Into The Gloom
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Into The Gloom Complete Guide (Pre-1.20)
Автор: Jill of Trades
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Introduction
Note that this guide may differ due to the 1.20 update.

This guide will be as spoiler-free as possible, however, it's recommended to check on it if you're completely stuck and/or played through the entire game. The achievements are in the order they can be obtained in.

In the walkthrough, some parts will have "(optional)" written. Usually this means different things can happen if you do or don't do something. The walkthrough is written as you just need to progress through the game.

There are a few parts that give spoilers indicated like this. Hover your mouse over them at your own discretion. It's recommended to only view these spoilers if you finish the last part "Iron Maze."
Controls
W - Move forward
S - Move backwards
A - Move left
D - Move right
Mouse Movement - View direction, field of view.
N - Open Notes menu.
Z - Open item menu, move selection left
X - Open item menu, move selection right
ESC - Pause menu.
Mouse Wheel - Move item selection
C - Combine items (use on item you wish to combine, Z , X to select, press E or C again to combine.
Right click - Use item on objects.
Left click - Interact with objects, select item.
Quick Perfect Run Sheet
Just want to be sure you got all the items and notes in each stage? Here you go!

Part 0: The Nowhere
None.

Part 1: Operation Room
Items:
"Some Kind of Tile"
"My home Keys. Apartment '5-1.'"
"Access Card"

Notes:
"Ethan P. Report"
"A Kid's Drawing"
"Nurse's Duty"

Part 2: Hospital
Items:
"Slim Pipe"
"Maintenance Key"

Notes:
"The Hanged Man"

Part 3: Sewers
Items:
"Rusty Valve"

Notes:
"Don't Ignore This"
"In The Maze"

Part 3.5: Sewers (Turbine Area)
Items:
"Metal Polisher"
"Polished Valve" (Combine "Rusty Valve" and "Metal Polisher")
"Access Card"
"Small Key"

Notes:
"I Feel Safer"

Part 4: Apartments
Items:
"Screwdriver"
"Incarnation Device" (endgame)

Notes:
"Incarnation Device" (endgame)

Part 5: Parking Zone
None

Part 6: The Prison
Items:
"Pliers"

Notes:
"The Snitch"

Part 7: Prison Yard
Items:
None.

Notes:
"The Musical Door"

Part 8: Subway Station
Items:
"Fire Extinguisher"

Notes:
"Murderer Article"

Part 9: The Bridge
Items:
None.

Notes:
"Property Sale"

Part 10: Dark Forest
Items:
"Matches"
"Small Key"
"Bloody Hook"
"Rope"
"Rope & Hook" (combine "Bloody Hook" and "Rope")
"TV Remote"
"Wooden Manikin"

Notes:
"Eyes in the Mist"

Part 11: The Truth
Items:
"Pipe Key"

Notes:
None.

Part 11.5: Torture Chambers
None.

Part 12: The Lost Village
Items:
None.

Notes:
"Visit the Doctor"
"Dallas Brothers"

Part 13: Scientist Lab
Items:
"Strange Device"

Notes:
"About The Gloom"
"The Red Plane"
"Dimensional Machine"

Part 14: The Red Plane
Items:
"Tape"
"Short Wires"
"Long Wire" (combine "Tape" and "Short Wires")
"Strange Device"

Notes:
None.

Part 15: The Red Plane (Mall Area)
None.

Part 16: Outside The Mall
Items:
"Maintenance Key"

Notes:
"The Hidden Key"

Part 17: Iron Maze
Items:
None.

Notes:
"Assistant Tasks" (in bag at the end)

Part 18: Into The Dark
Items:
"Water Service Key"

Notes:
"Death Trap"
"Lazy Workers"
Part 0: The Nowhere

Start by running and going through the light star at the end.
Part 1: Operation Room

(CHECKPOINT)
Go through the double doors to exit the room.
Turn right and go through the next set of doors.
Go through the first white door to your left, then the next one.
There is a note on the desk. Click on it to pick up "Ethan P. Report" note.
Exit the two rooms and go down the hallway.
Skip the first set of doors on the left and go into the next set of doors on the left.
In the room, go through the third black door.
Walk past the computer room and go to the next room.
On the table there is an item and a note.
Pick up "A Kid's Drawing" note.
Pick up "Some Kind of Tile" item.
Exit the table room and the computer room.

Go through the double doors in front of you.
Go to the second set of chairs and table in the back. There is a note on the table.
Pick up "Nurse's Duty" note. (It mentions a notable number.)
Go through the double doors in the curved corner.
Go pass the two set of bench chairs and turn left in the hallway.

