CONDEMNED: CRIMINAL ORIGINS: Game Walkthrough and Guide

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October 5, 2022
16 minutes
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By Jonny Gamer

CONDEMNED: CRIMINAL ORIGINS: Passage
CONDEMNED: CRIMINAL ORIGINS: Game Walkthrough and Guide
CONDEMNED: CRIMINAL ORIGINS

For a start, a few useful tips. If you want to select a weapon, then it is better to do it as quickly as possible so that it remains more cartridges. Otherwise, wait until the enemy himself will shoot the whole clip, to cope with it will be much easier. You do not need to turn off flashlight, the enemies still do not react to it. Blocks do not save from shocks from the sides, so it is better to escape from the bunch of overannants, destroying them one by one. Do not hurry to rush right away in the near battle, the scheme has been perfectly working in the game. “Digit / blocked – hit – they died…”, all others suffer fiasco. Do not forget to use the taser to take away someone else’s rifle. Having walked around the steps nearby, it is better to immediately leave the research regime. Even having a stick or pipe, you will not be able to use them by appointment, and it’s somehow not accepted by the camera.

Chapter 1. Wesiman Office Building

Having selected from the car, go to the police dickens, which will hold the crime. Tool under yellow ribbons in the doorway and stroke through the corridors to the second kopa, the distinctive features of which are a gloomy look and square jaw. On the way, the lantern will refuse the lantern, then you can light your own, but not earlier. In place, inspect the table, followed by a mannequin, and a woman’s body open on the floor. On the mobile will come from Lieutenant Roses – these are your eyes and ears in everything concerning the collection of evidence. And now this time has come, for a warning signal has already left from the bottom corner of the screen. Click the “T” button, the currently needed analyzer will appear, you will only learn it to the desired spot or an object correctly catching in the focus and press the button. Catch the Women’s neck on the viewfinder, which clearly imprinted someone’s palm, and change the magnification until the green light appears, then remove. After a small vision, again, call the gadget, this time the laser light (first will have to turn off the flashlight), and click the left cheek of the dummy. Dickens will ask the Beckker not to smoke, he will report that he was not going to. It turns out, there is someone else in the building. Follow the dickens that stops in the next room and looks out the window. On the floor on top of the top hearing someone’s meal steps, the light will go out.
From now on, you will act alone, the cops will be climbing the fire staircase outside, leaving at your disposal of the house. The main task is now – to find a shield and turn on the light. After the shock with the first overanxse, go up the stairs upstairs. Then turn to the left, shoot the heat with a cluttered cloth (it first hides behind the column). After a couple of rooms, there will be ahead of someone’s silhouette, move in the opposite side and on the door that shuts before the nose. For her, Itan will again visit the vision again, click on the lever at the drawer in the corner – the blow to the current of our hero on the floor, throwing the gun in the corridor, which the mysterious criminal will immediately. Get yourself in some weapon, at least pick up a piece of pipe from the wall, then move the table in the passage. Fugitive will be silent at the next partition. If a chair will fly in a short time, breaking through the hole in the wall, and then after him will crawl two garbage – you go in the right direction. Then Itana will see a little again, he will see ghosts, which will immediately disappear, and you will again ask for search. The device is already activated, it works on the principle of “hot-cold”. If you go in the right direction, the indicator strip grows, moving from green to a red range, in a false – fades. As a result, you come across in the corner on a dead bird. Collect these birds, metal plates and secret televisions to replenish the contents of the bonuses section.

Find the staircase and take another floor, hear dickens savings. Go to the window, he will throw a fire truck under his feet. Spread the wooden door on the contrary to the ax, disperse with the Friki couple and continue to go on the maze of corridors. In the end, you will see a lighted room ahead – boldly go ahead to watch the final scene of this episode. The criminal will shoot two policemen and will throw it out of the window.

