I ’m still so mad about the tree riddle .
Do you make bold open up the thorax ? For those enthral by the black and white visage of the CRYPTMASTER , we invite you to open your senses and find out how to complete this game with our complete CRYPTMASTER walkthrough .
After the first Chapter is complete , scroll down to the bottom of this walkthrough to get at our CHEST and SKULL answer templet .
CRYPTMASTER Walkthrough, Chapter 1: Many ages ago…
Released on May 9 , 2024 , CRYPTMASTER has had positive reviews from its players because of the innovative style of fiddle that is establish in this typing game . The payload - up of the game is highly thematic , with an introduction that tells you the fundamentals of why you ’re in this kingdom about to play a game of undead Scrabble .
pick out from a keyboard or controller for your gameplay controls and familiarise yourself with the button you ’ll need . commemorate , this is a type game , so those play with a comptroller are going to have a bit of a weird time .
Before you commence a fresh plot , you ’ll want to blame Realtime or Turnbased . Turnbased may feel more familiar to those who savour tabletop game and similar television games , but as the CRYPTMASTER suggest Realtime , I went with that one .
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The CRYPTMASTER’s Crypt
A white skull will come out in front of you , slowly becoming clearer as it speaks . When cue to address the first time , simply type ' YES ' if you’re able to hear the CRYPTMASTER . They are speaking to you from beyond the humeral veil , and want to get it on how you ’re feel .
you’re able to only respond with one Holy Writ , and they do n’t care what you spell . In fact , the whole situation is very amusing to them .
You ’ll be say to move forrad into the light , it ’s the easiest thing you ’ll do in this dungeon Australian crawl typing game .
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You ’ll seem far hole-and-corner , in a spot of disastrous , gray , and blank tones . lily-white torch flames dismount the way frontwards , and although the CRYPTMASTER tell you to look around , that ’s the only way to go .
Walk up the stairs until you hit a bulwark with letters on it .
Walk up to the paries and the CRYPTMASTER will incite you to study ( pen ) out the public figure on the pillar :
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These are the name of the four Heron who once saved humanity . Now , they and their bodies are yours to press with in this game .
Continue forrader through the threshold that has seem now that the name pillar are fully raised .
A few stairs up the course is a black-market logic gate , it will open when you go up and you ’ll be in the next room .
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The first CHEST
in advance of you is a chest of drawers . take the air towards it and import out ' CHEST ' to actuate it .
The CRYPTMASTER appears and explain that each CHEST hold an object that may help you remember things about your life-time . You need to use the five senses to get clues from them about what the object is .
The CRYPTMASTER enjoin that this object is something that JORO would have used in his casual life story as a warrior . The name of the object has six missive , as evince . You wo n’t always be able to employ all five senses on each object , so choose cautiously when typing out each one to get clues from the CRYPTMASTER .
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This item is metallic , looks like a shell , and it ’s smooth , gruelling , and cold . It tastes like metal .
It ’s a HELMET .
infer correctly and the letters of the watchword ' HELMET ' become varsity letter next to the heroes ' names . These are science that they can use when you guess the full word - which you could do at any time , as long as you are n’t interacting with another typing plot .
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If you have n’t gotten it from that , JORO ’s first approach is ' HIT . '
Learning skills
Move back from the CHEST , eccentric ' HIT ' out , and discover JORO ’s first acquirement . Every science you need to learn need to be typecast in like this for the heroes to recover what they ’ve lost .
There ’s nothing to the leftfield of the CHEST , turn to the right field and walk straight until you get through a wooden door .
take the air through and you ’ll find a chest of drawers on the left wing and another on the right hand .
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Before you open up the first CHEST on the right , regard that ' YELL ' makes a passel of sense for a bardic attack and type it in .
get to the pectus on the right and start the guessing game again .
It ’s something rectangular that you could entertain in your men , it ’s old and dusty , and the inside is papery .
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It ’s a ' BOOK . '
With more letters filled in , have a quick think about what a warrior might wear which starts with ' BOO . ' ' BOOT ' is the correct solvent and will get you your third skill : BOOT , which share one damage to your enemies .
become around and walk over to the other CHEST that was on the left side of the room .
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The strange , small fellow who seem familiar , is hairy , and wriggly , is a ' RAT . '
have ’s move on . Backtrack to the center of the room and walk through the next door to get to a small room with nothing in it . Keep run through the next doorway , and the third one .
A Toadman wants to fight down . Each of your actions is on a timekeeper , so you ca n’t clit - mash .
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A duo of good smash and the Toadman will die . you may choose which missive from their name you need to help you with your own missing letters and pick up what they throw by pressing enter .
Over the ravine
You ’ll be blocked by a ravine and prompted to ' JUMP ' to get past it . There ’s another pectus to the left that you will be able to see once you jump over .
Inside the CHEST is something small , shiny , gruelling , and bland . With the ' degree Celsius ' and ' N ' as clues , it must be a ' COIN . '
Go to the next room , which is much large and has a ' peril ' star sign signal to the right wing .
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Turn right for fun and take the air towards the doorway . break before you start the doorway and look left to see two more Toadmen that you’re able to fight down .
To the left of BAZ the Toadman , there ’s a BOX , not a CHEST . Open it the same way .
intemperately and rather needlelike ? I do n’t need any more hypothesis . ' SWORD . '
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This reveal set off a chain of right words for me , and they are : SOOTHEfor MAZ , JABfor SYN , GUARDfor JORO . Triple parole scotch , anyone ?
The ALTAR
Go up the step that we turn left at to defend BAZ earlier . This door conduct you to the ALTAR .
Fight TOR the Toadman ahead of you and try not to get freaked out by the siren - singe lass who ’s just a float head and berm ( knees and toes … )
Walk up the stairs to get near to the tattle , flame - hirsute woman and … She wants us to approach , swell . Wonderful .
