Move forward on the path after review an introductory video. Hold down SHIFT, to move faster. Press the J, to open the magazine. Here you can learn the basics of management:
- If you can interact with an object, then when you hover the mouse cursor instead of the standard «arrow» you will see a «hand.»
- Interact with the subject, you can by pressing E.
- If you click the right mouse button, you can pick up a camera. The interface will change accordingly. Click the left mouse button to take a photo.
- Left and right have multiple tabs. Red tab on the left: to read the notes. The yellow tab on the right: view photos.
Go to the tab with photos. There are eight shots, but they are all gray. You have to find the same locations and take photos.
Follow the path until the left you see a building with a sign NEDAKRA. Come closer to it, take the camera (right mouse button) and take the picture. The picture needs to be done is the same as on the tab in the journal. Can you open a magazine and look at it. If done correctly, the bottom of the screen will display «SAVING PHOTO …». More below: «Picture the big door.» (1/8).
Go left on this door, go around the side of the building and get the raised gate. Take a picture of them — it’s the second shot (2/8).
Crouch by pressing the CTRL, and climb to the factory. There is a door to the right: approach it and press E. Exit through the door at the far end, go right and climb the stairs to the second floor. Enter the room on the left. There are a few chairs on the far side. Behind them there is a passage. Exit and railway platform moves along the walls of the plant. Go through the control room and open the two doors.
Get out into the hallway and go through the door on the left. Go down the stairs.You find the table with a few things in the room on the left side. Take a picture of it — it’s the third shot (3/8).
Go to the end of the corridor, turn to the right door, where you can see the bright lights. There is a bowl of dog food left on the ground. Take a picture of it — is the fourth shot (4/8).
Go to the window at the back and take a picture of the Bible, a syringe and other items (5/8).
Go back into the corridor, go back through the room to the left and go to the main hall of the plant. Immediately see the floor on the left side: there is a drawing of chalk, like a man. Photograph (6/8).
Then go around this figure so that between you and him were blue and white ribbons. Take a picture of them (7/8).
On the contrary there is a descent into the basement: to follow and find the same door as in the diary. Behind the door is staircase leading to several floors down. Take a picture of the open door, without going into the stairwell (8/8).
On the contrary there is a descent into the basement: to follow and find the same door as in the diary. Behind the door is staircase leading to several floors down. Take a picture of the open door, without going into the stairwell.
In this chapter, you have to do eight more pictures and find five notes. Descend even lower until you see the open passage. Go there, move to the end of the corridor. Soon you will hear a girl’s voice, crying for help. Go to the room on the left, where there is a safe. There is an instruction right from the safe that tells how to use MAGNA-5000. You need to find the code to the safe.
Along the corridor, go even further, and she says that she is somewhere here, and the key of the door — inside the safe. There is a first note is on a table in the center — Control (1/5). There are two doors on the right. Turn around to face them. There is a girl behind the right door, but yet you can not open it. So open the door to the left and take off the shelf opposite the second note — Friends (2/5). Look through the glass and see a girl sitting on the couch. Take a picture of her so that the picture remained in the magazine (1/8)
Now go back to the hallway and go to the opposite sides. Green door can not be open, so go right through another door. Go down the slope leading to the archives.
First, go to the left. Take the fork to the right, go through the open door. Eventually, you have to get into a long corridor, at the end of which there is a black shadow. Go ahead, but, take the first left. Inside the room, get a third note — Blood Pressure (3/5).
Get out into the hallway and go to the end. Take pictures of the silhouette on the wall (2/8).
The corridors are long. At the first fork go forward, where the walls are seen by A = 4, D = 7. As you might have guessed, this is part of the password. It remains to find four more digits. Take a picture of the table under these inscriptions (3/8). There should be a microwave on the table. This is the second picture taken.
Go back to the stairs and go have the right of it, where you have not been. One of the doors should be opened to the left. Go inside and find a note of Pain on the floor (4/5).
Go back into the corridor and keep move. Eventually, you have to come to a dead end with two doors. The white front door does not open, so you need to go through the green door on the right. You will find yourself in a room with bunk beds. In one of the cabinets is yet another note — Nicotine (5/5). More archives have nothing, so any convenient route can go back.
Walk up to the door, behind which is a utility room with a note «Friends.» More inside the utility room you did the first picture (the girl on the couch). There is a passage to the left of the door. Go there and find yourself in the kitchen. To start go through the door on the left, to get to the toilet. Take a picture of a broken mirror on the wall to the right (4/8). Mirrors, actually, three.
