Before starting a new game, select the desired difficulty:
On your first playthrough, I recommend enabling unlimited saves and checkpoints.
Examine the bunker; in two boxes you can find cigarettes - the currency in the game. Poiliu is sitting in one of the rooms. Exit through the door below. Remove the French Army Field Manual from the wall. Talk to Marcel and exit through the bottom door. Talk to the major and run left. Take the cigarettes from the box, then go through the door. You will learn for dodging with Space and running with Shift.
Talk to Henri, enter the door on the left and talk to Jean. You will be able to save the game. The chest is used to store things. Right now you have nothing. Go up the rails, into the room on the right and pick up the trench shovel. Press TAB, click on the shovel and select "Use". Return to the tunnel with the rails and hit the dilapidated boards in the passage (hold RMB and press LMB).
Break barrels that may drop supplies. Move through the trenches, kill the first German. Don't forget about dodging. Enter the bunker ahead and carry the wounded Pierre. There are cigarettes behind the beds on the right. Go up, search the lockers and move the drawer to the right. Exit through the door. Examine the overturned cabinets on the right. Take the rifle from the corridor at the top right. All the doors are locked, so go back to the room with the lockers. Kill the German and go through the top left door.
Open your inventory on TAB, select the rifle and the Assign function. Attach it to one of the four slots. Do the same with a shovel. Kill the shooter and raider, go through the door, talk to Marcel and save. Go up, talk to the major and you will find yourself in the trenches.
On the right there will be a door with a combination lock, but the password is still unknown to you. While collecting supplies, head towards the first machine gun. Kill four enemies and only then move on. Go up, right and down. All you have to do is survive! I recommend that immediately after the first machine gun, make your way to the far right corner to find a pump-action shotgun. In the trenches there are a lot of shotgun and rifle cartridges, bandages, a first aid kit, and a grenade. Lure enemies to explosive barrels, machine guns, and search boxes. When you kill about 20 enemies, the goal will be updated and you will be asked to return to Pierre. Also in the far part of the trenches, at the bottom right, I moved a cabinet and found a note with the numbers 92.
Return to the bunker, but the Germans will launch poison. Go through the door on the right (there used to be a combination lock here). Push the trolley to the right, follow the only path until you return to the bunker. Pick up the trench key from the corpse and open the door. Go in the opposite direction, to the infirmary, pick up the note and exit through the bottom door.
Explore the forest, find the key to the cellar on the wood on the right and go down. Find the front door key, go back outside and enter the house through the main door. Examine the left and middle rooms, in the right room go to sleep on the blue bed. The first chapter is completed.
To make it easier to navigate, let's divide the location into three parts. You will find yourself in the main trenches when you leave the room. Then you can go to the left or right side of the trenches.
Pick up the gun and go outside. Go to the right, past the closed building and enter the bunker. Kill the enemy with the club or just go through the door at the top to get into the trenches. There is a knife on the table in front. Search the entire bunker. You can find grenades, gunpowder and much more. There is access to a chest into which you can throw unnecessary supplies. Go down through the hatch in the center, pick up the memo about the tunnels and take the battery for the flashlight from the box. Also, get the trench key from the chest to open several doors.
Exit the bunker, go to the right and open the door with the red lock using the trench key. There is a note on the wall that says “Key Responsibilities.” Go through the door on the right to enter the trenches with artillery pieces. The enemy will come from below. Kill him, go down and examine the rubble with a red cross. You can clear the way by purchasing an artillery charge from Poile for 200 cigarettes. Go up and enter the passage above. Select fuel. Go left and up to the dead end to pick up 25 cigarettes.
Move right. There is one door in the upper right corner, two doors just below (one is closed) and a passage down to the very rubble that requires an artillery shell. There is a hole next to the rubble. Interact with him and throw a grenade to get rid of the rats.
Go to the two large doors. You can open the far one. You will find yourself in someone's rest rooms. Go through the corridors, collect supplies. At the very end there is a safe. Enter code 1985 (the hint is in the diary nearby). Take the empty lighter.
Let's stop and go back to the very beginning!
