. Leafing through the book. Now we go to our car, but we stop near the ladders (see screenshot). We rise along them. Several mushrooms grow under the tree. We cut off one and move further into the forest. We illuminate the path with a flashlight. We find a booklet of opponents of excavations and an illuminated path. Suddenly the light goes out, and when it comes on, a stone block appears in front of us. It means that it is too early for us to go forward - we are returning to the station. We go to the second room, take the phone. We turn on the radio and tune it to the cleanness of the Barrol Hill radio station. The presenter asks to call her and tell her what time it is. We go out into the street.

We dial the number 585-21-31. We are watching the video. It shows a section of the terrain familiar to us. We run to the scarecrow that we met, were returning from the jeep. Let's climb over the fence. The remains of a dog lie underfoot. A hole in the fence appeared near the three-wheeled motorcycle. We click on it. She took us out to the swamp. We go along the boards to the trailer from which the presenter was broadcasting. We are examining the premises. We turn on the computer. It requires a password. We enter "Wincey". Open the file "My blog". It says that the radio host found part of the artifact and hid it. In the trailer, on the bed, there is a disassembled metal detector. We collect it, as shown in picture. But it won't work: there are no batteries in it. We return to the service station.

As soon as you get to the gas station, the phone will ring. Listening to Harry's speech. Now we go to Ben. There is the sound of breaking glass and human screams - something happened to Ben. To get to his room, you need to go around the building from the other side. Think back to where you went to turn on your cellular connection. We go the same way. Wow!. Not only is there no glass, but also the wall. We go into the room. We study everything. Open the two desk drawers and take the batteries along with a pack of blank sheets. Look around and find a door that leads to a courtyard littered with all sorts of things.

Go to the slot machine. Dip a coin into it, pull the handle. Play until you come across three identical pictures. You will receive points for winning. Take them away. Go further to the iron barrels. Near them, below, in a cardboard box, there should be glass from the headlight of the car. Take it. Now go to the fence and lift the wooden ladder. Place it on the roof and climb up. Find the rooftop entrance. Open it and go downstairs. You will find yourself in the garage. There is a wooden door next to you. Open it and go inside. In the room, on the table, there is a chess set and a can of car oil. Click on the oiler. Now choose an egg tray at the boarding school. The mold will automatically be filled with vehicle oil. Now leave the room and go down to the car. There is an exit next to the car.

It's time to go to the swamp. Go to the trailer. Take your metal detector and insert the batteries. Not far from the trailer are the ruins of a building (most likely a chapel) and a cross. Go there. Turn on the metal detector and examine the ruins. When the arrow of the device twitches, take out the trowel and dig the ground. Look screenshot , it shows the location of the artifact. Now go to the cross and go around it from the side. There is a cache on the back wall. Take the trowel and get the key, the drawing of the spring, the book from the cache.

There is a drinks machine near the mailbox. Buy a drink with pear, blackberry and gooseberry in it. Now go to the kitchen. There is a mixer near the door. Open the cover. Pour the gooseberry-pear drink into it and pour the blackberries twice. If you did everything correctly, the liquid will glow. Bring an egg tray to the mixer and pour into the resulting shake. Now go to the cutting board. Click on the basket in your inventory so that it is on the table. Put an acorn, red mushrooms, red berries in a mortar. Push. Pour the resulting mixture into an egg tray.

Almost everything is ready. It remains to explore the spring. It is located on the road on which you went to the gas station at the beginning of the game.

We go inside the spring. Turn left. There is a box with a notebook on a stone shelf. Read it. It says that one of the stones needs water from this source. You go further inside. Turn right. You will see another room with a stone circle in the middle. Insert the key found in the swamp into this hole. You have opened a cache with a box. It contains papers with instructions for a ritual associated with stones. Also among the papers should be a verse associated with the candles of the spring. It contains encrypted instructions for the ritual with candles. First of all, you need to light a blue candle, then a brown one. After lighting the candles, take out the egg tray and scoop up the water.

