Note : before playing the game, read the Manual that you will find in  translation - Note : before playing the game, read the Manual that you will find in  Indonesian how to say

Note : before playing the game, rea

Note : before playing the game, read the Manual that you will find in the game folder in program files under the name Penumbra (for the game #1.1) or the file on your desktop (game #1.0). You will learn about the different controls and symbols use for the game and about the inventory. An object from inventory will turn green when in use.
During the game, a note book will be available for consultation.
This walkthrough is based on the game Penumbra Tech Demo 1.1 that includes a patch.
See this site for the details: http://frictionalgames.com/?q=penumbra
The game auto saves at different locations and when you come back to play the game, you start from the last auto save and click on “Continue”.
 
The introduction gives a good explanation of what the game is about.
Opening a hatch…………………….
 
The room with lockers.
The game starts in a room with 7 lockers on the right.  In your inventory, you will find a notebook and a flashlight.
Facing the lockers, start by opening the one on the right: grasp the door and hold it while pulling it. The locker is empty.
Go to the locker on the left and find a glowstick: take it and it will be in your inventory.
Move to the two next lockers: nothing to be found.
In the next one, find a note that will be added to the notebook. Bending down, you will find a small box of painkillers.
**You can use the flashlight if it is dark, but watch its power. During the game, at certain places, you can use the glowstick to do a longer search. If you need to light up a room, the flare is a good tool.**
In the locker before the last one, find a flare and a stick of dynamite. Both will be added in your inventory.
The last locker on the left is lock with a padlock. We will come back to it later in the game.
You will find other objects in the room. You can move them around if you want.
It is time to look in the notebook: open it using letter ”N” on the keyboard, click on it to open it and click again on the letter (note) to find the code for the door: 1993.
Go to the door with a red light on top in front of the boxes. Be close enough to see the door symbol (see the manual) and click on the door. A panel with numbers will come up on the screen. Enter 1993 by clicking on each number and click on the door to open it.
You do not have to enter a code to pass the door again.
As you enter the corridor, this is the first auto save.
 
The corridor.
Go forward in the corridor and pass in front of a door with a broken panel. We will come back to this door later.
As you pass in front of the door, the power is cut down. Go forward to the next door on your left. Use the flashlight quickly (or the glowstick) to see a piece of key on the box and the other piece in the key hole of the door. Take both pieces to see them go in inventory.
Go forward again to a door and some smoke coming out of the air dock. Turn left and forward again to see three boxes. On top, see a metal rod: take it.
Turn around, and go forward in this corridor, passing through smoke, to get to another door. Grab the handle of the door and push to open the door. You will find yourself in a small room with pipes on the right. Turn left and go toward to two boxes. On the left of these boxes, see another door.
Click on the door to read that there is a little gap. Use the metal rod on the door to open it. Find yourself on top of a set of stairs.
 
Stairs.
Go down the stairs. Go left at the bottom and left again, passing in front of a big box and forward to two doors.
Enter the door on the right. Go to your right in that room. There is a big generator that has not been in use for several years. Go to the end of this room to some boxes on the left and a small machine on the right: click on it: a small generator that needs some fuel.
Now, go to the other door and see that there is a gas can on top of the shelves in front of you. On one of the shelf, take a flare. On the shelves to your left, take a stick of dynamite. In inventory, you will see a two on top left of the stick of dynamite, meaning you have two of them. Now go back to the other shelves, placing yourself on its right and grab it to pull it down. The gas can will fall on the ground, bend down to take it. There are other ways to get to that gas can. I’ll let you discover them.
Go out of the room and go forward to the big box and be on top of the stairs going down. At the bottom of the stairs, see a door that we can’t open.
Turn right and go between four rusted columns to a desk. Open the drawer on the right and find a rubber hose: take it. In the drawer on the left, take a flare and another stick of dynamite.
It is time to start the small generator. Go back up the stairs and to the generator. First, click the rubber hose on the small generator. Even if it says “There, that should do it”, you must take the gas can and click on the generator. Click on it again to start it.
Now, you must go back up the stairs and to the corridor to the door with the broken panel.
 