Return to the room and go to the table against the opposite wall. Take a picture of the different tubes on a tray (5/8).
Return to the room and go to the table against the opposite wall. Take a picture of the different tubes on a tray (5/8).
Go into the room on the left and take a picture of the table (6/8). There is a note on the table. Read it and find two clues to the code:
- C — Bookshelf Row
- F — Edition of Book
Return to the previous room. There is a closet with shelves to the left of the table with test tubes that you photographed. There is a note on a shelf with the next tip — Clinical Psychology 2nd Edition. Go back to the room and get this book on the shelf. According to the previous tip, the letter F is associated with the publication of the book. Second Edition, so F = 2. A C = 2, as in the same said tip, the letter C is equal to a number of bookshelf. Book Clinical Psychology 2nd Edition is located on the second shelf.
Follow the back, you will hear the voice of a girl who will say that the last note is behind the green door. Come to the green door, which is located opposite the other locked door where the girl. The locking key is inserted. Turn it and go to the corridor. Move down the hallway, try to open every door. Nothing doing.
Go back. She should say that now she would be free. Go to the back room to look at the room with the girl. She hung up, and on the walls of her body, and now the last tip: B = 6 and E = 2. Of all the tips you need to make the code in the sequence ABCDEF. And the numeric code is: 462722. Enter this code to the safe, take away the key.
Go back into the hallway, open the door, behind which is hung a girl. And the girl is not here. Pick up a camera and take a picture of the marked area of the wall (7/8). Formed pass.
Go further, open the doors on each side.You find the key in one of the rooms. Also there are a huge amount of TV in one of the rooms: take a picture of them to get the last shot (8/8).
Go back into the corridor, go to the silhouette of a girl. Open the next door and take a picture of the wall to make another pass.
You have to get into the room with a few corridors. There is a gate at the other end. There are two indicator lights to the right of the gate. When both are lit, the gate will open. Look to the right and see the illuminated lattice lever. Go through the nearest door, take a picture of the wall on the left to form a passage. Go and lower the first lever. Follow back to the gate, stand back and go back down the right aisle. Go through the last door on the right. Take a picture of the wall, where there is a selected area. Enter the room and lower the second lever.
Go back to the gate and follow through. Go down the stairs outside the door on the left side. Get to the end of the corridor. Go down below until the video starts.
Go downstairs, open the door and enter the lift. Click on the button to go down. Exit, open both doors of lift, turn around and take a picture of it to get the first foto (1/8).
Go forward along the corridor and take away from the box flashlight. Now, pressing the F, you can turn on the light. Here is a note the first chapter — Trapped (1/13).
Follow the only path. When the drop down and next to you is a box, which is an index mark, then turn around and take a picture of the ledge (the right to be a box with a pointer). This is the second photo (2/8).
Walk down the hallway until you reach a large room with a metal floor. There will pass on the right. If you go through the tunnel, then you stop. There is card mines conversely pass. Go forward and left. There will be a small building. There is secured second note on the wall — A Way Out (2/13).
The door leading into the pumping station is locked. But you have to find a way to get inside to pump out the water and down the stairs next to the pump room. Walk past the door ahead of the tunnel. In the end, you find yourself in a mine with a rail track and trolleys. Take a look at the room on the right and take a picture of two beds (3/8).
Move to the end of mine, crouch under the wooden beams. Don’t do in the passage to the right, so get down and go through the hole on the left.
Ahead you will see a running silhouette. Once out, follow the corridor to the left to find trash on the ground of several cans. Take a picture of this (4/8).
Go back and get another break in the wall to the left. Crouch and go there. Turn right off the wall and remove the left one more note — Children (3/13). Go ahead, get a manhole and climb through it. There is another break on the opposite wall. Not get up and follow to it. At the end of it you need to be in a room with another card. By the way, if you have not guessed, the red dot on the map indicated your location (the exact place where the card).
The following path is linear. Eventually, you have to face the four valves. There is a fifth gate, but he was lying on the floor. There are the open closets on the right side, one of which hangs a note — Someone (4/13). Open the locker on the left and you will see the first clue. Please note that the valves have numbers. Also, all the valves are connected by lines, and between each of them is one or the other letter. In the note in the locker on the left tip reads A-2-1-B. This means that the valve (which is not) should point to the letters A numeral «2», and the letter B number «1».
