Passage of game Murdered: Soul Suspect. Murdered: Soul Suspect Murdered soul suspect full walkthrough and secrets

  • 16.01.2021

Murdered: Soul Suspect was released on June 3, 2014 for the following platforms: Xbox One, Xbox 360, PS3, PS4, and PC. The developer was the American studio Airtight Games, and the publisher was the Japanese company Square Enix.

Murdered Soul Suspect game: overview

Not every detective manages to solve convoluted murders. While in search of the killer of his beloved, Detective Ryan O "Connor falls right into the clutches of the killer himself, heroically dying in execution. Of course, the cop is not in a hurry to heaven, because he needs to solve his last case. To carry out his plan, Ryan finds himself a partner-medium , which helps him in the investigation of the crime.

The passage of the game Murdered: Soul Suspect is quite exciting, because the plot turned out to be quite good, with stunning elements of mysticism, tense moments and scenario tricks. The setting is also pretty well revealed. Do not forget that you are a ghost, and therefore some objects the real world you don't need it now. Of course, there are laws in the ghostly world, which boil down to traps and alternating manifestations of demons. The atmosphere of the afterlife is felt 100%! However, the gameplay in Murdered: Soul Suspect 2014 gets boring pretty quickly: the same game situations, constant searches for clues, endless invasion of people and animals - all this is terribly annoying after 3-4 hours of playing.

Of course, if it was a little harder, it would be more interesting to play. But it was not there! For any mistakes made by the player, you are not punished in any way, which practically nullifies the entire detective component. There are also minor tasks here, but they are rather faded. The result is not the most vivid picture: the game has an exciting setting, a good plot, good sound and nice graphics, but the gameplay, which is the main element of any game, is boring and monotonous. A little further we will give full walkthrough Murdered: Soul Suspect games.

Technical problems

Of course, without this, nowhere. So, if you're having trouble playing the game, match your PC's specs to those required to run Murdered: Soul Suspect. Requirements (recommended) for PC:

  • Windows: Windows 7/8 (only 64-bit OS supported).
  • Processor: AMD FX-8000 or Intel equivalent.
  • Video Card: Radeon TM R9 270 / GTX 660.
  • RAM: 4 GB.
  • DirectX 11.

As for other problems, standard solutions can usually be applied to them.

1. Murdered: Soul Suspect (PC version) freezes or crashes.

You can solve this problem by installing latest versions drivers for your video card and a decrease in the quality of the graphics settings. Licensees are also advised to check the cache on Steam.

2. Murdered: Soul Suspect crashes. Observed slowdowns and lags.

Install the latest patch for the game. If the problem persists, then set all settings to minimum (be sure to disable anti-aliasing). If all else fails, you will have to upgrade your outdated PC.

Also remember that Murdered: Soul Suspect will not start on 32-bit OS.

Apartments

Let's clarify right away that if you want to play on a pirated copy of Murdered: Soul Suspect, "Mechanics" (RG "Mechanics") have one of the best builds of the repack. Use it.

The game begins with news clippings that will tell us about the maniac called the Bell-ringer. After a small flashback, our hero will fly out of the window, because of which his whole life will flash before his eyes: from childhood to the very moment when he becomes a police officer and loses his beloved. We found her killer, but it was he who threw us out into the street. By some miracle, Ryan manages to survive, and therefore will have to quickly get to the house. For some reason, we are unable to open the door. Grandma will help us. As it turns out later, we are already dead. The hero will almost be able to return to the body, but the Ringer will shoot Ryan, which will make us 100% ghost.

Follow the light, where you will meet an ex-girlfriend who will talk about the bridge and unfinished business. In general, they do not allow our hero to leave calmly into another world. Then we will be returned to the place of our death, where civilians will bustle in crowds, calling the cops and an ambulance. At some point, we will notice a girl who must be followed to the alley. Since we have become a ghost, we have the opportunity to pass through any objects. V a certain moment time we will be shown a plot video, after which Ryan will ask questions to the girl, who have accumulated in 10 minutes in Murdered: Soul Suspect. The passage in the future will only be more intriguing.

The death of the hero will be considered by a blunt cop, who will have time to spoil all the evidence in a split minute. Fortunately, we will arrive in time, having reasoned the thoughtless policeman. Look in the diary of Patrolman Stewart, and then carefully examine the scene of the murder. After collecting evidence and a successfully overheard conversation, you need to move into Stewart by looking in the diary again. There we select the final point of evidence, mentioning something about the weapon. Next, move into a girl standing nearby, awakening memories in her. When you collect 8 evidence, think about the situation and run to the house. When you enter it, you will be greeted by another ghost, with whom you can exchange a few words. Go up to the second floor and enter room 4a. Here we need to find evidence that will help us in the investigation. Weapons, mental traces of the girl and the killer, hole in the wall, Cassandra Foster's request on the kitchen table. That's all for now. Compiling the general picture of the crime, we understand that the witness, who at the time of the murder was on the spot, on the run, and the maniac is in search of her. It remains for us to find the witness herself.

We are looking for other evidence: the book "Supernatural", lying on the shelf near the bathroom, as well as a bag with things. After that, go to the policeman and try to examine the photo. "Infiltrate" the cop's brain, forcing him to show the photo with the help of the "Mysterious Photo" evidence. Focus and choose the one where the girl and the priest will be. Next, solve a simple problem that will let us know that there was a witness here, but he managed to escape. Of course, we need to find him. We remember the church. We are heading towards her.

Church

Come to church. There you will immediately find a priest and a girl. Go ahead and dwell in the servant of the Lord in order to safely bypass the trap. Next, we need to get to the attic, which has become the girl's temporary refuge. Once in the next room, move into the cat and run to the right place.

After that, we move into the girl, trying to make her remember the maniac with the help of the evidence "Search for the killer". Unfortunately, she will push us out of her body for the reason that she herself is a medium. Ask her a couple of burning questions. After some time, the girl will refuse to help us, after which she will try to escape. Catch up with her, move into the cat again and jump out into the street through the window. Next, go to the exit from the church. Here, a trap will prevent you, and therefore you will have to improvise with a poltergeist, with which you should start the vacuum cleaner, attracting the attention of the priest. Move into it and bypass the trap. There are 2 demons in the church, which, of course, will have to be dealt with quickly. Move on. Unfortunately, we will not be able to catch up with the witness, because she will have time to disappear. Where could she go? By means of evidence "Mother's note" we guess that she went to the police station.

Police station

We continue to talk about storyline Murdered: Soul Suspect. The passage takes us to Ryan's "home" - the police station. Enter the building and examine the evidence. When you look at all 9 pieces, a policeman will enter the headquarters and sit down at the computer. Move into it and force to break through new facts about the missing tenants. From the same cop, you can learn about the arrest of Joy Foster (witness). Now we need to help her. Go to the interrogation chamber, where turn off the camera and release the girl. Talk to her about the cops. She will begin to be headstrong.

Distract the law enforcement officer behind the coffee machine, and then continue to use your ghostly essence until the girl reaches the door, which leads to the second floor. There will be another trap here. You will not be able to cross it, but the witness will help us get across it. We find ourselves on the second floor. There will have to distract 2 more police officers. Follow the girl to Baxter's office. Here you will have to find many clues, including photographs and books. Then pay attention to the missed message and tell Joy to listen to it. Go to the weapons rack, choosing what you need for us. When you solve the riddle with the cache, talk to Joy about it, then take the dossier.

It is also worth mentioning that Murdered: Soul Suspect sounds amazing in Russian, so try not to miss the plot videos and atmospheric dialogues of the characters. Next, we urgently need to leave, as the police will start looking for the missing girl. Distract the cop with the printer and go down to the 1st floor. Talk to Joy, and then watch a small video. We leave the site and catch up with the girl. Stop her and prove that it will be difficult for her alone (using the evidence "Mother's Note"). We leave for the cemetery.

Cemetery

At the entrance to the cemetery, you will be greeted by an unusual-looking ghost representing a little girl. Unfortunately, she will immediately disappear among the gloomy tombstones. Here we will have to show all our detective skills by questioning a ghost sitting nearby. You will learn that he saw something on the shore. We go there and find the corpse of the ghost himself. After a little debriefing, we will see a brief vision that will clearly show us another ghost who saw the victim's body. Ask Joy to shine on the bushes from behind and pull out the evidence (rope). Remembering the Homicide Trait evidence. After it turns out that Sophia (the ghost of the girl) was watching us, and therefore we will have to follow her, destroying 3 demons on the way, so often appearing in Murdered: Soul Suspect. Passage of half of the game behind the back, ahead - the remaining 50%.

