Since the release of the original Pathologic in 2005, created by Ice-Pick Lodge, the series has achieved cult status thanks to its dark atmospheric world, unusual gameplay, and captivating storytelling, where survival and moral choices go hand in hand. Pathologic 3, in turn, is a direct story continuation of the second part and will be told from the perspective of scientist and medic, Bachelor Daniil Dankovsky, who arrives in the Town-on-Gorkhon in search of the immortal man — Simon Kain. In this guide, we will tell you how to complete the main campaign and introduce you to all the game mechanics.
Arrival in the Town and Searching for Instruments
After the main plot introduction, control is handed over to the Bachelor.
The Mind Map from the second part has undergone some minor visual changes but still serves as the main quest log and a collection of certain story moments.
The Bachelor's first task upon arriving in the town is to retrieve his special instrument and microscope, which are necessary for studying the local long-liver legend. To do this, talk to the janitor who meets you near the carriage. He will give you a lead about some local kids who took the newcomer's belongings. Head towards the front of the train and along the way, you will learn about the next mechanic — concentration.
With concentration, you can see certain things to interact with, as well as find routes leading to objectives. By focusing on specific objects, Daniil will increase one of two states: apathy or mania. These statuses also increase when interacting with certain objects.
On the way, search luggage for useful items: potions, cans, tobacco, and most importantly, a shiny beetle that will help in the search for the lost instruments.
Upon reaching the group of kids at the front of the train, talk to the thieves. Here, the consequences of high apathy and mania levels are explained — it’s difficult for the Bachelor to talk to people when either status is high. Lower mania with medication and return to the conversation. The kids think Daniil stole the train’s “heart” and intend to return it to the mechanism. After hearing this absurdity, the Bachelor offers to trade the instrument for an interesting story, and the children agree.
Sanitarium and the One Who Rose from the Dead
The action shifts to the sanitarium, where the Bachelor worked together with his protégés. There has been a gas leak in the building, and your task is to make your way through the filled corridors of the hospital in search of a patient.
The Bachelor’s instrument helps with this, which, using anesthetic, toxin, and stimulant, can help ward off any infection. The longer you hold the fire button, the larger the instrument’s area of effect will be. Take the necessary ingredients and use a special device to charge the tool with twenty charges.
With the charged invention, clear your way through the morgue corridors as follows:
- Straight.
- Left.
- Right.
- Right.
- Right.
- Left.
- Straight.
You’ll reach a long corridor, go to the end and turn left, then twice more to the right. At the end of the path, you’ll find someone who has spontaneously resurrected and finish the story.
After the story, the kids return the instrument to the Bachelor and give a lead on the search for the microscope. It was taken by someone named Khan with Notkin. Head after them to the main town.
Microscope and Examination
On the way to the gang of kids, you pass by the main square. At times, you’ll have visions of the city covered in infection, as well as bleak scenes of local residents. It’s also worth noting our old acquaintance — Mark Immortell, a director and a mysterious figure closely connected to the game’s world.
Follow the trail of concentration and you’ll come across a huge staircase leading into the sky. Climb up until you meet a group of people in wolf masks, playing with your microscope. After a conversation about Simon Kain and a hurdy-gurdy, you’ll be able to make your first trade.
In Pathologic, trade works as follows: you must offer an item equal to or greater in value than what you want to receive. This is where our beetle, found near the station, comes in handy. Instead of a watch, you can trade the beetle for the microscope and keep Daniil’s precious relic.
After the trade, you are sent two weeks into the past — to the capital. After a conversation with the assistant, the victim allows you to conduct an examination. This game mechanic is used to build causal relationships and compare them, which allows you to better understand the story and make more informed decisions. After all, as is well known, in Pathologic every choice matters and affects the final outcome.
After the examination, you are allowed to inspect her luggage and later try to determine the cause of death and sudden resurrection.
Examining the luggage leads the Bachelor to decide to take a blood sample from the patient and use the microscope. It helps identify affected areas of the patients’ bodies and take samples for analysis. For each examination, you need a glass slide. Bring the sample to the microscope and use a reagent to start the information collection process.
Your task is to find the red bacteria and track their movement. To do this, you need to properly adjust the device. Move the lens closer and select the right focus. After a few seconds, the analysis will be complete, and the Bachelor will conclude about the infection found in the patient’s heart.
