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Welcome to the Mountain Crime: Requital Walkthrough Someone is killing the guests at a mountain resort, and you could be next if you don't solve the mystery and solve a Mountain Crime! Whether you use this document as a reference when things get difficult or as a road map to get you from beginning to end, we’re pretty sure you’ll find what you’re looking for here. This document contains a complete Mountain Crime: Requital game walkthrough featuring annotated screenshots from actual gameplay! We hope you find this information useful as you play your way through the game. Use the walkthrough menu below to quickly jump to whatever stage of the game you need help with. Remember to visit the Big Fish Games Forums if you find you need more help. Have fun! This walkthrough was created by Alawar

Find a boy in Al Mamoon before setting sail with your letter of passage. A young boy here will ask you to find his three pigeons. Once you find them, use the Nature's Call spell. Amazon.com: iCanvasART 1-Piece A Meeting at The Three Pigeons Canvas Print by Heywood Hardy, 18' x 12'/1.5' Deep: Posters & Prints. “The true Rock Dove is the rarest of our three pigeons and is only found on sea cliffs on the west coast of Scotland, Orkney, Shetland and the west coast of Ireland. Feral Pigeons originated from wild Rock Doves and are birds that, at one time or another, escaped from pigeon houses.

, and is protected under US Copyright laws. Any unauthorized use, including re-publication in whole or in part, without permission, is strictly prohibited.

Walkthrough Menu

General Tips

  • Click on CHANGE PLAYER to change the current player (A0).
  • To start the game, click on PLAY at the main menu (A).
  • To adjust the sound, music and voice volumes, choose the game mode and highlight active objects, click on OPTIONS at the main menu (B).
  • To quit the game, click on QUIT at the main menu (C).
  • Before starting a new game, choose REGULAR (D) or EXPERT (E) game mode. The modes differ in terms of how long it takes the hint button to recharge and whether or not interactive objects are highlighted by default. Regardless of the chosen mode, you can turn highlighting on and off in the Options window.
  • The journal (F) contains the main player character's notes about his investigation, a list of current tasks, a map of the hotel and everything the character has learned about the guests of White Wolf Hotel.
  • Everything you pick up is stored in the inventory (G). By default, the inventory opens when you place the mouse cursor at the bottom of the screen, and closes when you move the cursor elsewhere.
  • To keep the inventory open at all times, click on (H).
  • Click on the wolf paw for a hint (during a Hidden Object Scene and regular gameplay) (I).
  • Click on the compass (J) to see all of the exits from the current scene.
  • Repeatedly clicking the wrong items in a Hidden Object Scene results in a penalty.
  • The solutions for most of the mini-games are random.

Chapter 1: The Crash

  • Take the STONE (K) from the car trunk.
  • Throw the STONE at the raven (L) to make the raven go away.
  • Look inside the car. Move everything to find the doctor's bag (M).
  • Take the DOCTOR'S BAG (N).
  • Go to the hotel entrance (O).
  • Take the FUSES (P) from the hotel sign.
  • After the lightning hits, look at the power control panel (Q).
  • Search the glittering area by the hotel entrance (R).
  • Click on every circled item. Take the BUTTON.
  • Insert the missing BUTTON in the power control panel (S).
  • Push the power control panel buttons from the bottom up (T1, T2, T3).
  • Change the FUSES (U) in the open power control panel. Turn the lever (V).
  • Enter the hotel (W).
  • Search the glittering area by the reception desk (X).
  • Click on every circled item. Take the GUEST REGISTRY.
  • Use the guest registry to learn Mr. Grey is staying in room 205.
  • Go up the stairs to the second floor (Y).
  • Go to the right wing (Z).
  • Turn the door handle of room 205 (A).
  • Enter room 205.
  • Take the note in the mask's beak (B).
  • Take the hotel map (C).
  • Answer the phone (D).

