What happens if you go to the fence in slender




















These do not count. Play on easy, and just run through the parts as quickly as you can. In the first level, follow the road down until it starts to curve left, you want to go right off the road along the fence and rocks and you'll see the house. Go inside and keep checking through the first floor rooms until you have the flashlight. Then head up stairs and search those rooms for keys. Once you have them, run to the end of the hall and go in the door on the left that was previously locked.

Grab the paper in front of you on the desk, then go outside and through the now open gate behind the house. On your left is a fence with a break in it, go through the break and to the left. You will go down hill, then up hill along a path. There will be a generator in front of you after you go up the hill. Beyond the generator is a small bridge that you can cross over the water. Once you cross it, follow the path to the right. Ignore the house and you will see another generator. Turn right and go up that hill to go in a building.

Follow through the rooms until you see writing on the wall over a note. Grab the note to end the level. Second level requires you to pick up 8 notes, but on easy you only need 5 some say 4, but 5 is a sure thing.

Go outside the door you start off facing. What you see will be different depending on what it spawns for you. Either way just keep running straight up a hill and through a break in a fence. Once you go through the fence, turn right and follow that way until you see an object could be an outhouse, car, boat, anything.

Grab the paper if there is one and move on in the same direction, going slightly more towards the left and downhill. In a few seconds you'll see another object. All of the objects are on a pathway. Then continue downhill and to the right towards a large tower. Grab that one, then head back towards where you came still going counter clock wise.

At the end of the corn field from the tower you will see another object. Grab that one, and follow the road to what should be a building. Go in the building and look through the rooms to find the next paper. Go back out of the building, and still follow the counter clockwise circle along the road until you get to the next object. If you are at 5 papers now, just run in to Slenderman to end it. If not, continue on until you get the next one over a hill and by the water.

Third level you spawn in a field outside of a mine. You spawn either on the left or right side of a road, just keep the rocks and mountains behind you and you will find the road and mine in about 30 seconds of running. Make sure to not use up your stamina fast, since you will need it to run away if she is in view if in some circumstance that you can't use your flashlight in time.

To lose Kate without having to run away, find a dark corner, turn off your flashlight and sit in the shadows until you wait for her to make her wierd noises and passes you unaware.

Map images from the guide "Into the Abyss and how to get out alive " by Av Westvargr. You start off at the top of the elevator and find a hallway to the outside.

As you go down the path you can see the radio tower higher up your destination from where you are and you see from the edge of the path a forest below and mountains in the distance. One of them shows the disapearance of Kate in the Escape level and another shows the disapearance of C. If you stick to the path on the edge of the cliff, you will come across a teddybear lying against a tree. Clicking on it will unlock and start the Memories level. Innocence In this flashback level you are put in the eyes of Charlie Matheson when he was abducted by Slenderman.

The level starts out facing a teddy-bear which assumingly is owned by Charlie and beach toys on a beach. In the distance you can hear the voices of Charlie's parents calling him, urging you to find the source. As you walk down the shore of the beach, you notice a toy train lying in the sand that's followed by other similar toy trains until you come across the edge of the woods. Grasp The lighting starts to turn a darkish blue green and a light fog fills the scene as you enter the forest which has no exit but only an enterance.

The voices of Charlie's parents start to get more urgent as they realize that they cannot find their son. Charlie also cries out for his parents as Slenderman's notorious tenticles creep out from nowhere and strangle screaming Charlie into darkness. Although this level is very short and no jump scares are to be found, the atmosphere and the screaming for his parents make it a very creepy level. In this level you play as Kate drawing on her bed with a storm outside of her house. After a few seconds she picks up the camera and gets off the bed and whispers "He's here".

The goal is to close 8 windows and doors before Slenderman appears. Wheither you closed all the windows or not doesn't matter because either way Slenderman will appear. The new objective is to go to your room and hide, but when you enter your room he appears behind you, causing you to jump into the window, shattering the glass and falling to the ground below.

You have now completed the level which will bring you back to the Flashback level. The Investigation Homestead is the one of longest levels in the game and is a flashblack level like Memories but instead is in the eyes of C.

The game starts out in front of what is presumed C. There are two pathways you can choose. You can either go straight through the shed and go straight to the rest of the level or you can start with the abandoned house which has some collectables and notes to collect. When you enter the house you will notice that the inside is very dark and that there is a deep humming sound in the background.

Before you enter the bathroom there is a note lying on a table which talks about a cellar and hide and seek. Besides the page and more darkness there isn't anything else to find in the house. When you enter the tool shed, you will notice that the exit is blocked by crates in some sort of elevator mechanism.

To raise the crates, go up the stairs in the other room and click on the turning handle above your head on the second floor to raise the crates. This video I recorded shows me raising the crates. There is also a drawing of slenderman in front of a fire and Charlie's name on a piece of paper. Outside of the enterance to the barn is a Silo Generator which powers the lights inside of the barn.

