Secret Files 3

Secret Files 3

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Full Walkthrough in English
By Elanor Athelas
I translated the German guide I made into English. As I did not actually PLAY the game in English, some items might have different names, sorry about that. Hope it still helps.
Should anyone want to translate this guide into another language and upload that, I'm okay with it, some credit would be nice though:)
   
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Intro
This is my first guide, so bear with me if it's not always ideal.
I created it because I find it super annoying to read external guides, and thought maybe others feel the same way. That's why I gave it a go.
This English guide is for the most part auto-translated from my German one. I am going to check whether the translation makes sense all in all, but I’m not going to play the entire game again in English to check the names of all items and locations in English. Hope you understand, so be warned that some items may be called something different in the English localisation.

The German guide also features more screenshots, and I'm too lazy to copy them all. If you're struggling with the submarine puzzle near the end, have a look there.


A few general tips first:
1) Always look at everything carefully first. The characters often give valuable hints about what items can be used for by right-clicking on them.
2) Hotspot display on space bar, always very helpful.
3) Sometimes there are actually several solutions to a problem in this game. Please let me know if I have overlooked one.
Hope this guide helps you and have fun playing!
Prologue, Ancient Egypt
Interact with the wall to your left.
The first puzzle begins.
The correct way up is as follows: up, up, up, left, up, left up, right up, right, right up, left up, right up, left up, left up, left, left, left, up, right up, click on the edge of the wall.

Once in the palace courtyard, we first take the leather bag from the wall to the left of us and use it with the snake on the opposite side of the screen. The snake in the bag is then thrown through the window. Now the guard is busy for the time being and we can go through the door.
In the next room it’s time for some serious sneaking. We climb up onto the beams. We have to be careful here as some of the beams creak. The right way is: down, right, up to the end. We grab the linen banner here and continue on the right side of the ledge: down, down, right, up to a window. We craft a device out of the rope and throwing hook. But this contraption is too loud not to alert the guards. So we have to combine the linen with it and then use it with the window. With a heavy heart, we combine the incendiary devices with the records in the last room and the prologue is completed.
The Wedding?
In the old Secret Files fashion, everything that's not up to scratch is bagged first.
The priest’s gown in the middle right [the [b]hangers [/b]come with it for free], the mop on the far right and the chalice on the baptismal font. (You can also use the space bar to display hotspots).

Both the chalice and the gown go into the water of the font. Use the wet gown or the chalice (apparently both are possible) to extinguish the shelf. We take a board from the now extinguished shelf with us. Use the coat hanger to pull the nail out of the wall to the right of the shelf.
This nail can now be used to scrape the mortar out of the joint on the right. Then place the wooden board there. Now once again it's time for the destruction of invaluable historical artifacts! We make a torch out of the mop and set the tapestry on fire with it. Now we see a door at the top. So we climb up to the statue.
Now comes the first puzzle with two difficulty options. To be honest with you, I can hardly tell the difference. The difficult version is perhaps a little more meticulous when it comes to timing, but it doesn't really matter. Do you know how a swing works? Very good, you've fulfilled all the important requirements for the puzzle. When you are far to the left, click to the right and vice versa so that Nina gains more and more momentum. After we've done this, a cutscene begins and Nina wakes up from her nightmare.
Berlin, Max's Apartment
Poor Max!
In the living room, we first bag his rucksack and open it in the inventory (right-click). We take a closer look at the book about Australia by right-clicking on it. A table of contents with towns in Australia and some flags ... What could that possibly mean? We saw a map of Australia in the bedroom, let's take a closer look at it. So this is where the flags need to be placed. But where?
When Nina interacts with the Australia book by right-clicking, she says that chapters 3, 7, 10 and 15 are missing.
A glance at the table of contents reveals that these are the places Adelaide, Brisbane, Broome and Hobart. The flags must therefore be placed here. A secret compartment pops open, we obtain a key and make our way to the museum.
Berlin, Max's Office in the Natural History Museum
First we look at everything and take a plasterer’s leaf [Sorry If that’s not the right word. It’s the metal object on the far side of the room]. Then, of course, there's always time for a little art appreciation! The picture, which looks suspiciously like a secret compartment, shows a LAVA-spewing volcano in the STORMY SEA. Make a note!

