The Woods
You ‘re in the forest. Start to walk the only means you can walk : correct. Jump over the safety rail and make your manner past the truck that pulls away. You ‘ll make some noise that will alert some guards just past the truck. Stay hide behind the aim until the guards walk away. once you reach the wall that is besides high to jump over, crush B ( or X ) by the refrigerator. That will tip the object. Slide it closer to the rampart to use it as a step to reach the top .
Head down the cliff to find a gap with another wall that is excessively tall to climb. There ‘s a movable box at the base of the cliff you barely came down from. Drag the box into the gap to jump up the wall. Once you hit the water, do n’t stop moving forward. A dog will start chasing you from the setting. Keep trucking forth and jump the col at the concluding second gear. You ‘ll grab some vines that you can climb the top of the opposing cliff .
The mind here is to stay out of sight. In the adjacent segment, a hand truck will try to shine a light on you. Keep running ahead until you reach a ledge. vitamin a soon as you drop down, head left to stay hidden from the abstemious. Wait until the car passes to move fore.
Reading: Inside puzzle guide and walkthrough
next, you ‘ll pass a car with its headlights shining directly at the screen door. You ‘re going to have to reserve it from hera. Continue running ahead and be certain to jump the log so you do n’t travel. When you reach the break down car in the backdrop, stop for a brief moment to let the moving cable car pass. Another guard will hop out of that car and start chasing you. Keep running until you slide down the hill. They wo n’t follow past that indicate but will keep shoot. Just keep moving forward. now a crowd of dogs are on your tail. Run from them, and jump off the cliff into the urine .
once you ‘re in the water, do n’t swim on the surface into the spotlight. You ‘ll be shot on spy. Swim down and the the left field to find a hide cave. Be certain to get to the surface promptly since you ca n’t hold your breath identical long. You ‘ll see a large plank. press B to tip it. now you can reach the strange generator on the other side. press B to deactivate it and collect 70 gamerscore. Swim out of the cave and under the foreground to get out of the water system .
The Farm
Make your way out of the cornfield and admire all the chirping chicks that follow you. Climb the rope at the end of the way and swing into the open window. Inside the barn, you ‘ll find some machinery. Pull the starter by the rack a couple times to get it running. then head all the way to the left to open the door to let the chicks in. The goal is to get the box down from the rafters. With the chicks on your chase, run all the room to the right and delay until they meet you there. then run back to the lever. That lever will activate the blower, which sucks up the chicks and spits them at the box on the rafters, knocking it down to your tied. Do n’t worry, the chicks are all very well. Use the box to move to the following area .
Jump off the roof of the build. Make certain you hit the police van full of pillows to cushion your fall. Push the big dipper up to the wall in front of you to climb it. You ‘ll pass two pigs that appear to be dead. One spring to liveliness and starts chasing you. Jump it to avoid being trampled to death. Keep leading it over to the correctly where it will break the wall of the adjacent building to grant you access .
The pig will still be waiting for you when you go in. Keep jumping it, but lead it to the right where it will run into a wall. Once it ‘s dazed, press B and pull the worm out of its buttocks. This will get it to stop charge. Drag the docile bull to the hang electrify. Jump on the hog to reach it. Jumping to this object allows you to control the creepy human husks in the background. There are four of them. Get them all to the ground grade and lead them to the gate separating them. Bring two of them to the gate and press B to attach them to it. then lead the two from the other side to the same gate. Press up while holding B to open it. Once they ‘re all together, lead them to the right. Pull the structure to the far right to drop a ramp for your character. unplug from the appliance by pressing the down management and A. Walk forward to find a door. Press B and up to open it .
adjacent up, we have a wagon attached to a gear system that controls the duration of a chain. Push the wagon all the way to the properly to drop the range low enough to grab. Climb up the chain. Once you ‘re at the top, swing to the right and jump off. Open the window with B and up .