The corridor, second time.
At the door, grab the panel and swing it to the top right until it stays there. Open the door by clicking on it and enter.
This is your second auto save spot.
 
Room with brick walls.
Go forward toward an open space with two pickaxes in a metal box on the left. On the shelf, on top of the pickaxes, take a small grey jar: liquid jar.
Back up from this open space and go to the end of this room and go through the opening on the right to a smaller room with a red extinguisher on the wall.
Turn right to see a door. Open it.
 
Room with lever.
In this room, you will find a lever on a box. If you turn around, see a broken cable on top of the door. Explore this room by going to the very end of it and come back through the door to have a cut scene and see a flying monster coming towards you.
If you let the monster attack, you will die. But you can restart the sequence of play.
There are a few ways to get rid of the monster: dynamite, hide, avoid him and this solution: As soon as you can during the cut scene, turn around, enter the room and go directly to the lever. Pull it down. The monster will be electrocuted.
Go out of the room passing over the monster (if you electrocuted it) and forward passing over the door on the floor to the room where the monster came from. In there, you will see flies and traces of blood on the floor. As you enter, go left to two shelves and pick up on the bottom one a vent tool.
Turn around and go for the door with a panel, on the left of two pipes. Open it to be in a corridor.
This is the third auto save.
 
Corridor #2.
Go right and forward to the steam coming out from some pipes. It is to hot to go further.
Come back to the start of the corridor and find a mattress on the right in front of the door. Use the glowstick if you want.
Grab the mattress and move it away from the wall using the directional keys.
You will then have access to three valves. Bend down and turn them clockwise to hear a shut down sound: no more steam coming out the pipe. Stand up again.
If you have a problem moving the mattress, do this:
Beside it, find two barrels. Move them out of the way by grabbing them and using the directional keys. Get as close as you can to the wall on the left of the mattress, turn right and bend down to see three valves : turn the small wheel (handle) by grabbing it and turning it away from you. You will hear a shut down sound when done properly. After the first two valves are shut down, you can go through the steam by running close to the wall on the opposite side of the third steam pipe. But it is better to close all of them to be sure in case you come back and forget about the steam.
**If you have a problem to get to the valves on the left side of the mattress, try the right side and turn the valves toward you.**
**You can also bring the barrels to the steaming pipes if you have the patience to do so**
** There is a third way to get past the steam pipes: go back to the first corridor and near the boxes where you found the metal rod,  find a hatch on the wall. Open it with the tool, go forward and open the other hatch. You will be pass the steam pipes. If you go this way and have to come back, you will have to use these hatches to go back to corridor #1.**
Go forward pass the pipes and find a door on the right. Pull the door and be at a storage room where you will find a powder jar on a shelf in front of you. Take  powder jar.  You will also find two flares: one behind a bucket and the other one on the bottom shelf on the right of the broom. If you got to the corridor with the watch, the storage room will be between you and the steam pipes.
Go back to the corridor and turn right. Go forward until the end and turn right twice.
As you turn the second time, a ventilation hatch will open. Now the fun part: you must place the two boxes under the hatch  and climb on them to go through the hatch. You will know you are in the proper position when you get the door symbol on the hatch.
To pull the box, grab it and use the directional key to move it. Jump on the boxes and go through the hatch.
 
Ventilation dock.
In front of you, see some other traces of blood. Could there be another monster?
Turn left and use the vent tool on the hatch to find yourself in a small storage room with a broom. Nothing to do in there.
This is the fourth auto save.
 
Room with 2 tables.
On the table on the left, see a machine to repair the broken key. Click on the machine to find out that the power cord is missing. We will come back to it. Check the drawers to see if you can find some objects and also open the drawers of the other table. On the floor on the right of the table with other different things, find a note that will be added to the book.
From there, turn right to see another corridor with a light: go there. Turn left at the end, forward and left again to a garage. You will see some kind of electric cord on top of the shelf. That will be useful for the machine in the previous room.
 