(optional)
Go into the first hallway to your right. You will come across a set of doors with a keypad.
Press '394' and click the key symbol.
Go through the doors and go right. Go through the last door to your left.
On the desk, there is an item. Pick up "My home Keys. Apartment '5-1.'"
Exit the room and head back through the previous double doors.
Head right to continue.
(end optional)

Head pass the chairs and go through the door to the right that leads to the windowed office.
Go through the first door to your left.
There is some sort of box. Open your item menu and make sure "Some Kind of Tile" is selected.
Use "Some Kind of Tile" on the box. (Process is Z, press ESC, then right click on the box.)
Assemble the pieces by clicking on them until they look like this. The box should open:



Pick up "Access Card" from the box.
Exit the rooms and go left. Go to the set of double doors with red dots on them.
Select "Access Card" from your items and right click on the doors. (Same process as above, but different item.)
Click on the doors to go into the next area.
(Note going into new areas won't allow you to go back to the previous area, so make sure you're finished with everything!)
Part 2: Hospital
(CHECKPOINT)
Go to the end of the hallway and go through the last double doors to your left.
On the left side of the room, there is a note on the table.
Pick up "The Hanged Man" note.
Go through the door at the end of the room and go right.
Go through the first double doors to your left. There is a key on the other side of the fence.
Go back and continue through the hallway.
Continue until you get to the last door to your right, which is the bathroom.
Open the stall at the end of the room. There is a pipe on the toilet.
Pick up "Slim Pipe."
Head out of the room, go right, and go through the double doors to get to the key again.
Use "Slim Pipe" on the key on the other side of the fence.
Pick up "Maintenance Key."
Get back inside and head right to the end of the hallway.
Go through the last door to your right.
Use "Maintenance Key" on the door.
Go in the room and click on the ladder to get into the next area.
Part 3: Sewers

(CHECKPOINT)
Go through the hallway until you come across a fence.
Go left to the end and turn right. There is a note and notable graph on the wall.
Pick up "Don't Ignore This" note.
Go on the other side of the first until you come across a hall to your left.
Go through the hallway until you come to the end to a map and some buttons.
Your first goal is to get to the area on the 3rd row, 5th column.
Click once on the top button on the left side, click once on the left-most top button on the top, and click once on the second button on the left. It should look something like this (plus a better idea on the order to click the buttons and where you are):



Go right and follow the path until you come across an item and a note on the wall.
Pick up "In The Maze" note.
Pick up "Rusty Valve."
Backtrack to the map with the buttons area. Your next goal is to get to the other gray room at the bottom.
Click the top button on the left twice, the right-most button on the top once, the second-to-last button on the bottom on the left once, and the middle button on the top once. It should look something like this:



Go left, right, and head straight until you come across a corner of the wall.
Turn, then take the first left. You should come across a ladder.
Click on the ladder to get into the next area.
Part 3.5: Sewers (Turbine Area)

(No checkpoint, hence part 3.5)
Head down the steel ramp and into the next room.
Go left and head into the first hallway to your left.
Take the first right and go down. Go left and go through the first hallway to your left.
Go to the end of the wall and go left to the other side of the fence.
There is an item on top of a small white table near a couch.
Pick up "Metal Polisher."
Open the item menu and press C on either "Metal Polisher" or "Rusty Valve."
Select one or the other as above (using Z and X).
Press C to combine the item to make "Polished Valve."
Head back out to the fan area and go left. Go into the next hallway to your left.
Go to the end until you come across a room with a large pipe and a white chair and table to your left.

On the table, there is a note.
Pick up "I Feel Safer" note.
Go to the pipe. There is a small hole on it.
Use "Polished Valve" on the small hole on the pipe.
Click on the valve to rotate it. The water will rise up and make a bridge.
Cross the bridge and go left.
Go to the last hall on the right to descend down.
Go to the other side of the room and go through the hall.
Go through the end until you come across a room of beds. Go left. There is a card under the body.
Pick up "Access Card."
Backtrack to the first floor of the area.

On the first floor of the (now stopped) fan, go left until you come across a door with a red dot.
Use "Access Card" on the door.
Go to the end of the room. On the left, there is a key on the table to your left.
Pick up "Small Key."
Head out and head back up the steel ramp to the ladder.
Click on the ladder to leave the area and go back to the previous area.

Go left until you come across a fence.
Use "Small Key" on the fence.
Go through and click on the ladder to leave the area.
Part 4: Apartments

(CHECKPOINT)
(ACHIEVEMENT UNLOCKED! "A-maze-ing")
Head straight and go up the ladder behind the dumpster.
Go upstairs until you come across an open window to your right.
Go into the room.
Go through the first door in front of you.
Go through the hall, and go upstairs to your left that is near the elevator.
Go through the door and go down the hall until the end.
In the room, there is a tool on top of one of the crates behind the big crate.
Pick up "Screwdriver."
Go back downstairs and go through the hall in front of you.
Go through the door at the end of the hallway and go right.
Use the "Screwdriver" on the power box.
Click on the switch to turn the power back on.

(optional. SPOILER ALERT! IT'S RECOMMENDED TO VIEW THIS AFTER YOU COMPLETED THE GAME TO THE VERY END AND COLLECT ALL NOTES EXCEPT ONE! (Finishing Iron Maze that is!))