Return to the main area and go left. You'll have to kill the enemy, but there's a trench shovel in the dead end on the left. Enter the nearby door, then open the door to the left of the tracks to meet Trader Poile. For weapon parts you can upgrade your firearms, and for cigarettes you can buy goods. Save. Be sure to buy a small key from Paul
Leave the room, go up the rails. You can open the door on the right with the trench key and find a cage with a dove. There is a lock on it; the small key sold at Poile's does not fit here. Go even higher along the tunnel with rails, turn left and go through the door. Move up through the trenches, kill a couple of soldiers and enter the bunker. Go through the next door from above, killing the German along the way. Turn right and look for a raid baton near the corpse and the middle door. Go through the far door on the right. The left corridor leads to a closed door, the right to two more. One will be locked, and the other leads to a corridor with poisonous gas. If you have a first aid kit, you can run through this corridor (at least on the normal “Soldier” difficulty I did this). Coming out of the corridor, you will find a crystal. Return to the room where you found the baton and go through the left door to find an artillery shell. A little higher there will be a room with a Poile, a save machine and a chest. The further path is blocked.
In the main area where you found the Trench Shovel, there is a discreet passage down. It leads to another rubble with a red cross blocking the path to the stairs. If you find a wire spool, you can repair the barbed wire in the main area, not far from where you left at the beginning of the second chapter.
Go to the right side of the trenches and again find three pairs of doors. Behind the doors just below, with exclamation marks, you can find dynamite. Open the door in the upper right corner of the location. Go past the door with the rope soaked in fuel. Your lighter is empty, so you won’t be able to light it right now. If you wish, you can finish off the wounded Fritz. Exit through the door and run up the long trenches. You can open the door on the left, which leads to Poile.
Exit and go up even higher to reach a fork. You can go down the stairs on the upper left or enter the doorway on the lower left. First go down the stairs, immediately go down, left, up. Go around the columns to find the battery for the flashlight and the trench flashlight itself. Select "Use" in your inventory to turn on the flashlight. There's nothing else to do here, so go up the stairs and go straight down.
Make your way through the trenches, killing a couple of soldiers. Along the way, you will find another hole for rats, and you can block their exit by spending a grenade. Continue moving and you'll soon open a door, creating a shortcut to the main seating area.
Return to the main bunker, where the medicine warehouse is located and so on. Use the trench key to open the door on the left side to exit into another part of the trenches. Search the trenches, kill enemies, collect supplies, create a shortcut to the corridor with rails and Poile's room. You will also find half of the wire cutters.
Return to the main bunker and go down the hatch (to get to it, you had to move the box at the beginning of the game). Having done this, go down and break the boards in the doorway. You will find yourself in a mine with rails. Move through the lower right doorway, push the trolleys and so on until you get into the room with the key to the dovecote. Use the trench flashlight found earlier to navigate the tunnels.
From the main trench area, go left into a tunnel with rails and Poile's room. Climb up the rails and turn right through the door that was opened with the trench key. Open the cage with the dead dove using the newly found key. Take the master key from the cage.
If you explored the right, eastern part of the trenches, you should have opened the top door to the main bunker, creating a shortcut. Go back through this door and use the master key to open the fuel storage door. Talk to Marcel. Gather supplies, including lighter fluid. You can refill the lighter immediately. Exit through the top door and pick up the dirty shotgun. I don’t remember where exactly, but before that I found a gun cleaning kit. Combine it with a dirty shotgun to get a working shotgun.
The door above is locked. Go to the main trench area and head east through the door on the right. Go to the upper right door, up the corridor between the shelves and interact with the door tied with rope. Use the lighter to burn it. Take the supply trench key from the box.
Go to the main trench area. Go down through the passage opposite the closed gray building and open the door below to enter the supply trench. Go down below and clear the trenches. You can go through the doors on the left and right.
First, go through the door on the right. Kill the enemy in the corridor, go downstairs and enter the room with the table. Interact with him, use the small key you bought from Poile and take the onyx. You can go through the door on the right to find a tunnel with a blockage. It requires dynamite and a detonator handle. You already found dynamite earlier, but you don’t have the handle.
Return to the surface and go through the door on the left to enter a large cave with several doors. They are all open. Immediately go up, go through the opening, kill the enemy and take the detonator handle from the table. Exit into the cave and enter the next door at the top left. You will come to four artillery cannons. Each of them is aimed at a separate blockage. Bring artillery shells here and shoot to clear the rubble. Let's come back to this later!
Behind the third door in the upper left corner will be Poila. Finally, there is another door in the lower left corner. If you go through it, you will meet Gaston. Pick up an artillery shell, treat Gaston to a cigarette (affects the ending).
Go back to the cannons and fire the one on the far right and the second one from right to left. Go to the main bunker, turn right, east, and go down where there used to be a blockage. You can now enter the room where you will find a two-pronged key and a silver necklace (empty) among other supplies.