Pass some more chicks that will fly away when you get to close. Keep running right until you find a ladder. Climb it and jump off before you get to the top. You ‘ll see a hanging plank that you can turn to the left or proper. Swing it to the the right and press the lever to the forget of the plank. Raise the board to the top. now climb to the top of the ladder, leap onto the plank you just moved and startle to the ledge above the lever. head left to the safe attached to a rickety plank. If you think that plank can hold the safe, think again. It will break and kill you if you ‘re standing on it after you push it off. Push the safe and then run right to avoid falling to your death. Head rear down to find the hole in the establish made by the falling safe .
Drop down into the hole. To the exit, you ‘ll see a alloy grate. Pull it open to reveal another strange power generator. Destroy it with B. Head back knocked out and to the correctly. You ‘ll find a lever and another mind control device. Jump into it from the ledge to the right. The object is to get the two human husks in the background so they ‘re standing on the two platforms at the same time. Use the lever that controls the door to sync them up. It ‘s easy to overthink this contribution. Get both husks on the right side of the doorway. Put them on opposite ends of the room with the door closed and walk them into the two platforms. This opens the door to the future area .
The City
If you played Limbo, you ‘ll remember sequences like the next one. Slide down the lean roof and jump off before you reach the bottom to grab a pipe on the opposition side of the opening. Do n’t climb to the top of the pipe precisely yet. Jump down and to the leave and descend a ladder to find another strange exponent generator. Destroy it and climb back up and jump to the pipe .
Cross the wooden plank, which will break and drop you down into the adjacent board. Jump the gap to the right and climb down the shriek on the right slope of the build. iron B and hold back to remove the wood from the doorway. Slide down the hill to find a run that does n’t quite lead to anywhere. You ca n’t jump to the correct at the exceed to get where you need to go. At the bottom, tilt the ladder to the right. now you can climb to the ledge to move fore .
adjacent up we have a board with two robot-type devices in the background, an elevator to the right and a pry to the leave. Run to the correct to open the elevator before hitting the lever. With the elevator open, pull the lever that activates the automaton spotlights. You want to reach the elevator without being seen. Stay out of the spotlights by hiding behind the pillars at the right moment. Reach the elevator on the right and wardrobe B to activate it .
once you reach the top, head right and cross the plank with the pigeon on it. It may look like it ‘s going to break, but it wo n’t. Walk into the window to enter what looks to be an attic. The floor below you will break, and you ‘ll fall into a line of husks. You have to act like one of them. Continue to move in lineage. Walk when they walk and stop when they stop. You ‘ll reach two rectangles. You ‘ll have to jump in unison with the other husks when inside the first rectangle. In the moment, you ‘ll have to turn to the left field, and then turn to the right. This does n’t have to be performed in perfective unison. Do this successfully to enter the adjacent room. finally you ‘ll come across a guard with a cad. The andiron knows you are n’t like the other husks. Once the guard shines the unhorse on you, run to the right and jump off the platform through the glass window .
That frank will still be on your encase in the following room. Before jumping up to the platform on the correct, wait until the cad chases you to the lower grade. Once it heads to the lower level from the background, derail to the platform. The chase ca n’t climb the ledge. Jump onto the mind control device and have the chaff above you push you to the good. Drop down on the box below. You ‘re going to have to get the corner to the switch that allows the husk above to proceed to the correctly, but you besides have to be able to reach the take care control device. here ‘s the key : Drop devour to the higher platform on the left field quite than dropping down on the box. Push the box on the switch, then head back to the judgment see device .
In the next board, you have a large bridge and the chaff above you. There ‘s another chopine switch that opens a door on the right. Have the husk crusade all the manner to the correctly. then make the husk startle on the box that controls your movement and improving to another mind control device. immediately you ‘re controlling a husk that is controlling another chaff. It ‘s huskception ! While the chaff is in the mind control device, have the second husk push you back to where it ‘s safe to fall out of the judgment command device. Before you disconnect, have the husk jump to the platform switch above. then disconnect and reconnect. The second husk will stay on the substitution and the beginning husk will be disconnected and will be able to march you forth .
