Overview
The game is very difficult and involves a lot of situations, where I wasn’t sure if it was a mistake or a developers’ intention. So I decided to make a walkthrough and in the procces I contacted the developers few times. Walkthrough is structured in chapters according to the levels. I hope it helps in frustrating moments of the game.
1. HALLUCINATION LEVEL
First room:
When you start the game, follow the instructions.
Follow the sound.
Water room:
When the narrator starts to talk about water, simply follow the sound of wet steps: go forward, then turn to the right, walk few steps, turn left and walk until the narrator starts talk again.
Blinking light room:
When you see the exit, remember where it is and follow the path. When at the exit, jump over a block.
Rarad light room:
Exit is at the end of the hallway. The light will show you the path. When near, sound helps you to localize the exit.
2. BATHROOM
Press spacebar to stand up. (do it repeatedly if necessary)
Walk toward the door. In the next room go to the right. Then to the left and then forward to the figurines. (game saved)
First of all, go to the table and take the flashlight (E or LMB) and take the battery to insert into flashlight. Press Q to switch on the flashlight.
Look around. On the left there is an entrance door with the “ Doors open when the bell rings” sign and above it there is a clock telling you it’s 10AM.
Turn around and go from when you came and there are time tables (on the right table or on the left wall. They tell you when the school lessons end and you have to count when will the nearest bell ring.
If you count well, you will get 10:25.
Go to the clockwork machine with figurines and in front of them there is a fuse box which you have to turn on. This can be done by opening the door and pressing the upper left, upper right and lower right fuse.The clockwork machine starts to work.
Set the time to 10:25 by pressing the buttons and confirm it by pressing the lower button (its recommended to switch on the aiming cross in options menu), be patient.
Doors open.
3. BRIDGE
Go upstairs, up to the tunnel. At the end, there is a fire and three golden cups on the floor. Burn one of them, then the next door opens (game saved)
4. SCHOOL
Turn to the left and pass upon the figurines to the end of the hallway. There is a massage on the bench saying “follow this place to piss” which references to the toilets (WC).
Go back and go downstairs either jump through the whole or go down the stairs.
Go towards the second hall. While you walk, you see the toilets. Only the letter C is shining. In order to open the door, you have to light on the letter W.Follow the white cable to the end of the hall, then the letter W starts to shine just by entering the place so you can go back and enter the toilets.
Jump out of the window (game saved) combing jumping and crouching (space bar and CTRL)
5. COURTYARD
The point is to find weaknesses of the four figurines. Each weakness is written on a piece of paper which you can find at every corner of the courtyard.
The first one says “Lick me” so you interact with his mouth.
The second one says “Love me” so you interact with his hearth.
The third one (female) says “Plug me” so you interact with her butt.
The last one says “Suck me” so you interact with his crouch.
When it’s done, enter the center of the courtyard to light up the exit.
6. THE TWO ROOMS
Enter the crossroad and choose the side.
Left: enter the room and switch on all fuses in the fusebox. Then the metal door will open. Walk through the halls and on the crossroad turn left.
Right: enter the room and jump down the elevator. Walk through the halls and on the crossroad go straight.
At the end of the hall turn right and enter the Himmler’s room (game saved)
7. HIMMLER’S ROOM (UFO ROOM)
The point is to enter the code to open the bar door.
You can find the secret numbers in the room behind you.
The numbers are: four, one, nine, seven.
Your task is to put in in the correct order.
There are more way how to find out.
One way is to search on the internet by typing the name “sheriff wilcox new mexico” (sheriff wilcox is written on the wall, new mexico is marked on the map on the other side). There are several articles about Roswell incident in 1947. The code is 1947.
Second way is to read the newspaper on the stove next to the piano. In the newspaper, there is an article about 60th anniversary of the first UFO sighting. The newspaper is from the year 2007. 2007-60=1947. The code is 1947.
If you thing it’s now easy to just simply enter the code, then you were wrong because there are no number markings on the buttons.
The sequence is vertical and not horizontal.
Also you have to put it “backwards”.
8. THE PANOPTICON (ROOM WITH CORRIDORS)
On your way to the panopticon, you can take another battery on the table.
There is only one corridor that leads to the next room, the other ones are blind.
In order to find it, you can either try every one of them or go upstairs of the panopticon and solve a puzzle which will highlight the right corridor.
Upstairs there is a quote “meine ehre heißt Mut” which say “my honor is my courage” which is needed for the next step.
In the center of the floor there is a mechanism. You have to walk to it.