Chapter 2: Game On

  • Leave the room. Go back to the stairs. Go to the left wing to find out who screamed.
  • Talk with the sheriff (E).
  • Go to the victim (F).
  • Look at the bites on his hand (G).
  • Go back to the passage. Talk to the girl from room 201.
  • Enter room 203.
  • Look at the victim's papers on the bed (H).
  • Search the glittering area (I).
  • Click on every circled item. Take the MEASURING TAPE.
  • Go to room 201 to discover the girl trying to burn something.
  • Use water from the vase (J) to extinguish the smoldering paper.
  • Click on the scraps to move them to the magazine and load the puzzle (K).
  • Assemble the torn page (L).
  • Talk to the sheriff that enters the room. He'll ask for then handcuffs from his room. Take the KEY TO ROOM 204 (M).
  • Go back to the right wing. Use the KEY (N) open room 204.
  • Take HANDCUFFS from the chair (O).
  • Click on the suitcase by the bed to open it (P).
  • Take the DEAD CELL PHONE (Q) and BOX CUTTER (R).
  • In the right wing, solve the domino puzzle on the statue (S). The missing domino pieces are chosen at random, but the final state will look like what is shown in the screenshot (S).
  • Take the DOLL (T) and the MARBLE SPHERE (U).
  • Read the article (V).
  • Search the glittering area in room 205. Click on every circled item to get the DOCTOR'S BAG.
  • Use the BOX CUTTER to cut a piece of STICKY TAPE from the cabinet doors in room 203 (W).
  • Open the cabinet (X).
  • Take the WOLF FIGURINE (Y).
  • In room 201, use the STICKY TAPE to tape the torn page together (A).
  • Study the table of snakes on the back of the page (B).
  • Go back to the victim. Use the MEASURING TAPE to measure the distance between bite marks on his hand (C).
  • Place the DOCTOR'S BAG by the victim's side (D).
  • Use the table from room 201 to determine which snake bit the victim. (Find the matching interdental gap.) Choose the SYRINGE WITH ANTIDOTE from the doctor's bag in accordance with the table (E). Please note: The antidote number in your game may differ from the one in the walkthrough.
  • Inject the SYRINGE WITH ANTIDOTE (F) into the victim.
  • Take the FLAME-SHAPED KEY the dead man drops (G).
  • In room 201, use the HANDCUFFS to secure Katherine to the chair (H).
  • Listen to Katherine and Jack talk.
  • Take a closer look at the vase Jack broke. Take the FEATHER from it (I).
  • In room 204, open the fire grate with the FLAME-SHAPED KEY (J).
  • Take the MARBLE SPHERE (K).
  • Use the FIRE POKER (L) to pull the case out of the fire (M).
  • Open the case. Take the WOLF FIGURINE (N).
  • In room 204, insert two WOLF FIGURINES into the picture above the fireplace (O, P).
  • Leave the hotel.
  • Use the FEATHER to open the lock on the booth (Q).
  • Take the MARBLE SPHERE from the counter (R).
  • Take the NEWSPAPER (S) and the PUZZLE PART from the counter (T).
  • Search the glittering area behind the reception desk. Click on every circled item. Take the TAP.
  • In the left wing, insert the THREE MARBLE SPHERES into the elephant (U).
  • Take the SPEAKER from the broken elephant (V).
  • In room 201, insert the SPEAKER into the radio (W).
  • Turn on the radio (X).
  • Switch channels until you get a signal (Y).
  • Talk with Katherine. Offer her tea.
  • In room 205, search the glittering area to get the TEA CUP.
  • In the left wing, insert the TAP into the cooler (A).
  • Pour some water into the TEA CUP (B).
  • Take the CUP OF TEA (C).
  • In room 201, give Katherine the CUP OF TEA (D). She will give you a STAR Jack dropped.
  • In room 204, insert the STAR (E) into Jack's diary.
  • Take the WOLF KEY (F).
  • Read the note (G).
  • In room 205, find the broken phone. In the remnants, find the WOLF KEY (H).