In the final husk room, there ‘s a square floor below you and a lever at the husk ‘s charge. Have the chaff move you to the forget side of the hearty floor. then have the chaff pull the lever that opens the floor. When the floor is wholly opened, disconnect and fall into the floor. There ‘s water below it, so you wo n’t die .
now that you ‘re in the water, you ‘ll need a platform to jump off of to scale the rampart on the right. Find the wooden pallet beneath the water system and pull it to the top. Pull it all the way to the right to get to the adjacent area .
The adjacent series of rooms has two buttons : one makes the water degree rise, another makes the water tied fall. Drain the water to open the door to the following room. then, hit the second button to raise the urine. With the water fully raised, swim down to the button and press it to start the drain process. As the water is draining, swim cursorily up and to the right to reach the high platform. Run into the adjacent room and pull out the wooden pallet. Put it just to the leave of the door to the room you ‘re in indeed you ‘ll be able to jump to up to the chain when the water is raised again. Raise the water and do just that .
Slide down the biased ceiling, but beware of the foreground. Getting catch is instantaneous death. Hide under the shadow of the pipe to stay out of sight. You have to turn the crank on the right to lower the batting cage, but the spotlight will keep moving back and forth. Run from under the pipe to the methamphetamine, give it a few clockwise turns and then head back to guard under the shriek when the foreground gets close. Do n’t rush this section. It ‘s easy to try to get one extra sour, or try to jump the cage before it ‘s fully lowered. Just wait until it ‘s amply lowered before going for it .
jump to the cage and onto the following build to find even another foreground of death. Again, stay out of sight. Once you ‘re between spotlights, heading right and pull open the hatch on the ground to drop inside the build up and away from the spotlights .
Underground
now that you ‘re underground you ‘ll hear and see a bunch together of barking hounds in the backdrop. Yes, they ‘ll be coming for you finally. Jump into the urine and come out to the correct. The frank will start charging you from the setting. Jump back into the water system and the dog will jump in after you. You can swim faster than the dogs. Lead the cad to the leave then swim under it and back out to the right. Book it to the correct until you ‘re able to slide down the following hill .
There are even more dogs waiting for you in the adjacent area. Climb the fence to get away from them. They ‘ll come running around to try to get you on that side, excessively. You need to pull the woodwind from the doorway before they get you. Keep climbing and jumping over the fence to the diametric side to keep the dogs away from you. You have adequate clock to pull off one piece of woodwind before the dogs get you. Do n’t try to pull more than that. once the door is clear, run through. You will mechanically block the doorway to keep the dogs from getting you .
Head ahead to find a alight room above a body of water. There ‘s a guard just outside the room and a guard leaving a submarine in the water. Hide in the dark until they go inside the room, then take the submarine. Head all the way down. Hold A to do a charge maneuver to open the door at the bottom. Repeat the same move to break through the wood in the future room .
Underwater
immediately you ‘re in an enormous submerged board. Find a weak wall with light coming from it in the lower proper share of the room. Break through and follow the way on the other side. Once you reach another weak wall, overhead it up with the substitute. head to the exceed barely above the now smashed rampart and exit the submarine. You can swim through the smash rampart, but the bomber wo n’t fit. Swim to the other side and climb the r-2 out of the water on the right field .
At the clear of the rope, press the button to open a door. Three huge cylinders will roll toward you. Run away to the left and jump off the platform into the water to base hit. Climb back up to the door that is immediately outdoors .
You ‘re nowadays outside in some green landscape. Find the jaundiced box that looks like it ‘s attached to a terminal. Jump on the box and press B. It will cause the box to jump. Ride the jumping box and startle off to the leave. Run to the bequeath, swing on the r-2 and into the window and press the button in that room. That will open the door that allows the submarine to proceed .
The body of water is n’t high adequate to let the submarine communicate through. Use the charge ability, and it will leap out of the water and through the doorway. Explore the raw water area and find a door with a wooden plank on it on the right. Burst through it .
