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ShowGamer.comWalkthrough Centralia: Homecoming

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Walkthrough Centralia: Homecoming

After the introductory video, move along the road to the right to the building, on the roof of which there is a huge satellite dish. Go through the gate and go inside the site. Turn on the flashlight. Look into the room on the left, pick up a note, cartridges and a pistol from the table. The typewriter allows you to save the game .


In the corridor you will face the first opponent. After killing him, go through the first door on the right. The prisoner Sten is locked in the far left cell. Talk to him. He asks to find the key to the cell. Take the note lying nearby, which says that you must find information about the Wall.

Return to the corridor and open the first door on the left. There are two notes on the table. Take them and examine them in inventory. One of them is a search warrant for apartment number 12 of the building above the store. The code from the intercom is 5693. The second note suggests finding the same code and checking the apartment. In a small room on the side, cartridges are hidden in a wooden cabinet.


Go further down the corridor and open the penultimate door on the left. File #666 is in the wooden cabinet. You can study it. Follow the last door on the right, but you will only find a locked white door behind it.

Apartments above the shop

ExitExit the police station and go down the street to the left. On the left hand there will be a store with a huge sign "24". Enter code 5693 on the intercom and go inside. Kill the enemy and find a note behind the seller's counter, which says that you need to find the password to the safe. The safe is right there. On the right side there is a room behind a white door. Open the door and save the game .

Climb up and kill the enemy. In apartment number 11, cartridges are hidden in the kitchen. Apartment number 13 is locked. The same applies to apartment number 12. Climb up to the third floor. There is nothing in apartment number 14. Follow to apartment number 15 and in the back room, find a note inside the locker. It contains the code for the safe - 7584. Go down to the first floor and open the safe. Inside is the key .


Enter apartment #13 using the key. Pick up the note on the cabinet on the right: you need to get from apartment #13 to apartment #12. A first aid kit is hidden in the bathroom next to the entrance. Go to the back room and interact with the ventilation grate in the wall on the left. Go to the kitchen and find the miner's note in one of the drawers. Open the bedroom next to the kitchen to pick up the note from the table. In it, you are offered to find evidence in apartment number 12.

Go back to where the grate is and interact with the rug on the floor. Will you find the sign of the occult??ma. The same tattoo is on Stan's chest. Go back to apartment #13 and answer the phone. Do not rush to leave the house. Go up to the third floor and enter apartment #16. There are two notes in the back room. One of them contains information about the hunter from house 28/2, the other invites you to visit the house to find a shotgun in it.


Return to the precinct

Run back to the police station and follow to Stan's detention cell. He will say that he lives in house 21/2, in apartment 22, and will also call the code from the intercom - 8881.

House 21/1, apartment Stena

Exit the police station and go left down the street past a store with a sign "24". At the very end, you will see Shirley, who ran towards the school. Do not follow her, but open the door in front of you by entering the code 8881 on the intercom.


On the first floor, in apartment No. 13, there is a typewriter. Save the game , then go to the kitchen through the far door and find the ammo in the drawer. Climb up to the second floor. Apartment number 15 is closed, and a key is needed. There is nothing in the other two apartments (16 and 17), so move to the third floor. Enter apartment number 18 and in one of the rooms, on the wall, you will find a model gun . Take it. In apartment number 19, there are cartridges in the kitchen. In the far quarter?There is nothing.

Find the white door in the corridor and go up to the fourth floor. Enter apartment #22 and go to the back room to meet the stranger. Then pick up two documents. You will learn that the school watchman lived in apartment number 15. Also in one of the notes there is information about the abduction of children. Open the lower cabinet and take the key to apartment number 15 .


The rest of the apartments are occupied, so go down to the second floor and open apartment #15. Go to the kitchen and in one of the cabinets on the right, find a note about harmful factors. Take the key from the school from the mannequin.

School

Exit the house and move to the left after killing the enemy. After turning left you will find the high school. Come inside.

Turn left and see Shirley. Walk past the stairs and enter the classroom on the right. Ammo is in the back room. Return to the corridor, go to the right and remove the note from the doors on the left hand. Shirley is in this class, you need to find the key to him. The far door on the left leads to the restroom. In one of the booths, in the toilet is a first aid kit.

Return to the entrance and run to the right wing. In the red lockers you can find two packs of shotgun shells. A little further you will be attacked by a new monster. For ?This destruction will require more shots. One of the doors leads to a dressing room with lockers. One of them contains pistol cartridges. Another door will lead you to the gym. Go into it, go to the far right corner and you will find a first aid kit on the side of the seats.

Rise to the second floor. Kill another monster, enter the library and save the game using the typewriter. There are also two files - a note from the librarian and a hint that in house 22/1 you can find the code for the safe next to it. Class keys are hidden inside the safe. The code from the intercom to the desired house is 9966. Another staircase leads to the roof of the school, where there are two opponents and a first aid kit.

House 22/1

Get out of the school, kill the enemy, go forward and to the right. Immediately on the right will be the house you need. Enter the code 9966 on the intercom. Apartment #1 has a typewriter. Save the game , go to the second floor. In apartment number 4, there is a first aid kit in the kitchen. There will be an enemy in apartment number 5. Enter this apartment, go down the corridor to the kitchen and find some ammo. The phone will ring. Answer the call. The stranger will call the code for the armory from the police station - 0291. There you will find a "decent weapon". You can leave the house right now, return to the site and open the safe located in the penultimate room on the left. Inside it inYou will find an automaton .

Go to the third floor of the same house 22/1. You can search the apartments, or immediately go up to the fourth floor. In apartment number 10, you will find a note lying on the table, which contains the code for the safe at the school - 1516.

House 28/2 (shotgun)

Open the map and run to house 28/2. Use the picklock to break the lock and go inside. Go to the end of the corridor and open the door on the right. There is a shotgun hanging on the wall in the back room. Take it away, after which the trap will work, and you will be locked up. Read the note on the bed. Instead of a shotgun, you will need to hang a model gun found earlier. This will open the room. When leaving the house, you will encounter the hellhounds for the first time. Kill one of them.

Back to school

Climb to the second floor, open the safe in the library and take the classroom key . Go to the classroom where Shirley hid. Fight a huge monster using your best weapon. You can lure him under the ring so that the monster gets stuck.

stranger in a hat

Go to the police station, save your game and talk to Stan. You learn that a stranger lives in the house 26/2. There is also a book with spells, which ?Can the Wall open the bars of the detention cell.

Open the map and get to the desired house. Get inside. Kill the enemy, enter the side room and find the key . There is also a note about the power of the seal. Go to the stairs, as a result of which a stranger will stop you. You will learn about the plan. You need to find the occult seal in house 29/2, and then go through the basement of house 25/2 into the mines. Use the key found in the stranger's house to unlock the store in the lower right corner of the map.

Seal and mine

Enter inside house 29/2 and go to the second room on the left. There is a seal in one of the cabinets (there should be an enemy in the same room). In another apartment, in the kitchen, the key to the house 25/2 is hidden in the closet.

Go outside and run across the map to house 25/2. Enter inside, go down to the basement and follow to the left. Through a small room you will enter a long corridor. At the very end there will be three red doors. Open the door on the right by simply pushing it. Exit to the adjacent corridor through another red door. Find the locked gate, find the tool and remove the chain. Soon you will find a wounded stranger.

Open the red door to the right of his corpse. There is a typewriter on the table. Save the game and pick up the first aid kit. Another first aid kit is in the locker on the left. INIn the room on the right, you can find shotgun shells. Come outside and fight the son of Satan using your best weapon. Run back and shoot to avoid damage. After the victory, run up to Shirley.