  • Return to the staircase.
  • Insert the TWO WOLF KEYS (I) into the keyholes in the mirror.
  • Take the PHONE (J).
  • Take the DOLL HEAD (K). Notice the bonds (K).
  • In room 205, connect the PHONE (L).
  • Talk with the police.
  • In room 201, discover that Katherine is dead.
  • Look at Katherine's locket (M).
  • Arrange the stones on the suitcase lock as shown on the drawing in the locket (N). The arrangement of the stones is random, so it might differ from the screenshot.
  • Open the notebook. To access the data, arrange the pictures as shown in the screenshot (O).
  • Watch the video of Katherine and Jack talking; notice that Katherine sent a message to Jack.
  • Take the PHONE CHARGER (P).
  • Read the invitation (Q).
  • Notice the money transfer receipts (R).
  • In room 203, place the DOLL HEAD (S) on the body. Take the repaired DOLL.
  • In room 204, plug in the PHONE CHARGER (T).
  • Place the DEAD CELL PHONE (U) in the charger.
  • Read the text messages stored on the phone. Notice Mr. Grey's picture. Remember the picture with the symbols.
  • Read the new message. It shows the ventilation grill in room 203.
  • Open the flashlight hidden behind the painting above the fireplace. The correct combination is shown in the cell phone message (V).
  • Take the GEM (W) from the open flashlight.
  • Search the glittering area in room 203. Find every circled object to get the SCREWDRIVER.
  • Use the SCREWDRIVER to remove the ventilation grill in room 203 (X).
  • Use the BOX CUTTER to cut through the gift wrapping (Y).
  • Click on the case to enlarge it. Insert the GEM (A) into the lid.
  • Read the note in the opened case (B).
  • Take the KEY TO ROOM 206 (C).
  • In the right wing, use the KEY TO ROOM 206 to unlock the door (D).
  • In room 206, draw back the curtain (E).
  • Pull the string to lift the curtain and reveal the doll theater (F).
  • Take the SCALES (G) from behind the curtain.
  • In room 205, place SCALES in Themis's hand (H).
  • Take the DOLL from the opened cache (I).
  • Search the glittering area in room 205. Find every circled object to get the MAGNET.
  • Go back to room 206. Open the terrarium hatch (J).
  • Use the MAGNET to remove the PLIERS from the terrarium (K).
  • In the left wing, use the PLIERS to open the parrot cage (L).
  • Take the PARROT (M).
  • In the right wing, use the PLIERS to open the parrot cage (N).
  • Put the PARROT in the cage (O).
  • Take the DOLL (P).
  • In room 206, hang the FOUR DOLLS on the strings (Q).
  • Watch the show.
  • Take the MISSING PART from the broken vase (R).
  • Click on the panel on the mannequin's chest to open it (S).
  • Insert the MISSING PART into the mechanism under the panel (T).
  • Click on the mechanism to start the mini-game.
  • To complete the mini game (U), assemble the colored parts as shown on the piece of paper. To complete it, push the buttons in the following order: 5 4 7 4 3 2 7 7 7 3 8 5 2 2 8 1 2 4 8 3 6 1 3 5 5 8 8 8 3
If you push the wrong button in the sequence, it is not enough to simply return the tokens on their places to get back to the previous position. If that happens, make sure the arrow on the button you accidentally pushed is pointing in the right direction.
  • If you get confused, push (9) to return the tokens to their original position.
  • Take the PUZZLE PART from the opened niche (V).
  • Go back to the hotel lobby. Talk to the newly arrived young man (W). At the end of the conversation, he'll give you a PUZZLE PART.
  • In the hotel lobby, enter the door on the left.
  • In the elevator lobby, insert the THREE PUZZLE PARTS into the door lock (X).
  • Keep turning the puzzle parts until the color of each gem matches the color of the square under it (Y).