Before you proceed through the adjacent doorway, at the bottomland of the water, there ‘s a crate that you can push with the submarine boost. Push it out of the way to proceed to another strange generator. Jump out of the substitute and climb the ladder on the impart. Jump into the mind dominance device and lead the husk into the urine. Line it up with the other mind control device that is excessively high to reach. Jump back into the submarine and use the bomber boost to launch the husk into the early mind see device. now head back up the ladder to the master mind dominance device to control the second gear husk in the background. now you can destroy the generator. Head back to the original room .
The following subaqueous board has a closed door on the right and an subaqueous button in the middle. Take the substitute to the right of the submerged debris. Jump out and swim exit to where the button is. Swim down to the button and activate it to lower the water. then head back to the submarine. Do the boost tactic to get inside the door that is barely outside of the body of water. Burst through the door that is in the adjacent room.
immediately you ‘re in another submerged room with a long-haired animal. Stay away from it. If it touches the substitute, you ‘re dead. Shining the light on it will keep it away. Think of it like a Big Boo from Super Mario World. spirit at it from time to time to keep it away. Head into the next room while keeping the creature at true laurel. There ‘s a wooden ceiling that looks like it can be broken. Do n’t smash it so far ! The affect will short out your ignite, and the creature will get you. There ‘s another piece of wood above the door that separates the two rooms. With the animal on the leave side of the wall and your submarine on the right, boost into the wood and it will drop a door trapping the creature inside the leftover room. now you ‘re dependable to burst through the wooden ceiling. head to the right, jump out of the substitute, climb the hill and open the wood door at the end of the way .
The Platform Puzzle
Walk ahead until you see a lever that you can pull. This activates the power in this area and reveals a new puzzle. There ‘s a chaff standing on a platform with the number 19 above it. It looks like you have to find 18 other bodies to stand on that platform with it. now that the exponent is back on, take the elevator you passed to the lower floor. Run to the right to find a turn crank. Crank it clockwise to lower the platform, allowing you to jump off to the veracious. Pass the several husks standing about and jump into the water. Swim down and to the correctly, but remember to come up for vent every once and awhile. It seems like a hanker swim, but you can make it. Jump out and climb the hill. Jump on the ropes hanging above and swing across to the leftover. Keep running leave until you get to the mind control device. It will break, and you ‘ll fall, but the mind control device stays attached and running ! What a bonus ! now you can control the husks .
Lead the husks under the ladder that is excessively high to reach. They ‘ll throw you up to it. Walk left to the turn crank and lower the platform so the husks can join you. Do n’t take them up the elevator precisely yet. Keep head left past the elevator. You can move the big bottom on the tracks with the avail of your chaff army. Drag it under the hole in the ceiling. then take them under the range to the right of the bottom and have them plunge you up to it. Run left and decrease through the hole in the ceiling onto the bottom. The husks will then push you to the leave and into the adjacent area .
Check it out. One of those boxes that you can pull will launch you to something higher. The lone problem is, it does n’t launch you high enough. Pushing the cinder obstruct onto the device weighs it down. So you have to activate it, jump off and push the cinder engine block under it. now jump back on the device, activate it and jump off to the right to reveal three more husks. Your numbers are growing. Lead them back to the early group of husks and up the elevator .
Stepping onto the number platform is n’t quite enough. You hush need 9 more. Take your husk friends all the means to the leave to open a gate. There ‘s room with a lever on a platform and some more husks in a mine handcart in the background. Stand near the edge and jump into the arms of your husks. They ‘ll throw you across the opening and onto the chopine with the pry. Pull the lever to strengthen your army. unfortunately, the haul ca n’t make it to the platform above it. You have to pull the lever once for the cart to gain momentum, and then pull the lever back to it raises the cart path high adequate for the handcart to reach the platform. Do it correctly, and you ‘ve equitable added a few more bodies to your army .
good four more to go. nowadays take the elevator to the top floor. To the bequeath, push the cage with the husks in it off the edge. Do n’t worry, they ‘ll be ticket. now head to the correct. There ‘s one lifeless husk on the prime that is n’t reacting to your beware command device. The platform that requires the 20 bodies did n’t say they had to be animated. Drag the body to the left and throw it off the edge to the platform below .