Return to the victim’s luggage and build a logical chain. The assistant will be skeptical of each option, so the patient will be sent to rest in any case. The story ends here, and the microscope is returned to its rightful owner. After a few seconds, the Bachelor experiences hallucinations, and you are sent to a completely different place.
Interrogation
A feature of the project is its non-linear storytelling, so don’t be surprised by the events that follow.
In the interrogation room, the inspector questions the Bachelor about the events of his recent business trip. He is shamed for attempting to escape from the plague-infected town. The only qualified doctor fled from responsibility because of his unjustified expectations. Simon Kain is dead, and his research was in vain. The inspector is interested in what happened the day before the entire village was destroyed, and Daniil Dankovsky tries to recall the events of that day.
Fifth Day
The Bachelor is locked in a cage. From this moment on, apathy will increase every second, which will cause movement speed to decrease. To restore your speed, increase mania using medication, tobacco, or by interacting with certain objects.
After much deliberation, open the rusty door, behind which you are greeted by the daughter of the local factory owner — Viktoria Olgimskaya, also known as Capella. After talking with the new “hostess,” go further up the stairs.
You meet a new character for the player, but already familiar to the Bachelor — Alexander Saburov, the town commandant. By his order, you were locked up in prison until the circumstances are clarified.
He explains that you are the only proper doctor left in town, and it is in your own interest to treat the local people. The Bachelor, however, has a different goal — to find the last person who personally knew Simon Kain: Isidor Burakh.
Daniil asks for the return of the instrument that wards off the plague, to which the commandant reluctantly agrees. The instrument is behind the front desk. There are no ordinary medicines from the capital in the city, so you’ll have to look for substitute materials for charging it, such as belladonna, ox bile, and novocaine. Go deeper behind the desk and take your confiscated items, among which are some matches.
Proceed to the room behind the desk and drive away the local clouds of miasma, then interact with the clock. This will scare off the infection and open the way back to the main hall. Saburov meets you at the door and says that if you do leave the district, you need to light as many bonfires as possible along the way. This will signal to local medics that there are still living people inside, and will also scare off the plague. The mess in front of the main entrance has been cleared, and you are allowed out onto the city streets.
Bonfires and the Plague Goddess
Upon entering the city, you are immediately met by clouds of infection stretching over it. Your task is to light five bonfires and escape the district. Move the matches from your inventory to your pockets and press the button to light the bonfire at the entrance to the ward.
On the way, you will encounter black funnels, which can be driven away using Dankovsky’s instrument. Also, gas pipes with toxins are dangerous — they will decrease your health. After lighting the last bonfire, head to the northern exit of the district.
Using fast travel between districts, reach the marked place with the objective. Traveling to other districts is limited in the demo version of the game.
Arriving in the new district, you are greeted by a certain creature on the roof of a building, as well as a girl who appears out of nowhere. She introduces herself as a savior who knows the origin of the plague. Clara tells the Bachelor about a monster that roams the city streets and is surprised that Daniil can see it too.
The Shabnak — the embodiment of the plague — cannot be defeated with ordinary weapons. She will eternally pursue the Bachelor and kill instantly upon contact. Only his instrument and lit bonfires can distract the body of the plague for a short while.
Run to the distant house at the corner of the district, lighting bonfires along the way and fending off the pursuing monster with the instrument.
Inside the house, you are met by Maria Kaina — a woman with mystical abilities and Simon Kain’s niece. She tells Daniil that Isidor is also dead.
Apathy overtakes the Bachelor and, mustering his last strength, he pulls the trigger of his pistol.
Through the Looking Glass and the Clock
After the shot, Dankovsky finds himself in a strange place full of mirrors and with a clock standing in the center.
The Tragic who greets you explains that the events of the past can be changed, and fate has many different outcomes, which only the Bachelor himself can influence.
To travel to the past, you need a certain number of shards depending on the day. For each shard, you must break five mirrors out of the twenty-one available. Traveling to each day requires its own number of mirrors. Use five to ten mirrors and enter any of the days. This is where the demo version of the game ends.
Vladislav Sham






















































