2019: English walkthrough by: Dick Leeuw
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You see here and there papers and books, you can click on these but you are not much wiser. There are all strange characters instead of letters, you have to translate these characters later into letters. now turn on all light switches, you have to turn the button upwards. You can also do this later but then you have to finish everything again and if you don't do it then you can't see the way if you go to sleep.
Some doors
do not have a lock, some have a twist lock and for some other doors you need a key. Again you have to open other doors in a different way. In places where you can interact, your mouse becomes a white dot, you have to get closer then it becomes a white circle.
Now the interaction is possible.
follow the corridor to the left and on the back wall you see a cupboard with
an ax inside.
The ax does move but you cannot take it out of the cupboard but it is necessary that you click on it.
On the left you see another apartment, view everything again here.
In the bathroom you see a bath full of water but you can't do anything with it now.
Continue through the hall again and you will come to an apartment on the right. View everything again here and turn the switches to the top position,
go back to the
corridor and to the left. You arrive at a junction, turn left, on the right you see a door that is locked and you have no key.
Turn around and go back to the fork, turn left again and you will come to a closed door at the end.
Although the keys are in the lock, you cannot open this door,
You now have a bunch of keys in your inventory. Go back to the door in the side corridor. With your scroll wheel of the mouse you control your inventory, make sure that the keys are on screen and click on the lock. Now click on the doorknob and the door will open, take back your keys.
At the back of the floor is a bucket, grab it and put it in your inventory.
Walk back to the apartment with the bath full of water, take the bucket from your inventory and click on it with the water,
you now have a bucket full of water in your inventory.
Now go to the apartment where you started and go to the withered flowers, you will get an interaction point here.
Take the bucket of water from your inventory and click on the flowers,
you empty the bucket and the flowers come back to life, you see a number of plants with blue flowers.
Whether it is a nightmare or sleepwalking with open eyes I do not know but you now see the room in moonlight, on the right you see the ax.
You can move, if you do not move more and more black spots appear on the screen until the image is completely black, then you wake up again. You can walk and steer as
long as you keep moving. Now walk out of the room, you will see the paper hanging on the door, but now there are letters on it. This is the translation of the signs on the door. Remember this, we will work with it later.
you couldn't go through this but at night you could - at the end you turn right and after a short walk you enter a room.
In the right-hand corner you see a door, walk towards it and click on the door a number of times.
You chop this door with the ax, it becomes completely black again and you wake up in the first room.
Get up and walk out of the room, go left into the corridor and walk to the end.
After the bend you cannot go further here because you will be blinded.
At the back of the room is a corridor
with a number of filing cabinets, the upper drawers are locked with a combination lock. You can open the other drawers and view the contents.
The code starts with 0 - 0, a bit down the hall you will find a paper with -1- and -2- at the bottom these are the page numbers or is this the number of the drawer. The code is possibly 00 with the number of the drawer. We
are going to try the code on the cupboard to the right of the corridor, drawer 11 so the code becomes 0011. When you have entered the code you will hear a click and you can open the drawer. Open all drawers and view the contents. When you reach the cupboard in
the hallway, the cupboard with only the top drawer and you open it, the cupboard will fall over. Further down the hall you see another door and also a door with a cupboard in front of it.
A little further is a junction, turn left you go to a sports hall, this is closed. Straight on and then on the right then you come again to the gallery where you
could not pass but then on the other side. Just around the corner you see puddle of water and above it a subsidence where water drips out. In the back of the corridor, just behind the wall is also a light switch, set the switch to the top position.
, enter this room and in
the back left corner is a fork with 1 tooth broken off. Take this fork.
Grab your fork and pierce the bump under the ceiling, the bucket is full of water again.
You go to sleepwalk again, there is no light in the corridor with the filing cabinets, you can't go through it so you have to walk around.
At the end left, again left and then right.
Click on the doors a few times and the ax will do its work again.
Turn left to the sports hall, the door is now open.
Go to the first door, right next to it is a mattress on the floor, open the door and you see 2 turning wheels and a few pipes.
Click on the left turning wheel to open it.
You don't have to look for light switches in this corridor because there is enough light coming through the holes in the roof.
You come to closed doors, it is time again for a sleep walk with the ax.
Go back to the sports hall, you can try to open the other door but it will not open.
Now walk to the radiators at the back of the sports hall, click on the turning wheels to open them.
Walk to the mattress and click on it with your drawing,
get to sleep, walk through the large passage to the doors at the top of the stairs and smash the door with your ax. When you are awake, walk through the large passage to the staircase with the now open doors. Go through that door and you will see a
library on the left or what should be a library. On the head of the bookshelves you see those strange signs again.
Straight ahead you enter a room with a piano in it, at the back of the room you will find a few lifts
but these don't do anything now, no electricity. See another door in the right wall.
Look around again in this room, to the right of the piano against the wall you will find a piece of paper. Grab this, on the paper are musical notes.
Walk to the
piano and click on the piano with the paper with the notes. The paper is now put on this, but you don't know what to play yet.
Walk to the door on the right and open it. On the right side you see a cupboard hanging, open this. You see 5 switches with those strange signs and at the bottom you
see a note hanging, click on it but you cannot read this note yet because it is written with those strange signs. So you can't do anything with this on this moment.
The corridor continues on the left, follow it and enter the room on the left.
You are now in the living room with a table with a number of blocks with those strange signs on it.
There are also on the floor, on the left is the bedroom, on the bed is the other half of your drawing. Again, those blocks and a flower pot that requires water.
To the right is another small bedroom with blocks, a chest of drawers and a few drawings on the wall.
Search the drawers and you will find a paper with a keyboard with a few coloured keys on it and the order in which you should hit them.
Store this drawing in your
inventory, because we need it at the piano, but we will first deal with the blocks and those strange characters.
There are 3 blocks on the floor in front of the bed, click on the left one and it will appear in your screen. You see a block with an O, this is the sign for A. Now enter an A on your keyboard and the sign on the block changes to an
A. Now right click and you put the block back. Now take the middle block, this is the sign for B. Enter a B and the block is changed to B. The right-hand block is for the C and in the room and the other bedroom you will find the blocks for the D and F. If you
have replaced the character on a block with the correct letter, the character will be replaced with the letter wherever that character is located.
There is another clue as to which characters stand for which letters, in the room where you first woke up a paper with those characters hangs on the door to the
corridor and in your first sleep walk you also went through that door and if you have looked closely to that paperyou then saw the translation of that paper. If you put this together you will get a number of letters again. Find these blocks and change the
characters to letters. You now have to read a lot of things and from that you can get the meaning of the other signs.
Open the drawer and get the keys, walk to the locked rooms and open it with the keys. In the bathroom of 1 of these rooms is another bath full of water, fill your
bucket again. Walk back to the piano.
Walk to the cupboard with the switches and read the note at the bottom of the cupboard.
Now walk to the lifts and press the lower button of the lift, nothing happens now but this is necessary if you go to sleep walking again.
Walk to the
bed and take the other part of the drawing, which will now be put together. It's time to go to sleep again so grab the drawing and click on the bed with it. Walk again with the ax to the lifts and cut into the button and the doors of the left lift until it
opens. You wake up in the other room again.
Walk back to the pond and to the right behind the pond is a bench. Take your drawing again and click on the bank.
If you walk towards the doors with your ax, you will not see the door on the left, you must first open the large left door. You now have enough light and now you can see the door, you must also
open the left door.
So something violent has happened in those regions, nuclear war or something.
2019: English walkthrough by: Dick Leeuw