You will find the second clue in the closet on the opposite side from the first notes: D-1-2-E. Set the gate so, as the clue. Go back a little back along the corridor and enter the room on the right. There is a third hint on the far wall: 1-F. That’s enough to adjust the rightmost valve so that the number «1» was contrary F.
Finally, exit the room and open one of the closet on the other side. Inside it is the last tip: C-4. Adjust the valve so that the number «4» after the letter was right. You need come close to the bar and take a picture of it to the far left valve put in place.
Himself valve lift hero refuses, but after the outbreak of the valve is in place. Set it. The second valve from left to right must be turned only when the rest will be configured according to the four found the prompts. It turns out that the second valve is adjusted by the selection. Turn it up until you hear a distinctive sound (valves become inactive).
From left to right at the bottom of the five valves must be such figures: 2-4-4-2-2. The door should open to the right.
Go forward and take away the shelves with a stick of dynamite. Move back to the pump station. From it, take the passage to the left, where there is a sign. Earlier this passage has been boarded up. Simply click on the creaky wooden bridge. It is not necessary to go back, otherwise you will fall down and die.
Pick a stone left of the note — False Floor (5/13). Turn right, go to the precipice and take a picture of it. You will see a bridge.
But be careful! You need to clamp pressing CTRL for the safe movement of all bridges, that the main character sat down. So follow ahead until you see the map. Take this fork in the left. At the next fork in the same way, select the way to the left. As a result, you get to «pump station B».Take note on the shelves of the door — I hate (6/13). Once inside, the table take away the battery, and pull the lever on the control panel on the right. This will start an earthquake. Get out of here the same route, but bridges are not in a hurry — certainly seat.
Go left through a tunnel that was previously flooded. At the end of the direct route on the land will lie backpack. Take a picture of it (6/8).
Turn right and pick up from the ground another note — Like A Stone (7/13). Open the door on the right, go through several doors until you see the front of the shelf. Take off the shelves coil and one more note — Hope (8/13).
Go back. If you have not guessed, the situation has completely changed. Crouch to crawl under the table to the right. Move forward until the table will not find a note Hunger (9/13). Now follow very different paths that will lead you in circles. There will always be only one pass, so you will not get lost. When you are in the back room, then close and open the door to change the situation. In the end, the lights go down and you will go a monster.
As it approaches required to take a picture of a monster! So you go back to reality. Go back to the hall, where the pumping station. When you exit the tunnel note that on the table right, where is saw, there was blood. Take a picture (7/8).
Walk up to the door of the pumping station and see an image of dynamite. Go around the corner to where the wire leads. Press the E, to set the detonator. There will be an explosion. Go inside the station, take a note from the chair — Water (10/13). Pull the lever to the right to release the water.
Exit and go down the stairs on the right. Go through the tunnel until you reach a room with two sleeping bags. Take a picture of them (8/8).
Take from the table a night vision device and remove from the wall to the right of the note Hunted (11/13). In order to take advantage of a night vision device, you have to pick up the camera and press the button N.
Go through the door next. You are waiting for the corridors with monsters. You will see the monsters thanks to a night vision device. Do not you dare take pictures enemies, otherwise they will find you. When the monster will pass to the left, then turn right and go around the perimeter of the zone, until you reach the location B2. You have to move to the zone B3. At the entrance to the zone B2, B3 is opposite. When you find yourself in the B3 (and on both sides of the entrance must be a sign AREA B3), is one of the lockers on the left pull the note Desperation (12/13). Move on straight. Sit down and work your way past the sleeping monster. On the wall in the location where you will go next to the closet, you’ll find another note — Noises (12/13). When you see the light at the end of the tunnel, then run into the elevator. Downstairs, open the door and continue up the stairs.
Go down and open the door. You will find yourself on the street. Follow the path with flashlights. Eventually you will come to the village. Enter the building on the right. Immediately go to the room on the left and pick up the first floor with a note — Palliative Care (1/15). Take a picture of the table with candles and a rose (1/8).
Turn around and leave the area. Take note on the table in front of the room — Traitors (2/15). Leave the building and go into the house on the other side of the path. you’ll find the third note — Noose (3/15) on the kitchen table .
Leave this building. On the other side is another house. Log in and read the note directly opposite the entrance. For some reason, it does not apply to inventory and will not be marked. However, the note called Offering (4/15). Go to the center of the village and take a photo booth with a card (2/8).
