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Close to the Sun Walkthrough Guide

Close to the Sun

Contents:

  1. Prologue "Ingenious Hell"
  2. Chapter 1 "The Domain of Hermes"
  3. Chapter 2 "The Fire of Prometheus"
  4. Chapter 3 "Hestia's Home"
  5. Chapter 4
  6. Chapter 5
  7. Chapter 6. The Tragedy of Dionysus
  8. Chapter 7
  9. Chapter 8
  10. Chapter 9
  11. Chapter 10

Prologue "Ingenious Hell"

Collectibles:

  1. Postcard №1 "Helios". In the first room where Rose is at the beginning of the game. Examine the bed.
  2. Postcard №2 "Helios". When leaving the room, examine the sofa in the middle of the corridor.
  3. Postcard №3 "Helios". When you find yourself on the deck, then move through the corridor along the left side (when exiting the door to the right) to find an item on the windowsill. If not, check the same corridor on the other side.
Walkthrough Close to the Sun-1

After the introductory video, go out into the corridor and to the right. Go around the deck, go upstairs and enter the wheelhouse. Click on the red button to complete the prologue.

Walkthrough Close to the Sun-2

Chapter 1 "The Domain of Hermes"

Collectibles:

  1. Passport №1. When you get inside the Helios, then examine the red chairs in the waiting room on your right hand. One of them is a document.
  2. Passport №2. From the elevator go to the left. When you get into a large room with tables, find a document on one of them.
  3. Passport №3. In the same spacious office, get into a room with a lever that turns off the first fuse. There is a document on the counter. The path to the room is closed, but it is enough to turn the two arrow buttons correctly.
  4. Passport №4. In the office in the other wing, where you will go to disable the second fuse, there is a metal staircase leading up. There you will find several shelving and a document.
  5. Passport №5. In the left wing, through which you went to the room with the safety lever, you can go through a small door with a green light and get to the interrogation room. There is a passport on the cabinet inside.

Secret:

  • There is a note in the interrogation room in which the head of security announces the code "LEFT-LEFT". There are buttons on the side. Rotate them so that they point to the left and you will find the torture instruments.
Walkthrough Close to the Sun-3

Get out and go to the pier. Climb over the container using the stairs and reach the abyss. In the booth on the left, press the button to raise the bridge and enter the building. Move the only way and you will find yourself at the blocked elevator.

Walkthrough Close to the Sun-4

There are corridors to the left and right, and each of them leads to spacious offices, where there are also small rooms with levers. Both levers must be lowered to disable the fuses blocking the path. One room will be open and the other will be locked, so you must turn the arrow buttons. You can solve the puzzle by matching: rotate one of the buttons once, four - the second, repeat the procedure until the doors open. Enter the elevator, pick up the key card and use it on the control panel to complete the chapter.

Chapter 2 "The Fire of Prometheus"

Collectibles:

  1. All five masks are in the same common room, where you will see Rose's hallucinations. One mask lies at the foot of the statue in the center, four others - in four different parts of the hall.
  2. Roughly speaking, you need to divide the hall into four sectors from the statue in the center and examine each of them to find four more masks.
Walkthrough Close to the Sun-5

Move the only route, studying the surroundings, until you find yourself in the hall. View the vision, talk to Ada on the walkie-talkie and jump behind the reception desk on the right. There you will find a safe, and next to it is a note with a code. Set this code opposite the arrow that points to the right, and take the card key. Use it on the elevator to go further. When rotating the safe, you need to act like this: first the larger circle rotates, then the middle one, then the small one.

Chapter 3 "Hestia's Home"

Collectibles:

