From the Middle to the End to the Front Again

Complete walkthrough through the game.

Chapter 1 – The Valves

You wake up in a small business firm in the middle of nowhere. Get out of your room and find your friend.

Our commencement mission is to discover 5 valves to open all doors effectually the house. So lets become!

Outset Valve

Second Valve

3rd Valve

Fourth Valve

5th Valve

Chapter 1 – The Bespeak

Now go on summit of the firm and yous can find a signal transmitter. Thats the same that y'all can find within the firm. So ane of yous stay on top, the other get down in the house.

The histrion on the roof must select the frequency at which a line of a dissimilar colour will be displayed on the screen. There are but two buttons for this. Choose a wave on which there volition be another line and tell the 2d thespian below how it looks and how much it needs to exist inverse.

The player below volition have four buttons. "Upwardly" and "Downward" are responsible for the height of the wave. And "Left" and "Right" for its width. With these buttons, he must build that wave, which the histrion on top of it is shown in a dissimilar colour.

Two players need to match merely 4 waves. iii will exist musical, and the latter is only with a voice transmitting coordinates. After that, both players go to the room with the keen map on the wall.

Affiliate 1 – The Map

When yous stand up in front end of the big map, think of the radio messages you lot hear the whole fourth dimension in the house.

  • Charlie 753
  • Beta 754
  • Delta 195
  • Echo 469
  • Beta 481
  • Charlie 447

You can come across in front of the map 2 levers that are responsible for the coordinates. Ane lever per role player. Holding the lever you make the slider, which is located in the lower left corner of the map, move. You need to extend this slider to the three places marked with a circle (yous have not marked them nonetheless).

When the slider reaches ane marker, it again moves to the first. If you mark an unnecessary place, yous will hear a characteristic signal of failure and all marks will disappear.
If one player turns the photographic camera away from the lever, the slider volition return to the beginning.

Chapter 1 – Snowmobil

Its time to starting your vehicle!

The outset player must go to the tank near the machine, and the second to run to the other 2 tanks, which are outside the house (you opend that door with valve number 4).

Both of you lot must achieve number 6 at the maschine in the garage.

Inside you lot have the post-obit numbers

  • -8
  • -4
  • -4

Exterior on the leavers you can pull the post-obit numbers

  • viii
  • 5
  • v
  • 8
  • vii
  • 4

The player on the street should pull the lever with the number seven on both tanks. And the actor near the car pulls the lever with the number 8.

Affiliate 2 – The Wall

You see now an sometime, broken mine with a lot of wodden elevators.

The special affair almost it is, that they are paired on both sides and their feature is that lifting one elevator on the left side, you lower the other on the correct side.

Go on the post-obit steps to pass this puzzle:

  • Two players first approach two elevators (diamond marker) and turn in. These elevators are needed to innovate players to the rule of the puzzle.
  • Next, the player on the correct steps onto the elevator with the dynamite mark. The player on the left side enters the dynamite elevator from his side and goes downwardly 2 times, lifting the same lift on the correct.
  • The histrion on the correct goes forth the roof of the elevator farther on and turns left to this elevator and takes him upward 1 time. He leaves it and goes back to the lift with dynamite.
  • The player on the left lifts the elevator with dynamite, lowering the right. The actor on the correct goes into the elevator with the mine motorcar marking and rises to the very top. It goes along the roof of the elevator with pickaxeto the next elevator with the dinosaur skull. Lowers it 1 time. Next, the player on the correct returns to the elevator with a pickaxe, lowers it one fourth dimension and returns to the elevator with a dinosaur skull.
  • The player on the left side goes to the elevator with the marking and rises to the very summit and through the roof of the elevator with the pickaxe goes to the elevator with the dinosaur skull.

Both players take turns going up to the cave passages and discover 2 levers. They must be simultaneously held to open the gate to the cavern and go to the next chapter.

Chapter iii – Frozen Tracks

You're trappend in a cave now!

You see a lot of levers to open unlike gates. Each leaver open only gates with the same color.

To escape, do the following steps with your friend.