Chapter 3: Hide and Seek

  • Enter the building on the right (Z), which is the workshop.
  • Search the glittering area on the table to get the PRUNING SHEARS.
  • Return to the backyard. Proceed to the stable.
  • Use the PRUNING SHEARS to cut bushes that block your passage (A).
  • Search the glittering area near the stable entrance. Take the OILER.
  • Go to the mountain lift. Take the COIN (C) and the ACCESS CARD (B) from the wallet that's on the bench.
  • Go back twice. Use the ACCESS CARD to open the door to the building on the left, which is locked with a hook (D). Enter the ski equipment rental place.
  • Take the CROWBAR (E).
  • Take the STICKY TAPE from the bar (H).
  • Insert the COIN into the gumball machine. Turn the lever (F).
  • Take the WALNUT (G).
  • In the workshop, use the OILER to oil the rusty toolbox locks (I).
  • Put the WALNUT into the nutcracker's mouth to get the CRACKED WALNUT (J).
  • Take the PIPE WRENCH (K).
  • Search the glittering area in the workshop to get the MITTEN.
  • At the stable entrance, give the CRACKED WALNUT (L) to the squirrel.
  • Take the ROBOT EYE (M).
  • At the door of the mountain lift, use either the PIPE WRENCH or the CROWBAR (N) to break the glass of the cabin.
  • Turn the handle inside the cabin (O).
  • Enter the cabin.
  • Look at the case on the seat (Q).
  • Look at the poster on the window. Remember the symbol on the poster (P).
  • At the stable entrance, enter the poster symbol on the lock (R).
  • Take the BUCKET (S).
  • Take the HOOK (T).
  • Use the CROWBAR to remove the boards from the boarded up door (U).
  • Enter the storeroom. Take the TILES from the corpse's hand. Read the note (V).
  • Look at the man's papers (W).
  • At the stable entrance, use the PIPE WRENCH to adjust the screw on the standpipe (X).
  • Use the standpipe to get the BUCKET OF WATER (Y).
  • Put the HOOK onto the winch (A).
  • Take CLAY from the sack you pulled up (B).
  • Use the STICKY TAPE to fix the hole in the bellows (C).
  • Put the CLAY in the cup. Add the BUCKET OF WATER (D).
  • Put the clay mixture in the form. Click on the form to move it into the oven (E).
  • Use the MITTEN to pull the hot form out of the oven (F).
  • Take the CLAY HORSE (G).
  • Put the CLAY HORSE on the pedestal on the cupboard door (H).
  • Take the BUG SPRAY and the VALVE HANDLE from the opened cupboard (I, J).
  • Go back twice.
  • Put the VALVE HANDLE onto the fountain pipe. Turn it (K).
  • Take the KEY TO THE FIRST-AID KIT (L).
  • In the mountain lift cabin, use the KEY TO THE FIRST-AID KIT (M) to open the first-aid kit.
  • Take the RAZOR from the first-aid kit (N).
  • In the stable, use the RAZOR to cut the net with the chest (O).
  • Take the HOCKEY PLAYER from the chest lid (P).

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  • In the ski equipment rental place, use the BUG SPRAY to get rid of the wasps (Q).
  • Take the ROBOT HAND (R).
  • Insert the TILES into the slot machine (S).
  • Add the missing hockey player to start the mini-game (T).
  • Arrange the hockey players as shown on the screenshot (U).
  • Push the red button to score (V).
  • Take the WOLF'S HEAD (W).
  • In the stable, put the WOLF'S HEAD onto the chest lid (X).
  • Move the wolf heads as shown in the screenshot (Y, Z).
  • Swap the gold and silver wolves. The sequence of actions is shown in the screenshot (A, B, C, D, E).
  • Take the ROBOT HAND from the opened chest (F).
  • Go back to the hotel. Insert the ROBOT EYE and both ROBOT HANDS into the robot in the elevator lobby (G).
  • Push the button on the robot's chest (H).
  • Enter the elevator. Go to the third floor (I).