  1. Key card to Steinitz's apartment. When you see the path to the Gamma Wing, where the wires sparkle, examine the tables with chessboards nearby. One of them will have an item.
  2. Photo No.1. Go upstairs and find two key cards for the fire and wind apartments behind the reception desk. The corridor nearby contains the right doors, and behind one of them there are many balloons and a photo on the bed.
  3. Photo No.2. In the main hall, go to the left wing, facing the sparkling wires of the Gamma wing. Turn right and immediately go up the metal fire escape to find a picture near the corpse.
  4. Photo No.3. Examine the first floor and at one of its ends you will see a fountain in which lies a photograph.
  5. Key card to King's apartment. Once in the Gamma wing, look around the hall and find a key card on the bar.
  6. Photo No.4. Once in the Alpha wing, examine the furniture set and find a photograph on the coffee table (in the hall, to the corridor with the apartments).
  7. Photo No.5. After Tesla blocks the exit from the Alpha wing, look into Brown's room to the right and left of the bed, find the photo on the nightstand.
  8. Key card from Ostrog's apartment. This card can be obtained by solving the puzzle in Brown's room, to the right of the locked door from the Alpha Wing. There is a safe here that works on the same principle as the puzzle in Ada Archer's apartment. Examine the safe, read the note on the dressing table on the left about sheep, wolves, a dog and a shepherd. Depending on the selected image on the left, set the appropriate one next to it. For a shepherd - a dog, wolves - sheep, sheep - grass, dogs - wolves. Inside is a key card that allows you to open Ostrog's apartment in the same Alpha corridor.

Go to the hall with many apartments. One of the passages is electrified. Go to the left of it, turn even more to the left and find the stairs. Climb up it, jump over the pedestal and go along the balcony until you find the wing where Ada Archer's apartments are located.

Walkthrough Close to the Sun-6

Rose will contact her sister, and she will explain what to do: get into the Gamma wing and pick up duplicate keys. It is not easy to get into the Gamma wing: the path is blocked by sparkling wiring. There is a staircase next to it. Climb up there and see the wires leading to the server room. You can get there only after you find the door to the Alpha wing, where Ada's apartments are located, and talk to your sister. Inside you are required to enter a code. Exit the server room and go right to find another reception desk on this floor. Behind it there are two key cards, which, however, you do not need. Go to the adjacent corridor and open the far door to see the code combination on the board. Enter it in the server room to turn off the power supply.

Climb down and go to the Gamma wing. Get to Eliza's room by picking up the card key in front of the door, and in the bathroom look for Ada's spare keys. Go to the door to the Alpha Wing, on the second floor, and go there. Look into Ada's room, where you will need to solve a puzzle. You can do this after Ada herself asks Rose to find the secret diary in the secret room.

Examine the table in the first room to see an image of a moving painting. Move the picture with the ships nearby. Study the mechanism. It consists of two plates, figures are depicted on the left, and elements of the elements are depicted on the right. Search the rooms in Ada's apartment and memorize the symbols depicted on the various figures.

Walkthrough Close to the Sun-7

Next, turn the right plate so that the figure closest to it on the left plate corresponds to the symbol you have chosen. Click on the button on the right. If you hear a squeak and the white light turns on, then everything is done correctly. Repeat the choice three more times and make your way to the secret room. Take the diary.

Go back, but the door to the Alpha wing will be blocked by Tesla himself. After talking with Tesla and Aubrey, you will need to hide behind a cabinet in the hallway. Aubrey will break open the door. Get out of here the only way until you see Ludwig Ostrog. Get down. On the left there will be a grate leading to the monorail station. When Aubrey opens it, run without looking back. Jump over two obstacles to successfully escape from Ludwig.

Walkthrough Close to the Sun-8

There may be problems with overcoming the second obstacle (after the destroyed car). Just interact with its right, lower part.

Chapter 4

Collectibles:

  1. Drawing No. 1. Once in the laboratory, open the green door and go to room 301 on the left hand side. There is an item on one of the far tables.
  2. Drawing No. 2. After you turn off the electric tower, go upstairs and go out into the corridor, move to its end, but do not rush to open the door. In the corner on the left, behind the crate, there is a corpse and a blueprint.
  3. Drawing No. 3. When you open the door by entering the code from the note in the toilet, then look into the second office in a row to find an item on the table.
  4. Drawing No. 4. Follow the corridor further and enter the lecture room, where the drawing is also hidden, on the teacher's table.
  5. Drawing No. 5. You will find the next item in the room with cages and rats when you run away from the monster. Look on the table against the wall.
  6. Drawing No. 6. After the room with the rats, you will enter a corridor. Enter the nearest room with the doctor's chair to find the drawing, in the corner near the corpse.
  7. Drawing No. 7. In the same corridor, move to the left of the place where you came from (if you are facing it), and enter Dr. Harnesk's office, between the second and third passages to the left. There is a drawing inside, on the floor by the corpse of the doctor in the chair.
  8. Drawing No. 8. The last drawing will be discovered after the previous two, when you climb a little higher and see a waiting room and wide steps upstairs. The drawing lies on one of the benches.

