DEATHLOOP
59 Achievements
21-27h
PS5
A Charlie Montague Game
Prove you're a real gamer by winning Charlie's Wake Up Challenge, Reward Scheme, the Moxie, Haul-A-Quinn, and the Yerhva.
1.8%
How to unlock the A Charlie Montague Game achievement in DEATHLOOP - Definitive Guide
There is a great Video on YouTube, which was a guide here but it's gone so I am not sure if it was removed by site or poster.
But just tip guide on:
Yerhva:
All the answers are the same but the questions are in a different order each time.
Haul-a-Quinn
Step by step.
District: Karl's Bay
Time of Day: Morning, Afternoon, and Evening
You must start this challenge in the morning to complete it!
You also need the Gideon Fry delivery Guy code.
Morning
1: get a battery to power up the Haul a Quinn. Plenty of Turrets around to supply this.
2: Kill Harriet and make sure you save the mask maker on the Crane. If he is being lowered press the up button on the left of the pulpit and turn the gas off on the right to make sure he survives. (If he does die you have to restart)
3: To get the Crank-Wheel, you will have to use the Delivery Booth Terminal and request one for delivery to Karl's Bay.
Afternoon
1: go to Big Smileys. Enter the room in Big Smileys kill the chap you saved and on a "face table" there is the head.
2: place the Head on the Haul-a-Quinn
3: get the crank from the delivery booth and then order a nullifier for Karla Bag.
4: place the Crank on the Haul-a-Quinn
Evening
Get the nullifier from the delivery booth and place it on the Haul-a-Quinn. Some say a turret works but I found you get a better reward with a nullifier.
Congratulations you are done.
But just tip guide on:
Yerhva:
All the answers are the same but the questions are in a different order each time.
- Before AEON’s arrival, Blackreef slept in frozen utero, awaiting new purpose. Who then made landfall, reawakening her from slumber?
- Harriet Morse is the gatekeeper, Blackreef the gate. A veil hangs across the threshold. What do we discover when it parts?
- From what seed did AEON spring?
- Sink your toes into the dark earth and let the vibrations of her voice course through your bones. From whence did this island derive her name?
- Karl’s Bay has worn many faces, most as lost to time as the mysterious Karl himself. What was its most recent incarnation prior to AEON’s arrival?
- Decades ago, warmongers toyed with the temporal tides eddying about Blackreef. Their sigil-marked temples still stand. What named their doomed enterprise?
- The Bay, the Rock, and labyrinthine Updaam wear AEON colors proudly, but that decor belies their history. From whence came the peculiar names that grace them?
- The wiggling, writhing energies of the Loop have been harnessed to gift us with abilities beyond our biological potential. What birthed our trinkets and slabs?
- Blackreef boasts a bountiful feast for the senses. Which transcendent work towers above the island’s myriad other artistic pursuits?
- AEON graces this island as kaleidoscopic jewels upon the neck of the world’s greatest beauty. What seeks the Program?
Haul-a-Quinn
Step by step.
District: Karl's Bay
Time of Day: Morning, Afternoon, and Evening
You must start this challenge in the morning to complete it!
You also need the Gideon Fry delivery Guy code.
Morning
1: get a battery to power up the Haul a Quinn. Plenty of Turrets around to supply this.
2: Kill Harriet and make sure you save the mask maker on the Crane. If he is being lowered press the up button on the left of the pulpit and turn the gas off on the right to make sure he survives. (If he does die you have to restart)
3: To get the Crank-Wheel, you will have to use the Delivery Booth Terminal and request one for delivery to Karl's Bay.
Afternoon
1: go to Big Smileys. Enter the room in Big Smileys kill the chap you saved and on a "face table" there is the head.
2: place the Head on the Haul-a-Quinn
3: get the crank from the delivery booth and then order a nullifier for Karla Bag.
4: place the Crank on the Haul-a-Quinn
Evening
Get the nullifier from the delivery booth and place it on the Haul-a-Quinn. Some say a turret works but I found you get a better reward with a nullifier.
Congratulations you are done.
12 Comments
the moxie is driving me mad, any tip?
By MadTheo096 on 25 Jan 2023 10:32
When you do the Moxie challenge in the Updaam afternoon map, do you need to finish it before the timer runs out to get the purple rapier that is rewarded or just complete all 3 floors for it to count?
By wolfzero01 on 03 Nov 2022 16:43
Throughout Blackreef, Charlie will have set up a load of mini-games that you can get involved in. The good news is, the rewards are actually pretty incredible in some case. Complete all five and you’ll unlock this achievement – and no, they don’t need to be in the same loop.