Chapter 2. Central Metro Stione

Itan wakes up on the sofa, instead of the restoring power of sleep – one nightmares, and here also Malcolm Vanchorn, family friend, says unpleasant things. Behind him, they say, hunt their own, suspecting the murder of cops. After a second, the door will knock. Malcolm pays Itan to the window, advising to go to the metro station, and he himself will postpone the teeth goes on his trap. Go down to the alley and pay attention to the code lock on the grid, next to the inscription Danger. Such castles here is made to “open” a shovel, nothing more. The shovel is just two steps, leaning to the brick wall on the left. Break the lock, go down the stairs down, then on the platform, turn on the analyzer to take pictures of the kip photos in a small garbage bucket. After the explanations of the roses again get ready to look for evidence – this time they direct the device of the device on the spots on the floor next to the bottles, to the left of the open garbage container. These traces indicate that pictures were printed somewhere nearby. At least, the rose tells us. Send attacking from the corner of a gangster in a leather jacket and take it to the Lomik – it is just necessary to open the metal box on the wall. Click the red button there, the metal gate will open.
Behind the backs will pounce two fortresses, after the fight, go up the stairs upstairs. After a couple of doors, a mobile call will be heard, at this point you will see another staircase. Vanhaorn calls, he will report that the police defeated the apartment. On the next floor, the door next to the machine for the sale of drinks is closed on the hanging castle. Such is customized with a sledgehammer. Go up the door opposite (Lounge), go through the room, down the stairs, take a shotgun in the kitchen. He will not be superfluous when you have to teach a homeless with a gun good manner. Then at the door (Archives) and upstairs on the stairs, right, grab the sledgehammer. Then step up on the other side, open the door and to the door next to the machine. Squeeze a sledgehammer castle. Go through the locker room with lockers, down the stairs, then another time. Again a mobile phone – again Vanhaorn. He won’t tell anything interesting, only about the mysterious instincts that you obviously not from God. Soon you go out into a large room of the railway waiting room, with benches and timetables of trains on the table. Turn on the analyzer, it will bring you to a decomposing bird. Pick up the corpse, turn 180 degrees and store into the passage with grille and clock. Minute a small cafe, turn on the analyzer when the message appears. Run along the trail on the floor. He will be stolen into the locked grille, go around it on the left, then continue to follow drops on the floor. Get down the stairs and at the end take a picture of the imprint on the elevator call button.
Need to feed food to the elevator. Go further, turning attention to the wooden door that you need to knock out the fire paint. Near the second wooden door – left and put on, while you do not open the metal gate, followed by the train on the tracks. A couple of emerging homeless should not overshadow your happiness, because the articulated hatch is on the wall on the left. Return back, break the door with an ax (Elevator Power Box) and press the lever. Now to the elevator, it earned, inside and press the third floor button. Here, pick a dead bird, in a glass door, get ready to fight with a bunch of thugs. To be more handy, you can find a lomik and open the safe where you are waiting for a gun. After the toilet, turn on the analyzer by continuing to look for drops on the floor. Near the mine you will try to frighten another zombie, and then you will find another vision of Itan, in which someone is trying to barricading the door with a heavy cabinet. Move the cabinet to the side, open the door and go to the laboratory. Activate the analyzer, you need to remove the trace of your hands on the tape recorder. After communication with the rose, go out into the corridor, on the door to the left and in the photo studio, take a big selection of newspaper clippings on the wall. How to go into the corridor, a strange subject will be painted on you, and then you will see a familiar in the first episode. Run to it, pass the fence, go down to the waiting room and (without distracted by the mass drop of ghost birds) at the door where the suspect rang. It is located on the contrary.

Chapter 3. Metro Station Platforms

Go down on the escalator, continuing to pursue your offender. He will not give up so simple in his hands, closes right in front of you the grille. Pay attention to the wooden door to the left, it remains to find a fire ax that could be demolished. The ax holds a bum on a bench. Stootite Bearded, grab the ax, break the door, then slide into the side of the shelf and leave the back of the locked grid. Next, nothing curious, not counting the sets, not happened. Run past the turnstiles, break another wooden door, the next will break a person with an ax, which will be trapped right on you. Then left, climb through the chain from the escalator to… Get a blow to the head, fall down and turn out to be surrounded by a gang of garbage. Go down to the platform, look at the train on the right. Suspected already there and runs on cars. Go to the end of the composition, where jump on the front of the last car. The train is touching, fight off Spen, which will want to lose you, although, in the end, as a result, you still find yourself on the rails.

