All materials on showgamer.com are protected by copyright. Partial copying is permitted with an open (for search engines) link. ShowGamer (2015)

ShowGamer.comWalkthrough Conarium

123

Walkthrough Conarium

After the intro, move forward until a cutscene starts.


Waking up on the territory of the scientific complex, look around. Pick up the flashlight that shines on the sparkling device. Turn it on by pressing F. Take the first entry from the table in the corner. To open the journal with entries, press the J key or RMB.

Exit the room, go left. At the fork, first look into the room on the left. Open two boxes and read the note on the inside of the lid of one of them. It says that to turn on the power you need to activate the device from the outside. Go the other way to find a metal door leading outside. Unlike other doors, those that lead outside will change to "gear" when hovering over.


Once outside, go along the lanterns to the left until you find another building. Go through the door and examine the panel on the left. There are two switches here, but they don't work. Enter the next room. You will have to push the door a few times to open it.s. Once done, look to the left. On the left hand there is a grate - lift it and pull the generator towards you. Open the lid and look into the tank - empty. There is a canister on the side of the floor - take it and use it on the tank to fill it up. Next, inspect the torn rubber tube on the same generator. The duct tape can be found inside the toolbox on the other side of the door that entered this room. Apply to the hose, and then push the generator into place.

Return to the first room and use both switches to light up two green lights. The power supply of the complex has been restored.

Go back and see a ghost.


Follow him to the Living Rooms.

Examine the wardrobe cabinets on the left. Find a walkie-talkie in one of them on the top shelf. Follow the other side of the door (to the right), through the door marked Private Room. Enter the first room on the left and you will see a closed metal cage on the table ahead.


To open it, you needeat the puzzle. First, on the next table on the right, find a device with flashing red lights. Interact with it and then click on the device to the right of the cell. You need to move the slider up and down (W and S) and turn the toggle switch counterclockwise or clockwise (A and D) so that the red line matches the white one (both in speed and length). You will need to do this twice - first one light will light up, then the other (green).

When both are lit, then press the button on the side of the metal cage to open the first secret - talk to the robot's head.


Be sure to take the handle off the table.

Get out of here and look around the other rooms - all are closed. On one of them hangs a sign with the name of Frank Gilman, the main character. Unfortunately, there is no key to it.


Go to the beginning of the residential apartments and follow straight from the door. Find a note in the room on the left. In the room on the right, there will be a book inside the crate - read the information about the sculptures to unlock the trophy .

In the drawers of the cabinet of the second room on the left, find the key to one of the metal cabinets at the beginning of the living compartment.

Inside the locker (look at the tag on the keys to see the name) you will find another note - this is the second secret . In the second room on the right, there is another note on the table by the bed.