Yesterday Origins Walkthrough

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In the third chapter as John you are going to New York to find an author of the book which John is interested in. Your next challenges are:

Yesterday Origins follows the story of John Yesterday and his girlfriend Pauline. It follows on from the previous game, Yesterday. After exploring how John. Nov 17, 2016  For Yesterday Origins on the Xbox One, GameFAQs has 36 cheat codes and secrets, 36 achievements, and 6 critic reviews.

Contact with Amanda Royce

Being at hotel, choose in the inventory information about the book. Look at the front page and back of the cover.

Click John's jacket - there is no Amanda's card. Look at the vent grid near the window - move to the right, John will notice Amanda's card.

Use telephone on the bedside table. Call reception and choose every option (information 'Wi-Fi'). When the dinner will be delivered, take sticks. Use it to pull out Amanda Royce's card.

Then choose in the inventory your cell phone and combine it with information 'Wi-Fi' and Amanda's card. (If you try several times to contact Amanda by using telephone on the table and your cell phone, you will get achievement Obsession).

Look at John by clicking his icon in the inventory.

Observation of John:

  • hair;
  • left (from player's view) hand (aside);
  • left shoe (aside);
  • bottom.

Once again use your cell phone. Combine phone with information about book, you will find out that the publishing house is a part of Trabex, Inc. (information corp). Now combine this information with Amanda's card. When John call Amanda, ask her to put John in contact with Kovac, author of the book.

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During meeting with Kovac ask him about everything (start with the question about sling).

Listen message and find meeting place

John lost his cell phone. Check under the pillows, vent grid and brochures on the table. Notice an envelope. Open it and read the message. Call reception, ask about your cell phone and order 'diablo'. Choose other options too.

Click the dinner, you will find cryptex which you need to open.

Cryptex opening

Click cryptex and move letters to set a password: G-I-N-E-S. In each row click LPM as long as you need to set the right letter on its place. Then move cursor to the right to activate another row and set another letter.

(If you want to get Old Friend achievement, at first use password 'Henry' or 'White').

Take USB storage device. Click TV, look at the side with USB slots and put the USB storage device into the slot. John will receive a mysterious message about the meeting (information in the inventory).

To understand the message click the left pillow, turn it. Take UV flashlight. Use it on the Central Park map (hanging above the bed) and find meeting place close to the lake.

Open the box

Go to Anderson sculpture. Talk with it. Examine the sculpture, notice the small box on the top hat (on the left).

Check all four benches. Under first is lying remote control, under second you will find red cable. Under third is hidden John's portrait, and under fourth - photo of the book (under the seat).

Go to the lake. Notice small toy boat. To move it to the shore you need remote control, but it is uncharged and without an antenna.

Examine red kart on the right. Take the antenna from the mask and combine it with the remote control.

Then put the cable into the USB port and the remote control connect with cable. Notice picture of the dog (on the steering wheel, information in the inventory).

Look at the man on the left.

Observation of Central Park gardener:

  • left (from player's view) eye;
  • logo on the T-shirt;
  • bald spot hidden by hair from the other side of the head;
  • pony tail.

Talk with the gardener about everything. He doesn't want to borrow John his binoculars. Ask the gardener again (use information about the dog to do this).

John will get binoculars. Use it to look at the boat - notice number on the sail (information 'frequency') and little key on the board. Ultimate fox simulator download for free.

Use the frequency information on the remote control. Use remote control on the boat. Go to Anderson sculpture and use key to open box.

(If you interacted all hotspots in New York: on characters, objects and items - including inventory, you will get Small Apple achievement).

After the cutscene, you inspect the bandage on the window (3). Again we find ourselves in the library, but in the memories of the young John.

You examine the window (1) and a grate (2) near the door. Get tips (windows and choir).

You can still talk with all assembled. Leave the memories.In the office, you take a plate with salt and compass from the cabinet (4). You take a coil (6) from the table of Giuseppe.

Inspect the chandelier, window, books and bell for information. You talk with Toribio and exit.Go through the next door. It is the cabinet of Hines. You will see a prompt about the key. Talk with him. Achievement «The old man and the baby» will be opened, if you ask him about his father.Exit and go up the stairs to the studio Ezekiel.

He has been the launch of the printing press, but someone wants to disrupt his plans, and stole all the letters E. You need to find the missing. You will see the prompt tear and a new item in the inventory — letter E.We ask him about the secret of the library, apply tips about windows and choir.

And ask him about the empty coil of Giuseppe (use a coil in the dialogue). Now we know about the library and thread of Giuseppe.You examine Ezekiel. Click on the face.

You ask him about glasses. There is a hint about the glasses in the inventory.Collect items:. Periscope (11). Chisel (12).

Rope (14)Apply the tip about the glasses, and then the rope on the window. We get the glasses. Now we have all of the items and tips from the workshop.You go to the door to the secret library. Use salt on icy water. Pull out a silver plate by the chisel, which needs to be polished (13) in the workshop of Ezekiel.

The resulting mirror is inserted into the periscope.You leave into the corridor. Come to the window near the ceiling that leads to the room and scribes use the periscope. Get tips spy. You go into the room and look around Toribio. Find the tear in his clothes, and now there is no doubt — he is a thief. Use a chisel to remove the jammed letter from the mold.

Now apply letter, tips and a spy to Toribio.Exit and spy on him through the window with the help of a periscope. You found out where he hid the letters. Come to the table of Giuseppe (5) and search it with glasses, use a prompt thread. Pull for the thread (7).

Toribio leaves. Take the letter and refer them to Ezekiel.Toribio and Gines leave the workshop. Go to the table of Toribio and pick up the whip (10). Get out to the outside through a window. You connect whip and rope, and apply to the sticking out of the wall beam.

See screensaver.Now that you have the key, go back to the entrance. At the bottom of the picture there is a metal die. Apply it on the compass and key.