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ShowGamer.comWalkthrough Husk

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Walkthrough Husk

After the opening scene, turn around and take the wallet from the table. Here, read the note from the father of the protagonist Matt.


Go out into the corridor by opening the door and go left. It will be possible to open two other compartments. One has a bible on the table, and the other has a pack of cigarettes. Items can be viewed, but nothing more.

Go to the next car. Inside the toilet stall on the left (open door), there is a yo-yo lying on the floor. Follow to the new car, where the dining room is located. The light will suddenly turn off. Go to the end of the car, start opening the door. Hold LMB and drag across the table from right to left. In the new car, at the beginning on the right side there will be an electrical panel. You need a key to open it. Head to the end of the car and on the floor to the right, find the key on the toolbox. Open the shield with the key and switch two fuses: first the second of the ones turned off at the top, and then the second of the ones turned off at the bottom. The light will turn on.


Follow forward through the cars until an accident occurs.

Welcome

Hold W to stand up. Approach the metal door on the right and move it aside. Follow the road forward, across the bridge, until you see a gas station. At the gas station, go inside the building and onto the regiment??x with goods, find a flashlight. Click on the two batteries in turn, and then click on the cover to collect the flashlight. Screw on the lid by dragging the mouse from left to right while holding the LMB.

The flashlight is turned on and off with the F key. Run further along the road until the train blocks the path. Go right, all the way, until there is a passage on the left. There is nothing inside the toilet, so go up a couple of steps and go to the entrance to the station building. Inside, first go through the white door on the right. Get to the stairs and go upstairs. In the room on the right, on the table with the radio there is a sheet with a code combination - 4951. Remember it.


Go down to the main hall and in the opposite part find the elevator leading down. Follow there and find the door, to the left of which there will be a panel for entering the password. Enter 4951 and go to the parking lot.

Get out of here, go forward and look into the diner on the right. Follow the counter and enter the forge. There will be a closed door here. To the left of it hangs a note with the words: "the keys are under a pot of flowers." Go to the main hall of the diner, back. To the left of the front door through which you came, is the same pot. Examine it and take the key.


Use the key to unlock the door leading to their kitchen outside. Keep going straight until what's ahead?? mucus. Turn into the alley on the right, turn even more right and on the left side around the turn you will see an open door. Move through it, go down the stairs and take the pipe from the table. Use the pipe to break the lock leading out of the room. You will need to press V twice to hit.

Follow the only possible path until you see an enemy on the street. Hold left CTRL to crouch. Follow to the right, hiding from the enemy behind the boxes. Enter the building. Go through the laundry room and go outside. Follow the inside of another building through the door at the end of the alley. Immediately enter the room on the left to pick up the key from the table.


There is a broken elevator in the hallway. To the right of it there is a room. Enter it using the key you just found. Pull down on the switch on the shield. Take the elevator up to the third floor and enter the room opposite the elevator. Take the audio cassette from the table and insert it into the player in the next room, on the left. You will need to press the white player button, then the cassette, and then the red player button. You will also have to rewind the cassette by moving the mouse from left to right on the table with the left mouse button pressed.

You will hear that the owner of the apartment left the key in a box with a label. Exit to the room where you found the cassette (kitchen). Just look at the boxto the left of the sink. Although there is no mark on it, you will find the key. Go out into the corridor and open the next apartment with the key. Walk from room to room and go down to the first floor. You can hit the enemy once with a pipe, then run forward and to the left. He won't chase you.


You won't be able to get past the next enemy. To bypass the monster squatting in front of the car with the headlights on, go behind the fence on the right. There is a locked door here. Break the lock to get into another room. This way you can bypass the enemy. Climb up the scaffolding and walk across the rooftops until you have to break another lock. After that, the pipe will break.

Police station

Get to the police station and go inside through the garage. Follow through the open door along the corridor to the right. Go through the other door opposite to enter a room with shelving and boxes. On the table on the right, by the computer is the key . Take it, return to the corridor and go through the white doors on the right. They just need to be pushed.

In the main hall, go through the double doors on the left and go to the offices on the right. The main character will say that he heard something. After going from office to office, you will reach a locked door, which you will open with the key you found earlierohm. Take the access card from the table, and then go back. Once in the corridor, you will see a monster in the hall. You have no weapons, so you need to act carefully.

Therefore, hold SHIFT and run headlong to the right, through the door on the right. Follow from office to office until you reach the main hall along the corridor. Go through the white double door you used earlier. The main character has to say something. The chase is over. Use the key card to open the door on the right by applying it to the terminal. Find a pistol and ammo in the room. Press Q to pick up the pistol and then R to reload.

Go down the corridor to the right until you see an enemy. Aim at RMB and shoot with LMB. For three successful shots, you will kill the monster. Follow this to the hall, and then go through the double doors on the side. There will be an exit here. Use the key card on the terminal and you will find yourself on the street.

