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Walkthrough The Long Dark Episode 2: Luminance Fugue

Passage of the second episode of The Long Dark
Walkthrough The Long Dark Episode 2: Luminance Fugue
Author
Andrey Pavlenko
Date of publication
20 November 2021

Walkthrough The Long Dark Episode 2: Luminance Fugue

The events of this part begin in the Trapper's House. Will McKenzie rescues trapper Jeremy from a bear at the end of the first episode. Jeremy is wounded and weak, he needs help, the further passage of the episode is connected with Jeremy's tasks.



Important ! Try to go through the second episode starting from the first, take care of saving this game. If you do not want a difficult passage, do not start playing the second episode from scratch by selecting it from the menu. The starting set of items in this case will be slightly better than in the intruder game mode. In addition to torn clothes, you will only have a box of matches and nothing else.



To start

  • In the Trapper's House, you can take absolutely any things that you may need.
  • In the Trapper's House, you can use a constantly burning stove without spending your own fuel, but you cannot take a torch from such a stove.
  • Sleeping in the Trapper's House is only allowed on the floor in a sleeping bag, as the bed is constantly occupied by a recovering Jeremy, except for one case when Jeremy himself puts Will on the bed after a fight with a bear.
  • On the street at the end of the house there is a wooden storage, similar to the Gray Mother's woodpile, it does not participate in tasks, and therefore you can use it as your own storage.
  • In this episode?No, at the initial stage, only one location is available - Mysterious Lake. Locations Lonely Swamp and Broken Railroad will become available only after receiving a certain task. In any case, it is impossible to go beyond these three locations.

At the Mysterious Lake location, not all of the rooms are initially available:

  • one of the trailers at the logging camp can only be entered after completing one of the side tasks;
    the houses by the lake can only be explored after finding the necessary keys (1, 2, 3).


Chapter 1

Mackenzie saves the life of an old trapper. Perhaps his knowledge of the Great Bear and the radio transmitter will help find Astrid.

When you first talk to Jeremy, you will learn about the Old Bear who beat him up, as well as the fact that it is extremely important to fix the radio. After the conversation, Jeremy will allow you to use his gun for self-defense, be sure to take advantage of this offer.



In this chapter, you need to go to the hydroelectric power station and bring Jeremy a unique first-aid kit with strong medicines, which is located in a special locker, as well as parts of a radio transmitter at Jeremy's personal request. But not everything is so simple: to complete this task, you will need to find three keys (the key to the fence around the hydroelectric power station, the key to the office on the 2nd floor and the key to the locker).

The key to the gate in the fence is in one of thechains opposite the hydroelectric power station. During the opening of the gate, you will meet the Old Bear in a short cut-scene, due to this meeting, the character will lose consciousness, and when he gets up, he will be completely frozen.



Upon entering the station, you will find yourself at the door to the control room. Go right to the toilet. In the booth in front of the corpse, you can find a suitcase with a signal pistol and rockets. On the corpse is the key to the administrator's office and a note, and in the trash you can find a letter. On the first floor, in the office to the right of the elevator, there is another collectible on the table - a closure notice.

Climbing up to the second floor, you can find a locker with medicines, as well as a note about finding supplies, do not forget to take the parts of the radio transmitters on the workbench. The administrator's office is also located on the second floor, in one of the drawers of the table is the key to the medical cabinet, which contains the same first-aid kit. In the safe you can find a first aid syringe and cartridges, and on the table a piece of paper on which the code to the elevator is written.



Chapter 2

A man-eating bear roams the woods, and Mackenzie runs the risk of never finding Astrid again. Perhaps the old trapper will tell you how to defeat the predator.

In this chapter, you need to go to the Broken Railroad location to pick up Spence's spear from the hunting lodge.

The safest path through the Lonely Swamp is along the w??to the railway tracks, past the red wagons. There may be wolves along the way. Passing by derailed wagons at the very crossing to the Russian Railways, do not forget to take a note stained with blood from the corpse.

At the next location, walking along the railroad tracks, you will run into a landslide. You can get around it on the right, going down to the lake and climbing up the fallen tree. In the gorge under this tree, you can find a cache if you took the blood-stained note from the previous location.