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scrutinise the ALTAR to encounter ADGA ! Up until she gain you were dead , she was really prissy . Guess we ’re desecrating the ALTAR .
type ' DESECRATE ' is one way to do this , there are others but … I do n’t feel like telling you which other words work on here .
Fine .
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' PEE ' and ' SMASH ' work , too . I just wish they did n’t .
ADGA falls off the Lord’s table cursing us all . Anyway-
outrage an Lord’s table can cure your company , so be indisputable to break them all . you may visit the single you ’ve break to be heal , too .
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From the Lord’s table , move around left , provide again , go onward one step , turn right , and LOOK , A CHEST !
A thin piece of paper covered with drawing and piece of writing . A ' MAP . '
And what rhymes with MAP ? ' ZAP ! ' One for NIX , in the end !
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Go back to the walkway on the other side of the elbow room and towards the room access on your right ( where you obliterate the Toadman ) .
That ’s not a Toadman in the length , it ’s some variety of wolf and it assume a few more hits to put it down . You also ca n’t utilise any words with ' B ' in them , so that turn out ' JAB ' out of your repertoire .
Once that conflict is over , there ’s another skill quick for you to typecast in : ' TRAP . '
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Continue forward to the next door .
The SOULSTONE
This place feels very sinister , and for good ground . keep forrard and you ’ll come across a rather unique physical object that the CRYPTMASTER needs :
TheSOULSTONE .
A light conversation later , you concord to pack the SOULSTONE for the CRYPTMASTER who is peculiarly gleeful to be bound to you for all infinity now that you ’ve said yes .
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The room shakes a number , but nothing else changes . Go back out the doorway you come in .
Gathering bug souls
It took me an embarrassingly long time to figure out how to catch bug . As you exit the SOULSTONE room , you ’ll get wind the CRYPTMASTER spill the beans about catching bug to harvest person for the stone .
To your left , after you bequeath the SOULSTONE room , set forth listening for the audio of a bug . I found my first one on the small-scale course to the left hand after leave behind the SOULSTONE room .
To make that even more clear : To catch bugs , just type in their name .
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channelise towards the entryway and there ’s another bug for you to catch on the right paries by the door :
Keep checking the wall on your right as you take the air back through the communion table room . There are more bugs for you to roll up . They seem randomly , so you may find different one from those that I found .
Go through the entrance door to the ALTAR and you ’ll be back in the domain with the DANGER sign .
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There are two Toadmen to pop again , you know what to do .
retain straight , back to the DANGER sign . With the mansion on your rightfulness , walk frontward .
The EYE DOOR
You will reach a elephantine rotary , which will open to reveal an EYE .
It will postulate if you are all in .
Say ' NO . '
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The EYE think you might be lying and asks you what the last piece of yield you ate was . you’re able to give any response , as long as it ’s the name of a fruit .
The last question is to name the sun in one watchword .
Again , there are many answer , I go with ' BRIGHT . '
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The EYE accepts your answers and tell apart you that you may pass .
BEFORE YOU DO - here are the other skills for the first chapter that you should input :
In the next small way past the decorative door , check for more bugs before you exit . you’re able to listen all the insects , so be sure to play with your speech sound on .
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After the uncanny course of pole tied together , listen for bugs . I slipped over to the far left of the room next to the poles and incur another one .
' CLIMB ' the ladder in the middle of the elbow room to leave the crypt , and resolve ' YES ' when the CRYPTMASTER asks if you require to leave .
You have a bit of a chat with the CRYPTMASTER about the surface world , they ’ll ask what the first thing you ’re choke to do is . you may type any one - news answer , it does n’t seem to matter at all .
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The CRYPTMASTER tells you that the high you get , the more you ’ll remember about your preceding biography .
CRYPTMASTER Walkthrough, Chapter 2: Bones and Crowns
Congratulations , you ’re formally in Chapter 2 . Here ’s what you need to know : The CHESTS are all random from this point onwards , so I ca n’t help oneself you as much as I could in Chapter 1 . Some of the CHESTS will attempt to take a bite out of you , too , but you ca n’t tell from looking at them . Mimics , am I correct ?
What I can do here is cue you about the enigma pathfinder at the bottom of the walkthrough . This will help you get through the chapter and includes all of the potential CHEST word and what the CRYPTMASTER describes for each one when you ’re playing the guesswork game .
In this unexampled surface area , the soundtrack is importantly less creepy-crawly - enjoy .
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take the air straight to the next threshold and the CRYPTMASTER will allow you love that you ’re approach the Bonehouses .
The Bonehouses
There ’s nothing of pastime on the left of this room , so take the path to the right field and fight the … Shark thing ? Flying shark creature ?
It ’s resistant to knockdown effects , which is just galling , but keep strike it and you ’ll get your first letter wages for this chapter .
Take the next left hand , which will take you to another room with a broken bridge deck and more fly shark things .
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You ca n’t jump this bridgework , the gap is too wide , so go back to the room you came from and turn left to take the other room access .
Oh , look , a giant bi - pedel git . Talk to him , the first two answer do n’t matter , but the third does . severalize him that you have not been a member of , nor are you affiliated with , any groups engaged in anti - rat activities . A firm ' NO ' is double-dyed here .
I ca n’t stop look at his eye , the eddy shadow is so offputting !
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No , you ’re not carry any sharp or bladed weapons .
10/10 very helpful . Cheers , rat guy .
Woo ! You ’re sign in . What a drive .
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You get a map and you have to use it to warp to the other side of the bridge . you may not get past the rat guard , the game physically does not let you take the air past him .
Type out ' nosepiece ' to proceed to the next domain via portal .
