Abandoned
In this atmospheric point-and-click adventure, your brother goes missing, and you start thinking maybe his ramblings about doors to other worlds weren't just crazy talk when you follow his trail to Tibet and stumble across some very strange places.
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That depends on which one you're looking for! :)
Two lightbulbs can just be picked up... the one in the room with the stepladder, and the other from the sealed up room with the skeleton. (You need to use the screwdriver to open the case first.) The other two have to be crafted, sort of? One is made when you solve the colour cube puzzle, and the other when you place the gray box on a certain platform (in the room adjacent to the top of the giant flower), close the door, and flip a switch.
I hope that helps!
I'm stuck fairly early on, it appears, which is no surprise with me and these point-and-clicks.
I have
gotten the first box from on top of the platforms, the lighter (no flame), and the pickaxe. I've used the bunker key but (annoyingly), the bunker still won't open. I can't even manipulate the puzzle at the top of the mineshaft ladder.
Hints?
For the bunker, presuming you mean the sealed door on the trolley tracks,
you need to click the tiny pin to remove it first, then you can take it all off.
That's actually specifically what I was referring to in the review when I was talking about needing to click on tiny individual parts of a thing as an annoyance.
Btw, found a secret, but none of the others yet
The one two levels down of the lightbulbs, in the uppermost part of the crossection, use pickaxe on left wall
See http://youtu.be/mgeY4QnzlGk?t=2m41s
Where to find the others?
Had to step away for a while, and now that I've comeback - thank you to stemega for the last hint. Now that I'm done, a couple of things that were perhaps red herrings that kept bugging me:
the Chinese characters on the side of the train, and on the video screen top left corner. Figured them to be equal to 679 on the train, and 389602 on the video screen; but never had to use them for anything.
once the light was turned on inside the train, and the doors were open, I really thought I should be able to go inside it. Drove me nuts trying to figure out how to do it.
All things considered, though, REALLY enjoyed the game. Thanks again for putting it up, and for the review, Dora!
Found secret number 3, the
"h" shape, in the wall right of the cube rooms
https://www.youtube.com/watch?v=mgeY4QnzlGk&feature=youtu.be&t=3m46s
Actually, regarding the switches
I believe the central block's vibration changes when you click it. Off the top of my head I can't remember the correct order (this is what happens when you're trying to write three reviews in one day!), but click the block, then click the switch on the right. If that switch doesn't stay down, go back and click the block again. Repeat for switch on the left.
Nice graphics - they do remind me of Mateusz Skutnik (which is intended as a compliment)- and atmosphere. As Dora wrote, it could have done with a little less backtracking, and it's a bit finicky at times.
It took me a while to find out that I had to slide the train doors instead of merely clicking them - all other doors, panels and covers open by clicking...
All in all a very promising start of a new series.
And secret number four is
"u", ladder near entrance, three times up, little square on right wall
http://www.youtube.com/watch?v=mgeY4QnzlGk&t=8m33s
"...when you place the gray box on a certain platform (in the room adjacent to the top of the giant flower), close the door, and flip a switch."
Dora, the only area with a giant flower (that I came across) was where one of the secrets is located. Any room 'adjacent' to where that flower is would be where the stone pyramid is, or the cube cage puzzle. The gray box doesn't want to rest on the pyramid top. And I don't see any other platforms to place the gray box on.
I has a sad.
Sub-par Submachine
From the lettering to the notes to the ambiance this is very clearly intended to be like Submachine. The main difference being for all the abstract thinking in Skutnik's series the puzzles are usually quite intuitive. The cues for certain problems are usually eye-wrenchingly tiny to the point where you're not sure what it is you're looking at, for example the
mine cart track hatch with both miniscule pin and keyhole.
Still, what probably upset me the most was what could have been an interesting game just feels like it's trying too hard to be part of another series.
Regarding getting stuck in the hypercube hatch, you just need to go backwards by pressing the bottom of the screen on the 1st room.
The opening of the hatch relates to the small rectangle (iimagine you are inside the cube) so change that to turquoise first, you can figure out the other room colours from that.
Regarding getting stuck in the hypercube hatch, you just need to go backwards by pressing the bottom of the screen on the 1st room.
The opening of the hatch relates to the small rectangle (iimagine you are inside the cube) so change that to turquoise first, you can figure out the other room colours from that.
I can really see the Skutnik influences - the art style is definitely similar. What I can't forgive is the lack of visual cues as to when something's usable or not. I was stuck for a while because it wasn't clear that
you need to use the oil on the mine cart, or that the grey cube was ready to be opened.
This is a good game, though. I'd love to see more by this creator.
