Walkthrough of Fran Bow - full version. Walkthrough of Fran Bow Walkthrough of the game Fran Bow


We are trying to unlock the cage with the sisters' key, but it doesn't fit. We go down to the second floor and move to the bedroom on the left. In the frame of a large mirror we find keyhole and insert the key into it. Click on the lock again and zoom in on the puzzle. The principle of a puzzle is familiar to many - these are tags in which we, by rearranging the chips, must assemble a certain picture or pattern. In this case, we have to place the gears so that they all rotate. In the lower left corner the large gear is stationary, and it is the first link in the mechanism. The same large fixed gear is located in the upper right corner - it closes the mechanism. There is another stationary gear in the center of the puzzle. We number the chips as suggested below and move them in the specified order.

Initial data Ready solution

Video recording "Tag"

Algorithm: 17 – 16 – 11 – 6 – 1 – 2 – 3 – 8 – 13 – 12 – 11 – 6 – 1 – 2 – 3 – 8 – 13 – 18 – 17 – 16 – 15 – 6 – 1 – 2 – 3 – 4 – 9 – 8 – 13 – 12 – 11 – 6 – 1 – 2 – 3 – 8 – 13 – 12 – 11 – 6

Then: 15 – 10 – 9 – 8 – 13 – 18 – 23 – 24 – 25 – 20 – 15 – 10 – 9 – 8 – 13 – 18 – 19 – 20 – 15 – 10 – 9 – 8 – 13 – 18 – 19 – 20 – 15 – 10 – 5.

The mirror breaks and behind it is the sisters' secret closet. We examine the skeleton, and take the key from the top shelf. We hurry to the attic, where we unlock the golden cage with a new key. We free Mr. Midnight and hug our friend.

Achievement STEAM : For freeing the cat we automatically receive achievement "Find Mr. Midnight! .

Together with the cat we go down to the kitchen and through the window we get out to the toad. We communicate with the toad and ask it to take us to the other side. We use baking powder from the inventory on the toad, after which we receive a photo and a book as a gift, and hit the road. In this mini-game we have to move three times over logs and leaves to the top of the island. You can skip the mini-game at any time by clicking on the arrow in the upper right corner of the screen.

Video recording "Toad"

Achievement STEAM : Having finished the “Toad” mini-game and not clicking on the skip-game arrow, we get achievement "Toad on board!" .

Finding ourselves alone with the cat, we move all the time to the left, but soon we fall off the bridge. Let's watch the video.

Reality (Play as a cat)

We come to our senses and see Fran’s things scattered everywhere. The girl herself is nowhere to be found. We examine the dress on the log and try to scratch the log itself. The log suddenly starts talking. It turns out that Fran has turned into a tree! A boat with strange creatures floats through the air and begins a conversation with us in a language unknown to us. Fran asks us to find her purse. We go to the right and see a bag floating on a water lily. Attached to the tree is a mechanism with gears that controls the retractable bridge. We turn the handle of the mechanism and stand on the extended bridge, but it immediately folds. We pick up on the shore stone, turn the handle of the mechanism and place the stone in the gears of the mechanism. The stone lies in the cat’s mouth, so first click on the stone in the mouth in the lower left corner of the screen, and then on the gears. We cross the bridge and pick up the purse. We return to Fran. Open the inventory by clicking on the bag in the cat’s mouth and select the photo. We give the photo to Mr. Vegetable, after which he puts everyone in the boat and flies away.

Chapter 3: Vegetative State

Reality (play as Fran)

We are brought to the unknown country of Iverst and introduced to King Zhiar. After talking a little with the King, he grows a fruit on us, on a tree, and after eating it, he learns all the information about Fran and the cat. We ask you to help us return home and find out what needs to be done for this. Zhiar will lead us to the door that will send us home, but we must go through this door on our own. We eat a fruit that will teach us to understand the language of Iversta. Then we are sent to Doctor Palontrans, who, having bathed us in a magical lake, gives us extensions, i.e. wood, arms and legs. We go left and go down to the King. We show off our new arms and legs and find out what our next steps are. To open the magic door through which we will get home, we need to find the Great Wizard who lives on Mount Cotram. The Wizard has the stones that unlock this door. We take our purse from the cat and discover that we have lost our pills.

