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Walkthrough Gloomwood 2022 - 100%

A detailed guide to the game with descriptions of all weapons, items, equipment, bosses and secrets.
Walkthrough Gloomwood 2022 - 100%
Author
Andrey Pavlenko
Date of publication
15 September 2022

Gloomwood Walkthrough and Guide

The passage of the game "Gloomwood" will be divided into several chapters, corresponding to the main locations.



Croup's Fishery

Croup's Fishery is the first location in Gloomwood where you will spend quite a bit of time. This page of the guide explains how to get out of the cell, how to get the suitcase, melee weapon and revolver, how to exit the main building, and how to get to the mine entrance. We will also show basement and workshop maps.

Basement Map

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You can find the Croup's Fishery basement map by exploring the main building. The most important places on the basement floor map:

  1. Killing Floor - You will get here at the beginning of the game and find a suitcase that opens the inventory. There is also an elevator going to the top floor that needs to be repaired (the button is in the room mentioned in point 3).
  2. Clock-In Room - There is a guard here and you need to steal the first key from him.
  3. Workshop - here you will find the elevator button (point "1" on the map) and the map itself in question.
  4. Break Room - Here you will find the first phonograph that can be used to save the game. Here b?The melee weapon is a cane.
  5. Stairwell A - You can unlock it later in the game (from the top floor) and create a shortcut to the Phonograph.


How to get out of the cell and find the suitcase

The starting point of the game will be the cell. Listen to the conversations and pick up the ring from the ground. The main character will automatically put it on. It is used to assess the degree of detection - a glowing crystal inside the ring means that you can be detected. After entering the shadow, the ring will stop glowing.

Exit the cell and crouch to get under the boards. You will encounter the first enemy - don't let him see you and don't step out of the shadows if he approaches you. Enemies' field of view is represented by a cone, although be aware that their actual field of view is slightly wider and they can also see to the sides. Use the shadow and move forward after the guard passes to where you came from.

The linear route will lead you to the suitcase. Taking it will unlock the ability to use the journal and inventory. You can place nearby selected items in your inventory, but it has a limited capacity and may overflow.

How to start the elevator and get a melee weapon.

In the same room, you can find a document with some information about an inactive elevator - the button that allows you to call the elevator is missing, and you need to find it??.

Open the door next to the elevator. You will stumble upon a sentry from whom you need to steal the key. Wait for him to turn away, sneak up from behind (crouching by pressing CTRL) and press the interact button. You will receive the manager's key for this place. Return to the hall next to the room with the patrolman and go forward. Open the door to the generator room. You should avoid running on a metal surface, so crouch down so you don't make any noise. Or just avoid metal surfaces.



The most important collectible in the room is the button. In addition, you will find a document and a basement map. The map does not show your location, but you can find your location by the names of the rooms (the current room is the Workshop).

Select a new passage through stairwell A to the break room. You will come across the first phonograph. Such devices are used to save the game (you can use them as many times as you wish). There you will also find a melee weapon - a cane-dagger. The protagonist will automatically start using the weapon (you can also select it at any time by pressing "1"). Use melee weapons to destroy the boards on the door.

There is a guard in the next room and you can use this opportunity to attack him in the back (silent kill). You must hold down the left mouse button and wait forwhen the blade tip starts flashing. Only then release the button to kill the guard. This technique only works on enemies that aren't tense (red) and aren't fighting you.

Return to the room with the elevator (Killing Floor) - to the place where you found the suitcase earlier. Go up to the elevator buttons and interact with the bottom one - now the main character will insert the button he found earlier into the slot. Call the elevator (bottom button) and use it to go up to the top floor (top button).



Shop map

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You can find the map by exploring the main building. The most important locations on the Factory Floor map are as follows:

  1. Killing Floor - This is where you start exploring the upper floors after using the elevator in the basement.
  2. The elevator is a closed elevator shaft and you can use the chain to go up to the office with the safe (item "3" below).
  3. Office - you can get to the office from the mine (point "2") or the stairs (point "9"). You will find a safe here (code - 363), which contains a revolver.
  4. Storage - This is where the main exit from the building is located.
  5. Docks - accessed via footbridges surrounding the main building. Here will be hung from the ceiling l??dka with cartridges inside.
  6. Staircase A - You can use this staircase to open a passage to the basement (phonograph), explore the middle room and open the office (item "3").
  7. Front Office - This is where you will find the factory map.
  8. Loading Bay - There are levers that will open the north exit of the building.
  9. Staircase B - This staircase will allow you to climb to the highest roof of the main building.

