After watching the introductory video, move forward along the path. Hold down the SHIFT key to move faster. Press the J key to open the journal. Here you can learn the basics of management:
Go to the photos tab. There are eight shots here, but they are all grey. You must find the same locations and take photos.
Также рекомендуем сайт наших партнёров — ТОП лучших игр.
Follow the path until you see a building with a NEDAKRA sign on the left. Get closer to him, take the camera (right mouse button) and take a picture. The picture must be taken the same as on the bookmark in the magazine. You can open the magazine and take a look at it. If everything is done correctly, then the inscription “SAVING PHOTO…” will appear on the bottom of the screen. Even lower: "photo of a large door" (1/8).
Go to the left of this door, go around the building and find a raised gate on the side. Take a picture of them - this is the second shot (2/8).
Crouch down by pressing CTRL and crawl into the factory area. There is a door on the right: go to it and press the E key. Exit through the door in the far corner, go right and go up the stairs to the second floor. Enter the room on the left. There are several chairs at the far end. There is a passage behind them. Exit and move along the iron platform along the walls of the plant. We continue the passage of Stairs on ShowGamer.com . Go through the control room, opening two doors along the way.
Exit to the corridor and go through the door on the left. Go down the stairs. In the room on the left side, find a table with several items. Take a picture of it - this is the third shot (3/8).
Go to the end of the corridor, turn into the door on the right, where you can see a bright light. To the left, a bowl of dog food is lying on the ground. Take a picture of her - this is the fourth shot (4/8).
Go to the window in the back and take a picture of the bible, syringe and other items (fifth shot - 5/8).
Return to the corridor, go back and through the room on the left, go to the main hall of the plant. Immediately look at the floor on the left side: there is a chalk drawing that resembles a person. Take a picture (sixth shot - 6/8).
After that, go around this drawing so that there are blue and white ribbons between you and it. Take a picture of them (seventh picture - 7/8).
On the other side there is a descent into the basement: follow there and find the same door as in the diary. Behind the door will be a stairwell leading down several floors. Take a picture of this ajar door without going through the stairwell (8/8).
All photos are ready! Go down the stairs to the very bottom until the download starts.
In this chapter, you need to take eight other photos and also find five notes. Go down even lower until you see an open passage. Go there, move to the end of the corridor. Soon you should hear the voice of a girl calling for help. Go to the room on the left, where there is a safe. To the right of the safe, there is a manual explaining how to use the MAGNA-5000. One way or another, you need to find the code for the safe.
Go even further along the corridor, and the girl will say that she is somewhere here, and the key to the door is inside the safe. On the table in the center lies the first note - Control (1/5). On the right there are two doors. Turn around to face them. There is a girl behind the right door, but you can't open it yet. Therefore, open the door on the left and take the second note from the shelf opposite - Friends (2/5). Look through the glass and see a girl sitting on the couch. Take a picture of her so that the photo is saved in the magazine (1/8).
Now return to the corridor and go to its opposite side. The green door cannot be opened, so go right through the other door. Go down the slope leading to the archives.
First go left. Turn right at the fork, go through the open doors. In the end, you must get into a long corridor, at the end of which there is a black shadow. Go forward, but take the first turn to the left. Inside the room, find the third note - Blood Pressure (3/5).
Exit to the corridor and go to the end. Take a photo of the silhouette on the wall (2/8).
The corridors here are long. At the fork, first go forward, to where the inscriptions A=4, D=7 are visible on the walls. As you probably already guessed, this is part of the password. There are four more digits left. Take a picture of the table under these inscriptions (3/8). There should be a microwave on the table. This is the second picture taken.
Go back to the stairs and go to the right of it, to where you have not been yet. We continue the passage of Stairs on ShowGamer.com . One of the doors on the left should be open. Go inside and find the note Pain (4/5) on the floor.
Return to the corridor and keep moving. In the end, you must come to a dead end with two doors. The white door ahead does not open, so you need to go through the green door on the right. You will enter a room with bunk beds. On one of the nightstands is another note - Nicotine (5/5). There is nothing else in the archives, so you can go back by any convenient route.
Go to the door, behind which there is a utility room with a note "Friends". Even inside this back room you took the first picture (the girl on the couch). There is a passage to the left of the door. Go there and find yourself in the kitchen. First, go through the door on the left to get to the toilet. Take a picture of the broken mirror on the wall on the right (4/8). There are actually three mirrors.
Return to the room and approach the table against the opposite wall. Photograph the various test tubes on the tray (5/8).
