Achromatic

Achromatic

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Walkthrough
By CorvusCorax
Walkthrough for Achromatic. It should not take you more than 20-30 minutes to complete the game.
   
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Walkthrough
Listen to the welcoming message then proceed to the entrance with the keypad. Now, this section is important as in case you interacted with the note just before that on the right-hand side by pressing “E” you’ll notice that pressing it again will do nothing. If you pull up the keypad you don’t have the code yet but the game tells you that leaving the screen requires you to press either “Q” or “I”. Most annoying! So when you pick up notes later on to read a bit on the lore remember that you can use these two keys.

So, go back a little and read the note (next to the poster saying “Let there be light”) to find out what the code is. Actually, you can enter by going to the left so skipping this section is possible. Next there will be a group of mannequins in our way. Use the switchboard to turn on the lights so that they disappear. Here you’ll notice that by standing under light sources things will be somewhat coloured.

Next, we drop down and see the entrance to the funhouse blocked by the mushroom man. In the distance is a Ferris wheel and to the right there is a merry-go-round. Go to the back of the carousel to turn it on. The light source moving around will eliminate the mannequin standing in front of the switchboard. Interact with it so that the light sources will change and the mushroom man will be freed. It starts slowly heading towards us. Keep to the left when going around to avoid him and enter the funhouse.

Once inside we’ll see a new door with a keypad. At first, we cannot interact with it so head left. When leaving the room with the punching bags you’ll find the next room way too familiar. At this point keep going through the familiar rooms and for the 3rd or 4th time numbers will appear on the bags. The closest bag shows the number you need to enter first on the keypad.

This next section requires you to pull 3 levers. There is a note you can read on the counter (in fact, it is floating just before it). The information here is misleading as it says you have to pull the levers in order. I started with the closest (you see it immediately when turning right) then went to the leftmost and the 3rd I pulled was the farthest. Some corridors will take you to a dead end but this section is relatively small so you’ll find all levers in no time. Now, the horse will be familiar from the carousel as this is the very animal missing. Instead of walking or running it jumps. It, however, can jump through you so avoiding it is easy. Just wait for the jump. If you try to walk past it you’ll be grabbed immediately. Once the 3rd and final lever is pulled a small door opens up in one of the dead-end areas.

Now, this next part wants us to go down several flights of stairs. Once we reach the door a familiar face will greet and grab us. Don’t try to go around it and enter the open door. An invisible wall will stop you from doing that. The only thing you can do is to start running back as soon as you hear the door open. But you only go up one flight of stairs and the room changes completely. Pick up the note with the fungus on the table and you’ll be greeted with an end sequence as you approach the final door.

Congratulations! You have completed Achromatic!
2 Comments
Ace -=666=- 29 Apr @ 12:19pm 
:happy_cats::BC_ThankYou:
Lucia 28 Apr @ 2:17pm 
Thank you, Pierre :controllerThumbsUp::100percent: