REVEIL is a psychological thriller and walking simulator with a deep plot, where you will unravel the secrets of a hero named Walter Thompson. In this guide, we will describe a detailed walkthrough of the game, tell you where to find collectibles, as well as solve all the puzzles and get the available endings.
Chapter 1
Interact with the bottle of pills and open it. Examine all available records and take the figurine on the cabinet. Insert it into the music box, then activate it with the key on the left to get the room key.
Go downstairs to Dory's room. On the left there is a machine where you need to use a coin - it lies in a box on the table.
Insert a coin into the machine, lower the screen and pull the lever. Now on the right side of the machine, find the second lever and launch it. Take the ball .
The resulting ball must be inserted into the toy on the table and brought to the marked hole. This is how you get plastic teeth. Insert them into the clown's head on the chair and click on each one. Take the giraffe-shaped key. It is he who is needed to open the girl’s album, which is on the bed.
As soon as you read all the inscriptions, a passage will appear behind the hero. Follow the path forward and listen to the monologues until you reach the circus. Immediately inspect the cash register and take the coins. To the left of this place there is the first machine, which can be turned on using coins. Score as many points as possible (the speed will constantly increase). This will give you a triangular coin - you can use it on the turnstile on the right to get through. However, first we recommend taking a break and visiting another place.
Enter the large red tent, take the bandage on the table here, as well as a pack of cigarettes from the birdcage.
There is an electrical panel to the left of where you got the cigarettes. Interact with him and activate the levers in the following sequence:
- Four.
- Seven.
- Two.
- Five.
- Three.
The prediction machine will work. Throw a coin inside, and then take a ticket. When you're ready, return to the turnstile and go inside. Having done this, go straight all the time, and in the corridor with wooden panels, pick up the clown toy.
Continue running until you autosave. Enter the white door, go to the end of the corridor and return - the previous room will change. Exit, look around and return back to the same door. If it's locked, turn around several times. Get to the locked door and turn right.
Run the toy train several times and it will lead you to the exit. Get into the elevator and run into the room with spotlights. Names will appear on the doors - enter the room marked "Dory". Next time they will contain images of masks. Select the door on the right with the image of the shattered mask.
Enter the basement - the door will close behind the main character. Turn around so that a room appears behind you. Once in a room with mirrors, examine it until you find the child. He will run away, and you will have to find a way out.
In front of the red door, turn left and move forward all the time, since there will be no forks here. Listen to the fortuneteller and enter the next door. The main character will appear in the house - turn around, go down the stairs to the street and go to the telephone booth.
Chapter 2
The protagonist will wake up in his room. The front door is locked, so you'll have to look around first. Look at the cabinet where the music box is to pick up a ticket to the circus, as well as examine the box itself. But the figurine will not be there again - go back to the bed and take it on the shelf on the right.
Open the door with the key, but this time you don't need to go to the basement. Examine the open door, behind which there is a staircase leading to the restroom on the second floor. In the bath, pick up one of the bottles of pills and open it. After a few seconds the door will open.
This will take you to a two-story room with paintings. Interact with the table under the stairs - the hero will say that something is missing here. On the second floor, find a passage to the same mirrored room, only red. There will be an enemy walking along the lower floor, so beware of him. Use the "Ctrl" key to walk in a squat without making a sound.
After going down, turn right and pick up the bowl with a brush on the table on the left side. Go back and place it on the table to get the next clue. From this moment on, the enemy will change its trajectory so that you can explore other rooms. Go down the stairs and turn left. Immediately behind the door, pick up the ear on the pillow.
Place the found item on the plate on the right, and the hero will again receive a hint. Go under the stairs and while your opponent is walking around the easel, pick up a deck of tarot cards.
Try to leave the same way you came. At this moment, the protagonist will be attacked by a woman, and he will wake up again in his room.