Exit the main building

On the top floor, you will run into a new guard and you can use this opportunity to throw a bottle and distract the enemy. You must pick up the bottle without adding it to your inventory (hold down the F key) and throw it on the LMB. After distracting the guard, you can either go around him or stab him in the back. In the same room where the guard was, you will find a document. From now on, you will have more freedom - there are several ways that allow you to leave the main building.



There is a dark passage in the room where the guard was. It leads to a shutter covered with boards - you can break the boards with melee weapons and climb out. The most obvious way involves moving along the main corridors. You will follow other guards - wait for them to finish talking and leave the building. In this area, you will find chests that can be broken: destroy one with a cure, and look for gold in the second.

BooBe careful going through the main exit because there is a guard standing there. You can wait for the right moment and get rid of him with a blow from behind.

Another option is to get to the office on the top floor. To do this, find the elevator shaft. Destroy the boards and use the chain (point "1" on the map). Go upstairs, in the office you will find a document and a safe - you can open it using the code 363 (turn off the light and see the code on the wall). In the safe you will find a revolver, cartridges and a widow's brooch.

The cabinet door is locked. If you destroy one of the windows, the guards will be alarmed. They will come to the office. Hide in the shadows and attack them from behind.



Main building and surroundings

Around the main building there are bridges that are patrolled by enemies. Avoiding them is problematic, but you can make it easier for yourself by climbing on the lower roofs of the main building. Look at the light from the lighthouse. It illuminates the area at regular intervals and can suddenly make you visible to enemies. You must choose well cover to hide from enemies.

Your character can swim and dive. Thanks to this, you can swim to a cave with a safe on the right side. The code to the safe is 415. It contains a very valuable item - the Undertaker's pistol, which can use various types of ammunition (for example, ordinary or incendiary).

You can also swim around enemies. Thanks to this, youget to the mine entrance faster, but potentially miss out on a lot of useful items from the main building. While swimming, you may encounter invisible walls. Unfortunately, the area that can be explored is limited, and the game won't let you swim directly to the lighthouse, which is visible in the distance.

One of the guards patrolling the walkways in front of the main building has the key to the power plant. You can steal it or kill the guard and search the corpse. You will need a key to open a door inside the building. The front staircase is used to move between the floors of the main building. You can:

  1. Go down and unlock a shortcut to the first phonograph - this will allow you to save the game more often.
  2. Explore the room on the middle floor - you can get rid of the patrolman and collect a lot of gold (the guard has a bag). You will also find a key and a document.
  3. Unlocking the office on the top floor is the same office described earlier, where you will find a safe with a regular revolver.

As you explore the rest of the building, you will encounter new guards. You can deal with them in two ways: distract them by throwing objects and then go around, or hide in a side room and turn off the lights.

In the same room there is gold and a shop map. This is the reception area from where you can head to the loading bay.

In the next area, remember?About the guard, you will find levers - here you can unlock the exit from the main building, but you should beware of the guard patrolling the area outside.

If you wish, you can complete the exploration of the main building first. The ramp will lead you to a new cut (use the toggle switch) and a ladder leading to the roof. In this area you have to be very careful avoiding the guards. Throw various objects to distract them.

Some of the guards have the key to the roof. It allows you to open the door leading to the roof.

Reach the hut next to the mine

You can leave the main building by using the passage in the cargo hold, or by reaching the roof and going through the pipes. The latter option will make it easier to get into another, smaller building.

The mentioned building is guarded by at least three enemies (one in front of the building, two inside - you can attack them by jumping from above). However, it is not necessary to get rid of them.

Follow the main path and you will reach a locked hut. There are two ways to get inside:

  • find the key to the fisherman's hut, which lies on a wooden stack near the wall of the building;
  • climb to the roof of the hut and find a hole in the wall of the building.

There is one guard inside the hut that can be attacked from behind. Here you will find another phonograph to save the game and a revolver (if you already have the one that was in the safe??, now you will have 2 identical copies).

Optionally, you can explore the entrance to the basement, destroy the first aid kit and find a well. You can rappel down and look around the cave (there is a small uncut gem on the ground). At the moment, the game will not allow you to open the metal gates in the cave and collect the loot behind them. You can unlock the door later, on the other side, by reaching it from the side of the cliff.

Get to the mine

If you choose the main path, you will meet two guards standing by the ruined road. You can eavesdrop on their conversation and leave, or you can kill them by shooting the red barrel. The explosion should kill them at the same time.

Next to the phonograph hut you will find a rope - use it to climb up. Thanks to this, you will be right at the entrance to the mine of the Waits company.

coastal caves

Coastal Caverns is the second level in Gloomwood. Our walkthrough will show you how to open the electric gate, eliminate the mutant dogs, sneak to the elevator, activate the elevator and get out of the first part of the caves.

