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ShowGamer.comWalkthrough Those Who Remain


Walkthrough Those Who Remain

We present to you a detailed walkthrough of the horror Those Who Remain. The main character, Edward, has many difficult decisions to make, and they affect the course of history.



Suburb of Dormont

Watch the introductory video, go to the porch and enter the building ahead. There is a guest journal on the counter. Examine it and pay attention to the name Dana - the girl settled in room 2. Go to number 2, located literally nearby. The door is closed. Move the rug, take the key and go inside. Read the newspaper lying on the bed. It tells about Michael Ridley, the fourth person who disappeared in Dormont. Go to the bathroom for the phone to ring. Pick up the handset of the phone located on the nightstand to the left of the bed. On the phone, an unknown person will say that you need to stay in the light.

Leave the room and see the car leaving. Follow her down the road until you reach a truck with a single lamp. On the side of it is a generator. Run it and go forward along the road to the burning car. Look to the other side and see a dim lantern. Follow him to get to the village.

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Enter the house on the left. Turn on the light with the switch on the left and in the room with the fireplace you will find a note on the wall. Enter the kitchen on the right and find the switch on the wall to the left just behind the entrance. After turning on the light, go forward and click on another switch. You will see an office. There is a newspaper on the table, which tells about the corpse of a 13-year-old girl found at a sawmill. The outside door is now boarded up, so turn on the light on the back porch and head outside. Walk around the house to return back to the main entrance. Go a little further and turn on the light with the switch on the pole. You will see a barn.



You will need to light up the sunflower field. Enter the barn by opening both doors and try to start the generator ahead. Need a fuse. To the right is a pedestal. Pull out the drawers and take the key . Return to the house through the back door and open the door to the left of the wall phone. In a dark room on the left there is a switch. After turning on the light, search the garage. Near the door, in the right corner there is a box. It has a metal box on it. Pick it up and take the fuse . Run back to the shed and insert the fuse into the generator. Walk through the field until the download starts.

You will find yourself in a strange place. Check out the photos?? on the table, go forward and turn to the fire on the right to find the second photo. Go back and keep walking towards the light source. There will be another fire, and next to it is a plush rabbit. Pick it up, and when it burns down, look for a glowing door nearby.



gas station

Check out the gas station. Closed. Go to the house across from her to change reality. On the road, not far from the car, there is a pesticide pump lying around. Pick it up and interact with the machine around which the roots are tied. After doing this, be sure to move the wooden pallet opposite the headlights of the car. Enter the bright gas station door to return to normal reality. Open the driver's door and turn on the headlights. Go to the side door and enter the toilet. There is a switch on the left. After turning on the light, pay attention to the garland to the left of the toilet. Insert the plug into the socket.

Go to the back door and read the note on it. The key is in the mailbox. Follow home. At the very beginning, there is a mailbox by the road. Get the key from there and open the gas station. Once inside, search the drawers at the checkout and take the lighter . Go outside and follow the road. Listen to Annika and then run from Mother.



diner

Loginto the diner and read the newspaper on the table on the left. You will learn about the disappearance of Lloyd Eldridge. The 62-year-old man was last seen at the post office in the afternoon. Go behind the counter and look into the kitchen. There is a note from Jeff on the wall. Go through the door at the end of the diner and find yourself on the landing. Go downstairs and near the door, pick up a newspaper about the library robbery from the floor. Open the door, press the switch on the left, but the light bulb will explode. Edward will say that there is light outside, but the window is covered with something.

Return to the street, since it is impossible to go upstairs now (the door is closed). You will hear the sound of a siren and see the illuminated library building. Go right behind the diner and see a fire. There is a hole at the bottom of the wall behind the burning barrels, blocked by a cardboard box. Take her away. Go down to the basement of the diner, go to the right, remove the box and take the key from the nightstand. Climb up and use the key to open the door to the roof. Turn on the spotlight.



Library

Go outside, follow the illuminated path and you will see the appearance of the monster. Don't get caught by him! There is a fire escape on the side of the library, but it is up. A little further by the dumpster, next to the wall of the library, there is a pile of cardboard boxes.timid. Remove them and find a cane . Use it to lower the ladder. Go up one floor and open the door to the illuminated corridor. Go through the door ahead. You are in the library!

