All materials on showgamer.com are protected by copyright. Partial copying is permitted with an open (for search engines) link. ShowGamer (2015)




Walkthrough The Long Dark - Episode 4: Fury, then Silence (Fury, then Silence)

A detailed guide to all the tasks of the fourth episode (chapter) of The Long Dark Fury then Silence
Walkthrough The Long Dark - Episode 4: Fury, then Silence (Fury, then Silence)
Author
Andrey Pavlenko
Date of publication
20 November 2021

Walkthrough The Long Dark - Episode 4: Fury, then Silence (Fury, then Silence)

"Fury, then Silence" is the fourth episode of the story mode. The episode is quite short, especially if during the passage you are not distracted by additional tasks. In this episode, we again play as Will Mackenzie, just like we did in the first and second episodes.


Several new mechanics have been added to the gameplay:

  • puzzle in the form of "set the switches in the correct position to go further"
  • areas with toxic gas (prolonged exposure to which leads to death)
  • a small application for stealth (avoid hitting spotlights)

Otherwise, the principle of the game remains the same - we either go from point A to point B, or carry something from point A to point B, with variations. For the first time in three episodes, 2 moose are added to the dangers. There will also be 2 ordinary bears, which were in the third episode of the story. Wolves and timber wolves will roam the entire area of the location.


Prologue

The episode begins with two escaped prisoners (Vachon and Geller) carrying Will MacKenzie on a stretcher, with Mathis directly involved. As follows from the conversation, they are heading to the Black Stone prison. However, the serene procession is interrupted by a pack of timber wolves, resulting in an ideal opportunity for escape: the prisoners, being ?distracted by the fight with the wolves, they do not notice how Will is sliding down the steep slope into the gorge. Despite the fracture of the rib, you need to move on.

We go along the gorge to the ruined house, inside it, near the door on the wall, a letter is pinned - one of the collectibles. Next to the house we find a stump from which an old rusty saw sticks out, we cut the ropes on our hands. Fascinated by the process of escaping, Will does not notice how the prisoners are already on the rise. Mathis stuns him.

All further events of the episode take place in the Black Rock District (Not to be confused with the Black Rock Federal Penitentiary sub-location).


Chapter 1

Cut scene. Waking up in prison, Will talks with Franklin - the head of the Black Stone prison, who was locked in an adjacent cell by escaped prisoners. It turns out that Mathis came here for his son Donner, but for some reason the lock on Donner's cell does not open. Mathis appears with friends, tries to force Franklin to open the door to Donner's cell, but the warden does not know how to do it. Mathis, not getting the desired answers, beats him to a pulp. Vachon then discusses with Geller who will go get Franklin's medicine so he doesn't die. Mackenzie volunteers.

Tasks:


  • Get to the infirmary and go inside
  • Look around the nurse's office
  • Find a prison grue??ovik and medicines
  • Return to the Black Stone

Once you've reached the prison yard, inspect the cars and the bus, then move left along the fence to the gate with ajar sash. Enter the gate. On the left there will be a locked entrance to the hospital, so go right. Behind the fence you will see a dining wolf, but so far it is not dangerous. In the workshop, inspect everything you can, do not forget to pick up a nail puller from a pickup truck. Then you need to go outside through two gates, to where the wolf is, and move along the fence to the open gate. Be careful, there are a few more wolves roaming outside.

You can do this by making your way to the roof of the prison building, and then entering one of the rooms through the ajar window.


During the inspection of more or less valuable, a bell will ring. We will be contacted by a mysterious stranger who is very distrustful of Will, but she will hint that her plans are to prevent the release of one of the criminals. Having found a note in the room with this phone, we go to the southern part of the location along the road. Be sure to have torches and flares until you find a weapon, because the way will be blocked by wolves.

Having reached the destination, we will see a corpse, and medicines in it. After that, you should return to prison.


Please note that before returning to the main prison building, the game will ask you to make a cache of things, as the prisoners will take away everything, includingincluding some of the clothes (they definitely take away accessories, hats and jackets). Thus, it is better to remove everything altogether and put it in some kind of locker.

Chapter 2

In the course of further dialogues, it turns out that the reason for such a long stay of Mathis in prison is the inability to release one of the criminals from the punishment cell (Donner). Some sort of defense mechanism is at work. It is required to restore the supply of electricity in order to regain access to the control of the locks. Mathis sends Will to the old power plant to try to figure out the problem.

Now you need to visit the northwest location. First we go south, along the road and at the fork we turn west, and then we go along the river to the north. There will be various obstacles on the way: actually large populations of wolves, a broken bridge with one broken beam, along which you can still cross the river, a landslide and a bear's lair. When we reach the power plant, the call will be heard again from the same girl. During the conversation, we find out that her name is Jace. She educates us on her plans to lock up Donner for the long haul for the safety of herself and others, and we are willing or not so willing to help her. Jace also says that he doubts that lights in the sky light up just like that: "It's not easy with him [aurora]." Then she gives us the task to break about??in a mechanism that "possibly" bans Donner once and for all.

