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Passage of games. Passage of the game natalie brooks secret of the inheritance City of the Sun - school of philosophy of life

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Location: Mansion
We approach the gate, take a stick. We use it on the wall on the left, there is a cache. We take the key from the gate from the cache. We select a postcard and part of the picture. We take the key and open the gate, go inside. We select a card from the sofa. There is a statue of a grandfather on the stairs. We click on it. Under the statuette we take money. On the right on the lamp we will pick up a postcard. Behind the mirror we will pick up another piece of the picture. We look at the table. We read a letter from a lawyer. We call the lawyer, the number is written on the magazine. We're going to a lawyer.

Location: Henry Ason's office.
We take away from him a magnifying glass and a medallion, we talk with him. After the conversation, we examine the lawyer's urn, we find the disk and keys. On the right, take a checkered scarf. On the left you will find a disc with classical music. There you will also find a plug from the music center. Near the window, on the left, hangs a binocular. There you will find a piece of a postcard. We examine the room and find two more. Now take the plug and insert it into the socket. This will turn on the music center. We insert a disk with classical music and the lawyer falls asleep. We take the keys and open the first lower drawer, there you will take bird food. Now open the top drawer. Pick up a pen there. We take food and feed the parrot. Some debris is falling out of the cage. We take a checkered red blanket and use it on the garbage. We get the key. We use the key on the left box. We open the lock. We click on 1 4 2 3 castle. We open the box. We take the petition from the box. Now we take the second disk and insert it into the tape recorder. The lawyer wakes up, give him the petition and the pen. We take the petition.

Location: bank.
We talk with the banker. In the conversation, it turns out that the grandmother owes money to the banker. In the banker's office we select a screwdriver, a handle for the window, from the table, to the right and left of the table - postcards, from the table - adhesive tape. We look at the picture. We open the picture, we see the safe. The safe is broken, take a screwdriver and unscrew the bolts. Open the lock cover. We use adhesive tape on broken wires. We look at the table to the right of the banker. We click on the dollar in the frame. We put 7 hours on the piggy bank - hours. The piggy bank will open and the key to the safe will fall out of it - we pick it up. Use the window handle on the window. We open it. There are scaffolds outside the window. From there we take a sponge, and use it on a bucket of water. We use a wet sponge on the spot on the back of the picture. We will see the safe code 5791. Open the safe. We take a tie and give it to the banker.

Location: jewelry store.
Click on the switch to the right of the door. The jeweler behind the cabinet must be released. We take a picture, under the rug on the window, on the closet. We click on the cabinet, but it is closed. We take the key under the rug. We select the panel with buttons. Plug in the plug. We open the closet. We take payment from the cashier. A horseshoe hangs above the door, take it and use it in the window. From the display case we take a roller for a music box, a piece of paper with slots, a part for the cash register. We insert the board, the coil and part of the keyboard (with saving the Jew $ 1000). We use the paper with slots on the window next to the cash register, where something is inscribed with a diamond. And we get the code 7659. The cash desk will open and there we take the handle from the box. We look in the closet at the music box. Insert the roller and handle. Turn the handle and the secret door will open.


We select pictures from the donut machine, surveillance camera, from the stand and the box on the right. We select a coin on the left on the table. We try to talk to the chief of police, but he wants donuts. We look at the machine, push the coin. Few. We click just above the slot for coins (we hit the machine). A card will fall out of the machine, pick it up. There is a radio station on the right table. We remove the battery from it. Behind the sheriff we open the cabinet, on the top shelf we take the second battery. Let's look at the robot. In the raincoat in the pocket we find the third battery. We insert three batteries and a card into the robot. The robot releases the keys, we select them. Open the sheriff's desk drawer. We take a pen and a coin. You will find three more coins on the floor under the sheriff's desk drawer, next to the robot to the right of the desk. We talk with the director of the museum. We give her a pen. We talk to her again. Let's go to the machine. Throw five coins. We pick up donuts and give them to the sheriff.

Location: museum.
We talk with the director of the museum. Click on the bag. In the lower right corner we take from it the keys and the detail from the lock. We take photos from the leg of the fence of two columns and the sarcophagus from the side of the head. We take the keys and open the grate.

Location: museum closet.
We take the cards to the left from the chest, under the globe in the upper right corner, to the left of the picture (top of the screen, center), to the left behind the mask. We find 4 gears and a key. Use the key to open the chest and pick up the fifth gear there.

Location: museum.
To the left of the column you will find a box with an alarm, turn off the alarm. We open the right far stand and take away the key, two gears and a disk from there. In the left stand you will find 3 more gears. We take the key and open the nearest right stand. There we take the gear, and inside the sarcophagus we take an unknown Egyptian device.

Location: museum closet.
Use the disc on the Egyptian chest of drawers. We collect the picture. (A camel with a rider and pyramids. If you assemble it correctly, the chest of drawers will open.) There you will find the twelfth gear and the second part of the diagram. We insert an unknown device into the slot on the left of the stone. We select a cipher. We pick up the gear and go to the museum. As a result, we got 13 gears.

