Astray
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Astray Spoiler-Free Walkthrough and Guide
By Jill of Trades
Progressing through the game, story, and solutions to puzzles.
   
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Controls
WASD keys: Move
Left Shift key: Sprint
F: Toggle Flashlight On/Off
Left click: Use or pick up object (indicates when your mouse turns into a cogwheel.)
Right click: If holding an object, right click to throw it.
Notes About the Game and Walkthrough
Walkthrough:
This walkthrough documents on progressing through the game. As much as I try to keep the walkthrough spoiler-free, there may be some images and text that might affect the "exploration" factor. The types of screenshots provided are answers to puzzles and references.

This walkthrough documents the notes come across. While they are not required and/or collectible to complete the game, they are only noted for the purpose of the story only.

This walkthrough also marks the "Checkpoints" made in the game, so you'll know when it is safe to quit without doing another hard or tedious part of the game.

Game:
Gamma:
Upon launching or continuing the game, you will have to adjust your gamma(lightness). The best way to do it is when the left square is fully lit and when you can see the right square just a bit. If you start seeing light around those two squares, then you're turning on your gamma too bright.

Saving:
The game does not have a save feature. However, it does have checkpoints, which I've documented in the walkthrough.

In this game, it is possible to die, so be careful! If you die, you go back to the last checkpoint. Be aware of:
-Flesh-figures
-Hazards (these will be marked as "RISK OF DEATH" on the walkthrough.)
-Falling off of high places.

Flashlight:
You will be using your flashlight commonly throughout the game. There will be batteries scattered around in the game to replenish your flashlight. If you run out of power and cannot find any batteries for your flashlight, just sit and wait. It will regenerate, but slowly.

Flesh-figures:
You'll come across these guys often. First off, DO NOT shine your flashlight on them. That will instantly trigger them. Second, if you are around them, DO NOT run. Instead, just walk slowly away from them. If you are caught, run away as far as possible. If you are hit two times by them, then you'll die. If you come across any blind spots, you'll know if one is near you if you hear heavy breathing.
Part 1: Outside the Museum
(CHECKPOINT)
At the starting point (where you drop down after the intro), head to your right.
Go through the opening at the fence area.
Go through the area that is bordered by the fence.
Go down the stairs.

Open the door. (RISK OF DEATH! Stepping on the electrifying water will kill you!)
There are boxes behind you and in the area you came from. Use the boxes to make a bridge to the other side with the switch. The switch is located on the wall to your right once you're in the room.
After jumpping over the boxes on the water, hit the switch. The room will go black. It's safe to cross the water now.
(CHECKPOINT)
Head out of the room and up the stairs to go back outside.
Make your way out of the fence area and back where you previously started.

There is a shed in the area. Head to it.
The shed is surrounded by a fence. One of the fences has an area to crawl under.
Crawl under the fence.
Head inside the shed.
There is a pair of BOLT CUTTERS. Pick up the BOLT CUTTERS.
(CHECKPOINT)
Head outside of the shed and crawl out of the fence area.

Head to the main gate of the museum and click on the chain links. The main gate will open.
Head to your right towards the boat. There is a fence opened.
Crawl under the fence.
Head to the stack of crates. There is a BATTERY there. Keep note of BATTERIES and take them when your flashlight is close to running out of power.
Head downstairs from the stack of crates and go through the door.
(CHECKPOINT)
Part 2: Basement + Inside Museum
Your flashlight will automatically turn on. Remember to press F when you do not want to use it.
Head straight to the barred door. On the right, there is a table with a NOTE on it. (NOTE #1)
Head through the door that was located to your right when entering the room.
On the first door to your right, there is a room of crates with a BATTERY on one of them.
Continue through the hallway to the last door on your left.
There is a switch on the wall. Use the switch.
(CHECKPOINT)
Head back to the room with the barred door. The door is no longer barred. Go through the door.
Head up the stairs and go through the door.
(CHECKPOINT)
After entering, head to the room to your left. There is a NOTE on the desk. (NOTE #2)
There is a sign saying "STAFF ONLY" with some stairs, across from the door that also says "STAFF ONLY." Go up the stairs.
On the first room you come across, there is a NOTE on the desk. (NOTE #3)
Go back down to the main room.

