The House of Da Vinci 3

The House of Da Vinci 3

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All achievements in chronological order + text walkthrough
By Decay
   
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Introduction
My quick passage took a little less than two hours. If you immediately want to get all the achievements, one passage should also be enough. If you want to enjoy the game, that is, playing a little hastily, independently solve puzzles, read notes, not miss katsen, then the "platinum" will take two passages.

I passed based on these guidelines:

One of them is in Russian and is unlikely to be useful to most people, but if it's not too much trouble, go ahead and give it a rating, award, and/or comment.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3171480158

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2909977120

But I decided to write my more detailed, in the form of textual passage. Plus, I will also add some solutions to the puzzles, which, in my opinion, boring or stupid in my opinion. The rest, so as not to deprive you of the research experience I closed with spoilers

Also, English is not my native language, and I translated in Google Translate, so some speech formulations may seem strange
Before the start
Here are some achievements that are performed throughout the game:





*Most notes and drawings will be obtained automatically during the playthrough, so I will only point out the missable ones. Other guides have listed more missable notes/drawings, but at the time of writing this guide, some of them are no longer missable and are now given automatically.

ch 4 - Proportions of explosive powder for a key in resin
ch 5 - C3 and F3 in the Pope's office + general view
ch 8 - Frederick Roger's life date on the portrait
ch 8 - The first and last notes, on the table with the model of the castle, where you need to pick up the red book


*If you want to search for all the sketches yourself, then after the auto-sketches that occur instead of the sound of a pen on paper, look into the diary and there will be obviously missed moments that will tell you where to look for the rest. Although it is not a fact that this "something" needs to be found. Perhaps it will "be found" by itself according to the plot. This is what an unfilled field looks like



*The same applies to letters. Most of them are in obvious places. I will indicate everything in the text, but I will not show everything in pictures

For these 3 achievements, you get another one:



And also achievements for time:





So let's begin:
Ch 1 - Catacombs
After starting a new game and training:

On the left, activate the lever and take the "Lever socket"



We go along the corridor and in front of the rats, we approach the grate on the right wall and take the "metal shaft" from it



Combine "level socket" and "metal shaft" and get lever

Return to where the first lever was, insert a new one and lower it all the way down

Take the "Damaged Oculus" and move towards the handle at the end of the tunnel, to the left of the hanging chandelier




Lift the handle on the lever, the rope goes down. Tie it to the candelabrum. Return to the lever. Turn it several times so that the wall behind the statue breaks a little.

Then push the statue so that the secret workshop opens



Take the diary, letter and screwdriver from the table.

For the diary you get the achievement



In the same room, to the right of the table, on a stump with an anvil and hammers, we take another part of the oculus - a lens

Return to the main corridor and approach the lever on the right wall



Unscrew the screw with a screwdriver, remove the bent rail and return to the secret workshop

On the machine, on the table, we set up the following pattern



Put the rail and press the lever on the left side of the table. After straightening, we return the rail from where we took it and turn the handle. Two more parts of the oculus fall from the lowered part.

Return to the workshop and similarly straighten the cogwheel, changing the pattern to a circle

Connect the straightened cogwheel with the oculus cover

There is another device on the right side of the table - a fixation device. Insert the oculus base there:



Tighten the screw and insert the licensure, and then the oculus cover. We take the repaired oculus and now, as in the second part, we can move in time

Do this immediately as the game returns us to the corridor

*вставить скрин перемещения*

Having moved into the past, go deeper along the corridor, approaching the hatch to the left of the well:



Having opened the hatch, we turn the handle on the large gear until the chain breaks and closes the well. We will be transferred to the present and given an achievement



We go further along the corridor, automatically pick up the "Chronicle of Ordo Iustitialis" and do not forget to pick up the dropped letter

Then fly along the corridor, at the end of which, a locked door.

We remove the skull by pulling the bolt and using the oculus open the lock



Go into the monastery hall where we were in the second game and approach the pedestal for reading



On the back side, open the secret compartment, take the letter and turn on the oculus to get the achievement





Return to the beginning of the location and approach the left door



And right there you can get an achievement



It's done simply: the gear rotates only in one direction and it needs to be rotated until it stops

This is how the lock looks through the oculus



After opening the door, go outside and finish the chapter, receiving the corresponding achievement



Ch 2 - Villa of Luca Pacioli pt1
Opening the lock with the help of the oculus



Pulls the dragon's mouth to open the protection mechanism and turns the ring once to the right to set the square

Move the lever above the ring to change the dragon's position and turns the handle on the left several times to make the dragon "light" the lamps

(as if you couldn't just walk up the stairs in the dark)



There will be a house on the left. Open the door, go deeper and put the Chronicle on the scales. The book will disappear, but we will receive a letter with instructions and a stangely shaped crank.