The stinker people here wo n’t hurt you , so you’re able to keep walking directly and go through the door .
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Walk up the mushroom - covered path to be greeted by a conversant humming .
DESECRATE the altar .
The rat people do n’t even deal . You may want to blab to the 2d blackleg confining to the BONEHOUSES door , though .
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you’re able to ' CHAT ' with him for a little quest .
A agile side - greenback : I went take the air off to the left hand for funsies and the CRYPTMASTER say : " You ’re skulking again . Stop it . " Made me titter .
There ’s mint of trivial voice lines like that and textual matter that appears on the blind when you go into the corners of the map ( or stand by the water ) .
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Go through the door and enter the BONEHOUSES . Turn left for the Tower where the PIPER is .
Oop , you ’ve been stopped . Are you royal family ? ' YES , ' you are .
No dice , you demand a crown - and I can tell you where to get one . really , I can evidence you where to get four .
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Do a flying 180 - tour and head over to the TOMBS .
The TOMBS
On the left field , after you walk through the entrance , there ’s a so-and-so in a John Milton Cage Jr. swinging next to another Eye Door . verbalise to the rat .
Meet FINK , he ’s been here longer than any other dirty dog . you could ask FINK how to get through the doorway by suffice ' DOOR ' to his first question , and he informs you that you should tell the Eye that you ’re ' robbers . ' That is , of course , the stunned melodic theme ever , but you still need to do that .
Go to the doorway and type ' ROBBERY ' as your reply . FINK is laughing in the background , go back to him and play bill of fare with him . You ’re play ' WHATEVER ' the card plot .
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The WHATEVER secret plan is pretty easy to play and win . You see the names of each card ? You need to clean letter from the bottom dustup that oppose the letters in the name . hear and opt letters that appear multiple times when you could .
The black missive are unwarranted letter and they switch each round of golf .
It takes about five minutes to play and you should easy beat FINK .
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He evidence you the material fashion to get past is to recite the Eye you ’re bringing a ' protection . '
Before you do that , go over to the correct side of this room , and take the path all the way of life down . There ’s a CHEST . Now , go to the EYE DOOR again .
After afford the EYE DOOR , instead of go straight through to the next room , turn to the right . take the air back towards the entrance on this newfangled path .
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There ’s a lovely CHEST waiting for you .
Once you ’ve got your solvent ( check our ' Clues for the remaining CHESTS ' segment for help ) , go through the new door and into the TOMBS .
There are four Tombs of King & Queens :
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you could ask FINK about each King and Queen to get clues for their door .
The Kings and Queens of the Ancient Tombs: AUROS
lead to AUROS ' threshold on the right , first . AUROS is a very similar spelling to the Greek God of the East Wind , Eurus / Euros .
He jumped off a tower , I guess he thought he was a ' BIRD ' or something .
When you enter AUROS ’ tomb , the first track to the right is a BOX .
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There is a TRUNK in the big open elbow room with skeletons patrolling it , too .
Go to the next elbow room , make your way down the stairs , and become left .
There ’s a SKULL there with another puzzle for you . Remember that your SKULLS might not be my skull , so ascertain the riddle guide at thebottomof this walkthrough for answers if you get sting .
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After the SKULL , I was able to unlock these computer memory word for the heroes : FLEX , ATLAS , PORT , andDROWN .
Turn around and head to the path to the right of the entrance . You ’ll retrieve a breast here .
Now you could make your way of life to the door and fight back a skeleton suspended in a transparent boxwood . Use words to oppose that have the displayed varsity letter in to make damage .
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Go through the doorway to the next elbow room .
The next room is AUROS sitting on his toilet . He asks you what word is short when you add two letters . The answer is ' inadequate . '
NIX start a cap , that ’s one down , and three to go .
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Before you leave the elbow room , there is aPage Fragmentbehind AUROS on the low-spirited level .
The Kings and Queens of the Ancient Tombs: MARTA
Remember that you take to go back to the master room ( perish through the three room of AUROS ' tomb ) and flex to the right to CRAWL through the gap in the wall and get to MARTA ’s tomb .
Before you do that , I highly urge unlocking some more password for your hero . you could scroll down to the list under ' Chapter 2 retentivity speech , ' but these might be helpful : CRACKfor JORO , FJORDfor SYN , DRUMSfor MAZ , andRATTLEfor NIX .
Now you should be able to deal the skeleton good . Head left to MARTA ’s tomb doorway .
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MARTA was sassy , but nobody could make sense of her . She was hazy as fog . To open her door , you must write ' MIST . '
The first room of MARTA ’s tomb has several traps in the center . Before you deal with them , go to the rightfield to find another SKULL .
The spike hole is very threatening , but go allow for first for anotherPage Fragment .
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At this point , you should be capable to unlock these memory words : fuzz , MARKET , andTRIBUTE .
The rest of the Tomb is just run past spike sand trap on the ground and fighting enemies until you get to MARTA . think that you may use skill outside of combat . The most utilitarian at this stage is SOOTHE from Maz . Just keep espouse the route to get to MARTA , it ’s not far and you should only need to fight two creature along the way .
MARTA asks you ‘ What can execute but can not take the air , ' the resolution is WATER . MAZ gets a pate .
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There are no more secrets here , head back to the primary way again . EDGAR is up the stairs on the left wing when you exit MARTA ’s tomb rooms . GrabSALMONfor NIX at some point .
The Kings and Queens of the Ancient Tombs: EDGAR
As you enter the first room , there ’s an gator to fight . He can block the letter ' J , ' which should n’t ' mess up you up too much .
channelise to the left-hand side of the elbow room for EDGAR ( TALIA is on the right side ) .
EDGAR was just , a stickler for law and order , and loved balance . Type ' FAIR ' to open up his door .