There is a vault door with three keyholes on it in the main room.

There are three rooms and three puzzles you must complete, however, they do not have to be done in a particular order.
Part 3: Demonology Exhibit
(CHECKPOINT upon entering room)
Your flashlight will automatically turn on.
Head up the stairs and through the path.
Upon entering the large room, head to your right and take another right.
There is a BATTERY on a table and a NOTE on another table (NOTE #4).
(OPTIONAL) Pick up the skull on the altar.
Head back out and go to your right to where the large skull is.
Look on the left eye-socket. There is a switch. Press the switch. A wall opens up.
(CHECKPOINT)

Go in the room that was revealed by the switch.
There is a NOTE on the table (NOTE #5).
Head down the stairs in the room.
Head through the path until you spot something.

(RISK OF DEATH!) On this point in the room, there is a flesh-figure that can kill you. Avoid running (unless you're caught, then run) and shining the light on it.

Go down the path.
Go straight.
At the fork, take a left, then a right.
At the next fork, take a left.
Right when you take a left, there is a passage on the left. Take that left.
Follow the path and you should come across a set of stairs. Go up the stairs.

(CHECKPOINT in vent room.)
There is an opened vent on top of the crates. The vent leads you back to the entrance. Do not go through yet.
Go down the stairs to your right and you'll enter a large room.
There is a BOOK on the table (NOTE #6) and a switch on it.
There are six rooms around you. However, you only need to focus on three of them. Correcting all of the rooms will cause this to not work. The correct ones do not need to be done in a particular order.
Go to the first room on your right.
There are two circles you can turn to fix the pattern. Fix the first rune until it looks like this:

Head out of the room and head to the second room on the left (from where you entered the large room).
Again, there are two circles you can turn to fix the pattern. Fix the next rune until it looks like this:

Head out of the room and go into the last room on the right (from where you entered the large room).
Fix the next rune until it looks like this:

Head out and go to the altar and hit the switch. If nothing happens, check to make sure you did not solve the other runes in the room. If you did, just scramble them up again (or hit once on each circle on each rune you solved.) Also, make sure the three runes on the ground are lit up in color.
If successful, the altar in the room will lower and reveal a small passage.
(CHECKPOINT)
Crawl through the passageway.
There is a key on the table. Pick up DEMONOLOGY EXHIBIT KEY.
(CHECKPOINT)

(!!!BUG!!!) DO NOT EXIT THE GAME AFTER THIS. OTHERWISE, YOU WILL BE BACK WHERE YOU WERE BUT NOW BLOCKED BY THE ALTAR!

Head out of the room and go into the room where the vent is.
Upon entering, there is a small crate to the left of you. Use it to jump on it and on top of the crates.
Crawl and go through the vent.
Click on the vent to move it out of the way.
Drop down into the room.
Head back through the dark hallway you came from.
(CHECKPOINT. It is now safe to exit the game.)
Go down the stairs and leave the DEMONOLOGY EXHIBIT.
(CHECKPOINT once you get back in the main room.)
Part 4: Egypt Exhibit
(CHECKPOINT upon entering room)
Your flashlight will not turn on automatically, so use it in case you need to see.
There is a room straight ahead of you, but you cannot go through it yet.
Head left to go into the other room.
There is a note on the table to your right (NOTE #7).
Ahead, there is a stack of crates. Move the smaller crate on the ground. Notice the passageway.
(OPTIONAL) Use the smaller crate to jump on the platform. Then, pick it up from the larger crate you're on to place it near you to jump on the platform. There is a translation of heiroglyphics on the wall:

Crawl through the passageway revealed by the small crate.
There is a switch on the wall. Use the switch.
HURRY UP and go back to the other room. The pyramid should have a passageway openned up if you made it on time. Go through the passageway.