Chapter 4: Upstairs Mysteries

  • Take the PIECE OF A DRAWING (J) and the SHIP IN A BOTTLE (K) from the chess table.
  • Search the glittering area in the hall to get the SUITCASE KEY.
  • Proceed down the passage. Use the SUITCASE KEY (L) to open the suitcase.
  • Take the SHIP IN A BOTTLE (M) and the SCRUB BRUSH (N) from the suitcase.
  • Step through the door on the right to enter the utility room.
  • Use the SCRUB BRUSH to remove dirt from the bottle. Take the SHIP IN A BOTTLE (O).
  • Take the PENCIL (P) and the PIECE OF A DRAWING (Q) from the shelf.
  • Take the GLASS CUTTER from the shelf by the broken ladder (R).
  • Take the FIREWOOD from the chair (S).
  • Slip the NEWSPAPER under the door to room 311 (T).
  • Use the PENCIL to push the key out of the keyhole (U).
  • Pull the newspaper from under the door. Take the ROOM KEY (V).
  • Use the ROOM KEY (W) to open the door. Enter the sea room.
  • Take SCISSORS from the knitting basket (A).
  • Read the newspaper article (B).
  • Take the QUEEN that's by the aquarium (C).
  • Use the GLASS CUTTER to cut the aquarium glass. Take the SHIP IN A BOTTLE (D).
  • Put the FOUR SHIPS IN A BOTTLE on the rack (E).
  • Take the PIECE OF A DRAWING (F).
  • In the utility room, put the THREE PIECES OF A DRAWING in the frame (G). Take a closer look at the drawing.
  • In the sea room, arrange the ships in the bottles so that they correspond to the dates on the pedestals. Use the information from the restored drawing of the ships (H).
  • Take the JOKER KEY (I).
  • Look into the peephole in the wall (J). There's a man chained to the chair in the next room.
  • In the hall, insert the JOKER KEY into the case (L).
  • Take the LADDER WHEEL from the opened case (M).
  • Read the newspaper article (K).
  • Search the glittering area in the hall to get the PINCERS.
  • In the utility room, attach the LADDER WHEEL to the broken ladder (M).
  • Open the fire rack.
  • Take the AXE (N) and the FEATHER DUSTER (O).
  • In the passage, use the AXE to cut the beam supporting the debris (P).
  • Read the guestbook on the table behind the debris (Q).
  • Open the table drawer. Take the LIGHTNING BOLT (R).
  • Put the LIGHTNING BOLT into Zeus's hand on the fuse box (S).
  • Turn the lever inside the open fuse box to switch off the power on the floor (T).
  • Move the torn wires out of the way (U).
  • Turn on the power (V).
  • Move forward twice to go to the roof.
  • Take the LIGHTER (W).
  • Go back down. Step through the right door to enter the hunter's room.
  • Put the FIREWOOD in the fireplace. Use the LIGHTER (A) to start a fire.
  • Take the BOILING WATER (B).
  • Pour the BOILING WATER onto the frozen refrigerator door (C).
  • Open the freezer. Take the DOOR HANDLE (D).
  • Search the glittering area in the hunter's room to get the FLASHLIGHT.
  • In the passage, insert the DOOR HANDLE in the door to open the Japanese room (E).
  • Talk to the man chained to the chair (F).
  • Take the CHIMNEY SWEEP from the bench (G).
  • Take the BIRD from the pillow (H).
  • Read the letter (I).
  • In the utility room, use the FLASHLIGHT to examine the dark shelf (J).
  • Use the FEATHER DUSTER to remove the cobwebs (K).
  • Use the SCISSORS to cut the CORD off the iron (L).
  • Take the OILER (M).
  • Look at the paper that's on the shelf (N).
  • Place the CHIMNEY SWEEP on the cupboard lock (O).
  • Move the chimney sweep to the far right house by balancing the houses with weights. The chimney sweep can walk from one house to the next when the next house is level with the house on which he's standing. See the screenshot.
  • Take the PART OF AN ANTENNA (P) and the CHIMNEY BROOM (Q) from the opened cupboard.
  • Go to the roof.
  • Clean the chimney using the CHIMNEY BROOM (R).
  • Add the PART OF AN ANTENNA to the antenna (S).
  • Go to the hunter's room. Use the PINCERS to open the gramophone drawer (T).
  • Take the HIEROGLYPHIC KEY and the TV KNOB from the drawer (U).
  • Insert the BIRD into the cage door (V).
  • Take the KNIGHT from the opened cage (W).
  • Look at the photo (X).
  • Look into the fireplace. Take the PAWN (Y).
  • Go back to the sea room. Attach the CORD to the TV (A).
  • Use the FEATHER DUSTER to clean the screen (B).
  • Attach the TV KNOB to the TV. Turn it until you find a broadcast (C).
  • Remember the arrangement of the chess pieces.
  • Search the glittering area in the hall to get the ELEPHANT.
  • In the hall, put the FOUR CHESS PIECES on the board (D).
  • Arrange the chess pieces as seen on the TV screen (E). Please note: The arrangement of the game pieces might be different in your game.
  • Take the HIEROGLYPHIC KEY from the opened table (F).
  • In the Japanese room, use the OILER to oil the case locks (G).
  • Take the LION FIGURINE (H).
  • Read the note from the scroll. Remember the order of the animals (I).
  • Search the glittering area in the hunter's room to get the RABBIT FIGURINE.
  • Insert the LION AND RABBIT FIGURINES into the shield above the fireplace (J).
  • Click on the animal figurines in the order stated in the note in the Japanese room (K, L, M, N). Please note: The order might be different in your game.
  • Take the HIEROGLYPHIC KEY from the opened niche (O).
  • Go back to the Japanese room. Insert the THREE HIEROGLYPHIC KEYS into the lock on the chains (P).
  • Read the newspaper article after the chair falls through the floor (Q).
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Chapter 5: Deadly Games