Walk around the stand and remove one more note — Dummies (5/15). Take a picture of a rose on the stand (3/8). Instead, it will be dead.
Go to the house in front of the corpse and wooden shelves in the window on the right Take note Smiles (6/15). Log in to another building in the center, opposite the edges of the stand with a corpse. In similar shelves will lie one more note — Ready (7/15). Now move deeper into the village between the two buildings. If you follow the right path, the right will be another open house, and then — a few boarded-up door. To move as long as the left side you see the open house. Log in and take away from the kitchen table a note Free (8/15).
Go back and turn right along the path between the two locked houses. First you will see a ghost, and then when will approach closer, will be able to photograph the image of a rose on the ground (4/8).
Go back down the path, go left. Move forward until you see the track, leaving the forest (left). Follow it. At the fork choose the right path, movу to the camp (Campsite). Take a note on the table — Arrangement (9/15). Then take a picture of a fire (5/8). This will start a difficult cut. You must come to a pole with a lantern and lower the lever. By location will begin move ball of light. Follow it to the other pole. Pull the lever and continue the path. When the ball is divided into two parts, then move to the right. When the ball is divided into three parts, then re-select the path to the right. Finally, when the ball is divided into five parts, you again have to choose the right path. If you select wrong route and the ball goes out, then you will have a few seconds to go back and find the trail where you can see the glowing ball. When you go to the last column and pull the lever, you will return to the stand with a map and a corpse on the other side.
Go back to the forest, move, this time to the left, up the hill and take a picture of a picture with a locked door on the chain (6/8). This painting is at the back porch of the next house. Turn around and go through the door ahead. Note the right monitor. It depicts the door to the left of which there is a lever. Look ahead — can you see the door? It isn’t the lever on the left. Walk up to the door, take a picture of it and the wall to the left at the same time, it appeared to the lever. Be sure to lower the lever.
Get away from the door and look up. One of the six bulbs burn. You have to light all six bulbs in order to get out of the trap. Next, we will not specify where the monitors with the tips, and we give a precise location of the lever. Stand with your back to the first lever and go through the door on the right. Turn left and enter the room on the right side. Take a picture of the wall between the two beds, and then lower the lever occurred.
Enter the room on the other hand, where there are metal shelves. After entering go to the wall on the left between the shelves, take a picture of it and lower the lever occurred.
Go back to the main hall, on the left of this passage has drawers. You can bend down and get to the other doorway. Enter the room with bookshelves. Between 15 and 16 take a picture of the wall shelves, and then lower the lever. Go into the room on the right and take a picture of the wall to the right of the bookshelf. Lower the fifth lever.
Follow back to the door at the top with lights, turn his back on them and look in the upper left corner. There is a passage. Crouch and follow there. Take pictures of the wall to the left of the two curved tubes, arranged in the corner. Lower the last lever. Go through the door with the lights, take a rose from the table. You move to the door, which was locked. Open it and find another door on the chains.
Turn around and go forward. Along the corridor get to the room with the three paintings and a note on the table. Read the note. Now you can go to any picture, take a picture and it will automatically move to the location. Take a picture of a picture on the left. Look around the room with the camera on the wall and find three images — a crescent, and palm leaf. Move back, take a picture of an average picture and get the image of the sun, the hammer and the eyes. Go back right now and take a picture of yourself in the woods. Locate the image a drop of water, the fire and the cross.
Symbols can be photographed on location. Last photographed symbol will be highlighted. From left to right on the locations you have to take pictures: palm, sun, water drop. If everything is correct, the door will open the three pictures. Walk through it, take the rose. Then go through the two doors, which are now no chains. Take wilted rose lying on the table. You will return to the location with the corpse. Take away from the corpse of a bunch of keys.
Go back to the house on the hill, where the painting was photographed with a locked door. Go down from it, and turn left. Walk up to the iron gates and open them — Memorial Site. Go forward and turn right at the fork. Climb the hill and take away the stone from the right note Hour of Horror (10/15). Continue the directions Memorial Site. From the table on the left Take note Memorial (11/15). Others get a message on the table on the other side — In Order (12/15). Then take a picture of the altar with candles (7/8).
Go up the hill, then go into the building. Follow through the building until then, until you have selected through the iron door, leading to the usual landing. This walkthrough Stairs on ShowGamer.com is completed.