CASE 2: Animatronics Survival – Chapter 1: The Past is Not Forgotten Walkthrough
You start in what appears to be a security guard’s office. After the conversation between the guy on the phone and our main character, Jack, look under the desk with the computer to pick up the flashlight.
Now, head to room A5 to pick up the tablet. Follow the hallway from your office until you reach a rounded glass panel with a creepy-looking animatronic behind it. From there, turn left and enter the room with a large hole in the floor. Go through the door on your left, and you’ll find the tablet on a small round table in that room.
After picking up the tablet, follow the on-screen instructions to turn on the radio in the same room. This is when you’ll have your first encounter with Emma (the cat). As she starts breaking down the wall, quickly crouch behind the couch. Don’t worry about your flashlight; Emma doesn’t seem to notice it. Keep an eye on her through your tablet to figure out the best time to escape. Just make sure not to hide in the closet—she’ll definitely check there. You’ll need to get out through the hole in the wall since the door you came in from is locked.
Once you’ve escaped from Emma, head back to your office. When you get there, the phone will be ringing—go ahead and answer it. After the call ends, the power will cut out shortly after. At that point, you can hide under the desk with the computer or behind the shelves. Emma will barge in soon, so be quick!
She’ll soon leave and jump into the vents just outside your office, so you won’t have to worry about her for a bit. Now, head back down the hallway. The animatronic behind the glass has broken out, and you’ll need to enter through the shattered glass to find some tools for picking the lock on the door next to the broken window. The location of the tools will be random, so search carefully.
Once you’ve found what you need, go to the door on your right and try to pick the lock. It might take a few attempts, but you’ll know you’ve succeeded when the force of the door bashing down throws you backward. After that, Emma will retreat back into the vents, and you’ll need to enter the warehouse to get the key card you need to continue.
To get to the warehouse, go back and turn right. At the end of the hall, you’ll see two huge doors open—head inside.
Once you’re in the warehouse, you’ll need to take the long way around. Taking the shorter path that the arrow points to will only lead to a game over, but the longer way isn’t too difficult to navigate.
When you make it through, you’ll find a desk with the key card. Interact with the camera, and once you’ve taken a selfie, you’ll be able to grab the key card.
Once you have the key card, you’ll need to head back the way you came while avoiding Emma. You also need to retrieve another key card that’s attached to Emma’s tail. Crouching will make it harder for her to spot you compared to standing. Since her movements are random, keep a close watch on her to figure out the best time to grab the key card. Without the key card on her tail, you won’t be able to leave the warehouse.
Once you’re out of the warehouse, head back to the door that was knocked down. Use the key card on the door closest to you, and you’ll enter the generator room. To start the generator, you’ll need to find a fuse, which is located randomly in the room—so search carefully.
Keep in mind that Emma is still wandering around; she can leave the warehouse and move through the rest of the building, so be cautious when moving from room to room. Once you’ve gotten the generator running again, make your way back to your office. Your tablet’s power has run out, so you’ll need to place it on its charging stand in your office.
While your tablet is charging, you’ll need to return to the warehouse to find a crowbar. Its location is random, so search the warehouse carefully, and don’t forget to avoid Emma. Before picking up the crowbar, make sure Emma is leaving the warehouse—this next part will be much easier without her around.
Once you grab the crowbar and start heading back to the exit, Kestrel (the owl) will appear and block your way. She won’t move as long as you’re looking at her, but if you look too long, she’ll flash a light at you, momentarily blinding you so she can sneak up. You’ll need to backtrack a bit to get around her. Try to get her to follow you until you can slip past without any issues. As you leave the warehouse, keep looking back—she’s fast and will likely catch up to you.
Once you’re outside, head back to your office to grab the tablet. With the tablet in hand, go to the room with the huge hole in the floor and approach the door opposite you. Kestrel will appear as you get close. You’ll need to use the tablet to turn on the radio in the next room. Once you do that, Kestrel will move into the room with the radio, giving you the chance to use the crowbar on the door. Emma will soon appear behind you, so press the buttons in the correct order to survive her attack and complete the chapter.