Cross the road and climb the steps into the forest. Turn on the lamp and go forward. Walk past the sign to the archaeological camp. Go to the tent. Turn on your metal detector. On a small hill from the ground, the device should give a signal. Take the trowel and unearth the archaeologist's flask (see screenshot). Open it and take out the egg tray. The alcohol will automatically pour into the mold. Stand as shown in figure.

Follow the first arrow. You will see a mound. Before the ritual, save the game, because if you make a mistake and put the wrong gift on the stone, then a lightning strike will destroy the treat and you will have to do it again. We move from right to left. Place a mold with a white liquid on the first stone, and a burgundy one on the next. Then comes light green, orange, dark green, black, blue. Go to the center of the mound. Take the trowel and clear a spot for the artifact. Unfortunately, it is impossible to do something: we have only two shards. We return to the camp of archaeologists. The phone will ring. The radio host will say that she wants to give you the missing part of the artifact. We pass to the location with the camp. The third piece, along with the note, should lie directly under your feet. Now you need to turn right and follow the second arrow. Go downstairs. Exit to three stones. Place the artifact on the lowest stone. Place the glass from the headlight on the tall stone on the left, then put your hand on the stone on the right. Take the artifact and return to the mound. Go to the cent and put the artifact in place. You will find yourself in an underground hall. Place the artifact on the center stone. Watch the final video.

Matt Clark's debut adventure from most quests, where all events, as a rule, are strictly linked into a single chain, is distinguished by the non-linearity of the passage, so many actions in the game can be done in any order. The sequence suggested below is just one of many options. Also, almost all locations are available for your study at once, with the exception of a few closed areas. Wandering around Barrow Hill, try to pay attention to any details, an item found and placed in your inventory will definitely come in handy later (there are simply no extra ones), or a personal note will contain a hint to find a key or even a code for a locked door. By the way, some of the codes in the game are generated randomly, so it is not at all necessary that the following sets of numbers will work for you. So let's start:

In the rural wilderness of Cornwall, far from the city noise and civilization, on a dark night, for some unknown reason, your car stalls. Try to walk along the road between two large stones - the force field will not let you through. It turns out that someone (or something) really does not want you to leave this place. Pay attention to the porcini mushrooms on the right, then go further along the road. There are steps to the left, and at the very top there is a sign for a pedestrian path, but it’s dark there, so you cannot go without additional lighting. On the right, the trail goes down to an ancient stone structure (there is a water source inside), the entrance to which will also need to be illuminated later. Return to the main road and walk towards the gas station. On the left, look closely at the red mailbox, take out of it Elsie's postcard to Marianne. The text mentions the autumn equinox, as well as a telecommunication tower for communication of cell phones, in the future this information will be very useful. Go around the motel, there are three locked rooms and a machine selling cans of drinks.

There is a car with a running engine near the column, but people are not visible around. Near the rear right wheel, look at the Omega 3 Regeneration hair tonic on the ground. Examine the little things piled up near the open door. Take a blue pencil (wax crayon) as a souvenir, and from the pile of earth on the right, a book-encyclopedia on mushrooms Cornish Fungi Kingdom. In the inventory, it will change its name to Fungus Guide. Now go to the toilet, there is nothing interesting here, except for the box of matches that lie on the toilet in the men's section. Be sure to take them with you. Go inside the Service Station and carefully study all the information regarding the Barrow Hills stones, flipping through postcards and looking at pictures. In particular, you will learn a lot of interesting things about myths and demons, mystical mushrooms, what are the names of the stones: Baligo, Melkah, Dolment, Hammer stone, Henrik, Gavrok, Cailleach. On the right, next to the food basket, there will be a box with postcards. This is a classic puzzle that you can assemble from small pieces, although it is completely irrelevant for the passage. Knock on the door marked Office, where the sounds of a clearly frightened person come from. The face of Ben, the station manager, will appear in the window of the door, who will report that someone is watching him. Visit this guy often for clues, his monologues are random.