Charlie’s Wake Up Challenge – This one takes place in The Complex in the morning. It involves running around (anti-clockwise) The Complex and opening four boxes in under 3-minutes. It’s actually pretty simple when you know where they are – you basically just have to follow the coast and you’ll come across all four:
Reward Scheme – This mini game wants you to open all the boxes in Karl’s Bay at night, and if you do, you get the Super Shifty at the end. This is pretty easy, to be honest, as there’s a map showing you where all the boxes are. There is only really 1 box that can screw a run up (which you should go for first in case you fail it). It’s the box under the overpass, that requires you pull a lever to get access to the bar. Once you do that the timer will start.
All you need to do is work out the code for the door in a set time. The passcode is graffitied all over the bar. The first is to the right of the door. The other 3 require you to line them up as they are painted on two bits. There are 2 numbers upstairs, one downstairs near the front entrance and 1 near the keypad, like we said.
Once you’ve got all the boxes, you need to finish a gauntlet run AKA The Fathoms of Lament, to finish Reward Scheme mini-game and get the gun. Don’t worry, you can retry it as many times as you need - both the gauntlet run and the game itself (if you fail the timed box).
The Moxie – This is an obstacle course in Updaam, available in the afternoon, near the large gate, on the lower part of the area. Now, I’m not quite sure if you have to do both sides for it to register as finished (the game says that doing one per level opens up the next level), but if you do both sides in 2m15s, you unlock a gun. So probably best to do that. Anyway, to make this easy: use Aether for the laser grid course and run right through them; and use Shift for the jumping on lights courses (upgrade it with hover and distance too). Do that and you’ll smash through it with ease (and get a new gun!).
Haul-A-Quinn – There is a mini-game in Karl’s Bay (right of where you come out the tunnel – left exit) that requires you get 4 parts for the Haul-A-Quinn statue (which you’re best off tackling in the morning, for reasons that will become apparent shortly).
The four things are: 1. a battery, which can be found in a lookout point on a roof nearby (in the morning) in a turret; 2. a turret case, which can be found near the shore on the catwalk on the way to Hangar 2; 3. a crank wheel, which you can order from the delivery machine (in order to use the delivery machine, you must get the code from Mia’s compound in Fristad Rock at noon – see our Didn't See It Coming (15G) guide to know its exact location), and finally, 4. you’ll need the mannequin’s head, which can be found if you save the poor sap from Harriet in Hangar 2 in the morning, which you do by rushing her, killing her, and then clicking the up-button on the crane, which is on the left wall of where she makes her speech. When you’ve killed her, and saved him, you can go back in the afternoon and his mask store will be open. Grab the mannequin head, and that’s your final piece. You’ll also be able to grab the crank from the delivery spot too, and with it a legendary trinket.
The Yerhva – And finally! The Yerhva is a quiz, of sorts, that can be found to the right of where you spawn in Karl’s Bay. The quiz will ask you questions about Blackreef. Use this link to get the answers to the quiz, or try and remember the history of the island through trial and error. If you get it wrong, it’s locked out for the loop, so come back on another loop to try again.
Charlie’s Wake Up Challenge – This one takes place in The Complex in the morning. It involves running around (anti-clockwise) The Complex and opening four boxes in under 3-minutes. It’s actually pretty simple when you know where they are – you basically just have to follow the coast and you’ll come across all four:
- The first is on a beam over-hanging the water to the right of where you spawn (near Egor's lab with the laser beams).
- The second is near the right-hand part of Wenjie’s lab (just follow the coast from the first).
- Again, follow the coast around (using Shift, which you should have equipped) past the large wall-like structure on the other side of Wenjie's lab, until you come across a turret protecting a box.
- And finally, still following the coast, until you come to a bunker. Go in, follow the steps until you come to a door. Hack the antenna to gain access and get the last box.
Reward Scheme – This mini game wants you to open all the boxes in Karl’s Bay at night, and if you do, you get the Super Shifty at the end. This is pretty easy, to be honest, as there’s a map showing you where all the boxes are. There is only really 1 box that can screw a run up (which you should go for first in case you fail it). It’s the box under the overpass, that requires you pull a lever to get access to the bar. Once you do that the timer will start.
All you need to do is work out the code for the door in a set time. The passcode is graffitied all over the bar. The first is to the right of the door. The other 3 require you to line them up as they are painted on two bits. There are 2 numbers upstairs, one downstairs near the front entrance and 1 near the keypad, like we said.