After going some distance along the rails, you will run into a train, which completely blocked the road. The only way to go further is to climb into the car through the broken window. As soon as you try to get out of it through the lattice door, you will be met by Old Bear. From the shock, Will will faint and wake up at night during the Northern Lights (Whatever time of day the Bear attacks, Mackenzie will wake up at night). A little further away Methuselah will sit by the fire.

If there is no desire to fight wild wolves, then you can sit with Methuselah by the fire, cook food, sleep, or go further along the tracks - you can find a pickup truck near the destroyed bridge, on the seat of which there is a note scratched in charcoal revealing the location of the cache on the Lonely Swamp.

If you want to tickle your nerves, you can go immediately for a spear. Almost all the way to r?There are street lamps in the assembly area, in the light of which the wolves will not dare to attack you, they will only come to the border and begin to growl. During this time, you can safely aim and neutralize them. If you decide to go for a spear without waiting for dawn, it is highly advisable to get rid of the advantage in order to quickly run from one lantern to another.

Please note: as of version 1.40, a bolt cutter is no longer required to open the gate behind the bridge over the river.
When you reach the hunting lodge, pay attention to the note under the porch of the house - it says about another cache in the forest nearby.

At the hunter's house, the telephone begins to ring. You can not answer the call, it will turn off when you approach. In the basement of the house you will find a map of forest speakers and a flashlight, with the high beam of which you can blind the wolves: after about 3-4 seconds after the high beam glow, the wolf will get scared and run away. However, in this mode, the flashlight can work for about 12 seconds of real time, and it does not charge very quickly, and only during the aurora.

The spear hangs over the fireplace. Picking up the legendary spear, Mackenzie will notice that the tip is broken and needs to be repaired. You need to do this in the workshop of the repair site.

In the repair shop annex, you can find another crumpled note on the bench, which opens the additional task "Shots from the lake”, as well as a note “northern lights” on the table with a computer. Inside the workshop during the aurora, you need to move carefully, as there are live cables on the floor. Near the toilet lies the corpse of a forest speaker and a leaflet. You need to find everything you need for ignition, as well as a forge. Nearby in the bath are materials for repairing the tip (2 pieces of scrap metal), and a hammer for forging is on the right on the rack. It is enough to kindle the forge, and you don’t even need to add coal - soon after ignition, the temperature in the furnace will rise by itself - all that remains is to forge the steel tip of the spear. After successfully repairing the spear, Mackenzie will notice an improvement in his skills (recipes for a makeshift knife and ax are unlocked).

While the forge has not cooled down, its hob can be used to cook or warm up food and drinks.

Now you need to return to Jeremy and show off the mined spear. If you find yourself in the vicinity of the northern radio tower during the aurora as you make your way back through the Fen, look for a light sensitive bunker.

Chapter 3 Signal/Noise

Jeremy has figured out a way for Mackenzie to contact the Relentless Mills, but his plan involves the pilot having to face Old Bear.

In this chapter, we need to bring Jeremy radio components from three towers located in the Lonely Swamp location: southeast, southwest?? northern.

The direction of the bypass does not matter: 2 wolves are walking around the first one and another one is nearby. Be careful - they can crawl out from behind the mound quite suddenly.

Near the southwestern (broken) tower there is a bear that only spawns when you get pretty close to the tower. Attacks three times. If you manage to put a spear all three times and respond with LMB, then you can get off with a slight fright and a torn hat. If the character is tired, then the effectiveness of the rebuff is reduced, and significantly, in addition, the likelihood of getting stretched, dislocated and blood loss increases, and damage to clothing also increases. Therefore, it is undesirable to engage in highly exhausting activities (running or climbing), especially you should not run before entering the tower, since the endurance scales for running and holding a spear are connected and restored in the same way. Before a fight, it is still advisable to remove your hat, bandages and mittens. Thus, if you do not get involved in running, then the damage to clothing will be minimal and its condition is unlikely to reach the “destroyed” state.

Important ! Neither a gun nor a signal pistol, even if you hit and the rocket is stuck in the skin of a bear, does not scare him away, but only provoke an attack.

Next, we go to the last tower and, by analogy with the previous one, we have time to put a spear and click. Is there a light sensor near the north tower??th bunker. But you should not wait for the aurora at this stage (Important! There will be no aurora in the game until you visit the Broken Railroad location and see the northern lights there).

