Hey guys, I've translated the Desert Nightmare Walkthrough:
2.1 In the city
- The next day you go again to the grid to the right of the small alley to the warehouse . Then go out of the exit of the city . Now you can find the entrance area a keychain
- First, you open that house No.7 (left - down at the Workshop map) and you concern then bug spray in the store. This used her right outside the door to house No. 7 In the house you will find the key to apartment # 1. Go to the motel and into the apartment . There you will find a pocket knife
- The right of the Workshop Map are a few houses . First opens the lower and
goes up in the right room. Under the right bed sheets you will find a list of symbols
- In - house right above you go directly through the upper exit . Runs as fast as
possible to the next door and there used the pocket knife
- In the room you will find a note on the wall, with her ??chest open ( 26538 ) .
There is a key and a doll's head in her
- With the key you can open the locked grid
- In the new section you go into the average home after the cutscene and take the key to Apartment No. 2 from the table. Then go back over the board
2.2 Underground
- Flee after the cut scene before the opponent and continue collecting the valve on top . When you use this great machine and lures the opponent into the steam
- Then you go to the upper building and opens the closet ( 3751 ) . There is an empty bottle in it. On the table, then there is still a cable clamp
- With the pliers you cut the power cable through the water and take it immediately out of the water . Now you can jump into the water. On the next map you use the empty bottle at the barrels
- Now go to the lower building and fills the diesel engine in the front. In the building you can then pull a lever that opens the output leftmost
2.3 night
- Go to Apartment No. 2 and tried to open it. Then you worried you out of the store flashlight and battery
- A reference point to know the house where the dog was pulled , so go there . The doll puts her on the head and take the hint
- In the basement you take the conclusions from the table and tried to push the oven afterwards. You need gloves that you worried you from the store. After you have moved the stove and be crawled through the hole , you open the cabinet. In it you will find a key
- Pushes after the cutscene quickly the red box in front of the window and climb out
- Now go to the police station (the house with the bike before) and opens it . You must go into the interrogation room for a cutscene will play
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3 day 3
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3.1 In the city
- With the key from the table you can open the shed in the small garden (the garden is behind the small alley at the map with the 3 houses ) . In the shed you will find a spade and a metal pipe . With a shovel you dig the fresh spot in the garden and finds a key
- With the metal pipe you can pry open the lid on the floor in the small house (the house right on the map with the hole in the ground )
3.2 Mine
- In the mine you go down a map first and then through the passage on the right - bottom
- You have to put the opponent out of action and then press the lever. Either you throw an oil drum and lures him to the oil, to cheer her closet for him ( he has to stand in front of the cabinet ) or it pushes the lore when he is in the vicinity of the post. Before you flee out the door , you must still take the crowbar
- Now go left down through the passage . The small hole you can find the office key . Go back and into the house. Break the right cabinet and finds an antidote , which used her instantly
- Then you open the vault (top footprint , bear right , down cactus, horse left ), in which dynamite is
- Now you go back to the first map of the mine and find the right home in a cupboard matches
- If a map down and then right to the obstructed passage. First sets the dynamite and then lights it on fire
- In the Loren puzzle on the next map you have to press both levers . go to
right and presses the lever again . Then you push the lore goes back to another map and use the crowbar on the right lore. Then she shoves this lore until it has broken through the top left boards . On the next map you push the lore without pressing the lever
- After the cut scene you are back in Dusty Creek
3.3 night
- Depends on the dream catcher in your room and then goes to sleep
- Go to the tailor ( next to the police station ) and you concern where the drawer knob for house No. 9 After you've installed it , you will find a bunch of keys
- So you go to the butcher (the house with the big hole) . There you will find a clue. In her police station closes the cupboard to get a pepper spray
- Then go to the motel . In Apartment No. 5 you will find a suction cup and Apartment No. 3 an article about Morse code
- Now you must go to the bar ( through the storage room to the right of the bar). In the toilet you use the suction cup to the clogged toilet. As soon as the enemy comes, you will then use the pepper spray . In the basement of the bar you will find a key with which you can open the chest in the storage room of the bar . You will receive a crank
- With the crank you can open the garage (right next to the big blind). After a cut scene appears on an opponent before you have to take refuge in the basement. Where are you hiding behind the sheet metal top left
- After you close the box and take the handle . Upstairs you will find the workshop a fuse in the fuse box up to her
- In the Tailoring you open the locked door ( 1759) and then sets the handle in the metal plate
3.4 vaults 1
- Once you have run away from the enemies , entices her one of them on the grid and then presses the lever . Now go into the room in which were the enemy and presses the lever there too . Now you have to back and then down. When the barrels you use the canister
- Back in the basement, you will find the space to the right and left rat poison from the room with the gasoline barrels lining the room. The food poisoned her with the poison
- Go right twice to the next room and then down. Here you have the box on the left to set the current correctly . The needle should be exactly in the middle are (eg 3xKnopf 2xKnopf 1 and 2)
- In the space below the cut scene immediately after you use the poisoned food. In its left room you will find a calendar with moon phases
- In order for you the door above the room with the 3 open gasoline barrels (11 03 17 25). Then go through the door
3.5 vaults 2
- After a few cutscenes you go the first passage to the left . There you find your backpack . Behind the door, top right, you go further until you find a sketch . The sketch indicates how you get past the spike traps in the hallway. After ye have left behind you, you can with the lever all the traps off
- In the next room you'll find a clue to the chest to be opened in the room with the backpack ( 136264 ) . The medallion is their a place where you have found the note . Then you have to count the symbols in the book and correctly ( 5326 )
- Then you will find in the room left a key with which you can leave your cellar 2
- During the fight with the enemy , you have the 3 barrels upset and lure him into the burning gasoline
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4 day 4
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- First go to the upper house and take the locket . This can then use it in the lower house. After you've pressed the button , the door opens to the left room . There is a key and an explosive device
- Now you can unlock the middle house . In the closet is a reference and Zündkasten
- Then places the bomb to the walled passage and then used the Zündkasten . In the next room , you have to push the stones into place (
Bear up , right snake , bird down and left cactus)
- Go down the elevator and ride
- At the final battle you have to dodge the enemy until the metal bars are extended and each press the next button. Once you reach the shrine , you must then use the bag with the powder