"I can really see the Skutnik influences..."
Those aren't just 'influences', he/she must've gotten permission from and encouraged by Skutnik to create this game. Otherwise he/she would face a major lawsuit. I like this game and think it was very well done. And it gives Skutnik breathing room to work on his current projects while Krutovig entertains us with a Submachine-ish style game. And he/she is coming out with a second Abandoned game later. Can't wait for that one too.
@stupidcheeseboy:
Quite far along in the game, you'll come to an underground train. When you have turned on the lights there, you can travel to the end of the train tunnel. There is a kind of chimney there, with a huge plant growing in it. You'll have to find a way to illuminate the chimney, then you can climb up. After passing the lotus flower, you'll find an unlocked door, with a pedestal behind it. Place the cube there, then go out and close the door behind you.
Climb further up and pull the switch. Then go back and open the door again. The cube has been used to produce a light bulb - isn't that the way all light bulbs are made? ;-)
Pretty good, but yes, a sacrifice at the altar of Skutnik. And honestly I'm not going to complain about that /too much; if you're going to copy someone, copy the best. I'd like to see another chapter with less dependence on another's game, though.
The other influence I noticed was King's Gunslinger books. The free-standing doors on the beaches, the ruined underground train line, and a specific quote after passing through a door about there being other worlds than these. Again, good influences. But I hope to see more original stuff in the next chapter.
To turn on the lights:
With the binoculars...
Climb the up from where the floating stones are (not all the way to the top) and go left where there's a bracket on the platform near where there's a floating cube in the distance...
And put the binoculars in the bracket and look into them.
Use that switch pattern on the control for the power to the subway and don't forget to push in the lever as well on the same console.
Thanks ShadyFox! I'm out now! Great game, though I'm pretty sure I only discovered a few areas/items by chance. On a completely different note... I do agree with earlier comments that Abandoned is very similar stylistically to Mateusz Skutnik's works but Skutnik is amazing in his own right. I think there is more than enough room for them to co-exist.
I really liked this game... but I do hope it blossoms into its own. I'd hate to have to look forward to that "game that's like Submachine" and not "the next chapter of Abandoned". The dev is obviously talented and I don't doubt they could really make something that stands on its own (and not rely on the shoulders of giants.)
Fun game, and yes obviously highly influenced by Submachine. Finished it yesterday and was pleased I only needed help with one of the secrets (y) and a certain non-puzzle throwback to Skutnik's 32 Chambers. :')
(I also accidentally saw a tip about where to use the thing that was found after the non-puzzle, but I think I could have figured that one out on my own.)
@Shiloh:
Secret locations:
1) Up the ladder in the screen where you come through the first door.
2) Underneath the non-functioning floating light fixture.
3) Right wall in the room where you enter the large colored cube.
4) Hidden room at the top of the air ducts. When you first go down into the ducts, there's a line down the left-side wall. Use an item there to open up the hidden room, and the secret is in there.
Ok, I'm really confused. I've been doing pretty well so far, and I've just completed the hypercube puzzle, and I'm really not sure what I'm supposed to be doing next. I've been going around in circles trying to find the next spot.
I've placed 3 of the lightbulbs already, missing the 4th. Got the cube, pick, lighter, screwdriver and hexagon in my inventory. In need of a nudge.
Here, have a walkthrough.
Abandoned Walkthrough
In the beginning...
Move left, like the directions say. You sheep.
Collect the knob on the ground. Click it in your inventory to pick it up, then again to put it back. You've got a key in your inventory, and a piece of paper. Click the paper to read the note, which is from your brother and explains the key. That's nice of him. Go back to the right.
Take the stick from the right-hand dragon statue.
Drag the stick over the knob in inventory to combine them into a mighty hammer.
Move right and use your new hammer on the gong.
Back to the left, and now there are indentions in the cliff face. Click each one, then the top of the screen to climb.
No, you just have to click any one of the indentions on the new screen, not all of them. Do that, then click up to keep climbing. Repeat that, and then you're standing beside a lake.
Can't go forward, so go right. It's a door, but there's no handle. Go left twice. Another door, and this one has a handle, but it's locked. See if that key you started the game with will work. It does, so open the door and stroll on through.
The mine
Now you're in a mine. The door in front of you takes you back to the lake, and there's no good reason to do that. You just got here, after all. The only other thing to see is a mine cart that's missing a wheel. Look in the mine cart and take the oiler. Nothing else here, so back up.
Left is blocked, so head right. There's a switch that does nothing and a bricked-up door, so keep going right.
A manhole cover in the middle of the tracks seems dangerous, but it's locked anyway. There's a rock hovering in midair. That's odd. Go right.
