Ad Infinitum is a first-person horror game, the events of which are dedicated to the cruelty, violence and inhumanity that resulted from military operations on one of the sectors of the front of the First World War, where the Germans clashed with the French. The main character of the game, Paul Schmitt, comes to his senses in his parents' house, when he suddenly finds an obituary with himself and his brother Johannes. Now he has to understand the events taking place.
Look around, click LMB on objects, then get up and go outside. Take the rifle along the way. Follow the only route through the trenches and field until the prologue ends. No additional actions are required from you.
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When you wake up, get out of bed and look around your room. On the cabinet there are matches that will allow you to light candles and lamps with candles. There is the first note on the table, but I won’t focus on them! Examine the remaining things and go outside. The door to the brother's room on the left side (blue) is locked.
Only one of the corridor routes leads to a broken elevator. To his left, on the table lies gear. Go down to the first floor. You will see a woman hiding in her room. This is the mother of Paul and Johannes. We need to find a way to open the mother's room. Nearby is a note dedicated to the orchestra. Mom hates the orchestra. It turns out that if you repair it and start it up, an angry woman will open the door.
Return to the stairs and look into the room on the right. In the trash can in the far part there is punched tape from the orchestrion . Go out into the corridor and go forward from the stairs, to a dead end. There is a bag of salt on the mobile table on the right. Return to your mother's locked room and go forward to find matches on the cabinet. Turn into the room on the right where the orchestra is located. Take the notes. One of them says that the key is hidden in the hallway. You also need a gear and punched paper tape. We have already found both items!
Next, you can go out into a large hallway with an obituary of the dead brothers, flowers and a staircase. After going up the stairs, examine the small table with a note and a box. Inside this box is the key to the orchestrion . Return to the orchestrion, use the key, install the gear and the punched tape. After that, he will start working, and you will hear the angry voice of your mother. Return to the door, which will be open. You can look around the room with a round table and a large doll sitting on a chair.
At this moment the doorbell should ring. Go to the front door. A package will fall out of the mail slot. Take it and return to your mother's room. Place the cylinder in the gramophone and listen. Place five candlesticks on the table. Now you need to find 5 red candles. In addition, when you found the package, when you tried to go back, you should have seen a red ball bouncing along the steps. Take him away!
Exit the room with the orchestra and there will be a door on your right. And a little further from it there is a cabinet with the first red candle . Two more red candles are in the hallway, on the table with the brothers' obituary, to the right of the main door. Go through the door to the left of the stairs in this hall. There will be a fourth red candle on the small table. There are also matches and a newspaper there. Go right. In the distance you should see a portrait of a man wearing a mask. This path leads to a dead end, but there will be a table with a fifth red candle .
Place all the candles in candlesticks and light them. If necessary, turn on the gramophone. Then turn it on again. Watch where the consecrated pendulum swings and interact with this candle. Do this to draw a salt pentagram (we found it earlier). The red ball is a personal item of the deceased. Sit down opposite the doll. Wait and then place the ball in the center of the pentagram.
Move along the trench, alonguntil you return to the session room. Follow the wet trail on the floor. You will return upstairs, where there will be a telephone. Pick up the tube, then continue following the wet trail and grab the ball from the water bath.
Follow the only path, then push the middle box forward and to the right. Pull the pickaxe out of the wall and hit the same wall. Continue along the only route, climb over the plank in the destroyed house and break the planks on the left. Soon you will come out to the church, but the main entrance will be locked. If you wish, you can explore the cafe on the left side. Then go to the burning truck on the right.
Walk past it in the opposite direction from the church, break the wall, go up and try to walk along the boards. Having fallen down, climb up the stairs and soon you will meet the first monster. Don't worry, he won't attack you. Break the wall on the left, do the same with the second wall. After falling down, get out and see two monsters. Go around them behind the wall on the right, without touching the cans. Break the wall and squeeze through the narrow opening (the monsters will not follow you).