How to turn off electric gates

You will enter the coastal caves from the side of the fishing workshop, as we described above. The linear path will lead you to an electric gate - don't touch it or you'll take damage. You must find a generator to turn off the power to the gate.

Length?Let's go. The path on the right leads to a small area with a table and less loot (destroy the chest to find a cure). The left path leads to a balcony with a corpse and a cartridge. The middle path leads further.

Along the way, you will pass a locked gate that requires a key - read the note and memorize the location.

Choose the path to the bottom of the caves. You will reach a place with a phonograph to save the game and a key to the mine generator. You will also find locked doors in the area with a note attached to them. Go back to the locked door on the upper level of the caves with the key on you. Interact with the lock, thanks to which you will open the gate. You will enter a room with a generator. Pull the lever to turn off the power and return to the gate at the very beginning of the caves. Now the gate is not energized.

Where to find the elevator in the cave

Moving through the caves, you will encounter mutant dogs. The best fight tactic is to use a revolver - two headshots can kill a dog on normal difficulty. Fighting with melee weapons is risky though possible (remember to check your health and fight one dog at a time).

Unfortunately, silently attacking the dog is problematic, because he will teach you even if you are sneaking up behind you. Try to stock up on ammo, and if necessary, return to the phonograph and save the game.

Immediately after entering a new location, you will find a lantern that you can use without any restrictions (press the V key to get or hide the lantern). It will help you explore the dark caves, but your character will be more visible. It is best to hide the lantern when there are reasonable enemies near you.

Move slowly through the caves, killing one enemy after another. Also be careful not to fall into the abyss. Carefully explore the locations with corpses, because you can find treasures - Raw Gem (small) and the key to the mine vault. In this area, you can find a closed door. Use the key on it to gain access to the pantry. Inside it, look for medicines and ammunition. In one of the new locations there is a small tank - you can dive into it and pick up another gem at the bottom.

In the end, you will have to take the lower path. There you need to jump to the lower ledges. Kill or bypass the dog, dive to the depth and get to the cave with the elevator. It is also worth looking at the bottom for a medicine and another raw gem.

On the upper path you can reach the gate. You will start exploring a cave with an elevator at the top. The area is patrolled by at least two guards with torches. Hide your flashlight so you won't be seen. Can you wait for the enemies to pass the other way and sneak, or and?to use the opportunity to attack from behind.

How to activate the elevator

To activate the elevator, you need to turn on the generator - the same one that you turned off at the beginning of the stage to turn off the gate.

You don't need to return to the generator the same way. Find a side staircase that is guarded by one enemy. The stairs lead to a barricaded door. You can unlock the passage by destroying and moving barrels and chests. This will create a shortcut. You will find yourself next to the phonograph again - it's time to save your progress. Get to the room with the generator again and turn it on. Then again go to the cave with the elevator.

How to leave the mine

The elevator is guarded by at least two opponents. It is quite difficult to avoid confrontation with them. You'll have to jump into the water, climb onto the boards behind the elevator, and throw a bottle to distract the enemies.

If you don't mind fighting the guards, your best bet is to climb up the boards behind the elevator again, sneak up on one of the enemies from behind, and give him a killing blow. Kill the second enemy in close combat or with a revolver. Decide for yourself!

Beware of torches. Touching them can temporarily set your character on fire. Fortunately, opponents can also accidentally set themselves on fire, and due to this, die much faster.

Regardless of the option you choose, press the elevator call button. Will he just go down??o in the event that you turned on the generator. Get on the elevator and go upstairs.

Above - two more guards (one of them is "hidden" behind a rock on the left). Killing them is completely optional and you can use the stab from behind again. After killing them, read the note (optional).

If you don't want a fight, sneak to the left. The linear path leads to the exit from the caves, where a new location (Coast Cliffside) will be loaded.

Coast Cliffside (rock, lighthouse)

Coast Cliffside is the third level in Gloomwood and is described below. This page describes how to safely reach the lighthouse. We explain how to deal with enemies, how to find unique loot (including a shotgun), unlock cuts and explore the building next to the lighthouse.

Exit from the mines

You will reach the coastal cliff after leaving the caves explored in the coastal caves stage described above. Immediately after exiting the mines you will find a phonograph - use it to save your progress. You will also find a raw gem (small) and ammo. You can slide down the slope or jump to the lower ledges.

Optional step - unlock slice to factory

You will reach a path next to a rock. The left path leads to the lighthouse (your destination), but you can go right first. Does this path lead to a barricade that you had to bypass while making your way through the check??s. There is an ammo boat nearby, as well as a small cave entrance on the right.

The game will load the familiar zone again. You will find yourself in a cave - you can open the gate from this side to unlock the cut. After reaching the well and climbing up the rope, you will return to the hut, where the second phonograph is located. Use this slice to return to previously visited areas if necessary. You'll also find two types of silenced handgun ammo nearby.

