Secrets of Time: The Last Riddle - Walkthrough.

  • 30.07.2019

Uncover the secret of Esther's ancestors, correct their mistakes and prevent the coming catastrophe. Help the girl find hidden objects, solve treacherous puzzles and drive away the black magician. Just be careful! Every now and then he tries to get rid of you!

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Tricks of the Black Magician

Uncle Sean sent his niece a letter and asked Esther to come as soon as possible. He wanted to introduce her to a certain guest from the future, with whom the girl would do great things in parallel worlds. But this won’t be possible without your help! So pack your bags, grab your portable time machine and let's go!

Collect useful equipment from locations of the past, present and future, after finding it among the piles of unnecessary things. With its help, you will easily cope with current tasks and will be able to get as close as possible to the lair of the black magician, who every now and then tries to annoy you and cover his tracks.

Be sure to record your observations and information from street posts in your travel diary. It will be useful to you not only in order to restore the thread of current events in your memory, but also for solving tricky puzzles. And in this game, believe me, there are a lot of them. Tune in!

Download the game Key to the game

You can download without registration full version games “Secrets of Time. The last riddle» to your PC. Get the key to the game Alavar “Secrets of Time. The Last Riddle" you can after starting the game by clicking the "REMOVE LIMITATION" button.

Register on the site - this will allow you to hide already downloaded games from the catalog and gain access to online technical support. You will find downloaded games in your personal account.

Esther, who declared war evil spirits, will gladly accept your help. The girl is being pursued by a mysterious stranger who is fluent in black magic - in such a situation you cannot do without a reliable partner!

Collector's Edition Features:

  • A captivating mystical story, terrifying in places.
  • Great graphics
  • Built-in walkthrough
  • Bonus game
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Esther - Demon Slayer

The brave and energetic Esther has a very unusual hobby, to match her talents. She's a ghost hunter! And until the girl met an incredible powerful demon, she did great. But now she will no doubt need your help.

Mysterious stranger in black strange dreams, a mysterious letter from her uncle - recently Esther’s life has been filled with events that are not so easy to explain. Figure everything out in order by solving puzzles and completing mini-games. Pay attention to what the cursor looks like. So, a magnifying glass brings an object closer, you can take something with your hand. And if lips appear near a character, it means he has something to tell you!

Choose a comfortable game mode, normal or expert, and together with the brave Esther, start hunting for ghosts on the streets of London. Fear not, because you have a secret advantage - a portable time machine!

Down-load a game Key to the game

You can download the full version of the game “Secrets of Time” without registration. The last riddle. Collector's Edition» to your PC. Get the key to the game Alavar “Secrets of Time. The last riddle. Collector's Edition" you can after starting the game by clicking the "REMOVE LIMITATION" button.

Register on the website - this will allow you to hide already downloaded games from the catalog and gain access to online technical support. You will find downloaded games in your personal account.

Chapter 1

Examine the table; take the MEDALLION (I).
Examine the wall; tear off the wallpaper (J).
Examine the bag; open it; take WOODEN PLATE 1/4 (K).
Go to the window; take the ROOM KEY (L).
Go to the door; insert the ROOM KEY into the lock (M); turn it and pull the handle (N).

Talk to the man (O).
Take the letter (P).
Go outside.
Talk to the boy (Q).
Go to Uncle Sean's house.

Call out to the hooded man ®.
Examine the flower; take the HANDLE (S).
Go to the alley.
Call out to the hooded man (T).
Take the CROWBAR (U).
Talk to the man (V).
Walk down twice.

Read the leaflet (W).
Examine the box. Use the CROWBAR to open the drawer (X).
Search the SPP.

Tip the inkwell onto Blank sheet to make a blot (Y).
Take the doll's head and attach it to the body. Take the doll (Z).
Open the box; take the winding key (A).
You will receive the GARDEN SHEARS.
Go forward.

