FAQ in questions on the passage of Saw: The Video Game. Walkthrough Saw: The video game (text) Saw the game walkthrough

Chapter first

After watching the intro video, rotate the mouse clockwise while pressing the number indicated on the device when it is highlighted. This will need to be done twice. Then close all the doors to the toilet cubicles, stand on the red puzzle icon on the floor and look in the mirror. 437. Enter this code on the lock and exit the toilet.

After a short walk along the corridor, watch the video. Go into the middle cubicle and rummage through the toilet - you need to get the fuse, then install it on the switch. Open the door with the button, exit. Go around the glass, pick up the syringe, go through the dark room. Then watch the video about the witness. Go further into the room where the first fight is to be. You don't need to take any items. Hit with a combination of Shift and 1 without stopping. Take the key from the body. Open the door and go further.

A trap awaits you behind the next door - in a short period of time you need to press the indicated key. The door on the left can only be opened with a nail. The nail lies in the medical table in the room directly. During hacking, you need to rotate the circles so that the elements coincide with the elements on neighboring circles. IN this case two identical elements on the circle on the right will look up-right.

There is only one path along the corridors, there are no branches. A rotten wall can be destroyed by punching like during a fight. There is a fuse in the box, it must be connected to the breaker.

In the operating room, the pictures show that Faulkner has the key. Pick up a scalpel, read the name of the person on the plate on the leg and cut. Return to the door to the main corridor and unlock it with the key you received.

You need to go through the beam, moving the mouse forward to walk and left and right to maintain balance.

In the morgue, find the fuse in the locker, insert it into the switch. Using the lighter, find the place on the floor where the puzzle piece is drawn (this place is a little further than the table with the TV). Lines form a pattern with a gun. Find a refrigerator with this symbol and open it. Take the chain and run out of the room. Then go back and go through the hole in the wall.

There, take things from the table and return to the place where the elevator shaft is, but do not climb the stairs, but go along the corridors for another victim of the saw. Come to the room where you have already been. Here you need to apply current to all three lamps. Near the button - open the door and go further. There is a hole in the wall in the room with the trap. Next, you will need to either kill the enemy, or quickly close the door after the video and move the box to it. Move on. In the room with bombs, find the fuse in one of the boxes near the door with broken glass, go through the door, switch the switch. A code will be displayed on the TVs - enter it into the lock and pick up the key.

After the cutscene, you will find yourself in front of a door leading to Amanda.

The solution to the puzzle is simple: alternately press Shift, then Space.

Chapter Two

Go down the stairs, inspect the corpse. Under the stairs in the table is a syringe. In a box on one of the platforms on the stairs - a nail. Go further, inspecting the boxes. When Amanda is taken away, take the nail from the table on the right, look at the decapitation of the poor fellow and get the key from the barrel. There is a body outside the door, search it. Move on - there will be a stretch. Reach the broken pipe and return. Come in earlier closed door. Watch the video.

If you combine the inscription in the mirror, you get Darkness illuminates. Turn off the light in the next room and you will see the key. It must be pulled out of the toilet, as at the very beginning.

Exit and go to the gatekeeper's room. Pay attention to the door with a latch. As soon as you pass through it, an enemy with a collar will appear in the next door. You need to stay as far away from him as possible by any means. Either kill him and run away from the body, or run, locking the doors behind you. In this case, it is better to slam the door in front of the enemy's nose, then go back and close the second door on the latch. After unlocking the door with a nail, inside you will find a chest of Jigsaw.

Go through the door from which a guy with a collar jumped out just now. There will be several rooms ahead. A guy in a muzzle will immediately come running. Kill him or run until the muzzle kills him. Then search the rooms. The valve lies behind a puddle under voltage. Don't rush to take it. Set up a trap first so you don't have to fight two enemies at once.

Open the latch on the door near the valve. Go and turn on the voltage in the puddle, hide in the room with the valve, closing the latch. Now you can take the valve and other useful things in the room.

You can not invent anything, but just beat the enemies. Just stand at the door so that they don't attack together.

Return to the room where you woke up with the collar on. The door next to her is already open. There, lure the poor fellow with a collar and turn on the current. You can also break doors with nails - there are several of them. Go forward, jump down, search the rooms. In the end, you will leave to the room with bombs. You need to set up a shield in the corner of the room. To do this, search the closet in the next room and find the chain there.

Go through the opened door and go to the steam valve. Pass on, redirect flows to pass. Sometimes you have to fight with those who left the cells when the jets of steam disappeared. Next, you need to open the door with the button and go between the two jets of steam. You have reached the boiler. There is a man walking around with an armored safe on his head. You can easily beat him with your fists, you can make him fall for the stretch. You can have a little bit of both. As a result, raise the crane from his corpse. You have to solve the pipe puzzle.

After that, you will need to quickly run back to the place where we fished out the key from the barrel of acid. Follow the signs to the furnace room. A boy with a trap on his head will jump out towards you.

In the future, locked doors will come across, a lot of broken glass. Watch Jigsaw's conversation with the victim on TV. Take a camera. In the room with the carcasses, move all three shutters that prevent you from passing through. Further in the room there will be three cameras. Two will open immediately. Two opponents will appear. The third will open later, its inhabitant has the key. Be careful - the room is full of traps and glass. When you get the key, open the furnace room.

Inside Jenkins saws some kind of mechanism. More precisely, it will start sawing if you do not fill in the four schemes with the necessary gears (this is what the first, second, third and fourth look like, respectively).

Chapter Three

At the very beginning, you have to make a choice: go blindly through some kind of intricate corridor, or through an illuminated obstacle course with puzzles. I strongly suggest an obstacle course. You have to first move along a narrow board - move the mouse forward, and, if necessary, correct the balance with gentle movements to the right and left. Then walk past three knives - no explanation needed. Find a chain in the box, go back past the knives and repair the electrical panel. Go out and change the camera for a flashlight.

Go the only possible way, you will come to the toilet, where in the toilet is the key to the service room, which is near the stairs.

There is a basement filled with water. You need to redirect the electricity to the doors before it kills you. The code to the door is 435, visible if you stand on the puzzle icon in one of the corners of the room. The chain can be found in one of the crates near the door. Redirect electricity.

Now the door at the top can be opened. Go there, watch the video along the way. An uncle in a mask will come running. Beat him.

Go to the opened door. Way one. At the closed door to the graveyard to the right, there you will see how the guy in the hood shoots himself in the head. To his left is a door. Heal before entering. Immediately after you enter, take the valve from the table and go to the back of the room to solve the puzzle.

Then break through the wall nearby, search the room and exit through the gap. Take a revolver. Go back to the door to the cemetery - you now have a chain, you can redirect the voltage to the door.

In the cemetery on the balcony, the boy throws Molotov cocktails at you. Shoot him.

Rise to the balcony and follow the signs to the cemetery. There will be one opponent with a collar in front of the cemetery. It's not hard to deal with a revolver. There are two more downstairs, one kills the second, and another one throws Molotov cocktails on the balcony. If possible, save ammo, hit opponents with your hands. The key is in a box on your partner's grave.

Open the doors and go inside. In the room with bombs there will be a door with a combination lock. Code 838 - you can see it if you open the door to the cell (using a knife switch, which must first be powered with electricity) and look through the peephole there.

After the explosion, look into the hole in the wall - there is a crack. Break it and find the key in the toilet. Go through the closed door to the bomb shelter. Read the notes below and listen to the audio recordings. Then go through the door with the inscription. You can first break open the lock of the door opposite - there is a machine for making traps.

Behind the door you will need to find a coil and fix the electrical panel. Then open the chamber in which the statue is without wings, break it (the statue) and get the key.

Inside is another victim of Jigsaw. He has a bomb chained to his arm. Go past the door to his cell - you will see two doors. Go to the right (immediately close it behind you), find the fuse, activate the switch. Now turn it off, open the cell door with the man, go back to the switch and turn it on. Then pick up a part from the corpse.

Go ahead, fix another electrical panel. Climb up the stairs and go forward. In the chapel, you will need to save the wife of the deceased partner. The solution to the puzzle is the following.

First table: right, down, left, up, right, down.

Second table: down, left, right, down, left, up.

Third table: right, down, left, up, right, down, left.

Chapter Four

Climb the stairs until you part with Melissa. Next, follow the rooms until you talk to Jigsaw, then find the gear in one of the toilets.

Keep going. After overcoming the collapse, climb the stairs, crack the door, find the fuse and fight off the uncle. Continue on the first floor. Go past two locked doors to the third, there is a hole in the wall and a trap. Remove the guy in the back room. Open one of the locked doors, restore the trap and go through the hole you made in the wall to the stairs. As soon as the collar lights up, run back, go into the room with the trap and close the doors behind you - the pursuer will have no choice but to run through the stretch. Ready.

Go through the hole in the wall. On the second floor, on the edge of the steps stretching! As a result, you will come to a room where another puzzle will begin. There are two ways to find out the answer: close the door in the toilet and look in the mirror (207) or turn on the light in the corridor (switch next to the door to the toilet) and, standing on the puzzle piece icon next to it, look along the corridor - you can see weak lines in the form of a number on the floor 207. We go into the room (trap!) And open the chest (there are two middle gears in the center. Between themselves and also with the two initial ones, they can be connected by the smallest ones). Time stopped.

