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'Share' - Walkthrough
By Kenpoleon Bonaparte
The object of the game is to survive one very long night. If you find yourself wandering around, not quite sure of what to do next, then you've come to the right place. This guide will direct you through the game step-by-step.
   
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1. Introduction
1-01. This guide is full of unhidden spoilers. Since you're here, I assume you want to see them. If you don't want to see all the spoilers, then you should not read this guide.

1-02. The game contains some glitches, things that don't match, & things that don't make sense. For a couple of examples, the day/night cycle is totally whacky, light switches aren't always in the correct on/off positions, & your Jeep battery keeps getting mysteriously moved around. However, I found nothing that was game-breaking.

1-03. When you start the game, the two menu choices for playing are "Loading" or "Start". "Loading" will continue the game from the last checkpoint you reached, while "Start" will start a brand new game. A brand new game starts with you in your Jeep, ready to drive down a dirt road.

1-04. You can NOT manually save the game. The game has checkpoints. If you die, "Restart" will continue the game from the last checkpoint you reached.
2. Game Controls
MOUSE CONTROLS
2-01. Move Mouse = Move camera.

2-02. Left Mouse Button = Interact (pick up, drop, use, take, open, close, etc.)



KEYBOARD CONTROLS
2-03. W (or "up" arrow) = Walk forward, drive Jeep forward, & climb up windmill ladder.

(**NOTE: Also, when Jeep is not already running, W = Start Jeep engine.**)

2-04. A (or "left" arrow) = Walk left sideways, steer Jeep left.

2-05. S (or "down" arrow) = Walk backward, drive Jeep in reverse, climb down windmill ladder.

2-06. D (or "right" arrow) = Walk right sideways, steer Jeep right.

(**NOTE: Use the Left Shift Key with any movement command above to move quicker.**)

2-07. F = Flashlight on/off.

2-08. Space = Jump.

2-09. Escape = Pause/Menu.

2-10. Tab = Hint for current task. (It didn't always work for me though.)
3. Outside Tasks
3-01. Drive your Jeep down the dirt road. (You can go off-roading, but you won't get far before the game puts you back at the starting position.) After a few minutes, a black cat will run across the road, causing you to swerve & crash into a tree. (You won't be able to get your Jeep started again.)

3-02. Go up the hill, & go into the house through the front door. On the right, halfway down the hall, is a small dresser. Pick up the flashlight that's on top of it. (It looks more like a dog collar, but it's a flashlight.) Then open the top drawer & pick up the garage key. Shut the drawer. (You don't want it sticking out in your way later.)

3-03. Go out the front door, & turn left. Go around to the right side of the garage, & unlock the door. Go inside, & look out the window. You'll see a black cat outside, meowing loudly. (The cat won't show up until you go into the garage.)

3-04. Go out the garage door, & turn left. Jump between the garage & the hillside to get through the tight spot. Go around to the other side of the garage, & pick up the ladder leaning against the garage wall.

3-05. Turn around, & follow the black cat. It will lead you to the windmill. At the base of the windmill, the ladder should automatically jump out of your hand & attach itself to the windmill. Go back into the garage, & pick up the axe that's on the floor.

3-06. Go back to the windmill, & climb the ladder. When you reach the top, the axe should automatically jump out of your hand & chop the tree branch that's blocking the windmill from working. Climb down the ladder. It will quickly become dark outside.

3-07. Go back into the garage, & pull down the fuse box lever to turn the power back on. Turn around 180 degrees, & find the light switch on the opposite wall. If the garage light didn't turn on when the power did, then turn on the light. Go out the garage door, & turn right.

3-08. This is about where you usually see a creepy old man in overalls (although if you're moving slow he might come into the garage while you're still in there.) He will collapse face-first onto the ground, & drop a hammer. Leave the hammer alone for now. Touch the back of the man's head.

3-09. Go down the hill to your Jeep. Raise the hood, & pick up the battery. (This is easiest done by standing at the front corner on the passenger side.) Go up the hill, & go back into the garage. Stand in front of the battery charger. The battery should automatically jump out of your hand & hook itself up to the charger. Turn off the garage light. Go out the garage door, & turn right.
4. Danger In The House
4-01. Go into the house through the front door. The first house challenge now begins. You must turn off all the lights in the house, & prevent the demon from coming out of hiding to kill you. For this first house challenge, the demon will try to come out of hiding from ten to fourteen times.

There are ten total lights in the house. Two are in the hall (both behind the front door). One each is in the living room, the dining room, the kid's bedroom, the master bedroom, the bathroom, & the side hall. Two are in the kitchen (one left of the stove, & one above the big potted plant.) After you turn off the light by the stove, open the door wide to the bottom cabinet by the stove.

(**NOTE: Do NOT fill the tub with water. A green witch will come out of the water once all the lights are off, & kill you.**)

4-02. After you turn off the last light, take a step or two. A few seconds later you'll hear a bang, & the house will go pitch black. Turn on the flashlight. You'll notice the colors in the house look very muted now.

There are four total hiding spots in the house. One is under the master bed, one is under either of the kid's beds, one is the bottom kitchen cabinet left of the stove, & one is the fireplace.

4-03. Move quickly to find the hiding spot he's coming out of, & turn on the light in that room to make him go back into hiding. Turn the light off again.

