===Decay (Part I) Walkthrough=== by: Jason Tandro =How To Use This Walkthrough= This walkthrough allows to choose what style of walktrhough you want. If you want just a basic checklist to help you get through the game as easily as possible, I can give you that. And if you want a walkthrough that provides you with some hints before giving you the outright answer, I can provide that as well. The Hint's Walkthrough is first, solutions to the hints are in the middle and the checklist walktrhough is at the very end. =Credit= Obviously I owe a great deal of credit to Shining Gate Software for making this awesome game series. I also want to thank Youtuber ThisIsYamishira who helped me figure out the last number for the safe. ==Hints Walkthrough== These hints are broken into areas from Floor 1 to Floor 4 and then Basement. There is also a section to help you with Items at the end. /Floor 1/ How do I get the elevator to start? 1. Really? This is the first puzzle of the game. 2. Maybe you should try exploring a bit. 3. How do you normally get into an elevator? 4. If the power is gone how would we correct that problem? 5. Shiny red button anybody? What can I do with the piano? 1. Well you've got a full octave, so any number of memorable tunes. 2. You might have heard the tune you're expected to perform, but maybe not. 3. That smudge seem significant to you? 4. You'll only be able to use this on your return journey. 5. Think outside, or in this case, rather inside the box. /Floor 4/ What's the card for? 1. Unlike most items in the game, this one serves a dual-purpose. 2. Try examining it. 3. To be fair its primary function should be obvious. 4. You've been to the other floors, right? 5. May I suggest you examine, examine, examine? What can I do with the Mechanical Item? 1. Try examining it. 2. Have you gotten another one of these yet? 3. If not, try retracing your steps. 4. I trust by now you know how to Combine Items. 5. Isn't that other item missing something? /Floor 3/ What's the deal with the picture of death? 1. Yeah, that is weird. What do you suppose "Come Closer" means? 2. You're as close as you can get? What about as close as you can see? 3. To be fair, this one stumped me a bit too. 4. What items have you obtained (or would you require) to get closer? 5. This would have been much easier if they'd written "Look Closer" How do I get into Martin's Office? 1. Well the door is certainly out. 2. Are you thoroughly examining each area? 3. Are you picking up and examining every item you find no matter how seemingly irrelevant? 4. If you've seen footsteps aroung, I suggest you follow them. 5. You're kinda screwy, and it's driving me nuts. Does the phone in Martin's Office Serve a purpose? 1. Who you gonna call? 2. Have you tried calling 911? 3. This would be a waste of code if it didn't serve some use. 4. You've been examining your items right? 5. You ever find a number to dial? What's the deal with the Family Photo? 1. It's conveniently torn up into equal segments. Now that's weird. 2. You a fan of puzzles? 3. Those red lines are more than coincidence, I'm certain. 4. Whatever you do, be quick about it. 5. Don't forget to pick it up when done. What about that drawing? 1. You need something to draw with to do anything about it. 2. It's probably better to leave it for later. 3. You have something to write with? Well it's just a connect the dots. 4. What pattern? Well surely you've seen something around here that might work? 5. Perhaps something VERY close by? What do the symbols in O. White's Office mean? 1. You seriously haven't seen those before? 2. Are you sure you have the right walkthrough? 3. They appear all over the game. 4. The cross might take a bit of detective work, but it is there, trust me. 5. They seem very organized to me. How do I get into the safe? 1. Safe's have been around for a while. Even if you don't own one by reputation you should have a general idea of it's use. 2. The traditional settings for the most basic safes are alternating turns, first left then right, and so forth. 3. Oh! You probably need the code. 4. Well, I know it's not bright, but when I forget a code, I usually leave it written down somewhere. 5. If it's a matter of security, I might encrypt it. /Floor 2/ What's the deal with the room with the writing on the wall? 1. Don't the names seem familiar to you? 2. I don't think they're actually "swimming". 