Walkthrough of Broken Sword - The Serpent's Curse - Episode One. Walkthrough of Broken Sword - The Serpent's Curse - Episode One Walkthrough of the game broken sword 5

Walkthrough of Broken Sword - The Serpent's Curse - Episode One. Walkthrough of Broken Sword - The Serpent's Curse - Episode One Walkthrough of the game broken sword 5

Best years of the series Broken Sword long gone. The reference first two parts are classics even among other classics, but after them the British under the leadership of Charles Cecil suffered. First they sewed on the third dimension - it turned out scary. Then they fooled around with the genre structure - for example, with stealth. We got fooled to the point that Broken Sword 4: Angel of Death almost became a sad ending.

What happened after, you can guess: Charles Cecil went to Kickstarter. " Hey guys, who wants an old-fashioned adventure? With long dialogues, strange logic, and on top of that, completely two-dimensional?“Instead of the requested four hundred thousand dollars, the fans joyfully paid out almost twice as much, and, one might say, they were right: Cecil was finally released, he came to his senses, and then got down to business.

The blade is reforged

George Stobbard is back in Paris. Now he is an insurance agent, and the Blue Lizard art gallery falls into the sphere of interests of his office, from where a painting is immediately stolen in broad daylight, killing the owner of the gallery along the way. The picture is not the kind for which they break into the Louvre or shoot in cold blood at living people, so George again takes on the role of detective, grabs the journalist Nicole Collar and, using familiar methods, begins to unravel the tangle of not just one crime, but an entire conspiracy.

People stand two steps away from each other, but in conversations they can loudly vilify their neighbor, as if “behind their backs.” This gaming convention seems to die along with humanity.

If we omit the details, almost all the adventures in Broken Sword developed according to this scheme. A strange incident, mysterious villains, death on the heels. However, this does not mean that Serpent’s Curse is fixated on action-packed turns, like a detective story of any more or less literate author familiar with the basics of logic. The visionaries from Revolution pay equal attention to the script's moves and to the characters, who play out a subtle and almost always witty comedy. And the screenwriter, accordingly, with the help of appropriately inserted murders, dilutes it with a thriller, managing not to lose the lines of motivation and not make the characters a little crazy.

Heroes of the past

There are few characters, but each one is given a lot of screen time. The supporting characters are somewhat comical, but with almost no slant towards farce or fooling around. The exception is the gendarme Mu, honest, incorruptible and true to ideals, but tormented by urinary incontinence. At least twice we will be cunningly forced to provoke an attack of illness so that the gendarme disappears into the restroom. It's funny, but there is another character with the same disorder - fortunately, off-screen. These jokes about “wee-wee” misfire even the first time, let alone the encores.



The dirty industrial area of ​​London, as imagined by Revolution artists, looks like a sunny paradise. Sweeney Todd thought differently. They won’t give you much freedom in movement, but there is still some choice between plot locations.

The remaining participants in the action create more interesting images. Investigator Navet is formally an expert pathologist, but in fact, the personification of an imperious fool, obsessed with corpses and blood: take Commissar Juve or Commissar Gibert, temper him with schizophrenia and add a drop of obsessive delirium. Only Navet did not inherit a drop of the charm of the famous French tyrants from the gendarmerie.

Another example of correct work with images is Roman Medovsky. There is no need to scream “Cranberry!”, Russian oligarch Medovsky is a tremblingly believable character. He served in the authorities, in the nineties managed to cash in on vouchers, ascended to financial Olympus and chose to live in a comfortable area of ​​London. A dangerous adversary because he is far-sighted, calculating and closely associated with crime, and most importantly, he does not look like a villain at all. He does not keep either nesting dolls or balalaikas in his house.

Sometimes fate forces you to choose: remain honest or lie for your own benefit.

THIS IS INTERESTING: Revolution still made some tricks with Russian culture, although they approached the issue with the utmost care. Either they will put Cyrillic numbers on the keyboard of a typewriter, or they will call the Fabergé egg the vague “Russian imperial egg”. And there is also the inscription “Real cigarette gold” on the side of the cigarette case.

Locations in Broken Sword: The Serpent's Curse are drawn with the same care and love as before. Cozy streets of Paris - even the paving stones on the pavement seem warm, like a sleeping cat, a stuffy office of a security agency, bohemian apartments with creative chaos. The landscapes are one more pleasant than the other. It’s a pity that there are no passers-by, and all the people are represented by vulgar 3D models with textures that evoke a vague image Runaway. It’s a bit of a shame, although the style of the first parts did not suffer any significant losses - the figures were rendered in a fairly “traditional” appearance.

Novus ordo mundi

Every Broken Sword inevitably features a secret society with evil intentions and enormous power. But this time the Revolution were afraid to encroach on the most sinister secret societies, and the villains-conspirators in BS5 are the Gnostics, one of the first Christian heretics. But we know who we really need to be wary of! ( Carefully! The content of paranoia in the following text is approaching critical!)

Templars

Oh, you've probably heard about these guys. Under the plausible pretext of protecting pilgrims to the Holy Land, they amassed an incredible fortune for themselves! The Crusades were over, and the Templars became so rich that they held the kingdom of France in debt. At one point, the cunning people realized that getting rich in front of everyone was dangerous and ugly, and they pretended to destroy their order at the beginning of the 14th century. Clever, right?

Illuminati

Occultists and mystics - that’s who they are! The world is firmly convinced that the main order of the Illuminati was disbanded at the end of the 18th century, but this is a dangerous mistake. And it’s not for nothing that their society was founded in the same year as the creation of the United States; it’s not for nothing that the dollars bear a truncated pyramid with the All-Seeing Eye - no, not for nothing! Their tentacles have touched all the revolutions of the Modern Age - what will they destroy next?

Masons

Once upon a time these were simple masons, huddled in artels around long-term construction projects. Now the Masons are one of the secret forces that rule the world! Their order's networks spread throughout the world, absorbing the best minds of humanity to build long-term - and, of course, highly sinister - plans. Point at any billionaire, president, financier - and you will almost certainly end up with a Freemason!

Bilderberg Club

Every year, and sometimes more often, a whole galaxy of the most important people in this world gather in one place for a couple of days. For what? For what? Mere mortals are not allowed to know, journalists are not allowed in, and the strictest secrecy is maintained among the participants. Because it is impossible to disclose the strategy of the world, edicts on intervention in international affairs and reports on the fate of entire nations.