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The first room has a rotary walkway , if you go to the right you ’ll pass a dresser . Complete the brain-teaser and you should be capable to getSEABEDfor NIX ’s next memory tidings .
Fight the ' gator , go into the next room . There ’s a chest of drawers on the left .
Leg it to the far right of the room and accede the door there .
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EDGAR is in this third elbow room , and he sleepily asks ‘ What has an eye but can not see ? ' Well , he asks it after he wakes back up . The answer to this is ' NEEDLE . ' SYN ’s diadem has been gained , respectable job !
If , like my playthrough , SYN was beat at this point , set out the jacket brings her back to life ( I did n’t want to shlep back to the 2d altar to heal , it ’s soooo far away ) .
Head back to the main room again , where the paths split and EDGAR was on the left with TALIA on the right . Go to TALIA ’s door .
The Kings and Queens of the Ancient Tombs: TALIA
TALIA the wicked . She loved coin . Answer ' GOLD ' to get through her door .
Within TALIA ’s Tomb , there are letters you ’ll want to take Federal Reserve note of on the rampart - The first is Bel ; The 2d is O ; The third is 500 ; The quaternary is L.
After the L and before the final letter , you ’ll find the third SKULL on the ripe side of the path .
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The last alphabetic character is O.
Fight a skeleton , and off you go to see TALIA .
She will ask you what it was that observe her new . The missive on the wall were clues , and rearranged , they spell out ' rip . ' Of the four king and Queens , she ’s the creepiest .
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JORO experience his treetop , and we can eventually head back to the Bonehouses . GrabJOURNEY , SING , andFOILas your newest storage words at some stage on the way .
The SWAMPS
Oh , we are n’t steer to the Piper just yet . First , you must direct yourself to the SWAMPS and continue your typing adventure !
BUT WAIT . There ’s a sneaky SKULL in this area . Before you head to the SWAMPS , go into the water system in the elbow room with four exits .
You ’ll find a smartly hidden SKULL in the water .
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Now you’re able to go to the SWAMPS .
Once you take the air through the door lead to the SWAMPS , there ’s a CHEST in front of you . open up that and then turn right .
There is aPage Fragmentin the upper correct quoin of the room by a John Milton Cage Jr. . brush aside the door there for a minute , and backtrack to the one on the left .
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If you take the door on the leftfield , you ’ll find another SKULL . It ’s on the far left side of the room .
Go back the way you came and continue to the other end of the elbow room . There ’s a door that leads you to a enceinte room with weewee and floating tidy sum .
This way has a SKULL close to the expiration and another across the elbow room from it . For the one by the way out , you call for to get into the urine - it ’s hidden in a nook . The one across from it is on the bridge .
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The next threshold pack you full circle , so you ’re where you would have been if you ’d taken the north door and not backtracked to the door on the left .
There is aPage Fragmentclose to the going marked ‘ TO PALACE ’ on the minimap .
The next lot of memory word you could get should beTRIP , LITHE , HUNGER , andCACKLE .
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Further down , there ’s a SKULL in the water behind the dirty dog ’s safety gadget shack ( you ’ll need to get into the water to the left of the bridge deck leading to the shack to see it ) .
We ’re going through the other door , across from where you entered .
The first matter you ’ll see is a rat on the ground with a brand in his back . He warns you about a Large Foe , and the room is big with plenty of the cubed guys that have underframe in them . find complimentary to rest to him when he enquire how high-risk it is .
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There ’s also a SKULL on the far odd in the large part of the room with the swim skeleton square .
The next room has a huge seepage that ’s hard to kill , so allow ’s get some more words before we go : FEAST , BLADE , POKE , andTENTACLES . If you die out , the altar is several room away and it ’s just annoying walk all the way back .
The next room has two doors . The north one has a password to it , and the answer is ' TOOL . ' It go to a elbow room with a CHEST .
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I set out a MIMIC FOR THAT ONE . I go for yours is a normal dresser ! My Mimic was called Cassandra , they were immune to knockdown .
Go back out the way you come and take the other room access ( the one that was on the left ) . This itinerary also encircle back to the one we did n’t take earlier , so you are n’t miss anything .
Straight ahead is a circular with the parole ' MARRIAGE ' on it , a solitary man is looking for suitors . Anyway , to the left field is a SKULL , and mighty behind the flyer is a hidden nerve tract you have to DUCK under to get to . It has a box seat . Hidden gem , delicious .
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Carry on to the threshold on the map label ' TO PALACE . '
Before you go on , permit ’s get some more words , shall we?CARTWHEEL , THROW , BANTER , andSUBDUE .
There ’s also a Knight in this elbow room who is n’t happy about you desecrating the altars ( it was two , mate , calm down ) , fix for your first bit of boxing with an Armored Enemy .
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After the knight , there is a little passageway on the right near the next door . It has a box at the end . Now that the way is clear , you may will .
Toad Palace
This last elbow room before Toad Palace has several Toads around , as well as a SKULL on the left side of the room - you ’ll want to get in the water to reach it .
The entrance to the Toad Palace has plenty of no romance star sign . plainly , they want ' NEWS ONLY ! ' and it ’s literally post everywhere .
Go through the doors strike out N , E , W , and then S to get to the correct place . You ’ll arrive in a hall full of paintings of Goggo ’s St. Bridget . Keep going until you find Goggo and talk to him … While he ’s bath .
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It ’s a weird conversation , but there are two important reply to give . When he asks what YOU want to speak about , say ' MARRIAGE . ' When he asks you to describe yourself , say ' stagnant . '
He tells you to add a potion to his bathtub . Return to the previous room and habituate the ' CAULDRON ' to make a LOVEJUICE or SLEEPJUICE . If you have n’t been collect bug during this trip , that ’s your own fault . Go back to the Swamps , they ’re rife with them .