Take the pick from the wall. The can mounted to the wall drips oil, and as luck would have it, you have an oiler in your pocket. Use it on the red can to fill the oiler. Right again.
Apart from the hovering rocks (that's weird, right?) there's a big honkin' pile of dirt in your way, so it might be a good time to backtrack. Before you do, take the note from the wall. It's available in the papers in your inventory, and is also from your brother. Back to the left a few times, to the bricked-up door.
Use your pick on the bricked-up door. After all, if you weren't meant to go in there, someone wouldn't have covered it over with bricks and mortar. Go on in.
Oh lovely. A skeleton. And a wheel. And a light fixture with a light bulb. Well, take the wheel anyway. Might be able to use it on the cart. Speaking of the cart, go there.
Use the wheel on the cart, and just for good measure, use the oiler on it as well. Go right.
Use the switch, and heaven help you if you were standing on the tracks as the cart SCREAMS past you, and then crashes violently into something. Something dirt-shaped, if I had to guess. But let's head back to the left to see what's there.
A big red button with no label. Of *course* you should push it. What's the worst that could happen? Besides, that, I mean. Push it. See, just a ladder. Go up, and up, and up, and up.
You're in a room with a door that, of course, is locked with a four-digit code. Some weird-looking symbols in that code. There is a note on the wall that you can take. It's from your brother, after all. Also, a lighter in the leftmost alcove.
Come back down the ladder one time. There's an odd block on the right wall. Use your pick on it to reveal a strange shape that looks kind of like a lowecase u. Click it to light it up - you've found secret 1/4. Come all the way back down the ladder and back to the big dirt pile.
What big dirt pile? Looks like the mine cart cleared the way. Go right to see what you can see.
Out of the mine
You're outside, at least. Go right, see more hovering rocks and a light fixture over a grate. This is not normal. Go right two more times and you'll see a stone ladder hovering in midair. We'll come back to that in a minute. Go right again.
There you see your fourth stone with light fixture over a grate. Going right one more time and you see the hovering stone, but no grate and no light fixture on the bottom. Click the bottom edge of the stone, we're going to get to the bottom of this. Oh. An upside-down h. That clears everything up. Click it to find secret 2/4. Back up, and go right again.
Another ladder. Definitely climb down this. As you do. A note from your brother on the left, which you should take, and if you keep going down, you'll come to a grate on the left. You can go right here, and you should (I'm going to, anyway), and you find more ladder. Go down this one, see another wall grate, and it's the end of the line. This one has screws, though. Keep that in mind in case you ever find a screwdriver. There's always a screwdriver in these games. Back up, and back to the stone ladder. Climb up it.
After going up four times, you'll see platforms to the left and right, and the ladder continues up. Go left twice.
Here you see a stand, and a cube in the air. Weird how this doesn't even surprise you anymore. Go all the way to the right.
It's a locked door, with a rectangular recess to its right. Also, a key. We like keys. The only thing we've seen locked so far has been the manhole cover, so head back there.
The basement
Use the key on the manhole, and try to open it. Go on. I'll wait. Now that you've finished embarrassing yourself, click the teensy tiny circle on top of the locking mechanism to remove the pin. Now you can move the manhole cover, and drop down into the manhole proper.
From here it's either go back up (silly) or go right (sensible). Go right, since you're nothing if not sensible, following your brother into a strange disconnected door in the wilderness notwithstanding.
Keep going right. There's nothing like a stroll through the sewers to strengthen the constitution. When you come out, the first thing you see is a big red button. It does nothing, disappointingly. Neither do the next three in each of the next three screens to the right, but those grates in the ceiling are probably the same as the ones below those floating stones from before. Go right again, and drop down into the open trapdoor.
The sub-basement/air ducts, light bulb #1
First thing's first, the wall on the left looks odd. And what do we do with things we don't understand? We hit them with our picks. This time, it opens up a door to a hidden room. Go on in.
There are no skeletons in this hidden room, but there's an eyebrow on the wall. Click it for secret 3/4. Fine, it's a lowercase n. Whatever. Go back to the passageway, and go down.
Grates to your left and your right. Down again.
You can go left or right here, but right is the correct answer. Take the screwdriver, and see the grate on the right wall - you have to wonder if this and the grate above you have anything to do with the ones you saw outside, down those ladders. Go left three times.
Go down here. Take the funny brick from the wall on the right. No secret behind here, but maybe you can use the brick for something. Something rectangular. You can take the light bulb as well, for light bulb 1/4. Head back up.
Go left, and...there's not much here right now. You can knock the lower-right corner off of the fancy wall art, and see that you need a gear, but you don't have a gear. You do have a screwdriver though, so head back to the grate that's down the ladder.