Along the clockwise

One day, the need to move along the plot will still force us to break away from admiring. There are two activities here, as in most classic quests - chatting and finding a way out of hopeless situations.

One small intrusion into the feminine realm of cosmetics - and George is sure that he will not be recognized.

The dialogues are designed simply: two rows of small icons symbolizing topics for conversation. In the top row are conditional “tags”, topics for discussion, and in the bottom row are items from your inventory. All. We offer the widow Bijou a matchbox with a cockroach - we listen to an entertaining remark - refusal. Not all crazy options are voiced, so torturing every NPC with specific questions is not very advisable, but sometimes it’s fun.

The scope of application of inventory junk outside of dialogues seems even less wide. As a rule, you need to bring something to someone, and fooling around with mechanisms and violating the laws of logic is the tenth thing. Although we are not asked to do outright stupidity, nor to invent multi-story combinations like Goldberg machines. Problems are solved as they would be solved in reality. To help old Lane come to his senses, we put perfume with an aggressive aroma under his nose: there is no ammonia on hand. If you need to scrape off the gum, scrape it off with your press ID. That's right, why else is it needed?

But along the way, Revolution manages to practice irrationality: if a half-shredded document sticks out of the shredder, then why finish it off and assemble a mosaic from the scraps, when it’s easier to split apart the machine itself and get the paper? Or, say, opening a window using a chemical reaction familiar from videos on the Internet. Somewhat vulgar, don’t you think?

Items in bins can often be combined with each other. With successful results - only a few times per game.

Some puzzles are as old as the venerable Galapagos tortoise - the aforementioned scrap document collection, for example. Switching toggle switches and rearranging the letters of the sign go into the same piggy bank. But in general, Stobbard’s actions do not cause bewilderment; he rarely resorts to alternative quest logic, so disliked by newcomers to the genre, and is mainly guided by non-fictional laws and human habits. The balance between apathetic simplicity and extreme complexity is maintained throughout.

Quests: computer puzzles

Perhaps every gamer knows about the existence in nature of such a genre of computer games.
games like quests. Knows that these are beautiful animated puzzles, that they are very
a rare type of game that can truly promote the development of logical thinking and intelligence. But not everyone plays quests. Why? Let's figure it out.

Quests and dynamism

Be that as it may, a game of intelligence can hardly be made very bright,
dynamic and active. It's like adding action to chess.

Most fans of computer games love dynamism. Exactly
the desire to win by simply and quickly performing simple actions led to an explosion
the popularity of racing, shooters and even strategies, which, despite their apparent intelligence, also do not require intense brain work.

And quests require just this kind of work. How is this requirement implemented? The most
in a variety of ways.

Types of quests

When considering different types of quests, you should go in chronological order - from
oldest to modern.

Text quests. They arose already when there was no need to talk about game animation
due to the low capabilities of computers. And, being then practically the only
An alternative to chess, text quests have gained wide popularity. Recall
at least hunting for Wampus or Zork, which still have their fans.

Graphic quests. These are the successors of text games that have the same engine,
but based on the player’s ability to move pieces using the keyboard,
joystick and mouse. Here, for the first time, the time factor appears, when certain tasks must be completed within a limited period.

Puzzles. It was this type of quest that was the most popular, and comes to mind
to everyone who heard the name of the genre. Here the problems usually come down to solving
mathematical puzzles, collecting objects and building special units. Games
these have simple animation, only sometimes interrupted by short video screensavers and
graphic rows.

Action-adventure. This genre is the most popular today. Perhaps because it requires some reflexive movements and sometimes speed of action and decision-making. Although traditional tasks also take place here.

Games quests(quests) have already found their niche today. Browser games and social networks –
This is the online space where quests can have an advantage over other types of games. After all, to ensure the gaming process, you don’t need high Internet speed at all. And this is probably why even the most popular browser games, although called strategies, are in all their characteristics more like quests.

Download quest games (full versions of quests in Russian) via direct links and at high speed–it's fast, convenient and affordable!

The first episode ended with George and Nico finding Hobbs dead in the studio. Guided by Bijou's clues, the couple managed to find the painting "La Maladexio". Also, thanks to the notes Hobbs left behind, they determined the possible location of the Tablet of Truth. Everything would be fine, but suddenly the studio was engulfed in fire, and it became impossible to get out of it in the usual way. Showing ingenuity, the heroes climbed to the roof and noticed... Langham, who only waved his hand and hastily left the crime scene, taking with him a fake valuable painting.

Catalonia, Spain
Foothills of the Pyrenees
Castle of Saints


The seemingly abandoned castle turned out to be under the control of unknown people, who, upon noticing us, opened fire. The heroes find themselves on opposite sides of the gate: playing as Niko, we pick up a helmet from the ground, combine it with a mop located in the inventory, and use the resulting object on the grate of the wall. The shooter is distracted - it's time for George to move on.

Being between two fires, a shooter and an aggressive goat, we interact with the apple tree and, after a couple of seconds, click on the area a little to the left to make a dash. Having collected the apples, we throw one of them onto the area with bottles to the right of the car. When the goat is distracted, we move the tire closer to the pile of apples. We tear off the side mirror of the car and use it in the sun above the castle to blind the shooter.

Blue figurines.


The shooter persistently asks to leave the territory, not wanting to listen to our arguments. After a short conversation, we find ourselves at gunpoint with a girl – Marquez’s daughter. Let us prove our good intentions by demonstrating the painting “La Maladexio”. Going inside, we meet with Marquez and give him the painting. Márquez is alarmed by the fact that in the middle of La Maladexio there is a face instead of the symbol of the Tablet of Truth. However, he will try to decipher the picture and thus find the Tablet. Let's help him in this difficult matter.

The only person who knew where the Tablet of Truth was was Marquez's father. He commissioned the painting “La Maladexia” for the sole purpose of hiding clues in it to find the Tablet. We go all the way to the left and pick up the green figurine located under the table. We go out into the courtyard and take the broken green statue from the fence. Returning to the main hall, we get out through the main entrance. We collect two blue statues, one of which lies on the fence of the fountain, the other a little to the left of the tree on the right side. Eve refused to become a Gnostic, which was the reason she left home at an early age. Eve believes that Gnosticism is the most ordinary religious sect, which has no place in her life.

Location of figurines.


Returning to the house, we interact with the picture on the fireplace and arrange the figurines from the inventory on the pedestals according to the image. The green broken statue should be installed on the left side, the whole blue statue on the right side. We rotate each statue exactly six times. The stairs inside the fireplace will lead to a secret room, where George and Marquez will go.