Return to the street and insert the key into the mechanical panel of the machine, which is located to the right of the stairs



*By the way, if you don't want to wait for a long camera flight, which will often happen in this chapter and later - you can select an item, if there is one, and this will skip the flight

The "swipe the pen" puzzle opens

Follow this route



So that it looks like this



Then follow the path to the final point. The rest of the circles will line up as needed

A cart will roll out and open the door to the workshop

Removes the "ironbound disc" from the cart



Go inside and take the letter from the table



Go to the table with the pen and turn the pen to the roman numeral 3 - III and take the cart model



To the right of this table, on the hanging shelves, take another letter



Insert the cart model onto the left stand on the general layout of the garden and scroll



From the bottom of this stand we take ornametal lever part and connect it to the ironbound disc that we removed from the cart

Insert the lever into the railing post to the left of the stairs and activate it



Take the key from the secret place and insert it into the writer's desk, where we moved the inkwell with the pen

We move both parts one drawing to the right, so that an additional metal frame with handles comes out. Need set it up using the oculus, but for those who don't want to - here is the final arrangement



Take the belfy model from the opened box, insert it into the general model and take the wooden plate with protrusions and the bell model



Spin the bell until the key appears. Insert the key into the cart model and turn it until the lever appears



Lower the lever and after the cart has passed along the rails, turn the disk after the locks open until the locks are closed again



After closing, will be shown that the front edge of the table has become accessible. We do everything necessary to open both boxes, so that at the end we get a full clip in our inventory



Return to the outside and go to the part of the garden where to the right of the pile of pots there is a lion behind bars and pull it out



Return to the very beginning of the chapter, insert the lion into the column to the right of the stairs and turn it so that this staircase appears



Having climbed the stairs, lower mechanical part with wooden handle, take it, as well as the letter under it



Pass along the wooden bridge and go to the past with the help of the oculus. In front of us is a stationary crossbow. Insert a mechanical part with wooden handle, recharge and a loaded full clip. Now we need to act carefully to get the achievement



There are 10 arrows in the clip, but we have 9 targets, and if you aim correctly, you can shoot down two at once with one arrow. The scope of the crossbow is limited not by the general area, but only by the visible one, so to reach the outermost parts of the location, you need to move the mouse by pressing LMB not in one continuous movement, but in several small ones
Targets:







The last one is shown if you move the bridge. You need to shoot it three times, although you can hit it first, since you will need to move the bridge back.

You need to shoot only after the target has completely stopped



Take ring with ornamental handle, turn it so that we can use it. Go as far as possible along the wooden bridge and use the key. In the opened room, on the left on the rotating cylinder we take the letter, and then - wooden folder



Return to the present, take the bell-clapper, which now located to the left of the place where we took the lion for the stairs and use it on the cart, which is in front of the entrance to the workshop



Open the lid, start the cart, and then go to the workshop. Open the folder from the inventory to get a sketch of windmill. Return the empty space in the moving parts with gold corners and insert the sketch there



Another metal frame with rotating handles appears. Using the oculus, we set them so that there is a continuous line



A box opens from which we take the achimedes screw model and insert it into the cart model on the general layout. Afterwards, a lever appears on the cart, which needs to be activated, and also take the part of windmill model from the box that opened



As the cart arrives at the rotating disk, he presses a red button so that the cart transfers the screw to the wheel, which will lift it up next to the mill



The stand for the part of windmill model will slide out of the box from the mill. Insert this part, turn them and take the round key from the tower that has moved out



Apply the received key to the lock on the wall, to the right of the closed grate, and take the metal crank from there


Ch 2 - Villa of Luca Pacioli pt2
With this crank go out into the garden and the farthest place on the right side. There should be a cart there. Climb onto the cart and insert the crank into the lock



A puzzle opens where you need to have a continuous line between two arrows.

