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Rusty Lake Paradise

by lenin 17 62 sections about 39 minutes to read

The key to the box

Return to the house. Approach your sister and look into her right eye. Note the arrangement of the circles relative to the eyeball, then zoom out and go outside. The eye drawn on the trunk of the tree on the right is the reflection of the eyeball on the hint in the right goat eye.

Arrange the light patches with the fireflies mirrored relative to the hint you saw. You can go back and look into the eye again to judge how far to move the fireflies. Pick up the FIREFLY.

Go to the birch grove and zoom in on the owl’s nest, giving it the FIREFLY. Click the owl until its hooting attracts a mantis; as it approaches, the owl flies off. Drive the mantis away, click the owl’s nest and pick up the KEY that falls out.

Return to the screen with the box, unlock it with the KEY and take the FOG HORN. Hurry to Grandma Margaret and give her the HORN.

The eighth memory

Click Margaret until a mantis appears and carries the old woman off. Look in the boat and click the black cube.

Watch the eighth memory, “You will have to leave”. Press the black square and take the BLACK CUBE. Carry it to the temple and put it in the box.

In the picture, press the light cube and the moon in the sky. Night falls on Paradise Island. The whole family has gathered in the birch grove around a lit bonfire to mark Lake Day. Head there, noting the woodpecker on a birch on the way.

Reading the family

Approach the bonfire and speak to each of them. Note two things: each family member’s clothing carries a number in the form of dots, and each is making movements imitating an animal or an action.

  • First on the left is the uncle, one dot, No. 1. He imitates firing a bow.
  • Second is the brother, two dots, No. 2. He imitates the fins of a fish.
  • Third is the sister, three dots, No. 3. She imitates balance.
  • Fourth is Grandma Margaret, No. 4. Her movements suggest a lion.
  • Fifth is father, No. 5. He portrays a bull.

Go up to the first floor and zoom in on the block on the left; it has two locks.

The bronze key

Look down at the disc showing the twelve signs of the zodiac, with four locked cells beneath it. Zoom in and set the numbered hands:

  • Hand with one dot (No. 1) to Sagittarius, since the uncle mimed firing a bow.
  • Hand with two dots (No. 2) to Pisces, since the brother mimed a fish.
  • Hand with three dots to Libra, since the sister mimed balance.
  • Hand with four dots (No. 4) to Leo, since grandmother mimed a lion’s roar.
  • Hand with the Roman numeral V (No. 5) to Taurus, since father portrayed a bull.

Take the BRONZE KEY from the first cell that opens, then open the first lock on the block.

The silver key

Exploring this level’s screens you find a grinder installed in the family house. Now find materials to grind.

Materials for the grinder

In the birch grove room, zoom in on the device on the table with three levers. One turns the model Moon, showing its phases; the second switches the colour; the third sets the angle of the eclipse. The upper window shows the phase, colour and angle you have set.

Work the levers to bring the central sphere to the required state. When the last phase, the blood moon, is set, zoom out and zoom in on the Moon outside the window, now red too. Click the cut in the disc and a trickle of blood runs out, then click the frozen drop of blood.

  • Achievement: Blood Moon.

The drop of blood falls to the ground. Now collect the materials:

  • Go down and to the entrance to the grove. Zoom in on the woodpecker on the birch. Move the bird up and down the trunk, making it tap opposite the twigs with one, two, three and four branchlets. Take the BARK.
  • Go into the forest and pick up the fallen RED MOONSTONE.
  • Go to the house and take the PICKAXE.
  • Leave and go to the temple. In front of it, take the SHELL by the box the owl sits on.
  • Go into the temple and mine the BLUE STONE with the PICKAXE.
  • Look into the well and take the MOSS.

Grinding and burning

Go to the house. Put each material into the grinder in turn and turn the handle to get powders of different colours. Note that each colour is labelled with a number:

  • 1 – green
  • 2 – blue
  • 3 – red
  • 4 – brown
  • 5 – white

Go to the grove and throw each powder into the bonfire in turn, watching the images that appear:

  • 1, green: a bull, Taurus.
  • 2, blue: two figures, Gemini.
  • 3, red: a scorpion, Scorpio.
  • 4, brown: a ram, Aries.
  • 5, white: scales, Libra.

