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From The Rain
Cheat Codes:
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Submitted by: David K.
General Guide:
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Written by Leepy115
A general guide to help you complete the game.
-=Intro=-
Just thought I’d make a quick guide to help anyone having trouble getting
through the game. I will share everything I learned and some good strategies
I used in my play through.
I will go over the entities, each hour, and some secrets.
-=The Entities=-
Firstly, I will go over both Entities, and how to properly deal with them. The
game gives basic instructions on how to get rid of them, but there are things
you should definitely know before attempting the later hours.
Note: I honestly don’t know if either entities have names, and if they’ve been
confirmed I have not seen them.
-=The Window Entity=-
This entity will try to get into your house by only using the two doors or any
of the windows. You can tell when it spawns if you hear lighting strike outside
the house. I am not entirely sure, but It seems like the direction of the
lightning indicates where he is. Keep in mind it is not exactly where you hear
the sound, but I seemed to always find it near the sound of the lightning. I know
that sounds confusing but you’ll know what I mean if you look out for it. There
is also a specific noise you can hear when the entity is at a door, so listen
closely. It will knock at a window if it reaches a certain point of opening it.
When the entity does appear at your windows/doors it will try and open it (As
entities do), and to get rid of it you can do one of two things:
* Press E (Or M1) on the window or door and follow the key prompts to shut the entry
point. This will send the entity away for a short while.
* Lock the entry point with the security lock. Keep in mind the generator needs to
be on before you attempt this.
* A good trick to do when you have time is to keep the entity at a window or door
and power the lock. I only recommend doing this if the window or door is more than
halfway shut. I recommend getting the lock to a good 90% and then sending the
entity away if you have a specific task you need to do (More on that later.).
In short: Listen for the lightning, and start looking around each window and door.
-=The Vent Entity=-
This entity will try to get into your house through a vent in the ceiling. This one
has a very specific mechanic, and took a while for me to figure out. Basically it will
spawn at one vent in the house. You will hear a sound indicating this, so be ready to
move. There are two sounds you need to listen out for, so be weary.
To deal with this entity, your goal is to locate the correct vent and shut it. Shutting
the vent will not immediately send it away. It will crawl all the way down until it
comes in contact with the vent itself. When it does this, the entity will make the
same sound when it leaves as it spawns, so be sure to pay close attention.
I used to believe that blocking off a vent would prevent it from spawning there
entirely, but this is not the case. I recommend not closing any vents in the beginning
of the hour until you know exactly which vent it is in.
In short: Listen for the initial spawning sound, and find the correct vent and shut
it. Listen for the same sound again (For clarity this means it has despawned.)
Then repeat.
-=Each Hour Explained=-
Here I will explain my general strategy and how I got through the game.
-=Hour 1=-
Not much to say here, as it’s mostly self explanatory. Search for the breakers which
spawn in randoms places in the house, and flip them. Remember the numbers and their
corresponding colors (Or write them down if you want) and put the code in the
generator room. Remember to listen for the lightning, as this will indicate when the
window entity has spawned.
-=Hour 2=-
Basically the same as the last hour, but a little faster. I highly recommend powering
the locks for the doors first, as they are the most out of the way entry points. After
that I usually go for the kitchen window.
-=Hour 3=-
In this hour, the window entity will make it’s appearance, so be sure to listen closely
for the vent sound when it plays. Find the correct vent and shut it immediately, and
then go about your tasks while still listening for the same sound. Remember that it
makes the same sound when it goes away as it does when it appears. Also keep an eye on
the windows and doors.
-=Hour 4=-
Find the breakers, put in the code, power up the locks and listen for each entity. You
know, the usual. I should also mention there is a new mechanic in this hour: Falling
asleep.
Simply shake your mouse and you’ll wake up.
This happens whenever, and there’s not a way to avoid it. Just be ready for it to happen
and you’ll be fine.
-=Hour 5=-
This hour is similar to the last, except for the vent entity will appear at the beginning
of the hour as well as the window entity, so be weary. As you power each lock, your screen
will get darker, and it will be harder to hear, so stay focused.
-=Endings + Secrets=-
Do I really have to put a spoiler warning here?
-=The Bad Ending=-
You won’t have to do anything special to get this ending, as it’s just the ending to hour
5. Simply answer the door.
-=The Good Ending=-
After returning to the menu, you should have gotten a message saying something has been
changed in hour 4. Go into the hours menu and select hour 4.
Now… You may have noticed there was a small lock on one of the cabinets in the kitchen.
