Out of file 2 walkthrough


















Walk down the jungle path, led by the monkey - oops! Max needs a tracker. Kick the papaya tree on the extreme right. Take the papaya. Use the red mush in the teapot on the papaya to make it red. Give the red papaya to the monkey. Rescuing Sam Take the white berries from the bush.

Go to the back of the temple. Take the rafflesia flower. Put the rafflesia on the ground behind guard.

Use the tent poles to nudge the rafflesia closer to the guard. Take the Venus flytrap and the rafflesia. Return to the camp.

Place rafflesia on the flat stone on the riverbank near the frog. Catch the frog. Use the beer can with the garden to catch a slug. No slugs There is a slug on the beer can. Take it. Put the donut in the hole on the temple wall. The bees from the honeycomb fly into the hole. Take a piece of the honeycomb. Remove the spider web near the fireflies. Use the flag on the tendril above the spider web. Go to the camp. Return to the back of the temple. The fireflies are caught in the web.

Take them. Take the flag. Solution: See the inscription. The hint to this puzzle is in the diary. Put the Venus flytrap in the top slot to honour Goddess Venus. Voila, the door opens! Note the date: 7 April Use the code on the combination lock of the cabinet: Take the bust on the floor.

Use the bust on the hatch above the cabinet to check for water. Climb through the hatch. Take the metal pipe. Fill a bongo drum with water from the leak. Climb back down through the hatch. The chain moves down near the fallen girder. Fix the chain to the girder. Lock the chain with the metal pipe. Place the empty bongo drum near the broken pipe. Pour the water from the other drum into the broken pipe. Oil flows out into the empty drum. Pour the oil in the rusted yellow hatch.

Open the hatch. Take the pebbles, the wheel, a life vest, the metal sheet, the spear gun, the car battery, the toolbox, the fire hose, the briefcase, the handbag, the hat stand, the rake, and the kitchen sink. Just kidding about the last one : Talk to Korell. Open the briefcase to get documents and a candy bar. Put the pebbles inside the handbag. Throw the handbag at the medical kit on the hill. Take the kit and the buckets.

Open the kit to get bandages. Use the bandages on a bucket to create a bandaged bucket. Use the bandaged bucket on the sea to fill it.

Use the spear gun to make a ladder on the power pole. Use the battery acid to open the toolbox. It contains insulated pliers. Climb the pole and switch off the power. Tear the documents and place them at the end of the cable. Switch the power back on. The documents catch fire. Switch the power off. Use the metal sheet with the rake to make a shovel. Pick up the burning paper with the shovel and put in the barrel to make a bigger fire.

Use the hat stand with the filled bucket, and hang over the fire to warm. Melt the candy bar in the warm water. Give melted candy to the man. On the other side of the island Take the tank-bag. It contains a map of northern France. Wind the fire hose around the wheel.

Use the wheel with the motorcycle. Move the motorcycle to the boat. Use the toolkit on the yellow suitcase. It contains a digital camera and a suit. Give suit to Korell. Use life vest on boat. Use the toolkit to remove the motorcycle engine and fix it on the boat. Use the shovel on the landslide.

Cross to the other side of the beach. Use the digital camera on the signpost on the hill. Read the map. Talk to Korell. Watch the cut-scene. Look at the wall painting. Symbol: Neptune Leave the temple and return to remove the last filter from the hard hat. Solution: Each of the rows of buttons corresponds to a God. The order is set in the list. Use the icon on the inventory to switch playing character. Put a poisonous white berry into a raspberry. Throw the spiked raspberry into the fruit bowl.

Ask him for a raspberry. Use the frog with the statue. Go down the south path. Take the paper cup and the aluminium foil. Use the aluminium foil with paper cup to get shiny cup. Take a fortune cookie from the bowl on the snack stand. From the table next to the trailer take the pocket knife, a spirit level, a power cable and a pouch.

Take the mirror from the trailer wall. Use the pocket knife to unscrew the plastic boulder on the Lazare Construction sign. Put the fake boulder in the derelict car. Go south to the statue of the Saint. Look at the statue. Use the spirit level on the left arm of the statue. The light beam is cut off by the signpost pointing to the ruins, on the screen with the trailer.

Turn the sign thrice left till it is aligned with the beam. Return to statue and take the spirit level. Place the spirit level on the signpost to continue the beam. The beam is now interrupted by the snack stand. Talk to the Chinese man inside the stand. He cannot move the stand because of contract issues. Return to the screen with the surveyor. Use the pocket knife the remove the rock slide sign.

Go to the screen with the trailer. Use the pocket knife the remove the parking sign. Put the rock slide sign in the place of the parking sign. Return to the surveyor and warn him about his car.

