Walkthroughs

The Silent Age: Episode 2 guide and puzzle walkthrough - Part 2

How to save the future, again (Chapters 9, and 10)

The Silent Age: Episode 2 guide and puzzle walkthrough - Part 2
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Chapter 1 - Chapter 2 Part 1 - Chapter 2 Part 2

This is part two of our guide for the timeline-hopping adventure game The Silent Age: Episode Two.

A quick note on our wording. We're calling the groovy 1970s "the past" in this guid, and the post-apocalyptic 2012 will be described as "the future". Deal with it.

For chapters six, seven, and eight, click here.

Chapter 9 The Silent Age

Press the button to open the lift door. Puzzle solved. That was a tricky one. Give yourself a big pat on the back. Walk out the door.

The Silent Age

Go the future and walk through the far right door. Once inside, hop back to the past and go through the big round door.

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Pick up the instant camera from the floor. Nice. Go back to the main hallway.

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Jump the future and grab the keycard from this dead bloke. In the past, use the card to unlock the left-most locked door and then head inside.

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In this room, use the camera to take a photo of the cyrogenically-frozen man with his eyes open. Then go into the next room.

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Go through the next room and then open the bottom-right drawer. It will start to fill up with rain water. Also, grab the apple core from the garbage can and turn the fluorescent light on. Talk to Frank and then use your photo to activate the retinal scanner.

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Once you're inside the room, go into the future and grab the dustpan from the cupboard. Cool. Now let's head all the way back to the lift at the start of the chapter.

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Jump the future and use the dustpan to sweep up some soil from the corner. Go back to the time machine room (you can't go anywhere else) for the cutscene. And then go to the room with the filing cabinets.

The Silent Age

Use the soil and apple core in the drawer. Jump into the future and grab the apple from the tree. Go to the past and head into the room on the left.

The Silent Age

When the scientist pops out, grab the beaker of acid. Then head back to the time machine room.

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After the cutscene, use the acid on the computer and then walk through the door. Follow Lambert's instructions and then touch the time machine to finish the chapter. Job done.

Chapter 10 The Silent Age

Your time machine is wrecked, so from here on out we won't be able to jump between timelines. Which saves me writing "go to the future" over and over again.

Anyway. Go left until you reach a grave with a shovel. Take it, then go back to the right.

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Use the shovel to clear the half-buried door and head inside. Here, take the cloth from inside the first aid kit. Exit, and go right.

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Use the cloth with the water to make it damp. Then run all the way left.

The Silent Age

Use the damp cloth on the solar array to turn the generator on. Now run all the way right. Sensing a pattern yet?

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Turn on the generator in this room and then take the machete from the man stuck in the wall. Go back into the room with the first aid kit.

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Use the machete on the concrete block to sharpen it. Now exit the room and go as far left as possible.

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Use the machete to clear the roots. Go inside and get the cup. Run all the way back to the soaking wet room (seriously) and fill the cup with water. Then return to this room (can you say "artifical lengthening?") . Then run all the way back to the first room (last time, promise).

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Insert the fuse and then use the machine. Woosh.

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Take the key from the dead guard and nab the broken frame from the floor. Use the frame with the fragile wall to bust on through.

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After the cutscene, go into the room on the right. Use the key on the draw with the yellow sticker and take the book out. Go back to the main hall and use the book on the console. Climb inside the cyro chamber.

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Take the paper from the equipment. Pull the string at the end of the room to open the door. Exit into the hallway.

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Open and enter door three.

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Look at the arm chair to get a TV remote. Go back into the hall and open and eter door two.

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Use the TV remote to turn off the telly and then grab the crutch. Return to your room.

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Knock the pens down with your crutch and plop one in your pocket. Go back to room three.

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Give the pen and paper to this chap. He'll jot a number on the paper. Use it on the keypad on door one to finish the chapter, and the game. Congrats! That was fun, wasn't it. Bye!

Chapter 1 - Chapter 2 Part 1 - Chapter 2 Part 2