Interact with the music box a third time and take the key. The passage to the second floor will be blocked, so you will have to go down. Just don't go into your daughter's room, but through the door on the right. Immediately go left and examine the refrigerator - there is a key inside. A little to the right on the wall, examine the note with a phone number.
Take the main part of the hand on the table, and the hand in the cabinet. There is a broken mask on the floor just behind the table. A little to the left next to the saw you can find the torso of a mannequin.
Set the following numbers:
- Shoulder - 4;
- Brush - 1;
- Torso - 2.
The laser pointer will point to a stuffed bunny with a special symbol that is needed to open the box.
Then:
- Shoulder - 1;
- Brush - 4;
- Torso - 4.
The pointer will point to the symbol shown on the canvas.
Finally:
- Shoulder - 3;
- Brush - 5;
- Torso - 2.
The laser will point at the animal's skull. Interact with it to view the symbol.
Return to the box and enter the received symbols. So you will receive a sword.
Place the weapon on the table, unscrew the bottom of the handle and take the document . The protagonist will find himself in a train carriage. Continue moving through the carriages and inspect the compartments. In one of them you can find a cosmetic bag.
Walk forward a little more until you come across a living mannequin. As soon as you see him, run in the opposite direction. Walter will try to lock the door. There will be a missing lever in front of the door to the next car . Return to the previous one and go into the far compartment with the sign “Clown” - the lever is here. Install it and separate the cars until the mannequin grabs the hero.
In the engine room, examine the engine . Now monitor the off-scale pressure gauges and open the levers and valves near them to stabilize the pressure.
Eventually the engine will explode, and the protagonist will end up back in the house. Go down the stairs and run to where the pay phone was previously. Now he is not here, but the passage to the building on the left is open. Go through it and exit on the other side - there will be a phone booth waiting here. Go inside and immediately leave so that a door appears.
Chapter 3
You will appear next to the circus cart. On the bench on the right there is an old screwdriver, and in the cart you can find a fortune machine and press the red button. This will give you the "Death" tarot card.
Run forward towards the large circus tent, but don't rush. As soon as the hero hears Martha's memories, examine the area to the right. There will be a collection item on the ground - a toy monkey.
Go forward, but don't run towards the big tent yet. Explore the left side of the circus and pick up a collectible in a small nook. Right next to him on the bench at the table, take a strange card.
Reach the fallen tree and turn into the building on the right. This way you can overcome the obstacle, getting out from the opposite side, and also get to the main tent. In the building itself, examine the table and pick up the winch. Here, go up the stairs and immediately pick up the bolt cutter. Apply it on the cables on the left (there will be no option to select a cable, so cut one by one).
Chapter 4
When you wake up, go to the light and pick up the flashlight. Climb higher and enter the tent. On the table in front of you, take the mystical ball , which will be added to your inventory. In the same tent there is a collectible item (lighter) on the next table, and a little to the left is a crossword puzzle . When you decide to go back outside, try not to make any noise - there will be a monster nearby. Also try not to touch the bells hanging on the threads.
Find a desk outside. In the right drawer there is a collection item - a flask. From the previous location, cross the bridge over the stream and pick up the comic next to the bookshelf.
Eventually you need to go to a gas station. On the desktop next to the fan there is a car key, as well as another mystical ball.
Find another bridge over the stream. To the left of the entrance to the room is the last item for the collection. Enter the room and find the third mystical ball on the bed. Now you can return to the place where the chapter began to insert all the found balls. A building will appear in front of you - get on the trolley and complete the chapter.
Chapter 5
Watch a long cutscene, after which the protagonist will appear in his room. This time the door will be open and you won't have to look for the key. There are no collectibles or other objects of interest in the house itself, so go down to the basement and go through the nursery. So you will find yourself back in the circus. You can ignore the stand with the button - there is a blue door on the left, go there.