When the secret passage closes, a burnt piece of paper with the inscription “Tungsten” will fly out of the fireplace. Ramon will hasten to explain that Wolfram is a mining company owned by a certain Gannon, who sponsored fascism during the Civil War. It was he who, with the support of the soldiers, captured the Castle of Saints and killed Xavier, Marquez’s father. Gannon spent days on end in the library, trying to find something in it, until a few years later he suddenly disappeared. Returning to the Castle, Ramon locked the library and hid the key, being very drunk.

We go outside and get to the clearing where George had previously tried to pacify the goat. We open the car door, remove the pillow from the driver's seat and find Ramon's diary. Below there are lids from canned food - we study them. We return to the fountain and look at the wind trap located in front of the window on the porch to the left of the door. We click on the tin can several times and take out the key to the library from it. We go into the house and go out on the other side into the courtyard. Use the key to unlock the library door. Under the window there is a chest, inside of which we will find a map.

Meanwhile, George and Marquez found themselves in the family Gnostic church. Marquez will talk about the Cathars who profess Gnosticism. They coexisted peacefully with Jews and Catholics, but were at odds with Christians. Christians advocated the destruction of Lucifer, leaving only one God - Jehovah. The Cathars believed that there should be a balance in the world, which can be achieved through the efforts of both Gods. The Cathars were defeated in a full-scale war. Only a small group managed to escape and leave France, taking the Tablet of Truth with them to Spanish Catalonia. We interact with the lenses in the hands of the statues: set the colors (green in the lens of the right statue, blue in the lens of the left statue) and remove the leather visors. We light the candle on the candelabra in the foreground with matches and bring the medallion from the inventory to it. The secret path along which the group of Cathars moved, highlighted on the fresco, leads to a city with a familiar coat of arms.

Shield with the coat of arms of Berg.


We take the painting from the fireplace and follow Niko to the library. We study a map with numerous cities. The path of the Cathars began from Montsegur - we mark this place with a red pin. The Cathars' journey ended in a city with a coat of arms familiar to Marquez. We go to the main hall and click on the leftmost shield on the long wall. We return to the library and mark the city of Berga. The third clue lies in the picture: we study the statue of Ramon and mark the village of Sant Ramon on the map. Next, let's look into the chest under the window, take out a hat and shirt from it and find an encrypted telegram. Replace the letters of the text with letters from the bottom rows. We get the text: THE TABLET OF TRUTH WAS SECRETLY EXPORTED BY THE QATAR MONTSEGUR GROUP TO CATALONIA POINT THIS FACT IS CONFIRMED BY THE INTERROGATION OF THE DOMINICAN INQUISITOR EMMERIC FROM GIRONA POINT TUNGSTEN POINT. Mark the city of Girona on the map. The dots connect at Montserrat, a mountain monastery. The Tablet of Truth must be hidden there.

Langham, the grandson of Gannon, the head of Wolfram, reached the castle and captured Marquez. Having obtained valuable information about the location of the Tablet, he forced Marquez to go with him, and locked us in the library. As it turns out, the library is equipped with a secret door. Click on the bullet hole in the wall and get out of the castle. Eva persistently offered her help and went with us in search of the Tablet.

Catalonia, Spain
Montserrat


The road to the monastery is closed for us, as well as for all tourists; Not even a mouse can get past the armed guards. The stairs in the lower right corner will lead to the station. We try to enter the building and at the same moment Langham and the mercenary will begin to emerge from it. Langham intends to turn everything upside down in the monastery, and gives orders not to let anyone in there. Eva will follow him to help her father Marquez.

Let's go around the building on the left side and use the telescope. Move the review to the right and a little lower. Stuck in the yellow trailer are George's old friends, Duane and Pearl Henderson. Pearl is trying to signal us - we click on the reflection. Move the view up, then a little to the left and click on the stone face in the rock. It matches the face in the painting “La Maladexio” one to one. We use the side mirror from the car from the inventory on the reflection from the trailer. The review will automatically focus on Pearl, who wrote down the code for the station door on a piece of paper.

Lever, lunch box and gear mechanism.


Upon entering the building, the first thing we do is pick up a strange metal lunchbox lying under the counter. A call for help comes from the box. We place it between the gears to the right of the main entrance. At the other end there is a dashboard - we pull the lever and activate the gear mechanism. We take the radio out of the box and contact the passengers stuck in the trailer. Kat will help you restart the control system. She hid in the closet near the counter. We use the walkie-talkie on the door and thereby convince Kat that we are acting with good intentions. The girl will demonstrate a burnt-out instrument panel fuse, which became unusable due to the intervention of Langham's mercenaries. To restore power, simply connect the pins that secure the fuse. Our little friend, the cockroach Trevor, will help you do this. We dip a paperclip from the inventory into the jam that spilled onto the gear from the lunchbox. We combine a sticky clip and a box with a cockroach in our inventory. Let's look inside the dashboard again and install the box on the front panel. We throw cookies from the inventory on the pins, located in the foreground slightly to the right of the middle, and watch how the cockroach deftly gets to the target.

Chapel of Santa Cova

We go down on the trailer and go into the chapel. The Hendersens had a difficult day: the closed monastery, problems with the trailer and construction in the chapel left a negative mark on the carefully planned pilgrimage. First, let's talk to Dwayne and find out that Pearl treats the Santa Cova chapel with great respect. It was here that she wanted to receive spiritual enrichment. Let's start recreating the appropriate atmosphere. To the left of the scaffolding there are bags from which chips have spilled out - we select a small amount. We go all the way to the left, combine cologne and wood chips in our inventory and pour the whole thing into a mug on the altar. We set fire to the fragrant wood chips using matches. We select a solvent from the flooring of the scaffolding and fill it with a suspended can of paint. On the right side of the scaffolding there is a box with tools - we take a hammer out of it. If you watch Duane for a while, you will see the notes (G, F-sharp, G, B, A, G) of the church melody “Ave Maria”. Let's reproduce it using improvised means. We hit objects on or near the scaffolding with a hammer in the following order: barrel - can of paint (with solvent) - barrel - fire extinguisher - can of paint (without solvent) - barrel.

Handle, wood chips, solvent and tool box.