When you find a siren, you can leave it alone. Continue through the truck. There will be a wall on the right, and if you break it, you won't find anything special. But only at first glance. This bloody cot is your save point. This is where you will wake up if you die. Go around anotheraru monsters, moving first along the right wall. Walk past the statue of Our Lady and look for the siren. Launch it and move forward, below, between the cans, as three monsters will run above. This way you can get around them. Enter the church and watch the video.
Get outside and pay attention to the dugout. You can hide from monsters in it. Go to the right and after the barbed wire you will find your first German soldier token (1/28) . Continue driving. On the right there will be a descent into the catacombs. You don't have to go there because it will cause you to take a short detour and encounter monsters. On the other hand, this way you can find the note.
If you happen to be at the bottom, go to the right of the monsters (by opening the grate) and find the radio station. Use headphones to catch the signal - 2 dots and 3 dashes; 3 dots and 2 dashes. There is a transcript hanging on the wall that indicates the numbers 2 and 7. Enter the number “27” on the device on the left. The station will start working, distracting the monsters. Run to the right, into the narrow opening, and break the barrier behind the place where the monsters were.
In general, whether you go down into the catacombs or not, you will end up in the same place. Continue moving and go out into the field, where you will find a corpse with a German soldier's badge (2/28) . Go ahead and seeanother corpse with a German token (3/28) . You will then find the monster attacking the pilot. Walk past the plane and pick up the German token (4/28) from the corpse. On the left there will be another corpse with a German token (5/28) , on the right - a third corpse with a German token (6/28) . In addition, next to this corpse lies a Frenchman's helmet and bracelet (1/28) .
Jump into the trench, take your time and look for a small alcove on the left with a German Token (7/28) . Go a little further and at the dead end on the right (literally nearby) look for the Frenchman's bracelet (2/28) . Continue moving, 6-8 steps away on a long bench on the left there will be another French bracelet (3/28) . Finally, the path splits. The road to the right leads along the Hero's Path, to the left - to the Rat's Nest. First go left and at the very end, before the stairs down, find the Frenchman's bracelet (4/28) .
It's actually simple: a rat's nest leads to a dead end. But there you will find the Frenchman’s bracelet with the note I wrote about above. In addition, when you go down, you will find a couple more notes and behind the destructible boards there will be a token of the German (8/28) , Richard Rosal, who was mentioned in several previous notes.
Go back and follow the Hero's Path. Break the boards, go down and enter the bunker. Look around, collect various notes and go through the sleeping places. Open the door to the north??re to meet the pilot. Help him get to the bed that you passed by earlier. Go back and go through the same door. The further path was linear, and soon, in a ditch with water, loading would begin.
Move forward until you come across a monster that will attack when you try to take the morphine and the box. Run away from him, destroying obstacles on the way. Make your way through the narrow opening, then run away from the monster again until you find yourself in front of the gate. Break the boards with a pickaxe. Continue walking until you find a loudspeaker.
There is a tree in the center, and the monster will only chase you if you move through the water around it. To the left, right and behind the tree there are three locations with gramophones in red and green. You must turn on the green gramophones and then activate the main speaker. After that, approach the monster and finish it off. The green gramophone to the left of the tree is hidden behind a breakable wall. You will receive a mirror fragment.
Apparently, if you turn on the red gramophones, the hero will receive some body part from the monster.
Look around the room, pick up matches from the floor, go outside and move any way into the hall. The doors upstairs are open, and one of them allows access to the living room with a fireplace. Go down to where grandfather sat, etc.read the note. Collect various notes and go out into the garden. Go forward to get to the laboratory. One of the notes tells you where to look for the book and key. Return to the living room with the fireplace. Opposite the fireplace on the first floor there are bookcases with different Greek letters. In approximately the middle cabinet you can find a book with information about the “Tank Eater” (a special chemical that can corrode iron). You will also receive a key .