Head down the stairs and through the passageway.
Go up the altar. There is a BOOK on the altar (NOTE #8).
Head down from the altar and go back from where you entered.
On your left, there is a switch on the wall. Use it, and a room opens up.
Go in the room.
There is a pillar with four cubes you can turn. Using the heiroglyphics table you saw, turn the cubes until it reads "TEOS" in front of you (in heiroglyphic language) or until it looks like this:

If successful, the grave ahead of you will open.
(CHECKPOINT)
Drop down on the floor and head to the grave that openned up. There is a key in the grave.
Pick Up EGYPT EXHIBIT KEY.
(CHECKPOINT)
Head out of the room, back through the passageway, and outside of the pyramid.
Leave the Egypt Exhibit.
(CHECKPOINT once you get back in the main room.)
Part 5: Atlantis Exhibit
(CHECKPOINT upon entering room)
There is an elevator once you're in the room. Stand on the platform (in the circular area) and hit the downward green arrow.
Enter the large room in front of you.
(CHECKPOINT)
Head up the stairs and through the room. On the left, the next passage is blocked by steam. DO NOT attempt to go through it.
Head back outside and head to the passageway to your right (once you entered the large room from the elevator.)
Follow through the passageway until you come across another room straight ahead.
(CHECKPOINT).
Head downstairs. There is a NOTE on the ground near the glass exhibits (NOTE #9).
Head to the room next to the note and look above. Unfortunatly, for now, you cannot get up there. Head back out of the room and head up the stairs. Go back through the passageway.
Before exiting the passage, to your left, there is another passageway (use your flashlight to see it.)
Follow the passageway and you'll come across a set of pipes, which is a puzzle.
Solve the puzzle to lead the pipes from the beginning to end (marked by the lights). It should look like this:

Once successful, the lights will turn green.
(CHECKPOINT)

Head back through the passageway and go to your right. You'll notice something different.
Jump down and swim through the hallway. Swim up to the area you couldn't get up to before.
Continue walking, go up the stairs and go through the dark hallway.
There is a room to your right and a room straight ahead. There is a number code near the boat.
Head out and go back to the room you passed up.
Go through the vent.
Head straight to the first room. There are two numbers on the wall:

Head back and go through the second room (that was to your right when you got out of the vent).
Upon exploring, there is another set of two numbers:

Head out of the room and back through the vent.
Head back to the room where the number code is (straight ahead when you get out of the vent).
Play with the machine with the two sets of numbers. The number code is "0318."
Once successful, the green arrow on the boat will light up.
Get on the boat and press the green arrow light.
Ride the boat until you get to the end. Jump on the platform you come across to your left.
Go through the passageway until you come across a room with a pedestal.
There is a key on the pedestal. Pick up ATLANTIS EXHIBIT KEY.
(CHECKPOINT)
Continue the path and you'll come across a room blocked by steam. This is the same steam room from before.
On the wall, there are two meters that are not even. Both of them have "40" above them.
The goal is to make each meter read "40." The quickest way to solve it is this:

Once successful, the steam that blocks your way will disappear.
Go in the room and crawl under the pipes. Continue on your way. You will be back in the entrance.
Go downstairs and head back to the elevator. Stand on the platform and press the green arrow light to go back up.
Exit the room.
(CHECKPOINT upon leaving room.)
Part 6: Behind the Locked Vault
Right now, you should have three keys from all three exhibits.
Head to the vault and use all three keys (click on the keyholes). A new passageway will open.
(CHECKPOINT)
Go through the hallway and continue through the dark.
(CHECKPOINT before the dark area of the hallway.)
Go through the door.
(CHECKPOINT)
Go through the hallway until you see a large room. There is a flesh-figure once you see the room, so wait until he is gone.
Once the figure is gone, head straight (there is nothing interesting on the side hallways).
There is a desk ahead with a NOTE on it (NOTE #10).
After checking the NOTE, go in the room on your left.
Go through the door in the room.
Try openning the door in front of you. It appears to be jammed.
Continue down through the hallway.
Move the crates aside and open the door.
Upon entering the room, which seems to be a library, there is a small table with a couch, chairs, and books. There is a NOTE on the table (NOTE #11).
Search behind the chair near the note. There is a CROWBAR by the chair.
Pick up CROWBAR.
(CHECKPOINT)
Head back out and go through the hallway. The door on your right can now be opened.
There is a NOTE on the desk (NOTE #12).
Head back to the library.
Look in the bookshelves to look for a white book.
This is almost like a "needle in the haystack," so here is a good hint of what to look for:

After clicking on the white book, one of the bookshelves will move and a new passageway will open.
Go through the passageway.
The first door on the right will have a flesh-figure inside, so let's wait and explore the rest first.