On the column, opposite the wood chips, there is a handle - we rotate it and thereby lower the candelabra. We light the candles of the candelabra with matches from the inventory. We install a side mirror from the car on it and secure it with yarn. Rotate the handle again to raise the candelabra. The illuminated Black Madonna, the beautiful melody and the pleasant incense combined to attract Pearl's attention. Having received positive emotions, she will tell you in detail about the Santa Cova Chapel. Let's show her the painting "La Maladexio" and find out that somewhere here the symbol of Ouroboros is walled up with plaster. Dwayne will give the radio to Niko, and the Hendersons will leave the chapel. We go right to the place where the couple stood and take one of the colored candles. The altar consists of plaster - we hit it with a hammer and find the Ouroboros symbol. A little to the right of the statue of the Black Madonna there is a recess - we place a candle there and light it with matches. Click on the Ouroboros symbol and discover a secret passage.

As soon as we enter the cave, the door will slam behind us. We use the only remaining match from the inventory on the stone object on the far right. We discover the remains of Gannon, who was considered missing many years ago. Having looked around, we collect from the table everything that is lying badly - a rusty revolver, a map, a photograph and what we have been trying to find for so long - the Tablet of Truth. We bring Gannen's card to the lamp. Without removing the map, we combine the photo of Gannen and the Tablet in the inventory. On the right is a three-page list of words. We substitute the necessary words for the symbols in the two red rows of the Tablet in the following order: beginning - city of the sun - journey - five - day - east - river - journey - south - six - day - desert - source - four - river. Thus, having deciphered the Tablet, we draw up a route on the map to the place where the Gnostics hid something very important.

Now the main question is how to get out of the cave. Let's return to the table and see that the lamp has three painted grooves, each of which perfectly fits the Marquez medallion. We insert the medallion into the left groove and illuminate the lower red part of the wall. The statue on the right side should be facing forward. We press the secret button between the carved figures on the wall. A characteristic sound will mean that we did everything right. We insert the medallion into the upper groove and illuminate the blue figure of Lucifer on the wall. We rotate the statue exactly once so that it looks to the right, and press the secret button. We insert the medallion into the lower groove and illuminate the green carved figure of Jehovah on the wall. We rotate the statue two more times so that it looks to the left, and activate the secret button. We leave the cave through the opened passage.

Drainage


Langham brought Marquez and Eve to the chapel and demands to know the location of the Tablet. We point the rusty revolver from the inventory at Langham. Unfortunately, he quickly recognized the non-functional weapon. Regardless of the choice made, we will have to part with the Tablet. In addition, Langham will shoot Marquez and take Eve with him. He planned to destroy Jehovah, leaving only one god - Lucifer. Before his death, Marquez will have time to report on the Garden of Eden, where life originated and where the Gods rule the world in complete harmony. The mercenary outside will not allow him to follow Langham. We go right and go out onto the balcony. We go down the drain and leave the radio in the drainage. Using a similar walkie-talkie, Niko initiates an escape, which attracts the mercenary's attention. All we have to do is return to the balcony and wait for the thug to come down. We drop the hammer on him and leave the chapel freely. If you missed the first attempt, then you need to go inside and ask Niko to use the radio again.

Somehow making it to the last trailer, we move to the door on the right side and open it with the help of yarn from the inventory. Having got inside, we try to open the window by pulling the latch. Out of nowhere, Medovsky and Shears appear and fire at the trailer. While Medovsky is using threats to find out from George about the location of the treasure, we switch to Niko. We turn to Shears, a supporter of determinism. We convince him that he is able to make an informed choice and help us get rid of Medovsky. Having safely reached the station, Shears will kindly provide Medovsky's jet.

While sound asleep on board, Marquez, Simeon and Hobbs came to George. Simeon advocates the destruction of Lucifer, Hobbes – for the destruction of Jehovah, and Marquez – for the balance of power, i.e. for the rule of both Gods.

Mesopotamia, Iraq
Garden of Eden


Having reached the fork, turn left and go to the end. The entrance to the cave is guarded by mercenaries. We have no chance of slipping past them unnoticed, so we will have to do something. Returning to the fork, we go up the slope and take out the duffel bag from the back of the car. Together with Shears, we analyze its contents. The duffel bag turned out to be rich in various devices. We take out a bunch of dynamite, electrical tape, a fuse cord, dynamite, sausage and a lighter (in the pocket). We combine a cord with a bunch of dynamite in our inventory of kickfords, and then a bunch of dynamite with a lighter. Niko will think that we are doing too dangerous things and will take the dynamite from us. Well, let's go the other way. We combine the cord with the sausage in the Bickford inventory. We hang the dummy on the goat. We light the cord using a lighter on the animal. We pick fig fruits from the tree and go to Shears. We throw one fig directly at the mercenaries, and the other at the lower part of the path on the right side, where the columns are located. We throw the third and last fig to the beginning of the trail (the arch to the left of the truck). Thus, the goat’s route will end right next to the mercenaries, who, upon seeing the dynamite, will go on the run. Having gone down, we penetrate into the cave through a crack in the rock.

Dead bush.


Langham is preparing with all his might for the ritual to call upon the Gods. We pass to the gap on the right side. As you can see, on the other side there is a ladder that rests on the vines. Using a lighter from the inventory, we set fire to the dead bush to our right. We light the flame with cologne. We cross the stairs to the altar and communicate with Langham. By calling on the Gods, he hopes to subjugate them and force Lucifer to destroy Jehovah. An attempt to stop Langham ends in failure. Playing as Niko, we get to the altar in the same way and place the finished dynamite on a wide crevice a little to the right of it, from which light oozes.

At the last moment, Langham's plans come to an end. George directs daylight onto the sphere using Marquez's medallion. The heroes quickly get out of the collapsing cave, taking with them the Tablet of Truth. The balance of power has been preserved. Eve continued her father's work and agreed to keep and protect the Tablet of Truth in her role as the sole heir and leader of the Gnostics.

Stopgame.ru

The first episode ended with George and Nico finding Hobbs dead in the studio. Guided by Bijou's clues, the couple managed to find the painting "La Maladexio". Also, thanks to the notes Hobbs left behind, they determined the possible location of the Tablet of Truth. Everything would be fine, but suddenly the studio was engulfed in fire, and it became impossible to get out of it in the usual way. Showing ingenuity, the heroes climbed to the roof and noticed... Langham, who only waved his hand and hastily left the crime scene, taking with him a fake valuable painting.

Catalonia, Spain
Foothills of the Pyrenees
Castle of Saints

The seemingly abandoned castle turned out to be under the control of unknown people, who, upon noticing us, opened fire. The heroes find themselves on opposite sides of the gate: playing as Niko, we pick up a helmet from the ground, combine it with a mop located in the inventory, and use the resulting object on the grate of the wall. The shooter is distracted - it's time for George to move on.