Take your husks back devour to the in-between deck, pick up your three husks to the left that were in the cage you pushed off and head back to the chief platform that requires the 20 bodies. Drag the dead chaff onto the platform .
Shockwaves
The door will open immediately that 20 bodies are on the platform. The other side of that door is a dangerous place. A huge shockwave will demolish you if you get caught in it. Take cover behind walls to avoid it. It ‘s on a timer, so fourth dimension your runs cautiously. Halfway through the walk, there ‘s a lever. Pull it to give you some extra top. equally soon as the shockwave hits, pull the pry again and run to the adjacent cover .
once you ‘ve made it across the walk, you ‘ll come to another lever and a ladder. The pry activates a spin device that acts as screen. Do n’t try to activate the device and then stop it so that the covering is stationary. You need to keep it moving and time your climb so that you are covered during the shockwaves. The shockwave should hit a soon as you make contact with the ladder. Make indisputable the moving cover keeps you safe. then you should be able to make it to the top of the ladder before the adjacent shockwave. Once that shockwave hits, jump down and the moving cover should protect you from one more shockwave. After you successfully make it past the moving cover, there ‘s another box that launches you up. As soon a shockwave hits, start up the establish box. Jump back off to take cover before the future shockwave hits, and then jump on it and ride it up. Jump off and to the right to proceed .
Pull the lever in the adjacent room that will open the shutters. That means the shockwaves can get you again. Take binding behind the door on rails and drag it to the mighty while staying behind it. When it hits the end of its track, there ‘s a automatic arm rotate clockwise. A shockwave will hit when the arm is at the top and again when the arm is at the bottom. Jump precisely after the shockwave hits when the arm is at the acme. then take cover when the shockwave hits after the sleeve reaches the bottom. then you have to slide down a long mound. Be careful how you time this. It ‘s long enough that a shockwave can hit you midway through your skid. There ‘s cover barely at the acme of the slide. Jump just before the shockwave hits so it hits when you ‘re sliding behind the cover charge. then slide devour to the bottom safely .
You made it past the shockwave part, so that ‘s a relief. Head into the elevator and iron B to activate it. Oh no ! A shockwave hits as you ‘re descending, and it destroys the elevator. press B to lift the gate of the elevator and swim improving and to the right. Do it quickly so you do n’t drown .
Underwater Lab
In this board, there ‘s a plunge box, a lasso and a lever. Step onto the box that launches you up, and then jump to the rope on the left. Swing to the lever. The pry opens the door, but the doorway shuts vitamin a soon as you let go of the pry. Open the doorway completely, and then swing from the r-2 to the close door. You can make it before it shuts .
immediately there are two launch boxes, plus a button above you to the correct. You have to time the leave box so it ‘s in the air when you hit the push button. Activate the right box first and run to the leave box to activate that one. Run back to the right box, ride it up and jumpstart to the push button. Wait until the left box launches and then hit the push button. now the leave box is on a platform that can take you even higher. Ride that one up to the top and then jump to the right .
Drop through the trap in the floor to come face-to-face with one of the submerged creatures. Swim as fast as you can to the right. There ‘s a rope near the open. Grab it to avoid death. Swing to the right and back into the water. There ‘s another r-2 to the right. Swing far enough to grab the next lasso and avoid the creature. Climb the rope to the chopine above and climb the run to the leave. Run right and jump off the chopine rear into the body of water. now you ‘re far adequate away from the creature to swim through the door on the properly and to the next platform .
Keep swim to the right and do n’t stop. The animal will be after you. Stop when you reach the platform with the hang chain. Climb the chain and activate the button. That will move the chain to the leave and second again. As the chain moves left, inch gloomy close to the buttocks. Dipping your toe in the urine will attract the animal. At its leftmost touch, dip into the urine to get the creature away from you. then climb back up as the chain takes you back to the platform. Jump back into the water on the proper and cursorily swim down and to the justly. Hit the button along the way, which closes the door in front of you. Swim through before the creature gets you and head back up for vent .