Use the screwdriver here to remove the grate. Climb inside - look familiar? Now you've got options in here. You can't do anything new in here yet though, so go back to the locked door that's up the stone ladder.
The color cube, light bulb #2
Use the stone on the rectangular opening beside the door. Things light up, the door opens, and you go inside. There's a hologram of a cube floating above most of a pyramid. One of the blocks (the teal one, for the non-colorblind) has a square on it. That probably matters. Go right.
What do we have here, but a gear just sitting there. Take it, and the door opens. Before you go in, click the large decorated stone on the right-hand wall and peek inside. Click the lowercase h for secret 4/4. Now, back up and go into the door you just opened.
Doors to your left, front, and above, and a button on the rear wall. If you go through one of the doors, the view changes somewhat. After a little exploring, you realize (I hope) that you're in a 2x2x2 cube, just like the one floating above the pyramid base. Come back out and let's have a look at that color cube again.
If you're stuck, go to the left as far as you can, then go down as far as you can, then click the bottom of the screen to back up until you're back in the stone room.
Back at the color cube, the one with the square on it would seem to be the door. From there, you should be able to work out which room corresponds with which color. Head back into the rooms, and set the colors. Colorblind instructions are included.
Color cube
In the first room, set the color to teal by clicking the button by the door eight times. Go right.
Set this room to green by clicking five times. Go forward.
Set this room to yellow by clicking six times. Go left.
Set this room to pink by clicking three times. Go up.
Set this room to purple by clicking seven times. Go right.
Set this room to orange by clicking four times. Click the bottom of the screen to back up.
Set this room to red by clicking two times. Go left.
Finally, set this room to blue by clicking one time.
Go down, then back up to return to the stone room. Nothing's changed here, so go left.
Light bulb 2/4 awaits you for your troubles. Take it, and return to the room with the fancy wall art.
Back to the sub-basement
Install the gear, and...well, here goes nothing. Click the wall art to turn it. Something must have happened - go right three times to see what it is.
There's a grate that wasn't there before. How are you to get out? Luckily you opened up the grate earlier, so here's some of those options going to work for you. Head right and out the grate.
Climb up the ladder, and the grate one story up is also missing now. Neat. Let's go inside and see what else is new.
Train station
What else is new is the grate to the left is gone as well. Go that way three screens, and there's an opening above you, so naturally we should look in there.
We get four sliding knobs, a handle we can push in and out, and a green screen. Clicking on the green screen, it's a security camera to a subway train. This isn't Five Nights at Freddy's, so you can stare at the camera all you want and nothing's going to happen. But now we know this is a train control station. Back up and drop down into the crawlspace again and continue left, and then down.
It's the very same view as in the security camera. A dark, abandoned train, deep underground. Two screens to the left is a note from your brother (your dear sainted mother wishes he would write her this often). Go one screen back to the right from the note.
The doors on this car are opened ever-so-slightly, but unlike every other door in this game, you have to drag these open. Do that, and you're awarded a pair of binoculars. Head to the right four screens.
Another red button here, which does nothing. A screen to the right is a flatbed cart and a handbrake that won't move. If you explore further to the right, the tunnel disappears into complete darkness, and your lighter is no help at all. So come on back, and we'll put those binoculars to good use.
Top of the stone ladder
Go back to the stone ladder, up to the first set of platforms, and all the way to the left. The binoculars go in the stand. If you take a peek through them, you see a closeup of the cube, and a pattern of four lines and shapes that look an awful lot like what you saw in the train control station. Before we go back there, let's see what's at the top of the stone ladder.
A floating cube and a puddle of black goo, that's what. To the left and right are switches that do nothing. If you click the cube, it begins to vibrate first vertically, and then horizontally if you click it again.
When the cube is vibrating the switches do as well. Click the cube so it's vibrating vertically, strongly (it has a weak vibration in either direction, but you want the larger one). Throw the right switch, and it stays. Click the cube to make it vibrate horizontally, then throw the left switch. If it doesn't stay down, click the cube again and try again.
When both switches are down, the cube will begin to blink. Click it again, and it opens to reveal a cube, which of course you are going to take. Go back to the train control station.
Back to the train station
Set the sliders, left to right, according to the pattern from the cube you saw through the binoculars: Top, Middle, Bottom, Middle. If they won't move, pull the handle beside the microphone out. Once the sliders are set, push the handle back in. Take a look at the screen to see what's changed.
Lights! Let's go down to the train and check them out.
Nothing to report to the left on the train, but the big red button works now. Press it. Nothing happens but the light turns green. Go right again and see if the handbrake works now.