Exit through the door at the end of the corridor, after listening to Jigsaw's instructions, or you can collect useful things in the rooms. Everywhere there are traps and in two places you need to break open with a nail, but there is nothing valuable in the rooms - stretch marks, nails, etc.

Go forward, in the room where Jigsaw is talking with Oswald - there is a crack in the wall. We expand to the size of the gap and move to the other side and go down.

Soon you will meet some special guy with a cool club, which will not be a problem to beat. In the room next to him you will find a revolver. Next, you will have to face two enemies. One can be lured into a pre-arranged trap with a puddle of energized water, the second, who throws Molotov cocktails, will have to be shot from a revolver. Follow the signs to Oak Ward and listen to Jigsaw's sermons. When you meet two guys who are sorting things out - do not interfere. "Where two fight, the third does not climb." Then just finish off (with your fists!) the survivor. We go up the stairs.

Go through numerous failures. You will find yourself in a room with carcasses of animals and bombs. You need to move three racks on the far right side of the room. In the room with mannequins, you need to turn on the lights in the center of the room. As a result, the shadow will indicate the code - 206. We pass through puddles with electricity (in the right branch there is a box with a bat and bandages).

We go up the stairs to the right. If you wish, there will be a gas trap on the left, after neutralizing which you will get the opportunity to break open another cabinet with a pistol.

Upstairs, we enter the code 206 into the lock on the door, kill the guest and select the contents of the box on the table. And we go back - down the stairs and so on. Let's come back to the gas room. The valve lies behind the door on the right, but there is a stretch.

We pass through the opened door and find ourselves near a place with many TVs and a puzzle. Adding a picture like this .

Then we pass through the door and repair the switchboards. Unfortunately, each time the conditions of the problem are generated randomly, so there can be no solution.

Chapter Five

At the very beginning, it turns out that all your efforts were in vain. A little further there will be a story hinting at the identity of the next victim. Then there is another search for the key in the toilet full of syringes. Below you will meet an enemy with a collar, like yours. In this case, you have a gun. Close the steam valve. Return to the hall above, go up the stairs. You will reach a door with a combination lock. There is a stretcher in the next room with a projector, and a man with a trap on his head will come running a little later. Scroll through the slides - code 628. Go to the de-energized door - the shield is right there, nearby. Repair and open the door. The uncle will come running, I recommend that you close and lock yourself with a drawer and apply current to the puddle. Sooner or later he will get there. Follow the signs to the crematorium.

You will see a fence where a patient walks with a safe on his head. Nearby there is a staircase to the second floor, there is a path to this very fence. Take the frozen hand and exit by moving the barricade of one of the doors. The patient will make itself felt, I recommend not to waste cartridges, if there are still left. Go to the crematorium - the doors are now open.

Now a very difficult test lies ahead. First you will have a room with two generators that you need to fix before time runs out and the bombs go off. Everything is quite simple here. The big minus of the situation is that the configuration of the flaps is different every time.

However, after the first test of this kind comes the second, and this is where you have to get nervous. To begin with, we go to the left, there you need to either go around the cell with the uncle through a hole in the wall, or kill the uncle. A spare part for this generator lies nearby in a closet. Then we return to the main corridor and go straight to the saving door - it is still closed. On the right there will be a cabinet with another spare part. We take it and go through the door to the right of the main corridor (if you stand facing the clock). There is gas. But you can not turn it off: we go all the time to the left, there will be a small shield, the repair of which takes literally a few seconds. The door will open, immediately behind it is a closet with the last spare part and the last huge puzzle. After repairing it, a saving door will open.

You need to go through the gas room again. Next, there will be a crematorium in which you will warm up your hand with the key. Use the key to open the cage, where you will need to solve three puzzles in a row, which are usually found in the gas room.

Chapter six

The door will close in front of your nose, the key lies at the bottom of the barrel, which stands nearby. Explore a large room with many doors, then go up to the second floor. Listen to another sermon, then go look for a light bulb in the door that has just opened. Behind her, another uncle with another club will rush at you. Then there will be a fork. We go to the right, there will be a room on the right, crack the door, then open the closet with a revolver - it's calmer. Ahead will be a stretch and an ill-fated generator that needs to be repaired. Farther away is a door with a combination lock. Code 038 can be seen if we go back a little to the checkpoint we just passed through.

In the cafe we ​​will meet a fan of throwing Molotov cocktails - a gun will help you. There is a stretch in the middle of the hall, the path to the kitchen is blocked by the flow of steam, the valve is located at the other end of the dining room. Access is open. Be careful, there is also a stretch. Way in freezer blocked by a locked door. The key is in the basement.

We start the conveyor, take the bricks and throw them at the pigs. Say no!" swine flu! Actual. When all carcasses have been properly processed, the blood in the tank rises, and wooden pallet- key. I'm going upstairs.

We go to the refrigerator. It is very cold here. To keep warm, we will carry stands with carcasses of pigs. There is enough time to move almost everything before an exit becomes available. There is a light bulb. At the exit from the kitchen, a bad uncle with a pumped bat will be waiting for you. I lured him into an electric puddle at the entrance behind the counter.

We return to the place where the fork. A guy with a collar is waiting for us there. This is where you need a revolver.

We go on the second way. A familiar situation in the surrounding rooms, we find a chain, repair the power supply to the door at the checkpoint.

We leave to the elevator. There are a couple of traps here, but in the end there is only one way - to the door with a combination lock. We pass along the narrow board in search of the code and go down to the basement. There is an eye. We see an inscription about room 204. A certain person will come running with a trap on his head. Shoot or run away until the trap closes. As for the room, I'm not sure, but as a code, this number is quite suitable. Explore the female wing. We find room 204, inside, of course, a trap. Gas room. Well, a light bulb. The exit is nearby - through the next room immediately into the men's wing. An uncle with explosives will come running towards you. The gun saves - stay away from the body until it burns out.

This is quite an interesting puzzle. Among the set of pictures there are pairs that are united by meaning. A sawed off leg is a hacksaw, a film is a camera, etc. You need to choose these TVs in sequence. Right choice removes one spike, the wrong one pierces the poor fellow.

Again, common solution does not exist, but there is an effective technique. Start pressing the TVs in pairs, starting, for example, from the bottom right. And remember (write down) what is hidden there. Those. first the bottom row: the first and second from the right, then the third and, if there are no pairs yet, but then we press the fourth. We start the next row in height - if after the first pressing there is still no pair, press the next one, etc.

Here is a complete list: a cardiogram - a heart, a shotgun - cartridges, pills - a package of pills, a tape recorder - a cassette, a hammer - nails, a camera - film, a hacksaw - a leg, three pieces of the puzzle together - the fourth missing.

Chapter Seven

The main problem in this chapter for you will be killing the monster, which you have seen throughout the game. First, go through the cells with the victims, which will have to be killed. Then upstairs, then into a room with a picture on the wall, there is a hole nearby. Don't get lost further. The pig's head can be killed by luring into the trap shown in the video. To do this, you will have to open both doors, then run through the trap so that the pig is chasing you, then turn on the current. All in a row will not work. I used a tree in the center of the garden - you can run around it until the enemy tries to hit (he hits for a long time, there is time to run back and open the doors, for example). You can, of course, win in a fair fight, but it is unreasonably difficult, in my opinion, when there is such a simple way. Pick up the key to the library.

Enter and go through several doors, listening to Jigsaw's instructions. Then there will be a fight. In the large hall, where there are a lot of people who like to leave Molotov cocktails, go to the right, jump down, kill whoever you meet there, go upstairs and go up the stairs out of the room.

Now the trap test. We go first to the right, there we close the valve, then to the left. We take the key. In the room with gas, we take the valve in the closet directly, we rise to the second floor. There we solve the puzzle with pipes. Then we go down and solve the puzzle with the electrical panel. Run quickly back to the hall, where the choice of doors. The developers graciously put a save here, so you can watch both videos.

Behind the door marked Truth is still a small piece of the game, but everything is linear there. There will be one enemy, you can kill him with your fists, you can get a gun and shoot him. That's all.

If you are having problems withpassing the game Saw , you can always use our advice and information for action. We detail the steps you need to follow to complete the game.Saw . In the most difficult places, we add pictures that can help you.Walkthrough Saw read on our website.

Amanda

Passage of the game Saw we start as detective Tapp and you can die from the very beginning of the game, we have to complete a series of QTEs, while turning the mouse clockwise to get rid of the bear trap on our heads. Having run away from death, we begin to figure out where we are and what we should do (important, when passing, it is not recommended to use any weapon, since fists are the fastest option). And they imprisoned us in the toilet and hung a combination lock on the door. Looking more closely at the toilet cubicles and glass, we notice red traces, turning the camera at the desired angle and moving a little we get combination 437, we run to check and hear the coveted click of the lock! Having passed into the next room, we carefully listen to the Designer.