Then we unlock the desk drawer with the key. Take everything you can. The number 0504 is scratched on the bottom of the drawer. Sounds suspiciously like a password. But for what?
The keen adventure gamer will have noticed by now that we can happily switch all the electronics in the room on and off (solar system, lava lamp, aquarium, radio and desk lamp). It should be clear that this is no coincidence. What was in the picture again? Exactly, the lava lamp and the aquarium have to be switched on. But where do we get a storm from now? You will have noticed that one electrical appliance doesn't want to obey us and that is the air conditioning system, which needs a little persuasion. And it gets this in the form of a piece of plasterer’s leaf that has been briefly frozen in the fridge on the right and then held up to its temperature sensor. Another secret compartment pops open!

We are told a little about Max's research and then find a cell phone in the safe that requires a pin code. Of course, we know it from the drawer. So we enter 0504 and after a short cutscene we are in Turkey
[Does anyone else wonder where Nina always takes the time and money for all these trips from or is it just me? ]

Turkey, Excavation Site, Part 1 (until you have the elevator key )
We grab the chain on the left and continue to the right. Out of old habit, we rummage in the garbage can: Bingo! A bicycle spoke! This is pushed under the door of the front container and we find... scraps of paper... It's getting better and better!

Again, anyone who has ever played an adventure game will know that it's probably time for a puzzle. The game explains the controls in a tooltip and the puzzle is really easy. You can do it without a guide, I believe in you!

So now we know this Emre's cell phone number. So we take the assembled fax and combine it with Nina's cell phone so that she can call him. Emre, who probably doesn't believe in the concept of locking his car, gives us the tip that we can find a map of the excavation site there, which Nina automatically fetches. He also sends us an MMS [just 2011 things] with details of his underground location. With the excavation plan in our inventory, we can now venture further.
It doesn't really matter where you go first. As you look around, be sure to take some red earth with you in area B, you'll need it later.

Right-click on the cell phone to watch Emre's video. The clues from the video can then be found in your inventory and can be freely combined with items in the world. So: if you see a tree or bush, combine it with “tree roots in the video” and Nina will confirm whether these could be the roots in the video. To establish a location as Emre's current location, you need 3 matches.

The puzzle is actually quite fun and not really difficult. If you still want to cheat though, the solution is excavation site E. combine roots with tree, oil with oil, pump with engine noise
Now you have to drill. The drill is in area D but it is too big to take with you. However, that’s not really a problem as Nina knows where it is. It can therefore be used like any other inventory item. So go back to Emre's location and use the drill with the large rock slab in the middle. Emre can now talk to us, but he can't give us the key up through the hole. So we drop our chain down to him and become the proud owners of a key for the elevator.
Turkey, Excavation Site, Part 2 (starting when you obtain the elevator key )
This elevator is located in area C. So go there, combine the key with the elevator and down we go. Here we can take the helmet and wooden crate. The helmet is of no further importance. Unfortunately, the crate is shut and won't open using conventional methods. But the game actually offers us two different solutions here. We can either: send the elevator up (without being in it) with the button, put the crate into the empty shaft, send the elevator back down, crate breaks. Or we can go back up with the crate itself and open it with the rock drill. Whatever is more fun for you. After we have opened the crate, we get some items.

