Anime Wallpaper We Shall Meet In The Place Where There Is No Sadness

Anime Wallpaper We Shall Meet In The Place Where There Is No Sadness

Complete walkthrough through the game.

Chapter 1 – The Valves

You wake upward in a small house in the eye of nowhere. Go out of your room and find your friend.

Our first mission is to find 5 valves to open up all doors around the house. Then lets go!

First Valve

Second Valve

Third Valve

Fourth Valve

Fifth Valve

Affiliate one – The Bespeak

At present continue pinnacle of the business firm and you can observe a signal transmitter. Thats the same that you can detect inside the house. So ane of you stay on top, the other go down in the house.

The player on the roof must select the frequency at which a line of a dissimilar color will be displayed on the screen. There are merely ii buttons for this. Choose a wave on which there will be another line and tell the second player beneath how it looks and how much it needs to exist changed.

The player below will accept iv buttons. "Upward" and "Down" are responsible for the height of the moving ridge. And "Left" and "Right" for its width. With these buttons, he must build that wave, which the player on tiptop of it is shown in a different color.

Two players demand to match only 4 waves. 3 will be musical, and the latter is merely with a voice transmitting coordinates. Afterwards that, both players go to the room with the slap-up map on the wall.

Chapter 1 – The Map

When you stand in front of the big map, think of the radio letters you hear the whole time in the house.

  • Charlie 753
  • Beta 754
  • Delta 195
  • Echo 469
  • Beta 481
  • Charlie 447

You lot can encounter in front of the map two levers that are responsible for the coordinates. One lever per player. Holding the lever you lot brand the slider, which is located in the lower left corner of the map, move. You lot need to extend this slider to the three places marked with a circle (yous have non marked them nevertheless).

When the slider reaches 1 mark, information technology once more moves to the beginning. If yous marker an unnecessary identify, you lot will hear a characteristic signal of failure and all marks will disappear.
If one player turns the camera abroad from the lever, the slider volition return to the beginning.

Chapter one – Snowmobil

Its time to starting your vehicle!

The start player must become to the tank near the automobile, and the 2d to run to the other two tanks, which are exterior the house (you opend that door with valve number iv).

Both of y'all must reach number 6 at the maschine in the garage.

Inside you have the following numbers

  • -8
  • -4
  • -iv

Outside on the leavers you can pull the following numbers

  • 8
  • 5
  • 5
  • viii
  • 7
  • iv

The histrion on the street should pull the lever with the number 7 on both tanks. And the player nearly the car pulls the lever with the number 8.

Chapter 2 – The Wall

You see at present an one-time, broken mine with a lot of wodden elevators.

The special thing about it is, that they are paired on both sides and their feature is that lifting one elevator on the left side, yous lower the other on the right side.

Go on the following steps to pass this puzzle:

  • Two players kickoff approach two elevators (diamond mark) and turn in. These elevators are needed to introduce players to the rule of the puzzle.
  • Side by side, the player on the right steps onto the elevator with the dynamite mark. The role player on the left side enters the dynamite elevator from his side and goes down 2 times, lifting the aforementioned elevator on the right.
  • The player on the right goes along the roof of the elevator further on and turns left to this elevator and takes him upwardly 1 time. He leaves information technology and goes back to the elevator with dynamite.
  • The player on the left lifts the elevator with dynamite, lowering the right. The histrion on the right goes into the lift with the mine machine mark and rises to the very meridian. It goes along the roof of the elevator with pickaxeto the next elevator with the dinosaur skull. Lowers it 1 time. Side by side, the actor on the right returns to the elevator with a pickaxe, lowers it i time and returns to the elevator with a dinosaur skull.
  • The player on the left side goes to the elevator with the mark and rises to the very top and through the roof of the elevator with the pickaxe goes to the lift with the dinosaur skull.

Both players take turns going up to the cave passages and notice two levers. They must be simultaneously held to open the gate to the cave and go to the next affiliate.

Chapter 3 – Frozen Tracks

You lot're trappend in a cave now!

You see a lot of levers to open unlike gates. Each leaver open merely gates with the same color.