Examine the bush; cut the branches (B) with the GARDEN SHEARS; use the CROWBAR to open the window.
Go to the basement.
Examine the device (D) to trigger a mini-game.

To solve the puzzle (E), turn the wires and restore power.
To complete the mini-game, click on the button marked in green.

Examine the shelf; take WOODEN PLATE 2/4 (F). Read the book (G) and look at the bottle.
Take the CORK (H).
Examine the hanging figure; remove the cloth (I).
Remove the blanket (J).
Search the SPP.

Look at the mirror and take the glass shard (K).
Take one half of the frame and connect it to the other. Take the frame (L).
Take the lens, insert it into the magnifying glass; take the magnifying glass (1).
Take a test tube and pour it into a bottle. Take the red liquid (2).
You will receive an EMPTY OIL CAN.

Examine the oil pump; place the EMPTY OIL CAN (M); turn the valve (N) and pull the handle (O).
Take the FULL OIL CAN.
Zoom into the door; Apply FULL OIL CAN to the rusty gears (P).
Insert the HANDLE into the slot (Q) and pull it.
Go upstairs.
Talk to the person ®.
Examine the device to start a mini-game.

To solve the puzzle (S), arrange the 2 gears, 2 hourglasses, and 2 dials.
Adjust the hour hands using the button marked purple.

Talk to the man (T).
Talk to Uncle Sean (U) and take the time machine (V).
Examine the mirror; take and read the note (W).
Travel to the year 487.

Examine the walkway; take the CHALK (X).
Zoom into the boulder and move the small rock; use the CHALK to complete the drawing (Y).
Read the note marked in green; take the DRY COLD (Z).
Examine the walkways; pour DRY COLD into the water (A).
Go to the cave.
Examine the rocks (B) to trigger a mini-game.

To solve the puzzle, click the stones in the order shown below.
First sequence: 2, 3, 1, 4.
Second sequence: 4, 2, 1, 3.
Third sequence: 1, 4, 3, 2.
Go to the rock.
Search the SPP.

Take a knife and cut the cheese with it. Take the cheese slice (D).
Remove the soil and take the nut (E).
Remove the blanket; take the DAGGER (F).
Take coal. Use it to complete your drawing. Take the circle (G).
You will receive the BUCKET HANDLE.
Travel back to 1796. Go outside.

Examine the bucket. Insert the CORK into the hole (H), attach the BUCKET HANDLE to the bucket ((I) Take the BUCKET (J).
Examine the staff; take the STRONG BRANCH (K).
Go back.

Attach the STRONG BRANCH to the pick; take the PICK AX (L).
Go back.
Examine the walkway, hit the ice with the PICK AX three times, and place the BUCKET in the water (M). Take the BUCKET WITH WATER.
Walk forward twice.

Examine the tree; throw a BUCKET OF WATER in his face (N).
Go to Merlin's hut.
Zoom into the roof; take the CARVED CORNER (O). Read the note marked in blue.
Enter the hut.

Chapter 2

Examine the girl; take the CARVED VINE (P).
Examine the pot; insert the CARVED VINE into the slot (Q); take the DRAGON KEY (R) and MAGIC CRYSTALS (S).
Search the SPP.

Open the book, take the amulet; attach it to the chain. Take the medallion (T).
Open the bag and take the mirror (U).
You will receive TOBACCO.
Travel back to 1796. Go to the alley.

Give the TOBACCO to the beggar (V) and take the CARVED CORNER (W).
Travel to the year 487 to Merlin's hut.
Examine the box; insert the DRAGON KEY into the lock (X).
Turn the key and place the CARVED CORNERS (Y).
Play the mini-game.

To solve the puzzle (Z), reconstruct the picture by moving adjacent tiles.
Take the TIME CRYSTAL (A).
Insert the TIME CRYSTAL into the slot (B).
Travel to the year 502.