After a few meters we will hear a cry for help, and running into the room we find ourselves trapped. Before the bombs explode, we have a minute and a half to get out. We comb the toilet cubicles and in one of them we find a fuse, sticking it in, pressing the button and running out of the room with a trap. However, we immediately encounter the following problem - broken glass is scattered on the floor, and we are without shoes (looking ahead, we will be barefoot until the end of the game), so now we have to be careful. We move after the room with a trap to the right, and we notice a cabinet near the left wall, there will be a medical syringe inside. We pick it up and find ourselves in a dark corridor, to illuminate the path we use the right lighter. We reach the stairs and climb it, we see a corpse in front, after searching it we get another syringe. We listen to the audio recording lying on the box, and go through the opened door and then they hit us on the head with a bat. We search the dead enemy and get the key to the next door. Inside the room from which the enemy came out, you can find a note according to which everyone who got here will look for us. Open the door with the key and move on.

We go around the scattered glass, go through the door and perform QTE, so as not to die from the trap. Opening the door to the left of the wheelchair, we watch a flashback. After examining the cart, we find a nail and use it to open the door lock, for this we need to correctly position the circles. We turn right and go to the closed door, when it opens we perform QTE again so as not to die. Turning into the room on the right, we see an electrical panel, but it needs a fuse, we see a flimsy wall opposite the door from which we came and break it. In the new room among the file cabinet we find the fuse, we pass into the opened room. Inside we see four bodies, after examining the x-ray we find that it belongs to A. Faulkner, look at the tags of the corpses and look for Arney Faulker, on the table next to him we take the cassette, open the body and take the key. Now we pass through the door that opened next to the TV and return to the lobby. We turn into the open door on the right and watch the cut-scene, after that we pass along the board to the door in the lobby. In the new room we see another electrical panel, but this time a piece of wire is missing, we find a nail in the filing cabinet and insert it inside. We pass through the door and move along the corridor to the box that the Constructor left. We move further along the corridor, go over the gap and jump into the open grate. Seeing the TV, we move towards it and listen to the conversation between the Constructor and Amanda, after which we find a switch on the left, then you need to get the fuse, it is hidden in one of the filing cabinet drawers. We move into the dark part of the room and see a drawing of a gun, return to the Constructor's bomb and go through the door with a picture of a gun, take the switch from there and run away from the explosion. After that, we return to the place of the explosion, go through the opening, pick up the paint thinner, ammonia and return to the stairs. We see a man and cut him down, after which we turn right from the stairs going up and pick up the cassette among the candles. From it we learn that a hunt is coming for us. Having climbed the stairs, we open the door, turn left and insert the switch into the shield, the grate will open, we pass into it, we take the nail from the box. We move further to the closed door, behind which the trap, having successfully passed it, we break through a passage for ourselves behind the racks, then there will be a small fight. We go through the open door and fall into another trap. We find the fuse in the file cabinet drawer and go through the door under the clock, insert the fuse, return to see the code - 579 on the TVs, enter it on the lock and run away from the room. From the stool we take the key to the surgical audience and lose consciousness. We go down the stairs, turn right, listen to TV and go through the opened door. We meet with Amanda, in order to save her, it is necessary to neutralize the trap, after the briefing it becomes clear - blue to the right, red to the left. The solution is the following - shift, space, space, shift, shift, space, space, shift, shift, space. Then again - space, shift, shift, shift, space, space, space, shift, space, shift. That's it, Amanda is free.

jennings

Let's continue the journey together. We take the nail from the nurse's cart and go down the stairs, pick up the audio cassette. Now we have to save Jennings Foster. We pass through the opened door, then turn left, read the documents from the archive and go to the right, reaching the TVs, see Foster's torment, open the grate, go through and here they kidnap Amanda, continue the journey alone. We go along the aisle, turn right and watch TV, then stick our hand into a jar of acid and pick up the key. We pass through the opened door on the left. , in a bag with a corpse we take away a cartridge for a shotgun and an extension. We go down the stairs, neutralize the trap and prepare for the QTE behind the next door. Steam blocks the further path, we move to the cleaner's premises and behind the next door we get a collar with charges around our neck. We approach the mirror and understand that we need to turn off the light, having cut it out, we go to the toilet cubicles and in the one above which the key is depicted, we begin to look for it. Having taken it out, we open the door and move forward, we see a man, but when he approaches, the collar starts to squeak, we run from the man, lock the door and move away, after which the man will explode, it turns out that people with collars will have to run away so as not to die themselves. We run forward to the janitor's room for the coveted valve, killing everyone who gets in the way. In a room with washing machines we will find a door behind which lies the treasured valve, but the door itself is closed. Having passed along a different path, we see a puddle under voltage, in order to pass through it we take out the fuse from the shield, the path is free. Having taken the valve, we deal with a couple of enemies who came to us, after which we move to the boiler room. However, there will be a trap room in front of the boiler room, you need to find a switch in it, insert it into the circuit and change it so that all the lights are green. We pass through the opened door, pass a couple of turns, put the valve, turn it, freeing the road from steam and go into the boiler room. We pick up the cassette lying by the corpse, listen to it, go forward, climb the stairs along it, crawl between the pipes and go down. Now we go through a small labyrinth, it is necessary - to direct the steam to the right and go to the left side, open the valve, return and redirect the steam to the left side, then the path is marked with arrows, at its end we come to the valve, twisting which we release the exit from the labyrinth. Now we are faced with an enemy who has an iron box on his head, having finished with him, we pick up another valve. We approach the boiler with him and, having solved another puzzle, we take the key from the back room, after which we have to run away as far as possible from the boiler, which is about to explode. After the rescue, we head to the stove room, finally reaching the stove room we find inside Jennings Foster, who is tied to the table, and the pendulum swings over him, we quickly solve four puzzles to save the poor fellow, after which we listen to a lot of flattering things about ourselves.

Melissa

The further path will lead us to two doors, they are different paths to the same goal, the left one is an obstacle course, the right one is a room in complete darkness. At the end of the path in any of the doors, we will come across a locked door, to open it you need to find the key, for this we climb higher and stumble upon closed doors at the security post, to open them - you need to supply power to the post, run to the toilet, pick up the key from the utility room . Having run there, we find ourselves in a room with knee-deep water and see a corpse to which a current has been applied, we run to the door, enter the code - 435, assemble a circuit to transfer electricity, and return to the guard post. We continue forward and again rest against the gate, in order to open them we need to collect another chain, the switch will be found in the room, which will begin to fill with poison, as soon as we enter it, having collected the chain, we get out through the gap and return to the gate. Using the shield, open the gate and begin to move towards Cedar Chamber, in the last chamber on our way we will see a cemetery, we need to find a grave with the name Steven Sing, we take the key from the box and go into Cedar Chamber.

After going into one of the rooms, we find ourselves in a room with explosives, enter the code 838, run into the door and lock it with a bolt, after the explosion we get out and through the gap in the wall we get into the toilet. We take the key from the toilet and go down the stairs. In a room with large mirrors, you need to find the key from the fallen angel, going further we will see cells with people, inside the figures of angels, in one of them there is a key. We go to the TVs and after the words of the Designer we pass through the opened doors. Next, there will be an explosive enemy, in order to kill him, we lure him to a puddle under voltage, after his death we take the switch from the corpse and move on, to the shield, having collected the chain, open the door, after which we will get into the chapel where there is Melissa Sing. To save her, you need to solve three puzzles, and then go through the door with the inscription exit.

Oswald

Melissa won't be our companion for long, she'll leave us in a couple of floors. We reach the screens and get the task to assemble the puzzle and find the victim. We go into the toilet and fish out the gears. Next, we go to the stairs and go up to the second floor, search it, activate the explosives, run to room 207, pick up the bag with the puzzle and the timer will stop, the second bag will be found in the oak chamber, jump into the hole in the floor and get into room 102, break the wall and go down to the basement. Having dealt with several enemies, we continue to descend to the door around which the TVs are the room with the victim. Heading towards Oak Chamber following the directions. Having found a room with puzzles, we find that it is locked with a combination lock, and there is an explosive enemy nearby, we go to it by a detour, we fall into a freezing trap, it will be necessary to move the carcasses to free the passage in one minute, otherwise we will blow ourselves up, after which we go down, turn on searchlights in turn and in the light of one of them we will see the code - 206, we return to the door, kill the psycho and pick up the puzzle. On the way to the victim, we will fall into a trap, a room filled with poison, in order to get out we examine the neighboring room and, having found the pipes, we connect them, as soon as we do this, the door will open, you can go to the victim. To open the door to the victim, we assemble a puzzle, we should get a doll on a bicycle, then we go inside and again collect chains for a while, after saving the poor fellow, we listen to thanks and move on.