When Aubrey opens the car door, then jump down (to the right in the direction of travel). Take the only route through the tunnel. Go down into the water and make your way under the pipe. Go down into another body of water and pull the lever on the left. In the end, you will find yourself at the console, where Aubrey will contact you again.

Get down below, examine the document on the table and continue moving until you find an elevator on the left. Enter it, because there is nothing else to do here. Walk down a long corridor and soon you will find yourself in a reception room with an administrator's desk. To the right and ahead there are two doors leading to the laboratory. But you can open only the front, with a green light.

Walk down the corridor until you open the door and see an electrical tower through the window. It will need to be turned off. Enter the room with the tower and move to the right along the wall. Go down the stairs. Pick up the moment when there will be no current, and go around the tower in a clockwise direction. Turn off the first remote at the left wall and the second at the far left of the door.

Climb up next to him and go into the corridor. In the next room you will see a man. Follow him, turn off the left remote and activate the right one. In the hall with a lot of corpses, go to the right and you will see a door that requires you to enter a code. Move in the other direction, enter the toilet and in the far booth you will find a corpse with a note containing the code. Enter it on the very door in the hall with corpses.

There are no collectibles in the office on the left, but there are notes. In the next office with many tables, you will find a blueprint on the left. Go through the lecture room at the far end of the corridor to find yourself in a darker room. Make your way under the pipe on the left, after which you will see a cut-scene with the appearance of monsters.

Run away from the mutant until you find yourself in a room with cages and rats. There is also a blueprint on the table. You leave into the corridor and iditol to the right. Take the second turn on the left and move to the end to continue the story. However, before you can find the drawings - No. 6 and No. 7. Get to the operating room for a cutscene with Ada Archer.

Chapter 5

Collectibles:

  1. Report No. 1 from the department of physical research "Helios". At the beginning of the chapter, after leaving the hall, open the only door with a green lamp and take the item from the table.
  2. Report No. 2 from the department of physical research "Helios". When you listen to the words of Aubrey, do not rush to open the door to the lecture room (Lecture Hall). Instead, find the pneumatic tubes opposite it and the document lying there.
  3. Report No. 3 from the department of physical research "Helios". In the lecture room, on the teacher's desk right after the previous document.
  4. Report No. 4 from the department of physical research "Helios". As you move through the burning rooms, after you make your way through the narrow passage between the objects, inspect the nearest table with a document.

After getting up from the chair, go through the door on the left. You can only open one door with a green light. In the room, find the first collectible lying on the table. Activate the two levers with green lamps, follow through the gate and enter the lecture room after the ghosts of Tesla and Ada. Continue on the only route and open the door by entering the code combination you learned from the document in the lecture room (third report/collection).

You will see a huge sparkling tower. Go right and move further along the edge. Move through the rooms with fire until you get to a clean room. You will need to get over or under obstacles, squeeze through narrow passages. Enter the elevator.

Chapter 6. The Tragedy of Dionysus

Collectibles:

  1. flyer to the opera. When you go into the building of the Bolshoi Theater, to the upper box, where you will see the ghosts of Tesla and Ada, then examine the seats on the right by the fence. There is an object.
  2. Leaflet Petronova. From the upper box, climb the stairs to the left to find yourself in a corridor. In front of you will be a poster of a woman, and on the right is a brochure with her.
  3. Flyer for Steinitz' performance. When you pass from one balcony to another along the metal beam and return to the corridor, go left to the barricade and find a leaflet behind the fallen column.
  4. Fabrier leaflet. When you find yourself in the front rows, go to the piano and you will find an item on the seat.
  5. clown flyer. After Ostrog appears on the stage of the theater, run away from him and go through the door with the inscription SLOW in order to find an object on a box in the nearest corridor.

Follow the only route following the shadows of Tesla and Ada. Once upstairs, go down the corridor. Press against the left wall to go around the hole in the floor. Having buried yourself in the barricade, look into the box on the right and get over to the neighboring balcony along the metal beam. When you find yourself in Ada's personal box, then examine the hundred, the closet in the corner and the cabinet in the corridor. On the last one, Rose will find a key card for the guest elevator. You leave into the corridor and get down downward.