Location: museum.
We look at the sarcophagus. We take the scheme and put it on the mechanism, and then we install 13 gears.

Location: mansion gate.
We select a garden shovel, secateurs. Open the garden bag and take a metal rod from there. In the same location we find 5 pictures. Using a spatula, we tear out five cobblestones. Use the stones on the window. When the window breaks, use a pruner to remove the adhesive tape. With the help of an iron rod, we tear a broken bird from the gate. Use the bird on sticky tape. A bird with sticky tape on a tree on the left above the fence.

Location: mansion.
Collecting 4 pictures. Next to the broken figurine we select the bear figurine. Where the picture hung, we take the key on the carnation. On the couch we take a police baton, we take a flashlight from the inverted bedside table. We tear off a piece of wallpaper and take out a mouse figure from there. From the window frame we take the figurine of an eagle. On the third step from the top you will find a cache, open it with the key and find a rhinoceros figurine. Remove the cheetah figurine from the stairs above the mirror. From the legs of the sofa - a figure of a giraffe. The last lion figurine is your amulet. We insert the figures into the mirror. Now click on the cheetah, lion, rhinoceros, bear, eagle, elephant, giraffe, mouse. The mirror will open and jam. Use the club on the mirror. We go into the basement.

Location: basement of the mansion.
We take a light bulb from the left shelf and screw it into the cartridge, turn on the switch. We collect 4 pictures, take the hook from the top shelf of the far cabinet and hang it on the chain next to the barrels. In the near cabinet on the shelves we open the chest and take the key-barrel from there. Open the top cabinet on the far cabinet and assemble the puzzle. The puzzle is simple - arrange everything by color. We get 4 chips, insert them into the chips on the wall. Rays will indicate hiding places. In the caches you will find a key (4 keys). We move the rug on the floor and we will see the hatch, we open it with the help of the found keys. In the puzzle, we combine the circles inside with the emblems outside. And here is your money.

Location: police station.
We find 4 photos. On the table on the left and right we take 2 parts. You will also find 2 pieces behind the blinds and on the cabinet. We move the mini golf ball and in the hole we find a sheet with a code. Click on the paper tray. We try to open the safe, but, alas, the handle falls off, we select the handle and two more details. We look into the right cabinet of the table. In the bookcase on the top shelf on the right, we pull the book of criminology. The secret opens. Someone is trying to visit the sheriff of the police and can find you. We take a chair and prop up the door. In the aquarium we find the fifth detail, and the sixth next to the safe. We collect the broken safe. We use six unknown parts on the lock in the bookcase. Another puzzle. In it, you need to slide the blue part into the recess. In the cache we find the second part of the medallion and the magazine. We open the safe (with the found piece of paper we click on the safe). We take the keys. We read the case of smugglers. Open the second drawer of the table and take the map from there. Open the window and go to the archive.

Location: archive.
In the middle of the screen you will see a shield with an alarm. Use the police chief's card on the shield. We solve the puzzle. There is a switch under the alarm panel. We turn on the light. We find 4 photos. On the floor we select two steps and a wheel. On the left near cabinet we select a step and a paper knife. On the right in the table we take a paper clip in the form of a master key. With a knife we ​​pick out the chewing gum under the table. Take the gear from the table. Using a knife, cut the cord p from the table lamp. Now we are fixing the stairs. We insert three rungs and a wheel into the ladder. We move the stairs and take the key on top of the shelf, we read the case about the burglar. We take a magnet from the cabinet wall, you will get a universal burglar key, with it we open the box with the smuggling case and read it.

Location: cave.
We talk with the smuggler. We find 4 cards. From the floor we select the hook and nails. With the help of a hook, we get a floating part from the device. We select a board next to the cabinet. We take a helmet in the closet, on the closet - the second part. Take the second board from the table. On the second cabinet, take the detail and bugs. We take a helmet and pour water. We extinguish the right torch and remove the keys from the torch. Open the locked cabinet and take the slingshot. We shoot at the red circles. The grate will open only when everyone is green. Behind the bars we take a hammer. Open the chest and pick up another part. We examine the hole in the boat, put two boards on the hole, insert nails, hammer in with a hammer (the boat is repaired, but the smuggler will do the putty himself). We look at the listening device, insert 4 coils and a box with bugs. The device is ready.

Location: police station.
Disable the security camera. Collecting pictures. We take scotch tape from the table, take our signed petition from the tray, read the documents on the table (we learn that the lawyer and the police chief are conspiring against you), install a bug in the handset. We examine the bag next to the robot and take a screwdriver. We install the second bug in a flower pot on the safe. We look at the switch. We unscrew the cover and install the beetle. The wiring burns and you find glowing text on the wall. In this text you will see the code 35691. With the help of adhesive tape we repair the switch. Open the safe, take the card for the robot. We insert the card and the robot drives off. We mount the fourth bug in the socket, and the fifth in the robot. Reading the final comic.

