Select a
character with the analog stick and the interaction button. Navigate through
the garage and pick up the flashlight and the key to the Kitchen Garden in the
horse stall to your left. Unlock the door and proceed into the Kitchen Garden.
From here, you can enter the Conservatory where you can pick up a key from a
broken pot on the other side of the fountain. This unlocks the door just down
the stairs of the Derceto building.
Walk
through the Staff Lounge & Laundry and take a left turn in the Kitchen
& Preparation and enter Stair Hall. Walk up one flight of stairs and open
the second left-hand door to reach Lottie's Room. Pick up the Piazza key and
the Derceto floor plan (the key is behind the map). Note the medicine box on the
table, leave the room and unlock the door to the Piazza located in the Stair
Hall to reach the Foyer where a cutscene will trigger. You end up in in
Jeremy’s Room. Pick up the Commonplace Book and the puzzle piece on the table
to your left. Enter the puzzle piece in the apparatus on your right and solve
the puzzle to trigger the next cutscene.
You are now
in French Quarters. Make your way out of the room and downstairs to leave the
building. Make your way across the courtyard, and take down the enemy. Exit the
courtyard and continue to the right down the street to reach the spiritual
supply shop Johnny The Conqueror, where a cutscene will play upon entering.
You receive
Batiste's key chain at the end of the cutscene. Exit the store from where you
came and take the left turn and continue down the street. Take a right turn at
the crossroads and make your way down the street. At the end of the street
there will be a gate to the left which Batiste's key chain will open.
Make your
way into the courtyard, fight the enemies and continue up through a gate on the
left side. Follow the balcony to the other side of the courtyard to access the
entrance of the Seance Room — where the talisman can be picked up. Place the
talisman in the socket on the table. Through the talisman schematics you
received at the beginning of the level, you learn that the code back to Derceto
is 3-5-8, first number being the smallest circle on the talisman. Enter the
code, and a light will shine from a door. Enter the door to trigger two
cutscenes and return to Derceto.
You are now
in the Waiting Hall. You are tasked with investigating an astronomical clock.
Upon inspection, you will notice that there is a broken socket/plate which
needs two pieces to complete. You can solve those puzzles in any order.
Также рекомендуем сайт наших партнёров — ТОП лучших игр.
Make your
way back through the Foyer and Piazza again, and take a right through the
Library. Open the door with Batiste's keychain and enter the next room
(Parlor). Trying to exit the Parlor out to the Conservatory will trigger an
anomaly where the room is flooded with oil and a furniture maze. Make it
through to pick up a bolt cutter. Use the bolt cutter on the door out to the
Conservatory for the anomaly to end.
The Parlor
also has a box with a shotgun in it. You need the collar found in the drawing
room, the fountain pen in Batiste room and the rubber stamp in the waiting hall
to be able to open it. All items can be obtained once returning from Oil Rig
and going back to Derceto. After completing Cemetery, the player should be able
to obtain the shotgun regardless of having obtained the lagniappes or not. Go
through the Conservatory to the Kitchen Garden. Open the tool shed with the
bolt cutter and pick up a water hose extension. Walk over to the well straight
in front of the Conservatory door and add the water hose extension to the
yellow water hose on the ground. Interact with the faucet below the Piazza to
the right to fill the well with water, revealing a bucket with a disc fragment
for the astronomical clock. Next to the tool shed in the garden, there is a
ladder. Interact with it to open a shortcut to the Piazza.
(After well
puzzle) — Traverse through the Piazza, the Foyer and enter the Waiting Hall — from
here you can enter the Administration by unlocking the door with Batiste’s
Keychain. Inside of the Administration, on the desk to your right, you find
Perosi’s Key to her room. Make your way back to the Astronomical clock through
the Foyer and up the stairs. On the left hand side you enter the hall in which
Perosi’s is located all the way down the hall — a cutscene is triggered when
entering the hall if you are playing as Edward. Unlock Perosi’s room, while
inside on the bed, you will find Perosi's Journal which has a series of numbers
and zodiac signs.