Climb up to the stage and open the hatch in its center. Ludwig will appear, but at the same time, Rose herself will find Ada's diary. Run away from Ostrog until you find yourself in front of three doors with different inscriptions - FASDT, PAIN FULLY and SLOW. In fact, all the corridors are connected, it's just that they will scare you in different ways. The corridor on the right, Slow, allows you to find another collectible.

Move through narrow corridors, making your way under the shelves. At one point, you will need to press against the wall and squeeze between it and the rack. Run away from Ludwig until you fall down.

Get down below, open the available doors and pull the lever to turn off the sparkling wires. Go into the room and wait while Aubrey tries to figure out exactly where Rose is. Eventually, the light will turn on. Enter the elevator and wait for the dispatch.

Chapter 7

Collectibles:

  1. Maintenance Report #1. At the beginning of the large hall, open the bridge on the left by pulling the lever on the remote control, and examine the metal supports on the other table. One of them has a leaf.
  2. Maintenance Report #2. When you find yourself in a room where you need to lower the pressure due to valves, enter the room in the center. There are three doors here. Exit through each of them and look at the pipes on the right. There should be a note there.
  3. Maintenance Report #3. When you find yourself in the cabin, where you will see a high tower and Aubrey in the tower on the right, then look around inside and find an object on one of the panels.
  4. Maintenance Report #4. In one of the tower rooms where Benny is. After you turn off "Frida" - a sparkling tower.

Move the only way. In the adjacent room, the light turns on and off, so the doors will periodically be blocked. Open them when the green light is on. Once in a spacious hall, go a little forward and follow the silhouette of a ghost to the left. Pull the lever when the light is on to open the bridge. On the other side of it, you will find a collectible.

Go to the right side and go up the stairs. When the light turns off, run over the wires that sparked a second earlier. Climb down another ladder, move on and see several silhouettes. Pull the lever on the nearest console, but the bridge will not work. There is another remote control in the room on the right. Stand near it and wait for the light to turn on. Pull the lever. The sparkling wire goes to the previous remote control. Quickly run to him and pull the lever. The bridge below will not be able to open, but it will happen with the top.

Exit back and go up the stairs, where one ghost was standing (and the rest below). Cross the bridge and go down the stairs on the other side. When the light goes out, jump over the cabinet with wires.

Go down the corridor until you get to a new room. There is a sparkling panel here, indicating that the pressure is going through the roof. You need to turn all the levers in the room one at a time to release the pressure (look at the gauges to make sure the needle goes down each time).

In addition, valves will be missing on two panels. One valve lies nearby, the other is at a distance. In general, the room is circular, so you can easily figure it out. Once Aubrey says you can move on, open the door on the opposite side of the opening you came through. The sparkling panel does not interest you!

You can do this: move along the wall to the left and turn the corner to the left to see the first valve. Continue along the wall and find the second valve (no need to go down). Move further along the perimeter of the room, go down and find a door with a red lamp. It is through it that you will need to go through. A little further than the door, on the left is a panel, and under it on the floor there is a valve. Pick it up and install it, then turn it counterclockwise.

Enter the next room and turn another valve, and also take another one from the table. Exit the room through one of the other doors and you will see a collectible on the pipe on the right. There is also a valve nearby. Exit through another door from the central room and place the faucet from the table on the panel on the left.

Move on the only route and you will see a huge tower radiating powerful magnetic fluxes. You will need to move the only way, hiding behind various objects so that you do not stand in the line of sight of the tower when it hits with a beam of energy. When you get close, you will find that going further is impossible due to the missing bridge. Climb up the nearby stairs and activate the lever on the panel. You can hide from magnetic beams right on this ladder, holding on to it (if you stand at the bottom of the ladder, this will not save you). Get into the back room and turn off the tower.

Then it remains to move back, keeping to the left side. Climb the stairs twice and enter the tower where Aubrey is. Go the only way until you get into the room with Benny's corpse. Watch the cut-scene. Run the only way from the mutants until Tesla saves you.