This is how you pull the levers



So that in the end it will be like this. Although perhaps there are other options



Return to the transition point in time and go up the stairs to the second floor

There we remove the blocker and turn the handle until the door opposite the cart opens. Return and take from the end part of the large Archimedes screw, a ringed screw



Insert ringed screw with a cone-shaped post, to the left of the well with wheels and grab the pincers



Get the cogwheet, return to the workshop, insert it into the mechanism of the rotating shelves and rotate until 3 items appear that need to be picked up: a hand plane, a handle in a metal frame, a cutter



Go to the locked grate in the workshop, open it with a cutter and send the large Archimedes screw forward to the cart standing on the street. At the end, we unscrew the handle holding the screw so that the large screw ends up on the cart



Go outside, approach the cart and use the tool woth cross-shaped handle we just received to remove the fuse in front of the cart, launching it along the rails

Return to the cone-shaped column, solve the puzzle, get the Ornament and connect it to the hand plane. With the resulting handle, we return to the workshop and insert it in the same place as the homemade lever - in the left column when leaving the workshop



Take the ornametal lever part, insert it into the cone-shaped post and activate it. Again, remove the fuse from the front of the cart so that it moves forward to the well with wheels



Unfold the handle that we got from the rotating shelves, if we haven't done it before, and insert it into the hole in front of the well with wheels and turn it until the screw attaches to the tower. Then we take the "massive weight"





Go back to the past, walk as far as possible along the mill, hang a massive weigh



Go even further, to the lever, push it to start the mill, so that it is restored in the present. We go down, go to the place of movement in time and close the bottom of the counterweight of the bridge with the lever, so that the water fills it and raises the bridge



Climbs onto the roof, open the thicket, get a letter and part of a bronze chalice

(Grandpa, why didn't you take the pills and built a whole garden of puzzles just to pass on one letter?!)



Return to the house from the beginning, put the cup on the scales, take the chronicle and go to the 3rd chapter, having received the corresponding achievement:



Ch 3 - Bald Lady
I don't know why they even made such a small scene a separate main one.

In general, solve an elementary puzzle to get into the tavern

Watch the cutscene

On the second floor, enter the door with the number 3

Watch the cutscene and the chapter is finished, and you get the achievement:

Ch 4 - Borgia's hideout
Walk down the street, go into the tavern, move to the past, put out the candle so that the tavern doesn't burn down in the present, and enter the shelter through the chimney, receiving the achievement



Move the only portrait and take the letter and coat of arms from there. We insert the shield into the device that is to the left of the large map



Use the lever that appeared on top of the map to press the following points on the map with this handle in the order indicated



1. Bologna
2. Imola
3. Firenze
4. Forli
5. Cecina
6. San Marino
7. San Vincenzo
8. Perugia

Take the lock pick from the opened drawer and unlock the lock on the hatch to the basement



Climb inside, take the "oil lamp" to the left of the typewriter, go up and insert the lamp into the device resembling a half-open globe to the left of the large map



Activate the lamp so that lights run across the entire map. Crosses appear on the map, and to the left of the map, behind the curtain, a shield with a tool with rotary handle appears that needs to be picked up



The resulting tool is inserted into the emitter blocker, on the same side where there is a small ladder, and we turn the barrels towards the map



On the opposite side, a button with an arrow and a lever appeared. Press the button, we get a bedad screw. Go down to the basement. Screw the missing screw into the lock of the box by the wall, open the box and take the metal card from there



Insert the card into the printing press and punch the same cells that are marked on the large card, which were recorded in the diary. Take the card and insert it where we took the screw for the box - in the back of the barrel-gun



Activate the lever with a small red handle on top of the barrel, which becomes available after inserting the card. The lower part of the barrel opens. Pump the gunpowder and press the switch, which opens after filling



Use the pump again to refill the ammunition. Right away, you can fill the bottle again. Need it later.

Activate the small red lever on the opposite side, in the middle of the gun. After that, another lever on top becomes available, which also needs to be activated so that the gun starts shooting, opening the squares we need on the map





*Unfortunately, there is nothing interesting behind the other squares



We arrange the parts of the ball in such a way that the ball rolls to the red cross, to open the passage to the chemical laboratory



Go inside, up to the second floor and take the bent wire from the doll whose head was just cut off



Approach the display case with the glove, take the letter from above, and solve the puzzle from below. After which we take the "key in the resin"



Go down. Insert the key in the resin into the furnace, which is in a recess along the wall. Take the fallen metal part. And insert the bent wire into the cabinet to the right, with two holes with red marks and from there take "impure charcoal powder" and "switch"



Insert the metal part into the bin, which is located under the stairs. Pour the contents onto the floor and take the "metal lattice"