Remember that letter in a bag you picked up at the end of "The Red Plane?"
It mentions "Apartment 2-5 and a code "485"
When you exit the power box room, go left down the hall, then take another left.
There will be an apartment door with a keypad.
Press "485" then the key symbol.
There is a note and a device on the table.
Pick up "Incarnation Device" note.
Pick up "Incarnation Device."


Backtrack near the stairs and to the elevator.
Press the red button on the wall and go in the elevator.
Press the red button inside the elevator to go into the next area.
Part 5: Parking Zone

(CHECKPOINT)
Get out of the elevator and go right.
But before turning right again...

Please note there is a possible gameover/achievement/ending at this point. On the left side there is a ramp. If you stand still and wait by it, you will get an ending. You will gain the achievement: "Condemned" after the ending plays. You can still go back to where you left off (here) by going to the menu and click continue, so not much of a loss here.

Otherwise...

Continue, BUT KEEP RUNNING, AND DON'T LOOK BACK.
Go through the door on the right and follow the paths. Keep going through doors until you get in the next area.
Part 6: The Prison

(CHECKPOINT)
(ACHIEVEMENT UNLOCKED! "Thank you, Box...")
Turn around and go up the ramp then through the door to your left.
Go right and go through the first door to your right.
Follow the path straight and look to your right for a unique cell.
The cell has a unique item. Remember it for later.
Head through the path to your left, go left, and go upstairs.
Head straight to see a door locked with a wire. Remember this for later.
Go back to the stairs area and go up the next set of stairs.
Continue and go through the first right, then through the door in front of you.
Head straight through the opened door in front of you. There is a note on the counter.
Pick up "The Snitch" note.
Head out of the room and go right.
Continue straight pass the couches.
Go left in the area and go through the door with the glass window.
On the desk there is some sort of circular map maze. Your goal is to open a path and get to the center.
The buttons to press is completely random. The path will open once it looks something like this (it may look confusing, but focus on the arrows of the image and where the holes are to know what it should look like!):



It may take a couple of tweaks to get the paths open the first time, but just remember as long as arrows face together, there is an opening.
Follow the path to the center. At the center, you'll come across a button.
Click on the button to open the prison cells.
Backtrack out of the area and go back to the first floor of the cell area.
The cell with the item and writing is now opened.
Pick up "Pliers."
Go up the second floor and back to the wired door.
Use "Pliers" on the wired door.
Go through the door and follow the hall, pass the couches and trashcan, pass the two cells.
At the end of the hall, up to the window, go right.
Go through the first door to your right to go down a ramp.
Go through the door to get into the next area.
Part 7: Prison Yard

(CHECKPOINT)
Go upstairs to your right. Turn around and go straight then left.
You'll come across a table with a note and radio.
Pick up "The Musical Door" note.
(optional)
After reading the note, if you decide to free the knife dude (and get an achievement), the goal is to play the tune on the radio backwards. Go back downstairs and go right. You will come across a door with roman numerals that plays music notes.
The actual tune is: 6, 4, 5, 3, 2. The tune reversed to open the door is 2, 3, 5, 4, 6.



Go through the door.
Click on the switch to turn on the power.
Leave the room, go right, and go straight to the Main Gate Control room.
Click on the red switch.
(ACHIEVEMENT UNLOCKED!: Friend or Foe?)
Go back upstairs. Go back to the area with the radio.
(end optional)

Continue straight to the path, go left, then go downstairs.
Go through the first door to your left, go left, then the door to your right.
Follow the street, then turn right onto the next street.
Head to the end of the street and go to the area behind the dumpster.
Click on the ladder to get into the next part of the area.
Go downstairs, then left, straight, right, and straight again. Go through the door.
Continue straight and go right through the fence to go downstairs.
Part 8: Subway Station

(CHECKPOINT)
After going up the stairs near the track, go through the first hallway to the left to "37th Avenue"
Head straight, then turn right at the trash can.
On the right, after the next trash can, there is a note on the bench with a photo.
Pick up "Murderer Article" note.
Backtrack out of the hall up to the track area, then go left.
Go up the last upstairs to the left.
Go to the first pillar you see in front of you. There is a extinguisher on the wall.
Pick up "Fire Extinguisher."
Head through the hall that says "3rd MAIN 24th RD."
Continue until you see another "3rd MAIN 24th RD." Go through that hall.
Go through the first door to your left.
Follow the path and go up the ladder.
Use "Fire Extinguisher" on the flames.
Continue straight and go through the white door.
Follow the path and go through the first right hall.
Go through the white door to see a locker room.
Continue straight, go left, and go through the next white door.
Go upstairs and go through the door.
Go left, pass the then turn right, and go through the gray door to get in the next area.
Part 9: The Bridge

(CHECKPOINT)
Go straight until you see a street lamp to your right.

(optional)
If you picked up "My home Keys. Apartment '5-1'" from Operation Room...
Use "My home Keys. Apartment '5-1'" on the door.

