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Walkthrough for Almost my Floor

This is a complete walkthrough and guide for Almost My Floor

Gameplay features

Almost my Floor " is a point-and-click horror adventure that tells the story of a guy named Alex who tried to take the elevator to his apartment, but ended up in another, hellish dimension. Now he has to get out into reality.

The game begins with the moment when Alex, being in the police station as a suspect in the murder, begins to remember how his misadventures began. The action is postponed to that ill-fated day when, returning home, Alex enters the entrance of his house. After asking a neighbor for a crowbar, he opens the stuck elevator doors and enters the cabin. However, instead of taking Alex to his floor, the elevator takes the hero to a strange place filled with monsters.

Now, traveling from one floor to another, Alex is trying to understand what happened to his house number 9 on Dark Street, and find a way to escape from this place.

At this time, Detective Trust begins an investigation about a missing girl named Nika, who lived with Alex in the same apartment. The girl's parents hired a detective to investigate this disappearance, and after analyzing the available information, he goes to the place where the girl was last seen - to house number 9 on Temnaya Street. This leads to the fact that their stories with Alex are intertwined.

Game mechanics

As in many games of this genre, we move around locations, explore the details of the environment, communicate with characters and interact with active objects. We can pick up items in order to use them in certain places in the future, we can use a smartphone that we constantly have to call, both in the list of contacts and in the numbers found.

There are also moments of action in the game - the hero will have to defend himself and we will need a quick reaction in pressing certain points in a strict sequence. There are also moments in which Alex needs to not panic, or he needs special precision. In such cases, you will have to follow a special scale with a running slider, clicking LMB only when it is in the green zone.

There are also puzzles in the game, both inventory, using objects, and logical ones - for example, you need to choose a code for the lock and make the correct connection to the electrical network.

When communicating with characters, a dialogue selection menu opens. The choice has little effect on anything, but it makes it possible to more fully reveal the storyline.

We can also make a choice in individual actions - to do good or evil.

Control

  • Moving / interacting - left-clicking (LMB);
  • Undo - right mouse button (RMB);
  • Run - double-click LMB;
  • Move, push - move the mouse with the LMB pressed;
  • Highlighting hotspots - Space key or clicking on the light bulb icon in the upper left corner;
  • Interaction Menu Icons:
  • Mouth - to speak;
  • Eye - consider;
  • Hand - take.

Menu

The menu opens by clicking on the gear icon in the upper left corner of the screen and has a standard set of options.

Inventory

The inventory is located in the upper area of ​​the screen and is constantly open for use. To use an item, click on it in the inventory and drag it to the active interaction object.

Preservation

Saving the current state of the game is done manually by selecting a menu option.

 

Prologue: Once Upon a Time

We watch the scene of the interrogation of Alex at the police station, presented in the form of a comic strip.

Mentally, Alex is transferred to the day, or rather to the evening, when it all began.

Leaving a crowded bus at his stop, Alex enters his staircase.

Let's get into the game.

Note . In your playthrough of the game, you are free to interact with objects and collect items as you progress. For convenience, the real passage is divided into separate quests. Therefore, the objects with which you will need to interact, and the items that need to be picked up for further use, are highlighted in the text as objects and objects to which you need to PAY ATTENTION.

PAY ATTENTION to the mailbox of apartment no. 7 and to the cup of coffee on the top right of the box. We look into the box number 16, which contains the magazine from the game developers. We speak with our neighbor Masha.

We press the button to call the elevator - the elevator car goes down to our floor, but the car doors get stuck. We try to open them, but nothing comes out.

Alex decides to ask a neighbor for a tire iron.

We pass to the right, we click the switch and the illuminated light allows us to see a spider hanging from the ceiling.

How to get past the spider

There are two options for action - "good" and "evil".

Option "good"

We return to the mailboxes, click LMB on the "Cup of coffee" - he runs off to the side.

We click on it again - we get an EMPTY CUP. We go to the spider, use the "empty cup" on it.

Option "Evil"

We push a bunch. We ring at the neighbor's door, but the sounds of a drill coming from behind the door drown out all sounds.

We look at the "electric shield", but Alex refuses to touch it for fear of getting an electric shock.

How to open an electrical panel

We go to the mailboxes, look into the drawer of apartment number 7 - Alex is surprised that Masha is reading the magazine "Electrician's World".

We turn to Masha: "I saw a magazine about an electrician in your drawer..." and "Masha, you today ...". We receive the SCHEME, go to the "electrical panel", open the door.

How to get a crow bar

Image #1

We use the hint - the diagram, connect the wires, as shown in the screenshot - the squeal of the drill outside the neighbor's door dies down.