Examine the tomb and take the CRYSTAL Fragment.
Go to Merlin's hut.
Examine the "dream keeper"; take the CARVED PLATE (D).
Peel back the two petals and take the MAGIC FRUIT (E).
Travel to the year 487. Go to the rock.

Examine the staff and attach the MAGIC CRYSTALS to it. Take the MAGIC STAFF (F).
Travel back to 1796. Go to Uncle Sean.
Examine the safe; insert the CARVED PLATE (G).
Play the mini-game.

To solve the puzzle (H), open all the deadbolts at the same time.
Press them in the following order: K, I, M
Take WOODEN PLATE 3/4 (S).
Open the valve (T).
Search the SPP.

Open the cloak pocket and take the pipe (U).
Remove the paper and take the skull (V).
Take a bottle and pour it on the fabric. Take the wet cloth (W).
You will receive the letter "A".

Pull the lever (X).
Examine the device; remove the cover (Y).
Examine the table. Insert the letter "A" into the slot (Z), read the page, turn it over. Take the DRAGON FIGURE (A).
Examine the bag; insert the DRAGON FIGURINE into the slot (B). Open the box, take the MAGIC NET. Look at the note marked in green.

Use the MAGIC NET to remove the butterflies (D).
Inspect the hut, remove the debris. Place the MEDALLION in the slot (E) and take the RUNED STONE (F).
The MEDALLION will come back.
Travel to the year 487. Go into the cave.

Examine the cave wall. Place the RUNED STONE in the socket (G); take the SILVER SICKLE (H).
Cut the flower (I) with the SILVER SICKLE. Take the CAVE FLOWER (J).
Travel back to 1796. Go to the entrance to Uncle Sean's house.
Examine the flower and cut it with the SILVER SICKLE. Take the MAGIC FLOWER (K).
Travel to the year 487. Approach the entrance to Merlin's hut.

Examine the bench; put the MAGIC FLOWER, CAVE FLOWER, MAGIC FRUIT and CRYSTAL SHARD into the mortar (L).
Mix everything with the pestle three times and take the HEALING OINTMENT (M).
Go forward.
Examine Nineva; remove the magical aura with the MAGIC STAFF (N). Apply the HEALING OINTMENT to her face (O).
Take the VISION CRYSTAL (P).
Travel to the year 502 to Merlin's hut.

Take the ladder (Q) and place it on the tree (R).

Travel to the year 502 to Merlin's hut and go back.

Talk to Michael (T).
Examine the flowers; take the FUTURE CRYSTAL (U).
Turn on the time machine.
Insert the FUTURE CRYSTAL into the slot (V).
Travel to the future.
Search the SPP.

Plug the plug into the socket (W) and take the tower (X).
Click on the button marked in green and take the eagle (Y).
Open the jacket pocket and take the magazine (Z).
Click on the button marked in green, turn on the lamp and take the burnt out bulb (A).
Move the helmet and take the packed lunch (B).
You will receive a SCREWDRIVER.
Go forward.
Examine the panel and use the SCREWDRIVER to remove the screws marked in blue.
Play the mini-game.

To solve the puzzle, press the buttons in sequence 1-4.
Go forward.

Chapter 3

Talk to the man (D).
Inspect the computer, double click on right button; press the button (E).
Inspect bookshelf; take the SPECIAL SCREWDRIVER (F) and look at the book marked in green.
Go back to 1796. Go to Uncle Sean's basement.
Examine the robot and its arm; use the SPECIAL SCREWDRIVER to remove the screw marked in purple.

Search the SPP.
Open the helmet and take the weapon (G).
Take a test tube and pour it into a bottle. Take the red liquid (H).
You will receive the WRENCH.
Walk down twice.

Search the SPP.
Take a knife and sharpen a pencil. Take the pencil (J).
Open the envelope and take the THISTLE (K).
You will receive the TWEEZERS.