Go upstairs until you reach the 5th floor.
Go through the upcoming door.
Go down the hall and use "My home Keys. Apartment '5-1'" on the door with 5-1
(ACHIEVEMENT UNLOCKED!: Sweet Home)
Go past the kitchen and go through the door in front of you.
There is a note behind the door on the desk.
Pick up "Property Sale" note.
(optional. SPOILER ALERT! IT'S RECOMMENDED TO VIEW THIS AFTER YOU COMPLETED THE GAME TO THE VERY END AND COLLECT ALL NOTES EXCEPT ONE! (Finishing Iron Maze that is!))

If you picked up "Incarnation Device" from Apartments earlier...
Look around the living room. There should be a clear tank on the table.
Use "Incarnation Device" on the tank.
The game ends here.

You can head back downstairs and go through the door to get back outside.
(end optional)

Go downstairs and turn left.
Go over the first right bridge you see.
Go past the first pillar to your right and click on the ladder to go to the next part.
Click on the next ladder to continue.
Go on the side where you see a car.

If you missed the Shadow at the beginning of the Parking Zone and didn't get the opportunity to get the ending and achievement, this is your second chance to do so. Once you drop down and move, he will spawn and go after you.

Otherwise...

KEEP RUNNING AND DON'T LOOK BACK!
Go through the first set of stairs, follow the path then go down the next set of stairs.
Go through the trailer opening and go down the street.
Keep going (it will take a while) until you come across a gate at the end.
Click on the gate to get into the next area.
Part 10: Dark Forest

(CHECKPOINT)
Follow the sign to head to the J House. Follow the path.
Go through the door. There are matches on the white table in another room.
Pick up "Matches."
Head back to the area where the sign is. (Note: Follow the dark gray trail if you get lost.)
Head towards the church, then head right on the forked path.
Continue heading right on the next forked path.
Go around the house and through the white fence, then take the left path.
You'll come across a small shack. There is a key in there.
Pick up "Small Key."
Backtrack out of the area and back to the sign.
Follow the path that leads to the Slaughterhouse.
On the right, there is a closed locker.
Use "Small Key" on the locker.
Pick up "Bloody Hook."
Head to the back of the room on the left. There is a lump on the desk.
Pick up "Rope."
Combine the "Rope" with "Bloody Hook" to make "Rope & Hook."
There is now something on the ground.
Pick up "TV Remote."
Note the drawing of the clock and key on the wall.

Head back to the sign area, then head towards the church.
Take the same path that heads toward the house with the backyard.
Go inside the house this time, and use "TV Remote" on the TV.
The previous drawing showed a clock, pointing at 9:25. The clock in the room near the TV has that same time.
On the remote, press the red button, then enter "925"
There will be a picture, hinting on what to do next.
Head to the backyard again, this time, taking the right path that leads to a well.
Use "Rope & Hook" on the well.
"Rope & Hook" will be used, and will be replaced with "Wooden Manikin."
The church is now open, so head through the opened gates and go through the white double doors.

On the left side, middle bench, there is a note.
Pick up "Eyes in the Mist" note.
On the altar, there is a hanging rope in the middle.
Use "Wooden Manikin" on the rope.
Use "Matches" on the Wooden Manikin.

Walk around inside the church to get into the next area.
Part 11: The Truth

(CHECKPOINT)
Follow the path of candles.
After following the path of single candles, you'll come across a set of candles pointing you to a direction.
Go that direction.
In a few seconds, you'll come across an area with a spiraling tunnel.
(CHECKPOINT)

Open the door, but turn around and run back!
Keep running and go through doors. Notice the access panel fence on the left.
Go up the steel ramps and continue following the path away from the Shadow. Notice on the first wall there is a "7" with two tallies on it.
On the left side, going through a room, there is a key on the table. Quickly click on it to grab "Pipe Key."
Continue the path until you come back to the steel ramp area, but see a door to your left.
Use "Pipe Key" on the door and quickly go through it.
Notice that there is a "3" with one tally on it.
If you'd like, you can wait for the Shadow to come. Stay behind the cylinder and once he chooses a side to go, run the other way to exit the room.
Notice on the bottom of the steel ramp area there is a "2" with three tallies on it.
Keep running, the same route used before and after the Pipe Key, to make sure you're a safe distance from the Shadow.
Head back to the access panel. Press "372" then the key symbol. Keep running.
Keep going until you see an empty chair on the left with a rope hanging on the top.
Quickly click on it.