We now have a hammer, a pipe wrench and an empty plastic bottle. We can fill it with water right at the top in area C. Emphasis on “can”, because it doesn't really play any further role.
We then venture a little further into the tunnel. With our newly acquired pipe wrench, we remove the compressed blowgun from the high-pressure cleaner. We crush the lump of red earth with our hammer and stuff the sand into the air gun. What’s the point of all that? We need a marker. The gun goes back on the cleaner and is then selected again and combined with the rock gap at the top. Turn on the pressure cleaner and then go back up to the surface to find where the red soil can now be seen. It is area D.
Here, the hammer is combined with the chain and attached to the opening.
So back down again for the ABSOLUTELY safest abyss crossing of all time.
[don't try this at home, kids ;)]

Once on the other side, we talk to Emre and find ourselves facing the next puzzle. The puzzle is actually quite simple once you understand what the game wants from you. First, Nina has to stand on the plate at the bottom left. Then the actual puzzle begins.
What do we have to do? As Nina or Emre, right-click (!) on all the animal symbols around the playing field. Notice how they emphasise numbers for some animals (bull with ONE horn, tiger with TWO tails, lizard with SIX legs...) ?
That's the whole puzzle. You have to move on the animal plates in the order in numerical order and don’t forget to always switch back and forth between Nina and Emre:

Nina: straight to bull [...with ONE horn]
Emre: straight ahead to tiger [...with TWO tails]
Nina: Straight ahead to ibis [with three wings]
Emre: Straight to fox [four ears]
Nina: Right to wild boar [five legs]
Emre: Straight to lizard [six legs]
Nina: diagonally left to dragonfly [seven wings]
Emre: left to grasshopper [eight legs]

Done!
The puzzle is more annoying than difficult once you've figured it out, but you keep forgetting to switch characters...

In the next room, we play Emre for a brief moment and cut off the roots at the top of the abyss with his pocket knife. These are then combined with the Geiger counter and the whole construction is lowered into the cistern.
Wow, you're probably thinking to yourself, Emre seems like a likeable and clever character, I wonder what role he still has to play in this story.
Well, too soon, after the following cutscene we never see him again, RIP Emre ?.
Turkey, Car
Emre has magically vanished into thin air and we're in a bit of a pickle. First we turn on the light switch above [or below :D?] us. Now we can see more details.

We find a comb and a parking disk in the sun visor. We use the comb to expertly crack open the glove compartment. We find a folding rule inside and use it to fish for the lunchbox lying in front of the car. Right-click to look inside. As Emre is the kind of person who eats sandwiches with a knife and fork (why?), we now have a knife to cut off our seatbelts. Freedom! In front of the car is a metal suitcase, which is picked up and inspected by right-clicking. Of interest is the “RoughBook” [Ouch!], which we open and read the emails on it. Then Nina once again reaches into her endless travel fund (maybe I should retrain as a motorcycle mechanic?) and off we go to San Francisco.
Florence, 1477, Part 1 (until An-Nasir is woken up)
Did I say we were going to San Francisco?
Of course I meant Florence in 1477, because once again we have a dreamlike vision. Don't think too much about it.

Go straight to the marketplace and take the wooden wedge blocking the cart. Now you can climb onto it by clicking on the ledge above the cart. Continue onto the wooden platform and take some salt from the sack. And down again (click on the cart, preferably twice, to skip the animation). Combine the salt with the wooden wheel, turn the wooden wheel and then climb back up. Now you will reach the balcony and can take the sword from the statue. And back down again.
Now we can use the sword to free the cargo on the left from its net. Return to the wide alley and combine the net with the hooks to get to the roof. Click on the roof so that Nina can climb up and untie the knot on the clothesline with the magic super salt. Get back down from the roof and cut off the clothesline with the sword. Don't ask any questions about how the hell Nina cut off the clothesline at a height of about 4 meters, it will only make your brain hurt.

Again, use the sword to free the barrels in the background from the net. After a short cutscene, we can now enter the prison, get the instruments of torture and leave again, as the guards block most of our options. We have learned from the cutscene that the window has been provisionally patched with felt to keep out the cold. Of course, this doesn't suit us at all, so we unleash our destructive sword on the window. The soldiers then light a fire inside. Very good.

We now use the Mouth Spreader to break into the herb store. We get some herbs. Henbane is allegedly very poisonous... Interesting. But how do we get the guards to consume it?
We climb back onto the roof. The poker and clothesline are connected to the chimney so that we can climb to the top. We then have to click on the chimney again so that Nina climbs all the way up and then throw the henbane into the chimney. Take the hook and clothesline back with you when climbing down, we'll need them again.