Go to the fire on the right. A little further on there is an open door. Use it and read the note on the table: “Souls are like drawings. Sometimes a beautiful canvas hides a dark truth." There are paintings on the left. One of them, with a girl in a white dress, can be omitted. You will hear a characteristic rattle. It was the bookshelf that moved. Approach the door and read the newspaper on it. It tells about the death of Annita Kraizue, who fell off a cliff while riding a bicycle near a sawmill.



The door itself does not open. Exit and go to the other side of the floor. Previously, the passage to the landing was cluttered in the distance. The way up is now open. Go up the stairs and meet Annika. Walk across the floor. There are numbered candles here. They need to be fired in the correct order. Go to the far left corner. There are several tables there. Look for candles "1" and "3" along the wall. Light them up and go down. You will see a glowing door. Pass through it. Will you provide?You are in the room with the red door. There is a lever on the wall on the right. Lower it to open the door. Run to the stairs and enter the glowing opening. Go around the monster, go down to the room where the red door was, and go further. Follow down the stairs and read the note on the table that talks about the vengeance demon Dezach. A glowing opening will open behind you. Go there and wait for the download to complete.

House

Enter the house and go left. There is a laptop with a password in the living room by the fireplace. A little further is the corridor. Pay attention to the door with a chain. Follow to the left of it, to the far door to go through the back room to the garage. The light is turned on with a switch to the right of the front door. There are wardrobes in the garage. Hidden in the far right is a bolt cutter . To open it, you need to move the chairs.

Go to the entrance and to the right of it (standing with your back). Turn on the lights with the switches on the right to get to the kitchen. In the kitchen, you can read a note in which an unknown person writes to his son Mark and asks him to return home before dark. Next to the kitchen there is a door to a room with a piano. There is a note on the table from Mark's school principal, which says that he often misses classes. Open the chain door with the bolt cutter. Is there t??and wardrobe. A luminous opening is hidden in the left. Enter it.

Climb to the second floor, open the door to Mark's room and enter the glowing opening. You cannot go up to the second floor because it is dark there. Re-enter the closet in the basement to travel to another dimension. Climb to the second floor and turn on the lamp in the corner by the stairs. Now go to Mark's room and return to the normal world. It's light upstairs. Climb up there, open the nearest door and read the mourning note on the cabinet with flowers in front, to the right of the computer. There is another note on the table in the next room. You will learn about the death of Kenny, Mark's brother. Go ahead and turn into the bedroom on the left. There is a note in the cabinet.

Go to Mark's room and look in the bottom drawer to read Mark's diary. You will find out that he, along with his friends, constantly mocked Annika. Exit the room and follow Annika to the room on the ground floor where the piano is. On the side there is a door to the restroom. Go there and walk around until you see Mark on fire. You need to find more clues in order to decide Mark's fate.

Notes:

  • In the kitchen
  • In the piano room
  • In the office on the second floor by the stairs
  • In the room next to it, on a vase withflowers
  • In the same bedroom, in a drawer under the TV in the far right corner (the most important note!)
  • In the bedroom next to Max's room, in the bedside table

Now back to Mark. You will see a man in a chair. Enter the restroom and select the green or orange sphere - forgive or condemn Mark. Exit the room, go to the end of the corridor, and then back. At the very end, you will hear the lights go out. The last door on the right hides a light opening. Go there.

Police station

There is a table in the hall with sparkling wires. In the second drawer, find a note about the disappearance of people . Follow to the right and open the door. Ahead there is an office, near which lies a corpse. Search the body for a car key . Go left and on the right there will be detention cells with a glowing passage. But the room is flooded, and there is a bare electric wire in the water. A fire is burning on the other side of the corridor. And he's blocking the way.

Return to the hall. Go right along the corridor and turn into the room on the right, where there is a note on the table. In the next room, in the lower drawer there is a list of missing people. Go down the corridor to the right. Soon a monster will appear. Run away from him in a circle until you return to the lobby of the site. ABOUT?Come back and see the way out. Go there and open the car on the left. Turn on the headlights and go to the fenced area. There are 3 gates in front, and another one on the right. You need to turn two correct valves. Do this with the middle of the three and the one on the right. Water is supplied, the fire is extinguished.