Later, the girl will lead us to the field hospital, where she will try to tell about something. Unfortunately, she will not succeed, since her mouth is sewn up. Then she will run away somewhere again. Learning to teleport. After one of the unsuccessful attempts, our hero will find himself right in front of 3 angry demons, from which he will have to escape using previously learned methods. Having dealt with them, we continue to follow Sophia. As it turns out, she did not run away, but simply led us to a certain place. Go to the tree and select the sound: "Crack". After watching a couple of videos, you will learn about some kind of agreement. Sofia will start to freak out and "knock out" us with her scream. Return to Joy to clarify the situation a little. In her diary, there is an entry about the contract that will lead to the surviving madwoman. We leave for a psychiatric hospital.

Mental hospital

We continue to tell you what it is like in Murdered: Soul Suspect, the passage of the main storyline. In the asylum, you will need to recognize Iris' chamber. Consider the evidence in which you should be interested in the boy's photo. Move into the attendant and make her remember this photo. Using the monitor, we learn that Iris is in room 216. Hurry up!

On the 2nd floor, you will have to break the camera so that no one will find Joy. Then help her by opening the electric door. Hack the cameras again and distract the orderlies. Then you split up with your girlfriend. Walk around, get into the cat and make your way through the vents. Deal with 3 demons in the premises. Go around the rest of the traps and obstacles in order to meet with Joy. Pick the locks so that the medium can go further. Don't forget about cameras! After all this, we find ourselves in room 216 and watch the video. Consider some of the drawings. The correct answers in the picture with the hounds will be: "chase", "torture". With bells: "bell ringer", "burned at the stake". With sisters: "2 girls", "connection". After analyzing this, we can conclude that Iris had a sister who gave her life in the name of her salvation. A little later, she will appear before us under the guise of a burning ghost, and after a short conversation, she will help us escape. The next clue is the museum.

History museum

Entering the museum, we immediately begin to search for new evidence. You will find the first on the table, the second - at the pillar, after you solve the next riddle (rose, burned, torture), the third - on the bloody stone. The latter is much more difficult to get. First, focus on the gallows by choosing the trapdoor. Secondly, consider the picture with the manor painted on it, analyze the shameful chair. When the hero examines all the exhibits, he will conclude that the bell ringer killed his victims as if he were killing witches. Then go up to the 2nd floor, where another obstacle will be waiting for us - a ghost in the form of a train. With the help of teleportation and short dashes, you will still get to the desired floor, where you will meet Joy. Together with her, go to the hidden exhibits and focus on the medallion, thanks to which you will learn interesting information about mediums.

When you find all the necessary evidence, make a logical chain: a sign from the picture, a board of mediums and a medallion. Baxter becomes the only suspect. We go to his apartment, leaving the museum. But it was not there. First, demons interfere with us, and then we hear a conversation between 2 women, who claim that some kind of incident has happened in the church. Remember, we sent Joy there. In this regard, we postpone the trip to Baxter's apartment and rush at all times to the church.

Church 2

Joy had already tried to break into the building, but the cops caught her. Fortunately, this is no longer our concern. We go into the church and destroy the demons. Then we pass through one of the doors on the right, after which we lure the policeman and move into him in order to avoid harmful traps. In the courtyard you will find the corpse of Iris, which, unfortunately, you never managed to save. Next, we are again looking for evidence that will help us find the maniac. First, analyze the fact of Iris's death. Next, we will be shown a small video, after which you should go to the second floor, where you will notice a few more corpses. Move into the surviving victim, forcing her to remember the last moments of Iris's life. After we go to the attic in search of a couple more evidence. Look at the found photo. Then re-create the murder scene, realizing that the maniac came for Joy's life, not Iris. When you touch the cat, you will realize that the bell ringer has lost something. Move into the animal and climb into the ventilation in order to get the key from there. Thanks to him, you will remember about the House of Justice. We leave for him, having dealt with the demons along the way.

House of Justice

It will be parked near the building, which means that Baxter is most likely here. Go to the second floor and enter the secret room. Take a good look at everything here in order to find all the evidence: newspaper costs, trophies of victims, a murder map. There will be a click at some time. Go down to the basement, dealing with the demons along the way. After several skirmishes, we pass even further, where you will notice the corpse and the ghost of Baxter. We ask him important questions, after which we send him to Cassandra. We ourselves remain to search for evidence: a sign, a cot, shackles, candles. Putting it all into a single picture and understand that Abigail is the very killer. Of course, we need to find him very quickly. As you head towards the exit, you will hear a conversation on the radio and learn that Joy and Rex are missing. We hurry to the museum.

The final

Murdered: Soul Suspect has come to an end, and the museum will be full of traps, so you need to be very careful to get around them safely. As it turns out, the maniac possessed Rex, trying to hang Joy. You will have 20 seconds to make a decision. Go through the traps and possess a friend. Use the Loud Scream evidence to expel the killer's ghost from Rex's body. The maniac will be quick, and therefore will still try to kill Joy. Run up to him and grab his hand. Watch the video and ask burning questions. End!

Apartments


Salem. The game greets with news clippings. Somewhere a maniac is walking around - a murderer named "Bell-ringer". And now we fly out of the window and after that the whole life of the protagonist flashes before our eyes. From childhood and fights to becoming a police officer and the loss of a beloved woman. We find the criminal, but he throws us out the window.

By some miracle, we survived. We go into the house. At least we are trying, because broken ribs make themselves felt. We open the door, but nothing happens. Granny will open for us, push us onto the steps, be horrified and close the door. It turns out we are dead. We are trying to return to the body using the prompts on the screen. We almost succeeded, but the "bell ringer" shoots our body and we become a real ghost.

For now, just walk into the light. We meet a former lover who talks about the bridge and unfinished business. They don't let us go quietly.

The game takes you back to the place where we died. Civilians are already scurrying around and calling for the police. We try to talk to them, but they don't hear. Still, we have become a ghost. But suddenly we notice the girl. We follow her into the alley. Since we are a ghost, we can pass through objects in the real world. We continue to follow the girl, who clearly does not want this and is mending obstacles to us. We pass through the trash can and watch the video.

We ask the girl the accumulated questions. Having received a short educational program, we are trying to ask the girl in more detail, but we run into a trap of demons. Okay, it's time to return to the city, to your corpse.

At the crime scene, we see a stupid cop who managed to spoil all the evidence. A typical policeman in general. Fortunately, our friend arrived in time and gave a sobering slap in the face to this dumbass. Okay, there's nothing to yawn. Let's better look at the diary of Patrolman Stewart, and then fully examine the scene of the murder to get a complete picture of what is happening. After viewing the evidence and eavesdropping on the conversation - move into Stewart and look into the diary. Choose the last item there: about weapons. We move into the girl and awaken memories with the help of the item "Bell-ringer". After collecting eight clues, we ponder the situation and understand that we need to go up to the fourth floor, but the door is closed. At this moment, Stewart opens the door and carefully examines something in the aisle. This is our chance!

We pass to the apartments. We are met by another ghost. You can talk to him. Go ahead, listen to the conversation of the crazy couple and go up to the second floor. Our old friend will be here, drawing some notes. She will not be very happy about our appearance. We go further to the fourth floor. Arriving in room 4a, we begin to search for evidence. A cannon, a girl's mental trail (hiding, scared, watching), a killer's mental trail (looking, purposeful), Cassandra Foster's request on the kitchen table, a hole in the wall. Enough for now. We compose a picture of the crime: a killer in search, a witness on the run. It turns out that there was a witness at the crime scene. Now it remains to find her. We are looking for the rest of the evidence. The book "Supernatural" on the shelf next to the bathroom, a bag of things at the end of the room. After that, we approach the place where the policeman stands and try to examine the photo. Let's get into the cop's mind and force him to show the photo with the help of the Mysterious Photo evidence. The policeman will look at the photo and we will see it too. We approach the photo, focus and choose the one where she stands with the priest. After that, we summarize and solve the problem. It turns out there was a witness, but he escaped and we need to find him. The clue is the church. We jump from the balcony and head there.

Church


We go into the church and find a priest with a girl. He gave her shelter in the attic. We pass through the door, we move into the priest to pass the trap and exit when he passes the trap. Now you need to somehow get into the attic. We pass into the next room and move into the cat. We run into the attic in the body of a cat, and then we leave it.

We move into the girl and try to make her remember the murderer with the help of the evidence "Search for the murderer." But! It was not there, she pushes us out of her body. It turns out she's a medium. It's time to ask a couple of questions.