You go to the cafe, go to the cash register and get a piece of paper from under it. This is a note from George to Ben, it contains the code for the 2nd motel room. It is always different, so you need to read it yourself, I had 754. Read the notes on the notice board, there are also several business cards with phone numbers. Go to the kitchen, the door is to the left of the cash register. It's dark here, even if you gouge out your eyes, but there is a lamp at arm's length. She stands on the table on the right yellow color... To light it, you must first turn the lever on the lid to the right, then turn the lamp towards you with the nozzle. Take out a box of matches, take one out of it, strike it against the box and light the nozzle. Take the lamp into the inventory (lantern), now it can be used to get into dark and previously inaccessible areas. Turn around and open the fuse box. The instruction on the left says that the fourth is responsible for the light in the kitchen. Press the button at the bottom to disconnect the power supply, then remove the fourth fuse (counting from the left). Open it, and it is - the contact is broken. Take a coil of wire tucked behind the panel at the top, rewind the fuse, reassemble and insert into place. Press the button below, let there be light!

Look out the window, see the top of the telecommunications tower. Listen to the radio, you need to tune it to frequency 15. Hear the broadcast of Emma Harry, the local radio presenter, whose station is nearby. She will give her phone number, but the interference will make it impossible to make out clearly. Open the cabinet next to the poster, take away the wicker basket (basket). There is a box with egg cups under the cabinet, take them for yourself. Before going outside, talk to Bob again, and then open the door N-2 in the motel. Look at the map above the table, there you can find the location of the stones: four are on the road to the main circle, which in turn consists of seven cobblestones. Listen to the radio on frequency 15, take a trowel from the green toolbox on the table, and a mobile phone from the right desk drawer. It is completely discharged, put it in the charger on the bedside table, which is next to the bed. Hear the sound of a car driving away, you can go to check, only the car has already disappeared. Return to the room, pick up the charged phone. Read the magazine about Pete Aston's archaeological site lying on the bed. From here you will find out which pit corresponds to which stone.

Go outside and go to the back entrance to the cafe, near which there is a swing. There will be a wooden fence nearby, peel back the board, go around the building and look into the kitchen through the window. Then walk past the trash cans (scared?!.) And look out the office window to see Ben. Turn around, read the newspaper hanging from the tank, and approach the lattice of the telecommunication tower. It is padlocked, but you can easily enter the protected area through the large hole below it. Go to the tower, open the drawer and pay attention to the operating frequencies of the station - between 830 and 865. Open the small door on which this is written, you will see ten buttons in two rows and the number on the display 717. It is necessary by pressing the buttons (some increase, others lower frequency), set the number in the specified range. For example, like this: in the right row, press the upper, middle and lower buttons, and in the left only the very bottom. You should get 862. The phone is now working, so you can call the numbers that were indicated on the board in the cafe. The calls will not be particularly useful, but with a new conversation Ben will share fresh information. At the same time he will give a piece of paper with the code for the N-1 motel room. It's always random, I got 454.

Exit onto the road with the sign Barrow Hill Service Station, face it and go right. Examine the red telephone booth, the tube is broken, some muffled sounds come from it. And God bless them, go further along the road, stopping at the sign. Explore the scarecrow and tricycle. Further along the road, you will see a smoking jeep with the number 4x 68578. This number will still play a role. Try to walk between two stones, but an invisible barrier (similar to the one next to your car) won't let you through. Take the radio from the driver's seat of the car and tune it to frequency 15, 3. This time you will definitely hear the number of the radio station, which is located in Barrow Hill: 585-21-31. Don't try to call from here, nothing will come of it anyway, there is no signal. Examine the scattered objects near the jeep. Get Morse Conrad's driver's license from the pile of dirt, look at the newspaper and the note, flip through the book with beautiful photos local attractions, sorry not colored. Pick up the Pocket PDA. Call him from the inventory and look at the three cameras installed on the excavation, as well as Konrad's notes, he will indicate the code for his door (3) in the motel - 273. You will probably have a completely different number.