We ring the doorbell, talk to the neighbor, get the MOUNT.

We apply the "mount" to the "elevator", we go into the cab.

Ten minutes later, Alex notices that the elevator takes too long to go up.

 

Chapter One: The Edge of Reality

When the elevator stops, Alex gets out of the car and discovers that he is in some kind of "hellish world".

Image #2

How to get through the "eyes"

We select the SHIELD leaning against the wall. We apply it "on ourselves" - we click on the shield in the inventory, drag it to the figure of Alex.

QUICKLY click on the circles that appear until the indicator lines on it make a full revolution - we beat off the rays coming from the eyes.

We jump into the cockpit before the spiders get to Alex.

Finally, the elevator arrives at Alex's floor. But he does not rush out of the cockpit, he listens to what is happening. when everything calms down, he gets out of the elevator.

We take the receiver of the ringing phone.

Alex listens to the recommendations of the doctor, who, without giving him a word, interrupts the connection.

We look at the "Leaflets" pasted on the wall about the wanted list - Alex sees a photo of Nicky on them.

Alex calls Nicky's parents. Upon learning that they have no Nicky, he dials the number of Nicky herself, but no one picks up the phone.

We pass to the left, we speak with Masha, who is standing near Alex's apartment. We choose replicas: 2, 2, 3, 4 (we do not dare to enter the apartment with Masha, feeling a catch).

We pass to the right, interact with the "box" - spiders begin to stick around Alex.

How to get rid of spiders

Image #3

We wait until the slider enters the green zone on the scale that appears, and press LMB. We repeat the action a total of three times, click on the big spider - we get rid of the spiders. We look at the "box" again - something sharp is needed to open it. "

How to open the box

We are trying to pull the spoke from the wheel, which is on the bicycle platform - a child's voice from behind the door informs us that he can see everything through the peephole. We take out the INSULATING TAPE from the unsealed box, glue the peephole in the door with it. We pull out the knitting needle without any problems, open the "box" with it. We take out the INSECT SPRAY from it, examine it in the inventory - the aerosol can cause drowsiness.

How to protect yourself from Masha

Option 1 "Evil"

We approach Masha, pierce her with the "Knitting needle".

Option 2

We approach Masha, choose the line: "Ladies first ...".

When Masha enters the apartment, close the door with a key, and use the "spray" on the "door". We go into the apartment.

The memories of the day when he and Nika moved into this apartment roll over to Alex.

How to get out of a nightmare

We return to reality. We look out the "window".

Moving away from the window, Alex sees that the world around him has changed.

We look at the "Poster", go out the door.

Image #4

On the set, Alex is scared by two guys. After they leave, he turns on the light and enters the elevator, but as soon as Alex approaches the elevator, it disappears. Alex notices that the door to the apartment opposite has opened.

We enter through the opened door into the neighbor's apartment, and find ourselves ... again in front of our door. We enter the apartment, we see that the situation in it has changed again. We read the inscription on the " poster ". We follow the advice, take the "phone", dial 666 . In a conversation with the support service, choose the answer "No". We enter the elevator .

The action is again transferred to the police station, where the detective interrogating Alex does not believe his story.

 

Chapter Two: Farther from Home

A "bomb" appears in the elevator car.

How to defuse a bomb

We take the CUTTERS that have appeared in the cockpit, we use them on the "bomb". We play three mini-games:

1.Cut the wires indicated in the screenshot with "wire cutters".

Image #5

2. Click on the groups of three colored squares (green, lilac, blue), delete them, leaving only the squares marked with crosses.

Image #6

3. Move the slider at the top to the extreme right position. We rotate the corners of the pipes so as to build the pipeline. Click on the switch in the center (turns red), and on the two switches at the bottom (they turn green).

Image #7

The elevator stops at another "hellish" floor.

We use "Telephone" on Alex.

Alex exits the elevator, bypassing the trap.

We pass to the left, we try to go to the door, but "flowers-nippers" do not give it.

How to get to the door to the apartment

PAY ATTENTION to the "explosive thing" on the ceiling; on the "flower" and on the "sticky board".

Alex notes that “the sticky board can be used as a weapon, or you can catch someone with“ that sticky thing ”on it.

We try to tear off the "sticky board", but it is glued tightly. We remove from the wall the NOTE "Help", we go to the left.

PAY ATTENTION to the "mini-portal" in place of the elevator call button; on the "rag" in the cleaning lady's bucket (she does not allow to take it). We open the "cabinet", we take out the THINNER. We select the STONE from the floor, go to the left area of ​​the location.