Being between two fires, a shooter and an aggressive goat, we interact with the apple tree and, after a couple of seconds, click on the area a little to the left to make a dash. Having collected the apples, we throw one of them onto the area with bottles to the right of the car. When the goat is distracted, we move the tire closer to the pile of apples. We tear off the side mirror of the car and use it in the sun above the castle to blind the shooter.

Blue figurines.

The shooter persistently asks to leave the territory, not wanting to listen to our arguments. After a short conversation, we find ourselves at gunpoint with a girl – Marquez’s daughter. Let us prove our good intentions by demonstrating the painting “La Maladexio”. Going inside, we meet with Marquez and give him the painting. Márquez is alarmed by the fact that in the middle of La Maladexio there is a face instead of the symbol of the Tablet of Truth. However, he will try to decipher the picture and thus find the Tablet. Let's help him in this difficult matter.

The only person who knew where the Tablet of Truth was was Marquez's father. He commissioned the painting “La Maladexia” for the sole purpose of hiding clues in it to find the Tablet. We go all the way to the left and pick up the green figurine located under the table. We go out into the courtyard and take the broken green statue from the fence. Returning to the main hall, we get out through the main entrance. We collect two blue statues, one of which lies on the fence of the fountain, the other a little to the left of the tree on the right side. Eve refused to become a Gnostic, which was the reason she left home at an early age. Eve believes that Gnosticism is the most ordinary religious sect, which has no place in her life.

Location of figurines.

Returning to the house, we interact with the picture on the fireplace and arrange the figurines from the inventory on the pedestals according to the image. The green broken statue should be installed on the left side, the whole blue statue on the right side. We rotate each statue exactly six times. The stairs inside the fireplace will lead to a secret room, where George and Marquez will go.

When the secret passage closes, a burnt piece of paper with the inscription “Tungsten” will fly out of the fireplace. Ramon will hasten to explain that Wolfram is a mining company owned by a certain Gannon, who sponsored fascism during the Civil War. It was he who, with the support of the soldiers, captured the Castle of Saints and killed Xavier, Marquez’s father. Gannon spent days on end in the library, trying to find something in it, until a few years later he suddenly disappeared. Returning to the Castle, Ramon locked the library and hid the key, being very drunk.

We go outside and get to the clearing where George had previously tried to pacify the goat. We open the car door, remove the pillow from the driver's seat and find Ramon's diary. Below there are lids from canned food - we study them. We return to the fountain and look at the wind trap located in front of the window on the porch to the left of the door. We click on the tin can several times and take out the key to the library from it. We go into the house and go out on the other side into the courtyard. Use the key to unlock the library door. Under the window there is a chest, inside of which we will find a map.

Meanwhile, George and Marquez found themselves in the family Gnostic church. Marquez will talk about the Cathars who profess Gnosticism. They coexisted peacefully with Jews and Catholics, but were at odds with Christians. Christians advocated the destruction of Lucifer, leaving only one God - Jehovah. The Cathars believed that there should be a balance in the world, which can be achieved through the efforts of both Gods. The Cathars were defeated in a full-scale war. Only a small group managed to escape and leave France, taking the Tablet of Truth with them to Spanish Catalonia. We interact with the lenses in the hands of the statues: set the colors (green in the lens of the right statue, blue in the lens of the left statue) and remove the leather visors. We light the candle on the candelabra in the foreground with matches and bring the medallion from the inventory to it. The secret path along which the group of Cathars moved, highlighted on the fresco, leads to a city with a familiar coat of arms.

Shield with the coat of arms of Berg.

We take the painting from the fireplace and follow Niko to the library. We study a map with numerous cities. The path of the Cathars began from Montsegur - we mark this place with a red pin. The Cathars' journey ended in a city with a coat of arms familiar to Marquez. We go to the main hall and click on the leftmost shield on the long wall. We return to the library and mark the city of Berga. The third clue lies in the picture: we study the statue of Ramon and mark the village of Sant Ramon on the map. Next, let's look into the chest under the window, take out a hat and shirt from it and find an encrypted telegram. Replace the letters of the text with letters from the bottom rows. We get the text: THE TABLET OF TRUTH WAS SECRETLY EXPORTED BY THE QATAR MONTSEGUR GROUP TO CATALONIA POINT THIS FACT IS CONFIRMED BY THE INTERROGATION OF THE DOMINICAN INQUISITOR EMMERIC FROM GIRONA POINT TUNGSTEN POINT. Mark the city of Girona on the map. The dots connect at Montserrat, a mountain monastery. The Tablet of Truth must be hidden there.

Langham, the grandson of Gannon, the head of Wolfram, reached the castle and captured Marquez. Having obtained valuable information about the location of the Tablet, he forced Marquez to go with him, and locked us in the library. As it turns out, the library is equipped with a secret door. Click on the bullet hole in the wall and get out of the castle. Eva persistently offered her help and went with us in search of the Tablet.

Catalonia, Spain
Montserrat

The road to the monastery is closed for us, as well as for all tourists; Not even a mouse can get past the armed guards. The stairs in the lower right corner will lead to the station. We try to enter the building and at the same moment Langham and the mercenary will begin to emerge from it. Langham intends to turn everything upside down in the monastery, and gives orders not to let anyone in there. Eva will follow him to help her father Marquez.

Let's go around the building on the left side and use the telescope. Move the review to the right and a little lower. Stuck in the yellow trailer are George's old friends, Duane and Pearl Henderson. Pearl is trying to signal us - we click on the reflection. Move the view up, then a little to the left and click on the stone face in the rock. It matches the face in the painting “La Maladexio” one to one. We use the side mirror from the car from the inventory on the reflection from the trailer. The review will automatically focus on Pearl, who wrote down the code for the station door on a piece of paper.

Lever, lunch box and gear mechanism.