To keep information technology uncomplicated, let's telephone call both players P1 and P2

  • P1 goes into the passage to the left, and P2 closes it by pulling the red lever on the right. P1 goes to the blue lever.

  • P1 pulls the lever and steps on the platform nearly the first gate for its function. P2 do the aforementioned with its own. Both make a general counterclockwise rotation.
  • P1 goes down the corridor to the right to the adjacent platform through the blueish gate (P2 is still at the lever and can turn information technology) turns the platform counterclockwise passing to the yellow lever and activate.

  • P1 goes back along the same path, asking P2 to pull the blue lever.
  • P1 goes into the passage to the left, and P2 closes it past pulling the cherry-red lever on the right. P1 goes to the bluish lever.
  • P1 goes into the passage to the left, and P2 closes it by pulling the red lever on the right. P1 goes to the blue lever.
  • P1 goes into the passage to the left, and N2 closes it by pulling the red lever on the correct. P1 goes to the bluish lever.

Chapter four – Misty Valley

Finally costless, just the side by side puzzle is non far abroad.

The only affair y'all see is a big abyss and the first of a bridge. In this puzzle, one of the players builds a span through the mechanism in the cave, and the other steps on it.

Go on the correct manner and you tin enter a small, nighttime cave. Having entered the cavern,activate the lever on the left in order for the mechanism to work. After that, clicks on the mechanism itself.

The bridge is built with the correct organization of characters i later on another. The same symbols are on every part of the bridge. First, the player in the cave must line up the signs so that a line can be drawn through them.

Star (center) -> Sun -> Moon -> Jupiter -> Stars -> Universe

The role player on the bridge goes on it successively stepping on each sign.

Proceed in mind that after the part with the Stars, the bridge is divided into two parts. The histrion on the bridge must go to the left to the office with the Universe and stand there until the thespian in the cave rebuilds the bridge.

The player must now mentally depict a line starting from the universe.

Universe -> Stars -> Comet -> Eclipse -> Moon -> Dominicus

The thespian starts from the Universe to go to the Stars and turns to the role of the bridge with the Comet. If the actor in the cavern correctly placed the characters, then the player on the bridge will not take difficulty passing the bridge to the finish.

Lookout out, if you lot break the line by moving the symbol bated,the span will lower and the player will autumn on it!

Chapter v – Two Paths

Each player start in different locations, each of which has the image of a chessboard. They are combined.

One of the player can put spheres with elements on the baord and the second can draw lines between them.

On the left and right side of the wall you lot will detect a notation with combinations to solve the riddle.

To solve it, you demand to exercise equally shown in the screenshot.

Chapter half dozen – Strange Encounters

To become farther, one of you needs to take a candle from the table and go down. In that location will be a riddle with electrical wires.

One player will have a circular plate and settings marked with colored lines on the wall. The second player will have poles there that are wired. In the eye is a table with a lever that supplies electricity and capsules with the same colored lines as the second thespian.

They must be inserted into the post in the right order.

The role player with the pillars needs to place the capsules from the entrance to the end and then that the sequence is the same equally the 2nd player on the plate.

Starting with bluish blue.

  • blue blue
  • red bluish
  • ane yellow
  • yellow light-green
  • 1 bluish
  • carmine green

Be care, this riddle is express in fourth dimension. The longer y'all determine, the lower the large brawl in the pillar room falls. When information technology touches the water, the player in this room will die and the riddle will have to be started new.

Affiliate 7 – Overgrown

First, for both rooms, look arround and collect 4 pieces of pipe. These are necessary to the installation considering information technology will be necessary to transmit flames of a certain colour. The task is to arrange the pipes so that there are no leaks in whatsoever of the rooms.

It is too necessary to fill three tanks with green, orange and purple flames. While in one of the rooms at that place is a lever for supplying a cherry flame, and in the other two levers for xanthous and blueish.

Begin with what color you lot like.

Green

To do this, pull the yellow and blue levers and arrange 3 slots in two rooms of the pipage. Slots can exist rotated, and pipes can be changed amongst themselves. This will be needed in the futurity.

The symbols beneath point the types of pipes and their location in the slots.

