الوسم: Chapter Three

  • Saint Jerome’s Gate Campaign: Chapter Three Stone of Madness Guide

    Saint Jerome’s Gate Campaign: Chapter Three Stone of Madness Guide

    In the last segment of the Stone of Madness campaign, titled "The Gate of Saint Jerome," you encountered Brother Pedro, a quirky character with an unusual obsession with chickens. He assigned you the task of locating three brown chickens but subsequently lashed out at the guards. True to his word, he rewarded you with the emblem of Santa Ana.

    Now, in this chapter, your mission is to delve deeper into the monastery to find the missing emblem. During your journey, expect to meet enigmatic figures, experience eerie occurrences, and uncover a heartbreaking narrative. The atmosphere darkens as events unfold—are you prepared for what’s to come?

    Finding the Crack in the Wall

    Your first challenge in this chapter is to reach the inmate courtyards, situated south of the spot where Brother Pedro confronted the guards in the last chapter. You have two options for getting there:

    1. With Leonora, exit through the cellar door in the cells and drop a rope to climb down.
    2. Alternatively, descend the stairs, pick up a plank with Eduardo, and place it to bridge your way to the southern inmate courtyards.

    Once you’re in the courtyards, you’ll encounter Grimore. Keep your distance, as getting too close will affect your sanity. Climb the ladder located to the north and unlock the cellar door to open a shortcut. In the northwest corner, you’ll observe some inmates circling a column, leading into a cutscene.

    On the wooden platform above, look for a crack where Brother Pedro tossed the emblem. Ascend the stairs south of where Grimore is situated, and head toward the wooden platform with a chest. Right next to it, you will find an iron gate. Use Eduardo or Leonora to open it, granting you access to Panecillo.

    On the left side of Panecillo, press the button on the wall to clear the obstruction on the staircase leading down. Bring Alfredo here, ensuring he wears the priest outfit. Use his Investigate skill to trace the tracks and ascend the ledge. A button will appear above, and a hole will open below for Amelia to traverse.

    Send Amelia through the hole and press the button above. This action will unlock the iron gate blocking access to the inmates moving around the northwest column. With a doctor among the inmates, you can safely explore and climb the wooden platform.

    Once you’re on top, interact with the eerie blue eyes in the crack. This will introduce you to the Shadow, also known as Maria, updating your objectives.

    Where to Find Shadow’s Gifts

    The Shadow will request that you locate two gifts: a music box and earrings. After gathering these items, you’ll need to return to Shadow.

    Finding the Earrings

    The earrings can be found in the refectory. In the northern section of the dining hall, look for a rose window adorned with mosaics above. You can reach it with Leonora by either climbing the vines outside or using an already positioned ladder inside the building.

    Additionally, to see the wooden platform appear in front of the mosaic window, you must press the button in the area where the soldiers are playing cards on the upper floor.

    Once you’re set, break the window with Eduardo or Leonora, causing the earrings to tumble down along with shards of glass. Then, with Alfredo dressed as a priest, retrieve the earrings from below.

    Finding the Music Box

    To locate the music box, head to the Cells area and approach the western cells marked with a gargoyle. Your character will notice that the music box is broken. If the door remains locked, use Eduardo or Leonora to unlock it while distracting the guards outside. After acquiring the broken music box, make your way to the Inmate Courtyards.

    Head to Panecillo in the southwestern section of the area where you previously pressed the button with Amelia. You’ll need to purchase Music Box Parts for 150 coins. If you’re short on funds, sell some valuables at night using Leonora’s Black Market skill before returning to Panecillo.

    Once you obtain the parts, wait until nighttime and use Eduardo to repair the music box. Eduardo will also require 20 units of Wood for the repair. If you lack enough wood, search the area or buy some from Panecillo.

    Returning the Gifts

    Now, travel to The Great Wall area, where Shadow will be waiting for you in the dark section beneath the wall. A cutscene will guide you to your destination. Use either Eduardo or Amelia to enter Shadow’s area.

