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One of the most iconic repulsion games of all clip got an update to keep its 10th anniversary . Read this Slender : The Arrival walkthrough to see what ’s former and what ’s Modern .

All Slender: The Arrival Chapters Guide

My love for repulsion games started with the original Slender : Eight Pages game , and the Slenderman story has only arise since then . Apart from the updated lore with the new chapter , this remaking also brings us a sensational graphic update on Unreal Engine 5 , which you ca n’t help but admire .

run around frightened is par the course in Slenderman game , but you do n’t necessitate to be lost the entire time . This walkthrough will assist you get through the game efficiently while still maintain your blood pumping .

Slender: The Arrival - Prologue Walkthrough

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The remaking depart on a bright and sunny mean solar day but wo n’t persist that way for long . You play as Lauren , who is looking for her friend Kate .

Once inside the family , research the bottom level first to find a flashlight , as you will want it on the 2nd floor . The flashlight can spawn in randomized locations on the ground floor ( so far , I ’ve seen it in the kitchen , washing room , and dining room ) .

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All useable point at random spawn in or near the area where you need to use them , so you do n’t have to run everywhere looking for them .

When you grab the flashlight , guide up the stairs . To the right is a hall with a locked door . The key to the door unremarkably spawns somewhere in the rooms to the left , so go there first . After you have the key , head down the diametric way and to the door at the end of the vestibule .

Unlocking it , you will reveal a room fill with Slenderman lottery all over the wall and even one on the board . This absorb you may pick up and trigger a blood line - curdling scream you ’re now supposed to investigate in the backyard .

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The back door is locked , but just go out the front and round off the back alternatively . Head out the gate and go directly down the track towards a generator .

The generator unhorse up an expanse below where you will find out a collectible on a cask but not much else . lead to the unexpended past the barrelful and up the hill to find a second author arena . luminousness this one up , too , and cross the river towards a house .

As you’re able to see in the figure below ( which I did n’t notice in - game ) , Slenderman will keep showing up in the distance on top pitcher’s mound . This is the perfect chance to have a stare - off with him and bring home the bacon as he always go away .

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you may approach a creepy figure inside the house , but it knocks you back and disappears . It seems like nothing can finish you off during the prologue . If you stay inside the house long enough , you ’ll see an image of a kinsperson flashing before your eyes .

After you ’re done in the house , reverse on the third and terminal generator , explore the construction area for collectibles , and then point to the Oakside gate up the pitcher’s mound .

Enter the good anatomical structure first and make your way over to the left one . In it , you will regain Kate ’s message on the paries require you to find her . There ’s also a Word of Kate ’s scribble you may pick up from the board , ending this chapter .

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Slender: The Arrival - The Eight Pages Walkthrough

This chapter has the same mechanic of collect Thomas Nelson Page as the original Slender . I have to admit my adrenaline was pumping while playing this grade .

The government note and some structures are randomized , but the terrain ( all paths and placements of sites ) detain the same . This chapter wo n’t be too hard if you may remember where you ’ve checked and where to go next .

Here are some tips to survive Slenderman :

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Once you gather up the pages , Slenderman will catch you , but you wo n’t pass . You ’ll start melt through the forest without command and then pass out .

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Slender: The Arrival - Into the Abyss Walkthrough

You ’ll arouse up in a new area at the start of the Into the Abyss chapter . Explore the exterior for collectable before entering the construction , as you wo n’t be come back out this way .

After walk a bit , you ’ll reach a large room with an lift . Your goal is to turn on six generators and get out . The generators are arbitrarily breed throughout the map on two floor .

Here are some bakshish to survive the mine :

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Once you get the last source , sprint towards the main way and twist on the elevator . It will take you back above ground and into the young chapter .

Slender: The Arrival - Flashback Walkthrough

The first on the cliff ’s boundary is Charlie ’s teddy bear , which takes you to the chapter Memories .

Go past the teddy a few step and take care to the right . You will see a building with an detail that takes you to the Nightmare chapter .

Either proceed down the cliff ’s edge path or blow over the Nightmare building to rule a tunnel . It takes you to another abandoned building with a TV and two VCR tape measure . One takes you to the chapter Escape , and the other to Homestead .

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Finishing the tapes opens the building door for you and starts the chapter Arrival .

Slender: The Arrival - Memories Walkthrough

Memories is a short chapter where you play as Charlie , the missing child . You walk along the beach seek for toy while your parent are talking .

shortly , they notice you are miss and come out to get increasingly delirious , cry out your name , but there is nothing you’re able to do other than go further into the woods and into Slenderman ’s custody .

Slender: The Arrival - Escape Walkthrough

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Escape is another shorter chapter , open with Kate in her room drawing . She jumps up when she realise Slenderman will enter the menage . Your finish is to close up all of the window , but even if you close all of them , Slenderman will still enter .

Once you get the command prompt to hide , run to your elbow room , where he , unknowingly to you , waits to bewilder you out of the windowpane . This explain the broken windowpane we see in the prologue , and we also now recognize the thigh-slapper was Kate .

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Slender: The Arrival - Homestead Walkthrough

In the 2nd tape , you are CR investigate Charlie ’s fade . you could head inside the house and find oneself an open attic hole in a room to the left . There is no way to climb up , but keep it in mind for afterward in the chapter .

Go back outside and to the shed on the right . rise the upper floor and interact with the lever to lift the crate blocking the exit . Now make your elbow room out to the silos and the generator .

Approach the generator on the right side just to actuate the pursuance for fuel , but do n’t enter the threshold next to it as you postulate brightness . or else , go through the shed on the left into the fields .