Cave

Walk forward along the street and approach the chain gate on the left. Follow the path to the left of the gate to find the entrance to the cemetery. Climb to the very top of the hill until the cut-scene starts.

After the crash, when the monster leaves, hold the W key and rise. Follow the coast, keeping to the right. Behind one of the stones you can find Pistol Ammo.oleta. Soon on the right will be the entrance to the cave. On the left is a wooden boat, which contains a special torch. Take it and go inside the cave.

Move through the cave, collecting ammo. Follow the arrow pointing to C. After you pass the adit with water and kill the enemy, there will be a fork. This time go left, follow the arrow pointing to X. At the end you will find ammo and the first health kit. There is also a note on the mattress that you can read.

Go in the other direction, then go to side C, where there will be an enemy outside. Shoot him and move on. Soon you will be able to go in one of two directions. One will lead you to a fork and there will be an opening with a generator on the right, and the other will lead to a place with water, into which a live cable is lowered. As you understand, if you hit the second place, you will need to return to the first one to turn off the generator. After that, you will be able to go through the water and get out.

Lighthouse

Move up the slope and go inside the lighthouse. Go to the landing. Below is a code door, so go upstairs. Almost at the very top, there will be a code on the wall - 1901. And at the very top, take the lantern from the table. Go down to the very bottom, enter the code 1901 on the panel and open the door.

Bunker

Go downstairs and read the report lying on the table. Get out of the bunker and go forward through the cornfield. Go to the house on the right, find a couple of cartridges on the porch and examine the framed photo to listen to the memories. Follow the path further through the cornfield, go down and find yourself on the pier.

jetty

Follow the only path through the piers, answer the phone and enter the container area. The first enemy can be bypassed by hiding behind the boxes. Pay attention to the periodic flickering squares from the dotted lines. They indicate the location of the cartridges. Collect them - one monster you definitely have to kill, and it is located near the yellow loader. Soon you will leave this place and find yourself inside Matt's father's factory.

Factory

When you fall down, get out of the water and find yourself in the main hall. You need to open the huge gate on the right. Go past them and open the door on the left leading to the control room. Follow the stairs up and to the left. This is the control room. Look at the monitor, try using the keyboard. Need electricity. There is also a note on the table that you can read.

You can go to another part of the floor, but there is nothing useful here. Go down to the main hall and open another door on the left. Walk forward and to the left as the path to the right leads to a locked passageway into the Production Hall. After entering the room with huge green units at the lockers for things on the right, find the shield with the switch on the wall. In the same way, you launched the elevator at one of the first locations. Pull the lever and then follow the production hall in the other direction.

Follow the only path until you see the same monster behind the grid. Go down the stairs on the right side. In the second row, a monster will chase after you. Even if you have ammo, don't try to kill him. Run in the other direction. As soon as you go to the neighboring warehouse behind the doors, you will see a loader. Interact with him to launch and kill the running enemy. Follow on, go to the control room where you were before, and interact with the keyboard. You will open the large gates of the factory. Go through them to the street.

Crossing

Move through the forest until you reach the sawmill gate. Knock down the lock with the V key (the hero will attack with the butt of a pistol), and then fight the enemy. He moves slowly. Use this to collect patrethey, reload the gun and shoot at the enemy. 6-7 shots will be enough to destroy it. Take a huge key from the corpse and open the gate on the side with it. Go down to the red ferry and start it by lowering the two levers. Wait until you are on the other side.

Suburb

When the ferry arrives, interact with the handle to lower the barrier. Follow forward until you find yourself on a street with private houses. Look into the last house on the right, where there are crates of apples on the porch. Inside the house, find an interesting note and study it.

Leave the house and run up the road until you reach the hospital. Find the entrance inside in the far part.

Hospital

Go down the corridor to the right and turn into the third door on the right side. Follow from room to room to get to the reception, where there are four cartridges on the table.

Return to the corridor and go right between the gurneys. Turn left and enter the room with computers located behind the glass. On one of the tables, examine the note, after which Matt will say that the girls are here. One of the notes will say BELMAN 1957. Open the computer and click on the user field. Choose Belman. Click on the password field and enter 1957, after h??Click Ok to enter.

Now you can activate the card. But first you need to find it. Return to the entrance to the hospital and go down the corridor to the left. In the room on the left, there is a map on the table. Take it, return to the computer and select the first shortcut to activate the card.

Go back to the place where you found the map. There are doors with terminals here. Open the door on the right, go forward and wait for the elevator. Enter and press the button to go down.

Walk forward and enter the small glassed room on the right. There will be a call. Pick up the phone, then examine the brain scan on the table. Remember the password 2418. Go through the door opposite, open several double doors and see the one with a combination lock. Enter this code - 2418.

Follow through the laundry and go to the end of the corridor. You don't have a gun, so you can't break the lock. Enter the room to the right of the locked door and examine the electrical panel. Turn off all the toggle switches, after which you will see a monster in the laundry room on the TV nearby. Come back. The enemy will no longer be here. Go to the very beginning, where you saw a picture of the brain. Look towards the elevator and you will see how someone is leaving on it. Come closer, but you won't have time.