Then we run to Jeremy with the details, and at the exit from the location a bear catches up with us and drags us into a cave. It's scripted. So we move on to the next chapter.

Chapter 4

Old Bear dragged Mackenzie back to his lair. Is this the end of the story of the legendary beast?

We wake up in the bear's cave without a backpack, but in clothes. The scales of cold, fatigue, thirst and hunger are disabled and do not affect the health of the character, however, the scale of endurance, which is responsible for the duration of running and holding a spear, is still limited. Thus, all clothes can be removed.

We need to find the spear and run. In dangerous areas accessible to the bear, it is worth either running (if this subject is close to a safe place and does not move far), or carefully - better sitting - go to the nearest safe place (if the bear is relatively far away and probably does not notice you) . Safe places - where the bear cannot get the character: narrow minks and mounds. Some of these burrows are marked with luminous elements (as in the Ice Caves in the Silent River Valley). In most of these minks, you will have to move while sitting. If you stand in a dangerous area in the line of sightbear, he will attack.

Please note: the attack of this bear in this territory entails death from blood loss (immediately after the fight). Therefore, it is better to sit out in narrow low passages, assess the situation and move exactly in the right direction - if you went in the wrong direction, there is a high probability that you will not return back to the shelter.
As a result, you need to reach the place where the spear lies, take it and fight the bear for the last time. It is necessary to successfully fight him off three times, killing him for the third time:

After you have taken the spear, the bear will not kill you the first time, even if you do not have time to place it. But injuries in the form of sprains, dislocations and blood loss are possible. However, to treat these injuries on the way to the spear, there will be the necessary medicines: bandages and painkillers.

After the death of the bear, a video begins - as Will barely wanders already in the Trapper's House and falls from overwork, Jeremy contacts the Mills, the radio breaks, and you have to walk. Chapter 5 begins.

The missing inventory from the bear in the cave is returned to you, and everything that you brought to the trapper's house will also be in your inventory. The house itself will be closed and you will not get into it again.

Chapter 5

Old Bear is no longer a threat, and Jeremy mapped out a route for Mackenzie to leave Mystery Lake and suggested a way toide with Relentless Mills. Another step towards the meeting with Astrid has been made.

Sneak into the hydroelectric power station during the aurora. This task has the most nuances, many of which have not been proven. There is an opinion that the radiance may not come for a long time if you immediately come to the hydroelectric power station and wait for it there. There is an opinion that a fixed or random number of in-game days should pass from receiving the task to the onset of the aurora.

When you come to the Carter hydroelectric power station, Methuselah fire will be burning on the site in front of the Upper Dam. You can go up and talk to him.

In any case, by the onset of each night you need to be well-rested in order to have the advantage of reaching the hydroelectric power station and doing everything that is needed. Namely:

  1. Have in advance or take a nail puller on a metal table near the entrance (optional).
  2. Dial the code and open the door to the control room (a room opposite the entrance with appliances and a safe).
  3. In this room, turn on the elevator shaft power switch.
  4. Call the elevator (in the room to the right of the control room), enter it and take the elevator to the engine room of the upper dam.
  5. Open the jammed elevator doors. If you do not have a nail puller, then turn around and search the backpack, there will be a new nail puller.
  6. Find a safe and spark-free spot on the floor and go to bed or wait until the aurora night is over. Will it eliminate the risk of dying if not??careful movements. Although even during the radiance, you can reach the end and not die.
  7. Remove character overweight, if any. Climb the surviving stairs to the second tier. Reach the hanging blue cable and go down it. But this cable is very short, so you can throw off part of the load at the top, go down, release the backpack and climb the cable again and take everything else. You can also just jump from the transverse gallery to the turbine, and from it to the floor.
  8. Leave through the door to the Lower Dam. The exit to the Winding River will be closed with a combination lock, the combination of numbers to open which you do not know. Therefore, you need to go further.
  9. The sparking wires in the turbine hall can be turned off using the switch located to the left of the entrance. To get to it, you need to go around the first turbine and go along the boards along the wall.
  10. Sparking wires at the stairs must be passed at the moment when they stop sparking.
  11. Reach the end, to a room with a bent door covered with snow.
  12. Meet Mathis, who will attack Will.