Explore the room by going through every room there is. This doesn't have to be done in any particular order, but I will note the doors to check.
Check out the first room straight ahead of you.
Go through the hallway and check the door to your right at the end.
Upon exitting the previous room, head left through the next hallway.
Explore the room to your left.
Upon exitting the room, explore the room straight ahead of you.
Once you're done, you should have explored four rooms. After you have, the flesh-figure in the room will be gone.
Go in the room that the flesh-figure was in.
There is a NOTE on the desk (NOTE #13).
Go down the dark stairway and head straight. Ahead, there are two doors.
(CHECKPOINT)
Go through the door on your left.
Follow through the hallway until you come across a door infront of you.
Go in the room.

There is a large wooden platform. Upon standing on the highest part, you lower yourself down.
There are two crates. Use the two crates to raise yourself on the wooden platform to get up on the next floor. It's best to keep the crates where they were at and just pick them up and place them when you lower yourself down.
After the two crates are in place, you can make it by jumping onto the next floor.
Open the door.
Before you get to the end of the hallway, there is a flesh-figure immediately to your left. You will have to make a run for it and head right.
Keep running until you come across a door and open it to get inside (hurry!).
(CHECKPOINT)
Part 7: The Planetarium
Upon entering, you'll notice an elevator. Ahead, there are a couple of crates.
On a crate, there is a PLANETARIUM KEY and NOTE (NOTE #14).
Pick up PLANETARIUM KEY.
(CHECKPOINT)
Head onto the elevator platform and press the green arrow light.
There are some colorful constellation patterns on the floor below you.
Jump down, or go down the stairs at the end of the hallways to get to the floor below you.
Notice the patterns and the names of them:

Head back up to the previous platform you were on. If you dropped down, you can get back up by going up the stairs. (The area going back up is pretty dark and makes your flashlight almost useless. Just follow the light areas to get back up.)
Go back to the elevator platform and head to the area where you can see a well-lit area similiar to the museum.
To your right, there is a telescope. Keep note of that as we need to go there later.
Go into the room. There are two doors, one of them being blocked.
Go through the door that is available.
In the room, there is a number code on the wall and a NOTE on the desk (NOTE #15).
Before leaving, there is another note in the room which is on a smaller table (NOTE #16).
Exit the rooms and head left to the telescope.
As you look in the telescope and look at different constellations, click to look away and notice the numbers on the wall to the right of you change.
Search for "Orion." Once you position the telescope on the constellation, click to look away from the telescope.
Go back to the room with the number code. According to the wall and note, the number is "075."
Once put in successfully, the vault will open revealing a key.
Pick up BASEMENT KEY.
(CHECKPOINT)

Head out to the elevator platform, stand on the platform, and press the green arrow light.
Once the elevator stops, press the green arrow light that is pointing downward to head down below.
(CHECKPOINT upon leaving elevator.)

Part 8: Basement pt.2
After the elevator, there are two paths. One on your left and one on your right.
The left path leads to a vent on the ground, the right path leads to a passageway, but is blocked by a flesh-figure.
You will have to lure the flesh-figure close to you to the vent.
Start by heading to your right and open the door.
Follow the path straight until you come across a flesh-figure.
(OPTIONAL) There is another door to your right. Open it and take the next door to your right. There is a BATTERY on the crate.
(CHECKPOINT before you take your left)
Shine your flashlight on the flesh-figure, and head for the next room where the vent is. The farthest you can lure him is near the first door you walk through.
Crawl into the vent and move the grate out of the way.
Continue to your left and follow straight through the path.
Turn right and open the door ahead.
(CHECKPOINT)

