Immure Part 1 walkthrough

This is a walkthrough for part 1 of *Immure* released May 8, 2019.

## "New Game"/"Nightmare"

Selecting "New Game" starts Will in this stage of the game, later identified in the journal as "Nightmare."

* **The Parlor**
	+ The player gains control of Will at the bottom of the steps of the Parlor.
	+ Go to the end table with the minotaur face pattern past the couch to the left.
	+ Open the drawer and take the doorknob
	+ Turn around and head left past the stairs to the door on the right.
	+ Select the option to "Enter Hall to Grace."
	+ The inventory window will appear; select the doorknob to continue.
	+ Select the option to "Enter Hall to Grace" again.

* **Hall to Grace**
	+ Continue to the right past the two painted doors.
	+ Optionally examine them along the way for brief musings by Will.
	+ After Will's moment of disorientation, continue right past the next painted door.
	+ Keep going right into the Worship Chamber.

* **Worship Chamber**
	+ Proceed right to the dark rock floating in the light from the stained window.

* **First unnamed hallway, part 1**
	+ In this new hallway, summon the Shining Trapezohedron as instructed.
	+ When instructed to "generate a Pulse", hover the Trapezohedron by the span at the top of the two nearby pillars.
	+ Generate the pulse to reveal secret glowing golden glyphs and patterns.
	+ Head to the wall to the left and generate a pulse there to reveal a readable secret in glowing white text.
	+ A way to the right has been revealed, so turn back to walk to a recessed section of wall just before a crate on the floor.
	+ Generate a Trapezohedron pulse above this recessed section for another readable secret.
	+ Continue right to the wall at the end, optionally examining the locked door and noting the coffins Will can hide in along the way.
		- There is no need to hide just yet...
	+ Reaching the far end of the hallway opens a path back to the left past the open area.
	+ There is another secret above the coffin here.
	+ Before entering the new area to left, note that immediately on entering it, Will will hear the scream of a hostile creature.
	+ Will needs to get to the hallway left of the creature. There are two available methods to safely move around the creature:
		1. Just hide in the one of the coffins until the creature passes by and is distant, then unhide and continue left.
		2. After the creature's scream, the recessed area becomes a door that provides two-way instant travel between it and a matching door on the left. Simply use the right door when the creature is in the open area.
	+ Get safely to the left of the creature by either method and continue further left, and take the Strange Key floating above a dresser.
	+ Will needs to make it back to the door with the large keyhole on the right.
		- The same two tactics above can be used to get back to the right.
	+ When it's safe, use the Strange Key to unlock the door.

* **First unnamed hallway, part 2**
	+ Will appears on the right side of the same hallway, though with many changes:
		- The locked door is now entirely missing.
		- The previously revealed secrets are missing, except for the first, which has changed.
		- The lighting and writing on the walls has changed.
		- The hostile creature is now bound up in the center of the open area by some kind of tendrils.
	+ Continue to the left to the first door.
	+ Going through the door will bypass the creature ahead, whom Will should not get close to.
	+ But this time, the left door disappears upon emerging from it.
		- There is a secret above the recessed wall that replaces the door.
	+ Continue left a couple steps to trigger a brief dialogue with the Trapezohedron.
	+ Pulse the Trapezohedron near the section of wall with exposed bricks to reveal a glyph.
	+ Charge the Trapezohedron as instructed.
		- Optionally examine the dagger further left. It can't be acquired just yet.
	+ Proceed right to the creature while staying out of reach.
	+ Stun the creature using a blast from the Trapezehedron as instructed and proceed past while it's stunned.
		- Bloody handprints may appear heading past Will soon, or after Will stuns the creature.
		- Note that the creature will be free again after the stun effect wears off.
	+ It's now possible to exit through a haze to the right, so do so.
	+ Will reemerges on the left side of the hallway, the end of which is now a hazy exit leading back to the right side.
	+ But continue right to the now accessible Unearthly Dagger and pick it up.
		- Note that the creature is still here, wandering back and forth, so it's best not to dawdle on the following steps.
	+ Charge the Trapezohedron in the Glyph.
	+ Approach and stun the creature with the Trapezohedron before it reaches Will, and then quickly kill the stunned creature with the dagger.
		- The pulse takes a moment to activate, so it may be best to either walk away while using the pulse or beginning to use it just before the creature comes into view.

## "Mansion"

Upon reaching this point, it's possible to resume here by selecting "Play" and then "Mansion" in the main menu.

