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Complete passage of Slender: The Arrival

Before I begin to describe the passage of Slender: The Arrival, I would like to say a few words about the game itself. Its genre is the so-called indie horror, and it is the continuation of the extremely famous Slender toy: The Eight Pages, which in its time caused a storm of enthusiasm among gamers. The gameplay is simple and straightforward: the player is forced to run around in dark locations in order to collect 8 leaves, in passing trying to avoid meeting with Slender - a creature that does not have a face and is more like a business suit sewn by a tailor's tailor.

Most of the action takes place in an atmosphere of oppressive darkness and horror, but this is the law of the genre. So the complete passage of Slender: The Arrival will be interesting to a greater extent to those who are not afraid of running in the forest men's jacket with unreasonably long sleeves. Begin.

Prologue

Before us is a path. We go along it, then through a fence of bricks we pass to the house, we enter into it. We open the door to the room on the right, through it we pass into the next room. In it we find a postcard on the table, on which a woman is depicted. Here we also arm ourselves with a flashlight that will literally illuminate the passage of Slender: The Arrival, because it is thanks to him that we will have the opportunity to at least see something at the locations. So remember: you can turn it on and off with the F key. In the same room, we find another door, through it we again get into another room, where we take a note from Kate from the table. We leave to the corridor, turn left, immediately on the shelf hanging on the wall we find a letter under No. 1.

We rise up the stairs, in the room on the left we find the door to the bathroom, through it we pass into the room located on the left and take the keys from the desk drawer. If they exist, we must use them. Through trial and error, we find a suitable well, open the door and go into the room where a note is on the table. There are only two words in it: "Into the forest". We leave the house. Passage of Slender: The Arrival continues, but already in another location.

goal

The task of the player, trembling with fear, is to collect 8 leaf-notes. And they can be found on various objects: as hanging in the most prominent place on the pillar or wall, and cunningly hidden inside the premises. It should be noted that these objects will be much more than notes, so you have to run. And in the course of the game, incidentally, of course, dodging Slender, you need to collect 26 collectible items (cards, posters, etc.).

Tunnel

We go straight, we go around the rock, we run into the house. Next to him is a barrel, and on it lies a collectible item. We take away, we go further. We turn off from the path to the right, enter the tunnel. However, you can not rush. Passage of the game Slender: The Arrival, by the way, so interesting that every detail is important here. So in this case. If you delay, then on the containers next to the entrance, you can find another collection item.

In the tunnel we go straight, we enter the room on the right. We select the letter. We see the passage to the neighboring tunnel, and next to it is a newspaper clipping hanging. We take her too. The new entrance is not ignored, we go further. We find the entrance to the elevator and an incomprehensible device equipped with a red light bulb. It's a generator (the first of six, by the way). We click on it. Eureka! New passes are opened. Orient on the terrain and go into the passage on the left. In the far room we find another generator. Do you think the passage of Slender: The Arrival is in full swing? No matter how it is!

It's only begining

Because it is from this moment on the scene comes Slender. Now he will frighten us, look for us, build our own machinations and do our best to make the exciting Slender: The Arrival game, the complete passage of which we begin to definitely like, ended at the most interesting place and at the most inopportune moment.

But we are not of the cowardly, and therefore boldly forward - to look for generators. There are, as we remember, four more. We go directly, from the box, which is in the right corner, take the note. We wander through the locations, find all the same devices with red light bulbs (where they are exactly searched, no Slender: The Arrival will tell you, because here everything depends on the player's behavior). We leave outside. We move straight, on the grate on the left we see a letter. On it there is a figure 9. We do not hesitate, we take away. Ahead is a cliff, along it there is a path. We descend down it, we see the entrance to the cave, boldly, but lighting the path with a trembling hand, in which the flashlight is clamped, we simply run through it. We see the entrance to the building, and to the right of it - a note on the wall. Too we take away. We go in, look for another letter, already with the number 11. And we find the TV. Deserted by civilization, click on the power button. In vain, of course. But it's too late!

Back to the past

We return to the house where it all began. But already in the role of the owner. The task: to walk through all without exception rooms, close the windows and the entrance doors. Slender: The Arrival, the passage of which we are considering, a game with a twist. In one of the rooms we will certainly have to face Slender, which is extremely undesirable, but inevitable. But if we are lucky to close all the windows before meeting him, then there is a chance of salvation. You can hide in one of the rooms, and then, after waiting dashingly, get out of there. If at least one window or door is left uncovered, our fate will not be envied. We can hide, but we can not get out. On this for us the passage of Slender: The Arrival can be considered complete. But we will be optimistic, and therefore we will continue.

Forward to the victory!

However, in order to defeat the "costume", you will have to shake pretty hard in an eerie forest. But boldly we leave the house, we run along the path to the mountain, in the course of the action we find an envelope with the number 12, we run into the cave. On the cardboard box at the entrance we find a bonus - letter No. 13, and in the depths of the cave there is a sheet of paper, dotted with letters. We leave and begin the voyage through the burning forest. The goal is the tower. Fire and Slender will do everything possible so that we do not reach it, but not on those attacked! We find it still, we go inside, in one of the rooms we find the key and open the locked door. Behind her is the girl Kate. Rather, what is left of it. The final. Fanfares. Chilling soul music. Passage of Slender: The Arrival is over.

Conclusion

With each new sheet found, Slender will become increasingly evil, smarter and more sophisticated. The main thing is to avoid meeting him with any truth or falsehood. If he can trap us and make us see ourselves, we'll have to start all over again. What would be very desirable to avoid. It looks like we just heard the final sound of fanfare ...

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