Parts of the game, now it's the turn of the first. Yes, it's the other way around. If you still have not mastered this part on your own, then I will be glad to help you with this.

Take a stick from the path, use the stick on the cache, take the key from the cache. Assemble the parts of the postcard. Key to open the gate.



Take the map of the city from the couch. Look at the table next to the mirror, read the letter, call the phone number written in the book "Lawyer 354-75-62". Collect three parts of the postcard - one behind the mirror, the second on the table with flowers, the third on the right on the lamp. Look at the statue of grandfather, pick up money from under it.



Talk to Henry, pick up a magnifying glass and an amulet from the box. Assemble the three parts of the postcard. Take the plug from the music center, take a CD, insert the plug into the socket, turn on the music center. Look at the wastebasket under the table, take the CD and keys. Use the keys to open the drawers in the right cabinet. Take a pen from the top drawer, take bird food from the bottom drawer. Remove the handkerchief from the cage, apply bird food to the parrot, take a lump of garbage from the floor with a handkerchief, take the key. Use the key to try to open the left cabinet. Mini-game: Set the lock tongues to the center position (1-2-4-3). Pick up the petition. Put the CD in the music center. Give the petition and the pen to the lawyer.



Take tape from the table. Pick up two scraps of a postcard, a screwdriver and a window handle from the floor. Attach a handle to the window, open the window, take a sponge, soak it in a bucket. Look at the table, look at the dollar in the frame, look at the piggy bank, set the clock hands to 7:00, take the key to the safe. Look at the picture, unscrew the cover of the electronic lock with a screwdriver, glue the wires with tape, close the cover of the lock. Sponge to remove the stain on the safe door. Look at the safe, insert the key into the keyhole, enter the code "5791", open the safe. Take a tie from the safe, give it to the banker.



Turn on the light. Take the panel with buttons from the floor. Collect three scraps of postcards - under the rug, behind the cabinet and on the windowsill. Try to open the cabinet door, move the mat, take the key, use the key on the cabinet door, open the cabinet. Take the horseshoe over the door. Break the horseshoe counter, take a reel, a roller from a music box, a piece of paper with slots. Take the payment from the cash register from the cabinet. Take the electric plug from the floor, apply the plug to the socket. Look at the broken cash register, install the board, install the coil, install the keyboard. Attach a piece of paper with slots to the code on the window. Open the cashier with the code "7659", take the handle from the music box. Look at the music box in the closet. Install the handle, open the box, install the roller. Mini-game: repeat the sequence of characters.



Collect four scraps of a postcard - behind the donut machine, in the desk drawer, behind the stand and behind the security camera. Look at the radio station, pull out the battery. Look at the donut machine, pick up the card. Collect four coins. Open the cabinet doors, pick up the battery. Look at the police robot, take a battery from the raincoat pocket, install batteries and an activation card in the robot, pick up the key. Open the desk drawer with the key, pick up the pen and the coin. Look at the donut machine, throw coins into the slot. Mini-game: bring five coins to the coin acceptor. Pick up a bag of donuts. Give the donuts to the police chief. Give the pen to the director of the museum.



Take half of the diagram. Collect four scraps of a postcard - on the sarcophagus, on the fence, on two columns. Look at the travel bag, take the keys and the part from the lock. Open the alarm panel. Mini-game: Don't let the discharges reach the center. In the right stand, take the parts from the lock and the key. In the left stand, take the parts from the castle. Use the key to open the vertical stand, take the part from the lock, open the sarcophagus, take the Egyptian device. Open the door to the vault with the keys.



Collect three scraps of a postcard - by the bag on the left, by the globe, behind the mask on the wall and in the drawer above the door. Collect parts from the castle. Take the key from the chest of drawers. Open the chest with the key, take the part from the lock. Place the metal disc on the Egyptian device in the chest of drawers. Mini-game: collect the picture. Pick up the part from the castle and the second part of the scheme. Insert the metal stick into the niche on the stone. Mini-game: find the symbols on the stone. Take the part from the castle. Return to the museum, look at the sarcophagus, apply the scheme on it, apply all 13 details.



Collect five postcard scraps. Take garden shears. Open the gardener's bag, take the metal rod. Take a garden shovel. Try to enter the gate. Use a spatula to collect stones. Throw rocks at windows. Mini-game: hit the window with a stone. Use garden shears on a tape, pick a bird from the gate with a metal rod, throw a tape with a bird on a tree.



Collect four postcard scraps. Look at the mirror, insert the lion medallion. Take the police baton from the chair. Take the flashlight from the bedside table. Take the key from the wall. Take a bear figurine from a broken figurine, a giraffe figurine from a chair leg, a cheetah figurine from a staircase railing, an eagle figurine from a window frame. Look at the hole in the wall, take the mouse figurine. Use the key to open the cache on the steps of the stairs, take the rhinoceros figurine. Look at the mirror, install all the figures on it. Click the figures in sequence: cheetah, lion, rhinoceros, bear, eagle, giraffe elephant and mouse. Use a club to open the entrance to the basement. Enter the basement.