Once you’ve got all the boxes, you need to finish a gauntlet run AKA The Fathoms of Lament, to finish Reward Scheme mini-game and get the gun. Don’t worry, you can retry it as many times as you need - both the gauntlet run and the game itself (if you fail the timed box).
The Moxie – This is an obstacle course in Updaam, available in the afternoon, near the large gate, on the lower part of the area. Now, I’m not quite sure if you have to do both sides for it to register as finished (the game says that doing one per level opens up the next level), but if you do both sides in 2m15s, you unlock a gun. So probably best to do that. Anyway, to make this easy: use Aether for the laser grid course and run right through them; and use Shift for the jumping on lights courses (upgrade it with hover and distance too). Do that and you’ll smash through it with ease (and get a new gun!).
Haul-A-Quinn – There is a mini-game in Karl’s Bay (right of where you come out the tunnel – left exit) that requires you get 4 parts for the Haul-A-Quinn statue (which you’re best off tackling in the morning, for reasons that will become apparent shortly).
The four things are: 1. a battery, which can be found in a lookout point on a roof nearby (in the morning) in a turret; 2. a turret case, which can be found near the shore on the catwalk on the way to Hangar 2; 3. a crank wheel, which you can order from the delivery machine (in order to use the delivery machine, you must get the code from Mia’s compound in Fristad Rock at noon – see our Didn't See It Coming (15G) guide to know its exact location), and finally, 4. you’ll need the mannequin’s head, which can be found if you save the poor sap from Harriet in Hangar 2 in the morning, which you do by rushing her, killing her, and then clicking the up-button on the crane, which is on the left wall of where she makes her speech. When you’ve killed her, and saved him, you can go back in the afternoon and his mask store will be open. Grab the mannequin head, and that’s your final piece. You’ll also be able to grab the crank from the delivery spot too, and with it a legendary trinket.
The Yerhva – And finally! The Yerhva is a quiz, of sorts, that can be found to the right of where you spawn in Karl’s Bay. The quiz will ask you questions about Blackreef. Use this link to get the answers to the quiz, or try and remember the history of the island through trial and error. If you get it wrong, it’s locked out for the loop, so come back on another loop to try again.
This is another tricky trophy, as some of this game is not easy to do without a guide.
There are 5 games scattered around the 4 districts: 3 of them can be done only in certain periods, 1 is doable anytime, while the 5th is a long one and requires some preparation.
Wake Up Challenge:
The Complex, in the morning. Once you start the district, you must run and find 4 crates in 3 minutes. You can stop the timer by pressing start if you're playing offline:
There are 5 games scattered around the 4 districts: 3 of them can be done only in certain periods, 1 is doable anytime, while the 5th is a long one and requires some preparation.
Wake Up Challenge:
The Complex, in the morning. Once you start the district, you must run and find 4 crates in 3 minutes. You can stop the timer by pressing start if you're playing offline:
- Crate 1 is on the right side, close to the start, near some Eternalists. There is a small piece of metal and the crate is at the end.
- Crate 2 is at a short distance from Crate 1: follow the road until you find a small container. There will be a small piece of ice close to it, with 2 Eternalists over the ice and the crate near them.
- Turn left from Crate 2 and go straight ahead, avoid Wenjie's lab and go around the big construct on your left. On the other side of the construct, in the corner, there will be a turret along with Crate 3.
- Crate 4 is in the bunker close by. Enter from the window on the second floor and you will find a control room with locked doors. Hack the antenna through the window, run in and open the last crate.
- Once you opened all 4 crates, go to Charlie's house in Updaam during Noon and you will find an open door with the prize inside.
The Moxie:
Updamm, Afternoon. You can find this game on the right side of the district. Inside the building, you will find two rooms with two different games: In the first one, you have to reach the end of the room avoiding some lasers, in the second one, you need to move on the yellow tiles. There are 3 floors with increasing difficult and if you do this under a strict time limit, you will get an extra prize.
This game looks hard but you can easily hack it in two ways:
Updamm, Afternoon. You can find this game on the right side of the district. Inside the building, you will find two rooms with two different games: In the first one, you have to reach the end of the room avoiding some lasers, in the second one, you need to move on the yellow tiles. There are 3 floors with increasing difficult and if you do this under a strict time limit, you will get an extra prize.
This game looks hard but you can easily hack it in two ways:
- You can hack the game during Noon: there is a door under an arch next to Moxie. Inside the door, you can hack an antenna. Now, the game is slower and the time limit is longer.