If you didn't save the Knife Dude in the Prison Yard, the game ends here and you will obtain the "Awakening" ending. (It plays like it's the bad ending first, but it is different. Trust me.)
Part 11.5: Torture Chambers

This part is next if you ended up freeing the knife dude in the Prison Yard.
(No checkpoint, hence part 11.5)
(ACHIEVEMENT UNLOCKED!: Mission Failed)
Head through the hallway in front of you. There is now an opening.
Go upstairs and go through the glass door.
Go right then go through the double doors to your left.
Go across the bridge and go through the next set of doors, then go right.
Go upstairs and follow the long path until you come across a ladder at the top.
Click on the ladder to get into the next area.
Part 12: The Lost Village

(CHECKPOINT)
Head up the stairs nearby and go through the gray door.
Head to your left and go straight until you see a new area.
Continue straight on the gray path to go through the opened gates.
Continue straight until you come across a slightly bigger tree in the center, surrounded by benches.
There is a note under the tree on one of the sides.
Pick up "Visit the Doctor" note.
Continue heading the same direction until you see a small raised bridge.
Go over the bridge, and go left away from the path.
Go straight until you see a set of tents and a table. There is a note on the table.
Pick up "Dallas Brothers" note.
Turn around to head back on the path and go left.
Go past the restrooms and take the left trail.
Continue on the left gray trail.
Head past the tent area and continue.
Go over the small bridge.
Continue the path. You'll arrive at a village.
Continue going through the village and look for a house to your left with a waving flag on top.
Go up stairs and go through the door to get into the next area.
Part 13: Scientist Lab

(CHECKPOINT)
Go through the door straight ahead. There is a note on the table near the computer.
Pick up "About The Gloom" note.
Head out of the room and go through the door to your right.
There is a note on a shelf in front of you under the books.
Pick up "The Red Plane" note.
On the left, there is another note and an item on the table.
Pick up "Dimensional Machine" note.
Pick up "Strange Device."

On the machine, there are two areas you can go to: The Dark Tunnel and The Red Plane. The coordinates are mentioned in the "Dimensional Machine" note.

The Dark Tunnel will lead you to nowhere, but if you're curious, set the machine to "3 8 1" in that order. Set the meter to have the red line pointing up, then press the + button once.

If you want to head straight to The Red Plane, set the machine to "7 6 2" in that order. Set the meter to have the red line pointing up, then press the - button twice. It should look like this:



After that, step on the metal plate on the side and press the red button in front of you.
You will teleport to the next area.
Part 14: The Red Plane

(CHECKPOINT)
(ACHIEVEMENT UNLOCKED!: Nightmare)
Look down. You'll notice that you dropped "Strange Device" and cannot reach it.
Turn around and head to the other side (not the next grate room).
On the left, there is a pipe and a valve. Note that for later.
Head right. There is an item under the broken connected tables.
Pick up "Tape."
Head out of the room, go left, then continue to the next grate room.
On the right, there is a ladder. Note that for later.
Turn left, and go up the stairs.
The wires in the wall can still be used for something.
Pick up "Short Wires."
Combine "Short Wires" and "Tape" to make "Long Wire."

Head down the stairs and go right, then take a left.
Take another left and go down the hall.
Go in the room to your left.
On one side where the machine is, there is a broke wire. By the button, there is another broken wire.
Use "Long Wire" on either side on the wires. (Do not go behind the machine. Otherwise, you'll get stuck and will have to start this part over.)
Press the button on the machine to get the pump working (It's hard to see and very small, but it's under the beginning of the wire.)
Head back to the area where the valve was.
Click on the valve.
Head back to the drain area (before the hall to the water pump).
Go down the stairs to your right and go to the drain with water coming out.
Get in the water. The Strange Device is under the running water. (Again, hard to see.)
Pick up "Strange Device."
Head back up the stairs, go left, then go straight.
Go right, then take a left to get to the ladder.
Click on the ladder to leave the area.
Part 15: The Red Plane (Mall Area)

(CHECKPOINT) (although not mentioned, but it happened)
Start by going through the door.
Before continuing...

Please note there is a possible gameover/achievement/ending at this point. On the ground and some areas, you'll notice some piles of glass and lights. The lights will protect you. Stepping on the glass will spawn Agents that come after you and swarm you. If you get overwhelmed, you will gain the "Vanished" ending and achievement.

Otherwise...
Go around the escalators to to get to a fence with a door.
Go through that door.
Walk in between the two piles of glass.
Turn around and head straight towards the broken double doors while avoiding the glass.
You'll come across some stairs with piles of glass blocking.
Get ready and make a run for it. If you get hit once by an Agent, that's okay. Just don't let the others overwhelm you.
After ascending the stairs, take a right and go through the double doors.
Part 16: Outside The Mall

(CHECKPOINT)
Turn left and head straight. Continue straight, past the stand, until you come across some stairs on your left.
Head downstairs where there is a white fenced area.
Turn and go right. On your right, there is a note on a door.
Pick up "The Hidden Key" note.
Turn around and head into the small park on the right side.
Behind the rock and bench, there is a key.
Pick up "Maintenance Key."
Head back to the door where you picked up that note.
Face the door, turn left, go straight to the parking lot, there is a box in the middle with a note on it.
Pick up "Finding Warren" note.
Go back to the door.
Use "Maintenance Key" on the door and go through.
Go through the hall and go through the next door to get into the next area.
Part 17: Iron Maze

(CHECKPOINT)
Turn and head right. Do not go down the car ramp.
On the left side of the last car, there is a switch nearby.