Take a light bulb, screw the light bulb into the socket, turn on the light. Collect three postcard scraps. Move the rag in the rack, look at the chest on the shelf, take the barrel key. Open the cabinet door. Mini-game: put together some puzzles. Put four chips on the corresponding places. Take the hook from the closet, attach it to the chain, take the hook with the chain. Attach the hook to the grate on the floor, raise the grate with the collar, take the key. Open the cache under the tiles on the floor, take the key. Look at the barrel, open it with the barrel key, take the key. Open the box, take the key. Pull back the rug, look at the hatch. Open the hatch on the floor with the keys. Mini-game: set the signs according to the pictures.



Collect four postcard scraps. Open the desk drawer, look at the document. Open blinds on the window. Assemble six rectangular pieces. Click on the folder of incoming papers, put the petition there. Look at the safe, turn the round knob, collect three parts of the safe from the floor. Move a golf ball, get a piece of paper with a code from the hole. Look at the safe, install three parts from the safe, apply a piece of paper with a code to the safe. Take the keys from the safe, read the documents. Apply the keys to the desk drawer, pick up the activation card. Pull the upper right book in the closet. Take a chair, apply it to the door. Apply the parts for the cache in the closet. Mini-game: bring out the blue detail. Take half of the amulet from the cache, read the magazine. Open the window, go out the window.



Use the activation card on the alarm panel. Mini-game: follow the arrows according to the instructions. Turn on the light. Collect three postcard scraps. Collect three steps and a wheel from the stairs, apply them to the stairs. Look at the box "Hacks", take part of the master key, read the testimony of the burglar. Look at the papers in the left cabinet, take the paper knife. Take the magnet from the wall of the far cabinet. Use the knife on the gum under the table. Use the knife on the lamp wire. Take the gear from the box. Open the desk drawer, take a paperclip. Look at the box "Contraband" in the far cabinet, use the master key on the lock of the box. Read the smuggler's dossier.



Collect four postcard scraps. Take the gaff, use the gaff on the part in the puddle, collect two more parts from the listening device. Take the helmet of the conquistador, scoop up water with it, use the helmet with water on the torch, take the keys. Open the cabinet with the keys, take the slingshot. Use the slingshot on the round lock behind the bars. Mini-game: hit the red circles with a slingshot. Open the chest, take the part for the listening device. Take a hammer. Take nails from the floor, take two boards, look at the boat, apply the boards to the hole, apply the nails to the boards, apply the hammer to the nails. Take a box of bugs. Apply details to the listening device. Apply bugs to the listening device.



Look at the camera. Mini-game: turn off the switches in time. Collect three postcard scraps. Take tape from the table. Open the box on the floor, take a screwdriver. Look at the phone, open the lid, install the bug. Take the petition from the drawer with documents. Look at the switch, unscrew the screw with a screwdriver, install the bug. Look at newspaper clippings, get the code "3-5-6-9-1". Look at the switch, fix the wire with tape. Apply a bug to the flower on the safe. Open the safe, take the card. Apply a bug on the robot. Open the control panel on the robot, insert the activation card, move the robot away. Look at the outlet, unscrew the cover with a screwdriver, install a bug. That's it, game over.

Location: Mansion
We approach the gate, take a stick. We use it on the wall on the left, there is a cache. We take the key from the gate from the cache. We select a postcard and part of the picture. We take the key and open the gate, go inside. We select a card from the sofa. There is a statue of a grandfather on the stairs. We click on it. Under the statuette we take money. On the right on the lamp we will pick up a postcard. Behind the mirror we will pick up another piece of the picture. We look at the table. We read a letter from a lawyer. We call the lawyer, the number is written on the magazine. We're going to a lawyer.

Location: Henry Ason's office.
We take away from him a magnifying glass and a medallion, we talk with him. After the conversation, we examine the lawyer's urn, we find the disk and keys. On the right, take a checkered scarf. On the left you will find a disc with classical music. There you will also find a plug from the music center. Near the window, on the left, hangs a binocular. There you will find a piece of a postcard. We examine the room and find two more. Now take the plug and insert it into the socket. This will turn on the music center. We insert a disk with classical music and the lawyer falls asleep. We take the keys and open the first lower drawer, there you will take bird food. Now open the top drawer. Pick up a pen there. We take food and feed the parrot. Some debris is falling out of the cage. We take a checkered red blanket and use it on the garbage. We get the key. We use the key on the left box. We open the lock. We click on 1 4 2 3 castle. We open the box. We take the petition from the box. Now we take the second disk and insert it into the tape recorder. The lawyer wakes up, give him the petition and the pen. We take the petition.