Go into the room on the left and take a picture of the table (6/8).
There is a note on the table. Read it and learn two hints about the code:
Return to the previous room. To the left of the test tube table you photographed is a cabinet with shelves. On the shelf is a note with another clue - Clinical Psychology 2 nd Edition. Return to the room and find this book on the shelf. According to the previous clue, the letter F is associated with the edition of the book. Second edition, so F=2. And C=2, because the same clue says that the letter C equals the row of the bookshelf. The book Clinical Psychology 2nd Edition is on the second shelf.
Follow back, hear the voice of a girl who will say that the last note is behind the green door. Approach the green door, which is located opposite the other locked door where the girl is. The key is in the lock. Turn it and go to the corridor. Moving along the corridor, try to open each door. Nothing will come of it.
Come back. The girl must say that now she will be free. Go to the back room to look at the room with the girl. She hanged herself, and on the walls and her body is now the last clue: B=6 and E=2. From all these hints, you need to compose the code in the ABCDEF sequence. And the numerical code will be as follows: 462722. Enter this code on the safe, take the key.
Return to the corridor, open the door, behind which there is a hanged girl. And the girls are not here. Pick up your camera and take a photo of the marked area of the wall (7/8). A passage is formed.
Follow further, opening the doors on the sides. Find the key in one of the rooms. Also in one of the rooms there will be a huge number of TVs: take a picture of them to get the last shot (8/8).
Return to the corridor, go to the silhouette of the girl. Open the next door, photograph the wall to make another pass.
You must get into a room with several corridors. There is a gate at the other end. To the right of the gate there are two control lamps. When both are lit, the gate will open. Look to the right and behind the grate you will see a highlighted lever. We continue the passage of Stairs on ShowGamer.com . Go through the nearest door, photograph the wall on the left to open a passage. Go through and lower the first lever. Follow back to the gate, stand with your back and go back along the right passage. Go through the last door on the right. Take a photo of the wall where there is a highlighted area. Enter the room and lower the second lever.
Return to the gate and follow through. Go down the stairs behind the door on the left side. Get to the end of the corridor. Scroll down until the video plays.
Go downstairs, open the door and enter the elevator. Click on the button to go down. Exit by opening both elevator doors, turn around and take a photo of him to get the first shot (1/8).
Go forward along the corridor and take the flashlight from the box. Now, by pressing the F key, you can turn on the light. Here is the first note of the chapter - Trapped (1/13).
Follow the only path. When you jump down and next to you there will be a box on which an index sign lies, then turn around and photograph the ledge (there should be a box with an index on the right). This will be the second photo (2/8).
Walk along the corridor until you find yourself in a large hall with a metal floor. There will be a passage on the right. If you go through the tunnel, you will be stopped. Opposite the passage hangs a map of the mine. Walk forward and to the left. There will be a small building here. Attached to the wall is a second note - A Way Out (2/13).
The door leading inside the pumping station is locked. But you have to find a way to get inside to pump out the water and go down the stairs next to the pump room. Go past the door forward through the tunnel. In the end, you will find yourself in a mine with a rail track and trolleys. Look into the room on the right and take a picture of two sun loungers (3/8).
Move to the end of the shaft, crouching under the wooden beams. It is pointless to go into the passage on the right, so immediately duck down and move through the gap on the left.
Ahead you will see a running silhouette. After getting out, follow the corridor to the left to find garbage from several cans on the ground. Take a picture of this whole mess (4/8).
Go back and find another breach on the wall on the left. Crouch down and move over there. Turn right and remove another note from the wall on the left - Children (3/13). Go forward, find a hole and climb through it. There will be another breach on the opposite wall. Without getting up, go there. At the end of it, you should be in a room with another card. By the way, if you haven’t guessed yet, then the red dot on the map indicates your location (more precisely, the place where this map is located).
Follow on, the path here is linear. In the end, you should be in front of four valves. There is also a fifth valve, but it is lying on the floor. On the right side there are open cabinets, in one of which there is a note - Someone (4/13). Open the locker on the left and you will see the first clue. Please note that there are numbers on the valves. Also, all the valves are interconnected by lines, and between each of them is one or another letter. On the note in the locker on the left, the clue reads A-2-1-B. This means that the valve (which does not exist) must point to the letter A with the number "2", and to the letter B with the number "1".
In the cabinet on the opposite side of the first note, you will find the second clue: D-1-2-E. Set the valve as prompted. Go back a little along the corridor and enter the room on the right. We continue the passage of Stairs on ShowGamer.com . On the far wall hangs the third clue: 1-F. This is enough to adjust the valve on the far right so that the number "1" is opposite F.