Examine the lantern; remove the cover with the WRENCH (L); take the MUSIC BOX PLATE (M).
Go to Uncle Sean's basement.
Examine the robot and its arm; use the TWEEZERS to take the MINUTE HAND (N).
Go to your room.
Examine the clock and insert the MINUTE HAND.
Play the mini-game.

To solve the puzzle, set the arrows marked in blue as shown on the note (O).
Take the MUSICAL CYLINDER (P).
Travel to the future.

Examine the shelf; insert the MUSIC CYLINDER and MUSIC BOX PLATE into the music box (Q).
Take the TIME CRYSTAL (R).
Turn on the time machine.
Insert the TIME CRYSTAL into the socket (S).
Travel back to 1812.
Search the SPP.

Remove the blanket.
Open the bag and take the cross (T).
Take the saber, sheathe it and pick it up (U).
Take the knife, cut the meat and take the sliced ​​meat (V).
You will receive the SABER.

Examine the backpack; remove the pot (W).
Examine the door; cut the rope (X) with the SABER. Open the door.
Go inside.
Examine the table, open the two books marked in purple. Take MIRROR 1/3 (Y).
Examine the fireplace; take the dustpan (Z) and remove the ashes marked in green.
Go to the bedroom.

Examine the doll, click on it. Take the GOLDEN TREE (A).
Examine the table; take MIRROR 2/3 (B).
Go back.
Examine the fireplace; insert the GOLDEN TREE into the recess. Take the CLOSET KEY (D).
Go to the bedroom.
Open the wardrobe with the key (E).

Search the SPP.
Open the box; take the DANCER (F).
You will receive MECHANISM PART 1/2.
Examine the bed to start a mini-game.

Put things away and collect all four items marked in blue (G).
You will receive MECHANISM PART 2/2.
Go back.

Examine the left door; insert the two MECHANISM PARTS into the slot (H).
Enter the workshop.
Remove the blanket (I).

Examine the table, read the book marked in green. Take the PIANO KEY 1/3 (J), VISION CRYSTAL (K) and DRAWER HANDLE (L).
Examine the chest, open the box. Take COAL M.
Examine the puppet theater; remove the curtain (N).
Go to the bedroom.
Examine the table; insert the DRAWER HANDLE into the slot (O). Open the box, open the envelope.
Take STEEL PLATE 1/3 (P) and DRAGON HEAD (Q).
Go back to 1796 and go to Uncle Sean.

Examine the mirror and place the VISION CRYSTAL ® into the socket.
Search the SPP.
Turn over the salt shaker; take the salt (S).
Take an eraser and rub the drawing. Take the circle (T).
You will receive WOODEN PLATE 4/4.

Go to your room.
Examine the wall; insert the 4 WOODEN PLATES (U).
Play the mini-game.
To solve the puzzle (V), form the letter "A" by moving adjacent plates.
Review the book marked in purple. Take the PIKE (W).
Travel back to 1812. Go to the workshop.

Examine the puppet theater; place the PIKE (X) and DRAGON HEAD (Y).
Play the mini-game.
To solve the puzzle (Z), press the buttons in this order: C, A, C, B.
Take the TIME CRYSTAL (D).
Turn on the time machine.

Chapter 4.

Insert the TIME CRYSTAL into the slot (E).
Travel back to 1913.
Examine the door; remove the plate (F). Take the CHAIN ​​(G).
Go to the foot of the tower in the future.

Examine the car; attach the CHAIN ​​to the mechanism (H).
Search the SPP.

Click on the button marked in green; take the Indian (I).
You will receive a GAS CYLINDER.

Examine the machine; insert the GAS CYLINDER into the burner (J). Take the GAS BURNER.
Travel back to 1913.
Zoom into the door; cut the lock (K) with the GAS TORCH.
Open the door.
Go inside.