Back into the prison, where the soldiers are now knocked out. Take some ashes from the chimney. Place the wooden wedge in the recess under the door and use the poker to lift the door off its hinges. Go into the cell and take the bucket with you. Fill it with snow outside.
Florence 1477, Part 2 (Chase)
Now the “Groundhog Day” style puzzle fun begins. The bucket of snow is first thrown in An-Nasir's face. Unfortunately, he runs too fast for us to keep up with him. But we get a second chance and can now take some precautions. So off we go into the narrow alley, where An-Nasir will run first. For once, we can leave the garbage on the right be, we’re not going to need it.
The next puzzle really is quite a stretch. Look at the sign on the wall to the right: “No buskers”. Why do we want to be rebellious and resist here? Because we need fish and the fishmonger lives here! Where do we get music from? From our cell phone, of course. So combine the cell phone with the bench and we obtain ... delicious fish waste.

The fish waste goes into the Iron Mask and... can you guess? We catch the cat in the marketplace with it in a very PETA-approved manner. Put the rest of the fish waste in An-Nasir's pocket and empty the bucket over him again. In the narrow alley, we combine our sniffer cat with one of the passages and follow it through the middle passage. Unfortunately, that was just the beginning.

We have to come up with a new method for the next stage, as Nasir just rudely throws the fish waste away. So we walk as far as we can into a kind of courtyard with three passages and a ladder, which of course we immediately put into our pockets. There's also a kind of hole in the ground, which we use to make a skating rink with the bucket of water. So refill the bucket with snow in front of the prison and throw the water on Nasir once again. Unfortunately, instead of him slipping and breaking all his bones, we have to get creative again. We know that he will take the passage on the far right, but we end up in a courtyard with three doors again. What do we do now?

Now we use the ashes we got from the fireplace earlier. Use them with a gate and Nina rubs them on all 3 of them. Back to the prison-Bucket-Nasir: you know the drill. Now inspect the fingerprints on the left gate in the courtyard: this is where Nasir went. Okay, but that's it now, isn't it? Unfortunately, no.
In the next scene, combine the ladder with the canopy and then click on the canopy again to push down the snow. Nasir makes acquaintance with the bucket again ... aaaaand? A glance to the right at the footprints tells us that he walked to the right. The puzzle is solved and we are rewarded with a cutscene.
Florence 1477, Part 3, Leonardo's Workshop
At the front left, we take the tools and the book to the left of the door, as well as the walking stick on the right. We also grab the paint pot next to the canvas and the load lifter on the far right. Use the lighter to light the oil lamp on the cart in the middle and then lift the vehicle with the load lifter (you can't lift it beforehand because ... reasons). Now we see a collection of chisels on the wall which we ... correct! Put into our pocket. Combine the chisel with the right arm of the scale and then remove the cylinder from the left arm. Inspect the cylinder with the right arm. We are now looking for a password. Someone who was important to Da Vinci. The name can be found in the room.

Take a look at the master craftsman's certificate above the door

The solution is VERROCCHIO

Set it to VER- RO- C - CH – IO

After the cutscene, we dip the walking stick in the red paint and get creative on the canvas. This allows us to visualize Da Vinci's codes [Dan Brown sends his regards]. Combine the diary with the canvas so that Nina can decipher it. Who could this “magnificent” be? We've already heard something about epithets. Exactly, in the Medici Chronicle. So we combine the diary page and the chronicle and learn that “the Magnificent” refers to Lorenzo de Medici. And as soon as the realization hits, we're back to reality.
San Francisco, Palace of Fine Arts
We take the magazine, bottle and shard of glass and go through all the dialog options with the kiosk owner [is this the first dialog we've had in this game...?] Alternatively, we can get straight to the point, because only the question about the drink is relevant. Here we learn a crucial piece of information: Alcohol may not be sold at kiosks in the USA... Hmm. So we pour the ice tea into the anonymous bottle. But it doesn't really look like booze yet. So with the shard of glass we cut out a whiskey advertisement from the magazine, moisten it in the puddle and stick it on the bottle. The bottle is then hidden inconspicuously in the display.