We throw the "stone" into the "explosive contraption" on the ceiling - play a mini-game with a slider on the scale. We select the STONE, we pass to the door to the apartment. We try to open the door, we hear someone's voice.

Image #8

How to enter the apartment

We try to open the door with the "key" - a voice is heard from behind the door again.

The man who calls himself Alex states that he will not speak out loud where the key is.

We put a note under the "door".

Alex pulls out a NOTE from under the door, in which the second Alex indicated that the key is under the neighbor's rug.

We go to the right, we try to talk to the "cleaning lady".

She runs out the door and starts throwing mops at Alex.

Image #9

We beat off the flying mops, we speak with the "cleaner".

Memories come out again.

We end the conversation, seeing the futility of attempts to go further.

How to get past the cleaning lady

Option 1 "Evil"

We go to the "sticky board", pour out the "solvent" on it, take the STICKY BOARD. We return and hit the "CLEANER" with a sticky board. We go to the right, move aside the "neighbor's rug", take out the KEY.

Option 2 "Good"

We go left, we pluck the FLOWER. We return and present it to the "cleaning lady". We pass by the cleaning lady, move aside the "neighbor's rug", take out the KEY.

Note . If you open the door with the key and try to enter the apartment, a monster will jump out of it and kill Alex.

How to neutralize a monster

We pass to the left.

PAY ATTENTION to the " trap spot ". We put the "sticky board" on it.

We make sure that we have a STONE in stock, unlock the door.

When a monster jumps out of the door, it sticks to the sticky board.

While the monster is immobilized, throw the "stone" into the "explosive thing" on the ceiling - play a mini-game with a slider on the scale. We go into the apartment.

We squeeze between the wall and the "boxes" in the center of the room. We read the "Diary" lying on the windowsill - an advertising booklet from the psychological clinic of Dr. Freudgel. Take the MEDALLION from the pentagram drawn on the floor.

The locket shows Alex the past.

We consider the "Symbols" inscribed on the wall, we leave the room.

How to start the elevator

Pick up the MONSTER HEART from the floor - play two mini-games with a slider on the scale.

We insert the "monster heart" into the "mini-portal" in the location of the elevator call button. We try to interact with the "elevator buttons", but Alex refuses to enter, pointing to a warning sign. We take out the RAG from the bucket of the cleaning lady, throw it on the plate. We bring our eyes closer to the "elevator buttons". We find out that we are required to set the desired symbols in the column to the left and the desired colors in the column to the right. 

Image #10

We rotate the rings, put in the upper sector the symbols that we saw on the wall in the apartment (they are displayed next to the ring if you looked at the symbols).

Alex remarks that he is very smart.

Image #11

We bring our eyes closer to the "elevator buttons" - now a medallion with exposed symbols is displayed next to it. In the left column we set the symbols from the upper sector of the medallion, and in the right column - the colors from the lower sector in reverse order.

Alex walks into the elevator.

Chapter Three: In the Footsteps

We play as a detective Trust

Detective Trust approaches the house where Alex lives and where Nick lived.

Digging in the "garbage", we get the STATUETTE. We talk to the guys rolling the ball in front of the entrance. We go into the house.

The detective goes up to the floor where Alex and Nicky's apartment is located.

We go to the right, knock on the door.

Having received no information, Detective Trust enters the database by phone, determines that Kate Bennett lives in this apartment, who, according to the detective, definitely knows something.

We approach Alex's apartment.

The detective discovers the door open.

We look at the aerosol can lying on the floor.

Detective trust notes that the smell is still being felt.

We go into the apartment.

We consider the "documents" scattered on the floor - booklets of Dr. Freudgel, who was visited by Alex and Nick. We look at the "diary", but it is locked with a combination lock.

How to open Nicky's diary

We rummage in the pockets of our "coat", we get the KEY. We bring our eyes closer to the "chest of drawers" on which the sleeping Masha is sitting. We open the top drawer, we find the "collar" on which the date is 13.09 . We leave the approach, turn the back side of the "photo" of Alex and Nicky on the wall, we find the date 12.04 . Apply the "key" to the "Diary". enter the blue field code 1309 and the red field code 1204 .

The detective is reading the notes. He notices Dr. Freudgel's leaflet and decides to prepare to meet him. Taking out his phone, Trust calls the doctor and makes an appointment.

We wake up Masha, talk to her about all the proposed topics, invite her on a date.

Masha gives Trust her phone number.

We leave the room.

Detective trust leaves Alex's home.