    To conserve resources, have Amelia crawl through the hole outside the wall to reach Shadow. Keep in mind, Shadow only appears after sunset. Hand over the gifts to Shadow to complete this task.

    Confronting Mother Superior

    Your next goal is to face Mother Superior. She is located in the Cells area, moving about the central hub where the inmates gather. What happens next is entirely up to you. Remember, Shadow is waiting in the basement of the building where Brother Pedro confronted the guards previously.

    To access this area, retrace your steps to Brother Pedro’s location in the last chapter and activate the switch on the roof. Then, enter through the iron gates on the right side of the map and locate the key to Shadow’s area.

    If you opt to eliminate Mother Superior, you’ll need to be patient for the ideal moment and take out the guards stationed nearby first. Once she is taken care of, you must bring her to Shadow. However, be aware that there are many guards in your path, making this method quite challenging.

    An alternative strategy is to dress Alfredo in the priest outfit and have him converse with Shadow. Wait for sunset, and then ask Shadow to forgive her sins. Following this, enter Mother Superior’s office, which is near Panecillo.

    If you haven’t already obtained the key, it’s located in the Inmate Courtyards, where the inmates are circling a pillar. The key is suspended above the pillar, but obtaining it will likely require dealing with the guards first, so be prepared for that.

    Once you have the key, enter Mother Superior’s office and handle the guard inside. Proceed to the second floor of the office, unlock the door with a lockpick or crowbar, and you will find the Evidence of Immurement beneath one of the floor stones in Mother Superior’s office.

    Return to The Cells and present this evidence to her. Doing so will prompt Mother Superior to mention the Old Storehouse. Return to Panecillo’s location and press the button on the wall next to him; this will remove the iron barriers leading to the Old Storehouse beneath the garden. Then, distract the guard in front of the Old Storehouse and unlock the door using a lockpick or crowbar.

    After unlocking the storehouse, have Eduardo break through the wall using a crowbar, leading you to the Immurement Cell. Inside, you’ll find the corpse with Baby’s Toy. Wait until midnight, then present this toy to Shadow. In either scenario, Shadow will vanish, leaving behind an engraving. Interact with it to accomplish your objective and wrap up this chapter.

  • Chapter Three Guide: Navigating Chicken Police – Into The Hive!

    Chapter Three Guide: Navigating Chicken Police – Into The Hive!

    In the earlier chapters of Chicken Police: Into The Hive, Sonny and Marty experienced the shocking death of Frank. Before he passed, Frank muttered some peculiar phrases, but before the detectives could dig deeper, they got sucked into another case. After assessing threats aimed at the renowned actor Lupus, they went to the screening of El Wuff to provide him protection.

    At the event, they crossed paths with the king and his enigmatic new adviser, Lady Kayla. When the screening concluded, Sonny discovered that Lupus’s body double had been murdered, alongside a note inscribed in an ancient insect language. Are these incidents linked? Is there a connection to Frank’s death? This chapter holds the answers.

    Planning Bloodboyle’s Birthday Bash

    In this segment, you’ll start at Zipp’s Café. Step inside, chat with Zipp, and exhaust all his dialogue options. After that, ask him about M.E.A.T. He will hand you a tin can containing the product, which will be added to your inventory and will provide a clue for the task titled What is M.E.A.T?

    To move the main story forward, use the Strange Paper from your inventory on Zipp. He will suggest that the Queen might be able to read the text on the paper. Furthermore, if you show the Golden Fang to Zipp, you’ll get the chance to inquire about Mick.

    There’s nothing more to accomplish in the café, so head over to the Clawville Police Department. When you converse with Monica twice at the front desk, she’ll mention that it’s Chief Bloodboyle’s birthday, thereby activating the Bloodboyle’s Birthday task. To kick things off, talk to Moses inside the department, and both he and Plato will agree to join the birthday celebration.

    Using the Message From The King item on Moses will wrap up the Moses and Plato’s Secret Mission task.