Speaking of the Swamps , we ’re blend in back anyway . We need Pisces from the sportfishing POOLS to fill in this job for our betrothed .
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Keep rifle straight back through the Palace and the next few rooms until you tally one where the function only say ' TO PALACE ' and ' TO FISHING POOLS . '
Before you walk in the door to the Pool , take a petty walk down the straightforward way to the right of the doorway . Oh , look , a SKULL .
take the air out of the path and you ’ll see aFragment Pagedirectly across from you .
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Now you may go in the door .
Look , a rat sitting at a table . He want to love if we ’re concerned in fishing . ' YES , ' we are .
When he offers you a sportfishing pole , he says ‘ I needNOTHING , ’ so that ’s what we offer in rejoinder .
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There ’s a SKULL hide out behind him in the square course .
Go fish ! No , in reality go . To catch Pisces the Fishes , go up to them and type in their name . Move the course until they ’re dependant and the letters of their name are rick ashen and black . Then press up to spin around in your fish .
TEASE , SUNLIGHT , andALONEare your next memory words . That ’s all of Nix ’s Book for Chapter 2 .
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When one of the heroes finish their countersign list , they level up and can choose a newfangled letter to append to their name .
Come out of the Pools and take the threshold to the left . You ’ll encounter an ' ABANDONED RECEPTICLE ' which acts as a CHEST ( added to list of CHEST solvent in the CHEST and SKULL answer guide ) .
A RATTY side-quest
Remember that concerned daddy rat that wanted us to encounter his Logos ?
To feel RATTY , instead of going to either sportfishing POOLS or TO PALACE , read/write head inside the unnoted outlet and go to the end to discover him .
He lets you cognise he ’s swallow up hoarded wealth and mark the place , and wants you to go incur it .
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His ‘ hoarded wealth ’ is in the elbow room justly before the sportfishing syndicate that has four exits in total . It ’s by the PALACE exit , to the left wing there ’s a small baseball field symbol on the bulwark . While face it , type jibe to have the treasure . Return to RATTY , then go back to his dad for a thank - you .
To complete this part of the chapter , return to the palace . Memory words you could type at this point should beFLIPandVERSE . MAZ levels up .
Go to the cauldron in GOGGO ’s castle again . You ’ll need fish and microbe that write out either potion - LOVEJUICE or SLEEPJUICE . To make the potion , you postulate to apply a bug or a fish that has each letter of the potion in its name . For model , for ' I ' , you may practice a ' DEATHWING . ' It will also fill in any other letters that match .
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Talk to GOGGO and when he asks if it ’s quick , type out whichever potion you have decided to utilise . After you have your deed of Nobility it ’s time to return to the Bonehouses and proceed into the Tower .
TypeAPPRENTICEANDDEPARTUREfor two more memory dustup . JORO and SYN will level up .
The TOWER
talk to the safety again , he ’ll see that you ’re wearing poll and immediately let you slip away . Enter the towboat .
Hey , you might require to type in these words at this point just to keep your store word blend : DEPARTUREandAPPRENTICE . This will pull down up JORO and SYN so that all four of the Hero are on the same horizontal surface again .
proceed into the Tower and make your way through to the first door by walking straight . The next room is n’t much big - but there is an elevator and the euphony becomes quite funky .
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instantly on your right after you take the air into this room , there ’s a CONTAINER ( for something ) .
As you could see , I ’ve gotCONTAINERandSANDSTORMready to be claimed as memory words . These , likeELDRITCHare degree 2 row for the heroes meant for Chapter 3 , but I ’d rather compile them now and get out room for more clues .
The lift wo n’t crop so do n’t waste your time . Go up the stair to the next doorway .
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There ’s another chest of drawers in the small elbow room ahead of you . calculate out the detail and then preserve through the primary room that was on the right when you entered .
Near the pacing strikebreaker , you ’ll find anotherPage Fragmentby the door .
Go through that door into a stairway and enjoy the game being creepy again . Up the steps you go .
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There ’s another bureau on the next floor , right away opposite the entrance . Find out what ’s inside and then head up the stairs to the rat guard .
Ooooh , he ’s a bit uppity . Show him your wedding certification by type ' BEHOLD ' and show him who ’s boss . Now you may go through the door to see the PIPER .
Well , not yet . First , spill to PRINCE STEVEN , the … Somewhat odd rat with the pointy chief .
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Take shame on the short lad and character ' WHATEVER ' to play card with him . call up how to bring ? I sure go for you do .
Talk to STEVEN again and let him know you need to go UP , and he ’ll unlock the logic gate to his father for you . Go up the step to the logic gate and enter .
Turns out the PIPER , VITUS , is a human being . I … Should have guessed that earlier but I absolutely did n’t . His son , STEVEN , is apparently human , too . That , I do n’t conceive , but okay .
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permit VITUS be intimate you need to go UP and he ’ll endeavor to bargain with you . In return for help you go UP , he ask that you give the COUNTESS a natural endowment for him . Agree , obviously . He ’ll then inquire for a little help finish a track in her ( dis)honor . He postulate the assistance of a trained bard - MAZ .
When he get down stuck , he ’ll ask for a word that rhymes with the last one he used . The first is ' SONG , ' so you could go with ' WRONG , ' as I did , or come up with your own !
Next is ' VERSATILE , ' which I rhyme with ' DIAL . '
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Third is ' GRAND . ' A quick note : Not all rhyme will be accept . If they are n’t , VITUS lets you sample again .
The last rhyme is ' WORD , ' so savour finishing off your bardic battle with the PIPER and get ready to go top - side ! Psst … you’re able to play ' WHATEVER ' with VITUS , too . It have me three attempts to beat him . THREE .
Head back to STEVEN and employ the ELEVATOR .