We go left, try to go through the door guarded by a beetle, and find out that the library is only open in autumn and winter. We go left twice and ask another beetle for the location of Mount Cotram. It turns out that the mountain is in winter time. There is no need to wait for winter; you can move at this time of year. The beetle doesn’t know how to explain things correctly, so it sends us to a watchmaker for clarification. We go down the stairs and approach the bench on which the map of the country of Iversta is marked.

Mount Cotram is visible on the map. At the fork, go left twice to the watchmaker, as the beetle said. We start a conversation with the watchmaker and find out that you can change the time of year using a clock on a large tree. The tree itself is located to the left of the castle. We go left again and, after talking with the snail, we agree to play a board game with it. To win, you need to place three pieces diagonally, vertically or horizontally. This game is familiar to us under the name “Tic Tac Toe”. Only in this case there will be black and white figures, we play for black! The mechanism on the right determines whose move it is. Having won, we receive a gold coin. In total, the game will require four gold coins. You can earn them right away or use the snail every time you need it.

Achievement STEAM : We win five games of the snail board game and open achievement "Faster than a snail!" .

We move three screens to the right and at the intersection we run along the left path. We find ourselves at a large tree with a clock. We pull the lever to the left of the tree and hear a strange crunch. It seems something is broken! We rush to the watchmaker, ask him to repair the watch and hand him a gold coin. Together with the watchmaker we go to the clock. We communicate with him, and during the conversation we fix the clock. Kogvin, that’s the name of the watchmaker, gives us a watch control panel. The remote control is now located in the lower right corner of the screen, where the jar of pills used to be. We pass to the right twice and go up to the mountain on the left. Switch to winter time, for which we press the arrow on the remote control and set it to the blue zone. We go into the cave and meet the Great Wizard. The wizard cannot lend us stones, because... he hid them and forgot where exactly. The wizard can remember where the stones are if we solve his four riddles. The clues will be certain objects that need to be placed at the tops of the Iverst star on the floor in the Wizard's cave. We immediately learn that in order to transform back into a person, we need to find all our things. We open the inventory, study the riddles and begin to solve them.

First riddle sounds like this “I’m usually cold, but if you use me... I’ll become very hot.”. We carry this item in our purse almost from the very beginning of the game - it is a match. To the left of each riddle there is a certain symbol, the same symbols indicate triangles on the star. This way we can easily determine exactly where to put the items. Click on the star on the floor and use the matches from the inventory on the top of the star.

Having placed the first item, we move on to solving the second riddle.

Second riddle reads “I shine like the sun, but I don’t burn you at all, I just cause a sour smile”. We leave the cave, turn the arrow tosummer time(yellow zone). We pass once to the right and once to the left. We find ourselves at a grasshopper who is collecting lemons. Well, of course, the answer is lemon! We ask permission to take one lemon, but the grasshopper has limited resources and does not allow us to take the fruit. Then switch toautumn time(orange zone) and use a knife from the inventory to make a hole in the basket. Let's go back tosummer time(yellow zone) and wait for the moment when the insect leaves with a basket full of lemons. One lemon falls out of the hole we made, and we pick it up. We run to the right and go up to the mountain. Switch towinter time(blue zone). We go into the cave, zoom in on the star and place the lemon on the right triangle of the star.

Let's move on to the third riddle.

Third riddle sounds like this "Cold daughter, swim, swim... Dancing through the stream of water". We move the arrow toautumn time(orange zone). We go down the mountain and go left three times. We find ourselves on the river bank. We select from the tree on the rightfishing rod and, having examined it in the inventory, we understand that the fishing rod is broken. Switch tosummer time(yellow zone), and jump into the boat. We row left twice and find ourselves at the folding bridge, where the cat was looking for Fran's bag. We get out of the boat and follow to the left. We pick up the girl’s things from the ground and don’t find any pills among them. Maybe it's for the better! We return to the right bank of the river and run to the market. Along the way we encounter shadows, but we cope with them. We approach the blacksmith Pruter, show him the fishing rod and find out that the fishing rod is missing a hook. We give three coins to the blacksmith and get a ready-made hook. If you don't have any coins, go left to the snail and win three coins. Now we approach the counter with spools of thread, which is located opposite the blacksmith. We communicate with the seller, show him the fishing rod and receive free fishing line. In the inventory, first combine the fishing rod with the fishing line, and then combine the fishing rod with the hook. We get a finished fishing rod! We go one screen to the right, throw a fishing rod into the river on the right and catch a fish. It is the fish that will be the answer to the third riddle. We run to the mountain and switch towinter time(blue zone). We go into the cave and zoom in on the star on the floor. Place the fish at the bottom of the star.

