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Amnesia: A Machine for Pigs: Passage

Game Amnesia: A Machine for Pigs tells the story of the industrialist and inventor Oswald Mandus, who created a machine that, in his opinion, can change the world. She has earned many positive reviews of critics and reviews from well-known gaming publications. Throughout the journey of the main character, intrigue is maintained, reinforced by an eerie atmosphere. Probably, this forces many players to pass Amnesia: A Machine for Pigs. System requirements for it are low, so it will easily run on computers with average performance.

The very beginning

Waking up in bed, he climbs to the floor. His eyes are clouded, his legs do not obey, he does not remember what happened to him. But he is sure that he heard the voices of his children and must find them.

When the main character of the action of Amnesia: A Machine for Pigs focuses the view, inspect the room. We find the door, go out, turn right, then left, right at the door and up the stairs. At the end of the corridor, pull the handle hanging from the ceiling to lower the staircase leading to the attic. There the hero will wait for the lantern, which is very prudent, given his unclear look and a large number of dark places in the game.

In the depth of the attic there will be a low passage. We pass into it, pushing aside a large box. Next, a spacious room appears, the interest in which will be represented only by a large staircase. On it also it is necessary to go down downwards. There we find a half-open door, from which a phone call is heard. We go there and pick up the phone. We listen to a strange speech, pull the lower rifle hanging on the wall, and we pass into the room behind the picture. There we raise the lever, get into the corridor and go into the last door on the left side.

Banquet for Lily

At this level, passing the game Amnesia: A Machine for Pigs involves several simple actions. To do this, go down the stairs, turn right, in the room with a pool table we find a bathroom, move the picture on the wall, pull the lever and go into the opened passage. There, finding the valve, turn it. What he activates is not yet clear.

Now to the left of the stairs, through the banquet hall into the room with exhibits of animals. A cabinet with a stuffed bear is pushed aside, and behind it is a room where the second valve is located. It's time to return to the banquet hall.

It has a door leading to a long narrow corridor. There's a phone hanging there, and someone is calling hard. Pick up the phone and find out that we are playing for a character named Mandus. We open the door, which is in the same corridor, we go out into the street, cross the yard, go into the door leading to the room with the valves. Then again we get on the street, we reach the gate in front of the truck, turn right and go down.

It is difficult not to notice how in the process of searching Mandus plentifully hallucinates - he hears voices and sees images. It can be seen that he is ill. But in this case, these visions are the unmistakable landmarks in the way.

Against the incoming waters

The first thing to do in this location is to open the gate. A man can not cope with this, so it is necessary to start three engines, two of which with burnt fuses, which are lying around a lot.

Next to the first engine is the valve, turn it. Through the grate it will be seen how the wooden platform falls. We go there, pulling the lever under it and, as soon as the barrels roll off, we go up. We find and start the remaining engines there. Opposite the latter, the grate should rise. We pass there, we go down the stairs downwards, we reach the round door and open it by turning the valve.

To open the next such door, we approach the dashboard and raise the lever located on it. Turn around and see the two valves with the switch set to the "OFF" position. First turn the left valve, then put the switch in the "ON" position and turn the right valve. Further we lower the lever on the panel of devices and we pass into the opened door.

Collar, neck, loop

The next level of the game Amnesia: A Machine for Pigs begins in a gloomy room with green walls, a dark gray mud-stained ceiling and wiped carpets on the floor. Somewhere in the depths, the telephone rings and the gramophone plays, from which terrible howls run. And, no matter how much Magnus wanted, he would have to go there.

We listen to the voice from the tube and move on. The cabinet is in the front. We approach the table, look into the boxes, experience a slight clouding of the mind and go out to the door on the left. We go along the corridor, we pass to another building and we go down the stairs. There will be a cart slaughtered with pigs, and a gasoline pump. While there is nothing to do, so go to the door opposite.

Behind her will be a room with hanging pigs hanging from the ceiling. Turn to the right and get out of the window. We go along the alley, we reach the gate in front of the church. There it is necessary to get there, but the truck interferes. We move to the end of the street, go into the garage, take the canister and go back to the gasoline pump. Filling the tank, we approach the truck, drive it away, we reach the church and go inside.

Cattle and the Bible

Mandus thought that he would be safe in the church. But it turned out that this is the most terrible place of those in which he had already visited.

We reach the stairs leading down, we find a room with a large number of shelves, take a candlestick and go up to the church hall.

There, behind the altar, we put the second candlestick in the empty space, next to the first, and turn them to each other. Then we light all the candles, go to the room to the right of the altar, pull the lever, go back and go down to the basement.

At the bottom we make our way between the cells, but we do it carefully, because the territory is patrolled by a dangerous creature. It turns out that in Amnesia: A Machine for Pigs monsters are less common than Sumatran rhinoceroses, so you can not kill it. Quietly, turning off the flashlight, we wait until the monster passes by, and then we sneak to the door and go to the next level.

In the furnace

The old, dilapidated building, which arose on the way, is a meat processing factory of Mandus. Does such a huge structure belong to him? Is not it his fault that his children were gone? Well, you need to go and find out.

We go into the territory of the plant, go down and move past the big mechanisms. We go up, answer the phone, then go back, go down the stairs and go under the bars.

There will be 3 rooms, each with two stoves. The average control panel with three levers. To activate it, you need to light all the stoves, adding two pieces of coal. After that, the light will turn off, and two monsters will appear. One immediately, and the second - a little further. We wait for them to pass, and continue the movement, occasionally turning on the flashlight to light the way. We pass to the transportation belt, go down it down, move to the left side, reach the end, climb the stairs and climb into the cargo lift.

