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ShowGamer.comWalkthrough Maize



Walkthrough Maize

Move forward through the field of corn. Examine the door on the right side. Click LMB on the sign in the middle of the door. You will see three holes - key hole, arm hole and round hole . Until the door can be opened.



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Move on and hit the table in the clearing. Take the English Muffin and the note ( Welcome Note, 1/75) from the table.

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Follow on until you see a house on the right. Go to the farmhouse and try to get inside. Need a key. Return to the passage through which you came here. Stand with your back to him and follow the turn to the left. There will be a clearing on which there is a statue of a man. A wooden stick is lying under the statue - the handle from a broken shovel . Take her.



Также рекомендуем сайт наших партнёров — ТОП лучших игр.


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Please note that the passage further is blocked by orange boxes. Return to the house and go to the right side of it. There will be a bench with an index sign to the right. If you go there, then, again, you will run into orange boxes.

Go to the back side of the house, where the descent to the cellar is located. From here you can take another path. Follow it and open the chicken coop on the right side, blocked by a metal mesh. Find a hanging key on the wall inside the chicken coop. Take it.

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Continue down the path until you see a toilet stall. Inside it is a rusty and bent nail .



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You can’t pick up a nail, but you can use something on it. But you don't have this item yet. Examine the clearing behind the toilet stall and pick up a stone from the ground ( Mediocre Rock, 2/75) . It will be added to your dossier, to the notes.

farmer's house

Go inside the house using the key found in the chicken coop. Just select it with the mouse wheel and LMB on the door. Inside the house, go into the room on the left to find another note - Statue Invoice (3/75) .

In another room on the first floor, to the right of the entrance, look for the book Boring Novel (4/75) . Go to the kitchen located on the first floor. Here, find a fruit crate on the floor. Take a bottle of rotten corn oil ( Rancid Corn Oil) from the table in the corner. There is a meat grinder on the table. This item cannot be picked up, but something can be applied to it. Remember.

In the bathroom on the right, find the bath stopper . Apply it to the sink located here. Use a bottle of rotten corn oil on the same sink. As a result, you will gain a sink of oil. Why this is is still unknown.



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From the kitchen there is another door - to the utility room. Go there and duck down by pressing the C key. Having done this, click on the panel on one of the shelves. Now click on the shelves on the right to open the secret door.

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Go down to the basement. Here on the wall on the right is a metal fuse box . You need to find the same fuses for it.

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Climb the other steps and remove the latch to open the descent into the cellar from the street. But you haven't fully inspected the house yet! Climb to the second floor and enter the room on the left. On the bedside table near the far window, find the hairpin ( Bobby Pin) .

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Go to the room to the right of the stairs. To the left is a closet . Place a fruit crate on the floor in front of the cabinet. Use the handle from the broken shovel on the cabinet to use it as a lever. The cupboard will fall and you can go to the stairs on the left to go up to the attic.



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On the right side, find the burnt lab report ( A Burn Lab Report, 5/75) . On the table on the left side, look for a hammer ( Mallet) and a place where some kind of object, similar to an amulet, can be placed . You don't have this item yet.

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Go downstairs and go to the bathroom through the kitchen. Above the sink, in whichWe have already poured out the rancid corn oil, there is a medical locker. Open it and take away nippers for nails ( Nail Clippers) .

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Leave the house and go to the toilet stall. A rusty nail sticks out inside it, as described above. Use nail clippers on it. The wire cutters will disappear, but you will have a rusty nail . Go back to the basement of the house. Use the rusty nail on the fuse box. As it turned out, the nail is perfect as a jumper for contacts. Pull the lever on the right. You restored power at home!

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Climb up and go into one of the rooms on the first floor. Where did you find the book? There will be a CD player to the left of the fireplace. Take the disc out of it. A message will appear stating that a new passage has opened! Removed the orange crates blocking the path in one of the ??rex places.



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NOTE. You can take the found disk to the very first door and install it in a round hole. Do so just in case.

stable and barn

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Leave the house through the main door and go to the passage in front, past the bench. It was he who opened. Get to the tall building - it's a stable. Go inside it and go to the back to find the book Corn of the World (6/75) on a chair. Climb to the second floor and immediately see a broom ( Broom) on the right.