Location: bank.
We talk with the banker. In the conversation, it turns out that the grandmother owes money to the banker. In the banker's office we select a screwdriver, a handle for the window, from the table, to the right and left of the table - postcards, from the table - adhesive tape. We look at the picture. We open the picture, we see the safe. The safe is broken, take a screwdriver and unscrew the bolts. Open the lock cover. We use adhesive tape on broken wires. We look at the table to the right of the banker. We click on the dollar in the frame. We put 7 hours on the piggy bank - hours. The piggy bank will open and the key to the safe will fall out of it - we pick it up. Use the window handle on the window. We open it. There are scaffolds outside the window. From there we take a sponge, and use it on a bucket of water. We use a wet sponge on the spot on the back of the picture. We will see the safe code 5791. Open the safe. We take a tie and give it to the banker.

Location: jewelry store.
Click on the switch to the right of the door. The jeweler behind the cabinet must be released. We take a picture, under the rug on the window, on the closet. We click on the cabinet, but it is closed. We take the key under the rug. We select the panel with buttons. Plug in the plug. We open the closet. We take payment from the cashier. A horseshoe hangs above the door, take it and use it in the window. From the display case we take a roller for a music box, a piece of paper with slots, a part for the cash register. We insert the board, the coil and part of the keyboard (with saving the Jew $ 1000). We use the paper with slots on the window next to the cash register, where something is inscribed with a diamond. And we get the code 7659. The cash desk will open and there we take the handle from the box. We look in the closet at the music box. Insert the roller and handle. Turn the handle and the secret door will open.


We select pictures from the donut machine, surveillance camera, from the stand and the box on the right. We select a coin on the left on the table. We try to talk to the chief of police, but he wants donuts. We look at the machine, push the coin. Few. We click just above the slot for coins (we hit the machine). A card will fall out of the machine, pick it up. There is a radio station on the right table. We remove the battery from it. Behind the sheriff we open the cabinet, on the top shelf we take the second battery. Let's look at the robot. In the raincoat in the pocket we find the third battery. We insert three batteries and a card into the robot. The robot releases the keys, we select them. Open the sheriff's desk drawer. We take a pen and a coin. You will find three more coins on the floor under the sheriff's desk drawer, next to the robot to the right of the desk. We talk with the director of the museum. We give her a pen. We talk to her again. Let's go to the machine. Throw five coins. We pick up donuts and give them to the sheriff.

Location: museum.
We talk with the director of the museum. Click on the bag. In the lower right corner we take from it the keys and the detail from the lock. We take photos from the leg of the fence of two columns and the sarcophagus from the side of the head. We take the keys and open the grate.

Location: museum closet.
We take the cards to the left from the chest, under the globe in the upper right corner, to the left of the picture (top of the screen, center), to the left behind the mask. We find 4 gears and a key. Use the key to open the chest and pick up the fifth gear there.

Location: museum.
To the left of the column you will find a box with an alarm, turn off the alarm. We open the right far stand and take away the key, two gears and a disk from there. In the left stand you will find 3 more gears. We take the key and open the nearest right stand. There we take the gear, and inside the sarcophagus we take an unknown Egyptian device.

Location: museum closet.
Use the disc on the Egyptian chest of drawers. We collect the picture. (A camel with a rider and pyramids. If you assemble it correctly, the chest of drawers will open.) There you will find the twelfth gear and the second part of the diagram. We insert an unknown device into the slot on the left of the stone. We select a cipher. We pick up the gear and go to the museum. As a result, we got 13 gears.

Location: museum.
We look at the sarcophagus. We take the scheme and put it on the mechanism, and then we install 13 gears.

Location: mansion gate.
We select a garden shovel, secateurs. Open the garden bag and take a metal rod from there. In the same location we find 5 pictures. Using a spatula, we tear out five cobblestones. Use the stones on the window. When the window breaks, use a pruner to remove the adhesive tape. With the help of an iron rod, we tear a broken bird from the gate. Use the bird on sticky tape. A bird with sticky tape on a tree on the left above the fence.

Location: mansion.
Collecting 4 pictures. Next to the broken figurine we select the bear figurine. Where the picture hung, we take the key on the carnation. On the couch we take a police baton, we take a flashlight from the inverted bedside table. We tear off a piece of wallpaper and take out a mouse figure from there. From the window frame we take the figurine of an eagle. On the third step from the top you will find a cache, open it with the key and find a rhinoceros figurine. Remove the cheetah figurine from the stairs above the mirror. From the legs of the sofa - a figure of a giraffe. The last lion figurine is your amulet. We insert the figures into the mirror. Now click on the cheetah, lion, rhinoceros, bear, eagle, elephant, giraffe, mouse. The mirror will open and jam. Use the club on the mirror. We go into the basement.

Location: basement of the mansion.
We take a light bulb from the left shelf and screw it into the cartridge, turn on the switch. We collect 4 pictures, take the hook from the top shelf of the far cabinet and hang it on the chain next to the barrels. In the near cabinet on the shelves we open the chest and take the key-barrel from there. Open the top cabinet on the far cabinet and assemble the puzzle. The puzzle is simple - arrange everything by color. We get 4 chips, insert them into the chips on the wall. Rays will indicate hiding places. In the caches you will find a key (4 keys). We move the rug on the floor and we will see the hatch, we open it with the help of the found keys. In the puzzle, we combine the circles inside with the emblems outside. And here is your money.