It works, and you go for a right through the darkness. When you stop, you're in front of a doorway. Go in.
The sun tower, light bulb #3
It's a giant leaf, and a sort of torch on the wall. What do we do with torches? We light them. With lighters. The room lights up and reveals a ladder on the right. Always with the ladders. Go up three times.
Take the note. Continue up, to and beyond the enormous flower. To your left, a door. In front of you, another ladder. Since you're as burned out on ladders as I am, let's open the door and look inside.
You're in a small room, with a scorched-looking platform in the middle. Your new cube sits on the platform, which is a promising sign. Head back out of the room, and close the door, I don't care that you *were* born in a barn. We close doors around here, mister.
Up the ladder, you're in a small alcove, with a switch and a picture of the sun beside it. Being the adventurous sort, I think you should throw the switch.
If you shut the door, then you can open it and see what's inside. If you didn't, nothing happened, and you should close the door and try the switch again. Why you don't trust a walkthrough, I'll never know.
Inside, the cube has melted. The sun around here must be no joke. It's revealed light bulb 3/4, so take that. One more light bulb to go.
Light bulb #4
The only other one you've seen is in the (formerly) bricked-up door in the mine tunnel you started in. So go back there. Click the handbrake to ride back through the darkness to the train.
You can't just take the light bulb, naturally. There's a procedure. And a screw. That means...use your screwdriver to remove the shroud, then take light bulb 4/4.
The upstairs door
You'll be using the light bulbs in the floating stones just outside the mine's exit. I'll wait.
Back down the manhole in the mine, and to the basement with the big red buttons we haven't pressed yet. Press them. Go ahead. You've earned it.
Each one lights up a symbol on the floor that looks like the ones from the locked door up that ladder beside the door you came in. Write those symbols down - a lowercase t, a hand making a pistol shape, a hand doing that sign that surfers did in the 80s, and three slashes. Well, back up the ladder.
At the door, if the symbols appear in numerical order, it's like entering in 10-8-6-3. When you get it right, the door opens. Go on through.
Almost finished
You're in a white room. In front of you is a door that will take you back where you came from. To the left is a door with those secret symbols above it. You can go through there and read more notes from your brother in each room, and a note from the developer.
All the way to the right is another note, and a door handle. Pick up the door handle.
The end
Head all the way back through the door in the mine to the lake, where the game began. Go back to the door to the right that lacked a handle, and use your new handle there.
Go through the door, and since you've found all the secrets already, click the middle to end the game.
I found this game much more enjoyable than Submachine, which I did not like at all. I thought the puzzles and "hidden spots" (bricks, keyholes) were discreet but not obscure. I especially like the atmosphere and simplicity of the game.
I am disappointed to read the criticism, because I was glad to see the Skutnik influence/homage/collaboration (not sure which.) I enjoyed the first Daymare games and am looking forward to the sequel of Abandoned.
Thank you so much for this walkthrough. I loved the game but I did get stuck in a couple of places and the walkthrough was just what I needed. I also enjoyed the style it was written in!
I thought the game itself was wonderful. A classic point and click adventure that kept me amused for a while and I'm looking forward to the sequel.
"UNOBTANIUM"...I love it. Dora there isn't a single, solitary detail that I would add or alter to your review, which was bullseye - right on target. Excellent job.
I love this game! Considering I am a huge fan of Skutnik's, specifically the Submachine series, I at first I thought I was going to be offended at a "copycat" game. Heck, the title screen even sports the "Submachine Font"! I was put aback for a few moments, but as Foob stated excellently: "To be fair, Skutnik has redefined the genre, so naturally others will strive to his level of excellence."
Right on, man! Personally, I have for years considered Mateusz Skutnik to be "The Beatles" of point-and-click escape gaming, influencing countless game designers to this day. Clear your head of everything you currently know about gaming for a moment and think about what we, as gamers, had to entertain ourselves with in 2005 (when the first installment of Submachine was presented to us). A VERY different selection, and the majority of titles simply didn't have any SPIRIT to them, the majority - unmemorable. Do a Jayisgames search for "2005 ESCAPE" to refresh your memory. Compare that list to what we have today and you can easily see the influence Skutnik has had on the genre...
I am really looking forward to the next Abandoned chapter! As others have stated, I hope that Krutovig steers the game to a bit more originality in the future and becomes less dependent on Submachine...but I for one love the "comfort zone" that Abandoned instantly put me in...especially since we are nearing the final chapter of Submachine...maybe now I won't feel so "abandoned" by Skutnik. =8^D
Mateusz Skutnik has addressed the game on NEWGROUNDS! A partial quote:
"Hello, my name is Mateusz Skutnik and I am the creator of Submachine. First of all, let me address the elephant in the room:
I know this game is influenced by Submachine, the more I played, the clearer the influences seemed, however:
I LIKE THIS GAME, there's nothing wrong with it and it in no way infringes my work..."