After questioning, the witness will refuse to cooperate and will try to escape. We will catch up with her. We move into the cat and jump out of the window onto the street. We go to the exit. A trap is in the way. With the help of a poltergeist, we start the vacuum cleaner and attract the attention of the priest. We move into his body and bypass the trap.

There will be two demons in the hall of the church. You need to deal with them in order to go further. We disturb the crow and the demon flies up to him. We approach the demon from behind and eliminate. Do the same with the second demon. We go to the exit.

We were late. The witness has already fled. We think where she could go. With the help of the evidence "Mother's note", we recall what she said about the site.

Police station


We go to the operational headquarters of the site and examine the evidence. As we consider the nine clues, one of the police officers will enter the headquarters and sit down at the computer. We move into it and force to break through the new data on the missing tenants.

From the same police officer sitting at the computer, you can learn that Joy Foster (the witness) has been detained. Apparently, she did not manage to quietly steal the case. Now we need to help her.

We go into the interrogation chamber, cut down the camera and release the girl. We speak with her near the police, behind the shelter. She begins to be headstrong. We distract the policeman with a coffee machine. We continue to "poltergeist" until the witness reaches the door leading to the second floor. Oops! Trap! We cannot go, but the witness agreed to "carry" us through the trap. Let's move to the second floor.

On the second floor, we distract one cop with a coffee machine, and another with a printer. Let's follow the girl to Baxter's office, which has already been defeated, apparently in search of a dossier. We pay attention to several folders and select a dossier with a photo (Ronan's dossier is ours), which was never given a move. Thanks to my brother for that. However, we are distracted.

We are looking for a dossier. First, let's go through all the evidence: books, photographs, then pay attention to the message left and tell Joy to listen to it. We go to the rack with the weapon and choose the right one: shadow, marks. Having solved the riddle with the cache, we talk about it to Joy and take the dossier.

The police have already caught on and are looking for the missing girl. Need to leave! We distract the policeman with the printer and go down to the first floor. We speak with the witness and watch a small video. Don't rush to leave, you better listen to the conversation between Rex and the policeman about us. Inspirational speech!

The girl successfully leaves the site and again tries to go alone. We prove to her that she cannot cope alone with the help of the evidence "Mother's Note". Now we need to visit the cemetery. Symbolical, isn't it?

Cemetery


Before entering the cemetery, we are greeted by a strange-looking ghost, a hike, a girl and immediately retreats to the territory of the cemetery. We must keep our ears open.

At the cemetery, Joy surrendered without a fight and was about to leave. Here we enter with our detective skills and question the ghost sitting next to him. She says she saw something on the shore. On the shore we find the corpse of the very ghost that met us at the gate. We set the parameters: washed ashore, dead, torn off. Thanks to this, we are visited by a vision in which we can see how another ghost saw the body of the victim and he is in this cemetery. The witness saw how something swam into the bushes. It's dark in the bushes and you can't see anything, so we ask Joy to shine a light in the bushes and pull out the evidence - a familiar rope. We recall the evidence "Features of the murders." It was necessary to climb the river and find a corpse, but apparently you can not bother. The ghost of a girl - Sophia was watching us. Now you need to follow her, but first we will destroy the three demons, so as not to interfere.

The girl brings us to the field hospital and tries to tell us something, but she cannot, as her mouth is sewn up. Frustrated, she runs away again, and we learn to teleport to catch up with her. With the next teleportation, we will find ourselves in a territory with three demons. We use the crow to kill the first, go around the second and finish off the third. If you are noticed, then circle around the shelters and use the crow. When they should be distracted by the crow.

We follow the ghost of Sophia. She did not try to run away, she led us to show us something. We approach the tree and select the sound: "Crack". We watch a couple of short videos and find out about some kind of agreement. Sofia freaks out and knocks us out with a scream. Now you can return to Joy for questions. Joy has a diary entry about contracts that leads to the surviving madwoman. Guess where we're headed? Mental hospital. Classic.

Mental hospital


In the hospital, you need to recognize Iris's room. We consider the evidence. We are interested in a photo of a boy. After that, we move into the duty room and make us remember this photo. With the help of the monitor, we learn that Iris is in room 216. But we must hurry, for the evening she is scheduled for electroshock therapy. On the second floor, break the camera so Joy can go further. Don't forget to open the electric door for her. Again we break into the cameras and distract the orderly so that Joy can pass.

Then we split up with Joy. We go around, get into the cat and make our way through the ventilation. In the premises we deal with three demons. We go around the rest of the traps and obstacles and meet Joy. We break the electronic locks so that Joy can go further. Don't forget about cameras! After all this we break open the lock on chamber 216 and watch the video.

We are trying to move into the girl, but she pushes us out. Okay, it's time to look at the drawings. In the picture with the hounds, the correct answers are: chase, torture. In the picture with bells: a bell ringer, burned at the stake. In the picture with the sisters: two girls, connection. We draw a conclusion. Iris had a sister who saved her at the cost of her own life. She enters the scene in the form of a burning ghost and, after arguments, helps us escape. We distract the guard with the help of the radio, open the electronic door and escape from the psychiatric hospital. Next clue: museum. We go there.

History museum


We are looking for evidence in the museum. The first will be on the table next to the "judge", to get the second you need to go to the post and solve the riddle: rose, burned, torture.

The third will be on a stone with blood, in the focus you need to select blood and you will see a vision.

Fourth evidence: focus on the gallows by choosing the "hatch", examine the rack, examine the picture with the painted estate, analyze the shameful chair: water, Sophia, drowning. After examining all the exhibits, we conclude that the bell ringer dealt with his victims like witches. But why? To answer this question, let's go to the second floor of the museum, fortunately and the door was opened. But it’s not that simple. We will be disturbed by a ghost - a train. We are waiting for him to drive into the wall and by short dashes and teleportation we pass to the second floor. We meet Joy there and together we go to the unseen exhibits. We focus on the medallion and learn that mediums were previously believed to be associated with unclean forces.

Having found all the evidence, we make a chain: a sign from a picture (a bell), a board of mediums, a medallion (just the one that caused the vision). Suspicion falls on Baxter, but why? Baxter is in the museum, Baxter asked about the girl and Baxter hid the dossier. We understand that Baxter is somehow involved and decide to visit his apartment.

We leave the museum while dealing with demons. At the exit from the museum, we hear a conversation between two women who say that something else has happened in the city. There was an incident in the church, and we just sent Joy there. Baxter's apartment is being shelved, we're heading to church.

Church again


Joy tried to break into the church, but the police caught her and put her in a car. Okay, that's not our concern. We go into the hall and drive out or avoid the demons and go through the door on the right side. We lure the cop with the help of a poltergeist and move into him to avoid the trap and go to the other side. In the yard we find the corpse of Iris. Still, we couldn't save her. Okay, let's try to find evidence that will lead to the killer. First, we analyze how she died: crushed, the murder weapon, the stones of the statue. We restore the picture of the murder and watch the video of the reunion of the sisters. Now we go to the second floor and see that the Bell-ringer left a couple more corpses. Analyzing the crime scene: scared, falling, needs help. We move into the survivor and awaken the memory of the fleeing Iris, after which we recreate the scene of the crime and understand that these are random victims who fell under the hand of the Bell-ringer. Let's go to the attic and look for more evidence. The priest was killed, and we need to understand why the killer went up to the attic. Let's analyze the evidence where he is looking at the photo: he looks, it is found. After that, we recreate the scene and understand that the killer came for Joy, but killed Iris without finding the latter. Touching the cat, we see that the killer dropped something. We move into the cat and try to get the key in the ventilation. Thanks to this key, we are reminded of the House of Justice. Now we leave the church in the same way as we came, but be careful, the demons do not sleep.

House of Justice


There will be a police car near the house of justice. Hike, suspicions are confirmed. Most likely Baxter is here. The house is empty, but better to look around. We rise to the second floor and go into the secret room, to the operational headquarters of the Bell-ringer. Here you need to get a better look at everything. After examining all the evidence: newspaper extracts from past decades, trophies of victims, a map of murders - we come to the conclusion that a copycat is working here. We are distracted by a loud click. Need to check. We deal with two demons and go down to the basement. There will already be four demons in the basement, deal with them using crows and teleportation. After the fight, we go down even lower and see the corpse of Baxter. It's time to ask a couple of questions. After the conversation, we send Baxter to Cassandra so that he takes her to a safe place, while we ourselves remain in the basement to search for evidence. First evidence (judge): accuses, judges, harsh; second evidence (girl): in prison, begs. Having found all the evidence: a sign, a bed, candles, shackles and two pieces of evidence - we put all the memories into one whole (the accuser, Abigail in captivity, the sign of the bell ringer). In a fit of rage, Abigail drew the sign of the Bell-Ringer, thanks to which every witch in Salem must die. It turns out that Abigail is a killer. We urgently need to find her. Halfway from the basement we hear a conversation on the radio. Rex disappeared along with Joy and did not appear at the station. The campaign began. We remember important evidence: Abigail - Bell-ringer, an old gallows, an instrument of death. We get out of the house and hurry to the museum.