The garage.
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Note : before playing the game, read the Manual that you will find in the game folder in program files under the name Penumbra (for the game #1.1) or the file on your desktop (game #1.0). You will learn about the different controls and symbols use for the game and about the inventory. An object from inventory will turn green when in use.During the game, a note book will be available for consultation.This walkthrough is based on the game Penumbra Tech Demo 1.1 that includes a patch.See this site for the details: http://frictionalgames.com/?q=penumbraThe game auto saves at different locations and when you come back to play the game, you start from the last auto save and click on “Continue”. The introduction gives a good explanation of what the game is about.Opening a hatch……………………. The room with lockers.The game starts in a room with 7 lockers on the right. In your inventory, you will find a notebook and a flashlight.Facing the lockers, start by opening the one on the right: grasp the door and hold it while pulling it. The locker is empty.Go to the locker on the left and find a glowstick: take it and it will be in your inventory.Move to the two next lockers: nothing to be found.In the next one, find a note that will be added to the notebook. Bending down, you will find a small box of painkillers.**You can use the flashlight if it is dark, but watch its power. During the game, at certain places, you can use the glowstick to do a longer search. If you need to light up a room, the flare is a good tool.**In the locker before the last one, find a flare and a stick of dynamite. Both will be added in your inventory.The last locker on the left is lock with a padlock. We will come back to it later in the game.You will find other objects in the room. You can move them around if you want.It is time to look in the notebook: open it using letter ”N” on the keyboard, click on it to open it and click again on the letter (note) to find the code for the door: 1993.Go to the door with a red light on top in front of the boxes. Be close enough to see the door symbol (see the manual) and click on the door. A panel with numbers will come up on the screen. Enter 1993 by clicking on each number and click on the door to open it.You do not have to enter a code to pass the door again.As you enter the corridor, this is the first auto save. The corridor.Go forward in the corridor and pass in front of a door with a broken panel. We will come back to this door later.As you pass in front of the door, the power is cut down. Go forward to the next door on your left. Use the flashlight quickly (or the glowstick) to see a piece of key on the box and the other piece in the key hole of the door. Take both pieces to see them go in inventory.Go forward again to a door and some smoke coming out of the air dock. Turn left and forward again to see three boxes. On top, see a metal rod: take it.Turn around, and go forward in this corridor, passing through smoke, to get to another door. Grab the handle of the door and push to open the door. You will find yourself in a small room with pipes on the right. Turn left and go toward to two boxes. On the left of these boxes, see another door.Click on the door to read that there is a little gap. Use the metal rod on the door to open it. Find yourself on top of a set of stairs. Stairs.Go down the stairs. Go left at the bottom and left again, passing in front of a big box and forward to two doors.Enter the door on the right. Go to your right in that room. There is a big generator that has not been in use for several years. Go to the end of this room to some boxes on the left and a small machine on the right: click on it: a small generator that needs some fuel.Now, go to the other door and see that there is a gas can on top of the shelves in front of you. On one of the shelf, take a flare. On the shelves to your left, take a stick of dynamite. In inventory, you will see a two on top left of the stick of dynamite, meaning you have two of them. Now go back to the other shelves, placing yourself on its right and grab it to pull it down. The gas can will fall on the ground, bend down to take it. There are other ways to get to that gas can. I’ll let you discover them.Go out of the room and go forward to the big box and be on top of the stairs going down. At the bottom of the stairs, see a door that we can’t open.Turn right and go between four rusted columns to a desk. Open the drawer on the right and find a rubber hose: take it. In the drawer on the left, take a flare and another stick of dynamite.
It is time to start the small generator. Go back up the stairs and to the generator. First, click the rubber hose on the small generator. Even if it says “There, that should do it”, you must take the gas can and click on the generator. Click on it again to start it.
Now, you must go back up the stairs and to the corridor to the door with the broken panel.
 
The corridor, second time.
At the door, grab the panel and swing it to the top right until it stays there. Open the door by clicking on it and enter.
This is your second auto save spot.
 
Room with brick walls.
Go forward toward an open space with two pickaxes in a metal box on the left. On the shelf, on top of the pickaxes, take a small grey jar: liquid jar.
Back up from this open space and go to the end of this room and go through the opening on the right to a smaller room with a red extinguisher on the wall.
Turn right to see a door. Open it.
 