Return to the weapon in the main room, insert the switch on the side where the green bottle and flacon are, switch and fill the vial, then take it



Return to the laboratory, insert the flacon of gunpower into the cabinet where we took the charcoal powder and the switch and take the container with gunpowder



Now turn to the alchemist's table, with the board above it. Insert the container with gunpowder into the apparatus, which separate the powders into elements and take from there the "incomplete filterr". We assemble it with the "metal lattice", insert it back and scroll again



From the opened box take the iron weight, and also filter the impure charcoal powder and take the clean one from below

!!! It is necessary, after separation, to approach the flasks with marks, so that a record appears in the diary about the proportions for melting the resin





*In other guides they write that you need to get closer to the board first, so that it is fixed in the diary, but after getting closer to the proportions, the entire board is drawn at once

With the iron weight we go to the box with the dome and two cylinders and take the contents of the first two boxes: a letter and a rotary switch



Insert the switch into the box on the wall, to the right of the stove, where we put the key, and turn it as follows



A mini-game appears where you can get an achievement



*you need to die from three different sources of spikes, a spider and lava

After successful completion, get a "wing nut" and a "powder flask". Return to the table where we opened the boxes with a iron weight and tighten the "nut" to gain access to the second cylinder, after which take the contents of the remaining two boxes: a sulfur crystal, small hook and a crumpled letter



Take the weight and hang it on the scales with the hook, between the mini-game box and the cabinet. Take the metal symbol and open the dome with it, where we opened the boxes with the weight and take the "saltpeter crystal" and the "strange key". Insert the key into the machine to the right, into the green cross-shaped hole. Grind sulfur and saltpeter and pack the chemical elements in the following proportions:

Sulfur powder / yellow - 3 parts
charcoal powder / black - 1 part
Saltpeter powder / white - 5 parts

*although white saltpeter only looks like this in the inventory, outside of it, it has a yellowish tint and can be confused with sulfur

Send everything into the mixing apparatus and insert the powder flask there to get the finished mixture



Place the powder flask with the incendiary mixture in the furnace, melt the key, and go upstairs. We try to take the glove



But, TWIST, it's a trap. Borgia comes, makes a deal with us and gives us a simple puzzle



Having solved it, we get out of the cage, finish the chapter and get the achievement

Ch 5 - Pope's chambers - Cabinet
Take the bookmark from the book from the only table and approach the only door with an external lock. Here you can get the achievement



To do this, you need to insert a bookmark in two places. If you press it successfully, you will hear a click



As we enter the office, we need to approach two marks on the floor C3 and F3

Take a stone rosette from the chessboard and insert it into the bust of Caesar. From the open table take a letter and part of rider figurine

Insert the rider into the rest of the statue opposite and turn the wheel that appears

Go to the second floor and take the model towerr from the cell on the left

Solve the puzzle with the cathedral to get the chess piece. At the end you need to press the columns in the right order



Пo out to the balcony so that a diary entry appears



Go down and place the chess pieces on the board, using the corresponding objects and marks as a guide

Ch 5 - Pope's chambers - Secret room
Go through the secret passage and with the help of the oculus, solve the puzzle to the right of the door

Pass the green handle, with the help of three disks on the left side



blue, using three disks on the right side



And the red one, using almost all the disks except the upper left and lower right



Entering the secret hall, from the left tower of the altar, we take the "metal shrine model". From the altar take the key and the letter. At the bottom of the altar solve the puzzle, take the "metal cylinder with arms", connect it to the shrine. Get the censer and hang it on the statue of the Pope



In the opened area, solve the left puzzle from the table - a golden bar with an arrow. Take from it the "sprinkler part"

insert it into the top of the storage and take the "relic of St. John"

Put the "Relics" in the stand to the right of the table. Take the "Shine shell" and insert it into the picture that is on the wall and from the opened place. Take the "Medallion of Dawn" and insert it into the model of the sun, in the center of the accessible area

*If you do not want to watch the cutscene with the projector, you can exit to the main menu and come back again



We go to the pedestal that appears and solve the puzzle



In the next accessible location, take the "Ceremonial plate" and solve the leftmost puzzle. The top of the rightmost tower is suspicious . At the end, take the "disk with red stones"

Insert the disk with the clock, turn the hands, take the "medallion of noon" and insert its model of the sun, in the center of the accessible area