4-04. Repeat Step #4-03 until the demon stops trying to come out of hiding. Each time you stop him, he'll try to come out a little faster next time. Also, he can try to come out of the same place twice in a row. You'll know the danger is over when you see a spinning ring for a few seconds in the bottom left corner of your screen. (That's the game making a checkpoint save.)
5. More Outside Tasks
5-01. Go out the front door, & turn left. Go back into the garage. You'll see the fuse box smoking, & hear the black cat outside meowing again. Go out the garage door, & turn left. Jump between the garage & the hillside to get through the tight spot.

5-02. Follow the black cat again. This time it'll lead you down to a pier on the lake. (Watch carefully, as the black cat doesn't always stay clearly on the beaten path. This makes it hard to see the cat in the dark, especially while both you & it are moving.) At the end of the pier is the fuse box key. Pick up the key.

5-03. Turn around 180 degrees. To the right, by the shore, you'll see the green witch's head sticking out of the water. A few seconds after you pass by her, she'll jump out to chase & kill you, so take off running back to the garage.

5-04. Go back into the garage, & unlock the fuse box. Remove the far left fuse, & drop it on the floor. Go out the garage door, & turn right. In front of the garage is a dog house. A new fuse is laying in the dog's food dish. Pick up the fuse.

5-05. Go back into the garage, & stand in front of the fuse box. The new fuse should automatically jump out of your hand & install itself. Pull down the fuse box lever to turn the power back on. If the garage light comes on, then turn it off. Go out the garage door, & turn right.
6. More Danger In The House
6-01. Go into the house through the front door. The second house challenge now begins. You must again turn off all the lights in the house, & prevent the demon from coming out of hiding to kill you. However, there is an additional twist this time. For this second house challenge, the demon will only try to come out of hiding from five to seven times, but that doesn't mean it's going to be easier for you.

6-02. This time, some little people a couple of inches high will show up to sabotage you. There will be from five to seven of them. They will turn on random room lights, & try to fill the tub with water. So you have to be fast enough to stop the demon from coming out of hiding, AND to kill all the little people by stomping on them. (To stomp them, put the hand icon on them & left-click the mouse.)

(**NOTE: Remember that if they fill the tub with water, it brings the green witch out to kill you.**)

6-03. Whenever you see one of the little people, stomping them should be your first priority. Then you can go back to stopping the demon. Just like in the first house challenge, you'll know the danger is over when you see a spinning ring for a few seconds in the bottom left corner of your screen.
7. Lost In The Woods
7-01. Go out the front door, & turn left. Your Jeep will be sitting in front of the garage, with the engine running & the radio playing loudly. (This is quite hilarious, because you never put the charged battery back into your Jeep. Apparently, SOMEBODY did, because if you check the garage the battery is not there anymore.) Get into your Jeep, & drive down the hill.

7-02. The scene will abruptly change, & you'll find yourself riding through the woods on the back of a very large pig. After a few minutes, the pig will drop you off at a well. The green witch will be climbing out of it, ready to kill you, so take off running back to the house.

7-03. You'll have absolutely no clue where you are, & since it's dark you won't be able to find your way easily. The best thing to do is find some high ground quickly, and then keep scanning the skyline for the outline of the windmill while you're running around. When you see the windmill, head towards it.

7-04. Once you get to the windmill, you'll be able to find your way back down the hill to the house. This is about where you usually start hearing a police siren. Go into the house through the back door, & run down the hall. Go out the front door, & turn left. Go down the hill, & turn right.
8. One More For The Road
8-01. You'll see a police car parked down the road, with an officer standing by it. Go towards him. Once you get close, a giant baby comes crashing out of the woods. In the blink of an eye, it kills the officer by crucifying him upside down & setting him on fire. Turn around 180 degrees, & take off running again.

8-02. You'll immediately see the meowing black cat, but ignore it for a moment. Go up the hill, & pick up the hammer that the creepy old man dropped earlier. Go down the hill, & follow the black cat again. This time it'll lead you to an old bunker in the woods.

8-03. The door will be secured with a heavy chain & padlock. Run yourself into the bunker door, & the hammer should automatically jump out of your hand & smash the lock. Go inside the bunker. There will be a monster crawling around on the ceiling in here somewhere, looking like it came out of 'Resident Evil', so you'll need to move quickly.

8-04. Go up the stairs, & turn right. Go down the stairs, & turn left. Go up the stairs, & keep running forward through open single doors until you see a closed pair of double doors. Just before you reach those doors, turn right. Go up the stairs, & go into the last room on the right. At the back of the room is a very large bullet. Pick up the bullet. Retrace your steps to escape from the bunker.

8-05. Go out the bunker door, & go back down the road to your Jeep. When you reach your Jeep, go a little further while looking at the left side of the road. You'll see a howitzer sitting there. Load the bullet into the howitzer, & then fire the howitzer to kill the giant baby. (You don't need to aim it.)

8-06. Go down the road to where the crucified officer is, & pick up your Jeep battery. (Lol. Yep. SOMEBODY moved that battery again.) Go back to your Jeep, & stand at the front corner on the passenger side. The battery should automatically jump out of your hand & install itself.

8-07. Get into your Jeep. Start the engine. (It may take a few tries.) Start driving back to the starting point of the game.

THE END