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Take her. On the left side of the haystack, find one half of the diagram ( Diagram Half, 7/75) .

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Go outside and stand facing the entrance. Go to the left side of the stable. Turn left and at the end of the path you will find a tractor and orange boxes.



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Return to the stable and go left. There will be another trail here. You will immediately see a fork. Go not to the barn on the right, but to the left. In the end, you will find yourself in a spacious clearing. Approach some metal structure.

A skeleton in clothes is lying on the ground. Take the glove from the left hand . Pick up the charred name tag ( Charred Nametag, 8/75) lying nearby. Take away a very fashionable hat ( Very Fashionable Fedora, 9/75).

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The path further is blocked by orange boxes. Return to the fork before reaching the stables, and go left. You will see a barn (silo). The door is locked with a chain lock. Pick this lock using the hairpin found on the second floor of the farmhouse. Go inside and find a pile of corn kernels on the right on the floor.

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You can’t take them away, but something needs to be applied here. Use on the grains (crouch!) the broom found on the second tier of the stable. You clean the floor. The broom will disappear. Pick up the Needlenose Pliers from the floor.

Take away from here old telescope ( An Old Telescope, 10/75) . Remove the corrupted blueprint from the wall ( Tattered Blueprint, 11/75) .

Go back to the farmer's house. Go to the kitchen where the meat grinder is located. Use the needle nose pliers on it to get a curved keychain (Warped Key Fob) in return. Climb up to the attic. Place the bent keychain on the table where you found the hammer. Use the hammer on the keychain. You will receive an even keychain ( Key Fob) .

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Climb down and go to the kitchen. Use the glove found earlier on the sink in the bathroom. First, you need to insert a cork into the sink and pour out the rotten oil. Take the severed hand from the shell.

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Together with the hand and the aligned keychain, return to the very first door. Insert your hand into the left slot, and the keychain into the cf??day. There should already be a CD in the right slot (if not, insert it). The disc is in the house, in the player on the first floor, the room to the right of the entrance.

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Watch the cut-scene with the corn heads. To go down, you have to wait for the blue button to light up. It lights up after the countdown ends. After pressing the button, a pill will appear in the cell on the right every time. Eat it and repeat the action. For 4-5 times the elevator will work!

Chapter 2. Making Friends

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Pick up one Facility Brochure (12/75) on the chair on the right . Walk forward along the corridor. Turn left and move to the very end. On the left side you will see a passage blocked by orange boxes. There will be regular boxes ahead. Among them, there is a Jumpsuit hanging on a hanger .. Take it.

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Go into the room on the left. On the left side there is a coat hanger ( Coat Rack) . Take her. Find the war report on the table ( Warfare Report, 13/75) . Get out of here and go to the opposite part of the corridor. Turn right to find yourself in the gym. Take a dumbbell from one of the machines ( A Dumbbel, 14/75) . Go to the locker room and pull out the victory report from the locker on the right (Triumphant report, 15/75) . Find and collect the Sweaty Headband on the bench in the center.

Go to the next room - this is a shower room. Here on the floor, find an unsigned stone ( A Nondescription Rock, 16/75) . The path on the left is blocked by orange boxes. Return to the corridor and turn into the passage on the right. You will find yourself in a children's room. Take the top toy cube ( Children's Block , 17/75) in the far left corner, and pick up a teddy bear ( Teddy Bear) from the floor.

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Go back to the corridor and follow it until there is another turn on the right. Follow there and turn into the room on the right. This is Robotics Room.

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An item needs to be placed on the table. It will consist of several parts. You can leave your teddy bear here right now. Look around the room. Take the travel guide (A Tour Guidebook, 18/75) from the table on the right. A little further on the table, find the Grip- o- Tron mechanical arm . Attach it to your teddy bear. Find on the same table, a little to the left, an old computer ( Old Computer) . To the right of the exit there is a table with a computer (monitor). Bend down to turn on the electricity supply with a surge protector . Install the old computer (keyboard) next to the monitor, where there is an appropriate place. For now, there's nothing to do here!

returnenter the corridor and go right to the Communal Grotto.