Go to the corner of the first floor of the room with a fireplace, where there are various souvenirs from Africa. One of the display cases is locked. Open it with the key you received and take the gazelle horn . Return to the fireplace and find a stuffed gazelle (head) with one horn to the right of it. Install the second horn to reveal the safe. Open it by entering the code 1908 (date of death of your grandfather). Take the note and the special chemical .
Return to the laboratory behind the garden, pick up the salt and sulfuric acid. Then place them in two flasks and interact with the device. Light and turn the handle to a position so that the liquid boils (the flask on the right will begin to fill). You will get hydrochloric acid. On the right there is another similar device. Place one portion of hydrochloric acid in the left flask and three portions of the yellow chemical in the right flask. One portion is a large division on the flask. That is, the right flask should be full. Once done, turn the knob below to get "Tang"copy eater." Return to the house, find the grate with a chain behind the hallway with the brothers' obituaries and use the liquid. After going down to the basement, go through the only open door to your father.
You will find yourself on a battlefield covered in clouds of gas. Go forward and on the hill on the right find a corpse with a German soldier's token (8/28) . A little to the right, near the white flag, lies the helmet and bracelet of a Frenchman (5/28) . Go further to the burning cart and pick up the German token (9/28) . A little further from the cart there is a corpse with a Frenchman’s bracelet (6/28) , and even further and to the right, near a tree trunk, there is a corpse with a German token (10/28) . Go to the next area, turn left and see a corpse in the wire with a German token (11/28) .
Continue along the only path and jump into the trenches. Turn around and break the boards. Near the note is a Frenchman's bracelet (7/28) . Nearby there is another box with a Frenchman's bracelet (8/28) . Go the other way until you come across a mountain of corpses. Take off the gas mask and run away from the monster. Hide in the nearest dugout, and then go into the cave into which the monster fled.
When you move through the poisonous clouds, look around - there should be a German token (12/28) lying on the ground, belonging to Franz Fromm. Continue moving until the same one starts shooting at youficer from the previous chapter. He needs proof that you are not a traitor. Go the other way, go around the guns on the right side and jump into the basement. Break the boards, turn the valve and move on. You will find yourself in an area with a monster. In fact, you don't need to go to the left. Take the first turn to the right (if necessary, hide in the dugout). On the right, look for a long trench with boards on top (you need to bend down to crawl under them). This path leads to another valve that you must close. Having done this, go back until you see the monster. Time will slow down, and you will need to hide in the dugout. The monster will fly into the ammunition depot and explode.
Follow along and pick up his head. Return to the officer and place your head on the box. Enter the bunker and listen to the officer. He will give you a dynamo lantern . You won't be able to pick up the gun. You can find the bedrooms to get another German token (13/28) . Then exit through the door to the east, opening it with the key you received from the officer. When you crouch down and crawl under the logs, pick up the German token (14/28) . Continue driving. In the square in front of the railway bridge, approach the truck. Put on the gas mask and pick up the German token (15/28) . Cross the bridge.
Go inside the factory that needs to be restored. Go down to the control panel?? and lower the lever. Nothing will happen. Go to the right side of the panel, along the brown pipe. Get through the narrow opening and go upstairs. Eventually you will discover a furnace. There should be a diagram on the wall. Turn the valve all the way counterclockwise to A2. Then set the oven to 250-300 degrees.
Continue driving, check out the following diagram. Light the stove and set it to 550 degrees. Switch one valve to B1, the other to B3.
The next time you move the pipe, set the oven temperature to 450 degrees. Switch one valve to G2, the other to G3, the third to Y. To get to one of the valves, you need to go through a narrow technical corridor with steam. Steam disappears periodically.
Go down the stairs and follow the poisonous corridors to the last furnace. Set it to 600 degrees. Switch one gate to h1, another to h2 (which also has f1), and a third to X.
Return to the device (just keep going further, opening the grate) and lower the lever. Go across the bridge and pull the lever near the monster sitting on the throne. He will come to life. If you lure him to the device in the center and lower the lever (you may not even need to lure him), the monster will begin to choke. Run up and attack him, snatching the knife from his hand. For this you will receive a saboteur brain . Apparently, if you do otherwise, you can get a mirror fragment .