To the left of the jeep there is a passage between the stones, which will lead to an abandoned barn. The doors are closed, but we are not looking for easy ways. On the left, take the box, put it on the barrel and climb into the window under the roof. It appears that this attic serves as a refuge for the opponents of the excavation. Take a couple of steps towards the table, the floor will treacherously fall apart, and you will fall down. Turn on the lamp, look around. Climb the stairs up, examine the objects on the table, then take an acorn from one of the windows, and binoculars from the other. With it, you can see the stones on the hill. Get down, it's time to get out. The front door is locked with a padlock, which we will now cut off. Take the rubber tube on the floor next to the barrel, and the gas torch from the box in the cart. Look at a gas cylinder, attach a tube to it, a gas burner to it. Turn on the gas by opening the valve, take out the matches and ignite the burner nozzle. Exit and return to the jeep and then to the gas station.

Get out your cell phone to call Emma, ​​the radio girl. Phone, if suddenly forgotten, 585-21-31. A frightened woman's face will appear on the screen, and then you will see how her beloved dog will die, attacked by an insidious stone. Go to the scarecrow, a gap has appeared in the fence behind the three-wheeled motorcycle, and now you can go through there. The path will lead to a swamp, where some ruins are located and Emma's van. Head towards the van, go inside. On the right side of the bed are parts of a metal detector that has yet to be assembled. Look at the dog's name, it is written on its bowl. Connect to the computer and enter the password, which is the name of the dog - Wincey. Launch your browser, browse Emma's favorite pages, but most importantly read her diary, from which it follows that she found a certain artifact. To the right of the remote control is a panel with cassettes, you can listen to all of them. And a little to the right is a cabinet with pots in which mushrooms grow. According to the guide found earlier, the mushrooms in the left pot on the bottom shelf is the Liberty cap, and on the right is the Destroying angel. Take a copy to your basket.

Exit to the swamp and go to the ruins of the church. There is nothing interesting in the ruins themselves, but the cross in front of them is of interest, and, moreover, considerable. Go around it, knock off the plate at the base with a trowel and take the metal artifact from the secret niche. There is also a drawing and an old book. Return to the motel.

Go to the wooden table to the right of the 3rd motel room. Go deeper into the forest, use the lamp to make out the sign put up by the opponents of the excavation. At the base of the sign, look at the pile of earth and posters, and to the right of it, find someone's lost shoe on the ground. Turn right and forward twice, you will see a sign for the hiking trail. To your right, you will stumble upon stones in a row to the left and lamps illuminating them on the right. In this place, attacks of a killer stone often occur, which does not distinguish between people and kills everyone. If the lamps go out, and a huge boulder appears in front of you, then this is it. Do not touch him, but rather quickly leave this place. The stone appears randomly in different places on the hill. After some time, go back (the stone should disappear, if not, then do other things) and go on the road further. Examine the tent (the newspaper is the only object of interest here) and a sieve for sifting through the soil. Further, the road will lead to the most important place in history - seven large bizarre stones, exposed in a clearing in the form of a circle. While nothing can be done with them, return to the tent. The path to the right of it stretches to another group of stones, among which is the altar. There is also an invisible field between two stones. Examining the surface of the stones, you will stumble upon a palm print on one, and on the altar itself you will find a depression. For what? Everything has its time.

