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A note should give out a clue about a button inside a grave. It's a bit hard to see though.
Most of my beta testers managed to figure that out pretty well in fact, but you're not the first getting stuck at that.
The door in the Teleportation Room needs to be closed to use the key. It will spawn a room once used.
Most likely installed incorrectly, follow the guide and try again.
It's from the franchise Spyro - The Eternal Night, that soundtrack is the main menu.
At one the shelves, there's a piece of cloth you need to use the peroxide on. You use it to wrap yourself around the new received wound and make yourself at full health and speed again.
It's kinda too hidden behind some boxes in the Bedrock Mines. I believe there's a bug with combining the hollow needle and the copper tube, so avoid combining them. It should work anyway with those two items in the Inventory.
It's not a custom story, it's a conversion mod. Place the content inside The Fugitive 2 folder into the redist/amnesia the dark descent folder (dependent on which version of the game you have). Then launch the bat file from where you placed everything.
Shutdown? Do you mean the whole game just crash? If so, send me a private message of the error log.
Please for all that's holy finish this mod.
Appearntly, you need to destroy the machinery downstairs. It will cause steam to flow out in the blue lasers room, revealing where the blue lasers really are.
It's from the horror/action game named Dead Space 3.
That's you having an old version of Amnesia The Dark Descent. You'll need the Justine patch in order to finish this mod. Search for "Amnesia Justine" or "Amnesia 1.2" on Google and download that patch.
When that's installed, the mod should work just fine :P
So you're located in South Prison and trying to enter East?
Thanks for reporting!
The button is inside the stone stove, a tinderbox should sit right next to it pointing it out.
Don't know if that'll happen. I might be able to do some translations at a later time, but not right now.
The item description of the slides says the numbers 2, 4, 5 and 2. The note mentions there's 2 servants which represents one number of the code. The note mentions there are four main rooms in the Dungeon Halls, which represents the number 4 in the code. The order they are written in the note is your code.
There's a note in the room with the bookshelfs and the desktop. That's the clue.
There's a note that represents a clue. It mentions the number order in it if you read it carefully.
It would remove the point of the memento given and its there to give a greater sense of mystery.
That hatch is a pain in the *** and even I struggle with it. I cannot fix it, I've tried. It can be opened, but it takes some time to get it open properly. Just keep trying until it opens.
If you look carefully, there's some liquid dripping with the elevator wall. There should be an interaction area pointing it out. Use the glass jar on it.
Another one? Come on man, this is not your concept art.
It's inside the open tomb. Look carefully, it can kinda blend in.
Please clearify what you're trying to tell me. I cannot understand what you want to know.
You mean the Library? One of the shelves looks very conspicous compared to the others. There are three empty slots in that bookshelf as well. Place any fitting book in those slots.
That key is for that door that leads to an empty dark room. It's in the Teleportation Room as well. Close that door and use the key on it.
The lantern is in the Chapel in a chest under a pile of boxes.
There are orbs spawning on the map in different locations. If there aren't any orbs around, let a worm from the roof kill you and will definitely respawn.
You're meant to lose everything. You find the lantern again in another map.