Room with lever.
In this room, you will find a lever on a box. If you turn around, see a broken cable on top of the door. Explore this room by going to the very end of it and come back through the door to have a cut scene and see a flying monster coming towards you.
If you let the monster attack, you will die. But you can restart the sequence of play.
There are a few ways to get rid of the monster: dynamite, hide, avoid him and this solution: As soon as you can during the cut scene, turn around, enter the room and go directly to the lever. Pull it down. The monster will be electrocuted.
Go out of the room passing over the monster (if you electrocuted it) and forward passing over the door on the floor to the room where the monster came from. In there, you will see flies and traces of blood on the floor. As you enter, go left to two shelves and pick up on the bottom one a vent tool.
Turn around and go for the door with a panel, on the left of two pipes. Open it to be in a corridor.
This is the third auto save.
 
Corridor #2.
Go right and forward to the steam coming out from some pipes. It is to hot to go further.
Come back to the start of the corridor and find a mattress on the right in front of the door. Use the glowstick if you want.
Grab the mattress and move it away from the wall using the directional keys.
You will then have access to three valves. Bend down and turn them clockwise to hear a shut down sound: no more steam coming out the pipe. Stand up again.
If you have a problem moving the mattress, do this:
Beside it, find two barrels. Move them out of the way by grabbing them and using the directional keys. Get as close as you can to the wall on the left of the mattress, turn right and bend down to see three valves : turn the small wheel (handle) by grabbing it and turning it away from you. You will hear a shut down sound when done properly. After the first two valves are shut down, you can go through the steam by running close to the wall on the opposite side of the third steam pipe. But it is better to close all of them to be sure in case you come back and forget about the steam.
**If you have a problem to get to the valves on the left side of the mattress, try the right side and turn the valves toward you.**
**You can also bring the barrels to the steaming pipes if you have the patience to do so**
** There is a third way to get past the steam pipes: go back to the first corridor and near the boxes where you found the metal rod,  find a hatch on the wall. Open it with the tool, go forward and open the other hatch. You will be pass the steam pipes. If you go this way and have to come back, you will have to use these hatches to go back to corridor #1.**
Go forward pass the pipes and find a door on the right. Pull the door and be at a storage room where you will find a powder jar on a shelf in front of you. Take  powder jar.  You will also find two flares: one behind a bucket and the other one on the bottom shelf on the right of the broom. If you got to the corridor with the watch, the storage room will be between you and the steam pipes.
Go back to the corridor and turn right. Go forward until the end and turn right twice.
As you turn the second time, a ventilation hatch will open. Now the fun part: you must place the two boxes under the hatch  and climb on them to go through the hatch. You will know you are in the proper position when you get the door symbol on the hatch.
To pull the box, grab it and use the directional key to move it. Jump on the boxes and go through the hatch.
 
Ventilation dock.
In front of you, see some other traces of blood. Could there be another monster?
Turn left and use the vent tool on the hatch to find yourself in a small storage room with a broom. Nothing to do in there.
This is the fourth auto save.
 
Room with 2 tables.
On the table on the left, see a machine to repair the broken key. Click on the machine to find out that the power cord is missing. We will come back to it. Check the drawers to see if you can find some objects and also open the drawers of the other table. On the floor on the right of the table with other different things, find a note that will be added to the book.
From there, turn right to see another corridor with a light: go there. Turn left at the end, forward and left again to a garage. You will see some kind of electric cord on top of the shelf. That will be useful for the machine in the previous room.
 