Examine the fireplace, take the TONGS and remove the HOLDING BIRD from the fire (L).
Examine the table, read the note marked in blue. Take MATRYOSHKA PIECE 1/3 (M).
Go back.
Place the HOT BIRD in the snow (N).
Examine the snowdrift; take the BIRD (O).
Go inside.

Examine the box and insert the BIRD into the slot (P); open the box; take the WHITE MASK and BLUE MASK (Q).
Go back.
Examine the left statue and put the BLUE MASK (R) on it.
Examine the right statue; put the WHITE MASK on it (S).
Go inside, go into the hall.

Remove the glass cover (T).
Examine the nesting doll; take the MOSAIC FRAGMENT (U).
Examine the locker. Use the SPECIAL SCREWDRIVER to remove the screw (V).
Remove the screw, remove the cover and take the GEARS (W).
Examine the device and remove the cover (X).
Go back.

Examine the cabinet and insert the MOSAIC FRAGMENT (Y).
Play the mini-game.
Move the pieces to solve the puzzle (Z) and complete the picture.
Take the LOCK PIECE (A).

Zoom into the right door and insert the LOCK PIECE into the slot (B); open the door by pulling the handle.
Enter the bedroom.
Take the SHIELD (D).
Open the window (E).
Inspect chessboard(F).
Search the SPP.

Take the matches, light the candle and take it (G).
Take a hammer and break the fruit. Take the seeds (H).
Take the root and grate it. Take the Grated Root (I).
You will receive MATRYOSHKA PIECE 2/3.
Travel to the year 487. Go to the rock.
Search the SPP.

Remove the blanket and take the flask (J).
Remove the dirt and take the nut (K).
Take the cup and scoop up water (L). Take a cup of water.
You will receive the RESIN STICK.
Travel back to 1913. Approach the main entrance.

Examine the bas-relief, take out the BLACK BOAT WITH THE RESIN STICK (1).
Go to the hall.
Examine the device; insert the GEARS (2).
Pull the handle (3).
Go back, then to the bedroom.

Make a rope from the blankets on the bed (M). Tie it to the hook (N).
Examine the chest of drawers, take the paperweight (O) and break the glass cover (P).
Take the VISION CRYSTAL (Q) and STEEL PLATE 2/3 (R).
Go back to 1796 and go to Uncle Sean.
Examine the mirror and place the VISION CRYSTAL (S).
Travel back to 1913. Go to the bedroom and go down to the garden._1_6
Inspect the cells and search the HOP.

Remove the cloth and take the DRY FRUIT (T).
Take a crowbar and open the box with it. Take the potatoes (U).
Take the broom, brush off the dust and take the letter "R" (V).
Take the pepper, put it in the mill, take the ground pepper (W).
You will receive CORN.

Examine the cage and open the door. Give the CORN to the crow (X).
Take the MATRYOSHKA PIECE 3/3 (Y) and the WOODEN ZIGZAG (Z).
Examine the gazebo and insert the WOODEN ZIGZAG into the slot (A); remove the board and take the GARDEN KEY (B).
Travel back to 1812. Go to the dining room.
Examine the doors and insert the GARDEN KEY into the lock. Pull the handle (D).
Enter the garden.

Chapter 5

Examine the blanket and remove it; remove the boards (E) and take the PIANO KEY 2/3 (F).
Zoom into the fountain; take the PLAQUE (G).
Examine the alcove (H) to trigger a mini-game.

To solve puzzle (I), match each soldier with his head and arms.
Take the LENS (J).
Walk down twice.

Examine the backpack and replace the PLAQUE (K); open the satchel and take the WINDING KEY (L).
Walk forward twice.
Examine the toys; insert the WINDING KEY into the slot (M); turn it twice.
Take PIANO KEY 3/3 (N) and MIRROR 3/3 (O).
Go back.

Examine the piano; replace the PIANO KEYS (P). Play the mini-game.
To solve the puzzle (Q), press the keys in the order shown.
Open the cache and take the GEM PIECE (R).
Travel back to 1913. Go into the hall.