Let's move on to the fourth riddle.

Fourth riddle reads " Light, hollow. I bring freedom to birds, and I write letters to people." We leave the cave and seefootprints on the snow leading up the mountain. We go up and notice a huge dragon in the air. Only after this we go down to the tree with the clock. We see a fallen huge dragon, which is Palontras. The doctor flies away, and we pick up the fallen feather. We go up to the cave of the Great Wizard. Zoom in on the star and place the feather on the left triangle of the star.

All four items should lie like this:

The wizard performs a ritual with a match and remembers that the first stone lies in a magic cap on the top of the mountain. We climb to the top and try to remove the cap from a huge stone. We meet the fallen star Cotram and learn that he will give us the cap only if we return his wife, who abandoned him. My wife wanted to have her own island, which we have already seen. We go down the mountain and see the shadows again. We hurry to the river bank, where we turn the arrow tosummer time(yellow zone). We get into the boat and row to the middle of the river. We swim up to a smallisland and talk to him. The island turns out to be Countram's wife, who left him because her husband became cold and boring. Countram grew a beautiful red flower to show his love, but this year the flower did not grow. A flower grows at the base of the mountain, and the wife is ready to return if she sees this flower. We return to the shore and go right three times. We move the arrow toautumn time(orange zone). We findRed flower and use a knife from the inventory to cut it off. We run to the shore and switch tosummer time(yellow zone). We sail to the island and present Cotram’s wife with a red flower. We follow my wife to the top of the mountain. Switch towinter time(blue zone). We click on the cap on Cotram’s head and take it away.

Achievement STEAM : For the reunion of lovers we automatically open achievement "Dr. Love" .

We go down to the Wizard's cave and give him the cap. The wizard performs the second ritual and says that the second stone lies in the library book. We will also find out the password to enter the library " Your feelings are easy to manipulate, turn them off before learning..." In front of the library we visit the market, then move to the location with the snail. Switch to spring time(green Zone). We approach the little root selling vegetables and talk to him. Zelma, that’s the name of the little root, tells us the name of her favorite song “One and one will be two! One and two make three! Two and three will be five!. We remember the name and hurry to the library, for which we go up to the castle. At the entrance to the castle we meet shadows again. Switch to winter time(blue zone). We go one screen to the right and, having given the password to the beetle, we go into the library. In the left corner in the pile of books we take the open one book and remember the number translation system. To do this, we count the number of chips on the right and remember the designation of this number on the left.

Next, we zoom in on the stump with the code in the center of the library. We need to place chips on the panel in such a way as to comply with the Fibonacci sequence, because It is this sequence that can be traced in the title of the song of the Zelma root crumb. (Fibonacci sequence – a sequence, each member of which is the sum of the previous two Note author ). First of all, we need to extend the sequence, because... eight chips. In Arabic, the sequence will look like this:1 – 1 – 2 – 3 – 5 - 8 – 13 - 21

Using the book, we convert Arabic numerals into Iverstinian ones and display them on the panel.

We hear a click and exit the approaching puzzle. We move the arrow tosummer time(yellow zone). We see how a lever appears at the stump with the puzzle, and we turn it several times. A skeleton appears from a stump holding a book. Push it twicestairs to the skeleton and take the book from him. We leave the library and go towinter time(blue zone). We return to the Wizard's cave and give him the book. The Wizard then performs a ritual over the fish and reports that the third stone lies in the dancer's shoes. We go down the mountain and switch the dial to daylight saving time.time(yellow zone). We talk to the beetle standing at the entrance to the bar and understand that we need a ticket to visit the bar. We go to the right and talk to the Valoks, who leave immediately after performing their initiation ritual. Found in the wall of a barhole , covered with firewood. We spread the boards and ask the cat to climb into the bar and steal someone's ticket.


Sometimes, when playing through another game, players get stuck in certain places: “Oh, where is that damn key? I’ve already searched every damn room in this castle!”; “What the hell is this platform, it won’t go down, I can’t break it apart: I’ve already interacted with the lever?”; “Holy shit, gee, gee, how do I get into the settings menu, gee, gee? Here, hey, hey, there are only options!” etc.