 

Chapter four. Nika

We play Alex

Alex exits the elevator on the ground floor landing, but when he sees his surroundings, he tries to get back into the elevator. The elevator door jams again.

We talk with Masha on all the proposed topics.

We are heading to the neighbor, but a monster stands in our way.

How to remove a monster

Option 1 "Evil"

We take the BOARD leaning against the walls, we go to the left.

We put the "board" on the "green goo", go to the mailboxes. We take out the NAILS from the box number 11. Interact with box number 2, play mini-games with a slider on the scale. Take the SCOTCH from the bulletin board. We pass the "green goo", we take away the BOARD.

Alex prepares a weapon out of it - a BOARD WITH NAILS.

We go and hit the monster with a "board with nails".

Option 2 "Good"

Consider a "wire" hanging from the ceiling - it is not dangerous without electricity. We take the BOARD leaning against the walls, we go to the left.

We take out RUBBER GLOVES from the "trash can". We put the "board" on the "green goo", go to the mailboxes. We take out a GLASS OF COFFEE from the bucket and then play mini-games with a slider on the scale. Interact with box number 2, play mini-games with a slider on the scale. We go to Masha, give her a "Cup of coffee" - Masha applies voltage to the wire. We pass to the left, use “rubber gloves on the sparkling“ wire ”, get rid of the monster. We knock on the door, but the sound of the drill prevents the neighbor from hearing this knock.

How to reach a neighbor

We approach the mailboxes. We take the LIGHTER from the ashtray on the boxes. From one of the "hands" we take the CLOTH. We return to the door of the neighbor. We put a firecracker under the “door”, set it on fire with a “lighter”. We knock on the door.

We play mini games with a slider on the scale

Image #12

Alex climbs into the opened elevator car. Without leaving the elevator, he listens to the conversation of the guys on the site. After they leave, Alex remains at a loss, not knowing which floor he is on.

We pass to the left, to our apartment.

PAY ATTENTION to "Dirt", which does not give an opportunity to enter the apartment.

How to enter the apartment

We go to the right, we speak with the "cleaner" Baba Zina on all the proposed topics. We take Zina's “badge”, remember the phone number 678876 on it. We dial this number on our phone. While the cleaning lady is distracted to take the ringing phone, we pick up the CLEANING ACCESSORIES. We go to the left, use them for "dirt" - play mini-games with a slider on the scale. Opening the "door"

Image #13

We play mini-games with a slider on the scale - back up, jump into the elevator, move higher.

We are trying to talk to the "stranger", but "biting plants" do not allow us to approach her.

How to talk to a stranger

PAY ATTENTION to the "eye" in the "toothy hole" - it needs to be removed with something. We pass to the left.

Pick up BONE 1; take the DRY STICK. With the help of the "dry stick" we take out BONE 2. Move on to the "toothy hole" on the right. With the help of the "bone" we take out the EYE. We insert it into the "toothy hole" on the left. We select the dropped BONE 3. We go to the "biting plants" and feed them "bones". We talk with Lily on all the proposed topics, listen to Lily's demand.

How to get a plant encyclopedia

We remove the KEY from the plant , go to the left, we pass through the door.

PAY ATTENTION to a thick book suspended on a chain, locked with two padlocks. We read the "postcard" lying on the table. PAY ATTENTION to the phrases found in the text:

"Red triangular roof";

"A huge round lake ... the water is blue";

"Square flower beds ... yellow flowers";

"... planted greens in old round ones."

Image #14

We bring our eyes to the "closet" on the left. We put out books on the spines of which are depicted:

- red triangle;

- blue circle;

- yellow square;

- green circle.

We take away the KEY 1.

We read the "postcard" on the shelf of the "closet" on the right. PAY ATTENTION to the phrase in the text: "round red watermelon". We mark the colors of the stamps on the card: green, red, blue.

Image #15

We bring our eyes to the "closet" on the right. We put out books on the spines of which are depicted:

- red circle;

- green square;

- Red Square;

- blue square.

From the opened drawer we take out the KEY 2. With the received “keys” we open the “locks” “on the book” and take the BOOK. We take it to Leela.

Image #16

We fall into the dungeon. We move forward along a long corridor until we reach the exit. We find ourselves in a room that looks like Alex's room and Lily's room at the same time.

We read the "Diary" lying on the shelf. We interact with the "laptop".

Alex looks through the notes, then enters the elevator that appears in the room.

 

Chapter Five: Criminals and Crime

We play as a detective Trust

The detective enters the elevator, finds Nicky's corpse in it. He calls the police.