Finally, exit the room and open another of the cabinets on the other side. Inside it will be the last clue: C-4. Adjust the valve so that the number "4" is after the letter on the right. In order to put the valve on the far left in place, come close to the panel and take a picture of it.
The hero himself will refuse to lift the valve, but after the flash, the valve will be in place. Customize it. The second valve from left to right should be turned only when all the others are set according to the four clues found. It turns out that the second valve is adjusted by selection. Turn it until you hear a characteristic sound (the valves become inactive).
From left to right at the bottom of the five valves should be the following numbers: 2-4-4-2-2. The door on the right should open.
Go forward and take one stick of dynamite from the shelf. Move back to the pumping station. From it, turn into the passage on the left, where there is a sign. Previously, this passage was clogged with boards. Cross the wooden creaky bridge. Do not go back, otherwise you will fall and die.
Pick up a note from the stone on the left - False Floor (5/13). Turn right, go to the abyss and take a picture of it (5/8). A bridge will appear.
But be careful! For safe movement on all bridges, you need to hold down the CTRL key so that the main character sits down. So, follow forward until you see the map. Turn left at this fork. At the next fork, take the path to the left as well. As a result, you will reach "Pumping Station B". Take the note from the shelves in front of the door - I hate (6/13). Go inside, take the battery from the table, and also pull the lever on the control panel on the right. An earthquake will start. Get out of here by the same route, but do not rush on the bridges - be sure to sit down.
Go left through the tunnel that was previously flooded. At the end of the direct route, a backpack will be lying on the ground. Take a photo of him (6/8).
Turn right and pick up another note from the ground - Like A Stone (7/13). Open the door on the right, go through several doors until you see shelves ahead. Take the reel from the shelves and another note - Hope (8/13).
Go back. In case you didn't guess, the scene has completely changed. Crouch down to crawl under the tables on the right. Move forward until you find Hunger's note (9/13) on the table. Now follow a variety of paths that will lead you in circles. There will always be only one passage, so you won't get lost. When you find yourself in the back room, then close and open the door to change the situation. In the end, the lights will go out and a monster will come at you.
Be sure to take a photo of the monster as it approaches! This is how you get back to reality. Go back to the hall where the pumping station is located. When exiting this tunnel, note that blood has appeared on the table on the right, where the saw lies. Take a photo to get the penultimate shot (7/8).
Approach the door of the pumping station and you will see a picture of dynamite. Go around the corner, to where the wire leads. Press the E key to install the detonator. There will be an explosion. Enter inside the station, take a note from the chair - Water (10/13). Pull the lever on the right to release the water.
Exit and go down the stairs on the right. We continue the passage of Stairs on ShowGamer.com . Go through the tunnels until you reach a room with two sleeping bags. Take a photo of them (8/8).
Take the night vision device from the table, and remove the Hunted note from the wall to the right (11/13). In order to use the night vision device, you must pick up the camera and press the N key.
Go through the door nearby. You are waiting for corridors with monsters. You will see monsters thanks to the night vision device. Do not dare to take pictures of opponents, otherwise they will detect you. When the monster passes to the left, then turn right and move along the perimeter of the zone until you get to location B2. You must move to area B3. At the entrance to B2, the B3 zone is opposite. When you find yourself in B3 (and there should be a sign AREA B3 on both sides of the entrance), then pull out the note Desperation (12/13) from one of the lockers on the left. Move in a straight line. Crouch and make your way past the sleeping monsters. On the wall in the place where you will go next to the closet, you will find another note - Noises (12/13). When you see the light at the end of the tunnel, run into the elevator. After going downstairs, open the doors and continue moving up the stairs.
Get down downward and open the door. You will be on the street. Walk along the path with lanterns. As a result, you will end up in a village. Enter the building on the right. Immediately go into the room on the left and pick up the first note from the floor - Palliative Care (1/15). Take a picture of the table with candles and a picture of a rose (1/8).
Turn around and leave the room. Take the note on the table opposite this room - Traitors (2/15). Leave the building and enter the house on the other side of the path. On the kitchen table you will find the third note - Noose (3/15).
Leave this building too. There will be another house on the other side. Go inside and read the note right in front of the entrance. For some reason it does not belong to the inventory and will not be marked. However, this note is called Offering (4/15). Go to the center of the village and take a picture of the map stand (2/8).