To escape, do the following steps with your friend.

To go on it simple, let's call both players P1 and P2

  • P1 goes into the passage to the left, and P2 closes information technology by pulling the red lever on the correct. P1 goes to the blue lever.

  • P1 pulls the lever and steps on the platform about the starting time gate for its part. P2 do the same with its own. Both make a general counterclockwise rotation.
  • P1 goes down the corridor to the right to the adjacent platform through the blue gate (P2 is nevertheless at the lever and can turn information technology) turns the platform counterclockwise passing to the yellow lever and actuate.

  • P1 goes back along the same path, asking P2 to pull the blue lever.
  • P1 goes into the passage to the left, and P2 closes information technology by pulling the blood-red lever on the right. P1 goes to the blueish lever.
  • P1 goes into the passage to the left, and P2 closes it by pulling the red lever on the right. P1 goes to the blue lever.
  • P1 goes into the passage to the left, and N2 closes it by pulling the red lever on the right. P1 goes to the blue lever.

Chapter iv – Misty Valley

Finally costless, but the adjacent puzzle is not far away.

The just matter you see is a big abyss and the start of a bridge. In this puzzle, 1 of the players builds a bridge through the mechanism in the cavern, and the other steps on it.

Go on the right way and you can enter a small, dark cave. Having entered the cavern,actuate the lever on the left in social club for the mechanism to work. After that, clicks on the machinery itself.

The bridge is built with the correct arrangement of characters one after another. The aforementioned symbols are on every part of the bridge. First, the player in the cave must line up the signs and then that a line can be drawn through them.

Star (centre) -> Sunday -> Moon -> Jupiter -> Stars -> Universe

The player on the span goes on it successively stepping on each sign.

Keep in mind that later the part with the Stars, the bridge is divided into ii parts. The histrion on the span must go to the left to the part with the Universe and stand there until the actor in the cave rebuilds the bridge.

The histrion must now mentally describe a line starting from the universe.

Universe -> Stars -> Comet -> Eclipse -> Moon -> Sun

The player starts from the Universe to become to the Stars and turns to the function of the bridge with the Comet. If the player in the cave correctly placed the characters, so the player on the bridge will not have difficulty passing the bridge to the end.

Watch out, if yous break the line past moving the symbol aside,the span will lower and the player will autumn on information technology!

Affiliate v – Two Paths

Each thespian start in unlike locations, each of which has the prototype of a chessboard. They are combined.

One of the player can put spheres with elements on the baord and the second can depict lines between them.

On the left and correct side of the wall you will find a note with combinations to solve the riddle.

To solve it, you need to do as shown in the screenshot.

Chapter 6 – Strange Encounters

To go further, one of you needs to have a candle from the tabular array and get down. At that place will be a riddle with electric wires.

One player will have a round plate and settings marked with colored lines on the wall. The second actor will accept poles there that are wired. In the heart is a table with a lever that supplies electricity and capsules with the same colored lines every bit the second player.

They must be inserted into the post in the correct order.

The player with the pillars needs to place the capsules from the entrance to the cease and then that the sequence is the aforementioned as the 2d role player on the plate.

Starting with bluish blue.

  • blue blue
  • carmine blue
  • 1 yellow
  • yellow dark-green
  • 1 blue
  • red green

Be care, this riddle is express in time. The longer you make up one's mind, the lower the big ball in the colonnade room falls. When it touches the water, the player in this room volition die and the riddle will take to be started new.

Affiliate 7 – Overgrown

Outset, for both rooms, await arround and collect four pieces of pipe. These are necessary to the installation because information technology volition exist necessary to transmit flames of a sure colour. The task is to arrange the pipes and so that there are no leaks in whatsoever of the rooms.

It is as well necessary to fill iii tanks with dark-green, orange and imperial flames. While in one of the rooms there is a lever for supplying a scarlet flame, and in the other two levers for yellowish and blue.

Begin with what color yous like.

Light-green

To do this, pull the yellow and blue levers and arrange three slots in two rooms of the piping. Slots tin be rotated, and pipes can be changed among themselves. This volition be needed in the future.