The garage.
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Catatan: sebelum bermain game, membaca Manual bahwa Anda akan menemukan dalam folder game dalam file program dengan nama Penumbra (untuk pertandingan 1.1 #) atau file di desktop Anda (permainan 1.0 #). Anda akan belajar tentang kontrol yang berbeda dan simbol digunakan untuk permainan dan sekitar persediaan. Objek dari persediaan akan berubah menjadi hijau saat digunakan.
Selama permainan, buku catatan akan tersedia untuk konsultasi.
Walkthrough ini didasarkan pada permainan Penumbra Tek Demo 1.1 yang mencakup patch.
Lihat situs ini untuk rincian: http: / /frictionalgames.com/?q=penumbra
Permainan auto menyimpan di lokasi yang berbeda dan ketika Anda datang kembali untuk bermain game, Anda mulai dari auto lalu simpan dan klik "Lanjutkan". Pengenalan memberikan penjelasan yang baik dari apa permainan adalah tentang. Membuka menetas ......................... Ruangan dengan loker. Permainan dimulai di sebuah ruangan dengan 7 loker di sebelah kanan. . Dalam persediaan Anda, Anda akan menemukan notebook dan senter Menghadapi loker, mulai dengan membuka satu di sebelah kanan: pegang pintu dan menahannya sementara menariknya. Loker kosong. Pergi ke loker di sebelah kiri dan menemukan glowstick sebuah:. Bawa dan itu akan di inventaris Anda Pindah ke dua loker berikutnya: tidak dapat ditemukan. Dalam berikutnya, menemukan catatan yang akan ditambahkan ke notebook. Membungkuk, Anda akan menemukan sebuah kotak kecil dari obat penghilang rasa sakit. ** Anda dapat menggunakan senter jika gelap, tapi hati kekuatannya. Selama permainan, di tempat-tempat tertentu, Anda dapat menggunakan glowstick untuk melakukan pencarian lagi. Jika Anda perlu untuk menerangi ruangan, suar adalah alat yang baik. ** Dalam loker sebelum yang terakhir, menemukan flare dan tongkat dinamit. Keduanya akan ditambahkan dalam inventaris Anda. The loker terakhir di sebelah kiri adalah kunci dengan gembok. Kami akan kembali ke nanti dalam permainan. Anda akan menemukan benda-benda lain di dalam ruangan. Anda dapat memindahkan mereka sekitar jika Anda ingin. Ini adalah waktu untuk melihat di notebook: terbuka dengan menggunakan huruf "N" pada keyboard, klik di atasnya untuk membukanya dan klik lagi pada huruf (catatan) untuk menemukan kode untuk Pintu: 1993. Pergi ke pintu dengan lampu merah di atas di depan kotak. Cukup dekat untuk melihat simbol pintu (lihat manual) dan klik pada pintu. Sebuah panel dengan nomor akan muncul di layar. Masukkan 1993 dengan mengklik setiap nomor dan klik pada pintu untuk membukanya. Anda tidak perlu memasukkan kode untuk melewati pintu lagi. Saat Anda memasuki koridor, ini adalah auto save dulu. Koridor. Maju di koridor dan lulus di depan pintu dengan panel yang rusak. Kami akan datang kembali ke pintu ini nanti. Ketika Anda melewati di depan pintu, daya ditebang. Maju ke depan pintu di sebelah kiri Anda. Gunakan senter cepat (atau glowstick) untuk melihat sepotong kunci pada kotak dan bagian lain di lubang kunci pintu. Mengambil kedua potongan untuk melihat mereka pergi dalam persediaan. Maju lagi untuk pintu dan beberapa asap yang keluar dari dermaga udara. Belok kiri dan maju lagi untuk melihat tiga kotak. Di atas, melihat batang logam: bawa. Berbalik, dan maju di koridor ini, melewati asap, untuk sampai ke pintu lain. Ambil gagang pintu dan mendorong untuk membuka pintu. Anda akan menemukan diri di sebuah ruangan kecil dengan pipa di sebelah kanan. Belok kiri dan pergi ke arah dua kotak. Di sebelah kiri kotak-kotak ini, melihat pintu lain. Klik di pintu untuk membaca bahwa ada