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On the right there will be a passage to the second level, which is closed by orange boxes. Take the cheeseburger wrapper ( A Cheeseburger Wrapper, 19/75) from the sofa in the center. First go left. Climb the stairs and find yourself in an office with three corn. Take the note about distorted memories ( A Misinterpreted Memo, 20/75) from the table. Go to the next room and lift the Sketcher 3000 from the stairs to the left. In the same place, find an invoice for an expensive drawing (A Invoice for an Opulent Blueprint, 21/75) .

Go back down and go to the other wing by climbing the stairs. To the left of the window, find and pick up a military backpack (Mi litary Backpack) . In the same place on the floor, find an invoice for some paintings ( An Invoice for some Commissioned Paintings, 22/75) . Open the nightstand on the right and pull out a small screwdriver (Small Screwdriver) from it.

Return to the office where you saw three corn. From the wall to the left of the window, remove the note "schedule changes (Shift Schedule, 23/75) . When you have a screwdriver (read above), then return to the main corridor. Walk towards the gym. Before turning right towards the hall, on the corner there is a panel with a blue cross (on the wall).

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Use a screwdriver on this panel to open a secret niche. Remove the Circuit Board of RAM from the niche. Return to the room with the computer. Insert the RAM into the keyboard on the table (if you installed it, as in the walkthrough above). Take the keyboard with RAM and install it on the teddy bear. If all the parts are in place, then it will work. Watch the cut-scene. Corn will tell you it's time to take a shower. This is a hint that a passage has opened there.

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Go to the shower through the gym and the locker room. You will see that the orange boxes are gone. Crouch down and open the ventilation grate. Get movingthrough the mine. Turn left on the yellow line when possible. Through the bars you will see a huge haystack monster. Return and follow the red line. Move on and turn right, along another yellow line. You will see another cut-scene. Get to the end of the red line and you will see a woman with red corn for a head.

After her monologue, return back to the main corridor. A passage has opened up here. Use it and go down. Click on the computer to the left of the closed door. The teddy bear will examine it. So, you need to restore the silhouette and face of the head of the laboratory. To do this, put a hanger, hang a jumpsuit on it and fasten a sweaty headband at the top. It remains to find a face. You have a Sketcher 3000 in your inventory. Go back to the elevator and find a portrait hanging on the wall with a big face. Apply Sketcher on it.

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Go back to the mannequin and install the Sketcher with the face on it. Click on the red button on the computer on the left. The door will open.

Chapter 3 Going Nuclear

Walk down the corridor and openanother door. Go up the tunnel to the left and you will see a door without a valve. The door leads to West Hook 2. The valve will need to be obtained.

Go back down and turn into the passage on the left, opposite where you came from. Climb up the stairs and go into a huge hall with access to the water. On the right wall, find the pallet for loading ( A Loading Skid, 24/75) . There is a toolbox on the floor nearby. It's closed. You need to find a key or a master key from it. Nearby is the book A Submarine Assembly Manual, 25/75 .

Move to the other side of the front door and take the water pipe ( A Water Pipe, 26/75) from the bottom of the rack on the left hand.

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Opposite the wall with the rack where you found the pipe, there is a table. You can put some object on the table. But for now, you don't have it. On the table, on the left side, lies a small key ( Small Key) . Take it and return to the tool box. Bend down and apply the small found on the boxth key. Take a hammer ( Hammer) and a clerical knife ( Box Cutter) from the box.

Go to the front door, stand with your back and follow to the left, into the very corner, past the rack with the same pipes. An Approved Design For A Loading Crane, 27/75, is lying on the floor in the corner. Go to the far part, to the left of the water. You will find a closed cello case (A Locked Cello Case) . As long as you can't open it. Nearby, near the yellow pipes lies a cardboard box. Use a clerical knife on it and take away the priceless Faberge Egg ( Priceless Faberge Egg) . Go back to the table in the same room, put the egg on it and hit it with the hammer.

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Take the Priceless Lockpick . Go back to the cello case and open it with the pick.

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Remove the Nuclear Fuel Rod from the case.

