Skolios Walkthrough Help For Puzzles
Skolios Walkthrough Help For Puzzles
Attention: Please do not read this if you want to solve the puzzles on your own.
(This text contains only the most important parts/puzzles to get you to the end of
the game, optional content is not included.)
--------------------------------
Section 1: The train station
At the start of the game, you can choose the part of the building you want to
explore first.
Depending on which way you go first, the necessary key for the information counter
can be found in a box on the wall in the cellar or on a table of the office on the
second floor. To get there, you have to push a closet covering a hole in the wall
out of the way. The key for the information counter also grants you access to a
saferoom.
There you will find a keychain.
--------------------------------
Section 1 A: Basement
Make your way to the basement when you found the basement-key on the keychain.
Bring the power back to the fuse box. Your follow-up search for a way out will
bring you to a slide projector.
This one you have to push for the next step. It does not really matter in which
direction, but you will take some damage, if you push it left - according to the
curvature of the spine as shown by the projector.
If you pass the room with the projector a second time, every few seconds, there
will be a code shown by the projector that you will need to leave the area.
Sneak past the enemy and avoid stepping on a piece of floor that may cause any
sound.
(They will be highlighted by a red exclamation mark when in sneak-mode.)
If you did not write down the code, go back after your examination of the locked
door and you will get a second chance to have a look into the room showing the
code.
(126423)
--------------------------------
If the keychain you found had a key for the second floor, go there and open the
double door in front of the window facade. You will find an office there. There is
also a note that triggers a cutscene.
Now leave the room and try not to stay too long in front of the open door or step
on a piece of floor that may cause any sound.
(They will be highlighted by a red exclamation mark if in sneak-mode.)
Shortly after that, you will notice that you ended up in an abandoned school
building somehow.
To proceed from there, you will have to open the door in the middle of the main
hall. To get to it, you will have to restore power in the infirmary by pressing a
button on the wall.
The door that is standing in the middle of hall can only be opened in the dark. To
achieve that, you will have to change the time on the clock in one of the
classrooms. The specific information you will find on a note in the boy’s bathroom.
The time settings you need, are written on a timetable that can be found in the
same classroom as the clock. (The correct time is chosen randomly. Either 7:15am,
9:45am or 11:35am.)
Escape the enemy in the long hallway after the cutscene and you will be back in the
train station.
--------------------------------
When you get back into the building after watching a cutscene on the platform
outside and meeting a certain someone, you will have another key leading you either
to the basement or the section of the second floor you could not access before,
depending on where you went before.
There (either in the cellar or the hallway of the second floor) you will find a
crowbar.
With that you will be able to remove the boards from the rammed-up doors.
There is a wall in the bathroom of the second floor, where you can also use the
crowbar. There you will find a locked box and you will need a code to open it.
You will find the information for the code on two notes. One is in a room on the
same floor as the bathroom - behind a boarded-up door next to a spiral symbol. The
other one is north of the saferoom – also behind a boarded-up door.
The words on the note upstairs are numbered on the spiral document downstairs. The
written sentence on the note upstairs shows you the order of the numbers. (Words
for numbers - either 138, 795 or 351)
If you found the right code, you will find a flashlight that you need to get
further under the building. The entrance into the vault is in the men’s bathroom on
the first floor.
--------------------------------
Section 3: Vault
Explore the underground section, until you find the area where you don't need your
flashlight anymore.
You will meet someone again and can choose if you will try to help her or not.
But if you stay for too long and ignore her warning message, you will get directly
to the game over screen.
To the right of the room where you meet the person again is a lever that controls
access to two doors.
There’s a signal next to these two doors, showing whether they are locked or not.
The room below is a saferoom. You should save your game here, before you touch
anything else, because there will be an enemy encounter as soon as you pick up any
item.
You can survive the encounter, if you lock the door and hide outside the light,
then the enemy cannot spot you.
You could also push the small file cabinet to block the door. You can of course do
both. In any case, you should still hide outside any bright spots, so the enemy
will not see you immediately.
Back in the room with the lever, you can raise the lever up and get access to a
room with hanging bodies. Sneak past the creature and you will
get to an operating room, where you can use the plastic spine. Get back to the room
that resembles a "cage“, and you can now use the lever you could not use before.
Once you pick up the bone fragment, a way out of the vault will open up for you.