Walkthrough Those Who Remain

Return to the corpse that had the key and go right along the corridor, where there is no fire now. Enter the room on the left. On the table to the left is a note about Lawrence Mathis, a double murder suspect. He was transferred to this area. Also read the email on the computer. Jay writes to one Terry about the sheriff covering for his son. Go to the next room and look at the large monitor. Turn on the lights in room 01 and turn off the electricity in the cells where the wire sparks. Go to the hall and go through the door opposite, where the lamp was turned on. Turn on the switch on the wall on the right and go to the locker room ahead. You will see the sheriff. He must be condemned or forgiven. Examine all the lockers and in one of them you will find the key to the cell . Run to the camera room and open the cell, which has a glowing passage.

You will be takento another world. There is a monster walking around with a lantern. In the room where you ended up, there is a dark cabinet behind the screen. The second drawer contains a police report. From it you will understand that the sheriff closed the Annika case, because his son was involved in it. Then go out into the corridor and run left to the very end, into a room with lockers. From the very end, search the fifth locker on the right. It will contain a note explaining that the sheriff has already lost one son. Return to the beginning and turn left. This path leads to a room with a glowing opening. This will take you back to the normal area. Follow the locker room with the sheriff and decide what to do with him - forgive or condemn.

Exit the area following the green sign. Chat with the man sitting in the police car. He asks to find the key. Search the two police corpses and talk to him again. Enter the precinct. The lockers will start opening and closing. There are matches and a car key in the locker on the far left. Take both items and go to the man. The stranger will say that this man has a gun in the glove compartment, and it was he who shot the cops. It's up to you - give him the key or throw a match on a puddle of gasoline under the car. Either way, the path will be lit and you can go through the door.

In some cases, the game crashes at this place (if you have a piratesky version). Therefore, we recommend using a license.

Depending on your choice , the achievement "Executioner" (matches) or "Rehabilitator" will be unlocked.

Dormont Post

Head inside the post office, through the double doors ahead and to the left (because the passages on the right are blocked). In the long corridor, go through the nearest door on the right, into the office. There is a key on one of the tables. Walk down the corridor to the left (when exiting the office to the right) and enter the last illuminated room. There is a note on the shelf. There is a shield hanging on the wall to the right. Open it and interact with the toggle switch to power up the fire alarm. Go back to the office where you found the key, and you will see a red fire alarm button on the wall. Click on it. Exit the office and go right. Go to the nearest office on the right, which was not lit. Go right and in one of the large cabinets you will find a bright passage to another dimension. Go there.

Move through the alternative post station to the very beginning, where there was a passage with boards. Now here is the door. Go inside and read the note lying on the edge of the table. Having done that, go to the exit so that the visions of the accident begin. You will be in a different place. Walk down the corridor with flying furniture back and forthbrother, including the tape recorder. Each time something will change. In the end, numbers should appear on the doors. Enter door 13. When you pick up another note , you will start moving in a circle. Go through door 13, but don't go down the circular corridor again. Instead, turn around and walk in the opposite direction. You will be in the mail soon. Remove three boards, go to the corridor with offices, turn right and look for a glowing opening in the toilet.

After the cut-scene, you will return to the post station. Run to where they opened the passage (at the very beginning), follow the warehouse until you fall down. You will find yourself in a dark place. Come to the bed. Read three notes on the table and one more , which lies in the bedside table. Look around and approach the door with the masked stranger. He will say that it is necessary to decide the fate of Ben, the head of the postal service, who delayed Eri Kraizi's letters to newspapers and television (the mother of the deceased Annika), trying to cover up his nephew. Choose whether to condemn or forgive Ben. Then go outside and approach the fire on the left. You will see how the unknown person sped away in a van, leaving several people in the dark. Go to the other side and go through the door.