The full real review is on Newgrounds. It is worth reading.
Happy to have found this game one day before Submachine 10 comes out! MS is giving updates on facebook and on his website...looks like one more day to go!! "Abandoned" really got me through the wait! Fun to play and a well done homage. If I were MS, I'd be honored to have inspired the next gen of game designers. Good stuff.
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Walkthrough Guide
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Here, have a walkthrough.
Abandoned Walkthrough
In the beginning...
Move left, like the directions say. You sheep.
Collect the knob on the ground. Click it in your inventory to pick it up, then again to put it back. You've got a key in your inventory, and a piece of paper. Click the paper to read the note, which is from your brother and explains the key. That's nice of him. Go back to the right.
Take the stick from the right-hand dragon statue.
Drag the stick over the knob in inventory to combine them into a mighty hammer.
Move right and use your new hammer on the gong.
Back to the left, and now there are indentions in the cliff face. Click each one, then the top of the screen to climb.
No, you just have to click any one of the indentions on the new screen, not all of them. Do that, then click up to keep climbing. Repeat that, and then you're standing beside a lake.
Can't go forward, so go right. It's a door, but there's no handle. Go left twice. Another door, and this one has a handle, but it's locked. See if that key you started the game with will work. It does, so open the door and stroll on through.
The mine
Now you're in a mine. The door in front of you takes you back to the lake, and there's no good reason to do that. You just got here, after all. The only other thing to see is a mine cart that's missing a wheel. Look in the mine cart and take the oiler. Nothing else here, so back up.
Left is blocked, so head right. There's a switch that does nothing and a bricked-up door, so keep going right.
A manhole cover in the middle of the tracks seems dangerous, but it's locked anyway. There's a rock hovering in midair. That's odd. Go right.
Take the pick from the wall. The can mounted to the wall drips oil, and as luck would have it, you have an oiler in your pocket. Use it on the red can to fill the oiler. Right again.
Apart from the hovering rocks (that's weird, right?) there's a big honkin' pile of dirt in your way, so it might be a good time to backtrack. Before you do, take the note from the wall. It's available in the papers in your inventory, and is also from your brother. Back to the left a few times, to the bricked-up door.
Use your pick on the bricked-up door. After all, if you weren't meant to go in there, someone wouldn't have covered it over with bricks and mortar. Go on in.
Oh lovely. A skeleton. And a wheel. And a light fixture with a light bulb. Well, take the wheel anyway. Might be able to use it on the cart. Speaking of the cart, go there.
Use the wheel on the cart, and just for good measure, use the oiler on it as well. Go right.
Use the switch, and heaven help you if you were standing on the tracks as the cart SCREAMS past you, and then crashes violently into something. Something dirt-shaped, if I had to guess. But let's head back to the left to see what's there.
A big red button with no label. Of *course* you should push it. What's the worst that could happen? Besides, that, I mean. Push it. See, just a ladder. Go up, and up, and up, and up.
You're in a room with a door that, of course, is locked with a four-digit code. Some weird-looking symbols in that code. There is a note on the wall that you can take. It's from your brother, after all. Also, a lighter in the leftmost alcove.
Come back down the ladder one time. There's an odd block on the right wall. Use your pick on it to reveal a strange shape that looks kind of like a lowecase u. Click it to light it up - you've found secret 1/4. Come all the way back down the ladder and back to the big dirt pile.
What big dirt pile? Looks like the mine cart cleared the way. Go right to see what you can see.
Out of the mine
You're outside, at least. Go right, see more hovering rocks and a light fixture over a grate. This is not normal. Go right two more times and you'll see a stone ladder hovering in midair. We'll come back to that in a minute. Go right again.
There you see your fourth stone with light fixture over a grate. Going right one more time and you see the hovering stone, but no grate and no light fixture on the bottom. Click the bottom edge of the stone, we're going to get to the bottom of this. Oh. An upside-down h. That clears everything up. Click it to find secret 2/4. Back up, and go right again.
Another ladder. Definitely climb down this. As you do. A note from your brother on the left, which you should take, and if you keep going down, you'll come to a grate on the left. You can go right here, and you should (I'm going to, anyway), and you find more ladder. Go down this one, see another wall grate, and it's the end of the line. This one has screws, though. Keep that in mind in case you ever find a screwdriver. There's always a screwdriver in these games. Back up, and back to the stone ladder. Climb up it.