Come back arratno to the door with a lock. There will be a gun lying on the floor in the laundry room. Take it and break the lock to get to the new part of the hospital.

Get to the stairs and go up to the floor above. Follow the far part of the corridor and exit to another flight of stairs. Climb to the second floor and go through the double door. Look into the rooms on the right, where there are children's toys. When you get into the room with the TV, everything changes a little. Exit back to the corridor.

Walk along the floor, killing two opponents. Three shots are enough for each of them. You can try to get around the enemies through the neighboring rooms. In any case, you will end up in a part of the hospital that will burn. Enter the glassed-in booth on the left and go through two doors to find a room with a blue vent. Turn it counterclockwise to shut off the gas. Come back and go through the same corridor in which there is no fire.

In the next corridor on the left there will be a white door, which cannot be opened without a key. There is an enemy on the right. If there are no cartridges, then hide behind the bed and wait for him to go to the left. Follow the room on the right to bypass the enemy through the far part of the corridor.

In the next corridor, where fire is visible in the distance, there will be another enemy.But you can't just bypass it. In the room on the right, on the bed is a backpack with cartridges. Take them and kill the enemy. Go to the fire and in the room on the left, find the key on the table.

If you want to save 3 rounds or you simply do not have them, then go back the same way. If you have ammo, you can open the door nearby and kill the enemy.

One way or another, use the same key to unlock the white door at the beginning of the corridor. Follow through different rooms, bypassing the fire. In the bright room on the bed there will be a note from Father Matthew. Read it for some plot details. Exit to the corridor and enter the next room. There will be a valve here. Turn it counterclockwise and go through the open door with the EXIT sign.

Go to the elevator, go inside and go to the third floor.

Third floor

First, go to the right and in the back room from the table, take the proctologist's key card. Here the phone will ring. You can answer.

Go to the other side of the corridor through the double door. A monster walks behind the automatic door. You can't kill him with three shots (and I didn't have more rounds). Wait for the monster to go in the opposite direction and follow him. Take the open door on the left. Go to another roomNatu and find yourself on the other side of the corridor. Again, seize the moment and move past the enemy.

Use the key card to open the door on the left, get to the room with the computer and inspect it. A leaf with the code hangs on the monitor - 1234. Select Gregg as your login. Enter the password 1234, then select the second shortcut (on the right). So, it's a patient search. Select the name Palmer (Plamer) and click on it to find out that Ellen's body has been sent to the morgue. Matt wants to make sure his daughter is dead.

Morgue

Go through the door next to it. A monster will appear in the corridor. Run away from him the only possible way. Go down the stairs to floor "-2". Go right and right again. Keep moving through the different doors until you reach the laundry room. Here, on the far right side, there is a door with a terminal. But you don't have a key card yet.

For this reason, go through another door and in the last room on the washing machine you will find a key card. Go back and use it to open the door. Keep moving, break the lock with the butt of the gun. In the end, you will be able to inspect the cold rooms in the morgue. Answer the phone. Monsters will appear. You still can't kill them. According to the plot, you must die.

Battle at the lighthouse

After the cut-scene in the hospital, exit and follow the only path until you reach the house. Take two cartridges from the porch and go towards the lighthouse. There is a monster roaming here. Cartridges fly in the air around the lighthouse. Collect them. To knock the monster down, it is enough to hit it three times. Thus, if you have three ammo, you can take a chance.

But this is not for long. The monster is generally invulnerable. This can go on for a long time if you don't know what to do. Once you knock him down, run to the lighthouse door and break the lock. Climb to the very top, collecting at least one cartridge along the way. At the top you will see a part of the lighthouse floating in the air with some kind of octopus. Shoot him once. Another cut-scene will start. But that's not all!

Go through the hospital to the landing. Go down, but there will be a locked grate on a chain. Rise up. The picture should change. Move down the stairs and follow through the brick corridor. Get out and go into the house.

Now you will need to take turns reading notes with hints. Climb up and read the note at the door. We are asked to look at an old other sent by grandfather. It's definitely a toy.

Go downstairs and near the front door in n?Shee, find another note on the basket - near the toy. "Do you remember where you first met your mother?" This is a lighthouse.

Look to the left, standing with your back to the entrance, and on the wall in the next room you will see a picture with a lighthouse. There is a third note on it. More about the forest. There was a fire. Find a fireplace in the house and find another note above it. The note says about an apple. Find the kitchen with a crate of apples and see a note on the table.

It's talking about a terrible collection that Matt gave his daughter last year. Just go through the door nearby and find the next message on the table by the tape recorder. It's about the car.

Go to the garage and find the following note on the stool. Climb up and go into the room on the right. In the closet with things on the wall hangs the belt with which Matt used to beat Ann. There is a note on the basket. Examine the strap to find the key. Enter the locked room where your daughter is waiting for you. Watch the final cut-scene.