A second pedestal appears. It seems to need to be solved so that at the bottom of the circle with the Roman IV there is the only square with the same number, and at the top of the square - the only circle with the Roman IV. And the rest are set up so that the sum of one thing coincides with another. But forget it, this is a ♥♥♥♥, not a puzzle. Here is the solution



*Thanks (no) to whoever thought this would be a great addition to the game

In the next area from the post under the bust of a woman, take a stone bowl and letter with a drawing. For the latter we get the achievement





Solving the leftmost puzzle



Take the red bust, insert it into the red box. In the opened part insert the green bowl, take the "medallion of dusk" and insert its model sun, in the center of the accessible area



In the last pedestal that appears, drain the water from the nearest flask, place the runes, 4 of which glow throughout the entire location, and the other two are behind us, and pull the handle



At the end we take the medallion from the Pope's statue, complete the chapter and get the corresponding achievement

Ch 6 - Villa of Luca Pacioli, again
It is also not clear why such a small segment of history was made into a separate chapter. Oh well.

Go outside, move into the past.

Break the spring from the right reel so that the cart is no longer fixed

Push the cart onto the rotating platform



A lever appears on the left, press it so that the platform turns around, and on the cart itself we start the mechanism so that it travels through time and knocks down Borgia and another hobo in the present

the chapter is completed, and we get the achievement

Ch 7 - Secret passage - Сave
On the left we take the lever from under the stone with the cross. Using the lever and the oculus we open the door to the cave



After all the cutscenes, go back a little, to the small pocket on the right and take the letter and dagger from there



Return to the machine, push it forward as far as possible and lower the bag to form a bridge



Go forward, solve the puzzle on the right on the wall, so that another bridge will go down, after which there are two hatches. Which is open - close with the help of a dagger, and from the second remove the "metal shaft with handles". Also turn the steering wheel, which scoops up the jugs until the drain from which the water will flow breaks



Return to the top, push the machine to the original place. With the released hook we open the grate in the floor

To the left of the bridge there is a passage closed by a grate. To the left of the passage we take a wooden plank



Climb inside the hatch, put the plank over the abyss. Go to the left and pull the chain with the handle so that the "arquebus support" is released

Return to the abyss with the plank and go to the right, open the grate to exit the cave and after that immediately unhook the hook from the hatch in the floor. Push the machine to the bridge, and move the hook to the left side and lower it down to the still flooded stone



Return to the pocket where we took the letter and the dagger and take the "arquebus support". Go to down to the basement with the abyss again and reach the drain and fix it with the help of the arquebus



Return to the top, go across the bridge again, and go down to the reservoir. Put the handle that we took from the far hatch back in place so that the hatch is closed and turn the steering wheel with the pots to drain the room. We need to fill both storages behind the hatches. Between them, there is a distributor on the wall. After draining, go down to the bottom and hook the stone with a hook



Go up, lift the stone, move it to the middle, push the machine forward, lower the stone so that the cart falls. Go up the rails to the upper hall.
Ch 7 - Secret passage - Upper hall


Move to the past, take the mace from one of the soldiers and insert it into the arrows so that we can regulate the direction of the cart from the past and turn the rails to the left



From the opened location in the present take the key. Here in a small remote part we take the bent rail and straighten it



To the left of the straightening machine, don't forget the letter lying on the block



Return to the past, move the rails straight, insert a new rail. Return to the present and now can take the ladder, having received the corresponding achievements





Give the ladder to Leonardo, take the bent metal shaft to the right of him, straighten it the same way as the rail and give it to Leonardo

Take the tongs from him. Open the room where we took the key from the wall, from the second floor with the help of tongs, take the oil lamp. Give it to Leonardo. Go up on the elevator and finish the chapter, having received the achievement

Ch 8 - Castle del Monte - Library
Leave the room, opening the lock, disguised by brickwork. Go through the room, after the cutscenes go up to the second floor and go into something like a library



To the left of the window, on the column, lower the lever, go up to the second floor. Solve the puzzle with the cage. Take the key and give it to Leonardo

Once the door closes, take the ruby from the robe and insert it into the lower right cross of the portrait.