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Once you arrive at the next floor , climb up the ravel .
Chapter 2 memory words
JORO
SYN
MAZ
NIX
Once you ’ve leveled up any of the heroes , you’re able to start find run-in from the next listing - which is technically the Chapter 3 list . But if , like me , you were trying to find every chest of drawers and SKULL and battled a lot of colossus , you may have start the hero ' story 2 lists already . That ’s hunky-dory , just bear it in head when you see the inclination of memory run-in for Chapter 3 .
CRYPTMASTER Walkthrough, Chapter 3: Lost Books
Finally , Chapter 2 is over and you ’ve reached the surface world . It ’s a morsel curious being top - side without any coloring in the man , but you ’ll get over it . For Chapter 3 of the CRYPTMASTER Walkthrough , you ’ll be exploring a few different areas , as well as THE SUNKERN SEA .
Despite the funky - looking map , there ’s not much to do in this first country . You should already have three words from the Chapter 3 leaning : ELDRITCH , SANDSTORM , andDOMINATION . you could now also getPUPPET , HARNESS , andEXILE , if you ’d care .
Walk around a bit and the CRYPTMASTER will eventually ask to play a game .
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In compositor’s case you get stuck with this island - themed eye - undercover agent plot , here are the solvent :
And now you may chew the fat the next area - the slightly rum townsfolk of PANTRY ! Just type the name and CRYPTMASTER will get you there .
PANTRY Town
Getting recognise by a floating skull is n’t my estimation of a good clock time , but okay . You ’re still attempt to go UP and if you let the skull make love , he ’ll recount you to seek out the COUNTESS .
If you walk through the skull - the FORTUNE TELLER - he ’ll mend you .
The first matter I did was ladder over to the ALTAR because , as I ’m certain you ’ve clear , an Lord’s table is both your save point and a style to cure .
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Still DESECRATE it , though .
LOOK , A CHICKEN !
You see this sign ? Pay attention to it . I did n’t , and a snake in the grass bit me , then I walked back too far and ANOTHER collation bit me .
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If you want to skip a bunch of stuff , go straight to the TOWER . We ’re not doing that , we ’re go to the CAVES . Go back out of the grocery and sprain right to go towards the CAVES .
The CAVES
On your left is a CRATE .
Turn around and take the way of life that was on your right field when you walk in .
In this next country , there ’s a CAULDRON directly ahead , and a merchandiser selling a WHATEVER card to your left .
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flat across from the merchant , you ’ll detect another CRATE . MINE WAS A MIMIC , I HOPE YOURS ISN’T. Their name was CHESTER , they ’re dead now .
Continue up the path to the SEA CAVES and get into .
Take the second rightfield to ascertain a bureau on the docks . Continue down the path and you ’ll find anotherPage Fragmentfloating around in the middle of the area .
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Go to the furthest expiration at the back of the arena .
There ’s a well here , with a mark that you likely ca n’t read . Considering you ’re using a walkthrough , the sign says ' MORNAY . '
Head back out the issue and enter the other doorway we did n’t go through in the previous room . There ’s a SKULL with a brain-teaser on the right before you enter the door .
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The next room has a SKULL on the left , and a CHEST next to the threshold on the right . you’re able to go through either door , they both moderate to the same position .
Keep go through the next four elbow room until you see the COUNTESS . There ’s nothing peculiarly hard or life-threatening , you may just keep walk until you meet her in the fifth room .
She call up you ’re servants , and lets you into the TOWER , no motion asked .
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Once you enter the TOWER , go to the left side for a SKULL .
In the next room , once again go to the left side for another SKULL . There ’s nothing else of interest in here , so just bulge out through the giant room access on the far side of the way .
There ’s nothing in the next elbow room , but snaffle these memory word while you ’re here : SERENADE , OCCULTISM , TRAINING , WOLVES .
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Enter the next way and straight off within sight , you’re able to see a RECEPTACLE on your right . Leave the room through the large door to the left hand of the area .
There ’s a CHEST in the next room , on the unexpended - manus side . Both of the other doors in this room lead to the same situation , so you could go through either . I blend through the top right-hand one .
We ’re now at the floor of the TOWER and there ’s a SKULL on the right . The ALTAR here in reality wants to talk to us , but understands that we ’re still go to DESECRATE this one for another save and heal tip .
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If you had gone straight to the TOWER from PANTRY , this is the room you would have terminate up in . There are several CHESTS and SKULLS that we have n’t hit by going this way , so portal back to PANTRY by type out the town ’s name and go to the TOWER entryway there .
Let me just quickly run you through the PANTRY to TOWER route :
And you ’re back where you were !
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On the rightfulness of the door leading to the TOWER , there ’s another SKULL . Take the door to the TOWER . There ’s nothing in the next elbow room with the farsighted tabular array and both doors go to the same place , so take either door at the top of the way .
There ’s a SKULL on the left of this next room .
Type these for more memory words : TEETH , EXPOSE , BACKCOMB , PROPAGANDA .
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Find a floatingPage Fragmentat the end of the next room ( near the door ) .
After a farsighted corridor , there ’s a spike trap queerly placed in the center of a small room . you could avoid it by walking around it .
Walk down the next corridor and the COUNTESS will cut off your skulking again .
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Once you ’re in the next room , you ’ll need to be more careful and have a near scrap program in mind . Some enemies from here on will do twice the scathe that they usually do .
Defeat or walk around the Ooze creature to encounter a CHEST in the 2nd room of this area .
Welcome to ULARA ’s COURT .
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To the right , there ’s aPage Fragment . To the left , there ’s a spate and a CHEST opposite it ( it ’s hide in the corner ) . Go flat in the lead to regain the COUNTESS .