Climbing the stairs with Oswald, we watch how he dies in a trap. We pass forward, jump into the hole in the floor and listen that the next victim is in the crematorium. We go forward to the stairs to the second floor, but the steam will block the path, we go into the toilet, take the key to the utility room, go down into it, block the steam and the further path is free. On the second floor, we will hit the door with a combination lock, to open it we examine the neighboring rooms and in the room with the projector on one of the slides we will find the code - 628. We go through the door and get to the crematorium we see that Obi is in the furnace, we hurry to the rescue, but we run into the gate of the guard post, go to the post, collect the chain and open the gate, continue on our way and soon it will be necessary to find frozen hand, go up to the floor, look for a room in which a hole in the floor is marked with a cross, jump into it, kill the enemy, take your hand and watch a small video that opens the door with the inscription exit, go through it. We will see a pig's head, then we listen to TV and continue our way into the opened passage, but we immediately get into a mined room, in 3.5 minutes we collect two chains, after which we will find ourselves in a similar situation, but the time will be already 7.5 minutes. Having got out, we find a recorder, listen to the recording, open the door and find ourselves in a crematorium, put our hand in the oven and take the key from it, open the door and find ourselves in a room with Obi, after which we save him from the oven by connecting the tubes.

Jeff

The next clue is immediately found - the recorder, after listening to it, we go up to the top floor and run into a locked door, the key to it is in a jar of acid, nearby. We pass a little more, jump into a hole in the floor and find ourselves at the doors of the theater. To open - you need to find the code, go upstairs and try to turn on the spotlights, but two light bulbs are missing, we are looking for them. One in the staff room, the other in the cafeteria, we run in search of them, guided by the signs, we get to the fork at the electric chair, both roads lead to different light bulbs. We go to the cafeteria, after going through a lot of doors and collecting another scheme at the next security gate, we get to the door with a combination lock, the code to the lock can be found in the basement, if you look through a small hole, it is 204. We return and enter the code, run to the left, go into the gap opposite room 304, and bypassing the blades we find a hint on how to find room 204, follow the arrow and successfully get to the desired room. Inside, we will take the light bulb, we will shut off the gas supply that has begun with the valve lying in the table, now we return and start the path for the second light bulb. It will be quite straightforward, except for the need to find the code for the combination lock, which will be written on the screens in the security room - 038. Opening the door, we find ourselves in the cafeteria, we block the steam with a valve from a dark corner of the room. Entering the kitchen, we see the closed door of the freezer, to find the key we go to the basement, inside there will be a well, at the bottom of which the key is, to raise it we turn on the conveyor and throw the bricks into the carcasses when they are above the knives, repeat until the well is filled with blood. Having taken the key, we get into the freezer, here it is necessary to move the carcasses in order to clear the way forward, upon completion we take the treasured light bulb. After inserting the light bulbs, we see the code - 831, open the door and enter the theater. Jeff will be found backstage, chained to a wall with holes from which spikes will pierce him for every mistake we make. To save him, you will need to correlate the pictures on 16 TVs, upon completion we take a little holey, but alive Jeff.

Tarr

After parting with Jeff, we continue our journey. We listen to the recorder, go through the opened door, open the grate, kill the psycho standing behind it and go up the stairs. We pass along the board and see Pig's head, slipping past it, we break the wall, climb into the attic, from the record we learn that the key is at the head, it must be killed, the easiest way is to lure it into a cage and turn on the current, having done this we pick up the key and head to the library. Entering, we listen to another speech, after we connect the tubes in the room with gas and going further we see two doors with inscriptions - “ freedom» And "Truth", we listen to the recording on the recorder and after all the ranting we go through the opened door to the obstacle course, at the end of which the key is waiting for us. Having taken out the key, if you want to see both endings, save, behind the door - " freedom"The ending will go right away, but for" true You have to run a little first. On this Walkthrough of the game Saw completed.

Amanda.

You are Detective Tepp, you wake up in some kind of toilet, you have a device on your head, evidence from your criminal case.

"Designer", that's the name of the maniac you tried to catch, says from the TV screen that if you don't remove the trap in time, it will work and you will die. Scroll with the mouse as shown on the screen. When a number is displayed on the trap, press it, and continue to twist the mouse. Soon the trap will be dropped. Now you need to get out of the bathroom. There is a code lock on the door. We close the doors to the toilet cubicles and in the mirror, if we stand in the place where the puzzle piece is drawn, we will see the numbers "437". This is the lock code. We open and exit. We need to find the following constructor hint.

We go forward and enter another toilet, where a man is imprisoned behind a wall with bars. To get out, you will have to act together and activate the panel, which will open both doors. But in order to open the panel, you need to find a fuse in one of the toilets. We put our hand into the toilet with syringes, and look for a fuse there. You need to do everything quickly, until the pain defect exceeds the critical one and you die. We take out the fuse and activate the panel. Now you can open the doors.

We talk with the man who was released, he advises us to beware of broken glass, since we are barefoot. Good advice. We go further and find a syringe with medicine in the cabinets, which will help us restore health in difficult times. Move on. We pass through dark rooms, here we need a lighter. We see how behind bars one victim of a maniac beats another, and then he himself dies. The craziness is just beginning. We move on, we watch TV, on which the maniac says all sorts of nonsense. We go up the stairs and see a man with a pig's head. Creepy moment... change diapers, and keep climbing. We go ahead and collect documents and memos that will help us in the future. Soon we will hear a cry for help.

We run forward and find a voice recorder, on which the Designer says that we need to save women. She is in the surgical room. Let's go there. In one of the rooms, the man we saved kicks us in the legs with a bat and runs away, leaving us alone with another man. The second is clearly not good intentions. We grab an iron pipe and fight back. A few hits and he's dead. We observe a picture of how the first one is blown off by a trap of weights and a shotgun. You have to be careful when opening doors.

So, we search the corpse of the one with whom we fought and find the key. We open the doors and move on. The next door will be with a trap. It will be necessary to have time to press the desired number, until we are shot in the head with a gun. Next, we search the chambers and in one of them we find x-rays and a note from the Designer. It turns out that he took a bullet out of our lung, but instead put the key that many people in this madhouse are eager to receive.

Having cracked the lock, we open the door and see how the door to the lobby closes. We need to find the key. We go along the corridors, observing the victims of the maniac, who did not cope with their tasks on time. We read documents and notes of former patients of the clinic. In one of the notes we find information that the walls in some places are completely leaky, and they can be easily destroyed. Just one of such places we find here. We break the wall and squeeze through the gap. Soon we will reach the operating room, in which there are four bodies. One of them contains the key we need. On the wall, on x-rays, we see that the key is near the body under the name Faulkner. We find the body we need (tags are tied to the legs), we take a scalpel and open the corpse. To get the key, you will have to suffer a little, or a lot, depending on how quickly you get it, because the body is stuffed with barbed wire.

We have all the key, we return to the main entrance to the lobby. Behind the door we have a new test - balance. You need to walk on a thin board and not fall down on the spikes. We pass along the board and see the screens, behind which is another closed door, behind it is a woman whom we have to save. Let's go look for the key. We enter the open door and soon run into a closed one. To open it, you need to open the electrical panel, and for this we need a switch. Forward in search. We stock up on medicines, a good club and forward. When we get to the morgue, we will see different drawings and symbols on the doors of the refrigerators. But which one is right. We find a switch nearby, into which we insert a fuse and turn on the light for a short time in a dark corner of the morgue. When the light goes out, a curved line will be visible on the wall, looking at which from a certain angle it will be possible to distinguish a gun.

We open the refrigerator with a gun on the door and find the switch. But then the bomb is activated and we have a few seconds to take cover. We hide around the corner. After the explosion, a hole is formed in the wall, we find a secret room, we will replenish stocks there. We return to the electrical panel to open the gate. On the way, we will find a cassette, from which it will become clear that there is a hunt for the key in our body, everyone needs it to survive. Now there are enemies on every corner. The mood has risen, we continue the path.

Having reached the shield, open it and turn the elements of the circuit so that all the lights turn green. Now you can open the gate by pressing the red button. We pass through the gate, and we stumble upon a psycho who wants to kill us, if there is something heavy in our hands, then we fight back, and if not, too. Soon in one of the rooms we find the right key and the partner's police badge. We go further and get into the room, which is all laid with explosives. We have exactly one minute to get out. In one of the boxes we find to protect, and turn on the switch in the room under the clock. Turn on 3 TVs with the numbers "759". We open the combination lock and leave, but then we get a blow from the "Pig's head" and we pass into consciousness already in front of the screens. Now we can open the door. We go straight and soon we find a woman who is connected to an infernal machine. Poisons and antidotes need to be properly channeled in order to survive. If you make a mistake, Amanda will die and you will have to start over.

When the woman is saved, we talk with her, listen to the accusations against us and go in search of the mysteries of the Designer.

Jennings.

We find an audio cassette, from which we understand that now we have to save our colleague Jennings Foster. We go to the opened door with Amanda. But soon one of the doors will close and you will have to leave. We go on alone. When we rest against the closed door to the boiler room, we will get the task to find the key. You can’t go far to dress up, he is nearby in a barrel of acid. A little patience and the key is ours. We open the door and move on. On the way, new traps will lie in wait for us - stretch marks. You need to be careful otherwise your head will blow away like the wind. Discharge the trap and move on. By the way, you can set traps yourself if you have a stretch and a shotgun cartridge. This one in case they try to attack us. Let's go, follow the signs to the boiler room. When we run into a jet of steam, through which we cannot pass, we will be given the task to find a valve that will block the steam. It can be found in the janitor's room. We go back to the janitor's room and again we get on the head from the Pig's head ... got it !!!