  • Go to the first floor. Search the glittering area in the lobby to get a CHIP.
  • Insert the CHIP into the lock of the locked door in the lobby (R).
  • Complete the mini-game by pushing the buttons in the following order: 1, 1, 1, 2, 3, 1, 2, 2.
  • Enter the restaurant.
  • Take the TABLECLOTH from the table (T).
  • Go to the bar.
  • Remove the chairs from the table (U).
  • Click the projector (V).
  • Take the PIGEON FIGURINE (W).
  • Look at the photo (X).
  • Go back once. Enter the kitchen through the door on the left.
  • Turn off the stove (Y).
  • Take the FIRE EXTINGUISHER HOSE (Z).
  • At the bar, attach the HOSE to the FIRE EXTINGUISHER (A).
  • Use the FIRE EXTINGUISHER to put out the kitchen fire (B).
  • Search the glittering area in the kitchen to get the BROOM.
  • Open the door to the staircase. Go down.
  • Take the PIGEON FIGURINE (C).
  • Put the fuses in the fuse box (D). One correct variant is shown in the screenshot.
  • Use the BROOM to sweep up the broken glass (E).
  • Take the SLEDGEHAMMER (F1).
  • Open the door. Enter the laundry room.
  • Open the table drawer. Take the DETERGENT (G).
  • Take the DIRTY BED SHEET from the rope (H).
  • Connect the hoses to the washing machine (I).
  • Open the washing machine door. Place the DIRTY BED SHEET inside. Add DETERGENT. Close the door (J).
  • Start the washing machine (K).
  • Open the washing machine. Take the ANGEL. Look at the symbols on the bed sheet (L).
  • Enter the combination of symbols into the door lock (M).
  • Enter the cellar.
  • Use the SLEDGEHAMMER to break the glass on the panel (N).
  • Take the LASSO. Use it to get the TRIDENT (O).
  • Read Brad Trong's medical record (P).
  • Take the KEY from the cube lid (Q).
  • Use the KEY to open the drawer (R).
  • Take the WRENCH from the drawer (S).
  • Use the WRENCH to remove the VALVE HANDLE on the stairs (T).
  • Place the VALVE HANDLE on the hatch lid (U).
  • Take the ACCESS CARD from the water (V).
  • Search the glittering area in the kitchen to get the PIGEON.
  • In the restaurant, use the ACCESS CARD to open the cupboard with the goblet (W).
  • Take the PIPES from the trophy (X).
  • Read the newspaper that's in the cupboard (Y).
  • In the bar, place the PIPES above the cupboard.
  • Fill all three bottles with liquid by creating a path between the barrel and the bottles. See the screenshot for the solution.
  • Take the KEY TO THE FREEZER (A) and the MAGNIFYING GLASS (B) from the opened cupboard.
  • Read the letter (C).
  • Go back to the hotel entrance. Insert the THREE PIGEONS and the ANGEL into the case in the booth (D).
  • Take the KEY TO THE FREEZER from the opened case (E).
  • Search the glittering area by the hotel entrance to get the CHISEL.
  • Go back to the kitchen. Complete the mini-game on the freezer lock (F).
  • This screenshot shows the solution for the right part of the puzzle.
  • This screenshots show the solution for the left part of the puzzle.
  • Insert KEYS TO THE FREEZER into the keyholes that appeared (G).
  • Read the letter and the newspaper that are in the woman's lap (K).
  • Read the note in the drawer (J).
  • Take the FILM REEL (H) and the OLD KEY (I).
  • At the bar, place the TABLECLOTH on the painting (L).
  • Put the MAGNIFYING GLASS and the FILM REEL on the projector (M). Memorize the code.
  • In the elevator lobby, give the TRIDENT to Neptune (N).
  • Use the SLEDGEHAMMER to break the damaged wall (O).
  • Use the OLD KEY to open the door behind the rupture (P).
  • Enter the office.
  • Look at the wall with photos (U).
  • Use the CHISEL to break the drawer lock (Q).
  • Read the letter (R).
  • Study the officer occupant's day planner (S).
  • Use the code from the movie to open the combination lock (T).