On the wall
to your left, you will find a series of paintings. Turn the paintings and keep
the ones with rot turned with the backside towards you. Read the nameplates:
William Arges, Franklyn Mosig and Simone Danny. On the wall to your right, you
find a family tree with a series of names with numbers attached. Here you will
notice that William is 2, Simone is 4 and Franklin is number 9. Take note of
the order of the names in the family tree — reading left to right. Now match
these numbers to the zodiac signs in Perosi's Journal, which will reveal the
combination: Pisces, Libra, Taurus. Enter this code on drawer pad lock. This
will give you another disc fragment. Exiting Perosi's Room will trigger another
anomaly. Exit it at the end of the hall. Use the two disc fragments in the
astronomical clock. Solving the puzzle on the right-hand side of the clock will
make the three clocks on top reveal the talisman code. Interact with the
finished puzzle to put the talisman on the disc, and enter the code 3-4-6.
Enter the hallway (Hall) you came from. Baptiste's door will open automatically
and lead you to Oil Rig.
Exit the
starting room by jumping down from the platform to the right. Follow a path
straight across the yard to a warehouse ramp. When entering the warehouse, you
will see that to access the other side of the building, you will have to lower
a bridge, which is missing a lever. Enter the room to the left side and search
the lockers for the Backdoor Key. Exit the warehouse through the bolted
windowed door, and walk over straight ahead to the house across the road. Go
through the house and leave through the backdoor, using the Jetty Key. Directly
go to your left and enter the open room up the wooden steps. Inside you will
the lever needed for getting across the water in the warehouse. Between the
open room and the house you exited through the backdoor, there is a shortcut
back to the yard. Jump down this shortcut and go straight ahead, which takes
you back to the warehouse. Enter the warehouse and use the lever to lower the
bridge, then go up the stairs and get to the other side of the room where you
can see a chain hanging outside — interact with it and a cutscene will trigger
where you fall down and start just outside of the warehouse.
Pick up the
melee weapon to your left and destroy the barricade to the left. Follow the
path to the oil rig tower where many enemies will appear. Looking at the tower
there is a path on the right side. Follow it to the other side of the tower.
Interact with the lever by the ladder to stop the mechanism, and climb up the
ladder that leads to the top of a shed to your right. From here, you can walk
on the beam leading to another ladder. Climb to the top of the oil rig, there a
sturdy canvas can be picked up and used to take the zip-line, triggering a
cutscene that takes you down the tower to the other side of the swamp. Follow
the path through the forest, and just before the bridge at a tree, you will
encounter the mound beast. After it runs off, continue over the bridge and
proceed into the mound ahead, where a cutscene will trigger, and you will
return to Derceto.
You return
to parlor in Derceto, on the floor there is bag containing the palette knife
and sitting room key, pick them up and continue to open the drawing room using
the palette knife to remove the wedge that blocks you from opening the door.
Inside the drawing room you pick up the cellar key located on the table. Just
as in the previous astronomical clock puzzle you must now find two disc
fragments and complete two puzzles to receive them. Medicine bottles Make your
way back to the astronomical clock on the second floor. This time unlock the
door the Sitting Room to your right using the sitting room key. Enter the
second room to your right (Cassandra's Room) to trigger a cutscene (when
playing Edward).
In the room
there is a puzzle where you need to complete a set of medicine bottles to solve
it and you will also need to arrange medicine bottles in the correct order. One
bottle is found on the table in the middle of the room. You also find a note
telling you that Lottie (the orderly you met in the cutscene at the end of the
Oil Rig) has the medicine in her room. Backtrack to Lottie's Room (where you
found the map and the Piazza key) to learn that the box is locked. A note in
her room will tell you that Grace took the key, who likes to play in the piano
room (Grand Parlor).
Exit
Lottie's Room and climb the stairs in Stair Hall and use the palette knife on
the door at the left as you reach the top, which takes you to a hallway — where
you take the door directly to you right into the Mezzanine. Entering the
Mezzanine through the hallway will trigger a cutscene (if playing as Edward).
From here, unlock the door at the other end of the Mezzanine. Descend one floor
and enter the door to Grand Parlor (a cutscene will trigger if playing as
Emily). On the piano, there is a key for the medicine box. Backtrack to
Lottie's Room (you can unlock the door to the Dining Room from Grand Parlor and
enter the Stair Hall). In Lottie’s room. unlock the medicine box and to get a
bottle, then return to Cassandra's room. Interact with the puzzle and add the
two bottles. Mark up the serpentine patterns on the bottles to have three
numbers revealed. These numbers correlate to the zodiac signs in Perosi's
Journal. Enter the corresponding zodiac signs (Pisces, Gemini, Leo) to the pad
lock on the bureau in order to receive a disc fragment.