- Use your slabs: use Aether for the lasers and Shift for the tiles.
I'm not sure if you need to finish this game under the time limit but if you use one of this two hacks, you should have no problems on finishing it in no time.
Reward Scheme:
Karl's Bay, Evening. This is the hardest game of Montague and is part of the "Super Shifty" mission for Arsenal Lead. Go to Fathoms of Lament and take a look to the map inside: there are 5 locations of crates that must be found. 3 of them are scattered around Karl's Bay (the position will change each loop), while 2 are standard:
Reward Scheme:
Karl's Bay, Evening. This is the hardest game of Montague and is part of the "Super Shifty" mission for Arsenal Lead. Go to Fathoms of Lament and take a look to the map inside: there are 5 locations of crates that must be found. 3 of them are scattered around Karl's Bay (the position will change each loop), while 2 are standard:
- One is located inside Hangar 2. To open it, you need to pull 6 levers in a small amount of time. Start with the one near the crates, move to the second one exactly in the front (open Harriet's doors to reach it easily), the third one is in a corner under the first lever, the fourth is near the airplane upstair, the fifth is in the corner next to the second one and the last is in the nose of the airplane suspendend inside the hangar. Try to locate each lever first and then try to reach them in no time. If you fail, you have to try again during another loop.
- Another one is located inside the bar Dawn of Reason. Inside, you will find a Keypad with a random code to put. You can find the code inside the bar, by looking at some pictures. The first one will always be next to the Keypad, while the others are scattered around the bar. You have limited time to find the key, open the door and open the crate. If you fail, try again on another loop
After opening the 5 crates, return to Fathoms of Lament and enter the newly opened door. You now have to pull a set number of levers within 30 seconds. The order of the levers is always the same and you can try again after the time is up.
If you manage to find the crates and pull the levers within a time limit, you will have access to a weapon needed for Spoiled for Choice If you fail, you can always go back to main menu and try again.
Haul-A-Quinn:
Karl's Bay, Morning, Afternoon, Evening. This is the trickiest one and you need some preparations first:
If you manage to find the crates and pull the levers within a time limit, you will have access to a weapon needed for Spoiled for Choice If you fail, you can always go back to main menu and try again.
Haul-A-Quinn:
Karl's Bay, Morning, Afternoon, Evening. This is the trickiest one and you need some preparations first:
- First of all, you need the code for the delivery booths. It can be found in Fia's bunker, in Fristad Rock at Noon. From the right side of the map, go to the Transmission Post and search for a road that leads to a beach with a group of Eternalists. Kill all of them and go inside the bunker. Inside, to the right, there are two windows. Destroy one of them and jump inside the small room. You will find a whiteboard with 4 numbers. This code is random for every player and will be recorded only after the first time you use it.
Now it's time for the Haul-A-Quinn. You can find the machine to the right of the main road right at the start of Karl's Bay. You have to get 4 items for the Haul-A-Quinn in order to complete the picture that's next to it.
-
Karl's Bay, Morning:
- Go to the delivery booth and open it. Select "Karl's Bay" > "Crank-Wheel"
- Go to the turret on a roof close to you and grab its battery. Go to the Haul-A-Quinn and place the battery in the battery socket.
- Now, you have to save the Eternalist that stands on a large hook inside Harriet's Hangar Once there, quickly kill Harriet and make sure that the hook isn't moving. If it is, press the up-button on the panel in front of the lever. Exit the district when you're sure that the hook isn't moving.
-
Karl's Bay, Afternoon:
- Search for a place called "Big Smiley" near the bar. Enter it and open the door that was closed. Inside, there will be a wooden head. Pick it up and place it where Haul-A-Quinn's head should be.
- Go to the delivery booth and take out the crank-wheel, then order a field nullifier. Select "Karl's Bay" > "Nullifier",
- Go back to the Haul-A-Quinn and place the crank-wheel in its left hand. Exit the district.
-
Karl's Bay, Evening:
- Go to the delivery booth and take out the field nullifier, then place it in the Haul-A-Quinn's right hand.
The Yerhva:
Karl's Bay Anytime, but only once per Loop. The Yerhva is a quiz game. You have 10 questions and you have to correctly answer all of them. If you explored Blackreef and read all the documents, you can easily answer all the questions. They're always the same 10 but in a different order. To answer a question, just push the number related to the correct answer.