3. Do you see any items to interact with? 4. Is there any reason for you to be here? 5. Sometimes things just... are. Do I have to beat the game of breakout? 1. What? You don't like breakout? 2. Bet you can't beat my score! 3. In fact I guarantee it. 4. Mainly because the game does end. 5. Generally speaking if it's interactive, and a puzzle (of sorts), it's required. How do I get into the Administrator's Office? 1. He's the admin of a software company. 2. The keypad seems useless for now. 3. Maybe you should chill out for a bit. 4. Are you a fan of breakout? 5. I hear the admin is. /Basement/ What do I do here? 1. Gather some confetti, await the fireworks. 2. I mean I can't imagine why you'd be reading this. 3. If you really needed your hand held this much you'd be at the Checklist Walkthrough below here. 4. Just stopping by? Well, keep moving forward. 5. Seriously? You need a solution? /Item Hints/ What do I do with the Magnifying Glass? 1. Magnify things. 2. Sorry, being snappy is in my nature. Please don't kill me. 3. I'm sure I'll eventually reap what I sow. 4. I don't know, maybe you should look closer. 5. Did I say "look closer"? I meant "come closer". What do I do with the two mechanical items? 1. I know you're sick of this, but have you tried examining them? 2. Stumped? Stick with it, man. 3. Individually they're useless. 4. Two heads are better than one. 5. Do the fusion dance! What do I do with the wooden box? 1. Are you sure you have all the parts? 2. Okay, you probably already know WHAT it is. 3. Make sure it's all back together before moving onward. 4. So you know what it is now for sure. Now where else has there been something like this? 5. It's a simple little tune. You could probably play that. =SOLUTIONS= /Floor 1/ How do I get the elevator to start? Go into the Reception Area, turn around til you see the fuse box, and press the red button. What can I do with the piano? You'll need to play the tune from the music box to open it. You'll only get the music box about halfway through the game. /Floor 4/ What's the card for? The card will get you into Oswald Estates on the 3rd Floor, but if you examine it, on the back there is a number for you to dial when you get to a phone. What can I do with the Mechanical Item? You combine it with the Mechanical Item you get from the first floor, and then put those into the Wooden Box. /Floor 3/ What's the deal with the picture of death? When you get the Magnifying Glass, use it on the portrait to reveal a symbol and some messages. How do I get into Martin's Office? Pick up the Farewell Note at the front desk on floor 3, then follow the footsteps into the upper left room. There you should find a Screwdriver. Does the phone in Martin's Office Serve a purpose? Yes. You can use it to call the number on the back of the first keycard you recieve for a small cutscene. What's the deal with the Family Photo? You must unscramble this and then take it. Use the red borders to help you figure it out. What about that drawing? When you acquire a pencil, use it to connect the dots using the same symbol you saw on the wall (basically a Z and then a backwards 4). What do the symbols in O. White's Office mean? These are the same symbols you see all throughout this game. Each symbol equates to a number. How do I get into the safe? Use the same combination of numbers that are listed on the wall of the office: 7,4,5,6,3,1 /Floor 2/ What's the deal with the room with the writing on the wall? The room has no gameplay value. It just serves as a plot point. Do I have to beat the game of breakout? Yes. Beating it will reveal the passcode to the Administrator's Office: 1725. How do I get into the Administrator's Office? You must beat the game of breakout to get into the office. The high score is the passcode: 1725. /Basement/ What do I do here? Just keep moving forward, and when the time comes, twist the valve. Then dive into the black water. /Item Hints/ What do I do with the Magnifying Glass? You use it on the portrait in the 3rd floor to reveal some hidden messages. What do I do with the two mechanical items? You combine them, then combine those with the wooden box. What do I do with the wooden box? You combine it with the two mechanical items, once you've combined them. Then you take it down to the first floor reception area, examine it, use it and then use the melody to play the piano. ==Checklist Walkthrough== The Dark Room 1. Pick up the note on the floor before leaving the room. 2. Leave the room. Floor 1 (1st Visit) 1. Head into the Reception area on the left. 2. Turn around until your see the fuze box. 3. Press the red button on the upper right. 