Cross the rickety platforms. Swing across the lasso to the adjacent rickety platform and head into the build up. Open the doorway that will drop you into more water, and quickly swim to the right to avoid death by subaqueous animal. Walk across the platform, and open the hatch on the right end. This will put you back into the water and back into risk. Swim down to the button to open the door and swim immediately back up. Trying to swim into the open doorway will kill you. Once you ‘re binding on the platform, run back to the left and leap out into the body of water. This will bring the creature back to the left side. Once the animal is there, jump out of the water and second to the right side. Hit the button again on the way. This will shut the door butl give you enough meter to swim through .
Climb the chain in the adjacent board merely to fall down and be taken to the bed of the water by a creature. As it turns out, you ‘re not absolutely. now you can breathe submerged, so that ‘s a asset. Swim up and to the right to proceed. After you pass through a burrow of several rooms, hug the wall on the impart and swim down to find a door. Pull the lever and then open the door at its top to find another hidden generator .
Head back out to the original room and through the hole on the right wall. The room has fans that will try to push you back to the hole. Swim to the top of the burrow and hold onto the poles there to fight the current. The second perch will open a new burrow. Once the fans stop, swim through the new opening .
Back to the Surface
Great, the spotlights are bet on. Stay under the platform to avoid spotlight death. There ‘s a hired hand crank to the right of the platform. Wait until the limelight is headed right field, and then run to the hand crank to turn it clockwise. This will move the platform to the right. You ‘ll need to get it all the manner on the right side. Turn it a few spins for the first undertake, then run back to the chopine to safety. then turn it a few more times, which should bring the platform directly above the hired hand crank. Get it over to the right side after that where and use the ladder to reach it .
Run forward and off the platform into the open below to fall into the urine. There ‘s nothing to see in the water, so climb out and head right. You ‘ll reach a large room with a bunch of wires heading up. Head through the hole in the floor and run left. Jump in the water and open the submerged hatch on the left wall. This leads binding into the water room that you just fell into .
Head back around and fall through the like hole that takes you below the boastfully room. pass to the right. There ‘s a launch box all the way to the right field and a button right future to it. You need to launch the box and then hit the button when it ‘s in midair. A platform will spring out, knocking the box off its track and fix to be moved about freely .
Drag the box near the ladder to the left. position it on the righthand angled floor that will send it to the top of the run. Activate it to send it flying. Once it ‘s at the top, drag it into the possibility in the ceiling and send it to the bombastic room above. Be indisputable to hit the release when it ‘s at its flower to keep it up there. now head left and swim back around into the large board .
nowadays that the launch box is in the room where you need it to be, drag it under the existing launching box that ‘s already there. Do this by activating the beginning one, and then dragging the other underneath it before it falls. The fun begins once both boxes are stacked. Activate the top one, jump off, activate the bottom one while the peak one is airborne, then jump back to the lead box before the buttocks one launches. then activate the top one to launch you even higher. This will take you into the suspend water above .
You need to remove the two cylinders above. Remove the right and the impart ones to open the large hatch at the top. once you reach the clear, head out of the water and to the good .
immediately you ‘re in another big open room. Run all the way to the leave to find a box. You ‘ll need that. Drag it to the right and hide behind it when the doors in the background open. This will hide you from the people who come through the door. Proceed to the board on the correct .
You ‘re in a room with a box, two high platforms and a pry between those platforms that controls water. A door closes on the right side of the room when the water is toss off. The goal is to reach the right side of the room while the body of water is up high gear adequate for the door to be afford. fortunately, you can move the box even when the it ‘s floating in the water. Get the box in the water and above the left platform. Raise the body of water high enough so the box falls onto the platform. then bring the body of water down, but not far enough so that the door closes. You want to be able to jump off the box, into the water above you and swim across the opening to the open door .
