Liquid Mixer | Walkthrough Amnesia: A Machine for Pigs Guide
After you have recovered control, open the lift and leave. You will get another diary passage (Sabotage!). Proceed and after that, up the stairs on the right. Behind the easy chair, there is a bolted entryway [1]. Another diary passage (Maintentance Access).
Descend the stairs. On the left, you will see a rotator that you need to finish with particular segments to frame its inside and open the entryway. You will get another diary section (The Centrifuge). There are two entries to look over. To begin with, take the one on the left, where it says Low Temperature Storage. Take after the way forward. After a short cutscene, continue moving.

Force the lever by the barrel [1].

A holder will drop out of the machine. Take it to the pipe and set it set up [1]. Move the lever [2] to on, and pneumatically, it will be extended to the blender.

Open the entryway and proceed onward. When you see that the lamp begins to glimmer, keep running ahead to escape from the beast. Open the entryway and dash inside. The entryway will hammer close and bolt the beast out.

Approach the finish of the pneumatic tube, expel the compartment with the primary fixing and place it in the machine. Experiment with each of the three conceivable spaces and the amusement will put it in the right one [1].

Take the section where it says Holding Pens. Take after the way until the point when you achieve slightly open entryway alongside the payload lift. Open the entryway more extensive and proceed.
Move up the stairs and go left. In the following room, the beast will show up. Cover up and sit tight for it to clear out. Move down the stairs, achieve the opposite end of the room and ascend the stairs.
To one side, you will recognize a steam spillage. Mandus will hack each time you come excessively close. On the left, there is a pipe of the pneumatic tube and three units of the fixing. Send one of them over the tube, much the same as prior (take the compartment [1], convey it over to the tube [2] and pull the lever [3]). On the off chance that you have done that right, you will have the capacity to put another in the tube *the first compartment will be put in the tube, in the event that you approach sufficiently close. The other one won't do that).

Take after the section to one side. Inverse the mesh, you will recognize an entryway. Open it and you will come back to the stay with twofold stairs, broken lift and the telephone. Head towards the stay with the blender. Along your way, in the live with confines, there is the creature. Either get around it or dash through the room.
In the live with the blender, expel the second fixing from the pneumatic tube and place it in the machine. You need to pick the correct one, out of the staying two (the diversion will secure the holder naturally). Press the catch on the left.

Inevitably, the blending will be finished and you will get another blend and a diary section (A Heady Brew). Take the blend to the bolted entryway upstairs, beside the dental practitioner seat and approach the latch (Mandus will break the holder when you approach sufficiently close). At that point, coordinate the light onto the entryway, the substance will consume the bolt and the section will open.
Proceed onward. Descend the stepping stool (the stepping stool symbol will show up after you move over it) and hop into the opening.
Descend the stairs. On the left, you will see a rotator that you need to finish with particular segments to frame its inside and open the entryway. You will get another diary section (The Centrifuge). There are two entries to look over. To begin with, take the one on the left, where it says Low Temperature Storage. Take after the way forward. After a short cutscene, continue moving.

Force the lever by the barrel [1].

A holder will drop out of the machine. Take it to the pipe and set it set up [1]. Move the lever [2] to on, and pneumatically, it will be extended to the blender.

Open the entryway and proceed onward. When you see that the lamp begins to glimmer, keep running ahead to escape from the beast. Open the entryway and dash inside. The entryway will hammer close and bolt the beast out.

Approach the finish of the pneumatic tube, expel the compartment with the primary fixing and place it in the machine. Experiment with each of the three conceivable spaces and the amusement will put it in the right one [1].

Take the section where it says Holding Pens. Take after the way until the point when you achieve slightly open entryway alongside the payload lift. Open the entryway more extensive and proceed.
Move up the stairs and go left. In the following room, the beast will show up. Cover up and sit tight for it to clear out. Move down the stairs, achieve the opposite end of the room and ascend the stairs.
To one side, you will recognize a steam spillage. Mandus will hack each time you come excessively close. On the left, there is a pipe of the pneumatic tube and three units of the fixing. Send one of them over the tube, much the same as prior (take the compartment [1], convey it over to the tube [2] and pull the lever [3]). On the off chance that you have done that right, you will have the capacity to put another in the tube *the first compartment will be put in the tube, in the event that you approach sufficiently close. The other one won't do that).

Take after the section to one side. Inverse the mesh, you will recognize an entryway. Open it and you will come back to the stay with twofold stairs, broken lift and the telephone. Head towards the stay with the blender. Along your way, in the live with confines, there is the creature. Either get around it or dash through the room.
In the live with the blender, expel the second fixing from the pneumatic tube and place it in the machine. You need to pick the correct one, out of the staying two (the diversion will secure the holder naturally). Press the catch on the left.

Inevitably, the blending will be finished and you will get another blend and a diary section (A Heady Brew). Take the blend to the bolted entryway upstairs, beside the dental practitioner seat and approach the latch (Mandus will break the holder when you approach sufficiently close). At that point, coordinate the light onto the entryway, the substance will consume the bolt and the section will open.
Proceed onward. Descend the stepping stool (the stepping stool symbol will show up after you move over it) and hop into the opening.
Comments
Post a Comment