Examine the nesting doll. Place the MATRYOSHKA PART in its place (S).
Disassemble the nesting doll and take the BLACK ELEPHANT (T).
Examine the device; place the 3 MIRRORS (U).
Play the mini-game.

To solve the puzzle (V), hit the blue circle on the wall with the beam, placing the mirrors correctly.

Zoom into the wall and put the LENS in place (W); take the FOUNTAIN HEART (X).
Zoom into the fountain; place the FOUNTAIN HEART and GEM PIECE in place (Y).
Travel back to 1913. Go into the garden.

Examine the figures; take the MACE (Z), SPEAR (A) and SWORD (B).
Zoom into the fountain; insert the SWORD into the hole, the SPEAR into the hole (D), and the MACE into the hole (E).
Take the WHITE KING (F).
Go back.
Zoom into the chessboard; place the BLACK RICH on the square (G), the BLACK BISHOP on (H), and the WHITE KING on (I).
Take the DEMON SEAL (J)._2_6
Go back and left.
Examine the portrait and apply the DEMON SEAL to the three points marked in green.

Place the SHIELD in place (K) and open the door.
Read the note (L).
Go to the garden.

Search the SPP.
Collect the 12 items marked in yellow (M).
You will receive AWIL.

Travel to the year 502 to Merlin's hut.
Examine the rune stone; use the AWELL on the rune (N).
Play the mini-game.

To solve the puzzle (O), you need to make sure that all the runes are pressed inward.
To do this, press the runes in the following order: U, Q, W, T, R, T, R, P, V, P, T, P, V, Q, T, P, Q, U, S, T, R, P, W, T, V.
Take the TIME PASSING SYMBOL (X).

Examine the Merlin statue and insert the TIME SYMBOL into the slot (Y); take the RING (Z).
Examine the statue of Vivian; put the RING on her finger (A).
Examine the door; click on the gem (B).
Go inside.

Examine the creature; take the SEAL OF MAGIC.
Travel back to 1812. Go to the bedroom.
Search the SPP.

Open the amulet and take the CAMEO (D).
Take one half of the flute, attach it to the other; take the flute (E).
You will receive STEEL PLATE 3/3.
Walk down twice.
Search the SPP.

Remove the hat and take the Bible (F).
Remove the cloth and take the APPLE (G).
You will receive a CANDLE.
Go to the workshop.

Examine the chest and insert the 3 STEEL PLATES (H); open the chest and take the CIRCULAR SAW (I).
Go back to 1796 and go to Uncle Sean.
Examine the saw; put the COAL in the compartment (J) and replace the CIRCULAR SAW (K).
Take the UNUSUAL SAW (L).
Travel to the year 487.

Use the CANDLE on the torch (M) to receive a BURNING CANDLE.
Travel back to 1812. Go into the garden.
Examine the door with the bolts (N) and cut them with the UNUSUAL SAW. Open the door, remove the blanket and take the CRYSTAL BALL (O).
Travel to the year 502 to Merlin's hut.

Examine the tree and insert the LIT CANDLE into the lamp (P); take the EARTH SEAL (Q).
Go back.
Examine the frame, place the MAGIC SEAL and the EARTH SEAL ® on it.
Play the mini-game.

To solve the puzzle (S), move the seals until they are in place.
They can only be moved to an empty adjacent space.
Symbols next to the slots indicate which seal should be in them.
When all the seals are in place, place the CRYSTAL BALL in the center marked in blue.
You will receive MERLIN IN THE CRYSTAL BALL.
Travel back to 1913. Go to the bedroom.

Zoom into the chest of drawers; take the MERLIN IN THE CRYSTAL BALL to the glove (T).
Examine Michael, open his pocket; take MICHAEL'S KNIFE (U).
Examine the floor; use MICHAEL'S KNIFE to widen the gap (V). Remove the rocks and take the MAGNETITE (W).
Zoom into the wall; insert the MAGNETITE into the slot (X).
Play the mini-game.