Then, in good old Stasi fashion, snitch on the poor man to the police. Wonderful. Free access to the trunk of the police car, which we first loot and then continue on towards the museum.
We use the bolt cutters to open the power box on the right. Unfortunately, it has no power and therefore won't start. We do have petrol, but it won't fit through the opening. So let's move on first. In the museum, climb up the stairs, out of the window and along the façade into the charred room. Here we take a watering can and a spectacle frame. Use the latter to crack open the desk drawer and get a key card. Climb back up and back out to the power box, which we can now fill using the watering can (i.e. combine the petrol can with the watering can and then the can with the emergency generator). Then click on the generator again to switch it on. Back into the museum and this time into the basement. Combine the key card with the door and enter the archive.

Unfortunately, it's pitch black. Great. So back out again to switch the power to the lamps at the security box directly in front of the archive (the electronic door mysteriously remains open anyway). Now that we can see something, we grab the lamp and plug it into the socket a little further back in the room. Leave the archive again and switch the power one more time, because now we have a light source and need the sockets to be active.
Now switch on the computer with the left mouse button and inspect it with the right mouse button. We can now select a work of art that we are looking for. I really hope that you don't need a solution for this, because the misleading offers are very obviously wrong. If you still need one look for:

Artist: Da Vinci, Work: Madonna Benois, Year: 1477

Nina will fetch the painting automatically and we just have to put it in the X-ray machine.
A confusing cutscene later, the game shows us how cool and modern it is and we have to scan a QR code. I don't need to explain how to scan a QR code, do I?
As soon as we've done that, we're already in a new location.
San Francisco, Alcatraz
We take the coat hanger out of the display case in front of us. In the open cell, we take the cup from the shelf, the bricks and the bedspread.
We combine the bricks and the bedspread and use the cup to treat ourselves to a portion of toilet water. Delicious. We drip the toilet water into the air conditioning in the entrance area. Nina is probably using her infamous Elastowoman stretchy arms again for this.

Now that the air conditioning system has broken down, it is of course absolutely advisable to cut the cable with some bolt cutters and that's what we do. We use the cable to tie up the brick bag and look out the window by left-clicking in the cell. Tie the bag to the bars from the outside. Then we click on the bag again, then on the inner courtyard to drop it down and we are free. Well almost. First we have to slide along the clothesline with the hanger and then we're ... well, in a corridor.
We go through the door to our left. There we take the combat robot with us and rummage through the pile of scrap to obtain some weapons for it.

Now comes a puzzle where I honestly can't give you a concrete solution. We have to defeat a combat robot. Both the shocker and the flamethrower work quite well, the other two options are a little less practical as they are melee weapons and therefore put our robot in more danger. So put the attachment of your choice on him in the workshop. Save the game.
To start the fight, combine our combat robot with the one in the hallway (Murphy).
We can die as often as we like in the minigame and always get our full health points back. However, any damage we deal to Murphy will not be regenerated. Just try out attacking and defending a little, using the limpet mines won't hurt, sometimes Murphy drives into them. In each round, select an attack type (up/down), a defense type (up/down) plus the optional limpet mine and then press “Start round”.

Because Murphy can't heal himself, you'll win sooner or later, but I don't know if there's an optimal strategy. Once you've made it, a bit of action happens again and it all looks pretty grim.
[ Fortunately, we've spent the last half hour on this very necessary fight and now have no time pressure at all, with the trivial problems of everyday life, like ensuring our own survival. ]
Now, nastily, one of the game's “decisions” comes directly after the fight (without the option to save). So if you really want to see all 4 endings, you'll have to play the stupid robot fight again. But let's be honest, this decision affects exactly one slide on the “What happened to...?” credit. It’s really only worth it for total completionists. So decide what you want. The gameplay doesn't change at all, it's all about what makes you feel better.
In the Port of Cádiz
No, the graphics haven’t crashed, it’s just pitch dark. So, take the conveniently glowing green spray and spray it on the keycard. Then hold it outside, to charge it up with sunlight so that it can serve as our light source.