    Next Steps: Bubo’s Clinic

    Afterwards, return to Zipp’s Café and speak to Zipp and Uncle Millen, both of whom will also consent to attend the birthday event. Next, make your way to Bubo’s Clinic, where Bubo will initially discuss Frank’s missing body. Once the conversation wraps up, go through the door at the back of the clinic.

    Upon entering, you’ll find one of the collectibles, a pin-up calendar picture, located on the shelf to the left of Bubo.

    If you convinced Douglas regarding the Lost Melodies task, you’ll see him in the clinic. Have a conversation with him, and he’ll leave afterward. If you use the tin can of M.E.A.T. from Zipp with Bubo, he’ll agree to check it out, but first, you’ll need to open the can, which means you’ll need to combine the Golden Fang with the tin can in your inventory.

    Then, hand over the opened tin can to Bubo, who will instruct you to return later to learn the results. Ask Bubo about Bloodboyle’s birthday, and he will also agree to attend.

    Preparing for the Party

    Next, return to the Clawville Police Department, where everyone you’ve invited will show up for the birthday. The last task is to find a gift for Bloodboyle. For this, hand the Golden Fang from your inventory to Monica. She’ll make an announcement, and you’ll present it to Bloodboyle, thereby completing the Bloodboyle’s Birthday task.

    Uncovering the Spy’s Identity

    Now head to Distant Light and enter through the door. After discussing things with Brutus and Castor, use the metal door to meet with the Queen. After exhausting her dialogue, ask about Douglas, and she will accept him back as her pianist, thereby completing the Lost Melodies task and earning an achievement.

    Next, use the Strange Paper on the Queen, who will reveal that the writing belongs to someone from the intelligence service—a mysterious figure with extensive knowledge.

    To find out the identity of this individual, return to Sonny’s flat. While Marty is keen to learn who it is, Sonny decides to make a call. The person to call is Lewis, whose number is 555-932. After the call, Sonny will invite him over.

    When Lewis arrives at your flat, use the Strange Paper on him. You’ll discover that Lewis is actually a spy and has been playing a part all along. This will unlock the option to interrogate him, with a set of questions and scores available.

    After successfully interrogating Lewis, you’ll earn the Spymaster Lewis achievement.

    Moving Forward

    After the interrogation, Calla will arrive. This exchange will also provide clues for the Lewis and the King and Filmar’s Patron tasks. After you’ve exhausted all available dialogue with Calla and Lewis, speak to Marty, and both Lewis and Calla will exit.

    After their departure, Marty will tell Sonny that his wife, Laura, has invited him to dinner, mentioning that Monica will also be present. Marty then suggests Sonny should get some rest before walking away.

    Later, Marty will dream of his ex-wife, Molly, while Sonny heads over for dinner at Marty’s apartment.

    Infiltrating the M.E.A.T. Factory

    After the dinner scene, head towards the department. At the department, exhaust Filmar’s dialogues and ask him about Kingsguard to finish the Filmar’s Patron task. After speaking with Moses, the M.E.A.T. Factory—headquarters of the Golden Fang Clan—will become accessible.

    Before heading to the factory, stop by Bubo’s Clinic and speak to Bubo to complete the What is M.E.A.T.? task. He’ll inform you that the product consists of genuine insect meat.

    When you arrive at the M.E.A.T. Factory, click on the main entrance first, then the tower, the factory, and so forth until you discover a back entrance to the facility. Click on this back door on the left side of the area.

    Once inside through the rear entrance, you’ll encounter Frank’s lifeless body and Zipp’s tail hanging on a coat rack nearby. This is a necessary item for the Strange Souvenir task, but you won’t complete that just yet. Now it’s time to examine Frank’s body by playing the Frank’s Autopsy mini-game.

    Follow the steps to properly conduct the autopsy and reveal crucial clues connecting to Lady Kayla. Afterward, Sonny and Marty will leave the area but be intercepted by Mick, leading to a new interrogation.

    Embrace the twists and turns as the story unfolds, each choice influencing the outcome.