We come to the consciousness of a bathroom with a collar, the design of which includes 6 shotgun shells. If they shoot, then there was no head. You need to get out of the bathroom. In the mirror at a certain angle, you can read the inscription "Darkness sheds light." We enter the toilet and turn off the light there. It can be seen that a key is depicted above one of the booths. Dress up again, rummage through the used syringes. Having found the key, open the door and exit the bathroom. Immediately upon exiting, we find a corpse, near which the recorder will again please us with the fact that our collar will work if a person with the same collar is near us. We smiled and ran to the boiler room, following the signs. If the collar starts blinking, then an enemy is nearby, you need to either run away from him or quickly kill him until your collar explodes.

We run forward in search of a valve, killing everyone who tries to kill us. Soon we will get to the janitor's room, you need to search it. There's a valve in here somewhere. This is what the writing on the walls says. We search the room, and carefully look under our feet, you can blow yourself up on a stretch. In the room with washing machines we will find a door behind which we can see the valve we need. But the door is closed on the other side, you need to find another way. On the other way we will see a puddle under voltage, in order to pass it is necessary to remove the fuse from the switch. Now the path is clear. We select a valve and watch how two people who want our death appear. It's good if you installed the neutralized tripwire back, otherwise dress up to fight both. Having dealt with them, we return to the boiler room. Along the way, we look under our feet and deal with enemies. Before entering the boiler room, we will find ourselves in a mined room. The bombs will go off in a minute if we don't open the door. We find the switch and assemble the circuit in the distributor so that all the lights turn green. The door is open. A couple more turns and we're there. We insert the valve and shut off the steam. We are in the boiler room. At the corpse we find the cassette and listen to it. Then we find a ladder and go up, squeeze through the pipes and then go down again. We close one more valve and run further until we get to another one. Here we have to go through a small maze.

To begin with, we redirect the steam to the right, go to the left side, go down there and close another valve. Now we return to the beginning of the maze and redirect the steam to the left, now you can go through, guided by the arrows. At the end, we close the last valve and we left. We go further into the boiler room. Let's focus on the signs. In the boiler room, we will be attacked by a madman with an iron box on his head, you will need to kill him and pick up the valve. We will need it to find the key to the door to the furnace room.

With the valve we approach the boiler and solve another puzzle. We block the steam and in the back room we find the key. We take it and let's go. We have two and a half minutes to escape before the boiler explodes. You will need to run to the place where we inserted the first valve. The path is not close, so let's hurry. When we are saved, we will continue the path, we need to go to the furnace room. That is where we are waiting. On the way we cover various valves, blocking the fire and steam, we kill various psychos, and do not forget about the stretch marks. Soon, the further path will be blocked by a tray with hanging carcasses of animals, we will need to move them so that the passage opens. Well, it's not difficult here, first we move the first, then the second, and the third, which will open the way for us. Then we go up to the second floor, where we will fight with a couple of three psychos. At one of them we will find the key to the furnace room. We open the doors and enter the furnace room. There we find Jennings Foster tied to a table. A huge pendulum is suspended above it, which gradually decreases and if you do not have time to assemble the puzzle, then it will be cut into two ladles. We need to hurry. We collect gears on four tables and save a colleague. After that, we talk, listen to how bad we are, and continue on our way in search of another riddle.

Melissa.

The next clue will not be long in coming. You will be in front of two doors. You have to make a choice. In principle, both doors lead to one utility room, locked with a key. So your choice is not important for the further game. The only thing you choose is the path to this very door to the back room. The left door will lead you to an obstacle course, which you will need to pass quickly. And the right path will take you to a place without obstacles, but in complete darkness, you decide.

Leaning against the door, we get the task to find the key. We rise to the floor above. And we run into the closed gates of the guard post. You need to feed them. We go to the toilet and there, in the toilet with syringes, we find the key to the utility room, go downstairs and open the door. We go straight and get into a room knee-deep filled with water, behind the bars we see a charred body, to which electricity is supplied, and this body constantly descends, when it touches the water, you will die. To open the lock and stop the body, you need to find the code for the lock. The columns in the room are covered with numbers, you need to find a place from where the code is visible. On the floor there are clues in the form of a puzzle element, if you stand on one of them, we will see the code "435". We open the door, find the switch in the box, and assemble the circuit in the distributor and redirect the electricity.

Now back to the guard post. We examine the place and on one of the TVs we see a tombstone with a surname, it is necessary to find the place of the grave. We open the gate and move on. Until we run into closed gates again. Power needs to be restored again. We will find the switch in the room, which will begin to fill with poisonous gas when we enter it. You need to quickly find him and get out through the gap in the wall. After we return to the shield and turn on the power. The gates are open, we go further, and soon we find ourselves in the courtyard of the clinic. On the roof we see a psycho who throws Molotov cocktails at us, it’s good if you grabbed a gun from the one who shot himself near the room with gases. If not, we go up the stairs to him and kill him manually. Beware, the yard is full of stretch marks. Having dealt with the villain, we pass into the hole in the wall. We move to the "Cedar Chamber" following the signs. Having reached the last chamber, we enter the street and find ourselves in a cemetery. You need to find a grave with the name Steven Sing. On it in the box we will find the key we need. Now with his help we enter the Cedar Chamber.

There we are looking for the next hint of the Constructor. As usual, you won't have to search long. Behind one of the doors we will again find ourselves in a room where explosives are everywhere, and a timer before the explosion. To hide, you need to open the combination lock on one of the doors. To see the code, you need to open the cage in which the psycho is imprisoned, with a box on his head. The cage has a hole in the wall through which you can see the code "838". We open the lock and hide from the explosion by closing the door with a bolt. After the explosion, we leave and look for the next clue.

We find a gap in the wall formed from the explosion, we pass into it and find ourselves in the toilet. In the toilet we find the key, and go to the stairs. We go down and inspect the ruins of the Sing family, read the documents and listen to the audio recording. Then we go further and go down the stairs even lower. indoors with big mirror we listen to the recording and get the task to find the key from the fallen angel. We go further and find cells with imprisoned people. In each cage there are figurines of angels, in one of them we will find the key to the chapel. We supply power to the doors of the bars, having assembled the chain in the distributor, and in turn open the doors and inspect the figurines. You will have to fight for them, so it is advisable to find them early. I found the key in the first cell on the left. We break the figurine, take the key and leave, in the rest of the cells there is nothing interesting except for the enemies. We go to the TVs, listen to another nonsense of the Designer, and go through the opened door. Out the door we will see another psycho locked in a cage. This new psycho is explosive, so to kill him, and you need to kill him, because he has the switch we need, you will need to use a trick, lure him into a puddle of voltage and move away so as not to get hurt. Having done all this, we take the switch from the corpse and go further, to the distributor. We collect the scheme and open the door. We climb the stairs and after passing through a couple of doors we will soon find ourselves in the chapel, where we have to save Melissa Sing.

In order for Melissa not to die, you need to solve 3 puzzles on time. We drag the cube in such a way that it passes through the circle, and as rarely as possible passes through the crosses, otherwise there will be a lot of blood.

When Melissa is saved, we listen to the next accusations against us and go out the door with the inscription "EXIT".

Oswald.

We leave in revenge with Melissa in search of the next hint of the Constructor. We rise a couple of floors higher and there we say goodbye to Melissa, she does not want to go with us. We go on alone.

Having reached the screens, we listen to the Designer and get a new task to assemble the puzzle and find a room with a victim in a trap. We go into the toilet and in the toilet among the syringes we catch gears. We go further along the corridors through the chambers, through the walls to the stairs. We rise to the second floor. We search it and activate the explosives. You need to stop the timer. We find a toilet with a mirror, close the door and see the numbers "207" in the mirror. We need to find room 207. When we find it, we will find the designer's box there. We open it and find a bag with puzzle pieces. The timer is stopped. The second bag must be sought in the oak chamber. We run in search of her. We find a hole in the floor and jump down to the first floor. In the ward "102" we watch the telly, and then we break through the wall, and after passing through the gap we go down to the basement. There we see a big man with whom we have to fight. We kill him and go down even lower. We find a passage and move on. On the way we will meet a couple of enemies, what to do with them is clear. When we get to the door around which there are TV screens, we will listen to the Designer. The room with the trapped victim has been found. Now let's go in search of the second bag of puzzles.

We move to the Oak Chamber, guided by the signs. We do not fall into traps, we kill enemies and enjoy the "fun" atmosphere. Soon we will get to the room with puzzles, the door is on a combination lock and it is guarded by an explosive psycho. Now I need to somehow get to it. I'm going around. When we get to refrigerator compartment lined with animal carcasses, the timer goes off, we only have one minute to get out before the explosion. We move the trays so as to clear the passage. Having got out, we go down the stairs and find ourselves in a dark room with mannequins. Turn on one of the spotlights and see the code for the lock "206". Let's watch the telly, they again show the Designer, with his delusional speeches, and go further through the opened door. We return to the door with the lock. We enter the code, we kill the madman behind the door, carefully, he is explosive after death. We take puzzle pieces.