In the COUNTESS ' room , there are two CHESTS on the right . One by the staircase , one by the balcony . Okay , one is a caisson , but it ’s a CHEST .
Use the WAX CYLINDER in the way to hear VITUS ' song in full . It ’s in reality a bop !
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Now , talk to ULARA . Answer her questions and when it ’s prison term , tell her you need to go UP .
She will call for for a favor as a patronage . She ’ll ask you to find the gens of four lost Supreme Being that she has the books of . She ’s unlocked the program library for you so that you’re able to find out the names . you could also play WHATEVER with the COUNTESS .
There ’s a SKULL on the left side of the stairway ( your right side if you ’ve just move around around after speaking to the COUNTESS .
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snuff it the room , and go leave to the depository library . There are four roll at the back of the program library with clues about the name of the island each god resides on . Let ’s start with the left roll :
PAYN: The God of Doom and Destruction
You have two choice here : you may either go back to PANTRY and use the sign around town to figure out the full alphabet , or you may on the spur of the moment gain the knowledge that the Island of PAYN is called BRIMSTONE .
Because the squad behind CRYPTMASTER deserves our efforts , I wo n’t severalise you what the entire notation says . you’re able to go envision that out for yourself .
eccentric native sulfur with the gyre up to have CRYPTMASTER confirm it ’s correct , then stand in the middle of the room and type it again to portal there via the CRYPTMASTER express .
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Once you ’re there , go directly and you ’ll run into a skull that really needs to calm down . Tell him that you ’re here to see PAYN , pretty please . Go through the door once the skull shuts up .
In the first elbow room of his tabernacle , there ’s a SKULL to your left wing . There ’s also a SKULL in the top left wing and another in the top right of the area . look on out for the spike traps .
Oh ! turn out talkative skull is PAYN . Go through the doorway , grab these words : GRIN , SEWERS , REQUIEM , OFFER .
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Welcome to the arena of PAYN . The first way has spike hole , which are easy to keep off . The second room has rolling boulder , also pretty well-situated to avoid .
The third room ALSO has Boulder . Just wait for the first readiness to go and walk as tight as you may .
The fourth and final elbow room has a SKULL on the right as soon as you walk in , and a STRONGBOX in the top correct corner . Type these memory Word before you move on : SNEER , ASPHYXIATE , STIMULATE , andSUMPTUOUS .
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you may keep fighting until you get the letter of the alphabet or nail this quick by type in ' godlessness . '
Right , that ’s PAYN dealt with . Go back to the subroutine library for the next scroll .
KLAXO: The Funhouse God
There is a mystifier to calculate out two rime discussion . The solution is ' CLAPTRAP . '
take the air up the path to meet KLAXO . He enjoin you that one of the two statues on either side of him only lies and that you involve to differentiate him which the liar is .
Neither lies . They ’re statues . He ’s the prevaricator . They may blab , but they do n’t say anything of consequence .
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The first elbow room has aPage Fragmenton the left .
The second room has a thorax on the right ( the second right on the function ) . Take the top left issue to go to the next area . DO NOT take the exit on the rightfield . You just end up back at the rootage of the way .
Take the furthest exit from where you started in the next room , too . Continue down the corridor until you gain KLAXO . Before you talk to his book , type in ' STIMULATE ' for a lovely revivification acquisition .
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As you may have guessed from the head ache - inducing music and funhouse - character decor , KLAXO is the god of NUISANCE .
Make your mode back to the program library and interact with the third scroll .
LORIA: The Goddess of Queues
The roll puzzler for LORIA refer her island of ' GRACE . ' Rearrange the letters , and the answer is ' SHAME . '
LORIA will not speak to you unless you go through the blood to mouth to her .
In the first way , take the itinerary to the rightfield to happen a TRUNK . From there , you could take either route to get to the next room .
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discover a SKULL in the top right-hand quoin of this second elbow room . The exit the SKULL is next to is the one you need to take .
This is the fastest of the graven image so far . LORIA ’s room is in good order behind that door .
LOIRA is the Goddess of Bureaucracy . Once you ’ve got her leger , head back to the library again .
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ISS: The Goddess of Sinners
The fourth puzzle inquire you to find the letter that are share or are n’t share between each of the two words . For example , in the first line , they do n’t share the varsity letter R. RUMPUS is the name of the island .
Head straight to the door and adjoin ISS . She ’s jolly relaxed about you being there and invites you in .
Do n’t utilize any ‘S ' words in this place . At all . Snakes just vanish up and assail you .
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There is aPage Fragmentat the goal of the first room near the doorway you have to OPEN .
In the next room , maneuver to the top right of the map to find a SKULL .
Keep head north and you ’ll meet ISS . She ’s the Goddess of FLIRTATION .
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That ’s all four . Go back to the COUNTESS .
Along the elbow room , you may pick up these memory discussion if you have n’t already : HUMILIATION , ISTHMUS , VIBRATION , FATHOM . believe we ’re closing out Chapter 3 here and there are still PLENTY of countersign left , I ’m go to steer you to theChapter 3 retentiveness wordssection in this guide . I wo n’t be suggesting words for you anymore , all of the row are write in eachmemory wordssection , so they ’re prosperous to access .
After reelect to the COUNTESS , she order you that so as to go UP , you should type ' OBSERVATORY . '
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Climb the LADDER to go UP .
Chapter 3 memory words
CRYPTMASTER Walkthrough, Chapter 4: Helmets in the DOWNWOOD
When you touch DOWNWOOD , you ’ll need to babble to ORTHOS . He ’ll ask if you know who he is , if you take anything , and then force you to say ' PLEASE ' when he offers to help you trick the Eye Door .
Then he ’ll ask for your name . After typing ' JORO , ' he has a fanboy minute , and accord to help you . He ’ll give you the first of four helmet that you ’ll need to trick the Eye Door so that you could leave this place .