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manoeuver down the path next to the scarecrow until you discover a sign to go to either the chapel or the root cellar . The chapel service is locked , so you must head to the cellar first to find fuel .

you’re able to go down either of the two cellar entrances as they are tie in . The fuel spawn randomly in one of the room , like all usable items . Watch out for Charlie , who will keep scaring you , but he ca n’t ache you just yet .

He will dog you once you leave the basement , so make a run for the shed . Refuel and turn on the author , fire up the expanse indoors . The release on the other side of the now - light room direct you to the backyard , where you incur the key to the chapel service .

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Retrace your steps back into the fields when you find the key and head to the chapel . Charlie will chase you again , so be fast .

Inside , you ’ll find toy gearing and a doll on the floor in front of the altar . Pick them all up , but save the doll for last , as it will set off Charlie into split up the threshold and chasing you . When you ’re ready , beak it up , run back down the pews , and go through the door on the proper leading to the altar .

When Charlie founder the room access , he will go the same way you did to get to the alter , so you could wait for him to head down the pews and run for the door with a head start .

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When you get to the mansion ( the same one from the beginning of the chapter ) , run up the stairs and explore the area , as there are some collectible .

After finding everything , jump-start down the attic trap and endeavor to get off Charlie again . He inevitably catches up to you once you are outside and the tape and the story end here .

Slender: The Arrival - Arrival Walkthrough

The building door is now open after you ’ve watched both tapes . Head outside and climb towards the radio set tower in the Arrival chapter . At the top of the itinerary , you ’ll reach Historic Kullman mine .

You lead down and see a wall full of drawings and a note express things have to finish with you , which is not intimidating in the fragile .

After leave the tunnel , you will see a forest set aflare . The finish is to navigate your way as burning trees , and Slenderman block your style .

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If Slenderman forget the manner you need to go , ferment back and trigger him to teleport and block a different path . Use this opportunity to sprint the path you want to go . Do n’t seek to go around him , as his tentacles have a wide kitchen stove .

Enter the building once you make it through the fire . regain a key for the locked door down the hall and go through it . Your flashlight will arrest work , so you ’ll have to follow the burning fires . At the terminal of the hallway , you will find the body of CR and hear a recording that secernate us Kate run away . This is the end of CR ’s story .

Once the recording end , you get teleport into another room where Charlie is guarding a solidification of stair . Pick up a note in the room so Charlie will move , and you could go up to look into the cries of a woman .

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You witness the shout out woman in the turning point after go around blindly in the dark ( it ask me a minute ) . As you approach her , you actualise it ’s Kate . When she jump at you , she metamorphose into the Chaser from Into the Abyss chapter , so we now know how Kate end up , too .

The tv camera falls to the terra firma and shows a pair of legs being dragged away , ending the game . This is the True end .

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Slender: The Arrival - Genesis Walkthrough

In Genesis , you have to go around collecting pages , just like in the Eight Pages chapter , except this time , the map is from the original Slender : Eight Pages game .

If you ’ve played it as much as I did , you ’ll know what to do by heart . But if you ’re baffled about how to duck Slenderman and endure , check out the tips in the Eight Pages chapter above .

Slender: The Arrival - Nightmare Walkthrough

One surplus chapter was bring with the 10th anniversary update , called The Nightmare . you could find how to get to the chapter in the Flashback chapter walkthrough .

This chapter depart off in a room , look at Charlie through a windowpane and get frightened by Slenderman before the world fades . second by and by , you wake up in an abandoned hospital , and your finish is to get out .

The door is locked , so you ask to look around the way and regain where the cardinal every which way spawned . Once you ’re out , keep exploring the hospital . It ’s pretty intuitive where to go with pathway and doors often blocked to lead you where you need to be .

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Go through the room and hallway until you get a flashlight . research all other suite in that hallway and then go through the door the torch pointed at , as that ’s the only way to progress . finally , you ’ll run into Charlie and bask the creation twisting itself .

Keep going and enter a room bathed in red ignitor with a soundbox bagful and drawings all over the wall . Just your standard , outpouring - of - the - mill hospital room .   loss the elbow room , but a bed will strike and block your track as you progress , so you ’ll have to turn back around .

This is the perfect opportunity to check in on the red elbow room again and see   the consistency bag floating . This is the only threshold you’re able to give , but everything is back to normal once you go in . Go back out across to the door that is now unblocked .

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You ’ll get through a drop - down shelf to enrol a new area , the independent lobby . The going doors are subject , but as you come on them , they shut in your brass and shell an alarm .

With perfect timing , one of the lift will dash and open a vent you could climb into . As you move through it , Charlie will start chasing you . Do n’t look back and keep crawling !

spend down into a newfangled area and what looks like an exit , but do n’t get your hopes up . The door turn into a wall as soon as you interact with it , and Slenderman shows up to give you a quick panic . Once he ’s locomote , you’re able to go back down the hallway to an actual open threshold .

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Go down the stairs into a flooded morgue ( water level instill major fear in me since Amnesia ) , find a key , and unlock the door . You ’ll go in a maze - like area deluge with water and something roaming it .

Start going through the first opening on the left to get to the surety nullification room . Once you finish the override , head out to the left , up the stairs , and onto the roof . The venthole are your method of transport again , except Charlie wo n’t be chasing you this meter . You ’ll just drop down down into the main foyer .

Because of the nullification , the door are now open , and you could go outside to see Charlie in front of a Sir Herbert Beerbohm Tree . His jumpscare will teleport you into a elbow room full of Slenderman before waking up in the hospital room from the beginning of the chapter .

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As you go down the hall , the infirmary burns , and a shadow creature approach the camera . The Nightmare chapter lead to the Nightmare end .

For more horror secret plan walkthroughs , check out ourHow to complete moil The Bad Apples Program in Outlast Trials – Full Walkthroughon Pro Game Guides .

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