Head back to the service station, it's time to visit the rest of the motel rooms that you have access to. The code for room N-1 should have been prompted by Bob, and the code for room N-3 was recorded in the PDA that was lying next to the wrecked jeep. Take a look at the third room, all the walls of which are full of strange letters and creepy pictures. It seems that some maniac was whiling away his nights here. Take a sheet from under the pillow, it mentions a broken seal, one part of which can be found using GPS (exact coordinates are also indicated). Take a torn piece of paper out of the bucket and fold the text out of it:. This means that the code for the suitcase should suggest the number of the jeep. Go to the table with a suitcase, open the drawer and take the recorder out of it, listen to all the records of the archaeologist by clicking on<+>... He will talk about the artifacts that are part of the seal. In the last entry, he mentions the guardian stone, which awakened and began its hunt. Now let's open the briefcase. Remember the jeep number (4x68578), to get the desired code you need to multiply 4 by 68578. It turns out 274312, enter this code and study all the documents inside. It describes the various organic substances or objects that were most often found in the investigated trenches. For example, barley seeds were found in the fifth, and the remains of berries and mushrooms in the fourth. This will help in identifying the gift that needs to be brought to each of the stones.
Now go to the first room. Here you need to pick up the GPS Unit from the stand to the left of the stepladder. Select it in the inventory, activate it and go to the columns. The device will show the exact figures when you approach a fire extinguisher on a pole next to a running car. Take a closer look at it, lift it up and take away the artifact (it looks like a fragment of a plate or saucer). GPS can be turned off.

You go into the station and go to the office door. Behind her will be the sound of broken glass, after which Ben's muttering will cease. I wonder what happened there, and where is our only interlocutor so far? Go around the building, stumble upon a broken window and a destroyed wall. You go through this break into the office, look at the recordings of security cameras. See how the Guardian Stone dealt with its victims. Look at the cabinet with documents on the left, in the upper drawer there is a note with the code for room N-1, however, now this is no longer relevant. From the second, take out a bottle of whiskey and study its composition: barley and pure water. The third keeps another note, this time referring to an inoperative beverage can vending machine. Approach the table in the corner and take from one desk drawer batteries (batterys), and from another sheets of paper (papers). Unlock the lock on the door, go outside and head to Emma's cottage in the swamp.

Come into the trailer, we begin to collect the detector. You need to connect all the parts, see the hint in the figure: attach the wire to the tube, attach the ring to the left end of the tube, and the battery box to the right, and two more small parts as connections at the ends of the tube. Now insert the batteries, the metal detector is ready to go. Before starting the search, you can dig a little more in the computer, the password remains the same. Read again the page about scientific names - common-scientific-names.co.uk. Comparing with the data from the notes in the hotel suitcase, we get that sodium chloride is a salt (salt), alt (tea, with the juice, put the password into the computer and read the house in the swamp. Selling cans of drinks.

Let's start looking for items that will need to be presented to the stones. We have already found two types of mushrooms (in the pots of the trailer in the swamp), we will take the third as a company. It grows next to a telephone booth, and is called according to the directory false death cap. Continue along the main road and forward three times after the mailbox at the gas station. Take the red berries on the right. Continue to the end and grab the mushroom near your car (shaggy ink cap). Opposite the stone structure to the right of the road (now you have a lamp, you can go down into the cave to the source with water) steps rise. Follow them upstairs, turn on the lamp, several times forward, pick a mushroom with a red head (dryad slumber) on the right. Visit the camp of archaeologists, next to the tent, turn on the metal detector and look at the swing with a sieve for sifting the earth. Use a trowel to dig into the pile on the left, you will see a flask. Take it and use the egg holder from inventory on it. Prepare to face ancient magic: From nowhere, a voice will appear to announce:<древний человек пробудился, баланс должен быть восстановлен:>... Nowhere to go, you have to restore. At the same time, an egg stand filled with whiskey (whiskey offering) will appear in your inventory (top). You will find the last mushroom halfway to the altar stone. Look to the right of the steps, where you can see mushrooms with yellow caps (parasol mushroom).

Go back to the gas station, go to the cafe. From the table next to the back door (to the right, by the window) move the menu aside and take the salt shaker. Pour salt into an egg tray to get a salt offering. Use a trowel to break open the cash register and take away one pound coins (coins). Go to the office, to the right of the table there is a door that leads to the backyard. We haven't been here yet. Turn around and look at a small<однорукого бандита>... Insert a coin into the machine, pull the handle several times and take the 50p coins that have fallen out of it. From the box, grab the glass from the headlight (lens), lift the ladder, put it on the roof and climb up. There, move on the tiles to the left, lift the lid and go down to the garage. Look at the checkerboard table and pour oil from the oiler into the egg holder, get an oil offering. Again, the voice-over will report on the balance that must be restored: Yes, we already know.