Need are approaching to the years of life in the portrait of Frederick Roger, so that we have a corresponding entry

Approach the letter that appears on the table with the model of the castle to get an entry in the diary

On another table, with a model of the zodiac belt, first we take the letter, on the right in the corner



Then put the number 1194, the year of Friedrich's birth, from the portrait. Turn the steering wheel to open the secret part of the table with a mini-game. Here you can get the achievement



For the inquisitive - the first three in a row you need to put the sign of Capricorn - the letter N with a curl, to put three in a row, you need to use only the side balls, and not the central one

For the rest


And then put three Capricorns under the Sagittarius, and three Sagittarius under the Capricorn


After achivement, put the signs as needed. The table will be removed. And we will wander into the long wooden handle from the lower part, on the left side

Then move the ladder to the middle of the table so that you can take the blue book from above. The ladder itself can be immediately rolled further to the open window



Insert the handle into the hole and move the portrait, go inside, put the blue book on the shelf, take the "falcon medallion" and insert it into the birdhouse, which is in front of the window. Solve the puzzle here by putting a bell and a hat on the falcon and take the green book



Go to the table where a Sudoku-type puzzle has opened. After intermediate solved puzzles, the note will be updated. But you will only need to get close to the last one, when the red book appears, so that the note appears

The first sudoku is solved using the clue on the lock by looking at it through the oculus



The second is literally sudoku. You need to line up all the lines so that there are no repeating symbols. But if you're too lazy to think, here's what it looks like



After the red book appears, don't forget to approach the note so that it is written into the diary

Take the red book and together with the green one take it to the blue one. Take the now accessible ladder and put it on top of the one we rolled to the window and get out of the library

Ch 8 - Castle del Monte - Roof
Having climbed onto the roof, move into the past. Walk along the balcony, enter the room with three knights and take the scroll from the middle one



Move to the present, take the key that is inserted into the door lock. Return to the past and go through the same door to the roof. There, from the machine with the wheel with handles, take out the broken gear and fix it with the parts lying on the left on the box. Insert it back and move the cart on the rails under the fire, i.e. under the column of smoke, so that we can put it out



Return to the room with the knights, go out through the left exit and pull the lever to the left of the exit, put out the fire and get the achievement

Ch 8 - Castle del Monte - Barrels-puzzles
Go along the balcony and get into a room with four barrel puzzles. I numbered them to make it easier for you to navigate further



On barrel 1, interact with the middle statue, press the button, take the handle, insert it a little lower, into the same barrel and move



Press the button with a palm that appears and go to barrel 3, where the same button has appeared. Something like a roulette opens, where you need to choose 4 of 6 possible colored chips and spin the disk. If the color of the chip and the segment matches, one of the locks will open



I don't know if there is a pattern or if it really all works on randomness. If so, then [thanks to the person who came up with it and added it to the game]

The only thing I noticed is that the roulette spins a whole circle +/- a couple of segments

If there is a pattern, write about it, I will test it and add it to the description

After the jackpot, a key appears, open the lock from below with it and take the eagle relief. Press the button with the palm and go to barrel 4. Press the button with the palm there and in the puzzle that appears, we collect one whole picture three times from three different colored parts. After that, we take the goat relief



Press the button with the palm, go to barrel 3, press the button there. A puzzle opens where you need to use scissors to cut the ropes and arrange the pictures so that the outer ones are the same



Take the lion relief, press the palm with the button and go to barrel 1. A puzzle appears where you need to navigate the ship from point to point in 5 steps. Since the game does not display it normally, I will show the map and possible moves

stage 1



stage 2



stage 3



But if you don't want to figure it out, here's a screenshot with all the moves



After completion, take the calf relief and insert all 4 elements into the large doors. Go to the room with frescoes and a pedestal, take the letter and if you acted as written in the guide, you will receive the achievement





On the same pedestal, activate the portal so that the cobblestone turns into a smooth block and a portal appears on one of the cutters. Move the portal to the corner, where on the left from the floor we take a rail and insert it into the common path



Push the fresco to the end, enter the new room through the portal. Activate the lever, go down, go to the main hall and activate the cauldron from the first game on the left



And at the end of the cutscene they give an achievement for completing the chapter

Ch 9 - Ancient Temple
After the cutscene, the character draws the place and the achievement should automatically drop out



Also





Go down the stairs, insert the amulet into the amulet receiver and after the blocks with symbols appear, we set it up so that the statue takes the form as in the sketch in the diary



Climb back up the stairs to the lever that appeared. Push it, press the button, after which the temple is destroyed, and we get the achievement

Main menu
Speedrun achievements drop after cutscene and credits







And only achievement remains



In the main menu, approach the book on the right and scroll through it. You can select the last bookmark so that only a few pages remain to be scrolled.