Return to
the Stair Hall and enter the cellar. If you enter the first room on your right,
you find a puzzle on the side of the boiler. However, you can't traverse across
the Boiler Room due to a steam leak. Now, you need to find a valve to close the
steam off. Advancing through the Food Cellar you will encounter a locked door
to the Wine Cellar. Use the Cellar key and walk past the shelves. Pick up the
lever to the right and add it to the circuit box opposite of the inaccessible,
electrified area. Insert the lever to turn off the electricity and walk past
the water, where a valve can be picked up. Return to the Boiler Room and use
the valve. You can now progress into a side room where a clerk is found sitting
on the floor. Interacting with him will trigger an anomaly which will produce a
disc fragment on the floor. Return to the boiler, insert both disc fragments
and solve the puzzle. Figure of the solved puzzle. The valves gauges will
reveal a number combination. Once again, add the talisman to the disc and enter
the combination (9-7-5). Walk towards the Wine Cellar again to get transported
to the Cemetery.
Here you
have to find three medallions. Continue along the path unto you fine a statue
adorned with yellow flowers. Pick up the medallion from its hand and add it to
the door. Enter through the door and follow the path to the chapel. Exit
through a hole in the fence to your left and continue along the path for some
time until you enter an area with patrolling enemies. Squeeze through a crack
in the tomb wall. Exit through the iron bar door into the angel statue arena.
Enter the crypt to your left. Traverse through the crypt and find another
statue adorned with yellow flowers. Pick up the medallion from its hand and
exit the crypt. Here you have returned back to the angel statue arena, and a monster
will break free from an iron gate. Enter the gate the monster came from and
climb down the hole.
Add the
your two medallions to the socket on the locked door at the end of the crypt.
Continue until you will trigger a chase sequence. Find your way into another
area (marked by torches on the sides) enter the room to trigger stones falling
down, sealing off the path for any pursuers. Pick up the final medallion at the
end of this area (from another statue adorned with yellow flowers) and embark
to the surface to your right. Add the medallions to the chapel door and enter
to trigger a cutscene that takes you back to Derceto.
Back at
Derceto you are brought back to Perosi’s room, with a letter and Chest Key.
Enter Jeremy’s Room and retrieve the telescope lens from his trunk using the
key you received when returning from Cemetery. Make your way back to the
Drawing Room where you will find a telescope. Add the telescope lens and solve the
puzzle by making the lenses align. This will reveal a wall mounted puzzle.
Solving it will give you the code to get to Convent of Taroella (9-4-1) that
will be entered automatically into the talisman. To teleport to Taroella you
need to go through the Dining Room into the Main Parlor.
Walk past
Juan and into the small library to the left. Jump down into the catacombs and
find your way to the grand library. Ascend two stairs and take the right by the
cross shaped socket on a pillar. Follow the path and ascend yet another pair of
stairs to the 3rd floor. Pick up the cross from the socket on a pillar at the
end of this floor and use it on the other pillar behind the bookshelf behind
you in order to lower the ladder. Descend and return to the pillar at the
beginning on floor 2. Add the cross to lower a ladder that takes you to floor
3. Follow the path to an open door, enter the room to the left and add the
cross to a pillar to lower a ladder that takes you to floor 4. Follow the path
via the giant clerestory window to the other side of the floor. Add the cross
to the pillar by the elevator. Enter the elevator and pick up the book inside
of the elevator to start a cutscene that makes you end up in Gallatin Street.
After the
cutscene you end up in the middle of the street — note the barrier behind you,
and the warehouse in front of you, then turn right to progress. Make a left
turn as soon as you can, where you will see a little boathouse. You have to
continue along the street to get to a ladder behind it. Climb up and jump
through the floor, which will reveal a crane key on the desk. Exit the small
house and go forward towards the docks, turn right and continue until you find
the crane machinery. Use the key to operate the crane, getting access to the
sewers. Walk down the stairs to the left of the crane, and follow the sewers
straight as far as possible and make a right turn. You should soon see a
ladder. Climb the ladder to get into the warehouse.
Inside the
warehouse you will go up the stairs and walk towards the office. Pick up the
safe combination from the cabinet (L4-R5-L4). Open the safe to get the cargo
manifesto and the Tommy Gun. Walk out the office and down the stairs towards
the main entrance. Here you will be ambushed. Survive the ambush and make it
back to the very beginning of the level where you can now access the back
streets. Follow the street until you get to a building. Make your way up the
stairs and enter the showroom. In the showroom a cutscene will play. Solve the
sarcophagus puzzle where you need the talisman. Behind where the talisman is
placed you will see some symbols that will match up with Perosis journal and
the zodiac signs. The code is 258.