Museum. The final


You cannot return to Salem after the final scene. So finish all your business ahead of time. There are many traps in the museum, so be careful. Abigail possesses Rex and tries to hang Joy. You have 20 seconds to think about it. We run the traps and move into Joy. With the help of the evidence "loud scream" we expel the ghost of Abigail from the body of Rex. Abigail still does not give up and tries to finish off Joy. We have 7 seconds to think. We approach her and grab her hand. We watch videos, ask questions.

End of the game.

Video walkthrough

Part 1

Part 2

Part 3

Part 4

Part 5

If you have problems with Murdered gameplay walkthrough, you can always use our advice and information for action. We describe in detail the steps that need to be taken to complete the game. Murdered... In the most difficult places, we add pictures that can help you. Murdered Walkthrough read on our website.

Ghost girl

Watch the video-story about the main character of the game, you will also be shown his death. Immediately after the kill, you will begin to control the ghost. Lie on your body, you need to put your legs, arms and head in the right position. The attempt to return to the world of the living will be unsuccessful, so talk to the ghost of your wife. After the end of the dialogue, follow the girl into the alley, chat with her on the playground and learn a lot about your condition. Then return to the scene of the crime.

Outside

It's pretty simple. Inspect the area around your corpse, read the thoughts of all residents. Read the police bulletins. Then move into the girl, select the Ringer in her mind option. Then the person will remember everything and give new leads for the investigation. Go to open door... You need to get to the 4th floor and not get caught by the demons. Move between astral memories. Creep up demons from behind and kill. Be careful on your way.

Apartment 4а

Go straight and then through the door to the right. A small video follows. Collect all the evidence you can. Hint on the killer (purposefully looking for, and the girl (hiding and looking scared). When you have 11 pieces of evidence left, look at the photo next to the policeman, and then move into him and study the photo. Leave the room through the window and go to the church.

Church

After entering the church, look for a memory and hang a picture. With the help of the priest, bypass the demons. Move into the cat by the elevator, go to the repairman, he sits near the ventilation. Through it you can get to other rooms. After leaving the street, climb up the tree and go to the attic. Talk to the girl about how the killer was looking for something. Go back, kill the ghosts. Go outside, examine the letter and follow to the police station.

Operational headquarters

Rex tries to catch who the killer is, but it's not that easy, because there are no traces or prints. Explore the entire room. Find out where the girl is with the help of the policeman at the computer. Exit the room, go left through the main rooms. Find the girl in the interrogation room. Break the cameras, take Joy to the stairs that will help you get to the second floor (distract the police using faxes and phones). Once upstairs, distract two more cops. Talk to Joy.

Baxter's office

It turns out that Baxter worked with Joy's mother and with her help he tried to find a maniac. Examine the study. Pay attention to the answering machine, and then to the wall. Behind it there is a secret door where the documents for the bell ringer are kept. Help Joy leave the lot. Go outside yourself, convince the girl with the help of a letter to her mother to help you.

At the police station

Walk through the streets to the cemetery. Enter its territory, find Joy in the northwest among the graves.

Coast

Inspect the area. Find the girl's ghostly corpse, rope and other evidence. Interrogate local spirits. It turns out that a child was recently drowned in this place. His ghost will appear. Run after him through the entire cemetery. Demons will come across on your way, kill or bypass them. Pass the hospital. Go to the barn, go upstairs. Now you will learn how to move with thought. Continue after the ghost.

Lake

It turns out that the drowned girl's name was Sophie. Examine the tree and everything around. Recover the events of the past. It turns out that the bell ringer wanted to get something from the girl, but then tied her to a chair and lowered her to the bottom of the river. Return to Joy. Now you need to get to the mental hospital, go to it along the mark on the screen.

Emergency room

The girl does not want to talk about the sick. Examine everything around her. The lady misses her son, use this to get the information you need. Follow up. You need to get to the emergency room as quickly as possible. Turn off cameras, distract orderlies so Joy can walk through the corridors. At some point, you will stumble upon sealed doors. Walk around them through the abandoned floor (there will be many demons on it, so don't relax).

Iris Chamber

Open the door, break the camera and enter Room 216. Talk to Iris. Examine her chamber, pay attention to the letters. You learn that Zvornyak burned the girl's sister alive at the stake for not telling about the contract. Leave the hospital through the back entrance.

At the mental hospital

Talk to Joy and Iris, walk along the streets of the city to the Museum, which hosts an exhibition of torture of the last century.

Exhibition at the museum

There are seven instruments for torturing witches on the first floor. Find and study them all. You will understand that Zvornyak not only kills, but executes his victims different ways... The head of the exhibition let slip that there are more exhibits upstairs. Use the TV reporter to pass the train and go to the upper floor.

Restorers office

The entire room is lined with ancient signs, sculptures and instruments of torture. After examining them all, you will learn that Zvornyak believes that mediums made a deal with the devil and therefore he kills them. Examine the newspaper clippings, go back. Talk to Joy. The girl will be upset that she could not find her mother and will run away from you, having previously blamed everything. Run after the young lady who has gone to church.

Courtyard

First, go back to the church. You need to pass a lot of demons through the main hall, as you finish, go straight and to the right. Go outside, you will notice how Iris dies. Examine her body and everything around it. Zvornyak threw a concrete slab on the girl. You need to understand how he got to the church, go into the building and follow up.

Priest's house

You will find many corpses in the main room. Examine people's thoughts and shards. Zvornyak chased Irisa through this room, the girl jumped out the window and broke her leg. All deceased people became accidental victims of a maniac. The question remains: "How did he get into the building?" Go upstairs to Joy's room.

Attic

Now you will find the body of the priest himself. Explore everything. It turns out that the bell ringer came for Joy and her mother, but met the holy father and Iris. As a result, the first was killed immediately, and for the second a chase began, which ended with the death of a girl in the yard. Get into the cat, go through the hatches and find yourself again at the bottom. Find the key on the floor. By his initials, you will understand where to go further. Come on down, tell it all to Joy.

Ringer's Lair

Get to the "Justice" house. Enter it, go upstairs. Instead of one of the cupboards, there is a passage to a secret room. In it you will find everything that Zvornyak recorded during his life and how he tracked down victims. You will hear a sound, quickly run down through the crowd of demons. &

Baktser

Previously, everything indicated that Baxter was a maniac, but it turned out that he had just been killed by a shot in the head. Ask the guy about everything. He will tell the truth about Joy's mom and how she helped him. Go to the basement of the building to find out where the maniac is hiding.

Basement

Examine the cells. Plunge into the past, it turns out that the girl you met at the beginning of the game is the killer. She possessed the bodies of men and attacked female mediums. It also turns out that on this moment possessed by Rex and he is about to execute Joy in the Museum. Go to rescue your friend urgently.

The final

Run inside the museum. Watch the video in which Rex turns out to be the killer. Free yourself from the clutches of the demons, possess Joy and yell at Rex. Grab the girl by the hand, interrogate her, and then watch the final video. Completed the game.

Apartments

Salem. The game greets with news clippings. Somewhere a maniac is walking around - a murderer named "Bell-ringer". And now we fly out of the window and after that the whole life of the protagonist flashes before our eyes. From childhood and fights to becoming a police officer and the loss of a beloved woman. We find the criminal, but he throws us out the window.

By some miracle, we survived. We go into the house. At least we are trying, because broken ribs make themselves felt. We open the door, but nothing happens. Granny will open for us, push us onto the steps, be horrified and close the door. It turns out we are dead. We are trying to return to the body using the prompts on the screen. We almost succeeded, but the "bell ringer" shoots our body and we become a real ghost.

For now, just walk into the light. We meet a former lover who talks about the bridge and unfinished business. They don't let us go quietly.