To leave the garage, you need to go down the stairs to the basement, move the suction on the door next to the car. Next, go to the drinks vending machine next to the motel and throw coins into it to get three cans. With blackberries, gooseberries and pears. You can also buy an apple, but you won't need it. Turn around and go to the Mercedes. Next to the right rear wheel, pick up the Omega 3 Regeneration vial (note the marine enhanced note), use the egg holder on it, and pour some of the contents. So much for a fish offering. The balance should: The ghost who is literally on his heels does not want to change the record in any way.

Do you like to cook? But you have to! Go to the kitchen, where go to the blender. The note said that there should be twice as many blackberries. Well, pour the canned blackberry drink into the blender twice. This makes one liter. Now add pear and gooseberry, bringing the volume to two liters, the liquid will glow. Use an egg holder. Receive a fruit juice offering, and a familiar voice will sing the famous song: about balance: Now go to the stove, in front of it there is a cutting board. Place a basket of mushrooms and berries on it. Put red berries, acorn, red dryad slumber in the mortar. Use a pestle to stir the contents. Pour into egg tray, get a plant mixture offering. If other ingredients have been mixed by mistake, you can always try again.

Now we go to the source next to our own stalled car, from where all the troubles began. Go down to the grotto, but don't enter it yet. Light a flat rock at the entrance, use paper and pencil on it to sketch the text. Inside the grotto, on the left in the box, is a book for impressing visitors, which will help broaden the horizons of this place. Approach the wall with candles and then to the left, study the drawings on the wall. In the niche opposite, insert the metal artifact into the circular panel on the wall. On the right, a stone slab will drive off to the side, and a box will appear behind it. Open, inside the coin, drawings, a page of the book, suggesting the conduct of the ritual. Go to the candles and light them in this order: first blue (left in the second row) and then gray (right in the bottom row). Music will play, fill the egg holder with water. The seventh and final blessed water offering is complete.

It's time to restore balance. Go to the four stones on the road, illuminated by lamps. Attach a piece of paper to each of the four stones, then use a pencil to sketch. The sheet must be applied all the time the same, after the first use it will appear in the top menu. As a result, in the picture it will be possible to consider a ray of light that passes through one of the stones and falls on the altar. Now make offerings to each of the seven stones using the gift-filled egg holders. Baligo - fish (fish), Melkah - oil (oil), Dolment - plant (plants), Hammer - barley (barley), Henrik - water (water), Gavrok - fruit (fruit), Cailleach - salt (salt). If the offering is chosen accurately, then you will hear a voice, and a rainbow will appear over the stone. If it is wrong, then you can try another, only in this case you will have to prepare the missing gift again. Look at the dug hole, rummage in it with a trowel, you will see the imprint of the artifact. Attach to it the two pieces of artifact you have, at least one more is missing. Come out of the clearing with stones in the direction of the tent, the mobile is pulled up. This is Emma, ​​she wants to give the rest of the artifact, because she still values ​​her life a little more than some archaeological antiquities. Take another step forward and take the third piece of the seal from the path.

From the tent, go to the altar, put all three parts of the seal on it. Then insert the glass from the car headlight into the adjacent stone, and put your palm on the other in the indicated place. A little bit of special effects, the split seal will be intact again, take it for yourself (restored artifact). Return to the seven stones with a rainbow, dig in the trench with a trowel. In the place where the print print was previously seen. The ground under your feet will collapse and you will fall into an underground crypt. Separate niches radiate out to the sides of the central cave, where you can once again look at all the offerings made. And listen to that very voice! When done, place the fused artifact on the stone table in the center. The balance is restored, see the final video. Congratulations, you've completed the game! And at the same time we learned a lot of interesting things about the famous Barrow Hill.

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