After going up four times, you'll see platforms to the left and right, and the ladder continues up. Go left twice.
Here you see a stand, and a cube in the air. Weird how this doesn't even surprise you anymore. Go all the way to the right.
It's a locked door, with a rectangular recess to its right. Also, a key. We like keys. The only thing we've seen locked so far has been the manhole cover, so head back there.
The basement
Use the key on the manhole, and try to open it. Go on. I'll wait. Now that you've finished embarrassing yourself, click the teensy tiny circle on top of the locking mechanism to remove the pin. Now you can move the manhole cover, and drop down into the manhole proper.
From here it's either go back up (silly) or go right (sensible). Go right, since you're nothing if not sensible, following your brother into a strange disconnected door in the wilderness notwithstanding.
Keep going right. There's nothing like a stroll through the sewers to strengthen the constitution. When you come out, the first thing you see is a big red button. It does nothing, disappointingly. Neither do the next three in each of the next three screens to the right, but those grates in the ceiling are probably the same as the ones below those floating stones from before. Go right again, and drop down into the open trapdoor.
The sub-basement/air ducts, light bulb #1
First thing's first, the wall on the left looks odd. And what do we do with things we don't understand? We hit them with our picks. This time, it opens up a door to a hidden room. Go on in.
There are no skeletons in this hidden room, but there's an eyebrow on the wall. Click it for secret 3/4. Fine, it's a lowercase n. Whatever. Go back to the passageway, and go down.
Grates to your left and your right. Down again.
You can go left or right here, but right is the correct answer. Take the screwdriver, and see the grate on the right wall - you have to wonder if this and the grate above you have anything to do with the ones you saw outside, down those ladders. Go left three times.
Go down here. Take the funny brick from the wall on the right. No secret behind here, but maybe you can use the brick for something. Something rectangular. You can take the light bulb as well, for light bulb 1/4. Head back up.
Go left, and...there's not much here right now. You can knock the lower-right corner off of the fancy wall art, and see that you need a gear, but you don't have a gear. You do have a screwdriver though, so head back to the grate that's down the ladder.
Use the screwdriver here to remove the grate. Climb inside - look familiar? Now you've got options in here. You can't do anything new in here yet though, so go back to the locked door that's up the stone ladder.
The color cube, light bulb #2
Use the stone on the rectangular opening beside the door. Things light up, the door opens, and you go inside. There's a hologram of a cube floating above most of a pyramid. One of the blocks (the teal one, for the non-colorblind) has a square on it. That probably matters. Go right.
What do we have here, but a gear just sitting there. Take it, and the door opens. Before you go in, click the large decorated stone on the right-hand wall and peek inside. Click the lowercase h for secret 4/4. Now, back up and go into the door you just opened.
Doors to your left, front, and above, and a button on the rear wall. If you go through one of the doors, the view changes somewhat. After a little exploring, you realize (I hope) that you're in a 2x2x2 cube, just like the one floating above the pyramid base. Come back out and let's have a look at that color cube again.
If you're stuck, go to the left as far as you can, then go down as far as you can, then click the bottom of the screen to back up until you're back in the stone room.
Back at the color cube, the one with the square on it would seem to be the door. From there, you should be able to work out which room corresponds with which color. Head back into the rooms, and set the colors. Colorblind instructions are included.
Color cube
In the first room, set the color to teal by clicking the button by the door eight times. Go right.
Set this room to green by clicking five times. Go forward.
Set this room to yellow by clicking six times. Go left.
Set this room to pink by clicking three times. Go up.
Set this room to purple by clicking seven times. Go right.
Set this room to orange by clicking four times. Click the bottom of the screen to back up.
Set this room to red by clicking two times. Go left.
Finally, set this room to blue by clicking one time.
Go down, then back up to return to the stone room. Nothing's changed here, so go left.
Light bulb 2/4 awaits you for your troubles. Take it, and return to the room with the fancy wall art.
Back to the sub-basement
Install the gear, and...well, here goes nothing. Click the wall art to turn it. Something must have happened - go right three times to see what it is.
There's a grate that wasn't there before. How are you to get out? Luckily you opened up the grate earlier, so here's some of those options going to work for you. Head right and out the grate.
Climb up the ladder, and the grate one story up is also missing now. Neat. Let's go inside and see what else is new.
Train station
What else is new is the grate to the left is gone as well. Go that way three screens, and there's an opening above you, so naturally we should look in there.
