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Walkthrough Insomnis - game guide

All collectibles, puzzles and Insomnis levels
Walkthrough Insomnis - game guide
Author
Dmitry Kuznetsov
Date of publication
11 January 2022

Walkthrough Insomnis

Insomnis is a first-person horror game where you explore an abandoned house inherited from the death of the protagonist's grandfather. Joe has to solve a terrible secret and decide the fate of a secret government program.


There are 3 types of collectibles in the game:

  • Joe Letters - 13
  • Toys - 12
  • Lab journals - 9

After the introductory video, look around, open the electrical panel hanging on the wall and interact with it. After turning on the light, search the cabinet and take the key from the drawer. Open the nearest door for them. First, let's examine the first floor, collecting a maximum of collectibles. Enter the room on the right. There is a table with a radio that requires batteries. There is a telephone on the wall. Phones in the game are used as a means of saving. There is no autosave in the game! Look for Joe's first letter (1/13, Nov 1991) on one of the tables.


Enter the room opposite. It's a kitchen. You can look around. Open the cabinet to the right of the window and take the green book Insomnis . In the next room, the dining room, look for the first toy (1/12, Quentin) on the cabinet on the left. A little further on, on another pedestal, is Joe's letter (2/13, January 1992) . Exit to the main hall and find Joe's letter (3/13, September 1991) to the left of the piano. next to the pianootherwise there is a stand (music stand) for music, but you don’t have them yet. Find another letter from Joe (4/13, February 1996) on the pedestal to the right of the piano. To the right of the stairs is a closet. Behind him look for a toy (2/12, Craven) . To the left of the stairs there are two doors. One is locked. Go through the right one and take Joe's letter from the cabinet (5/13, November 1992) . Open the chest around the corner on the right and take the blue shorts .

Climb up to the second floor. Behind the statue on the right, look for a toy (3/12, Jamie) . Go to the left, to the drawing of the door on the wall. Enter the bedroom on the left and take the toy from the chair on the right (4/12, Alfredito) . There are four pairs of clocks in the bedroom, but nothing can be done about them yet, and a combination lock. Password unknown. Open the room opposite. You can’t go into the pantry on the right, the screen is in the way. On the right bedside table is a letter from Joe (6/13, March 1995) . Look inside the bedside table on the left for the key . Look for a toy under the bed (5/12, Lynchi) . There is a letter from Joe (7/13, December 1993) on a table outside this room, in the hallway. On the pedestal opposite the stairs is a toy (6/12, Hooper) , in which a knife is stuck.

The next door is locked. Go to the end of the corridor. Pay attention to the wall on the left, opposite the door. Below is something. Interact with this piece to find the stash. Read the note (optional)yu). Enter the bathroom and take the toy from there (7/12, Georgie) . Go downstairs and use the key to open the second door to the right of the stairs. Get closer to the other door. A child will run and close the door. Turn around and look at the table. A drawing appeared on it, which depicts a green book. Also look for Joe's letter (8/13, December 1997) on the cabinet to the right of the chairs. We have already found the necessary book earlier, in the kitchen (read above). Place it on the middle shelf of the second bookcase, to the right of the door. Tilt the book and open the door to the office.


Examine the wall shelf to the left of the table and take the toy (8/12, Ripley) . There is a typewriter on the table. If you solve the rebus, you get the name ANNA. Also take the floppy disk from the table. On the wall shelf on the right is a letter from Joe (9/13, June 1992) . Climb up to the second floor. The door opposite the stairs should open. Enter the red room. A toy (9/12, Spilby) is hidden inside the toy house. Work through the letters ANNA to form the word. Exit the room. A girl will run past you. Follow her through the doorway that appears. A toy (10/12, Peter) is sitting behind the desk on the left. Go ahead, girl, don't be afraid. Take Joe's letter from the stand on the left (10/13, June 1993) . Take the key , which you will find near the drawing girl.

let downgo down, enter the office and open the door on the right with the key. You will enter a room with covered furniture. In the cabinet on the left, look for a vinyl record . You can listen to it in the bedroom on the second floor. Go around the furniture and by the window on the left look for a stand with a Memo box . Return to the second floor, to the classroom, and arrange the cards on the table to the right of the entrance. Turn over the cards in pairs, with the same number of flowers. Exit the classroom and see a girl pointing at a typewriter. Examine the sheet. It will be a small crossword puzzle, knowledge of English is required. By substituting the words from the pictures into the cells, you will get the word OSWIN. Step on the tiles with these letters in the red room.