You will find that the back door is closed. To the right of it there is a grate. Click on it so that a teddy bear crawls through it. Soon the door will open.

Reactor restart

Return to the tunnel and follow to its far part. Turn into the corridor on the right. Walk along the brick walls to the control room. Pick up A Lobby Design Brochure, 28/75 from the chair on the right. Find the A Book of Nuclear Reactor Maintenance Guidelines, 29/75 on the dashboard in the same room. Near the panel there is a switch to restart the nuclear reactor. You can try to do something, but there is not enough nuclear rod. You have it, so you should take it to the right place.

There is a passage on the left. Go there and go down the stairs. Use the button on the left to open the passage to the reactor room. You will see a remote control hanging on a wire. Interact with him. There will be a countdown. You need to go along the perimeter of the room between the pipes along the walls in order to have time to get to the container for the nuclear rod. To do this is quite simple. But should you then?to drink before the time runs out, otherwise you will have to start all over again. Keep turning right and you'll be fine. After placing the rod in place, go back and click on the remote again to immerse it in the reactor.

Climb up to the control panel and use the switch to restart the reactor.

Before you leave this room, go towards the statue in the adjacent corridor and find a coffee maker to the left of the passage ( A Coffee Maker, 30/75) .

Return to the tunnel and go right, up the slope. Go through the door on the left, on which there is a valve. You will find yourself in a room with huge pipes and a device in the center. There is a control panel next to it. There is an empty space on it - you need to insert the console here . Until you have it. Go a little further and pick up another stone from the floor (An Existentially Unstable Rock, 31/75) .

There is a ventilation grill to the left of the door. Interact with her to order the bear cub to go to the ventilation shaft. Your assistant will find the same console panel there. Pick it up and insert it into the dashboard of a huge device. Click on the red button. It looks like you did something important. But what?

Pick up the fallen off dbelieve valve . Run to the opposite part of the tunnel and install it on the door that was without a valve. Open it. There will be another similar device here. The console is in place, so just press the red button. Pick up the Broken Gear Half that flew out of the car. Some device on the right is blocked by orange boxes. To the right of the control panel there is an open panel, in which a whole gear is missing. You need to make it. To do this, you need the second half and something to help solder them.

Go to the back of the room and on the left in the niche you will see a place for a stand , which will allow you to reach the stairs. As long as you don't have a stand.

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Go back upstairs and go along the corridor past the Robotics Room, where you made the teddy bear. In the room where there are stairs on the right and left, on the right side there used to be a passage closed with orange boxes. Now it's open. Follow to level 2 (LEVEL 2, just such a sign hangs in front of the passage). The door will close behind you.

Chapter 4 Finding Garbage

Level 2

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Take the book with the novel from the chairs on the right (A Completely Lazy Mystery Novel, 32/75) . You will find yourself in the wing where the same monster and the woman with the head of red corn were.

Go to the Meeting Room on the right. Take Outline for Facility Theme Park and Casino, 33/75, from the table by the white board. On the left on the same table, in the same place, there is a Red Marker . Take it for sure! Look at the front door and find the Watercooler in the corner on the left. Take it.

Move further down the corridor until you see the computer that you have already used on the right. Click on the red button, but nothing will happen. To get into the next room, you need to line up the silhouette. Install a water cooler in front of the door, but you do not have the other three elements.

Go left from the computer to the cafeteria. Door to the kitchen strong> on the left side is closed. On the tables on the right, find and take away the artificial plant ( Plastic Plant) . Return to the computer and go to the destroyed stones. Pick up a rock stone from the ground ( A Rocky Rock, 33/75) . The floor, as you can see, is glass. Downstairs there is a table with some object.

On the left are your corn buddies. To the right of them, in the corner, find a strong box (Sturdy Box) . Place it under the cooler by the door. Go around the structure with stones and find the stairs leading down to the Assistant 's Office . Pass and on the left side on the rails you will see a trolley . It cannot be used yet. Take the Medicine Ball from the stand in the far right corner of the room. On the table, among several notes, find a diary (A Daily Planner, 35/75) and a book (A Book, Titled "The One-Second Assistant", 36/75) . Look at the passage and to the left of it you will find an ajar blue cabinet. Inside it, find the master plan ( A Master Plan, 37/75) .