In the future room, there are more bodies floating approximately attached to strange boxes. There ‘s a proletarian working on one of the boxes below, so wait until he leaves to head down. Throw the substitution on the leave the lower the water. The bodies that were once floating lifelessly will fall to the deck and start following you. Once they all fall, have them throw you to the same switch over to lower the water. Have them follow you to the next room. Have them throw you again from the high platform into the frown water. Swim over to the right side of the room. Position yourself so you are above the red button and the people are below it. Drop out of the water and press the button on the room down. The people will cushion your fall .
Run to the correctly and they will all follow. Have them throw you across when you reach the bombastic gap in the floor. They will all fall into the gap, but they ‘ll be OK. Jump into the gap once they ‘ve all fallen, so you can fall. Have them toss you into what looks like a vent. then head into the elevator and compress the clitoris. The people are on the roof of the elevator above you .
once the elevator is at the top, run left. The people will follow above you and will fall off the ledge down to your grade. Lead them back to the elevator to take them to the bottom shock. Run right so the group can help you open the big door. Have the people throw you to the high ledge and region ways with them .
The Observatory
now we ‘re into a pretty creepy area. There ‘s a glass case with a automaton or person inside scantily moving, a bunch of vacate chairs and a draw of workers looking through a unlike glass window. Grab the cart on wheels to jump the run that is merely off the establish. Climb it and jump to the light above you. Climb that and the pipe that it leads to the clear. Keep running forward to find more people crowded around the like chamber. Run past them and through the hatch on the ground. finally, jump down to the motorized arm. Jump into the cockpit and take it down and to the right. Jump out of it and onto the ladder .
You ‘ll run across a pipe and into a big pool. Jump into the pond and release the two handles on the ceiling of the subaqueous device. then climb out of the water to the platform in the center field of the pool. Flip the power switch to stop the water from spinning. now you can reach the bottom of the pond. Pull the last lever at the bottom of the pond. You ‘ll find that it opens a door, but the door closes excessively promptly. Climb out of the body of water back onto the platform and flip the switch again. a soon as the trade flips, headway back down to the bottomland to pull the lever. The current will push you up and into the open hole .
once you ‘re in the observe chamber, startle to pull the plugs on the monstrosity in the center. You ‘ll finally be absorbed and become a function of it. When that happens, pull the large fireplug on the left wall which will break the chamber .
Barrel your way through the agency, terrorizing everyone there. Pull the gate off the wall when person tries to stop you. When you crash down through another observant chamber, grab the large tour box on the left wall and drag it to the right so you can reach higher crunch. Grab the perch and hit the button on the ceiling to open the door. Use that lapp pole to press the switch over on the ground to activate the ski tow to bring you to the high ledge.
Hug the left wall and wait for the worker to open it for you. Fall down the hatch that the future worker opens for you. Grab the box at the buttocks and throw it at the candid think up on the ceiling to the left. This will open the door in presence of you. You are n’t done with that box. Grab it and take it to the incinerator to light it on open fire. But this place think of everything. Sprinklers will activate to extinguish the box. Take it back to the incinerator to relight it. then throw the flame box over the two sprinkler poles to bring it back to the chamber above that has the flammable symbol on it. Toss the flame box inside .
In the future board, drag the big dumpster under the crane. Climb onto the dumpster and grab the grus. Swing from it back and forth until you have enough momentum to make a hole in the wall under where the people are standing. The future room has a launching box. Toss the box up to the people. They ‘ll activate it for you. Once it ‘s activated, throw it up and its mechanism will send it higher to hit the push button. The button opens the door in front man of you. Head through the door angstrom soon as it ‘s open. It wo n’t stay capable for hanker .
There ‘s a hang box in the following room with a whole bunch of people in the background. once you grab the box, a trap door will open. They try to trap you in a submerged room. Start pulling off the side panels. The lower right rampart has a grate behind it. Rip it open and swim to the surface. Burst through the rampart on the right to reach the ending .