You can find the Yerhva in a house at the left side of the main road. Karl's Bay Anytime, but only once per Loop. The Yerhva is a quiz game. You have 10 questions and you have to correctly answer all of them. If you explored Blackreef and read all the documents, you can easily answer all the questions. They're always the same 10 but in a different order. To answer a question, just push the number related to the correct answer.
QUESTIONS | ANSWERS |
AEON graces this island as kaleidoscopic jewels upon the neck of the world's greatest beauty. What seeks the program? | The advancement of human potentiality and enlightenment. |
The Bay, the Rock, and labyrinth Updaam wear AEON colors proudly, but that decor belies their history. From whence came the peculiar names that grace them? | They date back to a lost fishing colony. |
Karl's Bay has worn many faces, almost as lost to time as the mysterious Karl himself. What was its most recent incarnation prior to AEON's arrival? | A military airbase. |
Harriet Morse is the gatekeeper, Blackreef the gate. A veil hangs across the threshold. What do we discover when it parts? | The Great Beyond. |
Decades ago, warmongers toyed with the temporal tides eddying about Blackreef. Their sigil-marked temples still stand. What named their doomed enterprise? | Operation Horizon. |
From what seed did AEON spring? | The shared ambitions of Harriet Morse, Egor Sterling, and Dr. Wenjie Evans. |
Blackreef boasts a bountiful feast for the senses. Which transcendent work towers above the island's myriad other artistic pursuits? | The nose, chin, and eyes of Charlie Montague. |
The wriggling, writhing energies of the Loop have been harnessed to gift us with abilities beyond our biological potential. What birthed our trinkets and slabs? | Dr. Wenjie Evans personally engineered each one. |
Sink your toes into the dark earth and let the vibrations of her voice course through your bones. From whence did this island derive her name? | Coastal coral formations. |
Before AEON's arrival, Blackreef slept in frozen utero, awaiting a new purpose. Who then made landfall, reawakening her from slumber? | Colt Vahn and Egor Sterling, on a voyage of discovery. |
Follow this video by PowerPyx for any problems.
This guide was translated automatically.
Video guide (en) for all Charlie's games.
Early Bird - Location Complex (Morning) .
You need to run through 4 boxes in 3 minutes. There is nothing complicated about this; you don’t have to pay attention to enemies.
Fraud - Location Charles Bay (Night) .
According to the video guide, you need to clear the location of enemies, then run to the building indicated in the video, there will be a map where there are boxes that need to be opened. The box in the bar opens through a code, the key to which can be found in the same bar (It is better to take a piece of paper and a pen so as not to forget the code). The box in Hangar 2 (The place where we killed Harriet) opens by pulling the levers in a certain sequence (The video shows the correct sequence)
After we have collected all the boxes, we run to the same building where the map with the boxes was, a door with the last obstacle course will open at the back (the same levers as in the hangar, the same sequence as in the video), after passing which we pick up a unique shotgun Heritage
Courage - Downtown Location (Afternoon) .
Three-story obstacle course, 2 lanes per floor, one lane is an LED floor, the second is lasers. You can use abilities ( Displacement with enhancement Long arms are your best friend)
Counter-a-Bandit - It’s more difficult here:
1) Location Fristad Rock (Noon) - We climb into Fiya’s bunker as shown in the video, and find a board with a code, we will need it to complete this game
2) Location Charles Bay (Morning) - Need:
1. Follow the video to the machine of Gideon Fry’s courier service, enter the code received in Fiya’s bunker earlier, and order the Valve to Charles Bay
2. There will be a turret on the roof, you can hack it and pick up the battery for the Counter-a-Bandit car (Location in the video)
3. Save Amador from Harriet (In her booth you will need to raise a crane with a Man who was ready to sacrifice himself)
3) Location Charles Bay (Afternoon) - Need:
1. Look into Amador’s mask workshop and pick up Counter-a-Bandit’s head from there, screw it to Counter-a-Bandit
2. Return to the Gideon Fry courier service machine, pick up the Valve and order the Neutralizer to Charles Bay
3. Give the valve to Counter-a-Bandit
4) Location Charles Bay (Evening) - Need:
1. Take the Neutralizer from the courier service machine, give it to Counter-a-Bandit
2. Game completed
Jerva - Location Charles Bay (Morning) :
You need to answer 10 questions correctly (PS: Questions may be in different order, but there are no others besides these questions)
Question 1. Where did such unusual names come from? The correct answer is “They are associated with a lost fishing village.”
Question 2: What did they name their doomed project? The correct answer is "Operation Horizon".
Question 3. What is the purpose of the program? The correct answer is “Empowering people and achieving enlightenment.”