Chapter 4. Grid 4 Subway Tunnels

A walk through the tunnel will end with a sparkling area, there is no turn, you need to look another way. Fold right and on narrow service corridors to keep to the stairs. On the way a new opponent will be painted, which prefers more to rush on all fours, rather than walk. Open the grille, on the second stairs again upstairs, will soon get into a large room with a lot of yellow beams. Upstairs, under the ceiling, there are platforms that you should get. Immediately turn right – you will see the grid with the lock for which the shovel is necessary. Continue to go further, the shovel is in a small dead end, next to the rounded lock, between two barrels. Return back, break the castle and on the stairs Close up. Next, immediately right and on the boards under the ceiling, go to the very end, from where you can jump into the fenced grille zone. So they came out for a dangerous section of rails, continue to stall on the tunnel to the nearest station, where you go to the car. Turn on the analyzer and take a picture of the palm field on the fire extinguisher lying on the seat. Turn on the instrument and take the DNA sample from the fire extinguisher this time, the rose asked. A fight will begin on the platform, and a zombie girl will touch you. Run on the platform, bring the burnt firefighter, take it to a sledgehammer, which and run the lock on the grid. Then turn on the analyzer and take a picture of the map on the fan, after which the fan must be broken so that you can crawl. On the left there will be a wooden door for which the fire ax will be needed. Opposite that door there is a staircase. Get down and take the ax, stuck directly into the pipe, which beats a steam jet. Break them on the wooden door (before this rose will inform how the investigation is moving). From the hatch in the floor, two “slid” will jump out, let’s get down into this hatch and twist the steam valve. Get back and return to the place where the ax was taken – there is no more couple. Go down to two stairs down, then on the maze of corridors to the room with generators, where to get out of the stairs. Next to four large generators pour a big guy with a shovel, she will need to break the code lock. But while it still has to find. Close up the stairs to the running generator, then jump into the hatch to the left and long on the stairs down. When you find the lattice with the lock, break it – unfortunately, the fire will start. Now you need to pay off the flame.
Rise here on the stairs upstairs, screw the first steam valve. Climb even higher, go around the room and cool the second valve. Fire will get out, while the grid will bring off the explosion. Go there, then on the railway tracks to the right and on the door. In the room with two cars you need to get into that car, in the door of which the board rests. You can open the door with a mount – it is necessary to pick it up in the workshop next door. Turn on the analyzer in the workshop and take the test of the substance from the mount tip. Take the mount, connect the door to the car and activate the analyzer again. In the car you need to take a picture of the seat shoe on the seat. Then open the lid over the seat, from there you are put on the plastic hands of mannequins. Now take a picture of the inscription on the fallen hand. After talking with a rose, get out of the stairs on the roof of the car, with her platform and the stairs again upstairs. Follow the “To Platform Level” signs, the path will be unclear, behind the door in the toilet is the end of the episode.

Chapter 5. Bart’s Department Store

First on Itan on the phone there is his boss, then he will be given to him knows what. Owned Vanhaorn will overtaken already in the store with mannequins. Run to the far end of the room, go around the escalator, soon the gangster breaks the glass window, climb to it. Then move aside a pair of metal hangers and leave again through a broken window. Mannequins will be revived and start rushing with fists. Bring yourself from stray pieces of plastic, then turn on the analyzer in a small side room and take a picture of the palm field on the red spot of paint, leaving the bank on the table. After talking again, turn on the device and take a bright spot on the wall above the can with paint. Go down to the stairs down, turn on the analyzer and follow the trail on the floor, which will be strengthened into large soft chairs, observing the passage. Move the chair to the side, see the scene. Take the sledgehammer that holds the sash, and run her castle with the door next to a huge decorative candle. Go down to the escalator down, go through the hall with a long-raised Christmas tree, on the stairs. On the second floor, go to the end, where you first climb into the hole in the wall, and then fall in the hole in the floor to be on the first. Jump again in the hole in the floor, turn on the analyzer and follow the footsteps (as if you were dragging anyone) under the legs. Take a picture of the puddle with a shoe fingerprint near the head of the mannequin. Then turn on the gas spectrometer, it will bring to the wooden door. But there is no ax! Return a little back and go to the next passage, at the end of the way you will see a flooded muddy alive room and an ax on the table. Return to the Wooden Door, break it, and then turn on the analyzer to go to the next similar door. Close the stairs behind it, watch the scene, open the door of the cabin to dress up and start looking for evidence. Take a picture at first a couple, the corpse of a man in an embrace with a mannequin body, then only the face of the victim. Now remove the right hand, which lacks the index finger. Take a sample of the substance from the neck of the deceased. Go to the wall behind which the lamps of police flashers will be visible, Rosa will call. It seems that someone traveled and kills serial killers, from nine alive only two. Although no, now only one. When the gas grenades begin to throw in the room, run to the opposite wall and in double doors. Chapter is over.
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