4. This brings the power back on to the elevator. 5. Leave the Reception Area 6. Examine the Elevator 7. Press the button. 8. Select Floor 4. Floor 4 (1st Visit) 1. Go forward. 2. Pick up the card. 3. Make note of the symbol. (Triangle = 7) [note: it's not a less than sign] 4. Return to elevator. 5. Get in. 6. Select Floor 3. Floor 3 (1st Visit) 1. Examine card reader 2. Examine Card (note message on the back, save for later) 3. Use Card on Cardreader 4. Enter Oswald Estates 5. Turn right to look at desk. 6. Examine desk. 7. Pick up Farewell Message. 8. Examine Farewell Message. (Heart = 5) 9. Turn left. 10. Follow footsteps into room on the left. 11. Examine portrait 12. Turn left. 13. Examine doll. 14. Take screwdriver. 15. Return to previous area with desk where you got the Farewell Message. 16. Examine the vent on the lower left. 17. Examine the vent. 18. Use Screwdriver on the Vent. 19. Go in the vent. 20. Examine picture on the table. 21. The picture will fade over time, so solve as fast as possible. Note the red borders to determine picture order. 22. Once solved take picture. 23. Use the phone to dial 541599 (the number on the back of the card) 24. Turn around and open drawer. 25. Take Magnifying Glass 26. To leave the room facing the desk click on the vent cover. 27. Return to the portait. 28. Examine again. 29. Use the Magnifying Glass on the portrait. 30. There are three cryptic messages on the portrait, but most important, note the skulls forehead has a cross on it and it is standing on number 1. (Cross = 1) 31. Return to the main area. 32. Take the box and the note. 33. Leave Oswald Estates 34. Enter Elevator, Select Floor 4 Floor 4 (2nd Visit) 1. Examine the loose bricks 2. Take the mechanical item. 3. Enter the Elevator 4. Select Floor 1 Floor 1 (2nd Visit) 1. Follow the footsteps into Reception. 2. Turn around until you see the reception desk. 3. Examine the mechanical item. 4. Take the Mechanical Item. 5. Note the symbol (Square = 6) 6. In Inventory, combine the two mechanical items together. 7. Then combine the mechanical item with the wooden box. 8. Examine the wooden box and select Use. 9. Note the symbol (Hourglass = 3) 10. Turn around so you can see the piano. 11. Examining the piano allows you to listen the music box while testing it out on the piano. 12. The solution is A, F, D, A# (or for those not musically inclined, start on the smudged key, then two white keys left, two more white keys left and then black key to the right of the smudged key). 13. Take the card. 14. Get back in the elevator. 15. Head to Floor 2. Floor 2 1. Use the card on the card reader. 2. Enter Shining Gate Software 3. The room on the bottom left doesn't seem to serve a purpose, except to give you a big hint about the overall story. 4. Head to the upper right room. 5. Go on the computer. 6. Enjoy a relaxing game of breakaway, and be sure to beat it. 7. The top score (1725) will display. 8. Return to the hallway and head to the upper left room. 9. Enter 1725 on the Keypad. 10. Enter the Administrator Room. 11. Take the access card and the pencil. 12. Return to the elevator. 13. Select Floor 3 Floor 3 (2nd Visit) 1. Crawl back under the vent. 2. Remember the symbol behind your starting view scrawled on the door. 3. Examine the picture on the right-side wall. 4. Use the pencil on this image and draw the same symbol you saw on the door,connecting the dots. Be careful to stay inside the line. 5. Once completed, make note of the symbol. (Symbol = 4) 6. Answer the phone. 7. Head to the hallway where the portrait hangs (where you got the screwdiver). 8. Examine the card reader then use the card on the card reader. 9. Enter the office. 10. Look right. 11. The wall reads Triangle, Symbol, Heart, Square, Hourglass, Cross 12. Based on what we know this means 7, 4, 5, 6, 3, 1 13. Turn back and examine the safe. 14. Since this is a safe it's left, right, left, etc. 15. Start with left 7 and then alternate with each number. 16. Left 7, Right 4, Left 5, Right 6, Left 3, Right 1 17. Take the key. 18. Return to the elevator. 19. Use the key. 20. Select Basement Basement 1. Enter the basement. 2. Go forward. 3. After the cutscene turn the valve. 4. Examine the black water. 5. Dive.