Go up to the room and set the hands on the zodiac disc to those signs. Take the SILVER KEY from the second cell and open the second lock on the block.

Rotate the block and climb the ladder that lowers.

The attic door keys

Zoom in on the telescope eyepiece. Using the three rotating sliders, match the image of the stars to their representation on the graphic. Note the dot-stars beside each constellation. Rotate the discs and note the numbering of the constellations.

Zoom out, go down and zoom in on the zodiac disc. Set the numbered hands to the matching constellations according to that numbering, and take the GOLD KEY from the cell that opens.

Go down to the grove and speak to each family member again. The figures they mime have changed:

  • Uncle: an elephant.
  • Brother: a bird.
  • Sister: an owl.
  • Grandmother: a duck.
  • Father: a deer.

Go up to the attic and zoom in on the animal figures hanging from the ceiling. Note the candle, whose light throws a figure’s shadow on the wall. Move the candle onto a zodiac sign drawn on the floor and see which figure’s shadow matches the drawing on the wall. The result:

  • Elephant, mimed by the uncle: Libra.
  • Eagle, mimed by the brother: Pisces.
  • Owl, mimed by the sister: Cancer.
  • Duck, mimed by grandmother: Sagittarius.
  • Deer, mimed by father: Capricorn.

Go down, zoom in on the zodiac disc and set the numbered hands to those signs. Take the COPPER KEY from the cell that opens. Go up to the attic and unlock the door with the GOLD and COPPER KEYS, then climb the ladder.

Puzzle: moving the owl

Look through the central window and spot the light of an owl’s eyes in the distance. Zoom out. By clicking the bonfires in a particular order you have to move the owl to the near shore of the lake. Click:

right, right, centre, right, right, right, centre, left, left, centre, left, left, left, left, centre, right, right, right, centre

Go down and head for the temple. When you spot the owl flying from left to right, click it as the bird reaches the right edge of the screen.

  • Achievement: Owls are not what they seem.

Open the box and take YOUR MOTHER’S BONES.

  • Achievement: Your mother’s bones.

Click the box again and take the CROW’S EGG.

Mr. Crow, and the ninth symbol

Go to the birch grove, approach the bonfire and throw the CROW’S EGG in.

  • Achievement: Mr. Crow.

Go home and study the image on the wall carefully, noting the implied numbering of the zodiac signs:

  • 1: Leo has one eye visible.
  • 2: the Bull has two eyes visible.
  • 3: Pisces has three bones drawn.
  • 4: Aquarius’s jug has four dots.
  • 5: above Libra is the figure V.

Return to the birch grove, go up to the room and zoom in on the zodiac disc. Set the hands to those signs according to the numbering from the house, then click the symbol that opens.

  • Achievement: The ninth symbol.

The ninth memory

Go to the Eilander house. Put YOUR MOTHER’S BONES in the grinder and turn the handle. Take the MAGIC POWDER and go to the bonfire in the birch grove, throwing it in, then click the black cube.

Watch the memory. Take the BLACK CUBE and hurry to the temple, putting it in the box. In the picture, click the light cube twice.

Exploring this level’s screens you find:

  • Wooden owl torches on the screens, which light if you raise the owl’s wings. Each torch carries a drawing.
  • A map with a ruler on the stool in the Eilander house, with crosses marking the torch positions.
  • A hint on the wall of the same house, showing that the six torches that matter are the ones drawn with a drop, a frog, a beetle, a moth, a ball and rain.
  • The same drawing indicates you need the distances between pairs of torches on the map, labelled O, W and L.
  • Those same letters appear on the graduated discs in the temple well.

Opening the well

Work through the screens and light the torches:

  • two on the lake shore, the drop and the frog;
  • the one by the house, the beetle;
  • the one on the right of the road to the temple, the rain;
  • the one in the birch grove, the ball;
  • the one in the attic of the birch grove house, the moth.

Go to the Eilander house and zoom in on the map. Place the circles bearing the same drawings as the torches on their positions, marked with crosses. Using the ruler here, measure the distance between the centres of the pairs of circles marked with red dots, and you find:

  • O = 4
  • W = 5
  • L = 10

Go to the temple and set the sliders lettered O, W and L to the matching sectors: IV, V and X.