In a nest with eggs

The lift was unreliable. He shook, and he fell with a crash down. The blow was strong, so Mandus took time to recover. The phone rang again, it's time to move on.

We leave the lift and answer the call. We turn around the corner and get into the room, which looks like a surgical room. There will be an iron door. You can not even pull it, it's closed. But it will have to be opened, but for now we are going down. In the middle of the room there will be a centrifuge, go into the passage with the inscription "Low-temperature pressure", pull the lever at the end of the path, take the capsule, put it in the pneumatic device, send it to the centrifuge and return back.

Now go to where the "Pogones" is written. We move quietly, as a monster can wander nearby. We reach two gutters, from them to the left through the door, we go down and, having answered the bell, we rise upward along the other staircase. There we find a pneumotube, insert the capsule and send the parcel. We return to the centrifuge and get the right substance. We carry it to the closed door, pour it on the lock, guide the lamp light, wait for the reaction to end and ... the path is free.

The world gave a leak

So, Mandus reached the collector, but he was flooded. Below him not to go down, everywhere this smelly liquid. Certainly, in order to pump it out, pumps are needed. Only to search it is necessary accurately, somewhere in the depths of tunnels the enemy wanders.

To get to the next level of the game Amnesia: A Machine for Pigs, the passage must be divided into several stages.

First we move straight, go up to the metal bridge, turn left, go straight, then to the right, we reach the lattice (remember it), from it to the left, then to the right, once again to the right, to the left we reach the room with the valve, turn it and go back to that Lattice. We pass through the door with the inscription "Valve 1", then on the bridge and return, but on the other side.

Now you need to open the other two latches. To do this, go straight, then turn left, so that you face those latches, and, moving towards them, turn right, find the valve and open it. Everything, the latches are open, and behind them the door leading to the next location.

All the same

It's difficult to get lost here, so we move, we reach the cameras where monsters are kept, we find a ladder down and go down it. Further - it is easier. Once inside a large chimney, we move in it, descending deeper and deeper.

From the sea to the mountain ranges

The first pump is finished, but there's one more ahead. It seems that Mandus will have to solve a few more riddles to continue the movement.

We move forward to the stairs and climb it. We pass on top and in the same way we go down. Further we reach the next ladder, we rise, we find a valve and we turn it. Now we go down, turn to the right and go to the "Premises of the main pump". There we find the pump control panel, but it will not start immediately, because the gear does not have enough gears. They are lying next to each other. We find them, put them in place and turn the valve. We go into the big hall, we find a ladder, we go down to the level below, we reach the round door and we go inside.

Dancing children

Mandus is in a large room, similar to the sewage system. There are a lot of big and small pipes around. In the corners, loudspeakers are hung, and along the walls far down is a ladder. There and then he should.

At the end of the stairs there will be an elevator. Sit down in it and go down even lower. Leaving the elevator, we go to the right, we find the control panel, but first we do not touch it. We proceed further, we go down the vertical staircases downward and see several reservoirs, one of which is closed. Open it, go back to the panel and direct all the switches to the left.

Now we pass by the elevator, go up, find two long levers, pull first left, then right and watch a small video. Another chapter of the game Amnesia: A Machine for Pigs passed.

Sabotage Mandus

In his last vision, Mandus finally saw his children. They stood right in front of him. And it does not matter that the guys had their own hearts in their hands. The main thing is that he is already very close.

At this level we find a ladder, go up, go to the room with a large number of devices, stop the work of two of them, taking out the fuses, and pull the lever opposite. We return to the stairs and turn to the left, get down below, creep under large containers and ... lose consciousness.

We come to our senses and try to disable the pressure regulation system. A monster walks next to it, so we find three regulators very quietly. The first two break off the pipes, and the third break the gear, lying around. Then climb the stairs up and through the pipes we reach the elevator.

All for their sake

Having violated the machine, Mandus got out into the street and immediately realized what a mistake he had made. The city was panic-stricken. From everywhere come scared screams of people and a terrible growl of monsters, which grab their victims and dragged deep into the ground. It is necessary to stop it. Only how? Mandus decides to return to the car.

Here you can always run, and stick to the same direction as the pigs. Orientation will also serve as a voice that hears Mandus. If it appears, then the hero is moving correctly. The last monster will be attentive and will notice it. Therefore, we run without stopping until an elevator appears.

Cultivation of the world

We leave the elevator and enter the room, which looks like a conveyor. We pass to the other side, we find a room with a lot of barrels and we throw one on the gears working below. Then we find the reservoir with substance X, we direct the searchlight onto it and we observe how the mumps die below. Go down and click all the switches that you can.

Further we run to the door with the inscription "Kanyzhnaya", we descend the high stairs down and run up to the elevator.

The veil rises, the bride is waiting

Then everything is simple. We go only to the doors that open. We reach a large room with tanks standing upright, and we go there. In defense of the game I want to say that Amnesia: A Machine for Pigs in its army has more than one kind of monsters, and the second turn just came.

Hiding here will not work, so we find two control panels, activate each of them and destroy the monster.

Mandus descends to the spirits

Ahead is a long bridge, it has several tiers. On them we move to another building. There will be the same enemy, only this time he will have to escape. Once on a round platform, you need to start it. To do this, we find a ladder, climb up, run in a circle, activate four cone-shaped transparent mechanisms and go down to the platform.

Enoch, Edwin, Oswald and I

Next capsule with the person inside. Turn around and go straight, listen to the car pleading to stop, but with a malicious smile continue the movement. Now Mandus does not threaten anything.

He quietly sits down in the armchair, presses the button, and the machine takes the heart out of it. At this moment, the twentieth century is coming. Humanity is saved, and the game Amnesia: A Machine for Pigs, the passage of which has been described all this time, is coming to an end.

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