Location: police station.
We find 4 photos. On the table on the left and right we take 2 parts. You will also find 2 pieces behind the blinds and on the cabinet. We move the mini golf ball and in the hole we find a sheet with a code. Click on the paper tray. We try to open the safe, but, alas, the handle falls off, we select the handle and two more details. We look into the right cabinet of the table. In the bookcase on the top shelf on the right, we pull the book of criminology. The secret opens. Someone is trying to visit the sheriff of the police and can find you. We take a chair and prop up the door. In the aquarium we find the fifth detail, and the sixth next to the safe. We collect the broken safe. We use six unknown parts on the lock in the bookcase. Another puzzle. In it, you need to slide the blue part into the recess. In the cache we find the second part of the medallion and the magazine. We open the safe (with the found piece of paper we click on the safe). We take the keys. We read the case of smugglers. Open the second drawer of the table and take the map from there. Open the window and go to the archive.

Location: archive.
In the middle of the screen you will see a shield with an alarm. Use the police chief's card on the shield. We solve the puzzle. There is a switch under the alarm panel. We turn on the light. We find 4 photos. On the floor we select two steps and a wheel. On the left near cabinet we select a step and a paper knife. On the right in the table we take a paper clip in the form of a master key. With a knife we ​​pick out the chewing gum under the table. Take the gear from the table. Using a knife, cut the cord p from the table lamp. Now we are fixing the stairs. We insert three rungs and a wheel into the ladder. We move the stairs and take the key on top of the shelf, we read the case about the burglar. We take a magnet from the cabinet wall, you will get a universal burglar key, with it we open the box with the smuggling case and read it.

Location: cave.
We talk with the smuggler. We find 4 cards. From the floor we select the hook and nails. With the help of a hook, we get a floating part from the device. We select a board next to the cabinet. We take a helmet in the closet, on the closet - the second part. Take the second board from the table. On the second cabinet, take the detail and bugs. We take a helmet and pour water. We extinguish the right torch and remove the keys from the torch. Open the locked cabinet and take the slingshot. We shoot at the red circles. The grate will open only when everyone is green. Behind the bars we take a hammer. Open the chest and pick up another part. We examine the hole in the boat, put two boards on the hole, insert nails, hammer in with a hammer (the boat is repaired, but the smuggler will do the putty himself). We look at the listening device, insert 4 coils and a box with bugs. The device is ready.

Location: police station.
Disable the security camera. Collecting pictures. We take scotch tape from the table, take our signed petition from the tray, read the documents on the table (we learn that the lawyer and the police chief are conspiring against you), install a bug in the handset. We examine the bag next to the robot and take a screwdriver. We install the second bug in a flower pot on the safe. We look at the switch. We unscrew the cover and install the beetle. The wiring burns and you find glowing text on the wall. In this text you will see the code 35691. With the help of adhesive tape we repair the switch. Open the safe, take the card for the robot. We insert the card and the robot drives off. We mount the fourth bug in the socket, and the fifth in the robot. Reading the final comic.

The "City of the Sun" is an educational center, the main task of which is to acquire, accumulate and disseminate knowledge about the unique features and common features of the original cultures of the peoples of the world. Our Educational Center has existed since September 2003. Its founder and leader is the philosopher, culturologist and art historian Galina Prokofievna Zubets.

The name of our Educational Center comes from the title of the work of the Italian philosopher Tommaso Campanella "City of the Sun". But it is not only the name that unites us with this philosophical treatise. There is also a deeper connection. On the one hand, it was Italian culture and our deep interest in it that led to the creation of the "City of the Sun". On the other hand, from the very beginning we were aware of a certain closeness and consonance of our own ideas to the many ideas set forth by Campanella in his famous work.

The study of culture in the "City of the Sun" is multifaceted in content (history, philosophy, art, religion, science, everyday life) and diverse in form (traveling around cities and countries, excursions in museums and in the open air, watching and producing documentary and feature films, visiting theaters and staging performances, performing and contemplating dances, learning foreign languages, preparing reports, exhibitions, concerts, publishing books).

The activity of the "City of the Sun" is quite dynamic. Initially, it was the only club - Italian, but over time, others began to appear. Now some clubs and studios exist permanently (Club of Experts of Moscow, Club of Lovers of the Russian Province, Theater Club and Theater Studio, Cinema Museum, Artistic Creativity Club, Publishing Center). Other clubs arise periodically to increase the intensity of studying the culture of a particular country (Italian, German, Chinese, Czech, Brazilian, Uzbek, Spanish, Polish, Bulgarian, Turkish, Indian, Vietnamese, Lao and others). What clubs will appear in the future? - time will tell.