Follow the
path down the dunes past the pillars and pick up the rope at the camp. Use the
rope on the wire anchor next to the hole in the ground. A cutscene will play.
Pull the lever next to the door, descend the stairs and traverse under a fallen
pillar into a lens puzzle room. Pick up the lens, add it to the lens holder and
pull the lever next to the door. Aim the beam at the eye above the door to open
it. Ascend the stairs and take left to find another mirror on the balcony. Use
it to open the door on the opposite balcony to the right and return the beam to
the eye in the ceiling. Find your way to the door you just opened. Descend the
stairs and pick up the ancient pick in the open room. Destroy the barricade to
the left in the hallway and find another lens puzzle. Pull the lever, direct
the beam to the eye on the box on the floor and pick up the lens. Return to the
hallway and destroy the barricade on the other end. Backtrack up the stairs,
take left and climb the stairs to the balcony on the opposite side of the giant
statue. Add the lens and direct it to the eye above the door on ground floor.
Then aim the beam at the mirror above the giant statue.
Backtrack
to ground floor and enter the door you just opened. Descend the stairs, run
through the hallway and destroy the barricade on the right side. Enter the room
and pull the lever, direct the beam to the hole in the wall shaped like an eye.
Go out to the hallway again and enter the room all the way down the hallway,
direct the lens to the eye on the box and pick up the third lens. Backtrack up
the stairs and take right just before entering ground floor, up another set of
stairs. Destroy the barricade, turn right and ascend the stairs. Find your way
to the other side of the balcony and add the lens to the lens holder. Direct
the beam to the mirror left of the giant statue. This will activate the lens
above the giant statue. Head up to the lens and direct it to the plate on the
floor. This will trigger an escape event where you will be funnelled to the
ground floor. Interact with the plate on the floor which triggers a cutscene,
where you find the The Dark Man’s Contract and Sacrifical Dagger.
The player
starts outside the attic. You now have the option of either completing the puzzle
for progressing to Steamboat or one of the respective traumas for Edward
(French Quarters revisit & Pearl River Bridge) and Emily (War Photo). They
can be done in any order. French Quarters & Pearl River Bridge progression
— Edward only Drawings puzzle Open the door to the Sitting Room (walk through
Grand Parlor -> Dining Room -> Stair Hall -> Library ->
Conservatory -> ladder to Piazza -> Foyer and up the stairs to Sitting
Room). This will trigger a cutscene with MacCarfey. After the cutscene there will
be a Vestibule 1st floor key on the floor. Enter the Vestibule on the first
floor. Enter Empty Room, open the safe, by solving the puzzle by ripping off
the wallpaper and matching the numbers to Edwards detective ID (L6 R9 L2) and
pick up the coin.
Enter the
hallway where an anomaly will trigger if you get too close to the door to the
Foyer. Turn and run away, then try the door to the Grand Parlor to the far
right to escape the anomaly. Unlock the vent in MacCarfey's Room with the coin
and get a drawing. Get the key to Gray’s Office from the safe in Administration
& Records (code is in the note you received when returning from AW3, it is
L9 R1 L3). Find a drawing, globe piece and spiral stair key in Gray's Office.
Go to Grace’s Room, add the drawings and solve the puzzle. The globe piece can
be used on the globe right outside her room. Exiting Grace's Room will take you
to French Quarters 3.
Open the
door to Edward’s office and pick up the desk key in the corner behind the desk.
Interact with Edward’s ghost. Pick up the clues in the desk-drawer along with
the other clue located in the corner of the room. Add them to the clue board on
the wall behind the desk to open the door. Descend the stairs, exit the
building and follow the red thread to another of Edward’s ghosts. The ghost can
be found by going down the street, turn left, and make a right to an alleyway.
Interact with it and enter the building. Head up the stairs and interact with
the third ghost. Enter the hole in the wall from where an enemy burst through.
Go out through the balcony and follow the red thread/street to the right
through the tram and enter the park in the hole of the fence. Make your way to
the fountain in the middle of the park, and off to the side, a car will be
crashed with a ghost in it. Interact with the ghost in order to order a gate on
the other side of the park, leading to St. George Hotel.