Upon entering the building, the first thing we do is pick up a strange metal lunchbox lying under the counter. A call for help comes from the box. We place it between the gears to the right of the main entrance. At the other end there is a dashboard - we pull the lever and activate the gear mechanism. We take the radio out of the box and contact the passengers stuck in the trailer. Kat will help you restart the control system. She hid in the closet near the counter. We use the walkie-talkie on the door and thereby convince Kat that we are acting with good intentions. The girl will demonstrate a burnt-out instrument panel fuse, which became unusable due to the intervention of Langham's mercenaries. To restore power, simply connect the pins that secure the fuse. Our little friend, the cockroach Trevor, will help you do this. We dip a paperclip from the inventory into the jam that spilled onto the gear from the lunchbox. We combine a sticky clip and a box with a cockroach in our inventory. Let's look inside the dashboard again and install the box on the front panel. We throw cookies from the inventory on the pins, located in the foreground slightly to the right of the middle, and watch how the cockroach deftly gets to the target.

Chapel of Santa Cova

We go down on the trailer and go into the chapel. The Hendersens had a difficult day: the closed monastery, problems with the trailer and construction in the chapel left a negative mark on the carefully planned pilgrimage. First, let's talk to Dwayne and find out that Pearl treats the Santa Cova chapel with great respect. It was here that she wanted to receive spiritual enrichment. Let's start recreating the appropriate atmosphere. To the left of the scaffolding there are bags from which chips have spilled out - we select a small amount. We go all the way to the left, combine cologne and wood chips in our inventory and pour the whole thing into a mug on the altar. We set fire to the fragrant wood chips using matches. We select a solvent from the flooring of the scaffolding and fill it with a suspended can of paint. On the right side of the scaffolding there is a box with tools - we take a hammer out of it. If you watch Duane for a while, you will see the notes (G, F-sharp, G, B, A, G) of the church melody “Ave Maria”. Let's reproduce it using improvised means. We hit objects on or near the scaffolding with a hammer in the following order: barrel - can of paint (with solvent) - barrel - fire extinguisher - can of paint (without solvent) - barrel.

Handle, wood chips, solvent and tool box.

On the column, opposite the wood chips, there is a handle - we rotate it and thereby lower the candelabra. We light the candles of the candelabra with matches from the inventory. We install a side mirror from the car on it and secure it with yarn. Rotate the handle again to raise the candelabra. The illuminated Black Madonna, the beautiful melody and the pleasant incense combined to attract Pearl's attention. Having received positive emotions, she will tell you in detail about the Santa Cova Chapel. Let's show her the painting "La Maladexio" and find out that somewhere here the symbol of Ouroboros is walled up with plaster. Dwayne will give the radio to Niko, and the Hendersons will leave the chapel. We go right to the place where the couple stood and take one of the colored candles. The altar consists of plaster - we hit it with a hammer and find the Ouroboros symbol. A little to the right of the statue of the Black Madonna there is a recess - we place a candle there and light it with matches. Click on the Ouroboros symbol and discover a secret passage.

As soon as we enter the cave, the door will slam behind us. We use the only remaining match from the inventory on the stone object on the far right. We discover the remains of Gannon, who was considered missing many years ago. Having looked around, we collect from the table everything that is lying badly - a rusty revolver, a map, a photograph and what we have been trying to find for so long - the Tablet of Truth. We bring Gannen's card to the lamp. Without removing the map, we combine the photo of Gannen and the Tablet in the inventory. On the right is a three-page list of words. We substitute the necessary words for the symbols in the two red rows of the Tablet in the following order: beginning - city of the sun - journey - five - day - east - river - journey - south - six - day - desert - source - four - river. Thus, having deciphered the Tablet, we draw up a route on the map to the place where the Gnostics hid something very important.

Now the main question is how to get out of the cave. Let's return to the table and see that the lamp has three painted grooves, each of which perfectly fits the Marquez medallion. We insert the medallion into the left groove and illuminate the lower red part of the wall. The statue on the right side should be facing forward. We press the secret button between the carved figures on the wall. A characteristic sound will mean that we did everything right. We insert the medallion into the upper groove and illuminate the blue figure of Lucifer on the wall. We rotate the statue exactly once so that it looks to the right, and press the secret button. We insert the medallion into the lower groove and illuminate the green carved figure of Jehovah on the wall. We rotate the statue two more times so that it looks to the left, and activate the secret button. We leave the cave through the opened passage.

Drainage

Langham brought Marquez and Eve to the chapel and demands to know the location of the Tablet. We point the rusty revolver from the inventory at Langham. Unfortunately, he quickly recognized the non-functional weapon. Regardless of the choice made, we will have to part with the Tablet. In addition, Langham will shoot Marquez and take Eve with him. He planned to destroy Jehovah, leaving only one god - Lucifer. Before his death, Marquez will have time to report on the Garden of Eden, where life originated and where the Gods rule the world in complete harmony. The mercenary outside will not allow him to follow Langham. We go right and go out onto the balcony. We go down the drain and leave the radio in the drainage. Using a similar walkie-talkie, Niko initiates an escape, which attracts the mercenary's attention. All we have to do is return to the balcony and wait for the thug to come down. We drop the hammer on him and leave the chapel freely. If you missed the first attempt, then you need to go inside and ask Niko to use the radio again.

Somehow making it to the last trailer, we move to the door on the right side and open it with the help of yarn from the inventory. Having got inside, we try to open the window by pulling the latch. Out of nowhere, Medovsky and Shears appear and fire at the trailer. While Medovsky is using threats to find out from George about the location of the treasure, we switch to Niko. We turn to Shears, a supporter of determinism. We convince him that he is able to make an informed choice and help us get rid of Medovsky. Having safely reached the station, Shears will kindly provide Medovsky's jet.

While sound asleep on board, Marquez, Simeon and Hobbs came to George. Simeon advocates the destruction of Lucifer, Hobbes – for the destruction of Jehovah, and Marquez – for the balance of power, i.e. for the rule of both Gods.

Mesopotamia, Iraq
Garden of Eden

Having reached the fork, turn left and go to the end. The entrance to the cave is guarded by mercenaries. We have no chance of slipping past them unnoticed, so we will have to do something. Returning to the fork, we go up the slope and take out the duffel bag from the back of the car. Together with Shears, we analyze its contents. The duffel bag turned out to be rich in various devices. We take out a bunch of dynamite, electrical tape, a fuse cord, dynamite, sausage and a lighter (in the pocket). We combine a cord with a bunch of dynamite in our inventory of kickfords, and then a bunch of dynamite with a lighter. Niko will think that we are doing too dangerous things and will take the dynamite from us. Well, let's go the other way. We combine the cord with the sausage in the Bickford inventory. We hang the dummy on the goat. We light the cord using a lighter on the animal. We pick fig fruits from the tree and go to Shears. We throw one fig directly at the mercenaries, and the other at the lower part of the path on the right side, where the columns are located. We throw the third and last fig to the beginning of the trail (the arch to the left of the truck). Thus, the goat’s route will end right next to the mercenaries, who, upon seeing the dynamite, will go on the run. Having gone down, we penetrate into the cave through a crack in the rock.