Chapter 6

To solve the puzzle (Y), press the stones in this order: Z, A, B, C, D, Z.
Right twice.
Search the SPP.

Pick up the two arrows marked in green. Place them in the quiver; take the quiver of arrows (E).
Take a lighter and light the incense. Take the incense (F).
Open the box; take the DVD (G).
You will receive a CELTIC GODDESS STATUETTE.
Go back.

Examine the globe; place the MEDALLION in the slot (H).
Insert the CELTIC GODDESS STATUETTE into the shape (I).
Talk to Nineva (J).
Search the SPP.

Open the box; take the eye (K).
Take a bottle and pour wine into a glass. Take the glass of wine (L).
Take the two branches marked in purple and place them in place (M). Take a triangle of branches.
You will receive a DIAMOND.

Click on Merlin's ball (1). Go to the small hall of the Museum of Time.
Examine the wall. Take the CELTIC DAGGER (N).
Go back. Travel back to the times of the Celts. Enter Merlin's hut.
Examine the creature. Open the glass ball (O) with the CELTIC DAGGER. Take the STONE DISK (P).
Return to the small hall of the Museum of Time.
Search the SPP.

Open the horse; take the hoplite (Q).
Open the gate, take the queen (R).
Take the hilt, connect it to the blade; take the sword (S).
You will receive the ALPHA sign.
Examine the circle with disks.

Place the STONE DISK in the slot (T).
To solve the first part of the puzzle, click on the discs in the order shown.
To solve the second part of the puzzle (U), reconstruct the pattern by rearranging the discs.
To solve the third part of the puzzle (V), reconstruct the picture by rotating the circles.

Take the OMEGA SIGN (W).

Examine the wall; insert the ALPHA sign into the slot (X), and the OMEGA sign into the slot (Y).
Take the handle (Z), insert it into the box (A) and turn.
Take the sword (B) and insert it into the slot.
Take the key (D) and insert it into the lock (E).
Take the HOURGLASS SIGN (F).
Examine the glass door and insert the HOURGLASS SIGN into the slot (G); open the door and take the MOSCOW CHURCH FIGURINE (H).
Go back.

Examine the globe; insert the MOSCOW CHURCH FIGURINE into the shape (I).

Examine the chest of drawers; insert the DIAMOND into the slot marked in purple. Take the MAGIC GLOVE (J).
Go to the hall.
Examine the safe; use the MAGIC GLOVE to take the CURSE MEDALLION (K).

Travel back to the times of the Celts. Go to Merlin's hut.
Examine the table; place the CURSED MEDALLION on it (L).
Search the SPP.

Move the caterpillar and take the number seven (M).
Take the Moon, connect it with the Sun. Take the Moon and Sun (N).
You will receive a PRISM.

Examine the table; put down the PRISM (O).
Play the mini-game.
To solve the puzzle (P), click on the stones in the order shown.
Travel to Moscow in 1913.
Search the SPP.

Open the book and take the picture of the cathedral (Q).
Open the pocket watch and take the "half past five" ®.
Take a lizard, pick it out gem(S) and pick it up.
You will receive a COMMUNICATOR.

Examine the globe; insert the COMMUNICATOR into the shape (T).
Travel to the future.
Examine the table, open the drawer. Read the note marked in blue; take the OLD BOOK (U) and DRAWINGS (V).
Go to the Time Museum.

Examine the globe; insert the OLD BOOK into the shape (W).
Travel to an unknown time.

Examine the table; read the two notes marked in purple.
Examine the right shelf, open the Shakespeare book. Take the GARGOYLE HEAD (X).
Examine the left shelf, play the mini-game.
To solve the puzzle, select the books in the order shown.
Examine the door, enter code 1984 (Y).
Search the SPP.