To turn the lights on you will need to find fuel to get the generator working. To the left of the generator is a small shed that leads to the other side of the fence into a corn field. When you reach the fork in the path, take the left path which leads to the previously mentioned cellar which contains the fuel that you need to power the generator The path to the right takes you to a locked gate.

Charlie's Cellar When you go down into the dark cellar Yes you have to go in there the lighting gets SUPER dark except for lights that go off for a few seconds and come back on and then go back off again for a few seconds and so on.

When you go down the hallways you will see in the distance when the lights turn back on Charlie standing motionless in your direction, but goes away when the lights turn off an on again. It is impossible or from my experience to be killed be Charlie in the basement even if you run toward him. When you try to go back out into the hallway in one of the rooms in the cellar you will see Charlie run past but won't try to kill you.

When you get the fuel and leave the cellar's exit, you notice that the sun has gone down. When you go back into the corn field run toward the shed that leads to the silo and barn immediately or else Charlie will catch you. The Silo Go back to the generator and activate it using the canister that you collected in the cellar to turn on the lights inside of the barn. After getting the collectables in the barn go to the remains of a burned down house where you will find the gate key.

The Chase When you open the gate at the end of the right pathway in the cornfield , you will come across a small church. When you enter the door shuts behind you and Slenderman will appear for a second, but then as soon as he comes he teliports away. In front of the pews you will find several red toy trains and a doll on the ground. When you pick up the doll Charlie bursts in through the door to the right of you and runs toward you To get away run back down between the pews, head into the room on the right, go down the hallway and then jump down the stage to make a loop around him to escape.

When you get to the end of the path you will find the back enterance to the abandoned house at the beginning of the level. When you head upstairs you will find a ransacked room with 4 collectables and writings on the walls.

When you fall down through the "dropdown attic door" you will find Charlie behind you, giving you a 2 second headstart. To try to get away, run outside of the house to the car. But as you're about to leave the enterance to the house you drop your camera which shows Charlie running past after C. Static suddenly appears on your screen and the level has ended. When you exit the building, you continue your journey climbing up the mountain, closer to reaching the Radio Tower.

You then come across a small mine with a couple of pages and writing on the walls. The Forest Fire When you exit the cave you find a forest fire that was caused by unexplained reason. The goal is to run to the top of the hill while avoiding being burned and Slenderman who now tries to grab you with his tentacles.

Destination When you enter the radio tower, the door behind you shuts closed, leaving you with your flashlight. The current goal is to find the key to the door across from the entrance in the of the rooms on either side.

When you open the door and continue down the dark hallway only illuminated by some bonfires, your flashlight finally runs out of battery. As you go down the hallway, blue images appear on the screen, like the ones that you see when you disturb Charlie in the prologue. Trapped When you get down to the end of the hallway, you find a burnt corpse of C. Nearby is a video camera that plays disturbing sounds and voices when you click on it.

When it's finished it gets really all of a sudden. After a few seconds the light at the other side of the hallway dies, and Charlie attacks out of the shadows a few seconds later, leading to a black screen. The End After the blackout, you appear in a basement with a flickering lamp above with pages on either side, made into rooms by bars maybe they were jail cells? The game centers around an unknown character being chased by the Slender Man in the woods while seeking eight pages scattered about various landmarks.

The game was created by Mark J. Hadley as an experiment. The experiment proved to be a success, and Slender gained mass amounts of popularity after going viral. It can be downloaded for free from Hadley's website. A full retail version of the game with better graphics, more levels, and a storyline entitled Slender: The Arrival was soon announced and released on March 26, The story of the game is not defined or explained. Your character is stranded in the woods alone, and is stuck with no weaponry or defense.

The only item that your character has is a flashlight , which otherwise has no ability to hinder or stop the entity stalking your character.

The reason these images are posted about the forest, or why your character wants them, is not explained. Speculation is that the character is just curious about the origins of these pages, but other "theories" do exist. Such as: The player is a proxy controlled by Slender Man. The notes are placed in 8 of the 10 following locations The Page location's and the blue outlines of the map in slender the eight pages to help you beat it.

Walk into the next room with a piano, and look on a side table next to some cigars for a Flashlight. Head into the kitchen and look on the fridge for a dry erase board with some notes - Collectible 3. Also check the kitchen table for a pamphlet regarding the funeral service of a person named Beth Hayes - Collectible 4. This may be Kate's mother. Head down the hall and to the left, into the bathroom. Letter 2 can be found here, along with a creepy radio that can be turned on. Around this point it may be possible to witness Slenderman - though he will only appear outside the house.

If your camera begins to have audio and video glitches, it is a sign he is near or that you are looking at him. Avoid focusing directly at Slenderman, and move away from any windows. Head back around to the stairs and climb up to the second floor. Be sure to take note of the layout of the house and all the windows - it will become relevant in a later part of the game.

Armed with the flashlight, head left into the master bedroom, and search for a key on the bed. The key unlocks Kate's room at the other end of the hallway. Head down the hall and open the door next to the window on the left. Enter Kate's room and take in all of the creepy writings.



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