Dead bush.

Langham is preparing with all his might for the ritual to call upon the Gods. We pass to the gap on the right side. As you can see, on the other side there is a ladder that rests on the vines. Using a lighter from the inventory, we set fire to the dead bush to our right. We light the flame with cologne. We cross the stairs to the altar and communicate with Langham. By calling on the Gods, he hopes to subjugate them and force Lucifer to destroy Jehovah. An attempt to stop Langham ends in failure. Playing as Niko, we get to the altar in the same way and place the finished dynamite on a wide crevice a little to the right of it, from which light oozes.

At the last moment, Langham's plans come to an end. George directs daylight onto the sphere using Marquez's medallion. The heroes quickly get out of the collapsing cave, taking with them the Tablet of Truth. The balance of power has been preserved. Eve continued her father's work and agreed to keep and protect the Tablet of Truth in her role as the sole heir and leader of the Gnostics.

Catalonia, Spain
1937

At the height of the war, the troops reached a certain estate, the owners of which were fighting back with all their might. Xavier gives the amulet to his son Thiago. The painting “La Malediccio” is of particular value. Taking her with them, Xavier and his assistant try to escape, but it was too late. They are killed, and the painting is taken by a mysterious man in a suit. Thiago and his mother manage to escape.

Paris, France
Our days
Gallery "Blue Lizard"

Decades later, the painting “La Malediccio” ended up in the Blue Lizard gallery. There is an exhibition here where old friends George Stobbart and Nicole Collar met by chance. George works as an agent for the Paris Mutual insurance company, and Nico writes articles for the local newspaper La Liberte. The exhibition was marred by the appearance of a robber. As a result, the gallery loses the painting “La Malediccio”. The owner of the gallery, Henri, trying to stop the robber, catches a bullet in the chest. Nicole rushes after the criminal.

Eau de Toilette.

It just so happened that the exhibition was insured by the company where George works. We look around the place before the police arrive. All paintings have approximately the same value, but the stolen copy, painted by El Serp in 1937, was of much less value. It is also noteworthy that the alarm did not work. Click on the area where the painting previously hung. Open the door and pay attention to the top red cut wire. Perhaps CCTV footage will help shed light on the events leading up to the robbery. The door leading to the private area is closed. Let's talk with the Dominican priest Simeon. He believes that the murder is the work of the Devil. We study Henri's body: there is a piece of paper at hand, which indicates the time exactly corresponding to the time of the robbery. From the pocket of the vest we take out a bottle of eau de toilette.

We approach the table by the window, examine the pizza box and take the remaining slice. We continue to communicate with Simeon. Let's ask about the Devil and the purpose of visiting the exhibition. The priest continues to talk about the Devil and about the cursed painting: anyone who approaches it will face trouble. We approach the unconscious Hector Lane, an art critic. Click on the left side of the jacket and take away the personalized wire cutters with initials. We spray Lane's face with a bottle of eau de toilette from inventory. There will be no conversation until Lane satisfies his hunger. We give him a piece of pizza from inventory. Henri and Lane collaborated to organize the exhibition. We ask standard questions and ask about the code that will allow you to open the office door. We try to intimidate the interlocutor by pointing to the wire cutters with which he could cut the wires. We will also ask about the presence of an alibi.

We leave the gallery, go left and chat with the waiter who appears. Lane frequents the cafe often and last night he left without paying. We collect the check and return to the gallery. We present Lane with a check to finally convince him to tell us the code. We approach the office door and try to enter the code. The police arrive at the wrong time. Now this place will be taken over by Inspector Nave and his assistant Sergeant Mu from the Serious Crimes Department.

Meanwhile, Niko returned to the gallery. Playing as her, we communicate with Mu. He will not let us in under any pretext, even though we are witnessing a daring crime. Nave and Mu work day and night, so the sergeant looks like a squeezed lemon. We invite him to cheer up with a cup of coffee. But Mu refuses this too. The doctor forbade him to drink while on duty. After talking about all the topics, we go to the left and talk with an aggressive waiter who considers Niko a frivolous girl. We show the waiter the ID from the inventory to dispel all his premature conclusions. We order a cup of a strong invigorating drink, drink it and ask to bring another glass of coffee with you. We return to the gallery and offer the sergeant coffee. He tells an unpleasant story that happened to him while serving in the presidential dog guard. The temptation turned out to be too great. After drinking the drink, Mu immediately runs to the urinal around the corner.

Entering the gallery, we inform George that we managed to take a couple of photographs of the robber. In turn, George also shares news. It is necessary to distract the inspector so that it becomes possible to enter the office premises. We talk to Naveh and find out what he thinks about this crime. For him, the main thing is physical evidence. Let's talk with Lane and Father Simeon. We lift the pizza box and examine the ketchup stain. We smear it across the floor with a click to make it more convincing. We remove the chewing gum using the ID from the inventory. In the dialogue with Naveh, we point to the spot. This evidence, not harmless at first glance, will briefly distract the inspector’s attention.

Surveillance system.

Having entered the office, the first thing we do is answer the call from Rickenbacker, George’s boss. His concern is understandable, because now he will have to pay considerable compensation. There is a surveillance system on a cabinet in the corner. You can access it only after entering your password. We take out the letter from the trash can near the table on the left side. It contains Henri's address. We examine the table, open the drawer and take out the folder. Inside is an agreement that Henri entered into with the not recommended security company Vera Security. Let's take a look at the calendar hanging on the wall above the table. It indicates the date - May 27th. We enter the password into the surveillance system - 2705. Rewind the recording to an earlier time. We study the picture in more detail: in the center there is a snake eating its own tail. We rewind to the frame where the robber is at the closest possible distance from the camera. Then we can see the Waterloo Motors logo on the helmet. We inspect the remaining footage and move away from the surveillance system. Suddenly an inspector appears, to whom you can lie or tell the truth. We ask the inspector a couple of questions and leave the premises. The preliminary investigation has been completed. We are notified that we are prohibited from leaving the country.

The heroes go to a cafe, where over a cup of coffee they will share with each other the information they have obtained. After finishing the conversation, select “Vera Security” on the map.