The symbols beneath betoken the types of pipes and their location in the slots.

  • Single lever room: ┫┛━
  • Room with two levers: ━ ┓┣

Orange

We turn off the bluish lever in one room, and plough on the blood-red in the other room. After that, we change the pipes in the slots.

  • Single lever room: ┓10 ━ (ten = no pipe)
  • A room with two levers: x┏ ━ (x = no pipe)

Regal

Turn off the yellow lever and turn on the blue. We alter the pipes.

  • Unmarried lever room: ┻ ┛━
  • Room with ii levers: ━ ┓┏

Chapter 7 – The Fountain

The thespian of the two-lever room must get to the empty fountain and become down the stairs to plough the valve, which will launch the puzzle. It is limited in fourth dimension and should be prepared for it.

If y'all activate the valve, water flows in and the stairs on the side turn.

Tip: If you can non encounter well because of the h2o level, hop! That tin help for a brusque time.

The player in the fountain needs to gradually climb the stairs, which the second player will rotate in parts in his room through a special mechanism (First screen).

Each of the stairs refers to a specific symbol.

These symbols are also indicated on the ceiling above the fountain. This is a symbol of the Comet.

As a result, we have the following arrangement on the mechanism:

  • Tiptop Left → Jupiter
  • Left → Stars
  • Upper Right → Sun
  • Bottom Left → Big Star
  • Correct → Moon

It is in this sequence that they will need to be rotated. This is done past laying a line of gears from the center to the desired ladder. If this line touches the scarlet gears, the line will non rotate the ladder.

Listen to the second player, he will talk when it will exist necessary to rotate the ladder, and when it will be necessary to stop.

There are fixed tiers between tiers with symbols, they must exist reached on the stairs of the marked tier. The terminal tier volition need to be tightened earlier exiting the reservoir.

Affiliate vii – Poisons

On the right of the room you lot stand in a erstwhile greenhouse. So its time to brew a few potions!

In one room with a reservoir in that location are three taps with fluids of three colors: dark-green, orange and regal. There is also a small garden where you demand to grow fruits, seed numberless and scoops are scattered throughout the garden. Yous must take the necessary seeds and plant them on the bed and watered it with the correct liquid.

Here are the recipes from some other player's room:

In the other room can you find all the equipment. One device with two slots and the other with three. We need a dual-slot. Based on recipes, combine the ingredients here.

The rooms of two players are continued past rail with trolleys. They are needed to transfer resources for potions to each other. One puts objects in a trolley and presses a lever. Some other picks upwardly these items and uses them for their intended purpose.

Yous need to mash the following poisons to create one, deadly poison to defeat the carnivorous found.

Having received all three potions, they need to be folded into another device with iii slots. Afterwards receiving the black potion, yous need to make full information technology in the sprayer, which lies on the tabular array next to the recipes in the same room in which you lot received the potion. The device must exist transferred to another player, and he, in turn, must spray them on a huge establish that stores a second stone. The stone must be taken.

Chapter 8 – Hidden Answers

In this chapter, yous both find yourself in rooms that are similar to each other, simply in that location are significant differences. The goal is to find six books hidden throughout the room. All these books have a big letter on the front, so y'all can observe them maybe a litte chip easier.

The order in which the books must be plant does not matter!

Book #ane

At first, one player can find 4 objects in his room to collect. These four objects are:

  • sand clock
  • globe
  • cube

You can not practice anything with these objects except to place them seemingly randomly in the room.

Your partner have likewise this items in his room. Place all 4 at the same position as in the other room. Afterward that, a box volition open on the second floor of both rooms in the corner. Both players must take a volume from there.

Book #2

One of you can collect paintings that draw strange animals. The second player must explain where they are located. The first thespian must place the collected pictures in the indicated places.

One of the paintings does not contain an animate being, just a human being (the portrait differs from that in the other room). Put it in place to the left of the door.

Subsequently completing the task, one flick on the stairs volition open. In that location will be a book.