  • Single lever room: ┫┛━
  • Room with two levers: ━ ┓┣

Orangish

Nosotros plow off the blueish lever in one room, and turn on the crimson in the other room. After that, nosotros change the pipes in the slots.

  • Single lever room: ┓x ━ (x = no pipe)
  • A room with 2 levers: x┏ ━ (x = no pipage)

Royal

Turn off the yellow lever and turn on the blue. We change the pipes.

  • Single lever room: ┻ ┛━
  • Room with two levers: ━ ┓┏

Affiliate 7 – The Fountain

The player of the two-lever room must go to the empty fountain and become down the stairs to turn the valve, which will launch the puzzle. Information technology is limited in time and should be prepared for it.

If you activate the valve, water flows in and the stairs on the side turn.

Tip: If you tin non come across well because of the water level, hop! That tin can aid for a brusk time.

The player in the fountain needs to gradually climb the stairs, which the second player will rotate in parts in his room through a special mechanism (Commencement screen).

Each of the stairs refers to a specific symbol.

These symbols are as well indicated on the ceiling in a higher place the fountain. This is a symbol of the Comet.

Equally a result, we have the following arrangement on the machinery:

  • Tiptop Left → Jupiter
  • Left → Stars
  • Upper Right → Sun
  • Bottom Left → Large Star
  • Correct → Moon

Information technology is in this sequence that they will need to be rotated. This is done by laying a line of gears from the center to the desired ladder. If this line touches the red gears, the line will not rotate the ladder.

Mind to the second role player, he will talk when it volition be necessary to rotate the ladder, and when it volition be necessary to stop.

There are fixed tiers between tiers with symbols, they must be reached on the stairs of the marked tier. The final tier will need to be tightened before exiting the reservoir.

Chapter 7 – Poisons

On the right of the room yous stand in a old greenhouse. And then its time to brew a few potions!

In 1 room with a reservoir there are three taps with fluids of three colors: green, orange and purple. There is also a small garden where you lot need to grow fruits, seed bags and scoops are scattered throughout the garden. Yous must take the necessary seeds and plant them on the bed and watered it with the right liquid.

Here are the recipes from another role player's room:

In the other room can you find all the equipment. 1 device with ii slots and the other with three. We need a dual-slot. Based on recipes, combine the ingredients hither.

The rooms of ii players are connected by rails with trolleys. They are needed to transfer resource for potions to each other. Ane puts objects in a trolley and presses a lever. Another picks up these items and uses them for their intended purpose.

You lot need to brew the following poisons to create ane, mortiferous poison to defeat the carnivorous institute.

Having received all three potions, they demand to be folded into some other device with three slots. After receiving the black potion, y'all demand to fill it in the sprayer, which lies on the table next to the recipes in the aforementioned room in which yous received the potion. The device must exist transferred to some other player, and he, in plough, must spray them on a huge establish that stores a second rock. The rock must exist taken.

Chapter eight – Hidden Answers

In this chapter, you both notice yourself in rooms that are similar to each other, but there are significant differences. The goal is to find six books subconscious throughout the room. All these books take a big letter on the front, so y'all can observe them maybe a litte scrap easier.

The gild in which the books must exist found does not matter!

Book #i

At get-go, ane thespian can find 4 objects in his room to collect. These iv objects are:

  • sand clock
  • globe
  • cube

You can non do anything with these objects except to place them seemingly randomly in the room.

Your partner accept likewise this items in his room. Place all 4 at the aforementioned position as in the other room. After that, a box will open on the second flooring of both rooms in the corner. Both players must take a book from there.

Book #2

One of y'all tin can collect paintings that draw strange animals. The 2nd actor must explicate where they are located. The first player must place the nerveless pictures in the indicated places.

One of the paintings does not incorporate an brute, just a man (the portrait differs from that in the other room). Put it in place to the left of the door.

After completing the task, 1 picture on the stairs will open. There will exist a volume.

Book #3

In addition to half dozen "strange" animal paintings, there are as well 3 paintings with floral ornaments. Each motion-picture show is divided into 4 squares, which the 2nd player can rotate. Squares should be set so that the drawings in all 3 paintings coincide with the image of the same paintings in some other room.