Desmond's house

First of all, turn on the light and read the note in the kitchen. ?Father asks Desmond to stop touching World War II memorabilia. Also read the note on the refrigerator. Desmond's father forbids entering his office. Walk along the corridor of the first floor and inspect the laptop. Climb to the second floor, go to the nearest room along the corridor on the right. There will be a door leading to a balcony. But the switch to the left of the entrance doesn't work.

Go to the end of the corridor on the second floor. To the left there are two rooms. In the nearest one, there is a hatch on the ceiling, but it cannot be lowered without a tool. In the second room there is Desmond's diary lying in a drawer. There is a note on the door. After examining the room, exit and try to go to the stairs. Erin will appear. Wait for the door to Desmond's room to open and run in. When the woman disappears, go down to the first floor, go forward to the laptop and enter the room to the right of where Annika was standing. There will be a glowing opening. Follow into it.

Go outside of the cave, through the forest, until you find yourself in a labyrinth. A giant walks over it. If he sees you, then just run away until the music stops. Also, because it is tall, you can easily spot it from a distance. There are three platforms with candles ahead. They need to install statues of lions. On a platform with one candle - one statue, two - two, three - three. In total, you need to find 6 statues. While you are carrying the statue, the hero cannot run. Therefore, if a giant sees you, throw the statue and run away. All 6 statues stand on stone plinths. The labyrinth is not so confusing, so you can easily find all the statues. But remember that there are 1-2 paths that lead to a dead end. When you install all the statues, look around. Fire will be visible in one of the directions. Go to his side, follow the path with the fire forward and find the hook for the attic . Turn around and go through the glowing opening to return to the house.

Go to the second floor, to the room next to Desmond's bedroom. Use the hook on the attic hatch and go upstairs. In the attic, a monster blocks the way forward. To his right are boxes blocking the light. Pick up any items in the attic and throw them into the boxes through the RMB. Having done this, get to the shield and turn on the light. Go down from the attic and go to one of the rooms on the second floor, where there is an exit to the balcony. Turn on the light to the left of the exit in advance. Walk along the balcony and find yourself in the office of Jack, Desmond's father. In the boxes on the right and left, you can find three notes at once (one in a small cabinet). There is a key on the other cabinet.

Go down to the first floor and open the door next to the TV. Turn on the light on the right and go down to the basement. Under the basinm on the right is a note . You will learn about Desmond's thoughts. And then go upstairs, where the doorway glows.

Supermarket

Go ahead and see how reality changes. If in the ordinary world there is darkness and enemies ahead, wait until you find yourself in a maze and run past them. Sometimes there will be a fence ahead, so you will have to go back and look for passages on the sides. In the end, you have to get to the supermarket.

Once inside, look around. In the hall there is a statue of a wolf without a handle. Go to the room on the right. Read the note in the cabinet to find out that the lion is looking at the window. Turn the handle of the lion statue so that it looks at the window. Then open the closet and enter the glowing opening.

In the parallel world, go out into the hall and go into the room on the right. On the right, there is another door where a note hangs on the wall. It says that the owl looks at the flowers. There is an owl in the previous room. There is a switch on the wall. Turn on the light. Then lower the pallets on the forklift by interacting with it. The drawers have handles . At the end of the same warehouse there is a regular note. Exit to the hall and go to the right, into the room on the side of the entrance. There you will find a note about a wolf looking at the sunset. Return to the room with the glowing opening and go through the no??O. Go to the wolf, insert the handle and turn to the wall, where the picture of the sunset is visible. Go to the owl and turn it to the painting on the right behind the boxes, towards the flowers.

As soon as you install all three paintings correctly, you will find yourself in the corridor. Follow it. The doors will automatically open. At the very end, you will enter a room with a masked stranger. Listen to him, turn around and see the dead man in the noose. Read the note, turn around and see Erin. Do not approach it, but instead look at the painting on the left. Having done this, turn around and see the passage. Run along the corridor, avoiding the furniture (you need to look for passages). Several times you have to move the chairs out of the way. At the very end there will be several doors, but you are interested in the last door on the left side.