The game takes you back to the place where we died. Civilians are already scurrying around and calling for the police. We try to talk to them, but they don't hear. Still, we have become a ghost. But suddenly we notice the girl. We follow her into the alley. Since we are a ghost, we can pass through objects in the real world. We continue to follow the girl, who clearly does not want this and is mending obstacles to us. We pass through the trash can and watch the video.

We ask the girl the accumulated questions. Having received a short educational program, we are trying to ask the girl in more detail, but we run into a trap of demons. Okay, it's time to return to the city, to your corpse.

At the crime scene, we see a stupid cop who managed to spoil all the evidence. A typical policeman in general. Fortunately, our friend arrived in time and gave a sobering slap in the face to this dumbass. Okay, there's nothing to yawn. Let's better look at the diary of Patrolman Stewart, and then fully examine the scene of the murder to get a complete picture of what is happening. After viewing the evidence and eavesdropping on the conversation - move into Stewart and look into the diary. Choose the last item there: about weapons.

We move into the girl and awaken memories with the help of the item "Bell-ringer". After collecting eight clues, we ponder the situation and understand that we need to go up to the fourth floor, but the door is closed. At this moment, Stewart opens the door and carefully examines something in the aisle. This is our chance!

We pass to the apartments. We are met by another ghost. You can talk to him. Go ahead, listen to the conversation of the crazy couple and go up to the second floor. Our old friend will be here, drawing some notes. She will not be very happy about our appearance. We go further to the fourth floor. Arriving in room 4a, we begin to search for evidence. A cannon, a girl's mental trail (hiding, scared, watching), a killer's mental trail (looking, purposeful), Cassandra Foster's request on the kitchen table, a hole in the wall. Enough for now.

We compose a picture of the crime: a killer in search, a witness on the run. It turns out that there was a witness at the crime scene. Now it remains to find her. We are looking for the rest of the evidence. The book "Supernatural" on the shelf next to the bathroom, a bag of things at the end of the room. After that, we approach the place where the policeman stands and try to examine the photo. Let's get into the cop's mind and force him to show the photo with the help of the Mysterious Photo evidence.

The policeman will look at the photo and we will see it too. We approach the photo, focus and choose the one where she stands with the priest. After that, we summarize and solve the problem.

It turns out there was a witness, but he escaped and we need to find him. The clue is the church. We jump from the balcony and head there.

We go into the church and find a priest with a girl. He gave her shelter in the attic.

We pass through the door, we move into the priest to pass the trap and exit when he passes the trap.

Now you need to somehow get into the attic. We pass into the next room and move into the cat. We run into the attic in the body of a cat, and then we leave it.

We move into the girl and try to make her remember the murderer with the help of the evidence "Search for the murderer." But! It was not there, she pushes us out of her body. It turns out she's a medium. It's time to ask a couple of questions.

After questioning, the witness will refuse to cooperate and will try to escape. We will catch up with her. We move into the cat and jump out of the window onto the street. We go to the exit. A trap is in the way. With the help of a poltergeist, we start the vacuum cleaner and attract the attention of the priest. We move into his body and bypass the trap.

There will be two demons in the hall of the church. You need to deal with them in order to go further. We disturb the crow and the demon flies up to him. We approach the demon from behind and eliminate. Do the same with the second demon. We go to the exit.

We were late. The witness has already fled. We think where she could go. With the help of the evidence "Mother's note", we recall what she said about the site.

Police station

At this stage of the investigation, Ronan travels to the local police station in order to track down Joy's only witness. The purpose of her visit to the local police department is to gain access to the dossier on Zvonar, compiled by the girl's mother.

We move through the pier and find ourselves on the street of the city, to the place of the murder of the main character, we pass through the park, past the gas station and find ourselves on the territory of the police station.

In the detective's room, we begin to investigate the evidence, it is necessary to find out if there is any progress in the investigation of the murder of Ronan. On the table we study the records concerning the sign of the bell ringer, then on the same table we find photographs from the crime scene.

On the office desk, we turn on the fan, which blows off paper from photographs, which are also evidence. We will examine in detail the documents found, the report of the medical expert says that all the victims were tied before their death.

At the stand we study a composite of the killer, which contains the main features of the face and signs. We examine a stand with photographs of the killed (victims - young girls).

We move into Lieutenant Rex and eavesdrop on the conversation, the essence of which boils down to the following - the police have no evidence, since the killer did not touch anything in the apartment and was wearing gloves all the time. We study in detail the photo of Joy and her mother, who lies near the officer in a white robe.

We influence the police officer sitting at the computer (evidence "Request for personal data"). As a result, the officer makes an inquiry about the missing tenants of the apartment. We select the line with information about Joy's detention (the girl is in one of the interrogation rooms).

Now it is necessary to help Joy leave the cell and enter the second floor of the site (the witness's mother worked with Baxter, it is in his office that the dossier is located).
We turn off the security camera and leave the room. We distract the attention of the police with the help of a poltergeist (a coffee machine, a soda machine, a printer and a white MFP).

We move into the girl in order to go up to the second floor (the pit with demons interferes with the passage). Ronan must divert the attention of two law enforcement officers so that Joy can infiltrate Baxter's office (there are enough items in the room for this to interact).

In the detective's office, we investigate the case with a photograph of Ronan. Now the main character must track down Joy's mother's notes on Zvonar. We examine the detective's phone, on which there are several unheard messages, on the box with documents there is a bowling figurine. We ask Joy to turn on the recording of the message (Rex demanded a dossier on the Ringer).

On the bookshelf is a ticket to leave the city of Salem, on the wall near the table hangs Baxter's graduation photo, performance and promotion. We analyze the spot on the wall, near the stand with the weapon ("imprint", "fits the rack", "spot"). The vision reveals that there is a cache behind the booth.

We study the cache and ask Joy to open it. The dossier on the Bell-ringer is found, the last entry suggests that the killer knows that a medium is engaged in him (Ronan also discovers an invitation to an exhibition in a local museum).

The police discover that the witness is missing. We again begin to distract the patrolmen, giving Joy the opportunity to pass unnoticed and leave the station.

We leave the police and catch up with the girl on the street (a conflict arises again between the main character and the girl). Having selected the evidence "mother's note", we convince Joy to continue the joint investigation.

Cemetery

Before entering the cemetery, we are greeted by a strange-looking ghost, a hike, a girl and immediately retreats to the territory of the cemetery. We must keep our ears open.

At the cemetery, Joy surrendered without a fight and was about to leave. Here we enter with our detective skills and question the ghost sitting next to him. She says she saw something on the shore. On the shore we find the corpse of the very ghost that met us at the gate. We set the parameters: washed ashore, dead, torn off.

Thanks to this, we are visited by a vision in which we can see how another ghost saw the body of the victim and he is in this cemetery. The witness saw how something swam into the bushes. It's dark in the bushes and you can't see anything, so we ask Joy to shine a light in the bushes and pull out the evidence - a familiar rope.

We recall the evidence "Features of the murders."

It was necessary to climb the river and find a corpse, but apparently you can not bother. The ghost of a girl - Sophia was watching us. Now you need to follow her, but first we will destroy the three demons so that they do not interfere.

The girl brings us to the field hospital and tries to tell us something, but she cannot, as her mouth is sewn up. Frustrated, she runs away again, and we learn to teleport to catch up with her. With the next teleportation, we will find ourselves in a territory with three demons. We use the crow to kill the first, go around the second and finish off the third. If you are noticed, then circle around the shelters and use the crow. When they should be distracted by the crow.

We follow the ghost of Sophia. She did not try to run away, she led us to show us something. We approach the tree and select the sound: "Crack".

We watch a couple of short videos and find out about some kind of agreement. Sofia psi and knocks us out with a shout. Now you can return to Joy for questions.

Joy has a diary entry about contracts that leads to the surviving madwoman. Guess where we're headed? Mental hospital. Classic.

Mental hospital

The Ringer's dossier mentions the surviving victim of a serial killer named Iris Kembel. After the attack, the girl received a severe mental disorder and began to constantly rave about some kind of agreement (while killing Sophia, the bell ringer was also looking for this agreement).

We move through the city to the target marker on the territory of the mental hospital. We meet Joy at the entrance to the medical facility.
The duty officer refuses to provide information about the whereabouts of the patient, it is necessary to influence the person in order to get at least something. We study the evidence in the room - a picture on the wall, a toy dinosaur on the bedside table with a note "Get well soon", a schedule of visits on the table and a photo of a sick boy. We move into a woman and make an impact ("Photo of a sick boy").