Now you can return to the entrance to the trap. On the way back, we will find ourselves in a room, which, after the next speech of the maniac, will begin to fill with poisonous gas, it is necessary to shut off the gas supply. We find the valve in the next room, and connect the tubes. When connected, the door will open. A few more meters and we are there. Now we collect a puzzle on the table, it should turn out a doll on a bicycle. When we do, the door to the trap will open. We enter to save Oswald. In order to release it, it is necessary to assemble circuits in distributors in 4 minutes, a common thing, so it should not be difficult, although the circuits will not be small. So, we save another victim, listen to gratitude and leave in search of further adventures.

Obi.

We go up the stairs with Oswald and watch the cutscene, how he falls into a trap and dies ... we tried in vain. You need to find the next Constructor hint. We go straight, go down into the hole in the floor and find the recorder. We listen to it and find out that the next one we have to save is in the crematorium. We need to find him.

We go further until we get to the stairs, along which we need to climb to the second floor. But the path is blocked by a jet of steam, we need to turn off the valve. To begin with, let's go to the toilet and in the toilet among the syringes we will find the key to the utility room. We go into the back room and go down to the basement. There we find the valve, we block it and now the path to the second floor is open. We rise. On the second floor we run into a door with a combination lock. In the next room we find a projector. We look through the slides and find the code "628". We open the door and go further in search of a crematorium. Having reached the TVs, we see that Obi is imprisoned in the oven, we urgently need to find him and save him. We run further until we again run into the closed gate of the guard post. You need to supply electricity to them. We go to the post and assemble the distributor circuit. Power is on, we open the gate. Following the signs, we run to the crematorium. Soon we get the building, find a frozen hand. It will be guarded by a man with a box on his head. We are looking for a passage to it. We rise to the floor above. On the wall we see the inscription "The place is marked with a cross." We pass through the rooms, and find a hole in the floor marked with a cross. We go down and immediately find a frozen hand in the box. We see a splash screen, as the door with the inscription "EXIT" opens. That's exactly what we need.

We pass through the door, go straight, we will see the Pig's head behind the bars and once again we will watch the telly. There is nothing new, they show the same maniac. After the body session, the gate will open and we will continue on our way. But we will pass how many meters and behind the next door we will find ourselves in a closed room planted with explosives. And the timer will start again. We'll have 3.5 minutes to get out. To open the door, you need to activate 2 distributors. One on the left the other on the right. The distributors are not small, besides, the passage to the left will be blocked by a jet of steam, so it will still need to be blocked. In general, we do everything quickly. When the door opens, we quickly dump, because the timer does not stop. Having got out, we will take a breath and behind the next door we will find ourselves in a similar situation, only the time will be 7.5 minutes, but there will be more cases to open the door. You also need to activate two distributors, however, in order to get to them, you will need to fight, not suffocate, and there will be more schemes. In general, again everything will need to be done quickly.

Having left the next trap, we find a voice recorder, where we are told that we are already close. And it's true, behind the next door we find ourselves in a crematorium. We put the frozen hand in the furnace, and when it burns down, we will get the key. We pass a little further and open the door with the key, behind which we have to save Ob. He is imprisoned in a large stove, and if we do not have time to connect the pipes, he will turn into ashes. But we, of course, will have time and save another life.

Jeff.

We find the next clue right away, it's a voice recorder. Let's listen to him and get the task to get out of the stairwell. We rise to the last floor and run into a closed door. We find the key in a barrel with acid standing next to it. Let's go a little more and say goodbye to Oswald, nothing wants to keep us company. Well, we're used to it. We go down into the hole in the floor and find ourselves at the door to the theater. The door is under a code lock. Let's go look for the code.

To begin with, let's go upstairs, there we will try to turn on the spotlights, but two do not have light bulbs. Our task is to find them. One is in the cafeteria, the other is in the staff room. We run in search., guided by the signs. When we get to the electric chair, we will see the inscription next to it "Left and right, both paths lead to the light."

We run to the left into the cafeteria to the first light bulb. We pass through many doors, open the security gates, collecting circuits in distributors, until we get to the next door with a combination lock. We will find the code for this lock in the basement. There is a small hole in the wall through which the numbers "204" are visible. This is the code. We rise back, open the door and get the task to find the ward "204" in the women's department. Probably there we will find the light bulb we need. We run to the left and opposite the room "304" we find a narrow passage in the wall, with huge blades that strive to cut us in half. We proceed with extreme caution. After passing through the passage, we will see a clue in which direction we should look for the “204” chamber. We go along the arrow, go down to the second floor and find the ward "204". There is a light bulb on the table. We pick it up and poisonous gas will begin to flow into the room. In the table we find the valve and shut off the gas supply. Now you can return to the electric chair and start looking for the second light bulb from it. On the way back, there will be no special entertainment. We'll get there no problem. They will start when we go for the second light bulb in the staff room. There will be all the joys, crazy psychos, streamers, distributors, in general, everything that we love. It will not do without a combination lock, as well as without it. By the way, we will find the code if we return to the security post, there, on the TV screens, we will see the numbers “038” - this is the code.

We open the door and find ourselves in the cafeteria. The further path is blocked by a jet of steam. We close the valve in the dark corner of the cafeteria and the path is open. We go into the kitchen and see the closed door of the freezer. We need to find the key. We go to the right and then we go down to the basement. There we find a well, at the bottom of which lies the key. We turn on the conveyor and throw bricks into the carcasses at the moment when they pass over the knives. We throw until the well is filled with the blood of animals and the key rises. Here is such entertainment. We take the key and go to open the freezer. There, another test awaits us, we will need to quickly move trays with animal carcasses and open a passage for ourselves until we freeze to death. After passing through the refrigerator, we find a light bulb and we can return to the control room. Returning, we insert the bulbs, switch the light and see the numbers "831".

We open the door and enter the theater. Behind the scenes we find Jeff chained to the wall, but not a simple wall, but a wall with holes through which metal stakes will crawl out and pierce the body of poor Jeff, every time we make a mistake.

To save him, we need to match the pictures on the screens of 16 TVs by meaning. Here you need luck and a good memory. I wouldn't want to be in Jeff's place.
A little perforated, but still alive, we free the captive from the shackles of the infernal machine. Thank us.

Saying goodbye to Jeff, we move on. We find a recorder, listen and go through the opened door. Immediately we see a madman behind bars. We open the grate, since this is the only passage and we fight with a psycho. We kill him and move on. We go up the stairs, we pass along the board and in one of the rooms we see the Pig's head. He didn't seem to notice us. We break through the wall, we pass through the attic. Having found another audio recording, we listen to it and get the task to kill the Pig's head and take the key to the library from her. It makes no sense to fight her in hand-to-hand combat, the surest way is to lure her into a cage on the street and turn on the electricity in time. We do all this and take the key from the corpse. Now you can enter the library. Entrance from the yard.

Entering the door and listening to another television speech. We have to open the door by connecting the tubes to the gassed room. When the door opens, and we go further, we will see two doors, with the inscriptions "TRUTH" and "FREEDOM". Later we have to make a choice.

We listen to the recording on the recorder and enter the library, where we see the Designer himself. We will chat with him silently about the upcoming choice and run straight through the opened door, in search of the key to the doors of fate.

The path to the key will run through an obstacle course consisting of psychos who want to kill you, from the passage along the boards, from the activation of distributors and the like. The key will be waiting for us at the end. We select it and return to the doors of fate. We have to make a choice what we want, find out the truth or just leave.

Truth. If you want to know the truth, then you have to go through another obstacle course in pursuit of a dark figure. At the end of the path, you will catch up with the designer, and when he dies, not without your help it turns out that in fact it was not him, but one of the women you saved, Melissa Sing. This was her role.

freedom. If you choose freedom, then everything will end for you in the literal sense, and everything in general, our hero will shoot himself while sitting at home.


Chapter 1


After watching the introductory video, rotate the mouse clockwise, pressing the number indicated on the device when it is highlighted. This will need to be done twice. Then close all the doors to the toilet cubicles, stand on the reddish puzzle icon on the floor and look in the mirror. 437. Enter this code on the lock and exit the toilet.


After a short walk along the corridor, watch the video. Enter the middle cubicle and rummage through the toilet - you need to get the fuse, then install it on the switch. Open the door with the button, exit. Go around the glass, pick up the syringe, go through the black room. Then watch a video about an eyewitness. Go further into the room where the first skirmish is to be. You don't have to take any items. Beat composition Shift and 1 without ceasing. Take the key from the body. Open the door and go further.


A trap awaits you behind the next door - for a small gap of time you need to press the indicated button. The door on the left can only be opened with a nail. The nail lies in the honey table in the room right. During hacking, it is necessary to rotate the circles so that the elements coincide with the elements on the adjoining circles. In this case, two similar elements on the circle on the right will look up and to the right.