Enter the
hotel and interact with Edward’s ghost by the reception. Follow the red thread
to the top floor (two stairs up) and enter the room behind the first door. Pick
up the three clues in the room and put them on the map on the bed. Notice their
different sizes. Sort them like below, with the two left clues being one more
step to the left to solve the puzzle.
Exit the
hotel room and you will see you have arrived at Pearl River Bridge. In front of
you there is a boat, and upon interacting with it, Edward will note that he
needs to raise the bridge in order to progress. Facing the house you came from,
turn left and follow the path under the bridge and take a right to get on top
of the bridge. Here you can approach the middle of it to trigger a cutscene
with Grace. Cross the bridge and ascend the stairs on the left hand side. Make
your way into the shed on the middle of the bridge.
Pull the
lever, and the you will notice that the bridge is being held down by something.
Exit the building and make your way around to the other side of the shed, where
there will be a hatchet on the left side. Take note of the vines growing on the
bridge railings. Hit them three times with the hatchet in order for them to
retract. There is vines on every corner of the bridge, and enemies will spawn
whenever a vine cluster is destroyed. The bridge will rise once all vines are
gone. Descend the stairs at the far end of the bridge (same side as the door of
the shed is facing) and head across the path on the ground to find a shortcut
back to your level starting location at a “jump down” marked with yellow paint.
Interacting with the boat again will trigger a cutscene.
Ruth’s Camera Puzzle
Open the
door to the Sitting Room (walk through Grand Parlor -> Dining Room ->
Stair Hall -> Library -> Conservatory -> ladder to Piazza -> Foyer
and up the stairs to Sitting Room). This will trigger a cutscene with
MacCarfey. After the cutscene there will be a Vestibule 1st floor key on the
floor. Enter the Vestibule on the first floor. Enter Empty Room, open the safe
(L9 R1 L8) and pick up the flash bulb. OBS Anomalies: to experience Emily's
trauma anomaly (body pile event) you need to first go to the Administration in
the foyer. the safe in the back of the post office can be opened with the code
913. Enter then Dr. Grays office with the key and pick up the spiral stair gate
key. Head to the waiting room to activate the Steamboat anomaly as well. You
can now make your way to the medical-ward in the bottom of the spiral stairs,
and go to the last room on the right to activate the bodypile event. The
Maccabean anomaly can be activated once you have seen the Dark man in the
vestibule (after obtaining the spiral stair key). Once the dark man has
disappeared, leave the vestibule and re-enter. Walk to the end of the corridor
towards the grand parlor, and you will then get teleported to the Maccabean
Anomaly. Enter Ruth’s Room and add the flash bulb to the camera in order to
progress to Warphoto.
Make your
way out of the first building and follow the trench until you reach a crawl
traversal. Note the enemies behind the gate to the left but make a right turn.
Here you will quickly see the mound beast jump down from the top of the trench.
Immediately turn back towards the exit of the crawlspace, and you will see the
Moundbeast run past and through the gate at the left, killing the enemies.
Follow the trench through the now broken gate, until you see that the trench is
blocked by a destructible barricade. Two enemies will attack you from the little
passage to the right of the barricade. Deal with the enemies and backtrack
slightly until you see a little shack with a melee weapon inside, which can be
used to destroy the barricade. After destroying the barricade, follow the
trench until you reach a narrow opening that leads into a wooden indoor
corridor. Follow it and exit. Follow the path until you see a trench. The mound
beast will pop up at the end of the trench and walk around so make sure that
you are hiding in the first space on the side to your left. Exit and make a run
once the Moundbeast has walked past your location.
Follow the
path until you are on top of the trenches. Walk straight ahead and find a jump
down to the right. Enter the tunnel just to the left next to the Moundbeast.
Take left (following the arrow to the trench). Exit the tunnels and follow the
path for some time (avoid the Moundbeast) until you arrive at a jump down
taking you to another tunnel. Quickly enter the tunnel until you reach a dead
end where you will find a radio. Adjust the frequency and spin the handle to
call for an airstrike. The Moundbeast will appear and is then buried under the
collapsing tunnel. Crawl out from the debris and interact with the frozen
explosion.
Returning
from Warphoto with Emily puts you in the Medical Ward — the Morgue. Here you
find a crowbar to open up boxes that contains blueprints. Putting the
blueprints together in the puzzle (See Figure) inside of the Morgue will give
you a key which unlocks the door going out from the Morgue. This enables you to
continue exploring the rest of Medical Ward. Blueprint puzzle for Emily in
Medical Ward, AW4, after returning from Warphoto. This is the orientation of
the blueprints that solves the puzzle. Enter Quarantine and pick up the fuse.