* **The Parlor**
	+ Will wakes up back in the Parlor, now trashed, with a Metallic Shard mysteriously acquired and the dagger now missing.
	+ Once again, Will needs to retrieve the doorknob from the end table at the left and use it to open the door on the right.

* **West Hallway**
	+ Proceed right a short way until a metallic door is visible, unlocking the Doorways clue.
	+ The door is locked, so continue right to a portion of the wall with exposed brick.
	+ Use a pulse near the exposed brick to reveal a glyph for charging the Trapezohedron and a secret just to the right.
	+ Charge the Trapezohedron and continue right.
	+ The next door is also locked, so exit right.

* **Worship Chamber**
	+ Just continue right and exit right.

* **Bridge**
	+ Walk right until a triangular pedestal emerges from the floor in front of Will.
	+ Insert the Metallic Shard into the pedestal to trigger a cutscene.
	+ Will will have vision where he will arrive in an familiar place and see an apparition of his wife, Danielle.

* **East Hallway**
	+ Use a Trapezohedron pulse right by the archway to reveal a secret on the nearby wall.
	+ Continue right past the wooden door.
	+ Use a Trapezohedron pulse above the door with the pulsing purple eyes to reveal a secret.
	+ If the pulse didn't already unlock the door, another pulse closer to the purple eyes should do so.
	+ Enter the Safe Room.

* **Safe Room**
	+ After a brief dialogue, sit in the chair across from the Safe Room Guy.
	+ There are now four options. From right to left, they are:
		- "Get up," which simply causes Will to get up and leave this menu.
		- "Error," which causes Will to get up and leave the menu while also toggle a static effect on and off.
		- "Save game," which doesn't work in the demo, but it does trigger a dialogue.
		- "Talk" to talk to the Safe Room Guy.
	+ Select "talk" to resume the conversation.
	+ Take the Key the Safe Room Guy gives you.
	+ Exit stage left or stage right. It doesn't matter which.

* **East Hallway**
	+ Proceed right to exit right.

* **Gallery Room**
	+ Continue to the stairs and descend.

* **Downstairs Hallway**
	+ There is a secret to reveal on the side of the stairs.
	+ Another secret is to the right above the metal door with the green light.
	+ Continue right past the next door to the handgun.
	+ After Will takes the handgun, continue to the next door.
	+ There is a secret above this door and to the right.
		- Note that continuing right into the darkness simply brings you back to the bottom of the stairs.
	+ Use the Key to unlock this white door.
	+ Go through the door. Be warned the door on the other side will be locked.

## "Apartment"

### Investigation

Upon reaching this point, it's possible to resume here by selecting "Play" and then "Apartment" in the main menu.

* **Lobby**
	+ Head left to the door and try to open it for a clue.
	+ Head left to the couch.
	+ The picture has a secret.
		- Finding all the secrets in the pictures appears to unlock something. (No information yet on what.)
	+ A pulse from the Trapezohedron will ignite the fireplace ahead.
	+ Continue left and try to use the lobby elevator for a clue.
	+ Use a pulse from the Trapezohedron near the bloody desk to reveal a special secret.
	+ Continue left to the white haze and click the indicated button to reveal a short vision.
	+ Continue to the exit for another clue.
	+ Head farther left and examine the smoking vent for one more clue.
	+ Proceed left to the door to Stairwell West and enter.

* **Stairwell West**
	+ Optionally examine the debris to the right.
	+ Go up the stairs left to the next level.
	+ Enter the door for the Hallway on Floor A.

* **Hallway on Floor A**
	+ Go right and enter Apt A1.

* **Apt A1**
	+ There is a secret message on the round mirror.
	+ Continue right to the kitchen and pick up the Batteries left of the stove.
	+ Also pick up the child's drawing from the front of the fridge for a clue.
	+ Turn around and go left to talk to the child that just arrived.
		- This adds a new journal entry and a new clue.
	+ Continue right and take the door to the far right.
		- This adds a new clue.
	+ There is a secret on the wall.
	+ Go back left and optionally enter A1 Bedroom.

* **A1 Bedroom**
	+ There is a secret over the second picture.
	+ The child make enter this room, walk to the far wall, turn around, and exit.

* **Apt A1**
	+ Simply return to the hallway.

* **Hallway on Floor A**
	+ The door to Apt A2 is locked, so head right and enter Apt A3.