Climb up and go left, and then into the passage to the right. You will find yourself in a residential apartment ( Living Quarters) . On the right floor, find the invoice for large stat billsand ( An Invoice for a Large Amount of Statues, 38/75) . A Navigational Chart, 39/75) is lying on the floor by the TV. There is a box (A Box of Monkey Treats, 40/75) on the table to the left of the TV. Take Bob 's Journal (41/75) from the cabinet next to the bed .

Near the bed, find and take the pruning shears ( Pruning Shears) . There is a table to the left of the bed. Place a ball and an artificial plant on it. Use a pruner on the plant. Take the trimmed artificial plant (Trimmed Plastic Plant) without a pot. Use a red marker on the ball and pick up a terribly drawn face (Terribly Drawn-Face) .

Return to the computer, install the painted ball and plant on the structure, then press the red button. You will gain access to another part of the residential apartments.

Go there and watch the cut-scene. To the right of the bed, in the corner on a white nightstand, find a unicorn-shaped candlestick (A Unicor Candle Holder, 42/75) . Nearby there will be a jar with some kind of mixture ( Jar of Ranka) .

Behind the screen there is a table on which and inside of which you will find three folder items - Concerned Reportt, 43/75), Ted 's Journal (44/75) and an old newspaper clipping (Old Clipping, 45/75) .

Go back down to the assistant's room where the cart is. Use the Jar of Ranka on it. The cart will go to the left and open a passage for you. Get down and follow there. Move along the corridor to the end until you run into a closed gate. On the floor you will find a script for a Broadway musical (A Script for a Broadway Musical, 46/75) . Go to the gate and it will open. You will be in the kitchen.

Grab the Stepladder that 's right next to you.

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On the left, find and pick up a bag of garbage (A Bag Filled with Garbage, 47/75) . Go past the door and find a tube of Craft Glue on a metal table among the dishes.

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A painting (Framed Popcorn Ad) hangs on an empty metal cabinet to the left of the door. Take her. You will hear a characteristic sound.

Go back down the corridor. The door is closed. But you can order the teddy bear to fix it. Crouch down and interact with some wires on the door. Return to the tunnels and go left. Go into the room with the very device that could not be started (the gear flew out). Go to the back and place the ladder under the fire escape. Get on the ladder and get out.

Chapter 5. The Tractor Incident

Go to the passage through the field and turn right to see a red pipe .

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Something needs to be applied to it. You don't have this item! Follow on and turn right. You will be near the pool. Go around it and pick up a lifebuoy from the ground ( A Life Preserver, 48/75) .

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At the same location, there are stones with branches on the side of the pool. Among them, find a suspicious stone on the ground ( A Questionable Rock, 49/75) .

The passage further is closed by orange boxes. Return to the fork and go right until you find a house - this is a residential security quarters ( Security Quarters) .

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Walk to the left of the building and find a full Fuel Jug behind it.

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Here on the ground pick up a rusty wheel ( A Rusty Wheel, 50/75) .

Go inside the building and pick up a boring security report ( A Boring Security Report, 51/75) from the table on the left. Find a wrench ( Wrench ) on one ??from benches. Go around the pile of glasses and grab a chair ( A Chair, 52/75) and a pizza flyer ( A Pizza Flyer, 53/75) .

Go back to the red pipe at the beginning of the location and use the wrench on it. This will drain the water from the pool. Go to the pool and go down into it. Near the drain, find the key to the toolbox ( Toolbox Key) .

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Go to where it used to be blocked (to the left of the pool). You will return to the tractor. Examine its engine in front. Use the fuel canister . Need one more detail! Move past the tractor to the stable. The passage to the right is closed. Go left and turn left at the fork. You will find yourself in a clearing where a skeleton in clothes lies. You have already been here. To the right of him is a toolbox. Open it with the found key and take away the can of WT-40 ( Can of WT-40) .

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Go to the tractor and use this canister on the engine. The tractor is ready to use! Click on the seat of the tractor so that the teddy bear jumps there.