During its existence, the "City of the Sun" organized and carried out dozens of trips to many countries of both hemispheres. The purpose of these expeditions is not only their own acquaintance with the original culture of various peoples, but also the collection of material for subsequent educational activities. In the overwhelming majority of cases, these are not template trips organized by tour operators for the mass consumer, but full-fledged unique trips independently prepared by the members of the City of the Sun. As a rule, within a few months before the start of the planned trip, the route and logistics are carefully developed, the advantages and disadvantages of the transport system of the intended region, and possible travel patterns are identified. In addition, climatic and geographical features, sights that are planned to be visited are studied, features of the worldview, life and creativity of simple and world-famous representatives of the peoples inhabiting the region planned for travel are studied. Upon their return, the expedition members prepare illustrated stands, photo reports, arrange evenings where everyone can hear stories about the trip, get valuable advice, watch photos and films, listen to music and even taste national cuisine.

No less interesting are walks around Moscow, trips to the cities of the Russian provinces or the search for traces of abandoned estates.

The Theater Club assists students in purchasing free (or inexpensive) tickets to the best theater productions in Moscow.

The Film Museum shows films that are masterpieces of both domestic and foreign cinema; documentaries about the cities and countries that members of the "City of the Sun" plan to visit, as well as those that were filmed during their travels.

The Publishing Center "City of the Sun" published: 1) a collection of poems and prose by a team of professional and non-professional writers "A Breath of Oxygen"; 2) investigative guide "Walking around Pirogovka" by Galina Zubets; 3) a collection of poems "Eclecticism" by Alexander Komkov; 4) guidebook "Familiar and unfamiliar Alatyr" by Anna Ilyinova; 5) The book "Lomonosov places in Moscow" by Galina Zubets.

The Educational Center continuously collects and distributes information about the brightest events in the cultural life of Moscow (exhibitions, festivals, tours).

The "City of the Sun" exists not only to increase education and broaden one's horizons. This is a school of a creative, open attitude to life, in which the “City of the Sun” have the opportunity to realize their talents, learn to set new goals, look for ways to achieve them, overcome difficulties, support each other, make independent decisions and be responsible for their choice. The City of the Sun is a school of philosophy of life.

City of the Sun - school of philosophy of life

The "City of the Sun" is a small oasis in the totally advancing desert of mass culture, an island of rest from hard work and freedom from everyday routine. Anyone who is thirsty can freely come into it and find joy in association with those who understand it.

A list of all open access materials on this site can be found in the section

Walkthrough:

English - language name of the game: Natalie Brooks. Secrets of Treasure House



At home:

take a stick
move a brick in the fence with a stick
take the key, open the gate for them, enter

Houses:

take the card from the couch
look at the table, look at the letter, call the lawyer at the indicated phone number
take a closer look at the figurine on the table on the stairs, take the money

Advocate:

look at the box, take a magnifying glass and a medallion
look under the table, take the disk and keys
take a disc from the center and a fork from the center
plug in the socket
insert a classical music disc in the center
use the keys to open the upper right drawer, look, take the pen
use the keys to open the lower right drawer, look, take food for parrots
throw off the scarf from the cage, feed the parrot
pick up a lump of sawdust with a handkerchief, we get the key
use the key to open the left drawer, look, solve the puzzle
insert a rock music disc in the center
give the petition and the pen to the lawyer

Bank:

take screwdriver and pen from the floor
take tape from the table
attach a handle to the window, open
take a sponge, dip it in a bucket
open the cache behind the painting, wipe the stain with a wet sponge
look at the safe, unscrew the bolts with a screwdriver, open the lid, seal the wires with tape. Close the lid. Enter code.
Click on the dollar on the table with the piggy bank
put on the piggy bank 7 hours. take the key
key to open the lock of the safe
open the safe, take the tie, give it to the banker

Antiquary:

turn on the light - switch by the door
move the edge of the rug, take the key
key to open cabinet door
take a payment from the cash register, a panel with buttons, a horseshoe over the door, a fork from the cash register by the pot
plug in the plug
smash windows with a horseshoe, take a roller, a reel and a sheet with cutouts
insert the coil, board and panel into the cash register
put the paper on the window. Code 7659. Enter the code at the checkout. take a pen
look at the box in the closet, insert the roller and the pen
puzzle: you need to repeat the sequence with which the figures light up

Police station:

take a coin from the table, 3 from the floor
open the cabinet door, take the battery
see the robot, open. Take a battery from your jacket pocket
watch the radio station, remove the battery
look at the machine, hit it, take a card
insert batteries and a card into the robot
pick up keys from the floor
open the drawer with the key. Look. Take pen and coin
give the pen to the director of the museum
put 5 coins into the machine
puzzle: you need to make sure that all the coins fall into the hole using the bottom stand. You need to move it and not let the coins fall.
donuts to give to the policeman

