Ten years after her parents died in a car accident, orphaned Lunna is experiencing strange visions. Although she looks like any other child her age, she was actually blessed with a very special gift: she can see and speak with spirits. Now 17-years-old and an outcast at Hawkins High, she finds it easier to make friends with the dead than the living. Alone in life, Lunna has nothing to remind her of the past other than a pendant gifted to her by her mother when she was just a child. One night, Lunna realizes that this special pendant has gone missing, and sneaks out to find it. As she is about to return to her dorm, Lunna is intrigued by a lovely voice singing a familiar song, and follows the sound to a mysterious girl asking for help. Suddenly, an evil shadow disagrees with this request and chases Lunna! Who is the mysterious girl and what does she want Lunna to do? Why is the shadow chasing Lunna? Find out in this mysterious and compelling adventure game!
There is a code on the lower right X. Locate the items on the list. Enter the Library. Go back to the Hall Yard. The BALL will be added to your inventory. Go forward twice. Return to the last path of the Library. Chapter Two: The Shadow After the cutscene; play the mini-game to open door behind it. Eg when I opened the map, it indicated some tasks on the main hall. Go to the Machine Room. Zoom into the Fireplace A. Go back to the Backstage.Use it to open the Door K. The solution is shown in the screenshot. Then head straight to the School Gate C. Zoom into the Desk C ; pick up the Flask D. Jackpot Magic Slots Games. Examine Table B ; place the Broken Doll on it. Return to the last path of the Library. Enter the right combination of Knobs B : 2, 7, 5, 9. RAZOR will be added to your inventory. Return to the tunnel from the Fountain. Chapter One: Mysterious Humming Move your mouse to right of the screen. Chapter Two: The Shadow After the cutscene; play the mini-game to open door behind it. Follow these instructions for the solution Please look at the screenshot for the HOPS solution. Take the left turn and go forward until you reach the Shed.
Femme Whispers: Revelation mec cherche
Return to the last path of the Library. Click on the glass plate to view the next document. Get out from Whispers: Revelation room, take the right turn to go downstairs. Whispsrs: when I left the main hall, I can only see the areas around where I am and the main hall Whispers: Revelation show up on the map, Sure a bigger map is good, but whats the pt if it Mad Mouse show u all the inventory or HOS area at one glance? Go back to the Hall. This is the official guide for Whispers: Revelation. Proceed ahead to swamp. Go back to the Canteen. Go back to the Dormitory Corridor. Walk down once and turn left to the Hall. Go back to the Backstage. Next, zoom into the Microfilm Teddy Floppy Ear: Mountain Adventure. Take the left turn and go forward until you reach the Shed.
Go to the Canteen and play the HOS. Return to the last path of the Library. Go into the Shed; play the HOS. Play the HOS A. Chapter One: Mysterious Humming Move your mouse to right of the screen. Lead the dancers to the meeting point by clicking the arrow keys. Walk down; then turn right. Play the HOS once again. Play the HOS B. Sure its nice and ok to play, but I was tearing my hair and nails up trying to figure out what to do next. Go to the Laboratory and play the HOS. Play the HOPS.
Go forward to the last path of the Library A. The Whispers: Revelation system is lousy and rather illogical. Go back to the Hall. Examine the Statue D. Play My Downtown HOPS. Walk down twice to Dormitory First Floor. Go back to Whispres: Hall and examine the Piano at the right-side on the Backstage. Locate the items on the list. Go forward to the door that leads to Canteen. Get out of the room once again. A Log A is blocking the entrance. Click the projector to continue. Zoom into the Desk C ; pick up the Flask D. Go back to Administration Room; zoom into Cabinets A.
Sure its nice and ok to play, but I was tearing my hair and nails up trying to figure out what to do next. Choose the Questions C and the spirit board will point out the answer by using the planchette. Zoom into the Table to light his Kerosene Lamp D. Back to the Hall Entrance then walk down once. Your goal is slide the pieces out of the way so you can remove the red pieces from others. Go to the Canteen and play the HOS. Return to the tunnel from the Fountain. So I had hook, string, magnet teddy bear broken to be fixed , a broken amulet to be fix and 2 number blocks. Avoid the moving obstacle or the Blue piece will return to the first place. Walk backward seven times. Go back to the Hall Yard. Go forward C. Go through the door; take the TAP A. Select the Task tab C to see your current objective.