Watch the cut-scene. Go back to the farmer's house and pull Vladdy out of the rose bush to the right of the house.

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Watch another cut-scene. Find a passage to the statue near the house. You should have been there already. Near the statue you found a shovel handle. To the left is now an open passage. Move to the high windmill and find a wagon near it. There is a Boom Box on the wagon.

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Behind the cart, on a wooden board, find a similar piece of gear ( Familiar Gear Half) and a discarded letter (A Discarded Letter, 54/75) . Take both items.

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Follow the path nearby to get to the clearing, which should also be familiar to you. There used to be orange boxes here. Place the boombox on the stump marked with a blue outline.

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The corn disco will begin. Return to the beginning of the location and you will see that Vladdy has destroyed the fence. Go to the pier and take the Propane Tank .

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Watch the cut-scene. Get on the boat to swim across to another part and return to the water bunker where you found the nuclear rod.

Chapter 6

There are two crane control panels.

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Use one of them and you will see that the other has the same scoundrel. It will interfere with you every time, and you will not be able to move the crane correctly. Go to his panel and apply glue on it first, and then a portrait with popcorn. Now the enemy will not be able to use the control terminal!

Use the terminal again and move the crane on top. There are two green lamps to which you need to move the crane. First, move it to the left lamp and click on the LMB to get the same propane tank out of the water. After that, move the crane with the balloon to another green light and click LMB. So you lower the balloon down. Press ESC to leave the crane control terminal.

Approach the propane tank and click on it to attach the welding machine.

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Put two halves of the gear on the table and use the welding machine on them. Take the whole gear !

Again ask Vladdy to open the door by using it on the grate to the right of it, below. Return to the room where you activated the device from which part of the gear flew out.

Reinstall the gear and press the red button. Watch the cut-scene.

The passage to the cockpit opened to the right. Log in and click on the button. Wait.

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Chapter 7

Pick up the blueprint for the cistern room from under the chair (A Vat Room Blueprint, 55/75) .

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Walk forward and watch the cut-scene. Vladdy is with you again!

Turn right down the corridor and interact with the computer. Vladdy will fix it. A cart will appear. Follow the tracks until you turn right. Follow the blockage and turn offturn left to enter the Genetics Lab. Look to the right and near the washbasin find the key card from the biolaboratory ( Biolab Key) . On the table a little further, find a whimsical rock (A Whimsical Rock, 56/75) . Look for a small half-full vial ( Half- Full Vial) on the central table.

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There is a centrifuge in another part of the central table. Use a test tube on it, but you need another item. Against the wall opposite, under the table lies an old carpet ( An Old Carpet, 57/75) . Take it. Near the front door, on the right there is a board. In its lower left corner, find the notice of government audit (A Notification for a Goverment Audit, 58/75) . Next to the doorway, between it and the same board, there is a red button. With its help, you can call the trolley, but now it will not work.

Go back to the corridor and follow to the right. Turn left and run into a locked door. You need some kind of key card, but not the one in your inventory. Go to the end of the corridor and see the Cell Room door. Standing on the rightcomputer. You can press the red button, but nothing will happen.

Examine the round slot by the door on the left. As long as you don't have an item to put in that slot. Go back down the corridor and find the door to the biolab. To the right of it hangs the corresponding plate, and under the plate is a card slot. Apply the card from the biolab found in the genetics lab to this slot.

Go inside and on the device on the right, find the device to check the fingerprint .

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For now it's pointless to use it. Go into the corridor ahead and remove the green note from the wall - "Recording Schedule" (A Recording Schedule, 59/75) . Go right and pick up shiny rhinestones (Glitter and Rhinestones) from the chair.

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To the right of the microphone, on the stand, find the lyric text forhit song ( A Sheet of Lyrics for a Hit Song, 60/75) .

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In the music room, find and pick up the GGGuitar Stand . Take the speaker ( Speaker, 61/75) and the drum ( Tom- Tom Drum) . Please note that there is a synthesizer here. It can be fingerprinted!

But you don't have the right item. Go back to the genetics lab and look at the board on the left, near the red button to call the trolley (Time for Coffee). On the left side of the board, next to the red button, there is a barely visible piece of tape (Piece of Tape) .

