From the main menu, choose Start Game, and load Slot 2 (2: The Control Room)
For this playthrough, we need to follow Control’s instructions. Meaning we must do immediately what he said, without anything extra. I will highlight this as we proceed, but let me sum it up really quick:
- In the Control Room, we must prime the generators without examining anything else
- When replacing the turbine, be quick, don’t make any mistakes or take too long as Control will start to make remarks, and you’ll lock yourself out of the achievement
- After searching the apartments and finding out who Everett was, don’t do any further examining; go straight to the control panel of the door, you can now open it
- In the church, don’t examine anything
- At the funicular, you must throw away your device
- In the Keepers room, you must not investigate, but go directly to the console and use the button on the left site
On we go! Instructions for this playthrough will be briefer than for the first one, considering you know what you’ll be doing now.
After your save is loaded, you’ll be at the Console again. Turn around and move towards the door Examine the Security Panel and once you can, solve it by illuminating the nine squares in the middle. See the image below for reference:
Go through the door and follow the path down some stairs. Enter the Shaft Lift and press the Shaft Lift Button on the left side to move the lift. Exit on the right side and continue down the path. Press to examine the Power Station Door and enter the Power Station. You’ll be greeted by a different AI, called Control. Move down the stairs during the conversation.
Don’t interact with anything here. Go straight across towards the three generators
At the generators, use to prime them. Pull down on three times and repeat the same process for the other two.
After the Turbine failed, move towards the small Lift that goes down to the Turbine area. Call the lift and enter it so that you ride down.
On either side of the Generator are two levers. Use followed by to release the Turbine Latch. Do this for the other lever as well.
Move quickly when removing the old turbine and placing the new one
Ride the Lift back up and move towards the magnetic Crane opposite of the Generators. Use to board the crane, and then use to move the crane over the old Turbine. Press and hold to lower the magnet until it latches onto the Turbine. Release and the Turbine will be lifted. Move to the empty spot on the left, hold to lower the Turbine and release to raise the magnet. Now, use the same controls to pick up and pace the new Turbine.
Leave the Power Station. Ride the Shafe Lift again and follow the path back up the stairs.
Keep walking forward, past the Console, straight to the door across the room. Use to use the Security Panel. This time, you’ll need to illuminate a big X on the panel. See the image below for reference:
Enter the door and keep following the path until you reach a big room. Don’t examine anything and continue up the stairs on the right towards the Airlock Door. Use on the Airlock Button to pressurize the Airlock.
Walk into the Zen Garden. Keep right and walk towards the big Lantern in the Garden. After Empathy asks you if you recognize an object, use to examine the Lantern. After this, don’t interact with any more items.
Instead, move over to the flowers next to the stairs, and pick one you like. After that, go to the pergola and follow Empathy’s instructions for the breathing exercise (no need to hold your breath this time), raise your hands, and the balance exercise.
Once that’s done, move up the stairs next to where you picked the flower. Pressurize the Airlock and move to the next area. Go directly to the little control room and examine the Controls. Turn to the left and move to the Electrical Panel and interact with it when you can. Press the 5 buttons, and then flip the 5 breakers. Once Pal is there and after he reroutes the power, flip the breakers again, followed by pressing the buttons.
Use the Controls again, and after the pod gets stuck, walk back, past the Electrical Panel and examine the second Equipment twice to put it on. Use the welder gun and after Pal adds more fuel, use it again. After you start flying, use the welder gun to melt the three sections of ice.
Once done, examine the Controls again to bring down the pod, and enter the pod. Once you can exit the pod, do so, and move down the hallway towards the next security panel.
If you previously missed the “Clever Girl” achievement for solving the security panel without mistakes, here’s another chance
You have to "solve" this security panel without making a mistake. This means you can’t hit a button twice. The symbol you’re after is a backwards Z, taking up the full space of the panel. You must only hit each button once, and it should take no more than 21 clicks to solve this. Use the below image as reference when solving this Security Panel:
Enter the Airlock and pressurize it. Go into the next area and interact with the Security Panel ahead. Wait until the AI are done talking and turn to the left and around the corner of the wall with the two lights on it. Interact with the Keypad and enter the room.