Get to the tavern

Return to the coastal cliff and go along the left path. Be careful once you get to the house near the cliff, because:

  • There is a guard on the top floor. From time to time, he will look out the windows and easily notice you. do not linger in open space.
  • There are at least two enemies around the building. One of them patrols the area and carries with him the key to the abandoned house on the coast, which gives you access to the top floor of the house.

Obtaining the key will allow you to explore the building. Use the key to open the ladder and attack the enemy from behind. You can examine the document, and also climb onto the roof and jump through the hole to the lower part to find revolver ammo and the entrance to the basement - there is gold and shotgun ammo.

On the main path you will meet two more guards. The road leads to a damaged bridge - you?You must find another way forward. Don't try to jump over - you won't succeed! You can attack the guards - next to the overturned cart you will find a chest with medicines and some gold (one of the enemies also has a bag of gold).

Go down the path. Watch out for an enemy with a torch patrolling the area. Start following him as soon as he turns around and starts to walk away. At the first opportunity, turn left, then go around or eliminate the second guard with a torch (there is a shadow nearby where you can hide).

Watch out for traps on the ground. Move slowly and carefully, you don't want to step on one of the traps, do you? Interact with traps to disable them.

Along the way, you'll find a new building containing at least three enemies. We recommend trying to sneak in there - stand somewhere to the side to backstab a patrolling enemy, or sneak through the basement. Inside, there is a staircase leading to the attic, where you will find a phonograph, allowing you to save your progress. You will also find some more ammo.

The tavern is at the top of the hill, and the road leading there is full of twists and turns. Unfortunately, along the way you will encounter even more guards. You can kill at least one by shooting the red barrel, but it will alert everyone else. There are also no good covers on the way up (don't try to hideI'm behind the wagon, because the enemies will notice you anyway). You have to wait until the enemies start moving away from you. Sneak up behind them and attack from behind.

There are two guards in front of the tavern - you can eavesdrop on their conversation, but you don't have to attack them.

Examine the table on the left - you will find a shotgun (it takes up four horizontal slots in your inventory), ammo, medicine, and a cellar key. The entrance to the basement is to the left of the guards. There lies a torn corpse. You will learn about the monster that lives on the top floor. Find a way out.

Get to the lighthouse

The passage in the basement of the tavern leads to several more caves. Follow the main path and look around the left gate - you'll reach a phonograph area where you can save your progress. Next to the phonograph is a shotgun and pistol cartridges with a silencer. You can also go down. In the end, you will be able to lower the rope and go down even lower. You will find gold and revolver ammo.

The main passage is to the right of the phonograph. Follow the new path along the cliff and watch out for the nearest guard.

You will reach the gate, over which there is a guard. He has a large field of view, but there are bottles nearby that you can throw to distract him. This will allow you to continue moving (you will open the gate later on the other side). The main path leads to a smaller locked gate. Ostefight off enemies from the nearest camp and ruins.

There are two paths ahead, the easiest of which is to jump onto the right path next to the rock to bypass the blockade. Watch out for traps along the way - using the lantern is risky, but worth it if it allows you to spot them.

A more difficult path is to climb to the top floor of the ruins. You need to go around or destroy at least one enemy and find a table with a key to the castle on the rock (picture 2). You will also find coins and ammo.

The final part of your hike requires you to jump over small gaps. Move at full speed and hold down the spacebar while jumping to make sure you're clinging to ledges. This will take you to the base of the lighthouse.

Investigate the building next to the lighthouse

Examine the building next to the lighthouse. Inside is another phonograph. Next to it, you will find a note and listen to the recording, as well as save your progress. The left door leads to the lighthouse, but unfortunately its upper level is blocked, which means you won't be able to fully climb the stairs.

Explore the basement of the building by going down the stairs. You will find a note with a combination (415) for a cave safe next to the first location. You can find a switch and a room with a mirror - when you approach the mirror, you will hear the villain's monologue. At this stage, the early version of September 2022 will end.

Mo?You can continue to explore the world and discover previously lost secrets. You can also go back to previous phonographs and save your progress with them.

Get to the shopping area

There is a secret switch in the basement of the building, hidden behind the books on the shelf pictured above.

Using the switch will move the shelf and open the secret elevator. You can enter it to go down. The path it leads will lead you to a huge gate that you have already passed. Remember that there are guards on the upper level, so you still have to be stealthy. Find the switch to open the gate and unlock a new cut.

Your new objective is the city gate leading to the Market Quarter. Nearby are several guards. You can avoid them, distract them by throwing bottles or kill them all (you can kill at least one of them by shooting red barrels).

In the early version, the city is not available.

To be continued…