Pick up another fuse on the wall in Surgery along with a piece of X-ray film.
Use the fuses in the circuit box found in the inner room in Lab & X-Ray, by
having all the pins point downwards. Solve the X-Ray puzzle and receive
statuette piece. Traverse through the stair hall (through the anomaly) up to
the attic. Open the box and add the piece. Solve the statue puzzle to get the
numbers to Steamboat. Add the talisman and the numbers (9-3-1) to the statue,
and you can jump down the broken floor in the attic to enter steamboat.
Find your
way to the Spiral Stair (through Dining Room and Grand Parlor) and open the
iron gate with the key obtained in Gray´s Office. Descend into the basement.
Enter the first room to your right. Pick up pliers and get the fuse from the
wall. Enter the second room on the same side and pick up another fuse. Add the
fuses to the circuit box in the first room to your left from the entrance to
the basement. Making all the pins point downwards to solve it, and this will
activate the X-ray puzzle next to it. Solve it to get a statuette piece. Return
to the attic, open the box and add the piece. Solve the statue puzzle to get
the numbers to Steamboat. Add the talisman and the numbers (6-4-1) to the
statue, and you can jump down the broken floor in the attic to enter steamboat.
Walk
through the double glass door and make your way across the room. Exit the room
through the door on your right where you will get outside, and enter the room
with the red chairs and poker tables. Walk past the big hole in the floor and
deal with the Steamboat enemy and go through the next door to the outside. Make
your way up to the top deck. Walk up past the hole the hole in the floor (there
is a collectible down there) and you will be on the left side. Walk down the
side a bit, and make your way to the right side, and you will notice a
destructible wall in the wheelhouse — Destroy it with a melee weapon and take
the ladder down to reach the lower deck. Go through the squeeze through at the
bottom to reach the engine-room. Here you can pick up a fuel can and notice a
generator. Pick up the fuel can and turn the valve to remove the steam from the
stairs. Up the stairs you can fill up the fuel can and use it on the generator
down the stairs in order to get power.
Make your
way back to the top deck and go to the lifeboat on the starboard side. You can
now use to lifeboat to make your way down to a separate area of the lower deck.
Make your way across the room and turn left. To your right you can now see that
you are on the other side of the engine room. Turn off the valves inside of the
room to be able to access the part of the room you were in before. On the right
side (from the “new” entryway) behind the blowing steam there is some coal.
Pick it up, walk back and turn left to put it in the furnace. You can now power
up the boat engine with the control panel in the middle of the room. A cutscene
will play that will take you back to Derceto.
You will be
funneled to Gray’s Apartment. Inside Gray´s Apartment pick up the false book
and add it to the book shelf. Go through the secret door and head into the room
to the right. Remove the cloth from the mirror and pick up the key from the
shelf. Use the key on the closet in Gray´s Bedroom. The telephone in the office
will start ringing. When you have picked it up the glass on the clock will
smash to pieces. Add the talisman to the socket on the clock and set the it to
the same position as seen on the markings on the floor in Gray´s Bedroom. This
will allow you to enter to Arctic through the closet in Gray’s Bedroom.
Make your
way through the wrecked ship and crawl out. Here you will see a little camp
with a flare gun. Your goal is to use the flare gun to locate flags out in the
blizzard. Move between the flags until you reach some stairs going up a
mountain with a structure on top. When entering it you will be attacked by
Jacob’s first form. Kill Jacob and move inside the giant globe where you have
to insert the Sacrificial dagger and talisman in the floor tot he right of the
entrance and line up the pattern on the floor. The outer disc also needs to be
rotated until the structure starts rotating. This will grant you access to the
final fight with Jacob. Interact with him when he is downed and weakened to
stab him with the knife. Do this three times and it will trigger a cutscene.
Final boss
fight. You start in the Conservatory. Interact with the tree after the
cutscene. After yet another cutscene walk up the ramp on the right and enter
the hole in the wall and traverse to the roof. Enter the destroyed Mezzanine to
start the fight. Avoid her strikes (will be marked by visuals on the floor) and
fire at her ulcers. This will eventually make you fall down one floor. Fire on
the ulcers on the top of her head. Shooting at the ulcers on her legs will
render her unconscious for a while and she will spawn monsters. Kill them off
and keep on shooting at the ulcers on her head. When all of the ulcers are gone
she is dead and the final cutscene begins
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