Chapter 6: Mysteries of the Past

  • Take the BUTTON from the secret drawer (V).
  • Take the TELESCOPE (W).
  • Read the will (X).
  • Place the TELESCOPE on the tripod by the window (Y).
  • Look through the telescope. There's a stranger by the mountain lift (Z).
  • Go to the backyard. Enter the workshop. Search the glittering area to get the BAG KEY.
  • Enter the ski equipment rental place.
  • Use the BAG KEY to open the bag in the locker (A).
  • Take the GAS TANK and the SNOWSHOE STRAPS (B, C).
  • Read the note (D).
  • Attach the SNOWSHOE STRAPS to the snowshoes. Take the SNOWSHOES (E).
  • Take the WIRE CUTTERS (F).
  • Search the glittering area at the stable entrance to get the MOUNTAIN LIFT WHEEL.
  • Talk to Charlie outside the mountain lift (G).
  • Insert the MOUNTAIN LIFT WHEEL into the mechanism (H).
  • In the mountain lift cabin, take the MATCHES from the control panel (I).
  • Use the WIRE CUTTERS to cut the wire (J).
  • Pull the lever to start the mountain lift (K).
  • Take the MUG OF SNOW from the windowsill (L).
  • Use the SNOWSHOES to go to the truck (M).
  • Search the glittering area by the truck to get the KNIFE.

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  • Use the KNIFE to cut the ropes on the backpack (N).
  • Take the burner from the backpack (O).
  • Attach the GAS TANK to the burner. Use the MATCHES to light it and melt the MUG OF SNOW. Take the MUG OF HOT WATER (P).
  • Pour the MUG OF HOT WATER onto the frozen window lock (Q).
  • Insert the missing BUTTON into the lock (R).
  • Open the lock by pushing the buttons as shown in the screenshot (S).
  • Search the glittering area by the truck to get the SCREWDRIVER.
  • Take the BROOM from the window (T).
  • Use the BROOM to sweep the snow from the snowdrift (U).
  • Look at the business card (V).
  • Look at the note (X).
  • Look at the Dictaphone the corpse is holding (W).
  • Listen to the recording (Y).
  • Take the BATTERY from the Dictaphone (Z).
  • Go back to the mountain lift.
  • Use the SCREWDRIVER to remove the panel from the radio on the bench (A).
  • Take the BATTERY (B).
  • Insert TWO BATTERIES into the remote control that's on the windowsill (C).
  • Watch the video on the working TV (D).
  • Take the HAIRPIN from the windowsill (E).
  • Use the HAIRPIN to open the safe by the window (F). Take the BULLETS (G).
  • Load the gun from the backpack with BULLETS.
  • Use the mountain lift to go back to the hotel and meet Jack.
  • Congratulations! You have completed Mountain Crimes: Requital

Created at: 2011-12-13

More than a century after it was dispatched via carrier pigeon, a secret military message has been found by chance in the Alsace region of northeastern France.

The find, described as “super-rare,” was discovered by a retired couple out for a stroll in September this year. The tiny aluminum capsule, about the size of a thimble, was spotted in a field and taken to the nearby Linge Museum.

Inside the capsule was the message, written in barely legible German on a kind of tracing paper. The message appears to carry the date 1910 or 1916. The First World War took place from 1914 to 1918.

Dominique Jardy, curator of the Linge Museum, Orbey, in eastern France, thinks 1910 is more likely, Le Parisien reports.

He described the dispatch as “super-rare,” and told the paper the capsule was likely to have come to the surface of the soil over time like many military remains from the First World War.

The message from a German infantry soldier based at Ingersheim, then part of Germany but now in France, detailed military maneuvers apparently during World War I, and was addressed to a superior officer, said Jardy.

The curator contacted a German friend to help translate the text, which was written in German Gothic script.

The message read: “Platoon Potthof receives fire as they reach the western border of the parade ground, platoon Potthof takes up fire and retreats after a while.

“In Fechtwald half a platoon was disabled. Platoon Potthof retreats with heavy losses,” according to the Guardian.

The museum, in Orbey, commemorates the battle for the hilltop of Le Linge in the Vosges Mountains in 1915—one of the bloodiest encounters of the 1914—18 war.

Carrier pigeons boasted a 95 percent success rate of delivery across Europe during the First World War, according to the US Army’s Signal Corps. On this occasion though, it seems the dispatch failed to arrive.

However, the note also indicated there were three other copies of the message carried via homing pigeon, presumably contingencies for the one found more than a century later, reported the New York Post.

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The message, and its container, will now be exhibited at the museum.

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What to do when game pigeon won't work. We would love to hear your stories! You can share them with us at emg.inspired@epochtimes.nyc