Afterward that, the picture to the left of the clock will open. There will be a book.

Book #four

In the center of the rooms there is a candle holder. Only 1 actor tin light candles. The second player should tell what candles they take on.

Afterward that, the box with the book nether the candle holder will open.

Book #v

On the pedestal most the stairs there is a spherical royal device, it glows when the first player approaches certain crystals. There are 5 of information technology in the room and you need to light them all.

If the outset player approaches the crystal, and the second ball flashes quickly, it means that information technology must exist activated. If you activate the wrong crystal, and so all others will exist canceled.

Later on execution, a box with a volume volition open under the ball.

Volume #6

The first actor has divisions to the right of the clock, and the second has switches in the same place. They are responsible for the sound of the clock, the crush frequency and the audio of the cuckoo.

The first player must explain this to the second player, and he must adjusts the parameters of his watch to the clock of the starting time player, and then clicks on the button below.

After execution, a door with a volume will open nether the clock.

Now yous've collect all half-dozen Books. Go downwards in the corner to the left of the fireplace. You must set in your book at present in the correct society. Recollect the picture next to the entrance door.

A player with a moving picture of a bearded homo looking to the left should make up the give-and-take ESPIAN.

A player with a motion picture of a man looking to the right – NEPIAS.

Affiliate 9 – The Soulstone

Both players together must create a third stone. One player has a board with a table (screen below), on which yous need to create a rock, and entries around which the components are shown and named.

On the table, these components are indicated equally abbreviations.

These abbreviations must be decrypted by the second player, since he has a volume with decryptions. Also in the room of the 2d actor in that location are components with images. And three devices.

One combines two components into one, the 2nd disconnects one component into ii, and the third is needed to connect the iii components that are indicated below the stone in the table (OH, OT, PF).

Chapter 10 – The Betrayal

After receiving the alchemical stone, ane of the players gets into the cage, and the 2nd goes through a secret passage instead, which is divided into two corridors.

In both hallways knights stand in front of colored defunction.

First you need to release a friend using the lever that is next to the window.

The released player volition find a hall in which there are 4 of the same statues of knights infrront of colored defunction. In the eye of the hall there will exist a button that will rotate all knights xc degrees.

The player in the hall tin can move the curtains behind the knight to highlight it. Yous tin only move 1 drape at once.

In one corridor in that location is a knight whose lever is broken. His curtain is blue. The next knight at the window volition be with a xanthous curtain. And in the other corridor both levers work. The one closest to the window will exist with a blood-red and white mantle. The last knight of that corridor stands in front of a light-green curtain.

To solve the puzzle you lot need to perform the following sequence of deportment:

  • The player in the corridors must turn the knight'due south lever with the yellow curtain.
  • The player in the hall presses the button one time.
  • The histrion in the corridors turns that yellow lever again.
  • The player in the hall presses the push once again
  • The player in the corridors runs to the other side and turns the knight's lever with the scarlet pall.
  • The player in the hall presses the button once.

Chapter 10 – The Betrayal (2)

After the previous knights, the next riddle will be around the other iv knights forth the royal throne. One player is in the hall, and the second must approach the other knights from the other side through the iron doors.

Each knight holds in his hand a certain weapon and shield with an image of an animal on his dorsum. Weapons and shields must be bundled based on the tips that are written on the tablets. These plates are on each side.

I player places weapons, and the second shields.

The player who placed the weapons practice the following.

From left to right if you stand in front of the throne with the male monarch.

Axe → Hammer → Sword → Mace

The player behind the wall do the following with his shields. Again from left to right if yous lokk straight to the wall.

Dragon → Deer → Phoenix → Acquit

After solving the riddle, a cutscene sets in, in which the player who placed the shields runs out through the throne to another player in the great hall.

Now its time for the final decision! you can cull betwixt:

  • You lot sacrifice yourself.
  • You kill your friend with the dagger.

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Source: https://gameplay.tips/guides/5530-we-were-here-together.html

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