Before heading to the security company building, let's go to the bench opposite. We meet the seller and offer him our help in fixing the neon sign. We examine it and click on the wires sticking out on the left side. Only the letters on the right side of the sign remained lit. We inform Bassam about the work done. Now you need to come up with an appropriate name for the shop. We return to the sign and make up the word “ALADDIN” from the letters on the right side. We do this by moving the letters into an empty cell. And this is where our free assistance ends. The showcase displays goods from different parts of the world, a kind of “Duty free” local bottling.

We turn around and enter the Vera Security building. The girl behind the counter was scared by a harmless cockroach. We examine the table located on the right side. We remove the cigarette pack, select the matchbox and right-click on it in the inventory to remove the matches. We go to Basam and choose a line about a cockroach. We get special cockroach cookies. We combine it with the box, return to the building and catch the cockroach with a contraption. We take the box as soon as he runs inside.

We meet Annette and inform her about the robbery that occurred. She denies the involvement of Vera Security in ensuring the protection of the exhibition, so we are showing the contract from the inventory. On the counter lies a black book with valuable information that Annette is so carefully trying to hide from us. We select the phone from the inventory and call the Vera Security office. Annette will answer the call, and while she tries to find out who is speaking on the other side of the wire, turn off the radio located on the counter by the window. Annette hangs up and heads to the radio. At this moment, we open the black book and take out a photo of Annette and Lane together. We show Annette's photo. As usual, the girl tries to justify herself: she is only replacing the manager who disappeared without a trace and is in no way involved in the gallery. And they just have a warm relationship with Lane. We also ask about the boss, whom Annette has never seen, at least according to her.

Gallery "Blue Lizard"

We leave the alley and go to the gallery. It is sealed and there is no one inside. We get to the alley, ask the waiter about Lane and show him the photo. He confirms that Lane and Annette were here last night. We go right, go down to the metro and find ourselves at Henri’s house.

Henri's apartment

Let's use the intercom to the right of the green door. We convince Lane to let us inside. He will deny his connections with Annette and the security company. We show the photo to refresh his memory. Lane admits that he and Annette had an affair that didn't last long. The reason to retreat was the girl’s material well-being, or rather, the lack thereof. Lane decided to hit on Madame Bijou. The fact that she will experience bitterness from the loss of a loved one does not stop him. We ask about the main thing at Vera Security. We won’t hear anything concrete, but we will learn that he is Russian. We send Lane out and talk with Bijou. After asking her a few questions, we leave the apartment.

Security company "Vera Security"

Under cover of darkness, we return to the security company building. We move the tabletop on wheels, click on the top beam and move to the left side. Open the cover of the electrical box and take a closer look. Turn off the fan by pressing the button on the upper right block. Let's use the wire cutters from the inventory and cut all three blue wires. Then use the wire from the inventory to connect the upper right and lower left blocks. The roller shutters have risen, so we can go inside without any hindrance.

Connected blocks. All that remains is to flip the switch.

Open the drawer of the cabinet located on the left side. We take out a cotton swab and open the door behind the counter. We combine matches and boxes in the inventory. A little lighting will allow you to remember the location of the switch on the wall - we activate it. Dip a cotton swab from the inventory into the oil spilled on the floor. We look at the shredder on the table. Open the lid and lubricate the gears with an oiled cotton swab. Press the button and remove the remaining pieces of paper. We collect them according to the image. At the same time we take away the paper clip. The letter confirms that Henri entered into an agreement with Vera Security to provide them with the installation of a security system in the gallery. We emphasize to ourselves that the head of Vera Security is Medovsky. We interact with the ventilation pipe on the left side. We insert a paperclip from the inventory into the discovered tiny latch. We take the gun out of the ventilation. Suddenly, Inspector Nave and Sergeant Mu appear and charge George.

A letter assembled from scraps.

Niko's apartment

Editor-in-Chief Ronnie promised to give Niko the front page of the newspaper if she gets an interview with the owner of the stolen painting. We open the door to a knock. An elderly man stands at the threshold. Introducing himself as Thiago Marquez, he claims to be the rightful owner of the painting “La Malediccio”. What luck for Niko, he didn’t have to look for anyone. We ask him about his childhood, family, and at the end we get a photograph showing Thiago’s family. The painting “La Malediccio” hangs in the background. We show the old man the photographs we took in the gallery so that he can be convinced that this is really “La Malediccio”. Note the tattoo on the robber's hand in the lower left photo. We click on other photos one by one and move away from the table. Thiago arrived from afar and had nowhere to stay. We offer our neighbor's apartment; he won't be in town for several days anyway.

The neighbor should have left the key under the mat. We lift it, but we don’t find the key. Click on the crack between the floorboards. We use the ID from the inventory on the crack. Thanks to the chewing gum, it is possible to attract the key. We unfold the rug back and use the key to unlock the door. Having settled the guest, we go to the cafe.

Gallery "Blue Lizard"

We meet Lane and start a conversation with him. We are interested in the owner of the painting with whom Henri agreed. Lane suggests continuing the conversation in the office. Accept the invitation by clicking on the checkbox.

As Lane sat down on the sofa, what looked like a folder appeared from under the pillow. We sit down next to you and invite you to start drinking champagne. We won’t hear anything useful from Lane anymore, so we take a glass and “accidentally” spill the drink on our interlocutor. To do this, click on Lane and select a glass of champagne. We take out the folder sticking out from the side where Lane was just sitting. In the list of paintings provided for the exhibition we look for “La Malediccio” and, accordingly, its owner – Medovsky.

Niko's apartment

We share information with Ronnie. He warns us that Medovsky is a very dangerous person. The influential oligarch now lives in London. We convince Ronnie that we are capable of such an adventurous investigation. George arrives just in time. Combining the general information, we come to the conclusion that Medovsky is at the head of the scam with the painting. Niko will introduce George to Marquez. Looking at the photograph in detail, we click on the picture, the figurines on the sides of it, a man, a woman and a child. We also study the medallion, which symbolizes a snake eating its own tail. The exact same snake is depicted in the painting. As Thiago explains, this is ouroboros - the sacred sign of the Gnostics. Marquez's father was a Gnostic leader, and the painting was a sacred legacy.

Enmity existed and continues to exist between the Church and the Gnostics. That is why Simeon speaks so negatively about the picture. We communicate with Niko on all topics. Then we select a phone and call Waterloo Motors. In conversation we mention tattoos. We find out from the seller that someone bought a helmet and left the boss’s car for service. Thus, we will find out the address to which the car is registered, and, accordingly, Medovsky’s place of residence.