Go down the stairs.
Go through the door (head towards the light to find it).
To your left, there is a NOTE on the crate (NOTE #17) and a vent nearby.
Move the grate and crawl into the vent.
Follow the path until you come across another grate. Move it out of the way.
Drop down into the room.
Jump onto the crates and drop down to the other side.
(CHECKPOINT)

Head straight to the door ahead. There is another door that is to your right, but do not go through yet.
Follow the path and take a left. There are BATTERIES and a NOTE on the crate (NOTE #18).
Head out of the area and go through the door you previously passed up.
Jump onto the crates and drop down to the floor. On the dead end you come across, crawl under the crates.
Head straight, go through the door, and go through the next door.
Keep walking and ignore the door to your left.
Follow path, go up the stairs, and go through the door.
To your right, there is some DYNAMITE. Pick up DYNAMITE.
(CHECKPOINT)
Retrace back your steps out of the area.
Crawl under the crates and make your way out of the room.
Upon exitting the room, take a right and follow to the path of the cave.
There is a grayed-out figure to place the DYNAMITE in.
(CHECKPOINT once approached).
Place the DYNAMITE and grab one of the rocks around you.
Stand behind the crates and near the note.
If right-handed, right click to throw rock on the dynamite. If left-handed, left click to throw rock on the dynamite. This may take a couple of tries.
(CHECKPOINT once successful on explosion)
Go through the new path. At the dead end, crawl under the openning.
Part 9: Caverns
(CHECKPOINT upon loading)
You will drop into the water. Swim up and get to the land that is ahead of you.
Follow the path until you come across a gated area.
There is another path to your right. Take the path.
Continue the way until you come across an area with some graves.
Watch out! On the other side of the wall, there is a flesh-figure.
You will have to make a run for it to the other room.
Keep running until it is no longer catching you.
After it stops, wait until it heads back to the previous area.
By running, you should come across a path where you stepped on a switch, and you are near a gated area.
If not, continue following the path, pass the bonfire, and take a right at the dead end.
There are some rocks scattered around the mushrooms.
Take one of the rocks and place them on the switch on the ground.
The gate will open. Go through the gate.
There is a NOTE on the grave (NOTE #19).
In the room, there is another gate and crates lying around. You cannot open the gate, so you will have to stack some scrates to get to the other side. It does not matter which openning you go through.
Once you are high enough (basically standing on two crates), crawl into the opening.
(CHECKPOINT)
Drop down and head to the left-most area of the room. There is a wheel, but it's missing the one nearby.
There is a wheel in one of the mushrooms in the lower area. Wait until the flesh-figure passes the wheel. Once it is far away enough, grab the wheel.
Run up the hill and head back to the gate. Place the wheel where it is missing.
Once successful, the gate will open.
(CHECKPOINT)
Upon entering the next room, you will fall down in some water.

(OPTIONAL) There is a glitch where you can pass it and head to the next platform. If you are able to make it across, then ignore the line below and just continue through until you come across some crates.
Swim straight under and follow the path to get on land.
(CHECKPOINT)
Ahead, there are some crates blocking a bridge.
Crawl under the crates.
Make your way across the bridge and to the closed gate. There are some runes near the gate (NOTE #20).
The gate has a switch on the other side.
Use the crates around you to reach the openning above the gate.
Grab one of the rocks and drop it down on the other side in the middle.
The gate will open. Run through to the other side.
(CHECKPOINT)

Get on the path. There is a NOTE on a crate near you (NOTE #21).
Follow the path. You'll notice a wooden plank will drop on an openning on the floor, BUT DO NOT DROP DOWN!
Upon continuing, you'll notice a flesh-figure ahead. It is blocking the way, so you will have to lure it again.
Lure the flesh-figure around the openning on the floor and continue the path.
Outrun the flesh-figure and continue the path until you see some large pipes that are below the platform.
Drop down to the set of large pipes that are closest to you, then drop down to the large pipe below.
There is a path blocked by steam. Continue to the other side until you see a large set of pipes.
In this puzzle, you will have to use all the pipes to create a path. The path on the small side of the wall is straightforward. Create a path for the pipes until it looks like this:

(CHECKPOINT once solved)
Head to the previous path that was blocked by steam and go through it.
There is a flesh-figure in the next room and an elevator.
Once you step inside the room, the path will be blocked behind you with steam.
Press the green arrow light. Do not run and do not shine your flashlight on the flesh-figure. It will take a while for the elevator to come up. In the meantime, avoid the flesh-figure.
Once the elevator is up, press the downward green arrow light and jump on the elevator.