In this case, the author began to half-heartedly describe walkthrough of the full version of Fran Bow. So, it's time to get started. Oh yes, by the way. If you prefer “Dasha the Traveler” to the ABC, then you will be much more pleased to familiarize yourself with a similar video walkthrough. Well, for fans of “The Count of Monte Cristo” and what’s bigger, this text version is suitable, which briefly runs through the plot.

Watch the video walkthrough of Fran Bow

So, let's go, pedaling!

The beginning of the game does not bode well, as its very first video shows the gamer a rather creepy picture of the life of a girl named Fran. Everything seems to be going well for her - happy, cheerful, plus, her parents give her a fat black cat. But out of the blue she discovers her parents, dismembered like a Christmas turkey (a little pleasant aroma won't hurt the musky events). After this, she, like any other child who would find herself in a similar situation, begins to have nightmares.

From all this horror, she runs into the forest with the cat Mister Midnight and loses consciousness there. She comes to her senses already in a madhouse under the supervision of an overly curious child psychologist. Unfortunately, she does not find the cat with her. Fran plans to escape from the yellow house to her only relative, Aunt Grace, but before that she wants to find her sour cream lover.

Immediately after waking up, you need to talk to the doctor, choosing the appropriate answer options from the list. Everything is done quite clearly, and it is unlikely that you can get confused here. Next, the developers introduce the gamer to the principles of using and combining items. After several frightening events, the heroine will fall into a long sleep.

The first chapter will begin the next day. It should be noted that some of them are divided into parts.

Chapter I

The main goal in it is to find a way out of a not particularly pleasant room. First, you need to examine the available locations, walk along the corridor, talk to anyone you can, and try the window in the room. Along the way, you will have to solve one fairly easy puzzle with a metal box.

The code (8945) that will help open it is on a piece of paper that lies on the table. The box provides access to pills that put the protagonist into a sleep with terrible visions. It is in them that you will have to look for objects that will help in your passage. The chapter consists entirely of scavenger hunts, searching for clues and characters taking over the dialogue. There is nothing complicated. But in the end - freedom.

Chapter II

This chapter is dedicated to long wanderings through the mysterious forest. But the forest is not entirely normal, since gamers will encounter numerous anthropomorphic animals and insects in it. However, in the second half of this part there is a certain pleasure - at the cost of incredible efforts, the cat will be found and freed from captivity. The heroine herself learns that getting out of the paranormal world is incredibly difficult. Fran will then turn into a tree (why not?!).

The journey at the climax of the chapter takes two companions to another mysterious island. From now on you have to control the cat.

Chapter III

Due to his cleverness, the cat decides to save his owner. He travels quite a long way, even addressing the great king of the island and the ruler of the world in one person. Without any hesitation, having solved many riddles that the Riddler himself must have composed, the four-legged man manages to return Fran to her previous normal life with the help of a certain Wizard. By the way, while traveling around the world, you can enjoy the detailed scenery.

Chapter IV

Again Fran is thrown into the forest. The pills make themselves known! There is a full pressure of dialogues here. You will meet both already well-known characters and completely new heroes (the imposing skeleton Itward in a tuxedo and a rather beautiful top hat). The area only became several times more sinister and darker. We'll have to cook something that's not particularly legal. Gradually, Fran learns that her parents were taken by the black monster Remor.

Walkthrough of the full version of the game Fran Bow constantly raises a bunch of questions related to the meaning of current events. Finding it is sometimes harder than making high-quality methamphetamine.

Further exploration of the way home leads Fran and the black cat... home. But Aunt Grace's house on her home street is locked. Suddenly the girl is found by the psychologist who appeared at the beginning. Of course, an adult man takes the heroine back to the clinic (well, sometimes desires do not coincide with possibilities).

Although, as it turns out in the end, not to the clinic, but to the cemetery. Next, the player again enjoys a dose of madness, which is estimated at approximately 30 minutes. In the finale, the player will find out why Fran's parents died, where Aunt Grace went, will expose the secrets of some lithophanic villains and see the names of the madmen who created the somewhat amazing project.

Vague results

You can’t really describe everything briefly when doing Fran Bow text walkthrough, which can be considered a jerky run. It is recommended to comprehend all the moments personally or turn to the video walkthrough, chewing chips along with the plot.

Fran Bow is an unusual game about a little girl. There are many projects based on the emotional experiences, mental disorders and life problems of the main character. It’s quite difficult to surprise with a game like this nowadays, and even more difficult to create a coherent and interesting project in this genre. The developers of Fran Bow coped with the task - their project is interesting to play and watch the development of history. The creators managed to maintain a balance between a banal plot and interesting solutions and images.