Chapter 8

Collectibles:

  1. Sketch #1. Go to the next room with couches after the beginning of the chapter and find the item on one of the pedestals.
  2. Sketch #2. When you see the first silhouette of Rose carrying Ada, follow her. Before the steps up to the corridor on the left hand, inspect the floor to pick up the document.
  3. Sketch #3. Once in the greenhouse, go upstairs and examine the wooden boxes on the right, on which lies the document.
  4. Sketch #4. When you move along the corridors with blue haze, then turn into the corridor on the left. At the dead end behind the box, the necessary document is lying on the floor.

Look around in the hospital and move on from it. Follow the ghosts of Rose and the dead Ada in her arms. You will find yourself in the gardens. Go to the greenhouse, go up the stairs and go further. You will find a panel with a broken lever, and a note hanging nearby that it can be temporarily unlocked. Head back to the stairs you came up here and head left to the control panel on the wall that's lit up in red. Pull the lever and quickly run to the previously inactive lever on the other side. Pull on it to open the way further.

You will again find yourself in a corridor with a blue veil. Go to the stairs and go down to see a panel with an inactive lever. To activate the lever, you need to go upstairs and go to the right of the stairs, where there will be another panel in the wall. But keep in mind that as soon as you activate it, monsters will appear. Quickly go down, turn left (not right), run up to the lever on the panel and pull it. A passage will open, and you must quickly run through it. All other actions are unnecessary: ​​if you do it quickly, the monster will not catch up with you.

Continue to the monorail station and call the car by pulling the lever on the table in the back. Get in the wagon.

Chapter 9

Collectibles:

  1. Drawing No. 1. Moving forward, you will be outside and notice the Tesla Tower. Go ahead and enter a room with some costumes and the first door with a green lamp. Turn around, exit the room and follow the open boxes on the right path. One of them has a blueprint. Opposite it, there is a blocked passage with a container on which the item lies.
  2. Drawing No. 2. When you open the first door that Aubrey will block, you will find a corpse with a blueprint in the corner on the left.
  3. Drawing No. 3. When you go down the stairs from the bridge, since Aubrey blocked the door, then look for an item on the table.
  4. Drawing No. 4. Move on after the previous collectible and literally in the next corridor, on the table on the left you will find the next one.
  5. Drawing No. 5. When you run away from the mutant and find yourself in front of a door with a green light, do not rush to open it. On the right are the pneumatic tubes, and on the shelf is a blueprint.
  6. Drawing No. 6. Open the same green door after the previous blueprint and take the new one from the table on the left.

After arriving at the indicated place, leave the station. Take the only path and go through the disinfection room. Aubrey will close the way forward. Go back to the middle of the corridor and cross into the next room through the broken window on the right. Find the lever, pull it and open the locked door. Return to it and go further.

Next time you will need to duck and climb through the ventilation. Keep moving. When Aubrey blocks the door on the bridge, then go down the fire escape down. Run away from the monster, enter the room with panels and four levers. Lower the levers so that all panels glow green. Enter the freight elevator.

Chapter 10

Collectibles:

  1. Tesla's Personal Note #1. As soon as you leave the room and find yourself in the laboratory, take the note from the table.
  2. Tesla's Personal Note #2. When you find yourself in a room with another electric tower, then remove the note from the stand on the right.
  3. Tesla's Personal Note #3. Another note is in the same room with the tower, on the table to the left.
  4. Tesla's Personal Note #4. After interacting with the globe, you will be next to the capsule. Nearby there is a rack, on one of the shelves of which lies an object.

Exit the elevator and go all the way forward to see Tesla and Aubrey below. Listen to them, go to the panels on the left and lower the levers so that all the panels are red. Then pull the lever next to them. See what happens next, then go down the stairs.

Climb over the cabinet to the right of Tesla to find Ada's diary on the table. Enter the emergency elevator. Run along the only path, trying to hide from the monsters. In the end, you will do it, and the tower will explode.

Go to the elevator ahead and turn into the corridor on the right. You will need to turn off the tower. To the left and to the right of it there are two remotes. You need to activate them in a certain order. Move to the consoles on the left and pull the left one. If you pull the right lever, the decision will be reset and you will have to start over. Now go back and move to the consoles to the right of the tower. Pull first on the left, then on the right levers. Go back to the left wall from the tower and pull the last lever (the right one of the two).

Go further and you will get into Tesla's office. There is a globe on the right, but you can explore the cabinet to find a new collectible. After doing this, you will go down and you can use the escape pod. Watch the final scene of the game.

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