A burning presense presses down on her, as if she isn't completely alone. Lauren goes to investigate, and finds three generators along the way. After picking up this paper, Lauren hears a long, drawn-out scream coming from the woods behind Kate's house. Inside, she sees walls textured entirely with drawings and scratchings of Kate's, hinting that the way to safety involves reaching a radio tower visible in the distance. In searching, Lauren finds a key which allows her to unlock Kate's bedroom upstairs.
Lauren also finds many drawings and wall-scratchings hinting at the Slender Man.
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She investigates the house to find it very disheveled- furniture is strewn about, windows are open, etc. Once making it to Kate's home, Lauren finds that she is not there. On the way, Lauren passes another car (perhaps owned by CR, but this is never confirmed). The game starts out when the main character's ( Lauren's) Volvo is parked at the head of Kate's driveway, stopped by a fallen tree. How far will it carry you?" Chapter 1: "Prologue" And when you find yourself alone as HE casts out that bedeviling gaze. A bond that pulls us down paths not bargained.
If you are having problems navigating the house and finding the doors and windows, replay the prologue for a much more relaxing house exploration." So often are we guided by our devotion, our love, our affection. Run to the dresser, and if you were fast enough, Slenderman will attack Kate, but the level will end. If that's the case, run back around through the dining room to avoid him and back up to Kate's room. It is very likely at this point Slenderman will appear in one of the rooms, forcing you to beat a hasty retreat.
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If you have time, check the last two rooms - the TV room and Family room (with the piano) and the 4 windows in each. Double back into the kitchen and check the windows before closing the door to the backyard. Head through the door into the kitchen, and make a sharp right to the garage door and close it. From the front door, head left into the dining room and check the two windows. Quickly.ĭoor manipulation in this game can be pesky, so try and master it by replaying the prologue if you have to. Head downstairs and make close the front door. Don't forget that the master bedroom also has 1 window. Head past the stairs and check the master bedroom and the 4 windows inside. Check the window, then work your way down the hall, checking each room quickly for any open windows. Start by closing the window in the bedroom, then head into the hallway. At this point you must race back to your room.īecause you will not always be able to close all the doors and windows before Slenderman's arrival, it is not known at this time how many doors and windows must be closed, but it may be that at all 3 doors must be closed to not get killed at the end. Trying to close any other windows or door will only leave you with the message that it's no longer any use, he's already inside. When Slenderman enters the house, a message will appear telling you to hide in your room. The problem is that Slenderman will almost always slip in before the last window can be closed. The goal of this chapter is to close any open windows, and close the three main doors that lead to the outside, before Slenderman can infiltrate the house. Kate, sensing Slenderman's approach, rushes to grab her camera and flashlight. As you go in for a closer look, suddenly a flashback begins. the TV shows Kate in her room scribbling on papers. The way forward is blocked, so turn your attention to the creepy TV. Head inside, and grab another letter - Letter #11. There is a disturbing note pinned to the front of the building, possibly from Kate or CR - Collectible #12. Keep following the path through a dark cave, that leads to a small building. When the path branches off, take the higher route to find Letter #10 pinned to a couple of wooden planks. Follow the path along the ridge overlooking the forest, and keep the Radio Tower in sight. Look for a chain link fence along the left side for a note pinned to it - Letter #9. Exit the mine and enjoy the sweeping vista as you follow the path. Don't forget to check the barrels on the right and find Letter #8. After arriving at the top of the mine shaft, head down the hall to exit the mine.