Museum:

get half of the scheme after the conversation
see bag. Take part and keys
see the alarm: puzzle. We need to catch signals. White signals can be caught in any sector, blue - in blue, red - in red. You just need to be able to click on them.
open left stand, take 3 parts
open the right stand, take the key, metal disk and detail
use the key to open the showcase door, take the part, open the sarcophagus, take the device
keys to open the lock of the lattice, enter
apply the device to the ledge in the stone.
puzzle: you need to remember the symbols and repeat them by choosing on the stone. Take part
take 2 parts in the pile of exhibits, another part on the top shelf
take the key on the bottom shelf of the dresser
use the key to open the chest, take the part
drive apply to device on dresser
puzzle: you need to combine all the circles so that a picture is formed. Take the part and the second part of the diagram
get out of the closet
scheme and details apply on the sarcophagus

At home:

take a pruner, a garden shovel
see the gardener's bag. Take a metal rod
dig 4 stones with a shovel
throw a stone at the window. Puzzle - you need to choose such a position and force of impact so that the stone hits the window. we use the selection method. First you need to try to put the “hand” in such a position so that the stone does not touch the fence in flight, and then adjust the force of impact.
cut the ribbon with scissors
use a metal bar to pull out a metal bird on the gate
with the resulting hook on the tape hook on the tree

Houses:

take the baton from the couch
take a flashlight from the nightstand
take the key from the wall, use it to open the cache in the stairs, take the rhinoceros figurine
tear off a piece of wallpaper above the picture, take a mouse figurine
take the rest of the figurines:
- giraffe on the couch
- cheetah - on the stairs
- bear - at the broken figurine
- eagle - on the window frame
look at the mirror and put all the figures in their places
click on the figures in the following order:
CHEETAH, LION, RHINO, BEAR, EAGLE, ELEPHANT, GIRAFFE, MOUSE
The mirror will open.
pry off the mirror with a club. To come in

Basement:

take a light bulb, screw it into the socket. Push the switch
push back the rug
look at the box on the shelf on the left, take the barrel key. Pull up the rag
take the hook from the closet
open the cabinet door and look.
puzzle: puzzle. Everything is simple - the usual puzzle, pieces - to pieces. We get 4 chips for the solution
put the received chips in their places:

Chip with the sign X - put on the top shelf of the left cabinet, after removing the rag from the shelf.
- A chip with a sign.//. - put in a box on the second shelf of the left cabinet
- A chip with a Z sign - put on the wall to the right above the barrels
- A chip with a sign -> - put on a column under the switch

When the chips are placed, rays will appear - these are clues where to look for the keys to the hatch.
hang the hook on the chain, take the hook with the chain, attach it to the grate
lift the grate with a winch, take the key
look at the barrel, open the lock with the barrel key, take the key
open the tile, take the key
look at the box, take the key
look hatch, insert keys, look
solve the key puzzle

Police office:

move the golf ball, get a piece of paper with a code from the hole
take 2 parts from the table
view papers, document tray
look at the box, in the notebook - capital letters make up the word "CRIMINOLOGY"
open the blinds, take the detail
take the part from the aquarium, from the safe and from the cabinet
move the book "Criminology" in the closet
take a chair, lock the door
view the safe, take the part
pick up 3 parts from the floor
put the pieces in place
apply a piece of paper with a code to the safe, take the keys, look at the document
keys to open the box, look, take the activation card
6 details apply to the lock in the closet, see
puzzle: tags. Pull out the blue board
take half of the amulet, read a magazine
open the window, leave

Police archive:

apply the card to the alarm block, solve the puzzle
turn on the light switch
take the wheel and 2 steps from the floor
in the closet on the left, take the step, look at the papers, take the knife
tear off the chewing gum under the table with a knife and cut the lamp wire with a knife
take a paperclip in the box
take the gear on the shelf above the table
take a magnet from the cabinet wall
use the wheel and steps on the stairs, move it. Read the papers, take the key
look at the "contraband" box, open it with a master key, read the dossier

Smuggler:

take nails and a hook from the floor
take a board from the table
take a board from the closet
helmet in closet
take a detail on the cabinet
in the closet on the left, take the item, a box with bugs
to get the part out of the water with a hook
take water in the helmet
use a helmet with water to put out the fire in the torch, take the keys
open the cabinet door with keys, take a slingshot
use a slingshot on the lock behind bars.
puzzle - hit all targets with a slingshot
open chest, take part
take a hammer
look at the hole on the boat, apply 2 boards, nails and nail it with a hammer
bugs and parts - on the device in the closet

Chief's office:

see camera
puzzle: you need to have time to press the toggle switches
open the blue box, take a screwdriver
take scotch tape and a petition from the table, look at the documents
look at the phone, remove the cover, put a bug
look at the switch on the wall, remove the cover with a screwdriver, put a bug. The lights will turn off
see code 3-5-6-9-1
look at the switch, glue the wires with tape
look at the safe, take a card
put a bug in a flower on a safe
open the panel at the robot, insert the card, move the robot away, insert a bug into it
look at the socket, unscrew the cover with a screwdriver, insert a bug