Examine the room, go outside and approach your brother's door on the left side. Go to the elevator, go down and go inside. From the wheelchair, take the key to the storage room, and then press the elevator button to find yourself in the basement. Go forward through the entire basement, follow the grate, behind which there is a generator. Turn right and go through another grate. Push a few drawers aside until you find a mannequin. You will receive the key to the blue door (brother's room). Slide the drawer and lower the lever on the generator.
Go back upstairs and enter your brother's room. The most important thing is the poem, which contains a hint for solving the puzzle (points to the mother's tree in the garden, the photograph shows a mask is needed (hanging from above), there is also a sequence of three paintings). You also need to take a picture with the number “22”. Get to the garden and take two more paintings with the numbers "4" and "8". On the left there is a staircase leading up. Move it to the left to the desired mask (as in the hint - a head with wings) and enter the code 2248.
After receiving the key to the attic, go up there and go through the entire attic to the far door (learn everything you can along the way).
Follow through the hospital until you find yourself in dark corridors. Red wires lead left and right. First go to the right. Answer the phone call. Will you learn about the traitors Kaspar??, Rudolf Logmann and Horst Weber. Enter the filing cabinet, remove the small key from the desk lamp and open filing cabinet #28. There are several dossiers in it. Weber's file states that he hid the key to the utility room in locker No. 82. Code - two of the most faithful comrades. You heard their names on the phone. Check the dossier numbers in this file for Rudolf Logmann and Kaspar. Return to the locker hall, find #82 and enter the code 0715 .
Take the key to the utility room and return along the red wire to the left wing. Try using wire cutters. Go to the other side, put on your gas mask and find the lever (on the red panel) that allows you to turn on the power. Go back, take the wire cutters and return to the right wing. The grill next to the phone will open. You can cut barbed wire with wire cutters (you need to cut the one that is motionless).
Once in the long corridor (infirmary) with beds, examine the grate on the right. Requires food. Go the other way. There will be two more closed doors to the left and right. Go to the very end and look into the room on the left. Lower the lever, answer the phone. The animated mannequins are afraid of the light. Make your way back past them. Activate the shield in the room on the left, then in the room on the right. A fire will start. Go back. At the end a burning mannequin will appear. I haven't tried it, but it's probably best to lure him as far away as possible, and then return to the grate andopen it. Get outside.
I won't focus on tokens. Follow the only path until you find a pump. Squeeze through the narrow opening on the left. Find a canister on the truck, and on the right, behind the boxes, a barrel of fuel. After filling the canister, pour fuel into the pump and start it. Go down to the basement, go through it, using the lantern on the monsters. Having returned to the desired part of the bunker, stand at the grate and listen to the officer. He will open the door. When the officer gets up, follow him and take the key from the table (near the map). This way you can open the door next to the wheelhouse, which leads to the Hero's Path.
Continue towards the plane, cut the wire and take the fuse. Follow the only path and try to kill the flying monster.
Cut the wire and walk on the wooden planks while using a flashlight to scare away the pigeons. You need to cut the wire on all the spotlights to find out what happened to Paul and Johannes. Each time you release the spotlight, a new path opens up. It's actually simple. At the very end, you will need to jump into the hole where the pigeons fall (before that, you will put a cage into which they will crash). Finally, to destroy the monster, you need to lift the cages using levers and lure it into them (the monster must crash into the pillars). Alternatively, you can omit the glueyes, but I don’t understand what to do next. Perhaps you just need to wait, avoid the monster and not try to harm it.
This is my guess. There are three endings (and that's a fact). To get the first two, you need to choose two of the three good or bad outcomes at the end of the three chapters. That is, get two mirror fragments or two monster parts. Or, alternatively, in both cases you will get the same ending. Bad ending - getting three monster parts. The best one is to get three mirror pieces.