Go to the supply trench down from the main area and enter the door on the right. At the end of the tunnel, place the dynamite and detonator handle, then blow up the wall. Approach the round boulder, then run down and to the right so it doesn't crush you. Continue on and collect supplies. Among other things you will find the second half of the wire cutters.
Combine both halves of the wire cutters, return to the main bunker and go through the wooden door on the right. There is a door with wire in this basement. Cut the wire, go through the door, to the right and go out into the trenches with the corpse. Pick up the ruby and the infirmary key. Enter the infirmary and talk to the medic. Enter the room above, remove the key of Fort Souville from the wall. Take the morphine from the cabinet on the right.
By the way, rats will constantly appear near corpses. To eliminate this, stand near the corpse, use fuel and a lighter (straight from the inventory). This will burn the dead man, and the rats will no longer appear.
Return to the main area and go left. Enter the tunnel with rails, where there is Poile's room on the left. Go up, turn right and go through the door to the dovecote. Marcel left supplies here. Among other things, there will be a bag that increases the size of the inventory. From the room with rails, go up, left and down, as you did at the very beginning. Climb up the trenches and enter the room with three doors at the top. The middle of these doors was closed, but now you can open it with the Fort Souville Key.
Exit the room when you have collected all the things and go through the door on the right. Of the two corridors, take the left one, which goes up, and open the door with the Fort Souville key. You won't need this key anymore. Collect supplies, read the note about gases and go through the next door. Jump through the hole in the floor (make sure to take the trench flashlight with you!), move down, pick up the battery from the flashlight and turn to the illuminated door on the right. A code combination consisting of symbols is required.
How to find out the password for the door?
Go to the right and up from this door, open the next one. You will have to kill two enemies, because next you need to move the cabinet to the right. Doing this, you will be able to go through the door in the lower right corner of the room. Go down the corridor to find two doors. First, go through the wooden door on the left, near the flashlight, and go up the stairs. Open the door at the bottom to create a shortcut.
Go back, the door on the right cannot be opened, it is too hot. Go out into the hallway by going up the stairs and go through the metal door down. There is a door on the right, but behind it is a tunnel with poison gas. There is a hidden tunnel on the right that leads to a box with a grenade. Go down the main hallway, kill the enemies, go down at the fork and open the door to create a shortcut to the main part of the bunker.
Return to the hallway and go into the large passage with steps. Move the left cabinet up, then go down to the lower right corner and move three more until you reach a grate with a flame. You can’t put out the fire right now.
Go out into the hallway and run along the left side. Turn into the room on the left, use the hidden passage like on the right side and go through the wooden door. There will be a corridor with poison gas here.
Return to the previous hallway and run up the left side until you open the door. Go left and open the large grate. The upper door will not open without a lockpick. Return to the corridor and run up to find another door. Behind it, there will be a corridor with a wounded soldier at the end. Take the gas mask from him. Don't forget to put on the gas mask in your inventory!
Return to the main corridor. Go down, turn into the room on the left along the left corridor and go along the secret passage into the room with the door. Behind it, there will be corridors with poison gas. Find an antique flask and a decontamination room (Casemate Desire). There is a broken sword here. All of these rooms are a hint to the password.
Go back to the main corridor, move along the right and in the room on the right, find a door behind which there will be a corridor with gas. There will be a ladder on the left. Use it to get to the Casemate Anatole room. There will be a statue of a warrior with a rifle and a small key here. Run up and to the right along the corridor to find Casemate Berthe. If you examine the rubble, you will see a lion's head. Continue down the corridor to get to Casemate Celestin. Here you can find a severed arm with a medal. Go back to the door and enter the code (from left to right): soldier in a helmet, lion, medal, sword. Enter the room and take the master key from the box.
Go to the left part of these catacombs, where you went to find a gas mask. One of the rooms leads to a door that opens with that same master key. Talk to Marcel. Here you will also meet Gaston and Medic. Medic needs a bandage, and Gaston should be treated to a cigarette. In the room above there is Poilu. You can buy two fabrics from him and make a bandage if you don’t have one in your inventory or chest. Give it to Medic.
The lieutenant asks for help in capturing the fort. Go to the western part of the main bunker (through the corridor with rails), to the room with Poilu, behind which there was a blockage above. Now he's not there, and you can start the mission the same way you did at the end of the last chapter.