The now visible items: phone, plastic cup, and threaded rod will be taken with us. With the threaded rod, we unscrew the vent cover and are back in the light. Outside, we grab the clipboard and scanner. We read up on the color codes on the clipboard. Orange corresponds to Cádiz, where we are right now. No more orange color coded containers are visible, so we have to get creative (please don’t ask me why). So, we head up to the door at the top right and climb even higher on the ladder onto the roof. Here, we steal a screwdriver [the gloves and measuring device are optional]. Nina refuses to touch the grease (THIS is where her limit is, apparently), but we can put it in the plastic cup. We head back down one level and use the screwdriver to remove the red light. The red light glass is greased and placed on the rightmost of the three pink-marked containers. Why? Don’t ask!
After the container is unloaded, we can now take a closer look at the orange container. Well, almost. First, the thin wire has to be torn with the threaded rod. Then, with the right mouse button, the container is inspected. And we have a puzzle again. Since it’s just a regular jigsaw type puzzle, I would also recommend the hard version without hesitation unless you really hate puzzles.


This is how the whole thing should look (the last piece is not placed because otherwise I wouldn’t be able to take a screenshot).
Then there’s some more plot, and the journey continues.
CERN (Part 1)
So, I guess we’re at CERN now. (Anyone who can still follow the plot up to this point, hats off to you!) Max is alive, yaay. We can briefly talk to him to see in a short dialogue how deeply Max is affected by the very likely death of Emre.

We rummage through the lower wardrobe to get Max his clothes back and look around a bit. Depending on our Cassandra decision, she’s either lying here to the right of Max, or the box is empty. We interact with the computer terminal and... are interrupted again.

Now things get really crazy, and Nina gets... killed. Yup. We literally walk "into the light." (If we do this without turning around once, we get an in-game achievement later... yaaay). [By the way, is anyone else wondering why it was necessary to strip Nina down to her underwear for this ordeal? Just me?]
The Apocalypse
Despite the fact that we’re now dead and in the apocalypse, nothing really changes about the old habits. We take the stuffed animal with us, open the car door, release the handbrake, and push the car away from the ventilation grate. Then we take a stone from the pile of rocks across from us and try to throw it through the shop window. We need to do this three times, then we can get to the camera. We aim the camera at the right one of the two ruined buildings in the distance. From the balcony, which has now collapsed, we take a terrain rod with which we can pry open the ventilation grate in the foreground. And then climb down.

We use the teddy bear to catch the gasoline that’s dripping down from above. The teddy bear is then speared on the terrain rod and, as if that wasn’t enough, it’s set on fire. I hope Nina has a good therapist. With the burning teddy bear, we climb down again and ignite the gasoline. Now we can climb up inside the bus. Ah yes.

On the roof, we take the wire rope from the spool. We wrap one end around the elevator, then click the loose end again and wrap it around the other piece of wire rope that’s hanging from the sign. Using the hand wheel, we crank a little and, in no time, we’re talking to the super trustworthy-looking person.
CERN (Part 2)
We are now Max for a brief (really brief) moment.
Grab a pen and some paper from the desk for Nina and give them to her. Then interact with the computer terminal and combine the search engine with the coordinates note. Press search (duh!). Did you enjoy playing as Max? Well that’s it for the moment.
The Submarine Minigame
If you ask me? Take the easy version! The puzzle is just extremely annoying because the submarine controls like a cow on an ice rink. Save yourselves the hassle. But since I really struggled the first time, a screenshot by screenshot solution for the hard version can be found in the German guide I made, just look it up there if you need it.
Remember to regularly use the hotspot display, it helps a lot.

Santorini, Underwater City
Now, for a change, we’re playing as Jane Cunningham and need to enter the solutions from the three puzzles into the left terminal. Let’s skip the hieroglyphs for now, as they’re the most complicated. The Indian puzzle is a classic "complete the series" IQ test.
So, what’s missing?