We get four sliding knobs, a handle we can push in and out, and a green screen. Clicking on the green screen, it's a security camera to a subway train. This isn't Five Nights at Freddy's, so you can stare at the camera all you want and nothing's going to happen. But now we know this is a train control station. Back up and drop down into the crawlspace again and continue left, and then down.
It's the very same view as in the security camera. A dark, abandoned train, deep underground. Two screens to the left is a note from your brother (your dear sainted mother wishes he would write her this often). Go one screen back to the right from the note.
The doors on this car are opened ever-so-slightly, but unlike every other door in this game, you have to drag these open. Do that, and you're awarded a pair of binoculars. Head to the right four screens.
Another red button here, which does nothing. A screen to the right is a flatbed cart and a handbrake that won't move. If you explore further to the right, the tunnel disappears into complete darkness, and your lighter is no help at all. So come on back, and we'll put those binoculars to good use.
Top of the stone ladder
Go back to the stone ladder, up to the first set of platforms, and all the way to the left. The binoculars go in the stand. If you take a peek through them, you see a closeup of the cube, and a pattern of four lines and shapes that look an awful lot like what you saw in the train control station. Before we go back there, let's see what's at the top of the stone ladder.
A floating cube and a puddle of black goo, that's what. To the left and right are switches that do nothing. If you click the cube, it begins to vibrate first vertically, and then horizontally if you click it again.
When the cube is vibrating the switches do as well. Click the cube so it's vibrating vertically, strongly (it has a weak vibration in either direction, but you want the larger one). Throw the right switch, and it stays. Click the cube to make it vibrate horizontally, then throw the left switch. If it doesn't stay down, click the cube again and try again.
When both switches are down, the cube will begin to blink. Click it again, and it opens to reveal a cube, which of course you are going to take. Go back to the train control station.
Back to the train station
Set the sliders, left to right, according to the pattern from the cube you saw through the binoculars: Top, Middle, Bottom, Middle. If they won't move, pull the handle beside the microphone out. Once the sliders are set, push the handle back in. Take a look at the screen to see what's changed.
Lights! Let's go down to the train and check them out.
Nothing to report to the left on the train, but the big red button works now. Press it. Nothing happens but the light turns green. Go right again and see if the handbrake works now.
It works, and you go for a right through the darkness. When you stop, you're in front of a doorway. Go in.
The sun tower, light bulb #3
It's a giant leaf, and a sort of torch on the wall. What do we do with torches? We light them. With lighters. The room lights up and reveals a ladder on the right. Always with the ladders. Go up three times.
Take the note. Continue up, to and beyond the enormous flower. To your left, a door. In front of you, another ladder. Since you're as burned out on ladders as I am, let's open the door and look inside.
You're in a small room, with a scorched-looking platform in the middle. Your new cube sits on the platform, which is a promising sign. Head back out of the room, and close the door, I don't care that you *were* born in a barn. We close doors around here, mister.
Up the ladder, you're in a small alcove, with a switch and a picture of the sun beside it. Being the adventurous sort, I think you should throw the switch.
If you shut the door, then you can open it and see what's inside. If you didn't, nothing happened, and you should close the door and try the switch again. Why you don't trust a walkthrough, I'll never know.
Inside, the cube has melted. The sun around here must be no joke. It's revealed light bulb 3/4, so take that. One more light bulb to go.
Light bulb #4
The only other one you've seen is in the (formerly) bricked-up door in the mine tunnel you started in. So go back there. Click the handbrake to ride back through the darkness to the train.
You can't just take the light bulb, naturally. There's a procedure. And a screw. That means...use your screwdriver to remove the shroud, then take light bulb 4/4.
The upstairs door
You'll be using the light bulbs in the floating stones just outside the mine's exit. I'll wait.
Back down the manhole in the mine, and to the basement with the big red buttons we haven't pressed yet. Press them. Go ahead. You've earned it.
Each one lights up a symbol on the floor that looks like the ones from the locked door up that ladder beside the door you came in. Write those symbols down - a lowercase t, a hand making a pistol shape, a hand doing that sign that surfers did in the 80s, and three slashes. Well, back up the ladder.
At the door, if the symbols appear in numerical order, it's like entering in 10-8-6-3. When you get it right, the door opens. Go on through.
Almost finished
You're in a white room. In front of you is a door that will take you back where you came from. To the left is a door with those secret symbols above it. You can go through there and read more notes from your brother in each room, and a note from the developer.
All the way to the right is another note, and a door handle. Pick up the door handle.
The end
Head all the way back through the door in the mine to the lake, where the game began. Go back to the door to the right that lacked a handle, and use your new handle there.
Go through the door, and since you've found all the secrets already, click the middle to end the game.
Posted by: jason9045 | January 5, 2015 5:48 PM