Exit to the corridor to see a boy crawling on the ceiling. Remove the red blindfold from the statue. Enter the bedroom with the gramophone. On the right, the screen has disappeared, and behind it you will see a boy's mannequin. You need to put four things on it:

  • Blue shorts (in the chest of the room on the right when going down the stairs, on the first floor)
  • Red blindfold (on the statue in the center of the second floor, by the stairs)
  • Red t-shirt (in the closet to the left of the boy mannequin)
  • Blue raincoat (on a hanger in the upstairs bathroom)

When you put all the items on it, the mannequin will come to life. Go to the cabinet with a mirror in the same bedroom. There appeared a printedAshinka. Study it and make another name - CHARLIE. Step on these letters in the red room. You can use already luminous letters! Get down. A boy will appear at the piano. Come closer to see the code engraved on the piano. Enter this code on the lock in the children's bedroom on the second floor. Take the notes and place them on the music stand to the left of the piano. Remember which buttons to press: QRFRFD. Interact with the piano and click on these buttons. Turn around and study the message on the typewriter. It is missing some letters. From them you need to make the name BETH. Illuminate it from the letters in the red room, on the second floor.


Exit and move to the left, where the chalk points. Look into the bathroom and go in the opposite direction, into the children's bedroom. Look around here and go outside. Turn right and go down the stairs. Keep following the white arrows. In the room with the radio, you need to get closer to Beth, who is drawing on the floor. Only after that the arrows will be updated. Eventually, you will find a doll with a clock hand. Climb up to the children's bedroom and return the arrow to its place. Now you can set the time on all watches. Examine the typewriters to find out the time of death of the children. One machine is in the corridor on the second floor, the other is in the bedroom nearby, look for the third on the table near the piano, and the fourth in the work room.internet. Set the time of death (you can only change the minutes), after which the children will appear. When they disappear, take the batteries.

Go downstairs, insert the batteries into the radio and tune in to the wave (where at the right end of the scale). Listen to the message. You can turn on the lights on the paintings, but this must be done in the correct order:


  1. Painting with four children going for a walk
  2. Three children
  3. Two children
  4. One child (girl)
  5. All four children are ghosts

It may not work the first time, so repeat the steps. You will receive a HANDLE . Climb up and look for a hole in the wall near the statue. Set the handle to open the elevator. Inside it you will find a toy (11/12, Raimi) . Before you leave, you need to collect all of Joe's toy and letters. In the children's bedroom, there is a letter from Joe (11/13, December 1995) on the table on the left. Look for the last toy (12/12, Ritchie) in the room on the first floor, where there is a chest. Inside the chest you found blue shorts. The toy lies under the chair to the left of the chest. When you're ready, take the elevator down.

Walk forward. Rotate the four red hands twice. the light bulb will explode and you will be able to take the card key . Open the door with it. In the room on the left, look for a lab journal (1/9) and a red test tube inside a cabinet on the same c??ole. The room opposite has a telephone, a lab journal (2/9), and a movie projector reel . Go to the end of the corridor. Look into the room on the left. Find two lab books (4/9) and a blue test tube . There is also a device for test tubes. Put both in there. In the morgue, look for a laboratory journal (5/9) in an open area. In one of the chambers, find another magazine (6/9) . Open the cells with four kids. The rest should be closed. In this case, the only locked chamber will open. Take the second film projector reel . Enter the room on the right and install both reels. View the entry with the code - 0315 . Enter it on the coded door in the middle of the corridor.

Take another lab journal (7/9) . Take out the yellow vial . Insert the floppy disk into your computer. Return to the far laboratory and place the third test tube into the device. In one of the rooms there is a board with a hint. You need to add:

  • 3 servings of red matter
  • 1 portion blue substance
  • 4 servings of yellow substance

Place the test tube in the stand to the left of the computer. Sign in. Read all messages. Now you can choose two endings:

  • Delete data
  • Save a copy

Both there and there you need a password - JOE. If you choose to keep a copy, take it back when the process is complete.?sketu, go out into the corridor and try to open the door on the right. There will be children who, apparently, will kill the main character. If you choose to delete all data, the kids will thank Joe and disappear. The main character will be able to leave the mansion.