Book #3

In addition to 6 "strange" animal paintings, there are also 3 paintings with floral ornaments. Each motion-picture show is divided into iv squares, which the second player tin can rotate. Squares should be set so that the drawings in all three paintings coincide with the image of the same paintings in another room.

After that, the moving picture to the left of the clock volition open. There will be a book.

Book #iv

In the middle of the rooms there is a candle holder. Only one player can lite candles. The second player should tell what candles they have on.

After that, the box with the book nether the candle holder volition open.

Book #5

On the pedestal well-nigh the stairs there is a spherical regal device, it glows when the first player approaches certain crystals. At that place are five of information technology in the room and you lot need to light them all.

If the first player approaches the crystal, and the second ball flashes quickly, it means that it must be activated. If you activate the wrong crystal, and then all others volition be canceled.

After execution, a box with a book will open under the ball.

Book #6

The get-go player has divisions to the correct of the clock, and the 2d has switches in the same place. They are responsible for the sound of the clock, the beat frequency and the sound of the cuckoo.

The start player must explain this to the second histrion, and he must adjusts the parameters of his watch to the clock of the first role player, and and then clicks on the button below.

Later execution, a door with a book volition open under the clock.

At present you've collect all half dozen Books. Go down in the corner to the left of the fireplace. You lot must set in your book at present in the right order. Remember the pic adjacent to the entrance door.

A histrion with a picture of a bearded man looking to the left should make upwardly the word ESPIAN.

A player with a picture of a human looking to the right – NEPIAS.

Chapter 9 – The Soulstone

Both players together must create a 3rd stone. 1 player has a board with a table (screen below), on which you need to create a stone, and entries effectually which the components are shown and named.

On the table, these components are indicated as abbreviations.

These abbreviations must be decrypted past the second player, since he has a book with decryptions. Also in the room of the second player there are components with images. And three devices.

One combines two components into 1, the 2d disconnects one component into two, and the 3rd is needed to connect the 3 components that are indicated below the stone in the table (OH, OT, PF).

Chapter 10 – The Betrayal

After receiving the alchemical rock, 1 of the players gets into the cage, and the second goes through a secret passage instead, which is divided into ii corridors.

In both hallways knights stand in front of colored curtains.

Beginning you need to release a friend using the lever that is adjacent to the window.

The released thespian will find a hall in which there are 4 of the same statues of knights infrront of colored curtains. In the center of the hall there volition be a button that will rotate all knights 90 degrees.

The role player in the hall tin can move the defunction behind the knight to highlight it. You lot can only move one drape at once.

In one corridor there is a knight whose lever is cleaved. His drape is blue. The adjacent knight at the window volition be with a yellow curtain. And in the other corridor both levers work. The one closest to the window will be with a blood-red and white curtain. The last knight of that corridor stands in front end of a greenish curtain.

To solve the puzzle you demand to perform the following sequence of actions:

  • The player in the corridors must turn the knight's lever with the xanthous curtain.
  • The player in the hall presses the button one time.
  • The player in the corridors turns that yellow lever again.
  • The actor in the hall presses the button over again
  • The thespian in the corridors runs to the other side and turns the knight'southward lever with the scarlet curtain.
  • The histrion in the hall presses the push once.

Chapter 10 – The Expose (2)

After the previous knights, the next riddle will be around the other iv knights along the majestic throne. One player is in the hall, and the second must approach the other knights from the other side through the iron doors.

Each knight holds in his paw a certain weapon and shield with an image of an animal on his back. Weapons and shields must be arranged based on the tips that are written on the tablets. These plates are on each side.

I player places weapons, and the second shields.

The actor who placed the weapons do the post-obit.

From left to correct if you stand in front of the throne with the king.

Axe → Hammer → Sword → Mace

The actor behind the wall do the following with his shields. Again from left to right if you lokk straight to the wall.

Dragon → Deer → Phoenix → Conduct

After solving the riddle, a cutscene sets in, in which the role player who placed the shields runs out through the throne to another role player in the great hall.

Now its time for the last decision! you can choose between:

  • Yous cede yourself.
  • You lot impale your friend with the dagger.

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Anime Wallpaper We Shall Meet In The Place Where There Is No Sadness

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