To your rightfield is aPage Fragment , and to the top left of this area is a SKULL .
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Go through the room access , there ’s a coffin on your leftfield , and a CHEST on the right hand in the small surface area off the path .
Keep walk up the path on the right side of the map and you ’ll see a merchandiser git . He ’s selling a ' potty , ' but it ’s really another HELMET . It’s100 Soulsand you should utterly buy it .
In the next elbow room , there is an ALTAR straight onward . Listen to what she differentiate you , it ’s of import and affects a determination you make later . Oh ! There ’s a BOX to your left . bask that .
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Take the door on the right and then follow the track to the MINES through the next door . Be heedful of that crumb on the bridge , he hits hard .
In the first elbow room , there ’s aPage Fragmentin the upper left country of the map .
The next room has a SKULL on the left side of the elbow room and two door to choose from . Leave the SKULL for a moment , we ’re issue forth back this direction .
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The threshold on the right is interlock , but if you take the air over to it , the CRYPTMASTER makes a remark about how childish rat are . The solvent is ' BUTT . '
Go in and snap up the HELMET off the cadaver , and solve the SKULL conundrum at the back of the way . Leave the means you came and direct over to the odd doorway - the one you did n’t take the first time . work out the SKULL riddle along the mode .
This next way has a SKULL on the rightfield and a CHEST on the left hand . Lots of SKULLS in this domain …
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Go north , pull the LEVER to go up again . Back on the surface , there ’s a BOX to your left .
Go straight on and take the first right .
You ’ll see a threshold immediately on your left , go through there and there your 4th HELMET is waiting for you in the center of the room .
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Go out the way you came , maneuver straight , and then through the door on your left pock ' TO GATE ' .
Keep walk to the next , much large , elbow room . There ’s a CHEST on your right field .
Once you ’ve got that ( mine was a repeat enigma , which has n’t happen yet ) , keep walk north . invalidate any soldier as you go , because they might consecrate you , which will hurt .
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Go through the door , and be greeted by a giant GATE with way too many eyes .
The gate will ask which squad you ’re in , you ’re in squad ' FOUR . '
After answer his next question , he ’ll ask for the password . The countersign change , I ca n’t help you here . Mine was ' BACKGROUND , ' but the one I had before that was a parole beginning with a ' T. ' alas , I died so I could n’t find out what it was .
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STIMULATE and SOOTHE are cash in one’s chips to be your favorite skills after that battle …
Go through the door , climb the ravel . You ’re almost there .
Chapter 4 memory words
CRYPTMASTER Walkthrough, Chapter 5: Choices
After climbing the ladder a last fourth dimension , you ’re as UP as you could go .
The ALTAR young girl has more to tell you , and she offer you another choice . An alternative to what the CRYPTMASTER wants . No matter what you make up one’s mind , DESECRATE the ALTAR .
Take the itinerary to the right , go through the threshold , and savour the sunniness .
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There ’s a pectus on the correct side of this large way .
Once you have that , follow the course around to the leftfield and go through the next door to the second way .
Walk north , go through to the third room . Again , go through the room access . It ’s a bit of a long , final stretch . Lots of walking and doors .
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Nothing different in the quaternary room , keep going to the fifth , and then through to the corridoor / sixth area . The seventh field has a couple of guards you may fight or sneak preceding if you ’ve got decent observation skills .
The eighth area is another corridor with no enemies . You ’re almost there .
It ’s in the 10th domain that you finally add up face to fount with AUDO ( the ninth is just the introduction area , warning you that he ’s come up next ) .
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He ’s been active for centuries , and has been expecting your arrival .
If you do n’t desire to spoil your own closing , end reading here . If you pass away and end up back at the ALTAR , type ' AUDO ' to go back to the 9th room .
When you crush AUDO ( which conduct some endeavor , so go in with a scheme ! ) , he notice that you have the SOULSTONE and asks if the CRYPTMASTER is with you .
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He taunts the CRYPTMASTER , gives a bit more of a chronicle lesson , and there ’s a grand reveal that I unquestionably did n’t gestate .
Now you have your pick ; three , to be exact . Two are obvious , the third … Not so much .
you could prefer to kill AUDO , SMASH the SOULSTONE , or -
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you’re able to just say ' NO . '
I said no , because chaos is fun and I could see both side of meat of the argumentation but I did n’t think either of them were choke about this in the right manner . This is also thehiddenending of CRYPTMASTER .
By choosing NO , you determine that a new order is formed that is guard by the four submarine . The deadened live among the humans , but ultimately decide they favor the underland to the glower of UP .
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If you opt ' bang , ' the urban center is save , the CRYPTMASTER pall , and AUDO continues to look on over the city ( alongside his four familiar , who have their own mausoleums now ) .
If you choose ' KILL , ' the CRYPTMASTER linguistic rule over the metropolis , bringing hordes of the undead and other beast from the Underland .
Chapter 5 memory words
All CHEST and SKULL Riddles and Answers (Chapter 2 onwards)
For those who want the answers to all the CHESTS and SKULLS in CRYPTMASTER , I ’ve written up this extra section . This part of the walkthrough hold in the answer to every CHEST ( BOX , CONTAINER , TRUNK , etc . ) and SKULL I came across in the game .
All of the cue here are written as close to verabim as potential . Some clue are difficult to hear , but you ’ll be capable to discover your answer by searching independent terms using CTRL+F or just scroll down the list .
All CHEST clues and answers in CRYPTMASTER
All SKULL riddles and answers in CRYPTMASTER
Looking for more dark mystifier game here at Pro Game Guides ? Read ourAlone in the Dark Review : A step in the right directionand ourScary Horror 2 – Chapter 1 Walkthrough .
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