In this room, examine the Map, then turn around and examine the Console. Hack the console and use your gyroscope to move the ball so that all bars light up. Repeat three more times. After that’s over, interact with the map again and leave this room through the balcony.
Examine the trellis, and use again to start climbing. Use to climb up. Once up, look to the left and examine the Beam. Use again to cross it with . Whoops, you fell again, didn’t you? Turn around and climb the trellis back up. Cross the beam once more. When you start losing your balance, slightly move and to keep your balance. When you’re good to go, cross the rest of the beam.
Enter the apartment and go straight to the front door without examining anything. Unlock the door and move up the stairs. Ignore the first apartment on your left and move up the second stairs. Use the keypad and enter the code. Enter this apartment. Go straight to the balcony and climb the trellis.
Now that we already got the achievement for listening to Mom, this time, we can take a little bit more risk. So, move straight forward (towards the flag) and interact with the beam to cross it. You’ll lose balance twice this time, and it’s a bit more intense than the first beam, but just use and to balance yourself. Once you made it to the other end, you’ll unlock:
As you are going through apartments hacking Wish Canisters, you’ll eventually find out about who or what Everett was. This seems to be random, as the 2nd time I went straight for the canister that told me that in the first playthrough, but that time it was a completely different recording. It seems that the “Everett recording” will happen at the 6th or 10th Canister (very random). Just keep hacking Canisters until you hear about Everett, and then don’t hack any more Canisters!
Climb the trellis ahead of you and go up the stairs on your left. Unlock and enter the apartment and inspect the Wish Canister on the floor. Once Jack is there, hack the Canister and after the recording played, hack the 2nd Canister inside the Tube Access.
Leave the apartment and go up the stairs. Unlock the next apartment, this time, you can let Jack to the honours by using . This apartment will have two Canisters to hack. One in the Tube Access, and one on the floor right from the first one. For me, this last one mentioned Everett (it was the 6th one I opened because I started at the apartment all the way on the top, with the two Canisters on the bed).
Now that Everett has been mentioned, leave the apartment and go down to the Security Panel. Examine it, and enter the code by illuminating the four corners of the panel:
Go into the next area, call the elevator, and enter it. Once you can, leave the elevator and move to the other side of the church. Don’t examine anything, just move towards the Debris Pile to the right of the pulpit and climb it. Climb once more, and then a third time until you are on the next floor.
Move to the area behind the pulpit and squeeze through the Gap. Move forward and duck under the Crawl Space (toggle your flashlight with if you find this part too dark). Once through, move towards the Airlock and pressurize it.
Enter the funicular and examine the controls on the right. After Control is done talking, turn around and examine the Broken Window in the funicular. Then, examine the Airlock Hatch outside of the funicular.
If you loaded your game, examine the Broken Window and the Airlock Hatch again, and then return to the Broken Window and use twice to Throw Away Device. This decision will unlock:
Ride the funicular all the way up, and the next Airlock will automatically open. Go to the end of the hallway and inspect the Relief on the left side. Use and to examine the following sections: Human Figures (bottom), Triangle Symbol (middle), Figure Symbol (top), followed by the Ring Symbol (slightly below the top) that now became examinable. Do a 180 and move to the other Relief. Use to inspect it, followed by using and to examine the following sections: Human Figures (bottom) and the Writing (top). After you regain control of Adie, examine the door. When prompted, use to speak to the door.
Once you’re in the Keepers Chamber, head over to the Device in front of you. Wait until Control arms the mechanism, and then examine the Beacon Button on the left. You have to use a couple of times until you finally press it. Once you do, the final scene and conversation for the "Bad Ending" will play, and you will unlock:
This is the end of the 2nd, partial playthrough. You should be at 32/35 achievements now. All that remains is loading one final save to get the last three achievements, which should be pretty quick.
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