The puzzle on the far right with the 12 men initially is very reminiscent of the apostles, but anyone who goes through the names will quickly realize that it doesn't get us very far. So, what else is there that comes in sets of 12?

months!

And which letter exactly do we need here ?

D for December

So, with these clues, anyone can also simply guess the hieroglyph puzzle. The solution is...

the lion, I guess because it’s in the centre?

We go through the door and save right after the dialogue.
We continue left and find ourselves in front of a puzzle door. We can adjust the hands like a clock.
It quickly becomes clear that the symbols correspond to the figures shown above. But how do we arrange them?
For this, we should interpret the arms of the figures as clock hands.


Aristotle, Compass Symbol, 6 o’clock
Cleopatra (?), Eye of Horus, 3 o’clock
Whatever the assassin from the prologue was called; Dagger symbol, 7 o’clock
Da Vinci, Paintbrush, 9 o’clock
Max, Mars Symbol, 5 o’clock
Nina, Venus, 12 o’clock
Cunningham, Pistol, 11 o’clock
Horseman of the Apocalypse, Skull, 2 o’clock


We go through the door and are told quite a lot again. Now comes the big decision (TM).
Max or the world?


Again, do whatever you want. It barely makes a difference for the game, just for the ending cards. In other words: If you want to see Nina and Max as a couple, save Max. No matter what would logically make sense, the outcome is still the same, it just changes whether Max is happy to keep seeing you or not. I’m still wondering how he knows that you "didn’t choose him," but oh well. Max always survives, and the system is always deactivated. So, yeah... your choices matter lol.


If you save Max, there’s a slider puzzle coming up, but you can solve it easily by trial and error.
If not, you can skip this and go back to Cunningham, or rather she’ll come to you once you try to leave the room.
Back in the antechamber, you take the antidote for Max from her bag and save him (either way), and then it's back to CERN (where, of course, we’ve been instantly teleported to, lol—my god, did anyone proofread this plot?).
CERN (Part 3)
We take the cigar from the ashtray and rummage through the trash bin. From the drawer, we grab a model UFO. Then we can leave the room. “Hephen Stawking” follows us automatically. In the next room, we empty the lab coats' pockets. With the key that has a lighter keychain, we can light the cigar and place it on the table to the left. Then, stick the poster strips onto the makeup mirror and use it to redirect the now visible laser beams. We also cover the UFO with post-its (apparently, they’re really really strong post-its). The UFO is sent to grab the keycard from the table behind the laser grid (interact with the UFO and the table).

Max
Now, we’re Max for a moment. We pull the keycard from the reader and use it to unscrew the plate above us in the elevator and climb up. Once we interact with the ladder, the elevator crashes. But no panic... we’ve got tiiiiime. Calmly, we grab the bolt that’s lying on the elevator and block the wheels on the left.

Nina
And back to Nina. She can now go to the infirmary and use the key on the upper shelf compartment to grab some useful items. Back to our companion, and by using the keycard on the console, we deactivate the lasers and go around the corner.
The path is blocked again, but it doesn't matter. The super-strong laser pointer is enough to trigger the sprinkler. One soldier down. And now... use the defibrillator on the puddle (I’m pretty sure defibrillators don’t work this way, but okay). [Didn’t Nina say "I’m not a murderer?"... Well, the soldier certainly doesn’t look too healthy after that action... ]
We go into the new room, where we immediately get a visit. So, use the defibrillator to smash the fire protection cabinet and grab the axe, which is then used to hit the pipe above. Nina's killstreak continues.

Max
As Max, we finally climb up the ladder. We try to get into the transformer building on our own, but no chance. We need to contact Nina on the walkie-talkie; maybe she can help.Well, she needs the code for the lock. We easily remove the cover on the doorlock with the keycard and give her the number by combining the walkie-talkie with the door.
That’s it!
No, really, that’s the game. Now there’s some more cutscenes, the credits roll, and you’re done.