Once you flip the switch, the area will be lit up and there will be a timer (25 seconds). If the light goes off and you're still in the maze, then the Agents will come and overwhelm you.

Flip the switch, and go downstairs to go through two doors.
Go through the fence and take a left, then take the first right, right, then left, right, left, then right.
At the end there is a button. Press the button.
Backtrack to the beginning and go up the stairs
Flip the switch again.
Take the same direction, except go left, right, right, left, then left and follow the path to go through the next door.
Head upstairs. To your left, there is a lump on the floor.
You end up picking up a note that is titled "Assistant Tasks."
Go to the other side and go through the door to get into the next area.
Part 18: Into The Dark

(CHECKPOINT)
Take this time to read the new note you got, which contains some important information.
After that, press esc, quit, then continue when you're ready.
On this stage, time is of the essence, even the beginning, so don't dawdle. You will have to memorize on what to do next.

Go left, then right, then go straight down the stairs to your left.
Continue the way to the end, to the dumpster.
You will pass by a fence with a door that is electric.
You will come across a generator box.
Your goal is to turn off all the four red squares.
The pattern to do this (from 1st being top to bottom being 3) is: 3, 1, 2, 2



Head back behind to the fence with a door to go through it.
Go up the ramp, then go left to go down the ramp.
Head to the other side of the street. There is a note on a glass door to the left.
Pick up "Death Trap" note.
Head down the descending road to the dead end
On the left behind the truck, there is a crate with a key and note.
Pick up "Lazy Workers" note.
Pick up "Water Service Key."

Turn around, then go to the nearby bar door to the left.
Use "Water Service Key" on the door.
Go upstairs, go through the doors, and follow the path until you're in an open area.
Look around for a wall opening with two boards blocking it.
Keep clicking on the boards until they fall down.
Go through. Keep going until you come across another set of boards.
Keep clicking until those fall down.
Go left, then keep going left to the end towards the double wooden doors.
Go through the door to your right. Continue past the lights.
Press the button on your right to go through that door.
(CHECKPOINT)

Time is running until the Agents get to you.
Head straight, then go up the ramp and follow the path until you come across a control panel that controls some crates to create a path.

Sadly, this is a random puzzle, so there is no set solution. You will have to create a way to cross to the other side. This is what it should look like to safely cross to the other side:



(I had one case where I only had to move the boxes in the middle selection twice.)

If you hear the gates crashing open, open the menu, quit, and try again (or let them get you if you didn't get the "Vanished" achievement/ending). This may take many tries, so it's a matter of luck and speed.
After you make the path as above, cross the boxes, press the button to open the gate.
Go past the lights, walk over the board to the other side.
(optional)
Turn around, laugh, and give those ♥♥♥♥♥♥♥ the middle finger :D
(end optional. lol)

Head up the stairs, and go through the door. The game ends here.
Achievements
The achievements are listed in the order in which they can be obtained.

A-maze-ing

Achievement Description: Escape the lonely underground maze.
How To Get: Escape the maze in the game. After leaving the maintenance area and going up the last ladder to exit to an area with a dumpster, the achievement should unlock automatically.

Condemned

Achievement Description: Embrace the agony for the rest of eternity.
How To Get: This achievement unlocks once you get the "Condemned" ending. In order to do that, you let the Shadow (red-black ghost) get you. This can happen at certain points of the game, but he will first spawn in the "Parking Zone" area. The second time will be in "The Bridge" area and the last time will be in "The Truth" area.

Thank you, Box...

Achievement Description: Meet the box of salvation.
How To Get: Outrun the Shadow (red-black ghost) (hint: keep running and look for an exit door). Once you are in The Prison area for the first time (and you turn around and a box blocks the door), the achievement will unlock.

Friend or Foe?

Achievement Description: Free the knife dude from the prison yard.
How To Get: In order to free the knife dude, you will have to open the musical door in order to turn on the main power, then activate the Main Gate Control switch. The order to open the musical door is: 2, 3, 5, 4, 6. Activate the power, then head back to the Main Gate Control room. The achievement will unlock after you activate the Main Gate Control switch.

Sweet Home

Achievement Description: Visit your home again.
How To Get: In order to get this achievement, you must have picked up "My home Keys. Apartment '5-1'" item back at the first part of the game in the Operating Room Area. This is done by entering "394" on the access panel in a small hallway (as hinted by the note found in the cafeteria). In the one room that opens, there is a key on the desk. Pick that up and continue playing.

Once you arrive at "The Bridge" area (hinted by the boat horn), continue straight until you hit a street lamp to your right. Turn right and there will be a door. Use "My home Keys. Apartment '5-1.'" on the door to go through. Go upstairs and go through the door after you pass "5F". Go to the end of the hallway, and use "My home Keys. Apartment '5-1.'" again on the door that has 5-1 by it. Open the door and the achievement will automatically unlock.