--------------------------------
After another phone call with the stranger, go directly to the signal box. (The
building next to the train station.)
There you will get a call, telling you that a train will be arriving shortly. Pull
the (red) lever for the train track control, allowing to move the levers on the
wall as well.
Use the lever for platform three and pull the train track control lever again.
Then go to platform three and make your way to the signal between the train tracks.
Switch the signal to departure.
Then you can enter the train. After a meeting with the little boy and some dark
shapes, you enter a mysterious white area.
Follow the dark figure to the school and you will soon be back at the train station
at night.
--------------------------------
The original saferoom is not safe anymore, so you will need to find a new one.
There is an office close to the bathroom of the second floor with a box that you
can only open "in the dark".
Now that it is night, go there and you will find a lighter. You now can use this to
light candles and create a safe spot in some rooms.
With the lighter equipped go downstairs and you will meet someone who is threatened
by some bizarre shadow creatures in the café.
Keep them at distance and light up some more candles or more shadow creatures will
appear. After an optional phone call with the
Stranger, you will have to burn three notes with written down lies. One is on a
wall in the underpass between platforms, another one is on a wall in the bathroom
on the second floor, and the last one is on the second floor of the east wing.
That last one you can only reach by entering the east wing on the first floor and
going upstairs, because the floors in that area are partially collapsed.
Beware of the dark creature randomly appearing on the hallways of the train
station. If it is blocking your way, you might want to try a different path first.
If you run out of lighter fuel, you can find some more in the old saferoom on the
first floor or on the second floor, next to the room where you got the lighter.
When you burned all the notes, you can enter the attic. (Go upstairs and open the
door in the changing room Cora woke up in.) There you will find a letter. Once you
read it, head down to the cellar and break down the damaged wall with your crowbar.
--------------------------------
After you have made the long way down, you will enter the last larger level.
It is divided into two different sections.
One is without light, and you will need the flashlight, the other one is lit up.
There is a double door in the dark section that only opens once you completed four
puzzles. These are spread over both sections.
It does not matter in which order you do the puzzles.
-Dark Section:
-> You'll find a hallway with 3 doors. One in front, one to the left and to the
right of you. To open the upper door, go to the left room resembling a doctor’s
office and lies next to a classroom. Pull the plug of the spotlights in the
classroom that are illuminating a mannequin, and the upper door of the hallway will
open. There you will find a hallway that resembles a mine. Light the miner’s lamp
with your lighter and you will have completed the first puzzle.
-> The right door leads to an operating room. You will find the key for the door in
the bright section, in a room with a giant bone formation. In the OP you have to
solve a puzzle of colors. The colored screws have specific meanings. You can read
those on a note at the doctor’s desk. The order for the screws is: (from below)
Sorrow -> Safety -> Trust -> Hope -> High Spirits
And you completed the second puzzle.
Bright Section:
-> In a room in the west are 6 mannequins. You can put masks on their faces. You
will get a tip on a note in the classroom of the dark area. The correct order is:
1. the crying mask
2. the colorful mask
3. the "neutral" emotionless mask
4. the "faceless" mask
5. the burned looking mask
6. the mask with the war painting
Now you have completed the third puzzle.
-> Right to the room with the masks, there is an area that resembles a swimming
pool. If you go through there, you will end up in a long hallway with some weird
creatures. They will not move, but they will hurt you, if you touch them. Cora is
able to take one hit, but a second hit ends the game.
In sneak mode you will notice that there is a bright route on the
ground.
If you follow this route, the creature will not hurt you.
In the next room, you should avoid stepping on the dark parts of the
ground or it will collapse.
When you fall down, you can still save yourself, but you have to hit the right key
for the quick time event.
Go into the room north and avoid red wires that will hurt you if you touch them -
just like the creatures before.
In the box in the middle of the room, you will find a candle.
Once you got it you have completed the last puzzle.
Now you can enter the double door in the dark section that was locked before.
Walk through the long hallway and keep enemies with your flashlight at distance.
Face the following darkness and beware of quick time events.
Once the dark creature lets you go, you have to light the room, but you lost your
flashlight.
Use the candle and place it first, then light it with your lighter. After that, you
will get into an area where you can find the last bone fragment. Combine the
fragments in the collection window and you will get a key.
Use it to open the last door and talk to the shadow at the platform before it
reaches the train tracks.
-----THE END-----