As a result, the attendant remembers her sick son and shows sympathy. We look at the monitor and select the block containing information about the whereabouts of Iris (chamber 216).
We rise to the second floor of the building and move to the corridor to the right (before getting into the corridor, you need to remove several surveillance cameras so that Joy can pass).
With the help of a poltergeist, we distract the attention of the orderlies, allowing your companion to pass unnoticed (you also need to turn off another camera). We move further along the hospital building, we move into Joy in order to overcome the pit with demons.

Next, we find a ghostly wall, which is impossible to get around. We send Joy ahead, and we ourselves begin to look for a passage. We turn left and find ourselves in the abandoned building of the hospital.
We move into the cat near the hole in the floor and go through the ventilation, which takes the main character into the room with three demons. Next, go to Big hall and again we find ourselves in the corridor in which Joy is.

We catch up with our companion and continue our search. We turn off the electronic lock on the door, the surveillance camera and find ourselves in room 216.

Iris is not sane, it is necessary to find out what exactly she knows about Zvonar and about the contract (her chamber is painted with various symbols, which are also in the dossier). We try to move into her, but Iris drives away the ghost who has inspired herself.
We begin to explore the room. The clues are an overturned bed, a drawing to the right of Iris, felt-tip pens on the table.
We analyze the drawing to the left of the mad girl ("chase", "torture"). The vision shows how the Bell-ringer overtook Iris (or someone else) during the attack.
Further, we study the drawing to the right of the girl ("bond", "two girls"), it becomes clear that the patient had a twin sister named Rose.

After that, we analyze the last drawing of Iris ("burned at the stake", "bell ringer"). Evidence reveals the scene of the murder of another victim of a maniac (a burned girl at the pillar).

We speak with Iris, she constantly repeats that the Bell-ringer has blue eyes. We draw conclusions from the collected evidence - the maniac wanted to burn the sisters alive, but Rose sacrificed her life for Iris. At this moment, the ghost of the burnt sister emerges from the girl's body, due to a strong emotional shock, freeing Iris. At first, Rose opposes Ronan's actions, however, realizing the state of affairs, the ghost helps the main characters escape.
Now it is necessary to leave the building of the mental hospital, again we begin to distract the orderlies so that the girls can pass unnoticed.
On the street, Ronan begins asking the twins about the treaty. It turns out that it comes about a deal with the devil himself, but the twins have nothing to do with him. The main character tries to remember exactly where he saw the pillar on which Rose was burned. The answer was in the museum (there was an invitation to a museum exhibition in the dossier).
Ronan sends Joy and Iris to church, while he himself heads to the museum to find a connection between the Bell Ringer and the exhibition.

Ronan heads to the Museum of the city of Salem to understand exactly how the exhibit is connected to the serial killer. We move through the city to the target marker.

In the museum we pass through the ticket office and find ourselves in the main hall, in which the court of the Inquisition is being set. We begin to study the evidence - documents about the trials on the secretary's desk, a pillar of shame, a painting depicting the "house of justice" (the house of one of the judges, in which the trials were held and terrible sentences were carried out).

We concentrate on a stand in the middle of the hall (a tied mannequin littered with boulders), which shows one of the methods of torturing people ("blood stain"). The vision shows how the judge is trying to knock a confession out of a person for participating in a deal with the devil.
We go to the far end of the hall and find two more exhibits that were used to carry out the death sentence. We analyze a pillar with a tied chair ("Sophia", "Water", "Drowning"), another victim of the bell ringer was killed in a similar way - a girl from the cemetery named Sophia. We analyze the pillar ("Rose", "Burned", "Torture"), the victim of a serial maniac was killed using a similar object.

In the center of the hall, near the courtroom, we study the last exhibit - the gallows ("hatch"). The vision shows how the inquisitors carried out the sentence of a little girl named Abigail Williams (the same ghost girl from the alley).

We draw conclusions from the collected evidence - The bell ringer dealt with his victims using the methods that were used by the inquisitors to execute "witches".

Some of the exhibits have not yet been exhibited and are located on the second floor of the museum, it is necessary to study them too. We go into the open door, but the path is blocked by a ghost train. We move to meet him (contact must be avoided, you can hide in the corners of the corridor to the left and right).

We climb the stairs to the second floor of the building and turn left. Through the corridor we find ourselves in the hall, which is being renovated. We pass it and go up to the third floor of the museum (at this moment Joy joins Ronan).

We fall into the room of restorers and begin to study the evidence. On the table on the right is the first evidence - the painting "The Trial of the Witch", on the same table there is a stand with two medallions, select the one on the left and see the vision (any clairvoyant Puritans were accused of being connected with a demon).

We continue to investigate the evidence - a "summons to court" (an old manuscript), a large ship's anchor, an old cannon from the Civil War, a portrait of a judge, a large barrel of wine, a copper binnacle (it contains the ship's navigational instruments), a ship's telegraph, a steering wheel, a list of the accused which dates from the late 1600s, the judge's hammer.

We study in detail the historical stand with newspaper clippings (all articles are written about mediums who helped to solve various crimes, all the girls mentioned in these articles were mediums).

At the far end of the room, behind the closet, is the painting that Detective Baxter put there. The picture is called "The Hanged Witch", and the mental trace of the Bell-ringer is applied to the canvas.

We draw conclusions from the collected evidence ("The Purpose of the Bell-ringer - Mediums", The Picture "The Hanged Witch", "Medium-Witches"). It is not clear why, but a serial maniac considers all girls with paranormal abilities to be witches.

It was Baxter who constantly showed interest in such people (when displaying we choose "Baxter in the Museum", "Baxter hid the dossier", "The Missing Girl"), everything indicates that the former detective is a serial killer. Now the main character is heading to his apartment to find evidence.

When trying to leave the museum, several demonic creatures appear on the way of the main character, which must be destroyed. Leaving the museum, Ronan notices how several police cars are driving quickly towards the church, which means that something has happened.

Church again

Circumstantial evidence pointed to former Detective Baxter as the serial killer. When the main character leaves the museum, several police cars rush past him towards the church. So this is only one thing - absolutely another serial crime by Bell Ringer.

We move to the marker of the goal through the city to the church. Ronan's suspicions are confirmed, there are a huge number of police officers near the building, and patrolmen and officers are discussing some kind of crime.
Joy tries to infiltrate the crime scene, but the patrolmen catch the girl (Lieutenant Rex sends her to the station for interrogation). We enter the main hall and find several demons that interfere with further progress.
After the main hall, we go into the right corridor and, with the help of the policeman, we cross the pit with demons (the poltergeist will help to attract his attention). We fall into the courtyard and find a crime scene, Iris is crushed by a small stone monument.

We begin to investigate the evidence - bloody traces of dragging, traces of a strong blow on the masonry, the original location of the statue, the broken remains of the statue, broken glass. We analyze the girl's body, the words for choice are the stones of the statue, crushed, the murder weapon. The vision reveals that the bell ringer was chasing the girl, but how exactly the maniac found Iris remains unclear.
We draw conclusions from the collected facts, the bell ringer was looking for something else in the church on the second floor of the building (the ghost of Iris reunites with Rose and leaves this world). It is necessary to go upstairs and search the room for traces of the maniac.

On the second floor, three killed people are found in the room, judging by the setting, a wedding was taking place in the room. We investigate the evidence - the bodies of the killed victims, shards of broken glass, a broken window and an open window through which the girl tried to escape from the maniac. Next, we find the mental footprint of three people (the groom, the bride and Iris), when analyzing we choose "scared", "falling", "needs help." The vision shows that the girl was running away from someone and accidentally got to the wedding.

We move into the only witness and influence him, the evidence is "Iris's flight". The woman recalls that the bell ringer was chasing Iris, the rest of the victims just fell under the arm.

We rise to the attic of the building and find the body of the holy father. Go to Joy's room and collect evidence from the crime scene (bloody cat footprints, the mental footprint of a frightened cat in Joy's room, a photo smashed on the floor). We analyze the track of the Bell-ringer near the table ("found", "looking").

We study the body of the holy father ("wound"). The priest tried to protect the girl, but the maniac broke his neck. We draw conclusions and select evidence called "the killer was prevented", "the death of McCauley's father", "broken photo". The bell ringer came here to deal with Joy, but he came across Iris and the wedding participants.

We get in touch with the last witness of the crime - a cat, it turns out that the maniac dropped some object, and he fell into the ventilation. We move into the animal and find the key in the ventilation. Analyze the evidence again by selecting "House of Justice". Now the main character must get into this old mansion, which, apparently, is a maniac's lair.

As soon as the investigation is completed, a demon will appear in the church, which must be eliminated. We leave the building and find Joy in the police car, Ronan convinces the girl to tell everything to Lieutenant Rex and lets her go to the police station.