Awakening

Achievement Description: Achieve the ultimate goal.
How To Get: Unlock the Awakening ending. To do that, outrun the Shadow (red-black ghost) after the small candle area (where candles light up to lead you to your path). Enter the code on the access panel.(the final number revealed after obtaining the Pipe Room Key on the crate while running, and opening the pipe room with the key.) The number is "372" (then key symbol).

After entering the code, keep running until you come across an empty chair with a rope. Quickly click the rope. The ending may look like the bad ending (condemned) at first, but it changes. Trust me.

Mission Failed

Achievement Description: Fail to achieve the ultimate goal.
How To Get: After outrunning the Shadow and hanging yourself at the end, if you saved the Knife Dude earlier, the game will continue and the achievement will unlock at the beginning of the Torture Chambers.

Nightmare

Achievement Description: Arrive to the red plane.
How To Get: This achievement automatically unlocks once you enter The Red Plane by using the teleport machine. The numbers to access it with are "7 6 2" in that order. Align the red line pointing to the top using the buttons, then press - twice. Stand on the metal plate and press the red button in front of you. The achievement will unlock once you reach the area.

Vanished

Achievement Description: Disappear forever...
How To Get: Unlock the "Vanished" ending. In order to do that, you must let the Agents (black ghost cloaked figures) get to you and overwhelm you. The first time that this is possible is in "The Red Plane" Mall Area, the second time is "Into The Dark" area when you don't get through in time, and the last is the same area, but before the crates.

Journalist

Achievement Description: Find all the main menu unlockable notes.
How To Get: In order to unlock notes on the main menu, you must pick up notes along the way while playing the game. Each note adds lore to the characters and area of the story. Once you pick up the last note and exit to the main menu, the achievement will unlock if you found all the notes. Refer to the walkthrough or section titled "Complete List of Notes" to give you a checklist on which ones you need.

Rebirth

Achievement Description: Become a homeless.
How To Get: Unlock the "Rebirth" ending, which is the ending you get when you go through all stages of the game. The final area of the game is "Into The Dark." The last obstacle is aligning the five crates to the middle of the control panel. This can take many tries, but it is possible.

Reincarnation

Achievement Description: Experience the existence as a lesser life form.
How To Get: Unlock the "Reincarnation" ending. In order to do that, you must pick up "My home Keys. Apartment '5-1'" in the "Operation Room" area. After that, you must pick up the "Incarnation Device" in the "Apartments" area in the Apartment 2-5. The code to get in is "485" then the key symbol. The device is on one of the tables next to a note. In "The Bridge," go into the building to the right by using the keys. Go upstairs and use the keys again at Apartment 5-1. Look for a clear tank area. Use "Incarnation Device" on the tank and the game will end and the ending will play.
Endings
1. Condemned
To unlock this ending, simply let the Shadow (red-black ghost) get you. He pops up first in the "Parking Zone," second time on "The Bridge," and last time on "The Truth."

2. Awakening
Skip freeing the Knife Dude in the "Prison Yard." After going through the fence with the access panel in "The Truth," keep running and click on the rope that is above the white chair.

3. Vanished
Let the Agents (cloaked black figures) overwhelm you. They first pop up in "The Red Plane" Mall Area when you step on the piles of glass. They appear again in the "Iron Maze" and "Into The Dark" area when you run out of time.

4. Rebirth
Reach the very end of the game, which is the area "Into The Dark." The last obstacle is the random crate puzzle where you have to line up all the crates in the middle.

5. Reincarnation
During the last part of "Iron Maze" area while running from the Agents, you'll come across a lump to your right. This reveals that it is a bag that contains the note. Reading the note, it mentions Apartment 2-5 (in the "Apartments" area) and the code to access it is "485." When you start the game again, be sure to pick up "My home Keys. Apartment '5-1'" in the "Operation Room" area. When you get to the "Apartments," go to Apartment 2-5 and enter "485" then key symbol on the panel. Inside, there is an "Incarnation Device" and note.

When you are at "The Bridge" area, go into your apartment in the right building. When you arrive at your apartment, look for a clear tank. Use "Incarnation Device" and the game will end and you will obtain this ending.
Complete List of Notes
Part 1: Operation Room:
0. "How To Play" (You start with this note.)
1. "Ethan P. Report" (Located in the small room on a table in the brain scan machine room.)
2. "A Kid's Drawing" (Under the "Some Kind of Tile" item near the hanging corpse.)
3. "Nurse's Duty" (In the cafeteria, where are are plenty of tables and chairs. The note is on one of those tables.)

Part 2: Hospital:
4. "The Hanged Man" (Near the hanging corpse on the table by the writing on the wall.)

Part 3: Sewers:
5. "Don't Ignore This" (On the wall with the red graph at the beginning.)
6. "In The Maze" (On the wall by the "Rusty Valve.")