* **Apt A3**
	+ Head right to pick up the handgun ammo.
	+ Examine the smoking pit for a new journal entry.
	+ Enter Apt A2 through the hole in the wall.

* **Apt A2**
	+ The picture has a secret.
	+ Pick up the Charred Key.
	+ Head left and exit to the hallway.
		- This door now remains unlocked.

* **Hallway on Floor A**
	+ Continue right past A4 and use a pulse to unlock the Safe Room door.
	+ Go to the door to A6 and use a pulse to reveal a secret.
	+ A clue is revealed when stepping up to the door.
	+ As the door is locked, continue right and pick up the Radio.
	+ Combine the Batteries with the Radio, but there is no need to turn on the radio yet.
	+ Enter Stairwell East.

* **Stairwell East**
	+ Go downstairs to the left.
	+ Move the beams out of the way.
	+ Ignore the basement level for now and go back to the Hallway on Floor A.
		- The smoke in the basement is fatal after a short time.

* **Hallway on Floor A**
	+ Go back to Stairwell West.

* **Stairwell West**
	+ Head left up the stairs and enter Hallway on Floor B.

* **Hallway on Floor B**
	+ Be advised that a hostile fireman will begin patrolling after proceeding right past the axe.
		- He will be armed with that axe and will drive it into Will's head should he catch him.
		- He will begin patrolling throughout the building.
		- The Radio, when turned on, serves a lure for the Fireman, which can be useful in certain ways:
			* Will can turn it on and then hide. This automatically turns off the radio, but the Fireman will still come, search for a short while, and then leave, often on the opposite side of Will.
			* A riskier approach is to turn it on briefly and then immediately leave the location, which is best done only when the Fireman's general location is known.
		- Dying results in a game over and Will waking up in the Safe Room from the last save.
	+ Continue right past Apt B4 when it's safe to do so, hiding in the broken wall if necessary.
	+ Pulse the Trapezohedron near the exposed brick with the hole. Charging the Trapezohedron in the now revealed glyph is recommended.
	+ Head back to Apt B4 and enter.

* **Apt B4**
	+ Note there is a box in the middle of the apartment if Will needs to hide.
	+ Examine the newspaper for a clue.
	+ Continue into the bathroom to pick up Matches.
	+ Head back left and enter Apt B3 Bedroom [sic].

* **Apt B3 Bedroom**
	+ Go the right and pick up the Rabbit Stuffed Animal. Ignore the Turtle Stuffed Animal, and the Teddy Bear Stuffed Animal.
		- The rabbit is the "friend" the girl is looking for.
		- (Not yet fully confirmed that the correct animal isn't randomly selected.)
	+ There is a secret on the picture.
	+ The candle can optionally be lit to provide a light source.
	+ Go back to Apt B4.

* **Apt B4**
	+ The candle back to the left here can also be optionally lit for a light source.
	+ Exit to the hallway.

* **Hallway on Floor B**
	+ Head left to Apt B2.
	+ Use the Charred Key to unlock the door and enter.

* **Apt B2**
	+ Talk to the person inside.
	+ When the conversation is done, pick up the drawing for another clue.
	+ Go back to the hallway.

* **Hallway on Floor B**
	+ Return to the Hallway on Floor A.

* **Hallway on Floor A**
	+ Go to the door to Apt A6.
	+ Light the candles in front of the door.
	+ Enter the apartment.

* **Apt A6**
	+ Pick up the note for a clue.
	+ Pulse the Trapezohedron near the body for a special secret.
	+ Reveal the secret for another clue.
	+ Take the Gasmask, which requires a 2x2 space in inventory.
	+ Head right to the door to A6 Bedroom, ignoring the Broken Bottle.
		- The Broken Bottle is a red herring. Stunning the Fireman and attacking him with the Broken Bottle leads to the Failed clue and probably Will's imminent demise.
	+ This picture has another secret.
	+ Enter the bedroom.

* **A6 Bedroom**
	+ Pulse the Trapezohedron near the door for a special secret.
	+ Pick up the Glass Shard.
		- **At this time, it's now possible to destroy the Fireman (see Destroying the Fireman below)**. Continuing the investigation is necessary for the option to save the Fireman to become available, but does not commit Will to saving him. The destroy option can be pursued any time up to the point he is saved instead.
	+ Exit the bedroom.

* **Apt A6**
	+ Go left and exit the apartment.

* **Hallway on Floor A**
	+ Go left to Stairwell West.

* **Stairwell West**
	+ Go up a floor to Hallway on Floor B.