We go further, to the Steaming Tunnels. Frozen doors will block the path to the mechanism, but somewhere in the power plant there is still heating water, which will melt this ice. It is required one by one to defrost the jumper valves in the pipes, redirecting the steam flows between them. There will be pressure gauges to help you (the arrow must be in the red zone in order to melt the valve), however, for some reason some of them do not work correctly (i.e. the arrow is already in the red zone, but the steam does not go further). Be careful, leaking steam does damage, don't walk under it.

Having solved a rather complex problem, we will see the necessary piece of iron, which needs to be hollowed out with a heavy hammer. The hammer can be found on one shelf in the steaming tunnels. Having coped with the task, we return to the prison. The path can be shortened significantly by leaving through the door in a room with a broken mechanism (the door will be inactive until it is damaged). Thus, we will go straight to the territory of the prison - it remains to hide everything of value.

Tasks:

  • Walk along high voltage power lines
  • Redirect steam throughout the complex to unfreeze the control room door
  • Break the locking mechanism
  • Return to the Black Stone
  • Check out the boss

Chapter 3. Detonators

Will failed to recover?There is a current in prison and Donner is still locked up. However, Mathis finds a supply of dynamite and decides to blast his way through. But there is one problem - the dynamite did not come with detonators. Matis requires us to go to the old mine and bring the missing.

The mine is located in the northeast of the location. We also go south along the road, and find a bridge across the gorge. We pass through it and go to the northeast. All the same threats will be encountered along the way: wolves, timber wolves, 2 elk habitats (and both will be there!), as well as a bear. Having reached the mine, we examine it. The mine has many branches and 3 floors. More details about this mine, and how to get through the area with unbreathable air, are described in the article.

Having found the detonators, we return back to the entrance. In this mine we will find a bolt cutter, which will allow us to go back in a shorter way, be sure to take it (you need to break 2 locks - then you can throw it away). Jace will call us again, we will dedicate her to Mathis' plans to blow the door, but Jace has another plan and she asks to buy time for her. Also during the dialogue it turns out that she is familiar with Atwood - to whom she asked to convey Jeremy's message. Thus, we definitely need to make friends and meet with Jace in order to fulfill the promise. When you try to exit the mine, an earthquake will occur and the exit will be blocked, but Will will not get injured. ?Another exit, previously covered with boards, will be available, very close to the first one. Lights will light up again in the sky and there will be two options: either wait out this radiance, or go immediately to prison. Along the way, there will be a lot of wolves, which can be scared away with a flashlight (it will lie in a cardboard box in the mine right at the littered exit), if we go during the glow. However, please note: there will be many cables along the way: two for the descent and one for the ascent, you can use energy drinks to overcome them, which will also be provided both in the mine and on the way back to the prison.

Tasks:

  • Get to the mine
  • Find detonators
  • Answer the call
  • Get out of the mine
  • Return to the Black Stone

Chapter 4. Donner

When Will returns to the Black Stone and hands over the detonators, the prisoners grab him and drag him to the now-familiar cell. It turns out that the henchmen found a broken locking mechanism and began torturing the head of the prison. Under torture, he betrays Will and Jace to Mathis. Which causes Mathis to lose his temper and beat Franklin to death.

Will is again tied to a chair, as he was in the second episode. Mathis begins his next sermon and is about to kill Will, but his plans are hindered by a strong explosion. An alarm is triggered. Mathis and henchmen escape from the cell to check the reasons. Will is released from captivity: because of vzr?Out of the waves the ropes will be torn. It turns out that Jace had long ago hacked the video surveillance system in the building, as well as control over some of the bars. She closes one of them, so that Mathis and the others can no longer keep us here. It is required, having made his way through the fire and areas with poisonous gas, to return Astrid's Case, and then escape into the steaming tunnels from his pursuers. When we find the case, Jace will call us again and tell us to hurry, because she is not sure that she can keep the prisoners for a long time, at the end of the conversation, attempts by prisoners to break into the room and grab Will are heard. It is required to run as fast as possible (if you hesitate, they will grab you). When we go outside, we go along the labyrinth and, having gone down from the building, we make our way to the steaming tunnels. Along the way, other prisoners will shine their spotlights to catch Will, and one wolf. Since there is no certain trajectory of the searchlights, be careful: if you get into the light, they will open fire on you and you can die.

Upon reaching the steaming tunnels, we will see that they are also significantly damaged: bare wires will spark, and poisonous gas will be sprayed from damaged pipes. Therefore, we do not hesitate and quickly run through this part.

Returning to the power plant, we finally meet a mysterious stranger with whom we have been communicating forhis episodes on the phone. After a little dialogue, they are trapped, as the power plant has only one entrance. Finally, Mathis and his henchmen break down the front doors and a fight breaks out between Will and Mathis. After hurting Mathis, Will decides to escape by jumping into the water with Jace. Meanwhile, Mathis' son Donner dies of his wounds in an explosion.

Tasks:

  • Escape from the cell block
  • Reach the warden's office
  • Get to the power plant and meet up with Jace

Epilogue

After passing this episode, we will be shown 2 cut-scenes.

In the first, we will be shown that Will and Jace survived, Jace had serious hypothermia. They do not understand at all what to do next, but Will urges not to give up.

In the second, Astrid's fate will be revealed to us - she managed to get to the Relentless Mills by boat.