Part 3.5: Sewers (Turbine Area)
7. "I Feel Safer" (On the table to your left before crossing the crates.)

Part 4: Apartments
8. "Incarnation Device" (Enter the code "485" at Apartment 2-5. It is right by the item.)

Part 5: Parking Zone
None.

Part 6: The Prison
9. "The Snitch" (In the room with a turned bloody table with writing on the wall. It's on the counter with bloody tools.)

Part 7: Prison Yard
10. "The Musical Door" (Up the stairs in the yard, on the table by the radio.)

Part 8: Subway
11. "Murderer Article" (First left hallway that says "37th Avenue." Turn right at the trash can, and there is a photo on the last bench.)

Part 9: The Bridge
12. "Property Sale" (In the building to your right at the beginning of the stage. Use "My home Keys. Apartment '5-1'" on the door. Go upstairs to Apartment 5-1. Use the keys again. The note is on a desk in one of the rooms.)

Part 10: Dark Forest
13. "Eyes in the Mist" (Inside the church, on one of the white benches to your right.)

Part 11: The Truth
None.

Part 11.5: Torture Chambers
None.

Part 12: The Lost Village
14. "Visit the Doctor" (In the park under a tree surrounded by benches.)
15. "Dallas Brothers" (On an unmarked path towards the water. There are some tents and a table with a note.)

Part 13: Scientist Lab
16. "About The Gloom" (In one of the rooms, on a table near the computer.)
17. "The Red Plane" (In one of the rooms, in the shelf with books on the wall.)
18. "Dimensional Machine" (In the machine room where the "Strange Device" is on a table.)

Part 14: The Red Plane
None.

Part 15: The Red Plane (Mall Area)
None.

Part 16: Outside The Mall
19. "The Hidden Key" (Downstairs, on the door across the small park.)

Part 17: The Iron Maze
20. "Assistant Tasks" (While outrunning the Agents at the end of the fence maze, turn left when you go upstairs. There is a lump on the floor, which is a bag that contains this note.)

Part 18: Into The Dark
21. "Death Trap" (After going down the ramp, go to the other side of the street. The note is on the door across.)
22. "Lazy Workers" (Go to the end of the descending road. Behind the truck, there is a crate with the note and item.)
Missing Main Menu Notes?
Some Main Menu notes pop up once you explore certain areas and places. If you are missing a few notes, take a look in these areas (Many thanks to Mukelchen for this and providing screenshots.)

The Shadow Pg. 3:
https://steamcommunity.com/sharedfiles/filedetails/?id=1770550134

The Agents:
https://steamcommunity.com/sharedfiles/filedetails/?id=1770550998
https://steamcommunity.com/sharedfiles/filedetails/?id=1770551269

Suicide Camp
Part 12, with all the hanging dead bodies in the tent area on the pole. (Thanks (J7) Dsp21)
https://steamcommunity.com/sharedfiles/filedetails/?id=2557478400
Credits
Zocker96 - Contacting developer for possible missing notes and inquiry on main menu notes.
(J7) Dsp21 - For missing note "Suicide Camp."
Maborosi - For Warren note in Outside Mall
Коментарів: 37
nns2009 5 берез. 2024 о 10:12 
No problem, thanks
Jill of Trades  [автор] 3 берез. 2024 о 10:27 
I have the game uninstalled and transferred to a new computer, so I don't have the saves anymore X_X sorry.
nns2009 3 берез. 2024 о 8:11 
Thanks for the guide! Some parts of the game seem to be not completable without it (opening the box with access card in the beginning - what is the logic there?).
Do you by any chance have a save at the start of Part 11 with the knife man freed? I only read the guide when I was stuck so by the time I locked myself out of 1/3 of game's content, it was too late
Jill of Trades  [автор] 28 берез. 2023 о 13:51 
No problem and thanks for doing that^^
Maborosi 28 берез. 2023 о 13:39 
I would add like:

Head back to the door where you picked up that note.
------------------
Face the door, turn left, go straight to the parking lot, there is a box in the middle with a note on it.

Pick up "Finding Warren" note.

Go back to the door.
-------------------
Use "Maintenance Key" on the door and go through.



Thank you for the thorough guide:D
Jill of Trades  [автор] 28 берез. 2023 о 13:03 
Could you indicate at what point of the walkthrough or where it needs to be added? (been a long time since I played)
Maborosi 28 берез. 2023 о 11:57 
Part 16: Outside The Mall
There is a note called finding warren on a box in the parking lot.
Jill of Trades  [автор] 25 лип. 2021 о 18:50 
Added. Thank you again.
[J7] Dsp21 25 лип. 2021 о 18:46 
Thanks for adding it! I took a screenshot as well there you go :)
https://steamcommunity.com/sharedfiles/filedetails/?id=2557478400
Jill of Trades  [автор] 25 лип. 2021 о 18:44 
Added. Thank you Dsp :)