If you go back through the door, you'll get shot in the forehead. There's also a box on the left that you can move. Going down the hatch will avoid the fight. Everything will be done for you, the mission will continue, but it will affect the ending of the game.
Take the road key, go to the main trench and go down to the south. You've been here before, but now you can open the very bottom door. You can inspect the house, but you'll have to lie down on your bed in the end.
You need to go down through the battlefield. At the first location after the merchant, you can turn east, right. Give the Medic some alcohol. You'll find yourself at a prisoner of war camp. One of the prisoners will ask you to find a photo he dropped near the bridge further down the road. There's a coded door on the right. When the Medic leaves, a surgical kit will remain in his place. If you have it in your inventory, the effectiveness of all healing items increases.
At the third location, you can also turn right and find a house with poison gas. You need a master key to open it. At the fourth location, you will not be able to go down, because you need a tool that breaks down the boards. Therefore, look for a passage to the location on the left. Enter the house on the left side, remove the map of the area from the wall, you cannot break the boards.
To move forward, you need a tool that will allow you to break the boards. Move down the locations until you cross the second wooden bridge. Go down to the next location and turn left. You will get to a location with an abandoned truck. A little further there is a Frenchman who will say that you are at Fort Saint-Michel. Enter the fort, find a map of the area. The path forward (up) is blocked by fire. Turn right and go down the stairs. Pick up a note with the code 9455 from the corpse. Go outside and take the exquisite gem. Return to the fort and examine the left side to collect resources.
Return to the location closest to the merchant, up. Go to the prison camp on the right and open the door using the code you found. Take the old axe and other resources, go higher, take other resources and go up to a new location. Knock out the boards in the stable above and go deeper to get a key with a horseshoe. Find a silver ring outside. It can be combined with a gem from Fort Saint-Michel to sell for 100 cigarettes.
Go down again through the main locations until you get to the end of the path (a soldier near a pool of blood). Turn left and enter the house. There are two more doors and a table with a lock in this building. You need a small key. We already found it earlier (bought one, found one). Inside are 10 shotgun shells. There is a merchant in the room above. Return to the room with the locked table and exit through the lower left door. Go around the house and find another building. Inside it, move the rack and go down to the basement. Move another rack and find resources and a trenching tool in the lockers. Now you can destroy the boards!
One key has already been found. Go back through the building to the location on the right. Germans have appeared everywhere. There are boards on the right side (at the location with a pool of blood). Break them (interact with them and use the trenching tool), find a hatch and go down to the basement. The recently found key with the horseshoe can open the middle lock of the three. You need to find two more keys!
Go back outside and go up two locations. Go to the fenced area on the right and break the boards. Jump down and pick up the weapon parts. Move along this river to the right, to a new location. Enter the cave, go left and up the rails. Move along the only path and shoot 2 explosive barrels. Go back down to the beginning and shoot the barrel in the lower left corridor. Once you do this, you will destroy all the obstacles. Push the cart up to go through the upper left doorway. Continue moving through the catacombs, exploding barrels and killing enemies until you get outside. Go down, right and into the building to the right of the burning house. Go down to the basement and find the pump handle on the shelf. Leave the cave, go left along the river, right under the bridge. Break the boards, move the box and pick up the photo. Get out of the river, go one location higher. On the right there should be a location with a closed door and a lock that can be picked with a lockpick. And in the current location there is a pump without a handle. Use the handle on it to get the lockpick.
Go to the location on the right, open the house with a lockpick, kill the enemy, take the hunting rifle and the sickle key. Go up two locations along the central path, cross the bridge and turn into the prisoner of war camp on the right. Give the captured Fritz the photo you found. You will receive 30 cigarettes as a reward.
Go to the location on the left, enter the house and knock out the boards. Go up to the location above, move through the trenches and follow even higher through the upper left passage. In the very center of the location, pick up the key with the rooster. You can immediately go to the door in the basement of the lowest location and use it on the upper lock.
Go right to move the box and create a shortcut almost to the beginning of the location. Go up to the Trader. Go around his building near the cannons on the left and find boards in the upper right corner of the location. Knock them out, collect supplies.
Go down two locations, turn to the house on the left, break the boards and move the box to the right to go down to the basement. Kill three enemies and find a satirical coin. You can sell it to the merchant. Using the pump handle, activate all the pumps on the level. You will be able to find a sapphire, a dirty gem, an emerald. Open the door in the basement of the lowest location using the sickle key, the rooster key and the horseshoe key. Go up, push the cart to the right in advance. When you go higher, a stone will roll towards you. Run down and hide on the side.
