7/26/2023 0 Comments Conarium game walkthrough![]() With these collectible done lets open that silver dome on the desk.Ĭlick on the purple electrical box with the two flashing red lights, this powers the now beeping box. Directly below this, you can see the corner of a note to the right of the lower cabinet, Document 5/25 (Dr. On the left side of the desk the book Hidden Plants of Great Antiquity, then open the top cabinet for Collectable 2/20 (World's History & Myths). Pick up the handle from the right side of the desk. On the right side near the desk is a map pinned to the wall, interact with it for Document 3/25 (Location of the Upuaut Antarctic Base), also look at the items pinned next to it, 3,8?, Generated Voice, then below and to the right Document 4/25 (Dr. Go into the first door on the left, MC Blake. Leave and go into the private rooms directly ahead. Hansen's locker has a wooden idol and a jacket. Anderson for the book Nikolai Gogol The Portrait, look at the jacket. Turn left into the locker room and open locker H. In the hallway, turn left, then right and go into the Living Quarters. Leave the radio room and inspect the goggles on the right-hand wall as you exit. Inspect the binoculars and the camera on the desk and shelves respectively. Access your inventory and use the walkie-talkie with for Wireless Operator 1/5. Now that you have the walkie-talkie you'll need to use it in every available location to get the achievement. Click on the desk radio to try to call out but some electrical condition in the air prevents proper communication. Look at the board on the right wall and read three notices, Report of Snowstorm, a map, Morse Code Table, then take the walkie-talkie from the desk and in the middle desk drawer Document 2/25 (Radio Office Hansen's journal 1). Once inside take the hallway on the left and after the memory/vision 1 take the left door into the radio room. Retrace your way back up the steps and back into the building on the right. The power is restored and the electronic door locks will be open now. Return through the open door and interact with both circuit breakers (lights will turn from red to green) to restore power and unlock On the wall above where the fuel can was, is a medical box holding a key, take it and use it on the only locked door in the room where you'll pick up Collectable 1/20 (At the Mountains of Madness). Interact with the generator again to slide it away and then close the screen gate once you've made repairs and filled the tank. ![]() A can of fuel is on the floor to the right of the generator and repair tape is in the toolbox behind you. Once it rolls forward, check out the fuel cap and the tampered hose to its left. Turn left and interact with the screen gate in front of the generator, then the generator itself. Continue to push on the door until it opens. Ignore the circuit breakers on the left and go through the door ahead which has been purposed blocked from the other side. The building you'll soon see has a generator inside, so that's where we'll go. Walk back to the front of the starting building and now we're headed to the left, between the series of flags. Walk out of opposite sides of the map outside the base. Keeping going until Frank says, "It is easy to get lost in this weather." and you will unlock: Walk by the building on the right and past the fence on the right, keeping the fence to your left. Turn around and walk back the way you came. Walk down the steps and directly forward into the storm, keep the driving snow going right to left until Frank says, "It's not safe to go further.". Before we fix the generator lets get a simple achievement done. Turn around and walk down the hallway, looking at the three papers on the right-hand wall, Weather Notice, H ealth Notice, Stop Those Bloody Sessions, then interact with the door at the end, taking you outside the facility. Turn left and left again, open the door then the panel on the right, read the Auxiliary Power note inside. Interact with the Radio Room door directly in front of you to discover that the doors have electronic locks (did they have those in 1948?) and will not open until you restore the power. Just to the right on the left-hand wall interact with five items pinned there, Weather Notice, three postcards and a small note. Continue out the door into a small dark room then open the door which takes you into a dark hallway. Back to the desk on the left is the book Upuant Expedition Handbook. From the middle draw inspect the c ompass and open the cabinet directly above for the book Antedivluvian Shamanism. Pressing will bring up the journal and documents list while pressing will show you the collectibles and inventory screens. On the desk with the lamp, pick up our first Document 1/25 (Dr. After the headache sequence interact with it, turn to the right and pick up the torch, which auto equips itself. ![]() Faust and 'wake up' in a room with a resonating machine at its center. The game begins with you in an underwater dream-like state.
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