Accident

Go forward along the road to learn about Rosie. Then repeat the path until you see two cars. Examine the people sitting inside. Go in the opposite direction and see how Carol, the driver of the second car, turns into a monster. Go back and there will be a door on the left. Pass through it.

Fire station

Go to the garage with fire trucks. Move between two of them. When the red light turns on, run to the door, open it and go into the corridor. The masked stranger will saythat in this world you need to find someone. Walk left and enter the first door on the right. Turn on the light with the button on the right. There is a note in one of the lockers. Another door of this floor is locked, you need a key.

Go up to the second floor next to this closed door. In the room on the left there is a note about the appearance of creatures. The other room has a lot of lockers. In one of them you will find a key . There is a note in the break room. Go down to the first floor and open the locked door with the key. Remove the crates on the left and open the door to enter the glowing opening.

Go down the stairs and see how reality begins to switch. You need to choose the time so that you run across the platforms that remain when the floor disappears. You need to get into the far room on the left. A valve is hidden in the locker on the left. Take it and go back upstairs. Place the faucet on the wall next to the other one. Turn to burn the monster on the stairs. Then turn the left valve. When the fire goes out, move to the third floor.

Enter the room ahead, slightly to the right. In the office, go around the table and open the top drawer. There is a note there. After reading it, go back and see a glowing opening on the right. Go into it. Follow the platformsuntil you see two barrels. Place the barrel on the platform behind you. Take the second one and stand on the lowered platform. RMB throw it at the first barrel. By pushing it, you will raise the platform you are standing on.

There will be three barrels at the top. First, set one of them to the right symbol so that the board appears on the right. Carry the second barrel over it to make another plank appear. Carry the third barrel to the last platform. Go back, taking two barrels (first and second). Place one on the symbol on the left, go over the two boards from the second and place it on the symbol.

Follow next. Click on the button in the center and you will see red and green cells. Place the barrel on the metal platform on the left or right and press the button. If another green symbol lights up, then everything is correct. If there are more red ones, then remove the barrel and put it on another platform. You need to light all the green cells. Having done this, grab the barrel and go forward. Set it to the symbol at the end to deploy the bridge. Go straight ahead and stand on another symbol. The platform will rise. Ride it down.

On the side there are plates with numbers and figures at the bottom. Set the numbers on the plates corresponding to the number of faces of the figures. The rhombus has 4, the hexagon has 6 and the triangle has 3. Read the note that appears and go to the door. Well?But to decide the fate of the head of the fire station - a man of honor who was forced to hide the crime.

Sawmill

Run forward, there is only one road. Soon you will find yourself at a sawmill. The man will fire a warning shot. Go around the fence and inspect the lock on the gate. There is a truck nearby. Behind him, a generator is hidden behind a pallet. Run it and go to the lit lamps. Pick up the pliers and remove the lock. Go to the sawmill area.

Enter the building on the left and read the two notes . Walk forward and enter the building on the right, with the washbasins. In the back room, there is a key on the shelf. Take it and go further along the sawmill, keeping to the left side. Open the door to the building with the key. On the second shelf on the right, a tractor headlight is hidden behind a cardboard box. There is also a note here. Go further and you can find a couple more notes . You need to get to the far right corner, where there are monsters in front of the door. Install the tractor headlight on the tractor and go to the lot with Jeff. This is the same foreman who drove everyone away. Depending on your choice, you will receive different achievements:

  1. Achievement "Killer" . Interact with projectorrum to light your way, but kill Jeff.
  2. Achievement "Mercy" . On the right, a yellow emergency sign hangs on a mesh fence. Throw objects at the fence until it falls. Behind the fallen fence there will be a button that turns on another light source.

You can get one of two achievements at a time. However, you will receive it after you complete the level.

Go ahead and see Annika. You will receive the Pathfinder achievement .

Church

Walk a little forward and again you will see a stranger in a mask. He will say that the woman in the van fled the supermarket parking lot, leaving the rest of the people to die. You can do nothing (and get the Ruthless achievement ) or interact with the driver's door twice to open it and save the woman (get the Forgiveness achievement ). Again, you'll only get one of these achievements at a time, and it's unlocked at the end of the chapter.

