![]() As soon as The Proxy begins to fumble, take the time to duck around as many corners as possible. There is a minimum distance The Proxy must be at to be blinded, and it The Proxy is too close the flashlight will have no effect. As such, it is recommended you conserve your stamina for escaping from The Proxy and Slenderman if he teleports very close.Īs The Proxy will repeatedly chase you, and can be difficult to lose, the only way to stop The Proxy is to temporarily blind it with a powerful beam from your flashlight (by right clicking). Most of the time you wont survive past the second attack, but there have been instances of people surviving for 4 repeated assaults - which might reflect stamina, and exposure to Slenderman. If you allow this to happen, you will be temporarily forced to a crawl, and repeated attacks run the risk of you dying. You've already become acquainted with Slenderman's style of terrorizing you, but The Proxy has a much more straightforward approach - and that is sprinting straight at you, jumping on you and attacking you. This also starts the hunt, as soon you will be followed by both Slenderman, and his Proxy.īoth of them have very different styles of attacking you. The moment you power the first generator, you will be tasked with finding the other 5 in the room that have now opened to you. Take note of the glow it produces and how it looks - you'll need to find 5 other just like it to power the elevator. A portable generator sits just next to it, emitting a dim red glow. Near the center is a console that controls an elevator, though there is no power. The room you stand in now is large, with 4 long hallways in the shape of a cross, 2 of which are beyond your reach for the moment. Become very familiar with what you can see, and prepare your wits. Head through the door and into the main area of the mine. And lastly, at the very end of the room is an old newspaper clipping about the mine being purchased, Collectible #11. Heading down the room, look left for Letter #7. When entering, grab the list of safety rules on the fence, Collectible #10. Head into the mine and look for the door on the right. It is very likely this disturbed individual is the very same Charles Matheson from the old Missing Child poster in the Prologue. Just before heading inside, walk along the pipes and the mine all, and search behind an alcove for a very long and deranged note scribbled by a man named Charles M, Collectible #9. The bulletin board will have Letter #6, as well as a note about workers receiving their last paycheck, Collectible #8. As you come to the mine entrance, look around for a bulletin board on one of the long buildings. Look on the barrels near the front for Letter #5. Double back towards the mine entrance and stop by the building on stilts. There is a pale tree trunk in there with Letter #4 on it. Looking left, you should see a small path between the rocks big enough to walk through. Keep it to your right and head straight back and slightly to your left until you hit the rock face. On the right side of the mine is a small building (not the big one on stilts). While the identity of this Proxy is still up for debate, what is most urgent is avoiding contact with it at all costs.Īfter waking up in a random location near the mine, start exploring until you can see the mine entrance. Whereas in the Eight Pages, you only had to worry about a teleporting yet stationary Slenderman, the abandoned mine holds a new danger in the form of Slenderman's Proxy, a human who has come under the control of Slenderman, willingly or not, and acts on Slenderman's behalf. In this level you are tasked with evading both Slenderman and The Proxy and finding 6 randomly placed Generators so you can leave the mine via an elevator. This is easily the most difficult part of Slender: The Arrival.
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