After passing through the tunnel, you will get out to a new location. Go down, right, up to get to the ruins with a note. There is a hint on the map on how to move through the minefield located on the left. The screenshot below shows the correct path.
Go to the location above and pick up the fire extinguisher. Go down to the penultimate location and turn left, towards Fort Saint-Michel. Go inside and put out the fire. Inspect the location, collect supplies, give a cigarette to the soldier. Enter the upper right door, talk to the captain. Pick up the key with the helmet and go to bed. Enter the house above, take the flowers from the table. Go through the middle door, up the long corridor. Move through the forest until you find a grave on which you need to put flowers. Go to bed.
Go outside and agree to go to the front by car. You can go back at any time. Talk to the captain. You need to get to the artillery guns. In addition, he asks to return the soldiers hiding in the blockhouses to the front. But now you do not have the key to them.
Go up the supply trenches, talk to Marcel, collect ammunition and a machine gun. Once in the Support, the main trenches, enter the canteen (the building where the shelf with medicines was, there is a box and several doors). Open the door on the left, using the key with the helmet. You will find a cannon. On the wall is the key to the blockhouses. Return down to the supply trenches and open the only blockhouse in this location. Talk to the soldier who will go to the front. Collect supplies, including an artillery shell and a bulletproof vest. By the way, you can buy fresh foot wraps from the Merchant. Equip the foot wraps and the flak jacket (they should be in the inventory, select "Use"). Foot wraps speed up movement.
Return to the Support Trenches and open the blockhouse next to the canteen. Talk to the soldier. There is a satirical coin on the floor. Move to the west of the Support Trenches, enter the corridor with the rails. Go through the door at the top and look for the blockhouse door in the north. There will be no one here, but you will find a howitzer shell and machine gun ammunition. As soon as you pick up the shell, the hero will be overloaded. So I recommend immediately returning to the cannon (the left door with a helmet inside the canteen) and placing the shell inside. But this is not enough - you need a handle.
In the upper left part of the Support Trenches there is a passage to Fort Souville. Go there, visit the merchant, take the fire extinguisher from the chest. The hot door should be marked on the map.
Take the gas mask with you. Return to the support trenches, in the center, and go through the door to the east. Run to the right and open the blockhouse. It is filled with poison gas. Put on the gas mask, move the box up and pick up the handle from the gun. Go outside, go to the right, below and into the far right door. Inside the room is Gaston. Treat him to a cigarette. There is a door with a helmet nearby. Open it with the corresponding key. You will find a field bag to increase your inventory.
Go to the support trenches where the blockhouse with the handle is and go through the upper right door. Exit through the door on the right and open the blockhouse. Talk to the soldier. To get the achievement "Widowmaker", when you go north along these trenches, look in the room on the left where the Trader used to be. In the room above, you will be attacked by a powerful enemy. Defeat him and pick up the photo.
You will also need a disinfectant bandage. You can buy two bandages from the merchant. Combine them to get a regular bandage. Then buy a chemical liquid and combine it with the bandage. Be sure to take a fire extinguisher with you! There are two blockhouses in the north. There will be a deserter in the right one. Leave him alone. If you insist, you will have to fight him. In the left blockhouse, there will be another soldier, whom you will send to the front. There is also a Medic there. Give him a disinfectant bandage. If you helped the Medic three times, you will get the achievement "Porter".
Exit the blockhouse and go left. Go inside, move left, down and through the door. This path leads to the far fort, past the pump. If you took the handle with you, you can use it and get an emerald. Go inside and use the fire extinguisher on the fire behind the bars. Return to the western part of the Support Trenches and go to the previously hot door. It will still be marked on the map with a red lock. Go along the narrow corridor, at the fork, turn left to find a Howdah pistol. On the right side there is a hole. Jump through it.
Go to the cannon, install the handle. Rotate the cannon. Open the bolt, interact with the handle and load the cannon. Close the bolt, interact with the handle and fire. Go north, to the front line behind Fort Souville (as usual). At the front, move up and to the right to open the last door with a helmet.
You need to capture the enemy trenches. Move in a linear way, you don't need to kill everyone. You can run past. In the first building, in the right room there is a hatch that will allow you to hide and survive the battle. As always, this will affect the ending. If you don't cheat, keep moving until you can save. Pick up the map of the German trenches. Kill the flamethrower and pick up the charred key. You can return to the chest and take the small key if you bought one from the Trader. In the next bunker, which you open with the charred key, there is a locked table behind the middle doorway. Unlock it with the small key to get morphine. Run along the next field until you find a piece of a scarf.