* **Hallway on Floor B**
	+ Cross the hallway to Stairwell East.

* **Stairwell East**
	+ Go upstairs to Hallway on Floor C, optionally picking up the map at the door for a clue.

* **Hallway on Floor C**
	+ Head left to the door to C6 and pulse the Trapezohedron for a secret.
	+ Continue left to the elevator and press the button to clear the viscera from the door.
	+ Pick up the Maintenance Key that is now on the floor.
	+ Return to Stairwell East.

* **Stairwell East**
	+ Descend two floors to reach Hallway on Floor B.

* **Hallway of Floor B**
	+ Cross the hallway to Stairwell West.

* **Stairwell West**
	+ Descend two floors to reach the Lobby.

* **Lobby**
	+ Go to the maintenance room door.
	+ Use the Maintenance Key to unlock it and go inside.

* **Maintenance Room**
	+ Pick up the Screwdriver.
	+ Optionally pick up the Handgun Ammo to the right.
	+ Read the notes in the middle of the room for two clues: Janitor Scribble and Janitor Note.
	+ Pick up the Birthday Card for another clue.
	+ Return to the Lobby.

* **Lobby**
	+ Go left to the smoking vent and use the screwdriver.
		- This opens up another path to the basement, but ignore it for now.
	+ Go left to Stairwell West.

* **Stairwell West**
	+ Go up to Hallway on Floor B.

* **Hallway on Floor B**
	+ Go across to Stairwell East.

* **Stairwell East**
	+ Go to the top.
	+ Enter code 1359 (from the birthday card) to unlock the door.
	+ Proceed to the Rooftop.

* **Rooftop**
	+ Continue left to find and pick up the Dirty Apartment Keys.
	+ Go further left to find a drawing.
	+ Go back to Stairwell East.

* **Stairwell East**
	+ Descend to Hallway on Floor C.

* **Hallway on Floor C**
	+ Head left and use the Dirty Apartment Keys to unlock and enter Apt C6.

* **Apt C6**
	+ There's another secret in the picture here.
		- It should be the last of the secrets in the pictures.
	+ Pick up the drawing from the couch.
	+ There is a rusty spoon in one of the drawers.
	+ Continue left and descend to Apt A6.

* **Apt A6**
	+ Go left and exit to Hallway on Floor A.

* **Hallway on Floor A**
	+ Go left to Stairwell West.

* **Stairwell West**
	+ Descend to the Lobby.

* **Lobby**
	+ Use the vent to descend to the Basement.

* **Basement**
	+ there is a secret spot just beyond the vending machine of a teapot
	+ Continue left to the tea table.
	+ Place the Rabbit Stuffed Animal in the empty chair.
	+ Wait for the girl to arrive and then talk to her.
	+ After she asks you to ring the bell in the Lobby, head right to Stairwell East.

* **Stairwell East**
	+ Ascend to the Lobby.

### Saving the Fireman

* **Lobby**
	+ Go right to the bell and ring it if the Fireman is not around.
	+ Pick up the Best Friends Photo.
	+ Use the Best Friends Photo on the strange lock on the door to the outside.

### Destroying the Fireman

* **Anywhere**
	+ A means to stun the Fireman is required, or at least recommended.
		- A charged Trapezohedron pulse will work fine.
		- A few shots from the Handgun should also do the trick.
	+ Equip the Glass Shard.
	+ Either find the fireman or use the Radio to lure him to Will.
	+ Stun the fireman by the chosen method.
	+ Attack the Fireman with the Glass Shard.
	+ The Fireman dies, and the Glass Shard becomes the Bloody Glass Shard.
	+ Go to the Lobby if not already there.

* **Lobby**
	+ Use the Bloody Glass Shard on the strange lock to the door outside.

## "Mansion (End)"

Upon reaching this point, it's possible to resume here by selecting "Play" and then "Mansion (End)" in the main menu.

* **Apartment**
	+ Pick up the Metallic Shard.
	+ Exit to Downstairs Hallway.

* **Downstairs Hallway**
	+ Go left and see a note hanging next to the Apartments door.
		- Pick up the note for a new clue.
	+ Continue left and up the stairs to the East Hallway.

* **East Hallway**
	+ Now that Will has the Metallic Shard, go left to the Bridge.

* **Bridge**
	+ Go to the pedestal and use the Metallic Shard.
	+ Will will have another vision and witness apparitions of Danielle and himself talking.

That concludes the game.