Go to snack stand. I got mine on the third cookie. Ask the Chinese man to bake you a cookie with that message. Take the new fortune cookie to the surveyor. Talk to him again about his car. This time, he moves it. Go to the Chinese man and tell him that the surveyor has left for the day. The man drives off in the snack stand. But now the spirit level has stopped working. Use the pen-knife to open the flap of the info stand. Take the batteries. Use the batteries with the spirit level.

Replace the spirit level on the signpost. Use the power cable on the mirror. Suspend the mirror from the hook in front of the info stand. Fill the small pouch with dirt from one of the molehills. Place the weighted pouch on the mirror to redirect the beam. Use the remaining aluminium foil with the molehill below the stand to redirect the beam.

The beam is now pointing to the pile of boulders on the screen with the surveyor. Place the shiny cup amidst the rocks. Talk to the surveyor. He clears the rubble.

Use the ring on the door to open the exposed chamber. Look at the panel with the discs. The diary gives a hint. Solution: This is a simple puzzle. Use the left button to set the left disc so all three openings overlap to reveal a niche. Take the ring from the niche. Look at the wooden board on top of the wine barrel. Place the ring in the indentation to activate the board. The statue is of St. Austrebert of Rouen. Solution: The alphabets need to be keyed in the right order to spell Austrebert.

Then, the puzzle becomes really simple. It shows a white king. Take the candle and stick from the compost heap. Go right to the cemetery. The cardinal died in , and curator Michel ten years after that, so check in graves from s. Since Michel was found in his squalid basement flat, he can be assumed to be poor. Since Michel served the cardinal for forty years and died ten after, he clearly died old. Michel was always heavily covered up, because he was a woman named Michelle! After several minutes of cutscenes, you'll finally gain control of your character and are shown how to use your map.

Press the - button to bring it up and to take a good look at the layout of the police HQ. Once you're acquainted, you can head to the objective, which involves finding Max and Alicia. Their location is represented by a yellow marker on the map. Head there now.

You can use this time to explore and take in the visuals. Once you're ready, head to the elevator that will take you to Max and Alicia.

Press A to interact with the elevator. Run out of the elevator once you reach the roof and head to the objective, where another cutscene will play. After your chat on the roof, head back down to the next objective. Your next goal is to train with Jin, so follow the waypoint back to the elevator to do so.

The training room is on B3, so go there. From here, head into the training room to start the next section. There will be a long list of training options for you, so take as much or as little time as you need here.

It's probably a good idea to look into the options towards the bottom since those dive into more complex mechanics. Jin will give you the Legatus Cradle and then give you a list of options to choose from. IRIS is similar to a detective mode that highlights important points of interest for you. Using this to solve clues will help you a great deal. Once you have the hang of the IRIS, you can go to the training program to select a training mission. For the purposes of File 2, you only actually need to complete one training mission to advance.

But take a moment to train in whichever areas you'd like. Keep in mind, once you end the training, you won't be able to train for the duration of this mission, so make sure you're finished. You'll then get a notice that the police has requested Neuron's assistance. To start, head to the command room for the briefing.

When you arrive, you'll be introduced to Olive Espino, the Neuron Dispatcher. She will communicate with you when you're out on the field and give you direction. You'll be told that many gates have been opened in the city. These aren't normal gates, but instead ones that could lead to another dimension.

Most importantly, though, these gates also point to chimeras roaming the city. After your briefing, you'll need to head to the roof to initiate the next mission. A waypoint will guide you there. When you arrive to the city, you'll be introduced to your first case.

Here, you'll be looking for clues to find out if a chimera is really here in the city. A collapsed bridge on the street might point to the presence of a chimera, but it's best to be sure.

To get past this section, you'll have to use IRIS to find clues. These are shown by the glowing orange items in the area. You'll also notice a percentage counter in the top that tracks your progress. If you approach a glowing orange item, you'll have the option to check it out with the A button. Max will explain that the material on the ground is referred to as "Red Matter," which will play a larger role as a game mechanic.

You can use the right stick to move the Legion to collect all the Red Matter. It's revealed that the puddle is actually a giant hand print. That's not terrifying or anything. Make sure you go around this area and interact with everything you can while using IRIS. Look out for the boxes that contain healing items and an Energy Spike. The only other point of interest that's required to advance is the group of cops with a glowing ring at their feet.

What you need to do is use your Legion to eavesdrop on their conversation. Since only you and your squad can see the Legion, regular folk won't notice. Stand back and use LZ to bring out the Legion and move it over to the ring to get some secret info. He first asks about the chimera's physical characteristics. Remove pebble. Go to top of desk view, and click so that you can see down behind the desk.

Let go of the mouse button to raise the stylus up. I was about to quit, too. Hope this helps :. Aaah, all right! Subscribe and get daily new escape games by email. Please read our Commenting Rules before posting your comment!

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