Going down the well

You need the ROPE from the wall of the room in the birch grove house. With it, climb down and you stop in front of a door with a code lock.

Opening the coded door

Go into the forest. Pull a FEATHER from the owl sitting by the path. Go to the birch grove and up to the top level.

Click father’s face; he beats a drum and the bones hanging on a rope start swinging.

  • Achievement: A glorious Lake Day.

Watch which side has more bones swinging and click that same hand of father’s. If an equal number swing, click his face. After several rounds, pick up the SHARPENED BONE.

Go down to the room and zoom in on the table. Take the BRUSH and the APPLE. Fit the FEATHER and the SHARPENED BONE onto the arrow shaft lying there and take the ARROW.

Go down to the grove, approach the uncle and give him the ARROW, then click the arrow in your inventory and the bow in his hands.

Click the bow three times to aim, then click his left hand. The arrow knocks the hat off the brother’s head.

Put the APPLE on the brother’s head. Pick up the ARROW and give it to the uncle. Click the bow three times to aim and press his left hand to shoot. Click the apple pinned to the tree by the arrow and it falls. Look down and pick up the WORM.

Pull the arrow out of the tree and hand it to the uncle. Click the bow in his hand twice to aim, then press his left hand to shoot. Repeat three more times. Your view moves automatically to the brother’s hand, with the arrow embedded in it; click the symbol on the hand.

  • Achievement: The tenth symbol.

Go into the forest, to the screen with your sister and the hen beside her. Put the WORM in the bowl, click the hen and take the EGG. Turn to your sister’s face.

Click the brush and the paint on her palm, then paint her face in the colours you saw in the picture in the grove room. Take the CANDLE.

Return home. Light the firewood with the CANDLE and put the EGG in the pan, then click the chick several times.

  • Achievement: Fried eggs.

Take the CHICK and hurry to the owl by the path. Give it the chick, then click it to make the bird spit out the bones. Look down.

Lay the bones out, joining them where they carry matching marks, and you get the word OWLS. Go to the temple and climb down the rope, then enter the code OWLS and open the door.

Go through.

The animal masks

  • RABBIT MASK, the arch on the left: solve the lights puzzle, lighting every light on the pedestal. Click the right button to move the bulbs and the left button to light the topmost bulb.
  • PHEASANT MASK: press the buttons in numerical order.
  • DEER MASK: light the lights. Click the right button if the bulbs are on the right of the line, and the left button if they are on the left.
  • PIGEON MASK: turn the disc clockwise past 4 pegs, sinking them; anticlockwise past 3 pegs, not counting sunken ones; clockwise 3; anticlockwise 3; clockwise 1; anticlockwise 1; clockwise 1.
  • BOAR MASK: click the button on the right, then the button on the left, activating the first square. Then add one more click on the right button at each step, confirming each with a click on the left button.

Click the image above and climb into the passage. Click the hungry ghost, which says it has concealed the last memory, the final element of the elixir.

The tenth memory

Zoom in on the pedestal in the arch. Rotate the discs to recreate the drawing you saw on the wall in the house, then click the black cube.

Watch the memory, “My memories are the key to the future”, and take the BLACK CUBE.

The owl mask

Zoom in on the pedestal in the arch again and apply the BRUSH to the cross-shaped marks; they change into X-shaped marks. Place the chapter numbers on the symbols you collected in each of them, then open the door and take the OWL MASK.

  • Achievement: The owl mask.

Finale

Return to the well and try to climb the rope, but it vanishes. Click the patches of light to move through space.

Go to the island, where your brother stands on the shore holding a torch. Put the RABBIT MASK on him and he steps aside.

Go through the gates and head for the temple. Fit the PHEASANT MASK to your sister and carry on along the path. Give the PIGEON MASK to grandmother and follow the path right. Hand the uncle the BOAR MASK and father the DEER MASK.

Go to the temple and put the BLACK CUBE in the box. The masked family appears behind the temple grille. When the hungry ghost appears, put the OWL MASK on it.

  • Achievement: Paradise will rise again!

Watch the closing scenes.