celah sedikit. Gunakan batang logam di pintu untuk membukanya. Menemukan diri di atas tangga. Tangga. Turun tangga. Pergi meninggalkan di bagian bawah dan kiri lagi, melintas di depan sebuah kotak besar dan maju ke dua pintu. Masukkan pintu di sebelah kanan. Pergi ke kanan di ruangan itu. Ada generator besar yang belum digunakan selama beberapa tahun. Pergi ke ujung ruangan ini untuk beberapa kotak di sebelah kiri dan mesin kecil di sebelah kanan: klik di atasnya: generator kecil yang membutuhkan bahan bakar. Sekarang, pergi ke pintu lain dan melihat bahwa ada gas dapat di atas dari rak-rak di depan Anda. Pada salah satu rak, mengambil flare. Di rak ke kiri, mengambil tongkat dinamit. Dalam persediaan, Anda akan melihat dua di kiri atas tongkat dinamit, yang berarti Anda memiliki dua dari mereka. Sekarang kembali ke rak lain, menempatkan diri di sebelah kanan dan ambil itu untuk menariknya ke bawah. Gas dapat akan jatuh di tanah, membungkuk untuk mengambilnya. Ada cara lain untuk mendapatkan itu bisa gas. Aku akan membiarkan Anda menemukan mereka. Pergi keluar dari ruangan dan maju ke kotak besar dan berada di puncak tangga turun. Di bagian bawah tangga, melihat pintu yang kita dapat tidak terbuka. Belok kanan dan pergi antara empat kolom berkarat ke meja. Membuka laci di sebelah kanan dan menemukan selang karet: bawa. Di laci di sebelah kiri, mengambil suar dan tongkat lain dinamit. Ini adalah waktu untuk memulai generator kecil. Kembali menaiki tangga dan ke generator. Pertama, klik selang karet pada generator kecil. Bahkan jika ia mengatakan "Ada, yang harus melakukannya", Anda harus mengambil kaleng gas dan klik pada generator. Klik di atasnya lagi untuk memulainya. Sekarang, Anda harus kembali menaiki tangga dan koridor ke pintu dengan panel yang rusak. Koridor, kedua kalinya. Di pintu, ambil panel dan menggoyangkannya ke kanan atas sampai itu tetap ada. Membuka pintu dengan mengkliknya dan masukkan. Ini otomatis kedua Hemat tempat. Kamar dengan dinding bata. Maju menuju ruang terbuka dengan dua kapak dalam kotak logam di sebelah kiri. Di rak, di atas beliung, mengambil botol abu-abu kecil: jar cair. Back up dari ruang terbuka ini dan pergi ke ujung ruangan ini dan pergi melalui pembukaan di sebelah kanan untuk ruang yang lebih kecil dengan alat pemadam merah di dinding. Belok kanan untuk melihat pintu. Membukanya. Kamar dengan tuas. Di ruangan ini, Anda akan menemukan sebuah tuas di kotak. Jika Anda berbalik, melihat kabel yang rusak di atas pintu. Jelajahi ruangan ini dengan pergi ke akhir itu dan kembali melalui pintu untuk memiliki adegan dipotong dan melihat rakasa terbang datang ke arah Anda. Jika Anda membiarkan serangan rakasa, Anda akan mati. Tapi Anda bisa me-restart urutan bermain. Ada beberapa cara untuk menyingkirkan rakasa yang: dinamit, menyembunyikan, menghindarinya dan solusi ini: Segera setelah Anda bisa selama adegan dipotong, berbalik, memasuki ruangan dan langsung untuk tuas. Menariknya turun. Rakasa akan listrik. Pergi keluar dari lewat ruang atas rakasa tersebut (jika Anda listrik itu) dan maju melewati pintu di lantai untuk ruangan tempat rakasa itu berasal. Di sana, Anda akan melihat lalat dan bekas-bekas darah di lantai. Saat Anda memasukkan, ke kiri ke dua rak dan mengambil di bawah satu alat ventilasi. Berbalik dan pergi untuk pintu dengan panel, di sebelah kiri dua pipa. Buka berada di koridor. Ini adalah auto ketiga menyimpan. Koridor # 2. Ke kanan dan ke depan untuk uap yang keluar dari beberapa pipa. Ini adalah untuk panas untuk melangkah lebih jauh. Kembalilah ke awal koridor dan menemukan kasur