Background

Before we begin the passage of Fran Bow, let's get acquainted with the plot of the story. The main character is a 10-year-old girl named Fran Bow. Her faithful companion is a big-eyed black cat who always runs after the girl and accompanies her everywhere. The story begins with the heroine finding her parents dead. As a result of the tragedy, she begins to develop a mental disorder. Shocked by what she saw, the girl runs away from home with her cat and a gift from her parents into the nearby forest. There she loses consciousness.

When Fran comes to, she finds herself in a mental hospital. From the first minutes, she understands that something is wrong here - there is an eerie atmosphere in the hospital. The girl decides to run away from the hospital. She was prompted to do this by a cat who appeared in a dream, whom she was going to find at any cost. After this beginning, the passage of Fran Bow begins.

Prologue of the game

The girl woke up in the psychologist's office. Next comes a short dialogue with the doctor. Surprisingly, the doctor looks calm and asks questions about the heroine’s well-being. The girl replies that she wants to find the killer of her parents. The psychologist says that the girl is waiting for a message from her aunt, her only living relative. You must go to the table in the ward and pick up the package. On the table we find Mom's bag with a note from Aunt Grace.

After another dialogue, the doctor suggests that the girl take medicine and go to rest. Fran agrees and falls into a restless sleep with nightmares and constantly changing visions. Now the main walkthrough of the game Fran Bow begins.

First chapter

First you need to click on all active objects in the room. For the locked box you need to find the key. First of all, we pull off the curtain and take away the hook that will fall with it. Now we start talking with the doctor. At this moment, the passage of chapter 1 of Fran Bow itself begins.

The player needs to find the code after talking with Phil. We find a box near his bed and take the key to that same box from it. We return to the heroine’s bed and open the drawer. We go out into the corridor and find that the girl’s aunt is talking to the doctor. We turn back to the room and open the locked door using a homemade key.

We go into the next room and talk with another girl. We help her with a patch that can be taken from grandma. After the action with the adhesive plaster, the girl gives us a green pencil.

We try to go down the stairs, but the doctor stops us and sends us back to the room. After talking with the boy in the ward, go to the staircase to the reception area. Along the way we meet a girl and talk to her. Next, you will meet another boy who will ask you to switch his TV to channel 8. We fulfill his request.

Now you need to pick up the belt and combine it with the previously found hook. Go back and talk to the girl Annie. She will give you a capsule that you will need later. After the next conversation, you need to combine the resulting capsule and the bun in your inventory. We go into the room and give him a bun with sleeping pills.

Next, we combine paper and pencil to get a drawing that needs to be taken to the boy’s ward in exchange for a cane. Now we adapt the cane to the belt with a hook. In the room we use this device to get hanging keys.

Having received a bunch of keys, we open the doctor’s office and find a stand. There is a note about the alarm on it - pick it up. You also need to find another key in the office. We try to leave, but the boy Phil locks us outside. Fran has to go around the door through the ventilation passage. We find ourselves in the waiting room, where we need to distract the nurse's attention in order to rush past. Near the alarm we find the panel and enter the password 2932 (it can be found in the previously selected note). This completes the passage of Fran Bow in Chapter 1. Let's move on to the next part.

Chapter two: part 1

The second part of the game is divided into small sections. In the first one, you need to search the room with the piano and find a small door. After eating the pill, you need to talk to the tree and choose the first answer. Next, the heroine must find a comb. We kill several enemies with the help of the found ax and find a well. Using a weapon, open the lid. Nearby you need to pick up a bird feather.

We talk with the ant, who will send you to a new location. You need to find blueberries in it and bring them to the beetle. We immediately go right to a small house. Next you need to use a trick. We'll build a mousetrap and be able to lure out the owners of the house to get inside and take the blueberries. We take the item back and after the dialogue we take the treasured comb. From the received items we assemble a small door and use it together with the key on the well.

Chapter two: part 2

The second part takes us to the kitchen. We begin to immediately select all the items - they will be useful later. We reach the room with the fireplace and do the same - we search all the cabinets and corners. Don't forget to pick up the vase of ashes near the fireplace. In this building, Fran finds her cat and continues her journey.

After taking another pill, the girl finds herself in a creepy place where she needs to talk to the twins and again solve a couple of simple riddles and run errands. After this, you will receive a key with which you can open the cage and continue the passage of Fran Bow.