Enter the church and chat with the priest. Go to the right corridor and get to the door. You need to activate the items in the following order:

  • Onion
  • Fishing rod
  • small spatula
  • Pitchfork

In the next room, click on these tiles:

  • Trees (right tile)
  • boy with flute
  • man with stone

Then go to the left corridor and you will see a room with a candle and a puzzle. You can examine the paintings for clues. Activate them like this:

  • Summer
  • Autumn
  • Spring
  • Winter

There is a note in the next room. Another note lies on the side of the altar where the priest was. Return to the hall and see the appearance of Erin, Annika's mother. Under the altar, a descent into the catacombs will open. Follow there. Go to the dead end with the statue. There are 5 pressure tiles at the bottom. Place cardboard boxes on the tiles next to the statue and two more on the sides (that is, there should be no boxes on the middle and farthest tiles from the statue). Having done this, inspect the table, where there were many boxes. Behind them, there will be a switch in the wall. Click on it to open a secret passage.

Go forward until you find yourself in a corridor where the floor will disappear. When there is no floor, set the camera so that the platform you need is at the top of the screen. Then, when you see a corridor, remember the area at the top of the screen and run exclusively to it. This way you guarantee that you will be on the platform. I don't know for sure, but on the penultimate platform, on a column, there was a spider. And he might kill you. So I picked up the moment and ran up to ??the very end of the corridor, past this platform. Go through the door.

Annika's house

Go through the door ahead in the small corridor, on the cabinet on the left you will see a photo of Erin and Annika. The key is hidden in the same cabinet. Go back and open the last door on the left (using the key). You will find yourself in a corridor. Walk forward to the pentagram. Examine the boxes and look back. The corridor will be blocked. Look into the bathroom and exit back. A corridor will appear behind the pentagram.

Soon Mother will be chasing after you. Run away to the first room. She will disappear. Follow back and see a light ghost. Listen to Erin. Follow the glowing cloud to the second floor and watch another cut-scene. Then go down to the basement after him, after turning on the light. You will see how Erin found the spell book. Having done this, run away from the Mother. Run down the corridor with the doors until the Mother appears in front. Run in the opposite direction and open the penultimate door on the right to go into the glowing opening.

Climb to the top floor and in one of the dark rooms you will see a new vision of Erin. You will need to turn on the light using the button to the right of the entrance. Follow the ball into the next room and watch the second cut-scene. Try to go back, but the door will close. Once?Turn back and open the door ahead. Enter the portal.

Go down to the first floor, go to the cabinet where the key was, and you will see a portal on the right. Enter it. Go back to the pentagram and watch a new vision. Follow the ball further and see the second one. After him, a medallion will fall to the floor. Pick it up and insert it into the grate on the right. You have three characters. Press them like this: 2 times on the left, 1 time on the top, 3 times on the right. Climb up to the attic and find Erin hanged. You will get the "End of the Road" achievement .

Attic

Examine the two books on the table, turn around, go to the end and turn into the door on the left. You will find yourself in a corridor with corpses. Go forward, but the door is closed. Turn around and find the salt in the locker on the left wall. Go through the door, run to different ends of the room until the door opens. Go through the dark hall and open the door at the end. Open the door in front of you and read the note on the chair.

Turn around and go back. Turn off the tape recorder and go through the opened door. Light the candles of the pentagram as shown in the screenshot:

Those Who Remain
Those Who Remain

Pick up a mirror . Go back and through the door on the left. You will be in the hospital. Walk forward until the chairs rise up. Approach the door on the right. It will open automatically, and a monster will appear ahead. Run back and turn left to the reception desk. Stand behind a low screen and wait. When the monster passes, run back to where it came from. Turn right and open the second door on the left. Turn on the light and take the photo . Returning to the attic, install all three items in the pentagram.

All endings of Those Who Remain

Interact with the right book to perform the ritual. You will get a good ending if you spared all the characters you met. If you even condemned someone, you will get a bad ending. There is also a Nightmare ending. One of the players got it for forgiving Mark, Jack (police chief) and Ben (post office), and also killed the guy in the car, Keith (fire station), Jeff (mill) and the woman in the van at the church.