In the memory, return home and open the door along the corridor on the right to explore another room. Then go to bed.
Going up is pointless, since there will be a closed door. Go to the left side, first go to the tents above. Go through the middle tent (there is a note in German in the right one, but you don't know the language) to get to the other side, to the field with corpses. Go up, left and down the path, to the third tent. Take the casualty report, but due to not knowing German, you won't be able to read it yet. Go down the third tent and take the German-French dictionary from the table.
Exit the tent down, run down and go to a new location. Move even lower, you will get to the streets of the city. From here you can go left, right, down-right and just down. If you go down, the path will be blocked by a box that needs to be moved from the other side. There is also a tinsmith's workshop, but you need a key. Whether you go right or down-right, you will end up in the same location. At the bottom of this area, there is a locked school. A little higher is the town hall. To the left of it is the laundry room (entrance from the backyard). In the lower right corner, there is a descent to another location.
Go there, go down and examine the door with a code lock on the left. Go down even lower, in the lower left corner is a purple door with a diamond emblem. Climb up the left side of this lower area to return to the same street, but end up on the left side. Enter the house on the right. Read the mother's journal. The code for the door:
Run up the street and you will see a locked door with four square holes. Go into the alley to the right of the cathedral and go down into the cellar to find the key to the laundry. From this point on, Germans will appear. Run back up the right side and enter the laundry next to the town hall. You will find a key with a diamond. There is also a pump here. Use the handle on it to get a ruby.
You can go to that very door on the lower street, but for now, return to the first street and go left. Kill the enemies. You can examine the two upper houses. In the left one, there is a locked table (you need a small key) and a door with a diamond. Open it and examine the table with stone heads. These are the same "boys". Count the boys with freckles, mustaches, and glasses. There are 4 busts in total. 3 with freckles, 2 with mustaches, and 1 with glasses. That is, the code is 3124.
There is a merchant in the building on the right. Go down this street to kill enemies and examine the locked door (on the other side). Return to the street with the door and the combination lock, enter the code 3124 and take the tinsmith's key. Go down and open the purple door with a diamond. The key is no longer useful, so the hero will throw it away. Move the cabinet to the left and go to the far door to find yourself in a square with two tents. You can go through the right tent, go up and get to another part of the street. There is a weaving workshop on the left. In the alley to the left, you can find a rusty handle. Move the box on top to create a shortcut.
Go back down through the tent and go left. At the very beginning, there is a locked house at the top. You can go up to the left of the house, to one of the locations above. kill the knight with a sword and go up even higher. There will be a descent into the sewers here. Go down, go down and left. Climb the stairs to get to another western part of the city. Go left, knock out the boards above and go to the cemetery. Flowers are lying near the grave of Albert Ansel (1830-1899). To the left of the cemetery is Gaston. Give him a cigarette. The path down is blocked by a blockage. Return to the sewers and run down to the far door.
Go left and turn the first valve. Go back, go down a little lower (to the left of the channel), kill the enemies and enter the room on the left. Move the rack and turn the second valve. On the table on the left is a small key. Go back, go right and down to turn the third valve. The steam will disappear, and you will be able to reach the stairs. There is a door with a combination lock here. There is a note nearby that says that the code is the year of the father's death. Remember the grave I mentioned above? Enter the code 1899. You can find a new Mauser pistol in the armory. Return to the main hall and open the green door to create a shortcut. There is also an artillery shell in the common room of the store.
After opening the door, run up to the Merchant. Open the cabinet in the building on the left using the small key. There is a stimulator there.
Go to the very first location of the city. Go down, left and down to another location. Here you can open the tinsmith's shop. Take the crystal and the slab with the sun. Return to the two tents at the very bottom of the city and go left. Earlier, we went up along the nearest closed house to get to the sewers. Now go left. In the lower left corner, there is a flooded area with a slab. First, you need to get rid of the water. To get to the house above, you need to break the boards. Again, you will need the support tool. You will be able to find fuel, an antique pipe and a note for Louis. For some reason it's the same as in the armory.