We take the cat and go to the toad. We jump along it and the logs to the other bank and then go left. Now we will be shown a cut-scene. The heroine herself becomes a log, we complete several tasks and get a photo. This completes the passage of chapter 2 of Fran Bow.

Chapter Three: The Adventure Continues

The chapter begins with cut scenes. After them, you need to explore the castle and talk with all the characters. On the way out we talk with the guard and find out that now the heroine must find Mount Cotram.

Now we will explore the entire location completely. We reach the market and talk with the merchant. The watchmaker says that it is necessary to find a watch that can change the time. The heroine just needs winter, so she starts looking for a watch.

To repair the watch, we take the coin from the grasshopper and give it to the watchmaker. He agrees to fix the device. After that, we head to the mountain and rewind the season to winter.

In the mountain you need to climb to the second tier and talk to the wizard. Next, a series of riddles and tasks from the magician awaits us. Having solved 4 riddles and received 4 quest items, you must place them in the correct order - match, lemon, fish and feather.

After successfully solving the puzzle, we go to Cotram himself. He says that the heroine must find his wife. We consult the wizard about this and go on a search. We solve several puzzles again and at the end of the task we speak with the king again. To complete the passage of Chapter 3 of Fran Bow, you need to click on the multi-colored stones in the correct order - 2 times on red, 2 times on blue, 2 times on yellow and 2 times on green.

Chapter Four: Part 1

The fourth chapter, like the second, consists of small parts. In the first, we get acquainted with After talking with Itward, you have a task - to find water and berries. We go through several rooms with simple tasks and come to the pump. Here you need to install the levers in the correct order and use matches to light the gas. Next, mix the fuel using the prompt on the screen. After that, a new friend comes up to us and calls us to follow him. We agree to go into the room with the rabbit.

While Fran examines the rabbit, Itward locks the room and leaves the heroine alone. Here you need to eat the tablet, pick up the battery and give the carrot to the mechanical rabbit. Then go to the elevator and activate it using the battery. Go upstairs using the elevator and open the combination lock.

Chapter Four: Part 2

After we got out of the trap of our imaginary friend, we set off back to our home. We look around and follow the cat. Next, you will meet a doctor from the clinic and the plot dialogue will begin. After the conversation, you will find yourself in the cemetery and find a door. To open it, you need to take a crowbar from the car you arrived in. With its help, we open a room in which a character will ask you for a piece of leather. We return to the car again and use a knife to cut off a piece from the seat. Next, return to the doctor and start digging graves with him. This concludes the passage of chapter 4 of Fran Bow.

Final chord

The final part is the shortest. You again have to find the keys to open the lock. Next, we solve the riddle with the correct order of clicks and move on. Throughout the chapter you have to open numbered rooms to get to the huge black cat. Next, according to the instructions, we add up all the things, and in return we get a watch. In the next room 103 you need to talk to the patients and give them a bottle of tears. In return we receive a coupon and show it at the reception. Now you need to make a phone call in the room with the bathtub and skulls. We go to the 106th room and during the dialogue we watch the ending of the game Fran Bow.

This is an interesting adventure game in the horror style, which is dedicated to the misadventures of a little girl. It is notable for its truly cruel and bloody plot.

Plot and action in the game

The main character of this story is a little girl named Fran. Apparently, the baby has serious mental disorders. One day her parents went about their business and left the girl with her aunt. In the evening, when Fran's mom and dad were supposed to return home, she saw a strange figure in the window and heard terrifying screams. When heroin entered the room, she saw that her parents had been killed with horrifying cruelty.

The girl has no choice but to run away, taking her pet with her. Tired of the stress and long journey, Fran falls asleep right in the forest. It is here that she is found, and after that she is sent to a psychiatric hospital.

Decor

Unique graphics make this game stand out from the rest. Absolutely everything you see on the screen is drawn to the smallest detail. The developers gave preference to dark and discreet shades. Thanks to this, as well as the excellent soundtrack, they managed to create a special atmosphere. The dark soundtrack also adds to the suspense.

Peculiarities

  • Incredibly scary and exciting story.
  • Beautiful and dark music.
  • A huge number of puzzles and hidden objects.
  • Unique 2D graphics.

Here you can download on Android both the full version of the game Fran Bow (Fran Bow) in Russian, and individual chapters.