There is only one path along the corridors, there are no branches. A rotten wall can be damaged by blows of the fist, as during a fight. There is a fuse in the box, it must be connected to the circuit breaker.


In the operating room, the pictures show that Faulkner has the key. Pick up a scalpel, read the name of the person on the plate on the leg and cut. Return to the door to the main corridor and unlock it with the acquired key.


It is necessary to pass through the support, moving the mouse forward to walk and left and right to maintain balance.


In the morgue, find the fuse in the locker, stick it into the switch. Using the lighter, find the place on the floor where the puzzle piece is drawn (this place is a little further than the TV table). Stripes form a sketch with a gun. Find a refrigerator with this emblem and open it. Take the chain and run out of the room. Then go back and go through the hole in the wall.


There, take things from the table and return to the place where the elevator shaft is, but do not climb the stairs, but go along the corridors for another victim of the saw. Come to the room where you have already been. Here it is necessary to apply current to all three lamps. Near the button - open the door and go further. There is a hole in the wall in the room with the trap. Then it will be necessary to either destroy the enemy, or quickly close the door after the video and move the box to it. Move on. In the room with bombs, find the fuse in one of the boxes near the door with broken glass, go through the door, switch the switch. A code will be displayed on the TVs - enter it into the lock and pick up the key.


After the cutscene, you will find yourself in front of a door leading to Amanda.


The solution to the puzzle is the usual: alternately press Shift, then Space.


Chapter 2


Go down the stairs, inspect the corpse. Under the stairs in the table is a syringe. In a box on one of the platforms on the stairs - a nail. Go further, inspecting the boxes. When Amanda is taken, take the nail from the table on the right, look at the decapitation of the poor fellow and get the key from the barrel. There is a body behind the door, search it. Go further - there will be a stretch. Reach the broken pipe and return. Go through the previously closed door. Watch the video.


If you cooperate with the inscription in the mirror, you get Darkness illuminates. Turn off the light in the adjoining room and you will see the key. It must be removed from the toilet, as at the very beginning.


Exit and go to the gatekeeper's room. Direct your attention to the door with a latch. As you pass through it, an enemy with a collar will appear in the next door. It is necessary by any means to stay as far away from him as possible. Either destroy it and run away from the body, or run, locking the doors behind you. In this case, it is better to slam the door in front of the enemy's nose, then go back and close the second door on the latch. After unlocking the door with a nail from the inside, find Saw's chest.


Go through the door from which a young man with a collar jumped out just now. There will be several rooms ahead. Immediately a young man in a muzzle will come running. Destroy it or run until the muzzle destroys it. Then search the rooms. The valve lies behind a puddle under voltage. Don't rush to take it. At first, set up a trap so that you do not have to fight immediately with 2 enemies.


Open the latch on the door near the valve. Go and turn on the voltage in the puddle, hide in the room with the valve, closing the latch. Now you can take the valve and other useful things in the room.


You can not compose anything, but simply beat opponents. Just stand in the doors so that they don't attack together.


Return to the room where you woke up with the collar on. The door next to her is already open. There, lure the poor fellow with a collar and turn on the current. You can also crack the doors with nails - there are several of them. Go forward, jump down, search the rooms. In the end, you will leave to the room with bombs. It is necessary to set up a shield in the corner of the room. To do this, search the closet in the adjoining room and find the chain there.


Go through the opened door and go to the steam valve. Pass further, redirect flows to pass. From time to time you will have to fight with those who left the cells when the jets of steam disappeared. Next, you need to open the door with the button and go between 2 jets of steam. You have reached the boiler. A man with an armored safe on his head is walking around here. You can just beat him with your fists, you can force him to fall for the stretch. You can have a little bit of both. Eventually lift the crane off his corpse. You have to solve the pipe puzzle.


After that, you will need to quickly run back to the place where we fished out the key from the barrel of acid. Follow the signs to the furnace room. A boy with a trap on his head will jump out towards you.


In the future, locked doors, a lot of broken glass will come across. Watch Jigsaw talking to the victim on TV. Take a camera. In the room with the carcasses, move all three shutters that prevent you from passing through. Further in the room there will be three cameras. Two will open at the same time. Two opponents will appear. The 3rd will open later, its inhabitant has the key. Be careful - there are a lot of traps and glass in the room. When you get the key, open the furnace room.


Inside Jenkins saws some mechanism. More precisely, it will start sawing if you do not fill in four schemes with suitable gears (this is how the 1st, 2nd, 3rd and 4th ones look, respectively).



At the very beginning, you have to make a choice: go in the dark through a confusing corridor, or through an illuminated obstacle course with puzzles. I boldly suggest an obstacle course. At first, you have to go along a narrow board - move the mouse forward, and, if necessary, correct the balance with careful movements to the right and left. Then walk past 3 knives - no explanation needed. Find a chain in the box, go back past the knives and repair the electrical panel. Go out and change the camera for a flashlight.


Go by the only possible method, you will come to the toilet, where in the toilet is the key to the service room, which is near the stairs.


There is a basement filled with water. You need to redirect the electricity to the doors before it destroys you. The code to the door is 435, visible if you stand on the puzzle icon in one of the corners of the room. The chain can be found in one of the boxes near the door. Redirect electricity.


Now the door above can be opened. Go there, watch the video along the way. An uncle in a mask will come running. Beat him.


Go to the opened door. Way one. At the closed door to the cemetery to the right, look there as a young man in a hood shoots himself in the head. To his left is a door. Heal before entering. Immediately after you enter, take the valve in the table and go to the back of the room to solve the puzzle.


Then break through the wall nearby, search the room and exit through the breach. Take a pistol. Go back to the door to the cemetery - you now have a chain, you can redirect the voltage to the door.


In the cemetery on the balcony, the boy throws bottles with a combustible mixture at you. Shoot him.


Rise to the balcony and follow the signs to the cemetery. There will be one opponent with a collar in front of the cemetery. Handling a pistol is easy. There are two more below, one kills the second, and another on the balcony throws Molotov cocktails. If possible, save ammo, beat enemies with your hands. The key is in a box on your partner's grave.


Open the doors and go inside. In the room with bombs there will be a door with a combination lock. Code 838 - you can see it if you open the door to the cell (using a knife switch, which must first be powered by electricity) and look through the peephole there.


After the explosion, look into the hole in the wall - there is a crack. Break it and find the key in the toilet. Go through the closed door to the bomb shelter. Read the notes below and listen to the audio recordings. Then go through the door with the inscription. You can first break open the lock of the door opposite - there is a machine for making traps.


Behind the door, you will need to find the coil and repair the electrical panel. Then open the chamber, in which the sculpture is without wings, break it (the sculpture) and get the key.


Inside is another victim of Jigsaw. He has a bomb chained to his arm. Go past the door to his cell - you will see two doors. Go to the right (immediately close it behind you), find the fuse, activate the switch. Now turn it off, open the cell door with the man, go back to the switch and turn it on. Then pick up a part from the corpse.


Go ahead, fix another electrical panel. Climb up the stairs and go forward. In the chapel, it will be necessary to save the wife of the deceased partner. The solution to the puzzle is the following.


1st table: right, down, left, up, right, down.


2nd table: down, left, right, down, left, up.


3rd table: to the right, down to the left, up, to the right, down, to the left.


Chapter 4


Climb the stairs until you part with Melissa. Then follow the rooms until you talk to Saw, then find the gear in one of the toilets.


Keep going. After overcoming the collapse, climb the stairs, break open the door, find the fuse and fight off the uncle. Continue on downstairs. Go past 2 locked doors to the third, there is a hole in the wall and a trap. Remove the guy in the back room. Open one of the locked doors, restore the trap and go through the hole you made in the wall to the stairs. As the collar lights up, run back, go into the room with the trap and close the doors behind you - the pursuer has no choice but to run through the stretch. Ready.


Go through the hole in the wall. On the second floor, on the edge of the steps stretching! You will eventually come to a room where another puzzle will begin. There are two ways to find out the answer: close the door in the toilet and look in the mirror (207) or turn on the light in the corridor (toggle switch next to the door to the toilet) and, standing on the icon of a puzzle piece nearby, look along the corridor - you can see faint stripes in the form of a number on the floor 207. We go into the room (a trap!) And open the chest (there are two middle gears in the center. They can also be connected to each other with the 2 initial gears by the smallest ones). Time slowed down.


Exit through the door at the end of the corridor, after listening to Jigsaw's instructions, or you can collect useful things in the rooms. Everywhere there are traps and in 2 places it is necessary to break open with a nail, but there is nothing valuable in the rooms - stretch marks, nails, etc.


Go forward, in the room where Jigsaw is discussing with Oswald - there is a crack in the wall. We expand to the size of the gap and move to the other side and go down.