Exit the building and go to the location on the left. Follow through the trenches, go around or kill the flamethrower. At the very end there is a gun. Load an artillery shell and shoot. Return to the cemetery through the sewers or the armory. Below where Gaston was, there is no blockage anymore. Go down to the sewers (new), there is an enemy and three more doors. The right door is closed from the other side. In the room on the left side, you can save and trade. Go through the door below, to another part of the sewers. You need to turn three valves, and then go down to the lower right corner and enter the large pipe. Move through the large pipes, killing enemies until you open the grate. Install the rusty handle on the pipe opposite, and then turn it to drain the water. Open the door to return to the beginning of the sewers and save.
Return to the location in the lower left corner, near the locked house and the gun. Go down to the pool without water and pick up the slab with the feather. Here nearby, below two tents, there is a fountain. There is no water in it now, so you can take the key to the town hall. Open the town hall (upper right corner of the city). In the chest in the left room there is a city master key. It opens all the locks in the city!
Run down from the town hall and open the building on the left, near the machine gun. In the upper left corner there is a slab with the moon. You can go to the two tents below, go to the location on the left and enter the nearest building using the master key. There is an inventory upgrade here. Go through the right tent and turn into the weaving workshop on the left. Find a hatch in the far room, go down to the basement, move the cabinet in the distance and pick up a slab with a lamb.
Having received four slabs, go to the cathedral. The combination will always be random. You need to find images of the moon, sun, lamb and feather in different places. For example:
In the room above, take the gas mask from the chest, put it on, in the central room of the cathedral, move the cabinet to the left and go down to the basement with poison gas. Take the key to Fort Vo. Go back. The gas mask will break. This is how the game intended. Return home and go to bed.
Leave the city and go to Fort Vaux. To leave the city, you will have to make a big circle through the sewers behind the two lower tents to go through the gun shop where the Mauser was found (behind the coded door). Go up to Fort Vaux. The first door opens with a different key. You go left and use the key on the second door.
There are many doors here. Most of them are locked and you need the barracks key. Go right and up. Turn slightly to the right and open the wooden door to get to the room with the Trader. Return to the main corridor and run up the rails. You will run into a door boarded up with metal bars. You need a wrench.
Go back, go left and go down the stairs. In the nearest room there is a ladder leading even lower. Go down, go along the corridor and examine the door, which requires an octagonal plate. Go up the stairs, go right and up. There is a burning pit in the room on the right, but the far door is locked from the other side. Go up a little further along the corridor. You can enter the room behind the door on the left, but there will be poison gas there. Right now, you don't have a filter for the gas mask. Go up even higher and examine the door with a large cross-shaped relief. Go left, through the door a little further. The door on the left is locked from the other side, behind the door a little higher is poison gas. Go up the steps and pick up the barracks key from the corpse. There is a lion on the door below. Examine the door above. To open it, you need to find 3 keys with teeth. We found one of them back in Chapter 2, when we used artillery shells. Go back down the steps, down and to the right. Go through the far door up the corridor to find several ovens with supplies.
Return to the main corridor and start opening doors with the barracks key. Behind the first door on the left you can find weapon parts. Behind the second door you will find a spark plug. Exit Fort Vaux and open the door on the right to collect supplies and create a shortcut. Return to the main corridor and open another door with the barracks key. To the right of the fork. Go through the barracks, go outside and move left under the bridge that leads to Fort Vaux. There is another door with a bas-relief of a cross. Go left and enter the fort through the door above. Go through the basement, killing enemies. Open the lower door on the left to create a shortcut to the main corridor of the fort.
Enter the door opposite, move the box in the corridor on the left (left to right) and in the room with the table you will find a key with a cross. If you go down and left, there will be a door with a combination lock. To the right of it there is a lion (???). Go up the corridor. One door opens with a master key, and on the other there is a lion.
Go under the bridge and open the door with the cross. There is a note on the floor with the code 5952. Here you will also find a map of Fort Vaux. Return to the code door I wrote about above. Enter the code. There is a table here, but you need a small key. Inside is a German medal that you can sell to the Merchant. Jump through the hole into the square chamber. Go down through the passage in the lower left corner, go right through the upper right corner, go up and go through the door. Clear the sewers, killing all the enemies, and turn the three valves. You will be able to go to the door on the right, where the soldier is. Pick up half of the emblem.
Go down the steps in the main corridor, go along the corridor to the right and up. Turn the second turn and open the door with a large cross. Here you will find an inventory upgrade.