There are three buttons that can change the positions of the lights downstairs.
The point is to set up the lights so they are in the shape of “cross/circle”.
After doing so, go to the highlighted corridor.
9. THE CAVE
Go through the cave until you find another entrance of the corridor. Go through the corridor.
10. THE CLUB
At the end of the entrance room there is a closed glass door. To open it, you have to turn on both of the printers.
Enter the club. Upstairs there is another closed door. Look around.
There are three consoles in the club. They change the light of the fog.
Look up. There are three cylinders hanging out of the ceiling, each of a different color.
Each console turns on one color (red, green, blue). You have to combine those colors to match the colors of the cylinders in the order from the smallest to the biggest.
First, you make the purple one disappear by combining the red and blue.
Then, turn off the blue and turn on the green so make the yellow color and the second one disappears.
Finally in order to make the black color, turn them all off.
Everything must be done quickly until the smallest cylinder appears again.
When it’s done, go upstairs. Door is open.
11. CINEMA
When you go upstairs, there is a battery on your left that you can take.
Now you are in the cinema room. There is no visible way out. Look around.
There is a cinema schedule that says “Find the way out ! Or kill everybody”.
In the room there are four trapped people that you can kill and the exit will appear.
If you press the button, nothing happens. You have to open the door at the bottom of the mechanism. Then take the can of Zyklon B and put it inside. Close the door.
Now it’s your choice whether to press the button or not.
If you decide not to, you can still find the exit by trying to interact with every piece of walls. Or exit the game and that’s your end.
If you decide to press the button, you kill all trapped people. and the exit appears. Look around. The exit is located on the left of the cinema screen.
12. THE CANAL
When you enter the canal, there is a torch on your right next to the figurine. The only way out is to burn the wooden planks that are blocking the exit in the middle of the main hall.
First of all, light up the torch by walking to the fire. To find the fire, turn left from the main hall and continue until you find it. The torch will be lighted up by getting close to the fire.
Go back to the main hall and step close to the blocked door and wait until the planks burn out.
When you get to the next room you can choose to go either to the right (Fukushima room) or to the left (the Krowky bar)
13. FUKUSHIMA
First of all you have to walk through the power plant entrance halls. Go straight, turn to the right, turn to the left, and to the right once more until you step into the cave.
Go through the cave and jump down to the power plant labyrint.
When you are in the labyrinth, follow the path of this image
until you get to the closed door with blinking digital clock.
The point is to recognize the four numbers it is showing by blinking pieces of the complete numbers. The number is: 1959.
You have to put it into the dial, the same way as before (“backwards”).
Go through the hall and jump down the whole in the floor. Now go straight and the turn right until you see the false wall which can be pushed away.
Now you are back in the room when you when you chose whether to go left or right.
Now go the other direction.
14. THE KROWKY BAR
A. Hebrew alphabet
When you step into the house, there is the Hebrew alphabet puzzle.
Again the point is to find four numbers. Look around.
First of all, read the letter on the radiator. Besides the note there is the word “GABA”. You have to translate this word into the code where every letter is one number.
G = gimel = 30
A = aleph = 10
B= beth = 11
A = aleph = 10
The numeric formulas on the right tell you how to convert these numbers into the code:
30 = 3
10 = 1
11 = 2
10= 1
The code is 3121. Again you have to put it “backwards”.
B. Krowky
Cross the road and enter the bar. On the right is close exit and again, you need to find the code to open them.
Step to the bar and read the note which says “elephant = lphnt , snake = snk”
Also, if you look at the wall on the right, a word “CYP” appears. When it appears, there is another part of the word written on the other side of the bar but you can see it.
Go behind the pult and take the mirror that is there.
Now put the mirror on some table that is in the bar and look at the right wall again. Work “CYP” appears but now you can see the another part in the reflection of the mirror, word says “RUS”. The Code word is CYPRUS (this refers to some female model whose wallpapers are put in the game).
Now remove vowels from the word and you get CPRS.
There are some numbers and word written on the wall next to the pult. Find the numeric equivalent of CPRS.
C = 02 = 2
P = 15 = 6
R = 17 = 8
S = 18 = 9
The code is 2689. Again you have to put it “backwards”.
15. THE END
Go through the cemetery and step into the hall. Go straight and turn right. After a while turn left and walk into the flooded room. Go straight to the room where is the crucified kidnapper.
You can read the notes that explain some parts of the game.
After a while the credits screen appears and the game is over.
In the menu you can now read the last notes.