After the elevator gets to the bottom floor, get off and go straight into the path.
(CHECKPOINT)
To your right, there will be some runes on the wall (NOTE #22).
Once you see a path leading straight, right, and left, DO NOT step out! There will be a flesh-figure possibly near you on your right. Wait until it walks away.
If you are caught by the figure, it will block your path in the end. Lure it in the elevator room and outrun it.
Once you are clear, take a left at fork and follow the path straight.
You will come across a wheel. Pick it up.
At the next fork, take a left (It is the straight path when you first entered the room).
Continue until you come across a gate and another wheel.
Place the wheel in the missing area.
(CHECKPOINT)
Continue on the path.
(CHECKPOINT once halfway.)

At the end of a hallway, there is a NOTE on the ground (NOTE #23) and some runes on the ground (NOTE #24).
Nearby, there is a CRYSTAL SHARD.
Pick up CRYSTAL SHARD.
(CHECKPOINT)
Once you pick up the CRYSTAL SHARD, the gate in front of you will open.
When you enter the room, there are two paths and a closed gate.
Go down the stairs. There is a NOTE near the bonfire (NOTE #24).
Take the leftmost path.
Go up the stairs and step on the switch. You do not need to place anything on it.
Leave the room and go back to the main area.
Take the rightmost path (the path that is now straight ahead of you).
Go up the stairs and step on the switch. Again, you do not need to place anything on it.
Leave the room and go back to the main area. The gate should now be open.
Go through the gate.
(CHECKPOINT)
Go down the stairs.
Continue walking until you see a large rock. You will automatically do an action.
Part 10: ???
(CHECKPOINT once transitioned.)
Walk straight out and down each set of stairs.

This is a risky area. The goal here is to grab the symbols. There is something in the center of the room. If it's purple and the shade of light that is shining is white, then it's safe.

Start off by going to the left and clicking on the first symbol. RIGHT AFTER YOU CLICK ON IT, run behind the crates that are ahead.

The thing will now turn into a red-orange color and will shine a red-orange light. Do not let that light hit you. If you let it hit you two times, you will have to start from the beginning.

Wait a bit until it turns purple again. Continue walking and drop down to the platform where there is another symbol. RIGHT AFTER YOU CLICK ON IT, run behind the metal machinery (not the wheels!).

Wait a bit until the thing turns back to purple. Continue walking to the path and head for the next symbol.

Drop down to the platform with the symbol. RIGHT AFTER YOU CLICK ON IT, run behind the metal tablet that is near you. Do not go for the shelf.

The thing will not turn back to purple. Wait until it shines it's light to the left (where you are facing it). Once it does, make a run for it to the wooden platform, jump down, and click on the symbol.

(CHECKPOINT on transition.)
Walk straight to the light.
Have fun:)

(You will have to start a new game if you no longer want to be on the final checkpoint).
5 Comments
Jill of Trades  [author] Dec 10, 2021 @ 8:40am 
@Ashy Slash no problem!
Ashy Slashy Dec 10, 2021 @ 6:59am 
Helped me out. Thank you for your effort
Mystery™ Mar 31, 2018 @ 3:36pm 
The game is broken for me, I can get the keys in any order and they big door always says I need a key even though I have all three of them, I have tried to open the door after getting each key and all three keys but I cannot get it to work At all.
Jill of Trades  [author] Jun 8, 2016 @ 5:41am 
@YansterG You're welcome:)
YansterG Jun 7, 2016 @ 10:25pm 
thank you