Move to the main corridor and go right. You can open two far doors. Open the closest one. There are three doors at the top. The far right door opens with a key with a cross. You can open it, but don't go through it yet, as this corridor is filled with poison gas. Behind the middle door are two generators. You need to install a spark plug in each. Install it in the generator on the right (we found one spark plug earlier). Look for an enemy and a lockpick behind the left door. Thanks to you turning on the right generator, the generators in the upper rooms started working. They are now cleared of gas.
Go outside and enter the door with a cross on the right. There shouldn't be any poison here. Go through the rooms to create a shortcut back to the corridor. In the room on the left, there is a hole in the trenches that you can jump down through. Shoot the red barrel outside to create a shortcut. Jump down the hole in the room on the left, go down and move the cart. Enter the door on the left to collect gems. Go down to the room with the Trader.
Return to the tunnels with rails. Go left. Ignore the cart and go left. This path will lead you to a door. Once outside, search the corpse and take the token with the number 3704. Continue exploring the mine with the rails, moving the carts. You will create a shortcut. You should also find a quarter of the emblem. Go through the door near the steps in the main corridor, go through the door opposite. Move up the corridor and open the door with a lockpick. Here you will find a key with teeth (the second one) and a German diary.
Return to the generator and install the candle in the second generator, on the left side. Go down the steps from the main corridor, right, up and the first turn on the left. Enter the room with working fans. Move to the right closet and take the third key with teeth. Run up the same corridor, left and into the far door. Near the steps that lead to the courtyard (where you found the key to the barracks) there is a room. There is no poison gas in it now. Go inside. There are a couple of locked lockers. The closest one opens with the code 3704 (yours will be different!). For the other lockers, you need to find other tokens. So, in the second one, which opens with the code 4512 (common for everyone), there is a cavalry sabre.
Go out into the courtyard where you found the key to the barracks, and open the door above with three keys with teeth. You will find a secret weapon - a Spandau machine gun. In the cage by the upper wall sits a carrier pigeon. You need something to carry it in.
While the left generator is running, go down the stairs, go right, up the hallway and right. Go through the door into the room with the pit in the middle. You should have created a shortcut up. Once you've done that, go right and open the door with the working fans from the shaft with the rails. Go through the hallways, killing enemies, go up the stairs. Push one box to the left. Another one - up and left. Take the wrench from the open locker. Return to the main hallway of the fort, go up the hallway next to the Trader's room and use the wrench on the metal hinges. Go outside.
You can open the door on the right to create a shortcut to the room where you found the wrench. There are two more doors on the left. One opens with the lion key, so go into the second one. Kill two enemies and pick up the lion key. Go outside and open the door on the left with this key. You will create a shortcut to the courtyard where you found the barracks key. In the main corridor, go through the door by the steps, open the door opposite immediately. Follow all the way up and to the left. Open the door with the lion to meet Gaston. Give him a cigarette to get the MUSTANG-11 pistol. For this you will receive the achievement "American Power" (you had to give Gaston cigarettes every time you met). Take the gas mask filter from the locker.
Return to the Merchant's room, save, equip the broken gas mask and insert the filter into it (as you do with batteries for a flashlight). First, go along the main corridor through the last door on the right, find the third door with a lion and use the key, which will disappear. In addition to supplies, you will find a portable bag. Go back (go up the main corridor, through the door that you opened with a wrench) and put the dove in it. Return to the main corridor, put on a gas mask with a filter and enter the room with gas (it cannot be ventilated with generators). At the very end there will be an emblem (second quarter). You should have four quarters of the emblem and one half. First combine two quarters, then two halves.
Go down the stairs from the main corridor, immediately enter the room from above and go down the stairs. At the very end, use the assembled emblem to open the door. Move along the bridges, enter the room and jump through the hole in the floor in the center of the small room. Go up, examine Andre, enter the room and get ready for the final fight. You need to fight both inside the fort (the battle will begin when you approach the gate) and outside. Then go back for your brother and carry him down. Pick up the key to open the door in the catacombs with the wounded French. Watch the final cutscene.
You will see these endings if you never deserted and fought at the end of the second and fourth chapters.
In this case, you will most likely need to hide at least once at the end of the second or fourth chapters.
Horror in the spirit of Resident Evil and Silent Hill.
The project contains elements of survival and detective.
The film was originally expected to gross no more than $75 million.
Tarsier Studios has unveiled a teaser for its new game, featuring a talking pig warning of danger. The full announcement will take place at Gamescom 2024, August 20. A Little Nightmare threequel from Supermassive Games is also in development.