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Take it! Go to the synthesizer and use a piece of tape on it to get a piece of tape with an imprint . Use it on the fingerprint reader located at the beginning of the biolab. Click?? on the button located on the dashboard under the window.

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Pull out a disk with a new hit .

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Together with this disc, go to the end of the corridor. Insert the disc into the round hole by the door on the left. The door will open. You will find yourself in the basement on the activation of corn (Maize Activation Chamber).

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At the bottom under the stairs there is a table on which you need to put some kind of oval object. Go to the room where the corn heads are looking. Pick up a funny hat ( Fancy Hat) and a giant Faberge egg ( Gigantic Faberge Egg) from the floor.

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On the cab, which is closed, there is a coin slot on the right side. For now, there is nothing to do here.

Go back a little higher to the table and put a giant Faberge egg on it. Place the hat on top of the egg. Decorate it all with rhinestones. You will get a breathtaking face ( Bedlazzed Face ) .

Now you need to call the trolley. First, go to the biolaboratory (sound recording studio). Enter and immediately to the right of the door find the red button. Click on it to call the cart to this laboratory. Go to the genetics lab and call the trolley closer to it by pressing the red button to the left of the entrance. Move to the laboratory where you found the Faberge egg, and after entering on the left, find the same button. Call the cart by clicking on it.

When the cart arrives at the door to the Cell Room, a blue outline will appear. You need to build a person. Apply the drum, guitar stand and captivating face to make a man. Click on the red button on the computer.

Return to the room on the left where the egg was broken. Climb up the stairs and walk around the circle. In the niches on the left andor on the right (depending on the direction of travel) find the other half of the diagram ( The Other Half of a Diagram, 62/75) .

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In another niche, find an inactive key ( Inactive Key Fob) .

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Follow the corridor and turn right, to the only locked door. Try to open it with the found key, but nothing will come of it. Return to the genetics lab. Remember the centrifuge? There you have already installed a half-full test tube. Apply the inactive key to the centrifuge, and then close its lid. Take Helen 's Key .

Use this key to open the cabinet door and immediately take another jar ( Another Jar of Ranka) . Take Helen 's Journal, 63/75, from under the pillow on the right. From Artola pick up the draft letter to the government (A Draft Letter to the Goverment, 64/75) . Return to the trolley, on which the silhouette of a man was put up. Use the found jar on it (Jar of Ranka). The cart will break the door ahead.

Inside the Cell Room, on the table on the left, find the A Notice on an Isolated Subject, 65/75 notice . Click on the ventilation grate in the right corner so that Vladdy climbs into the mine. Pick up the coin ( Tube Buck) .

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Go back to the basement next to where you found the Faberge Egg. Throw this coin into the cabin slot and go inside. Click on the button inside.

Save Vladdy

Walk forward to the highlighted area. Watch the extended cut-scene.

Take the album cover from the table in the corner ( An Album Cover, 66/75) . On another table, find a completely unnecessary mystical novel (A fully Unnecessary Mystery Novel, 67/75) . Go through the door and go upstairs on the lift.

Go forward and watch the cut-scene. Move to ambaru and go inside. Chat with the queen. You will be called a knight and protector of corn. What an honor!

Go up to the stage and in the corner on the left, find the English accent guide ( A Guide to British Accents, 68/75) . To the right, find some letter ( A Kind Letter, 69/75) . More to the right, find and pick up boombox ( Boom Box) .

Go down and from the pedestal against the wall on the right, take the military radio ( Military Radio) . Go outside and pick up the dominant stone from the ground opposite the entrance (An Ascendant Rock, 70/75) . Move through the field into the passage opposite the entrance to the barn, a little to the left. Run to the field, where there are huge columns. Place the boombox where needed. Place a military radio next to the device in the center. Dance by pressing the W, S, A, D keys in time.

After that, go along the road ahead and talk to the queen. When control is transferred to you, then apply the same muffin to your opponent on the plane. Do it as fast as you can or you'll crash. Climb up to the attic of the house, open the chest by the window and press the red button. Watch the final video that completes the walkthrough of Maize.



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