Inspect the crime scene

Image #17

 

We bring our eyes closer to the victim's body, inspect all active points. We receive BEADS. We speak with Lilya, who drove up in a wheelchair, and then, with Baba Zina, who went as a cleaner.

The arriving policeman asks detective Trust to leave the scene of the crime. He rolls Lily's chair to her apartment and makes an appointment later.

Deciding what to do:

  • Call Freudgel;
  • Arrive without warning.

Trust goes to the doctor.

We play Alex

Alex leaves the elevator, walks to his apartment, opens the door. Monsters appear from the apartment in the form of green eyes. A neighbor's door opens and Kate waves to Alex. He runs into the flat of a neighbor on the site.

We speak to the girl.

We look at the “tablets” and the “synthesizer”. Consider "photography", interact with "computer".

Alex reads Robbin Bobbin's posts.

Examining the "mark board".

Alex talks to Kate.

We look out the "window", exit through it.

 

Chapter six. Freudgel

We play as a detective Trust

After talking with the secretary, Trust goes to the office of Dr. Freudgel.

We speak with Freudgel on all the proposed topics.

The doctor leaves the office to help the patient.

We pass to the doctor's "table", open the upper "desk drawer".

We look through the "patient records".

Trust draws his attention to the map of Chloe Freidgel, the doctor's daughter.

We extend the bottom "drawer of the table".

Detective pays attention to the stopped clock, which shows the time 14:08.

We interact with the "tablet", enter the code 1408. We look through the "mail". We leave the approximation, open the "portfolio". Detective trust sees a photograph of Chloe in the doctor's wallet. We take away the KEY-CARD, we pull back the "curtain". We use the "key-card" on the door, we pass into the examination room.

Pick up PATIENTS 'SHEETS and BEADS from the floor. We interact with the "pillow", take a BLOOD SAMPLE.

The doctor's voice is heard from behind the door.

We leave from the office. We ask Dr. Freudgel questions, listen to the answers.

We play Alex

PAY ATTENTION to the "gas tank" - you need a capacity. We climb through the "window" into the apartment.

PAY ATTENTION to the "safe", to open which we need a code. We interact with the "laptop", we find out the code from the safe. Enter the code (6897), open the "safe". We take out the BOLT CUTTER and the CHAINSAW.

Alex returns through the window to the street.

We go right. We cut off the “ chain ” on the door with the “bolt cutter” , we pass into the “pantry”.

We read the "Note" lying on the table. We open the "janitor's closet", look at the "employee uniform". We take the phone, call 999. Choose answer option 4 ("The company" Chistyulya "). We look into the "place under the closet" - it's dark there. We use the "Phone", we get the KEY. We open the "cabinet" for them, take out the HOSE. We grab the FUSE, go out into the street. We go to the right, we go into the " control room ".

We open the door of the "shield", install a whole "fuse" in place of the burned out one. We press the "button", we go down "to the basement". We click on the " switch ", turn on the light.

We take the STONE from the shelf and throw it at the "monster" - this action makes him laugh mockingly. Take the PAPER and LIGHTER from the shelves. We put the “paper” on the “empty space”, set it on fire with a “lighter” - the shower from the fire extinguishing system again makes the monster laugh. Pick up the STONE, throw it into the "lever" (play a mini-game with a slider on the scale). We take the CANISTER, we go up the "stairs". We leave on the street, we return to the initial location.

 

Chapter seven. Face to face

We apply the "canister" to the gas tank.

Image #18

Alex pours gasoline over the walls of the house to burn it down. Detective Trust drives up to the house.

We watch the scene in which Trust shoots Alex.

Epilogue: True. Two years later

We play as a detective Trust

The wife asks Trust to bring her a tablecloth.

We click on the "closet" and Trust gets dressed. We try to reach the “drawer” on the cabinet - high. We move the "chair" to the cabinet, take out the TABLE from the cabinet. We go to the "door".

Trust and his wife are hosting guests - Alexa and Kate.

Note . If in the passage of the game the option "evil" was chosen, then only Kate will come to visit the Trusts, because Alex is in prison.

Everyone asks to tell Trust about the events that happened

This is how it was

The detective walks into Lily's apartment. She goes off to make tea.

We bring our eyes closer to the "shelf", consider the active points. We look behind the pillow, examine Lily's “badge”. We select BEADS from the floor. We look out the "window". We speak with the screwed in Lily.

Trust brings Lilya to the police station.

We look through the "blood test" lying on the table. We calm down Lilya.

The policeman returns.

We listen to Lily's story.

The feast at Adam Trust continues.

Image #19

Completed the game!

lenin 17

 
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