Go around this stand and remove another note - Dummies (5/15). Take a picture of the rose on the stand (3/8). Instead, a corpse will appear.
Go to the house opposite the corpse and take the Smiles note (6/15) from the wooden shelves by the window on the right. Enter another building in the center, located opposite the edge of the stand with the corpse. On similar shelves there will be another note - Ready (7/15). Now move deeper into the village between these two buildings. If you follow the right path, there will be another open building to the right, and after that, several boarded up doors. Move like this until you see an open house on the left side. Enter it and take the note Free (8/15) from the kitchen table.
Go back and turn right along the path between the two locked houses. First you will see ghosts, and then, when you get closer, you can take a picture of a picture of a rose on the ground (4/8).
Return along the path, go left. We continue the passage of Stairs on ShowGamer.com . Move forward until you see a path leading into the forest (to the left). Follow her. At the forks, take the right route towards the Campsite. Take the note from the table - Arrangement (9/15). Then take a photo of the fire (5/8). A difficult stretch will begin. You have to approach the pillar with the lantern and lower the lever. A glowing ball will begin to move around the location. Follow him to another pillar. Pull the lever and keep going. When the ball is divided into two parts, then move to the right. When the ball is divided into three parts, then again choose the path to the right. Finally, when the ball splits into five parts, you will again have to choose the path to the right. It is noteworthy that if you choose the wrong route and the ball goes out, then you will have a few seconds to go back and find the path where you can see the glowing ball. After reaching the last pillar and pulling the lever, you will return back to the stand with the map and the corpse on the other side.
Return to the forest, move to the left this time, go up the hill and take a picture of the painting with the chained door (6/8). This picture is located in the far part of the porch of another house. Turn around and go through the door ahead. Pay attention to the monitor on the right. It depicts a door, to the left of which there is a lever. Look ahead - see the door? There is no lever on the left. Approach the door, photograph it and the wall on the left at the same time, so that a lever appears. Be sure to lower this lever.
Move away from the door and look up. One of the six lights went on. In order to get out of the trap, you must light all six lights. Next, we will not indicate where the monitors with hints are located, but simply give the exact locations of all the levers. Stand with your back to the first lever and go through the door on the right. Turn left and enter the room on the right side. Take a picture of the wall between the two beds, then lower the lever that appears.
Enter the room opposite, where there are metal racks. After entering, approach the wall on the left between the shelves, take a picture of it and lower the lever that appears.
Return to the main hall, there are crates to the left of this passage. You can duck and get close to another doorway. Enter the room with bookshelves. Between shelves 15 and 16, take a photo of the wall and then lower the lever. Go into the room on the right and take a picture of the wall to the right of the bookshelf. Lower the fifth lever.
Follow back to the door with the light bulbs at the top, turn your back to them and look in the far left corner. There is a passage there. Get down and follow there. Photograph the wall to the left of the two curved pipes in the corner. Lower the last lever. Go through the door with light bulbs, take the rose from the table. You will be transported to a door that was locked. Open it and find another chained door.
Turn around and walk forward. Along the corridor, get to a room with three paintings and a note on the table. Read the note. Now you can approach any painting, take a picture of it and automatically move to the location. Take a picture of the painting on the left. Examine the room through the camera and find three images on the walls - a crescent, a leaf and a palm. Move back, take a picture of the middle painting and look for images of the Sun, the hammer and the eye. Go back, take a picture of the right picture and find yourself in the forest. Find images of a drop of water, a fire and a cross.
Symbols at the location can be photographed. The last character photographed will remain highlighted. From left to right on the locations you have to take a picture: a palm, the Sun, a drop of water. If everything is correct, the door above the three paintings will open. Go through it, take the rose. Then go through two doors that no longer have chains on them. Take the wilted rose lying on the table. You will return to the location with the corpse. Take a bunch of keys from the corpse.
Go back to the house on the hill where you photographed the painting with the door locked. Get down from it and turn left. Approach the iron gate and open it - Memorial Site. Walk forward and turn right at the fork. We continue the passage of Stairs on ShowGamer.com . Climb up the mountain and take the note Hour of Horror (10/15) from the stone on the right. Continue following signs to Memorial Site. Take the Memorial note (11/15) from the table on the left. Find another message on the table on the other side - In Order (12/15). Then take a photo of the altar with candles (7/8).
Climb up the mountain, then go into the building. Follow through the building until you get out through the iron door, the usual one leading to the landing. This completes the walkthrough of the game Stairs on ShowGamer.com.