Now you need to go to the House of Justice, since this place, perhaps, is a maniac's refuge.

House of Justice

The bell ringer dropped the key to the abandoned mansion, which is called the "House of Justice". In the 1600s, witch trials took place in this house, and the sentence was carried out there. Perhaps this particular place is the hideout of a serial maniac.

We move through the city, to the target marker. Joy is arrested by Lieutenant Rex and heads to the police station to keep her safe. There is a police car in front of the entrance to the mansion, and a light is on on the second floor of the building.

We rise along the stairs to the room in which the light is on, and we pass into the room behind the bookcase. It is here that the Ringer's hideout is located, a recently written poem on the wall suggests that Joy is about to be executed.

We study the room for evidence (personal belongings of the victims on the table, a map of all the murders, photographs of the victims and how to eliminate them, a newspaper article from 1940, an old article about similar series of murders). All the facts indicate that similar serial killers with similar methods of murder periodically appeared in the history of Salem.

Ronan hears an incomprehensible sound from the first floor and must find out the source of its noise, however, in order to move further through the building, it is necessary to eliminate the demons patrolling the corridors.

We go down to the first floor and find ourselves in the kitchen. We move further through the mansion and again we meet several demons.

We go down to the basement of the building and find the corpse of Baxter, shot at point-blank range. We interrogate the ghost of the policeman and find out that the bell ringer killed him, Cassandra is safe, but where Joy, Baxter has no idea, however, the maniac during the fight with the policeman mentioned that there will be another murder today.

We continue to go down to the basement to find at least some traces. We collect evidence - the sign of the Bell-ringer in the cell, extinguished candles, prison shackles.

We analyze the trail of the girl in the cell, whose ghost Ronan met in the alley (“begs”, “in prison”) and we get evidence “Abigail in captivity”. We study the track of the judge ("accuses", "harsh", "judges"), the vision shows the scene of how the judge accuses Abigail of witchcraft.

Drawing conclusions from the collected facts ("Abigail in captivity", "The Accuser", "Sign of the Bell-ringer"), Abigail swore before her execution that she would take revenge on every witch of this city even after her death.

We are trying to leave the basement, near the corpse of Baxter, Ronan hears the radio negotiations of the police dispatcher. Rex disappeared and took Joy away to an unknown destination. We are trying to understand where the lieutenant has gone ("the old gallows", "Abigail the Bell-ringer?", "The Mortal Instrument"). The bell ringer and Joy are now near Abigail's execution tool, namely near the gallows in the museum.

We leave the mansion and head to the Salem Museum.

Museum again

Ronan heads to the local museum to the gallows, with which Abigail was executed (presumably, she is the Bell Ringer). We move through the city to the target marker.

Inside the museum, traces of an invasion are found, we go past the ticket offices to the main hall of the building. Near the gallows, Ronan discovers Joy and Lieutenant Rex. Museum security intervenes, however, Abigail leaves Rex's body and forces the guards to shoot each other.

We quickly run to Joy and try to stop Abigail by influencing the medium ("loud scream"). The girl's scream chases the bell-ringer's ghost out of Lieutenant Rex's body. Next, we run up to the girl and take her hand. The touch brings two ghosts to the moment of Abigail's execution.

We begin the interrogation, the ghost confesses that the murder of the protagonist was committed by Rex. However, the murder of the twins was committed by Detective Baxter. Another contact with Abigail reveals the truth about the death of Sophia, drowned the girl Ronan.

The ghost manages to escape and summons a pit of demons right under the feet of the protagonist, but Ronan manages to get out and send the Ringer to hell.

Joy, knowing the truth about Abigail, helped Lieutenant Rex hide the evidence and finally met her mother, and the Bell-ringer never disturbed the peace of Salem again. Ronan returns to the site of his death and reunites with Julia.

Apartments

Salem. The game greets with news clippings. Somewhere a maniac is walking around - a murderer named "Bell-ringer". And now we fly out of the window and after that the whole life of the protagonist flashes before our eyes. From childhood and fights to becoming a police officer and the loss of a beloved woman. We find the criminal, but he throws us out the window.

By some miracle, we survived. We go into the house. At least we are trying, because broken ribs make themselves felt. We open the door, but nothing happens. Granny will open for us, push us onto the steps, be horrified and close the door. It turns out we are dead. We are trying to return to the body using the prompts on the screen. We almost succeeded, but the "bell ringer" shoots our body and we become a real ghost.

For now, just walk into the light. We meet a former lover who talks about the bridge and unfinished business. They don't let us go quietly.

The game takes you back to the place where we died. Civilians are already scurrying around and calling for the police. We try to talk to them, but they don't hear. Still, we have become a ghost. But suddenly we notice the girl. We follow her into the alley. Since we are a ghost, we can pass through objects in the real world. We continue to follow the girl, who clearly does not want this and is mending obstacles to us. We pass through the trash can and watch the video.

We ask the girl the accumulated questions. Having received a short educational program, we are trying to ask the girl in more detail, but we run into a trap of demons. Okay, it's time to return to the city, to your corpse.

At the crime scene, we see a stupid cop who managed to spoil all the evidence. A typical policeman in general. Fortunately, our friend arrived in time and gave a sobering slap in the face to this dumbass. Okay, there's nothing to yawn. Let's better look at the diary of Patrolman Stewart, and then fully examine the scene of the murder to get a complete picture of what is happening. After viewing the evidence and eavesdropping on the conversation - move into Stewart and look into the diary. Choose the last item there: about weapons. We move into the girl and awaken memories with the help of the item "Bell-ringer". After collecting eight clues, we ponder the situation and understand that we need to go up to the fourth floor, but the door is closed. At this moment, Stewart opens the door and carefully examines something in the aisle. This is our chance!

We pass to the apartments. We are met by another ghost. You can talk to him. Go ahead, listen to the conversation of the crazy couple and go up to the second floor. Our old friend will be here, drawing some notes. She will not be very happy about our appearance. We go further to the fourth floor. Arriving in room 4a, we begin to search for evidence. A cannon, a girl's mental trail (hiding, scared, watching), a killer's mental trail (looking, purposeful), Cassandra Foster's request on the kitchen table, a hole in the wall. Enough for now. We compose a picture of the crime: a killer in search, a witness on the run. It turns out that there was a witness at the crime scene. Now it remains to find her. We are looking for the rest of the evidence. The book "Supernatural" on the shelf next to the bathroom, a bag of things at the end of the room. After that, we approach the place where the policeman stands and try to examine the photo. Let's get into the cop's mind and force him to show the photo with the help of the Mysterious Photo evidence. The policeman will look at the photo and we will see it too. We approach the photo, focus and choose the one where she stands with the priest. After that, we summarize and solve the problem. It turns out there was a witness, but he escaped and we need to find him. The clue is the church. We jump from the balcony and head there.

Church

We go into the church and find a priest with a girl. He gave her shelter in the attic. We pass through the door, we move into the priest to pass the trap and exit when he passes the trap. Now you need to somehow get into the attic. We pass into the next room and move into the cat. We run into the attic in the body of a cat, and then we leave it.

We move into the girl and try to make her remember the murderer with the help of the evidence "Search for the murderer." But! It was not there, she pushes us out of her body. It turns out she's a medium. It's time to ask a couple of questions.

After questioning, the witness will refuse to cooperate and will try to escape. We will catch up with her. We move into the cat and jump out of the window onto the street. We go to the exit. A trap is in the way. With the help of a poltergeist, we start the vacuum cleaner and attract the attention of the priest. We move into his body and bypass the trap.

There will be two demons in the hall of the church. You need to deal with them in order to go further. We disturb the crow and the demon flies up to him. We approach the demon from behind and eliminate. Do the same with the second demon. We go to the exit.

We were late. The witness has already fled. We think where she could go. With the help of the evidence "Mother's note", we recall what she said about the site.

Police station.

We go to the operational headquarters of the site and examine the evidence. As we consider the nine clues, one of the police officers will enter the headquarters and sit down at the computer. We move into it and force to break through the new data on the missing tenants.

From the same police officer sitting at the computer, you can learn that Joy Foster (the witness) has been detained. Apparently, she did not manage to quietly steal the case. Now we need to help her.

We go into the interrogation chamber, cut down the camera and release the girl. We speak with her near the police, behind the shelter. She begins to be headstrong. We distract the policeman with a coffee machine. We continue to "poltergeist" until the witness reaches the door leading to the second floor. Oops! Trap! We cannot go, but the witness agreed to "carry" us through the trap. Let's move to the second floor.