Take the gem and insert it into the tiara. Take the tiara (Z).
Take the key, insert it into the lock (A) and turn it twice; take the star (B).
You will receive the GARGOYLE WING.

Examine the table and replace the GARGOYLE HEAD and GARGOYLE WING.
Take the PLOT FRAGMENT (D).
Examine the panel; insert the PLOT FRAGMENT (E).
Play the mini-game.

To solve the puzzle (F), match the three stories horizontally.

Place the DRAWINGS (G).

Official version.

The graphics, which were advanced and cutting-edge in the first games of the series - at that time - did not change in the third part. And although compared to other modern toys it looks quite modest, in combination with the memories of the beginning of this series it evokes warm nostalgia. You can choose from two difficulty modes the one you like best.

Search Scenes hidden objects We meet quite often, we look for items according to the list. To the right of the list there is a sonar in which the outline of the item you are looking for appears if you hover the cursor over any position in the list. If you want some variety, there is the option of switching to a puzzle. The hint works everywhere; in regular locations it shows the active area.

There are too few mini-games for such a cool toy; I would like more and (sometimes) more difficult. There is a diary that sets out the story in great detail and displays all the clues found during the game. In addition, it also contains a tab with current tasks. There is a pocket time machine, traditional for this series of games, that allows us to walk back and forth through eras. It also displays locations in different time streams in which you can do something at the moment.

Considering the detailed and interesting diary, and a large number of dialogues, opportunity play the game Mysteries of Time 3. The Last Riddle on native language should cause a warm wave of gratitude among those gamers who do not know English very well.

How often do I have dreams, my amazing dream(c)… in which everything burns in hellish fire and the world collapses. Esther could have left this entry in her LiveJournal if she had kept it (and if this entertainment had existed in her time). Another nightmare involving Vivien (she’s an evil witch, she’s also the student and lover of Merlin, Esther’s distant ancestor, she’s also his killer) was interrupted by a persistent knock on the door. Uncle Sean sent her a very timely message, inviting her to immediately come visit in order to meet some very interesting person, and thereby saved me from continuing the disgusting dream.

Well, in order to shake off the remnants of another nightmare, you can meet anyone, Esther reasoned sensibly and rushed to preen herself, fortunately it was not far to go. But the light night promenade turned into real horror. Some man, wrapped in a black cloak, his eyes angrily sparkling from under his pulled-down hood, enchanted the door to Uncle Sean’s mansion, after which he turned into an alley and simply disappeared into thin air, not paying attention to Esther’s cries. Really, what bad manners! Not only did he ruin someone else’s property, but he also didn’t deign to pay attention to the lady. Eh, apparently, gentlemen began to die out a long time ago; almost none of them survived to our times.

And Sean's guest turned out to be little better. But the uncle, the rascal, promised an interesting company. Before Esther had time to enter the door (after having thoroughly tinkered in the basement and repaired the electricity and the bolt on the door), she was immediately told that somewhere in the distant future people were driven into catacombs, suffering terribly and generally on the verge of extinction. And Vivien, damn it all, several centuries later, still did a mischief.
And Esther, as the most suitable candidate (in the absence of other candidates), is awarded a tour to the very distant past in order to prevent the death of Merlin and the rise of Vivienne. And all this instead of “hello” and “how are you?”

There’s nothing to do, our heroine decided. Gentlemen are practically extinct anyway, so why not go to a place where they might still exist. And it would be nice to talk with Merlin, after all, he is an ancestor, and a great wizard to boot. And let Vivien be careful, otherwise Esther in her nightmares has gotten into the habit of threatening me, too, with the threat of the area. And there will be justice for her. If not in antiquity, then in the Middle Ages you can find it, you can also take a walk there, with own car time in your pocket is a piece of cake. So, those who wish download game Mysteries of Time 3. The Last Riddle for free Take exciting excursions to different time streams; sign up with a guide. Just a few minutes left before departure!

Interface language: Russian