Soon you will meet a certain special uncle with a cool club, which will not be a problem to beat. Find a pistol in the adjacent room. Next, you will have to face 2 enemies. The first one can be lured into a trap set up in advance with a puddle of energized water, the second one, who throws Molotov cocktails, will have to be shot with a pistol. Follow the signs to Oak Ward and listen to Jigsaw's sermons. When you meet 2 guys clearing things up, don't interfere. "Where two fight, the third one does not climb." Then just finish off (with your fists!) the survivor. We go up the stairs.


Go through countless failures. You will find yourself in a room with carcasses of animals and bombs. It is necessary to move three racks on the far right side of the room. In a room with mannequins, you need to turn on the lights in the center of the room. As a result, the shadow will indicate the code - 206. We pass through puddles with electricity (in the right branch there is a box with a bat and bandages).


We go up the stairs to the right. If you wish, there will be a gas trap on the left, after neutralizing which you will get the opportunity to break into another cabinet with a pistol.


Upstairs, we enter code 206 into the lock on the door, kill the guest and select the contents of the box on the table. And we return back - down the stairs, etc.. We will come again to the gas room. The valve lies behind the door on the right, but there is a stretch.


We pass through the opened door and find ourselves near a place with an abundance of TVs and a puzzle. We put the picture like this.


Then we go through the door and fix the switchboards. Unfortunately, every time the conditions of the problem are generated randomly, so there can be no solution.


Chapter 5


At the very beginning, it turns out that all your efforts were in vain. A little further on there will be a story-hint of Jigsaw on the identity of the subsequent victim. Then there will be another search for the key in the toilet full of syringes. Below you will meet an enemy with a collar, like yours. In this case, you have a gun. Close the steam valve. Return to the hall above, go up the stairs. You will reach a door with a combination lock. In the adjoining room with the projector there is a stretcher, and a little later a man with a trap on his head will come running. Scroll through the slides - code 628. Go to the de-energized door - the shield is right here, nearby. Repair and open the door. The uncle will come running, I recommend that you close and lock yourself with a drawer and apply current to the puddle. At some point, he will be there. Follow the signs to the crematorium.


You will see a fence where a patient is walking with a safe on his head. Nearby there is a staircase to the 2nd floor, there is a path to this very fence. Take the frozen hand and exit by moving the barricade of one of the doors. The patient will let you know for himself, I recommend not to waste cartridges, if there are still left. Go to the crematorium - the doors are now open.


Now there is a very difficult test. At first, you will have a room with 2 generators that must be repaired before time runs out and the bombs explode. Everything is pretty easy here. The big minus of the situation is that the configuration of the shields is different every time.


But, right after the first test of this kind comes the 2nd, and here you have to get nervous. To begin with, we go to the left, there it is necessary either to bypass the chamber with the uncle through a hole in the wall, or to destroy the uncle. A spare part for this generator lies nearby in a closet. Then we return to the main corridor and go straight to the saving door - it is still closed. On the right there will be a cabinet with another spare part. We take it and go through the door to the right of the main corridor (if you stand facing the clock). There is gas. But you can not turn it off: we always go to the left, there will be a small shield, which takes almost a few seconds to repair. The door will open, immediately behind it is a closet with the last spare part and the last big puzzle. After its repair, the saving door will open.


You need to go through the gas room again. Next will be the crematorium, in which you will warm up your hand with the key. Use the key to open the cell where you will need to solve three puzzles in order, which are usually found in the gas room.


Chapter six


The door will close in front of your nose, the key lies on the bottom of the barrel, which stands nearby. Explore a huge room with an abundance of doors, then go up to the 2nd floor. Listen to one more sermon, then go find a light bulb in the door that has just opened. Behind her, another uncle with another club will rush at you. Then there will be a branch. We go to the right, there will be a room on the right, break open the door, then open the closet with a gun - it's calmer that way. Ahead will be a stretch and an ill-fated generator that needs to be repaired. Still further - a door with a combination lock. Code 038 can be seen if we go back a little, to the checkpoint, through which we just passed.


In the cafe we ​​will meet a fan of throwing Molotov cocktails - a gun will help you. There is a stretch in the middle of the hall, the path to the kitchen is blocked by the flow of steam, the valve is located at the other end of the dining room. Access is open. Be careful, there is also a stretch. The way to the freezer is blocked by a locked door. The key is in the basement.


We start the assembly stream, take the bricks and throw them at the pigs. Say no!" swine flu! Vividly. When all the carcasses have been properly processed, the blood in the tank rises, and the key is on the wooden pallet. I'm going upstairs.


We go to the refrigerator. It is very cold in here. To keep warm, we will carry stands with carcasses of pigs. There is enough time to move almost everything before an exit becomes available. There is a light bulb. At the exit from the kitchen, a bad uncle with a pumped bat will be waiting for you. I lured him into an electronic puddle at the entrance to the counter.


We return to the place where the fork. A young man with a collar awaits us there. This is where a pistol comes in handy.


We go on the second way. A familiar situation in the nearby rooms, we find a chain, repair the power supply to the door at the checkpoint.


We leave to the elevator. There are a couple of traps, but in the end there is only one way - to the door with a combination lock. We pass along a narrow board in search of a code and go down to the basement. There is an eye. We see the inscription about room 204. Some man will come running with a trap on his head. Shoot or run away until the trap closes. As for the room, I'm not sure, but as a code, this number is completely suitable. Explore the female wing. We find room 204, inside, of course, a trap. Gas room. Well, a light bulb. Exit nearby - through the next room right off the bat in the men's wing. An uncle with explosives will come running towards you. The gun helps out - stay away from the body until it burns out.



This is quite an interesting puzzle. In the middle of a set of pictures there are pairs that are united by meaning. A sawed off leg is a hacksaw, a film is a camera, etc. It is necessary to choose these TV sets one by one. The right choice removes one spike, the wrong one pierces the poor fellow.


Again, there is no general solution, but there is an effective technique. Start pressing the TVs in pairs, starting, for example, from the bottom right. And remember (write down) what is hidden there. Those. first the bottom row: 1st and 2nd from the right, then the 3rd and, if there is still no pair, but then we press the 4th. We start the next row in height - if after the first pressing the pair is still missing, press the adjoining one, etc.


Here full list: cardiogram - heart, shotgun - cartridges, pills - pillbox, tape recorder - cassette, hammer - nails, camera - film, hacksaw - leg, three puzzle pieces together - 4th missing.


Chapter Seven


The main problem in this chapter will be the killing of the monster, which you have seen throughout the game. First, go through the cells with the victims, which will have to be destroyed. Then upstairs, then into a room with a picture on the wall, there is a hole nearby. Next, don't get confused. The pig's head can be destroyed by luring into a trap, which is shown in the video. To do this, you will have to open both doors, then run through the trap so that the pig chases you, then turn on the current. Doing everything in order will not work. I used the tree in the center of the garden - you can run around it until the enemy tries to knock (he hits for a long time, there is time to run back and open the doors, for example). You can, of course, win in a fair fight, but it's unreasonably hard, in my opinion, when there is such a simple method. Pick up the key to the library.


Come in and go through several doors, listening to Jigsaw's instructions. Then there's a fight. In a large hall, where there are many lovers of leaving Molotov cocktails, go to the right, jump down, destroy whoever you meet there, go upstairs and out of the room up the stairs.


Now the trap test. We go first to the right, there we close the valve, then to the left. We take the key. In the room with gas, we take the valve in the closet directly, we rise to the 2nd floor. There we solve the puzzle with pipes. Then we go down and solve the puzzle with the electrical panel. Run quickly back to the hall, where the choice of doors. The developers graciously put a save here, so you can watch both videos.


Behind the door marked Truth is still a small piece of the game, but everything is linear there. There will be one enemy, you can destroy him with your fists, you can get a gun and shoot him. That's all.


Creator: Denis Litvinyuk

Hello ladies and gentlemen. I present to your attention the FAQ in questions on the passage of the game. All questions and solutions are taken from the topic of questions on the passage. The FAQ is not great for a reason a large number unresolved issues, and will be replenished with the advent of new solutions to problems associated with the passage of the game.

At the very beginning, I ran into a problem, how to open the door?

Door code 437

I can't figure out how to walk across the board without falling down onto the rebar.

You need to keep the balance with the mouse, and at the same time move the mouse forward.

I can't get past the room with the fallen angel. I searched everything at the man in the cage, just with this "fallen angel" there is no key.

We need a statue, "without wings" to break. And it will contain the key.

How do you open locks with a pick?

When you break open the door - 5 cylinders, each with 3 symbols. It is necessary to rotate the cylinders so that the adjacent symbols coincide. That is, for example, on a cylinder plus - on the adjacent one, there is also a plus. The second symbol (on the other side) is a yellow rhombus, on the adjacent cylinder on the other side there is also a rhombus. When everything closes in a circle in this way, the door opens.

How to get through a place where there are a lot of saves for corpses and bombs hanging?

Open the camera with a painted gun.

What grave to open in a cemetery where the graves are mined?

I can't get past the moment with Amanda where the antidote or toxin needs to be injected. What is there to do?

Where the blue arrows lead - nada toxin, where the red arrows - antidote. Space is a toxin, shift is an antidote.