di tepat di depan pintu. Gunakan glowstick jika Anda inginkan. Ambil kasur dan memindahkannya dari dinding menggunakan tombol arah. Anda kemudian akan memiliki akses ke tiga katup. Membungkuk dan mengubah mereka searah jarum jam untuk mendengar suara ditutup: tidak lebih uap yang keluar pipa. Berdiri lagi. Jika Anda memiliki masalah bergerak kasur, lakukan ini: Selain itu, menemukan dua barel. Memindahkan mereka keluar dari jalan dengan meraih mereka dan menggunakan tombol arah. Dapatkan sedekat mungkin ke dinding di sebelah kiri kasur, belok kanan dan membungkuk untuk melihat tiga katup: memutar roda kecil (handle) dengan meraih itu dan mengubahnya menjauh dari Anda. Anda akan mendengar suara ditutup bila dilakukan dengan benar. Setelah dua pertama katup ditutup, Anda dapat pergi melalui uap dengan menjalankan dekat dengan dinding di sisi berlawanan dari pipa uap ketiga. Tapi lebih baik untuk menutup semua dari mereka untuk memastikan jika Anda datang kembali dan melupakan uap. ** Jika Anda memiliki masalah untuk sampai ke katup di sisi kiri kasur, mencoba sisi kanan dan putar katup ke arah Anda **. ** Anda juga dapat membawa barel ke pipa uap jika Anda memiliki kesabaran untuk melakukannya ** ** Ada cara ketiga untuk melewati pipa steam: kembali ke koridor pertama dan dekat kotak di mana Anda menemukan batang logam, menemukan menetas di dinding. Membukanya dengan alat ini, maju dan membuka menetas lainnya. Anda akan melewati pipa uap. Jika Anda pergi dengan cara ini dan harus kembali, Anda akan harus menggunakan menetas ini untuk kembali ke koridor 1 #. ** Maju lulus pipa dan menemukan pintu di sebelah kanan. Tarik pintu dan berada di ruang penyimpanan di mana Anda akan menemukan stoples bubuk di rak di depan Anda. Ambil bubuk jar. Anda juga akan menemukan dua flare: satu di belakang ember dan lainnya satu di rak bawah di sebelah kanan sapu. Jika Anda sampai ke koridor dengan menonton, ruang penyimpanan akan antara Anda dan pipa uap. Kembali ke koridor dan berbelok ke kanan. Pergi ke depan sampai akhir dan berbelok ke kanan dua kali. Ketika Anda menghidupkan kedua kalinya, menetas ventilasi akan terbuka. Sekarang bagian yang menyenangkan: Anda harus menempatkan dua kotak di bawah menetas dan memanjat pada mereka untuk pergi melalui menetas. Anda akan tahu Anda berada dalam posisi yang tepat ketika Anda mendapatkan simbol pintu di palka. Untuk menarik kotak, ambil itu dan gunakan tombol arah untuk memindahkannya. Langsung pada kotak dan pergi melalui menetas. Ventilasi dermaga. Di depan Anda, melihat beberapa jejak lainnya dari darah. Mungkinkah ada rakasa lain? Belok kiri dan menggunakan alat ventilasi di palka untuk menemukan diri di sebuah ruangan penyimpanan kecil dengan sapu. Tidak ada hubungannya di sana. Ini adalah auto keempat menyimpan. Kamar dengan 2 meja. Di atas meja di sebelah kiri, melihat mesin untuk memperbaiki kunci rusak. Klik pada mesin untuk mengetahui bahwa kabel listrik hilang. Kami akan kembali ke sana. Periksa laci untuk melihat apakah Anda dapat menemukan beberapa benda dan juga membuka laci meja lain. Di lantai di sebelah kanan meja dengan hal yang berbeda lainnya, menemukan catatan yang akan ditambahkan ke buku. Dari sana, belok kanan untuk melihat koridor lain dengan cahaya: pergi ke sana. Belok kiri di akhir, maju dan kiri lagi ke garasi. Anda akan melihat beberapa jenis kabel listrik di atas rak. Yang akan berguna untuk mesin di ruang sebelumnya. Garasi. Dalam
 


 














 






 








 



 




 







 














 




 



 

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