Question 4. Who landed on the island and awakened it? The correct answer is “Colt Van and Yegor Serling during the expedition.”
Question 5. Which masterpiece rises above the rest of the island's artistic works? The correct answer is "Charlie Montague's nose, chin and eyes."
Question 6. How did our keychains and bars come into being? The correct answer is Wenjie
Question 7. But what was she like before the start of the program? The correct answer is “Military air base.”
Question 8. What will we see when the fog clears? The correct answer is “Great Mayhem.”
Question 9. From what seed did the EON program grow? The correct answer is “The common aspirations of Harriet Morse, Egor Serling and Dr. Wenjie Evans.”
Question 10. What gave the island its name? The correct answer is “Coastal coral clusters.”
Early Bird - Location Complex (Morning) .
You need to run through 4 boxes in 3 minutes. There is nothing complicated about this; you don’t have to pay attention to enemies.
Fraud - Location Charles Bay (Night) .
According to the video guide, you need to clear the location of enemies, then run to the building indicated in the video, there will be a map where there are boxes that need to be opened. The box in the bar opens through a code, the key to which can be found in the same bar (It is better to take a piece of paper and a pen so as not to forget the code). The box in Hangar 2 (The place where we killed Harriet) opens by pulling the levers in a certain sequence (The video shows the correct sequence)
After we have collected all the boxes, we run to the same building where the map with the boxes was, a door with the last obstacle course will open at the back (the same levers as in the hangar, the same sequence as in the video), after passing which we pick up a unique shotgun Heritage
Courage - Downtown Location (Afternoon) .
Three-story obstacle course, 2 lanes per floor, one lane is an LED floor, the second is lasers. You can use abilities ( Displacement with enhancement Long arms are your best friend)
Counter-a-Bandit - It’s more difficult here:
1) Location Fristad Rock (Noon) - We climb into Fiya’s bunker as shown in the video, and find a board with a code, we will need it to complete this game
2) Location Charles Bay (Morning) - Need:
1. Follow the video to the machine of Gideon Fry’s courier service, enter the code received in Fiya’s bunker earlier, and order the Valve to Charles Bay
2. There will be a turret on the roof, you can hack it and pick up the battery for the Counter-a-Bandit car (Location in the video)
3. Save Amador from Harriet (In her booth you will need to raise a crane with a Man who was ready to sacrifice himself)
3) Location Charles Bay (Afternoon) - Need:
1. Look into Amador’s mask workshop and pick up Counter-a-Bandit’s head from there, screw it to Counter-a-Bandit
2. Return to the Gideon Fry courier service machine, pick up the Valve and order the Neutralizer to Charles Bay
3. Give the valve to Counter-a-Bandit
4) Location Charles Bay (Evening) - Need:
1. Take the Neutralizer from the courier service machine, give it to Counter-a-Bandit
2. Game completed
Jerva - Location Charles Bay (Morning) :
You need to answer 10 questions correctly (PS: Questions may be in different order, but there are no others besides these questions)
Question 1. Where did such unusual names come from? The correct answer is “They are associated with a lost fishing village.”
Question 2: What did they name their doomed project? The correct answer is "Operation Horizon".
Question 3. What is the purpose of the program? The correct answer is “Empowering people and achieving enlightenment.”
Question 4. Who landed on the island and awakened it? The correct answer is “Colt Van and Yegor Serling during the expedition.”
Question 5. Which masterpiece rises above the rest of the island's artistic works? The correct answer is "Charlie Montague's nose, chin and eyes."
Question 6. How did our keychains and bars come into being? The correct answer is Wenjie
Question 7. But what was she like before the start of the program? The correct answer is “Military air base.”
Question 8. What will we see when the fog clears? The correct answer is “Great Mayhem.”
Question 9. From what seed did the EON program grow? The correct answer is “The common aspirations of Harriet Morse, Egor Serling and Dr. Wenjie Evans.”
Question 10. What gave the island its name? The correct answer is “Coastal coral clusters.”
3 Comments
Video guide (ru).
By Kamila_Shooter on 22 Sep 2021 00:40
In the game "courage" does not necessarily fit into the total time, the main thing is to go through three floors. That is? We only fit during the strips themselves, there are two of them on each floor. You won't get the main prize (an unnecessary gun that you most likely have), but the game will count. And you don’t have to go to Charlie’s location for the safe.
By Asmodei88 on 26 Sep 2022 15:38
We cannot show the content due to copyright protection. Please click the link below to view the guide.