You just need to find the key. You will need to find it during the hour, but don’t worry,
as I’m almost 100% sure the key location only spawns in one place. It is the left drawer
below the TV. I recommend grabbing this before turning on the generator, but keep in
mind the window entity will still spawn before you turn on the generator. Now go and
unlock the cabinet in the kitchen, and complete the hour. When the phone starts ringing,
do not answer it. Instead, go over into the kitchen and turn off the switch inside. The
phone should stop ringing, and you can go sit down in the generator room. You should
get a screen saying “Go to hour 6?”
This will unlock hour 6 in the menu too.
Hour 6 is very similar to hour 5, except you will need to retrieve three items: A
lighter, gasoline, and a walkie-talkie. Listen very carefully to the person on the phone,
and you’ll be fine.
Treat this hour much like hour 5, but keep in mind the items you need to collect.
I highly recommend getting all of the power locks to green, or getting them to 99% and
then shutting one at a time after collecting an item. This will give you time to listen
to the phone, and collect what you need. Keep in mind when talking to the person on the
phone, it seems to prevent spawns of the entities, but if they’ve already spawned before
the person starts talking, they will continue their attempt to get in.
After collecting all three items, listen to the instructions, and head over to the TV
to see the map. In the same room, you will need to cover yourself in gasoline, and use
the lighter. You will then immediately need to run outside and head for the lake. Finding
the lake was surprisingly difficult, as you would think you only need to run straight
forward, but you actually need to run slightly to the right to reach the river. Watch
out for the entity and scream when it gets too close.
After that you’re done!
I’m Possible Mode:
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Written by Indi_Dude
Your guide to beating From The Rain’s hardest challenge.
-=Introduction=-
From The Rain’s is a fantastic horror game, and it’s Impossible Mode presents a tough
challenge. This guide will hopefully help you beat Impossible Mode, using some neat tricks.
For sake of clarity, the window entity will be referred to as the Intruder, and the
vent entity will be referred to as the Crawler.
-=Starting The Hour=-
There is one correction I’d like to make from Leepy115’s guide, and that is that the
Crawler will not spawn in a closed vent (with the exception of the bedroom vent, which
may be bugged).
Therefore, I recommend starting the hour by beelining to the bathroom vent and closing it.
The kitchen and backdoor vents are fairly easy to check, so it’s best if the Crawler
spawns in one of those three vents.
From there, just start scouting out the house and look for breakers. Breakers seem to
have 2 to 4 spawns per room, and 1 to 2 spawns per hall. There can only be one breaker
per room/hall, so keep that in mind.
-=Window Stalling=-
What is the worst case scenario, in Impossible Mode? The answer is: the Intruder and the
Crawler both attacking at the same time.
The Intruder can put a lot of pressure on you if you don’t find it fast, and while the
Crawler gives you some more leeway than the Intruder, a bit of bad luck can ruin your run.
That’s where window stalling comes into play.
There can only ever be one Intruder at a time, so if it’s at a window, it won’t be able
to spawn anywhere else until it’s driven off. Thus, the best play is to not fully drive
off the Intruder – rather, wait for the Crawler to despawn and then spawn again, before
then dealing with the Crawler.
By getting rid of the Intruder only after the Crawler has spawned, you give yourself
much more time to try and find the Crawler. After that, it’s just some amount of luck –
if the Crawler is in one of the last vents you check, then most likely the Intruder has
reappeared and you’ll be pressed for time, but if the Crawler is in one of the first
vents you check, you’ll have a good bit of time to progress.
-=Patience=-
This should be something fairly obvious, but just in case:
-=Patience Is Key=-
The key to Impossible Mode is being slow and methodical. Trying to rush it will only get
you killed. Always, always, ALWAYS play it safe. Slow and steady wins the race, and all
that.
-=Lock Priorities=-
Once you’ve got the generator online, you just have to lock the windows and doors, and
you’ll have won. But that isn’t yet.
Everything from before still holds true, but now there’s an additional factor: which
locks to lock. The Intruder won’t spawn at locked windows/doors, so this is your
opportunity to potentially turn the tables.
While window stalling (see above), you should spend some time charging the lock on
whatever entrance you’re at. If you’re near other entrances that are high-priority, it
might be a good idea to run over and charge that lock instead. Once you hear the Crawler
leave, though, you should stay with the Intruder and be ready to get rid of them.
If you get a lucky Crawler spawn and have some free time, I highly recommend locking
the doors and the inside window in the kitchen (near the sink). The doors can be difficult
to see opening, and the kitchen window and back door are out of the way, which can cost
you precious time to check. Getting rid of these entrances asap should be your priority,
whenever possible.
After that, I’d recommend focusing on locking windows on one side of the building –
preferably, the bedroom/bathroom side, as it has the lowest density of entrances. By
eliminating those stray spawns, finding the Intruder will become significantly easier.
After that, just keep slowly and methodically locking the windows around the house until
you’ve won.
Good Luck!
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