On the second floor, we distract one cop with a coffee machine, and another with a printer. Let's follow the girl to Baxter's office, which has already been defeated, apparently in search of a dossier. We pay attention to several folders and select a dossier with a photo (Ronan's dossier is ours), which was never given a move. Thanks to my brother for that. However, we are distracted.

We are looking for a dossier. First, let's go through all the evidence: books, photographs, then pay attention to the message left and tell Joy to listen to it. We go to the rack with the weapon and choose the right one: shadow, marks. Having solved the riddle with the cache, we talk about it to Joy and take the dossier.

The police have already caught on and are looking for the missing girl. Need to leave! We distract the policeman with the printer and go down to the first floor. We speak with the witness and watch a small video. Don't rush to leave, you better listen to the conversation between Rex and the policeman about us. Inspirational speech!

The girl successfully leaves the site and again tries to go alone. We prove to her that she cannot cope alone with the help of the evidence "Mother's Note". Now we need to visit the cemetery. Symbolical, isn't it?

Cemetery

Before entering the cemetery, we are greeted by a strange-looking ghost, a hike, a girl and immediately retreats to the territory of the cemetery. We must keep our ears open.

At the cemetery, Joy surrendered without a fight and was about to leave. Here we enter with our detective skills and question the ghost sitting next to him. She says she saw something on the shore. On the shore we find the corpse of the very ghost that met us at the gate. We set the parameters: washed ashore, dead, torn off. Thanks to this, we are visited by a vision in which we can see how another ghost saw the body of the victim and he is in this cemetery. The witness saw how something swam into the bushes. It's dark in the bushes and you can't see anything, so we ask Joy to shine a light in the bushes and pull out the evidence - a familiar rope. We recall the evidence "Features of the murders." It was necessary to climb the river and find a corpse, but apparently you can not bother. The ghost of a girl - Sophia was watching us. Now you need to follow her, but first we will destroy the three demons, so as not to interfere.

The girl brings us to the field hospital and tries to tell us something, but she cannot, as her mouth is sewn up. Frustrated, she runs away again, and we learn to teleport to catch up with her. With the next teleportation, we will find ourselves in a territory with three demons. We use the crow to kill the first, go around the second and finish off the third. If you are noticed, then circle around the shelters and use the crow. When they should be distracted by the crow.

We follow the ghost of Sophia. She did not try to run away, she led us to show us something. We approach the tree and select the sound: "Crack". We watch a couple of short videos and find out about some kind of agreement. Sofia freaks out and knocks us out with a scream. Now you can return to Joy for questions. Joy has a diary entry about contracts that leads to the surviving madwoman. Guess where we're headed? Mental hospital. Classic.

Mental hospital.

In the hospital, you need to recognize Iris's room. We consider the evidence. We are interested in a photo of a boy. After that, we move into the duty room and make us remember this photo. With the help of the monitor, we learn that Iris is in room 216. But we must hurry, for the evening she is scheduled for electroshock therapy. On the second floor, break the camera so Joy can go further. Don't forget to open the electric door for her. Again we break into the cameras and distract the orderly so that Joy can pass.

Then we split up with Joy. We go around, get into the cat and make our way through the ventilation. In the premises we deal with three demons. We go around the rest of the traps and obstacles and meet Joy. We break the electronic locks so that Joy can go further. Don't forget about cameras! After all this we break open the lock on chamber 216 and watch the video.

We are trying to move into the girl, but she pushes us out. Okay, it's time to look at the drawings. In the picture with the hounds, the correct answers are: chase, torture. In the picture with bells: a bell ringer, burned at the stake. In the picture with the sisters: two girls, connection. We draw a conclusion. Iris had a sister who saved her at the cost of her own life. She enters the scene in the form of a burning ghost and, after arguments, helps us escape. We distract the guard with the help of the radio, open the electronic door and escape from the psychiatric hospital. Next clue: museum. We go there.

Museum of History.

We are looking for evidence in the museum. The first will be on the table next to the "judge", to get the second you need to go to the post and solve the riddle: rose, burned, torture.

The third will be on a stone with blood, in the focus you need to select blood and you will see a vision.

Fourth evidence: focus on the gallows by choosing the "hatch", examine the rack, examine the picture with the painted estate, analyze the shameful chair: water, Sophia, drowning. After examining all the exhibits, we conclude that the bell ringer dealt with his victims like witches. But why? To answer this question, let's go to the second floor of the museum, fortunately and the door was opened. But it’s not that simple. We will be disturbed by a ghost - a train. We are waiting for him to drive into the wall and by short dashes and teleportation we pass to the second floor. We meet Joy there and together we go to the unseen exhibits. We focus on the medallion and learn that mediums were previously believed to be associated with unclean forces.

Having found all the evidence, we make a chain: a sign from a picture (a bell), a board of mediums, a medallion (just the one that caused the vision). Suspicion falls on Baxter, but why? Baxter is in the museum, Baxter asked about the girl and Baxter hid the dossier. We understand that Baxter is somehow involved and decide to visit his apartment.

We leave the museum while dealing with demons. At the exit from the museum, we hear a conversation between two women who say that something else has happened in the city. There was an incident in the church, and we just sent Joy there. Baxter's apartment is being shelved, we're heading to church.

Church again

Joy tried to break into the church, but the police caught her and put her in a car. Okay, that's not our concern. We go into the hall and drive out or avoid the demons and go through the door on the right side. We lure the cop with the help of a poltergeist and move into him to avoid the trap and go to the other side. In the yard we find the corpse of Iris. Still, we couldn't save her. Okay, let's try to find evidence that will lead to the killer. First, we analyze how she died: crushed, the murder weapon, the stones of the statue. We restore the picture of the murder and watch the video of the reunion of the sisters. Now we go to the second floor and see that the Bell-ringer left a couple more corpses. Analyzing the crime scene: scared, falling, needs help. We move into the survivor and awaken the memory of the fleeing Iris, after which we recreate the scene of the crime and understand that these are random victims who fell under the hand of the Bell-ringer. Let's go to the attic and look for more evidence. The priest was killed, and we need to understand why the killer went up to the attic. Let's analyze the evidence where he is looking at the photo: he looks, it is found. After that, we recreate the scene and understand that the killer came for Joy, but killed Iris without finding the latter. Touching the cat, we see that the killer dropped something. We move into the cat and try to get the key in the ventilation. Thanks to this key, we are reminded of the House of Justice. Now we leave the church in the same way as we came, but be careful, the demons do not sleep.

House of Justice

There will be a police car near the house of justice. Hike, suspicions are confirmed. Most likely Baxter is here. The house is empty, but better to look around. We rise to the second floor and go into the secret room, to the operational headquarters of the Bell-ringer. Here you need to get a better look at everything. After examining all the evidence: newspaper extracts from past decades, trophies of victims, a map of murders - we come to the conclusion that a copycat is working here. We are distracted by a loud click. Need to check. We deal with two demons and go down to the basement. There will already be four demons in the basement, deal with them using crows and teleportation. After the fight, we go down even lower and see the corpse of Baxter. It's time to ask a couple of questions. After the conversation, we send Baxter to Cassandra so that he takes her to a safe place, while we ourselves remain in the basement to search for evidence. First evidence (judge): accuses, judges, harsh; second evidence (girl): in prison, begs. Having found all the evidence: a sign, a bed, candles, shackles and two pieces of evidence - we put all the memories into one whole (the prosecutor, Abigail in captivity, the sign of the bell ringer). In a fit of rage, Abigail drew the sign of the Bell-Ringer, thanks to which every witch in Salem must die. It turns out that Abigail is a killer. We urgently need to find him. Halfway from the basement we hear a conversation on the radio. Rex disappeared along with Joy and did not appear at the station. The campaign began. We remember important evidence: Abigail - Bell-ringer, an old gallows, an instrument of death. We get out of the house and hurry to the museum.

Museum. The final

You cannot return to Salem after the final scene. So finish all your business ahead of time. There are many traps in the museum, so be careful. The killer possesses Rex and tries to hang Joy. You have 20 seconds to think about it. We run the traps and move into Joy. With the help of the evidence "loud scream" we expel the ghost of the killer from the body of Rex. The killer still does not give up and tries to finish off Joy. We have 7 seconds to think. We approach him and grab his hand. We watch videos, ask questions.

End of the game.

Translation - Madnfs (List of achievements), mchammer (Guide to achievements, full walkthrough). Editing - Madnfs