The hero will find himself in the two-story room that you visited earlier. Just go up to the second floor and go through the door. Next, new passages will begin to appear, and you will walk through already familiar locations. In the dead-end room, check the door that closes right in front of you, then go back and crawl through the hole in the wall. By interacting with the door you will receive the achievement.
In the next location, examine the table with two monitors and pick up the collectible. Here you can interact with the computer and open the door behind the protagonist.
There is nothing in the room to the left, so immediately head down the corridor to the right. You will see already familiar objects, and will also find yourself in a laboratory. The exit door is blocked - enter the guard's closet and open the door to the URD Department. Go to this area, examine the corpses and also interact with the computer. You can read the notes, but be sure to open the available doors.
Go out into the corridor and run through the door that opens opposite. Go through a few rooms and then look at the table on the right side - there is a collection item here (a fancy pen). Don't forget to open available doors on your computer.
Return to the corridor where another door has opened. In a large room you can examine the models, but there are no other useful items here. Run to the closet with the computer, pick up the collectible on the table and open the door. On the left there is also a key item - a memory disk. The double door in the corridor will open, so you can proceed to the exit.
When you wake up in the room, read the note on the kitchen table, then interact with the red box . Turn it so that you can remove the mechanical key. Use it to remove the side covers and take away the discs.
Insert the key into the bottom panel of the box to open it. The hero will say that there are no batteries here: one is in the ashtray to your left, and the second is in the bottom cabinet of the kitchen table.
On the control panel, arrange the sliders:
- II - opposite the circle;
- III - opposite the circle;
- IV - opposite the square;
- V - to the very bottom;
Now you have three disks that you need to place in the holes on the side of the box, and then create a company logo. Use the cardboard box with the logo on the table as a clue. Take the strange map and get out.
Get to the telephone booth. There are three symbols above the disk - this is the number you need to dial. Enter "718" and the door will open.
Go through the makeshift nightclub, where you can use the received card in the basement. Enter office No. 3 and sit at the table. After a while you will find yourself in another location.
Run along the corridor. On one of the gurneys you can pick up a collectible item . Examine the computer and to the right of it are the generator fuses. One of them is broken - you'll have to find a replacement. One worker lies on a shelf in the utility room. There is also a collectible item (cube) on the table at the entrance. Take the fuse and insert it in place of the broken one.
Interact with the computer again to restart the system. In the large hall, examine the table with the PC (here you can read the letters), and also pick up the key card.
Note: Return to the control room and take the disk from the cabinet on the wall. Previously, you also found a disc, so you will need to insert a specific disc to get a certain ending. We talked about this in more detail in the next section.
To the right of the monitor there is a sticker with a password - “verdandi” . Enter the password, select "Subject 7 - Lim Kennelly" . But first you will have to solve several puzzles in the hall.
Note: Further puzzles depend on the disk you choose. The solutions described below are correct for a disk that you might find in a cabinet on the wall.
In the first section, open the NVFS Module 02 cabinet and configure the frequencies.
In the CAP Module 03 section, extend certain rods as shown in the screenshot below.
Go to the DW WP Module 05 section and simply scroll all the controls to the center mark so that the lights next to them light up.
The next one is RBC Module 06. Here you need to turn on three sections, and then press the SET button in time so that the line stops in the highlighted area.
How to unlock all endings
- Ending 1 "Good Life Therapy". In the middle of the fifth chapter, you could find a VERD disk, which you will need to insert into the computer at the very end.
- Ending 2 "Stuck in a Dream". Use the disk that is inserted into your computer by default.
- Ending 3 "Escaped". Take the disk from the cabinet next to the computer and use it.
- Ending 4 "Killing Headaches". After finding the key card in the large hall, lie down on the nearest couch and lie there for a few minutes. A cutscene will begin, after which the game will end.
- Ending 5 "Just Get Out of Here". Once you find the key card, head to the exit door and use it. When interacting with the card reader, the hero will say a few lines, but keep clicking on him to get the ending.
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