The Basement | Walkthrough Amnesia: A Machine for Pigs Guide
You will wake up on the floor. Cross the entryway and you will get a diary refresh (Trapped!). Proceed. Under the closet, there is a circuit [1]. You can gather it and take it to the following room, where there is another circuit on the rack ([2], in the screen capture, after you have brought the first), or abandon it. You will soon require it.
Proceed onward. You will achieve a live with a gadget with harmed intertwine. You can backtrack to get one, or turn right and gather one of the breakers from the neighboring room. Expel the harmed one [1] and you will get another diary passage (The saboteur has been like this). Place another one there and push the lever [2]. The green light ought to go on.

Go right and into the live with save wires. Toward the finish of the room, there is a windlass [1]. Give it a wrench, the extent that you can and a section will open. Return into the stay with barrels and move down the stairs.
From that point forward, go left, stroll behind the brought down step and force the hook [1]. Because of that, barrels should begin dropping down. Once the section is clear, take it.

The machine to the privilege has a working breaker, so just push the lever. Return first floor. Note that the mesh that used to hinder the section has been lifted. Cross the section and achieve the stairs. To start with, scale and go right. You will achieve another machine with a consumed intertwine. On the off chance that you have taken one from ground floor, supplant it. If not, go right and move down the stairs.

To one side, there is a blocked entryway. Lift the hook. You will stroll into the area where you have settled the primary machine. Take the extra wire, go upstairs and supplant the consumed one. While moving toward the machine, you ought to get another diary section (More electrical damage). Make sure to press the lever subsequent to supplanting the circuit!

A mesh will go up behind you. Cross the section and proceed onward.

You will achieve stairs. Move down and after that, onto the part of floor with fallen pipes on it. Go left and you will have returned to the forking stairs. Go left and turn the valve [1], which will open the entryway.

In the following room, there are two valves and two levers - one between the valves and one crosswise over them. to cross to the opposite side, you need to utilize them in the right request. To begin with, remain between the valves and press the lever crosswise over them [1]. At that point, contort the left valve [2], move the lever between the valves [3] into "on" lastly, curve the correct valve [4], which will open the nearby. pivot and force the lever over the valves [1], which will initiate the gadget. Try not to stress on the off chance that you don't recall the right request. The development of the machine will just enable you to complete one of the exercises, though whatever is left of them are blocked. Stroll into the following room. There is nothing fascinating here, so take the section to one side, toward the finish of the room. You will enter another zone, where you will get another diary section (The way is clear...).
Proceed onward. You will achieve a live with a gadget with harmed intertwine. You can backtrack to get one, or turn right and gather one of the breakers from the neighboring room. Expel the harmed one [1] and you will get another diary passage (The saboteur has been like this). Place another one there and push the lever [2]. The green light ought to go on.

Go right and into the live with save wires. Toward the finish of the room, there is a windlass [1]. Give it a wrench, the extent that you can and a section will open. Return into the stay with barrels and move down the stairs.
From that point forward, go left, stroll behind the brought down step and force the hook [1]. Because of that, barrels should begin dropping down. Once the section is clear, take it.

The machine to the privilege has a working breaker, so just push the lever. Return first floor. Note that the mesh that used to hinder the section has been lifted. Cross the section and achieve the stairs. To start with, scale and go right. You will achieve another machine with a consumed intertwine. On the off chance that you have taken one from ground floor, supplant it. If not, go right and move down the stairs.

To one side, there is a blocked entryway. Lift the hook. You will stroll into the area where you have settled the primary machine. Take the extra wire, go upstairs and supplant the consumed one. While moving toward the machine, you ought to get another diary section (More electrical damage). Make sure to press the lever subsequent to supplanting the circuit!

A mesh will go up behind you. Cross the section and proceed onward.

You will achieve stairs. Move down and after that, onto the part of floor with fallen pipes on it. Go left and you will have returned to the forking stairs. Go left and turn the valve [1], which will open the entryway.

In the following room, there are two valves and two levers - one between the valves and one crosswise over them. to cross to the opposite side, you need to utilize them in the right request. To begin with, remain between the valves and press the lever crosswise over them [1]. At that point, contort the left valve [2], move the lever between the valves [3] into "on" lastly, curve the correct valve [4], which will open the nearby. pivot and force the lever over the valves [1], which will initiate the gadget. Try not to stress on the off chance that you don't recall the right request. The development of the machine will just enable you to complete one of the exercises, though whatever is left of them are blocked. Stroll into the following room. There is nothing fascinating here, so take the section to one side, toward the finish of the room. You will enter another zone, where you will get another diary section (The way is clear...).
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