A guide to help players through this short game. Two versions: 1) text and screenshots, 2) video playthrough (2 partes).
Introducción
Basic Keybindings W a s d = movement
LMB = pick up item (add to Inventory) / interact with things in the environment
RMB = carry an item
LeftShift = run
LeftCtrl = crouch
Mousewheel (prensa) = zoom (also enhancing sight)
Pestaña = Inventory (Mousewheel scrolls through items)
F = use lighter
Doors and use of keys: ∙ Open an
unlocked door: LMB (hacer clic izquierdo)
Open a locked door con llavefrom Inventory:
RMB (haga clic derecho) = access picked-up key (Inventario), entonces
LMB (hacer clic izquierdo) para desbloquear la puerta, y
LMB (hacer clic izquierdo) again to open the door.
START ROOM AND HALLWAY
Nota:To gain full left/right mouse movement, click your mouse.
You start in a small room with a bed and two locked doors.
Recoge el llave from the nightstand.
Use it on the closest door (to the side of the bed) – haga clic derecho (access key from Inventory), hacer clic izquierdo (unlock door), hacer clic izquierdo (puerta abierta).
Move down the hallway. The door you just opened closes and locks behind you.
Walk past the vending machine, past a door with a keypad, past a second vending machine (overturned) with two locked doors close by, turning left past the black telephone at the corner …
… past a third vending machine until you reach a dead end with two locked doors.
Return all the way back to the door with the keypad.
A phone rings.
Walk back down the hallway to the black phone .
Left-click it to make it stop ringing.
Return to the area with the room where you started from. Something disappears into the room to the left of the wheelchair. All the doors there are locked.
Return to the other end of the hallway, past the black telephone and the third vending machine. This time one of the doors over there has opened up, but a crib blocks the way.
The numbers «7» y «5» are visible inside the room (two of the four numbers you need for the keypad).
Go all the way back to the room where you started de. The door is now open. Ingresar.
El other door is now open. Pasa por ello.
El crib starts rocking in the corner of the hallway, then disappears.
Go through the open puerta A la izquierda.
Jump scare.The door closes and locks behind you.
toma el nota from the bed.
Access your Inventory (Pestaña) to read the note. It is from someone called Sam.
Hay four numbers on the walls in the flickering light: 2, 7, 5, 8 . You may have to use zoom (press mousewheel) to clearly see the first number next to the door.
toma el llave desde nightstand en esta habitación.
Utilice el llave en el puerta to get back out – haga clic derecho (access key from Inventory), hacer clic izquierdo (unlock door), hacer clic izquierdo (puerta abierta).
Go back along the hallway – straight on (ligeramente a la izquierda) as you exit the door …
… to return to the door with the keypad.
Type the code 2758 en el keypad para desbloquear la puerta.
Left-click the door so it opens. Pasar por el puerta.
TOILETS
Mirar alrededor.
toma el encendedor from the right-side basin .
The lights go out (jumpscare). Utilice el encendedor: (F).
toma el nota desde espejo closest to the door.
Access your Inventory (Pestaña) to read the second note from Sam. (Use mousewheel to scroll through the items. Tab closes the Inventory again.)
The door unlocks. Left-click the door to open it. Salida. Put away the lighter (F). You can use it whenever you want, but keep in mind that the fuel is finite. You will pick up refills as you progress. Go back down the hallway to the right to where the overturned vending machine es. You hear glass breaking on the other side of the window.
El door to the left, immediately past the overturned machine, ahora está desbloqueado.
Left-click to open it. Ingresar.
ROOM WITH TV
Jump scare:the temporary light from the TV screen reveals a body on a bed . It vanishes and a nota lies in its place. As you walk towards the bed the door closes and locks behind you.
Levantar (hacer clic izquierdo) el nota from the bed.
Access the Inventory (Pestaña) to read the note.
Switching the TV on and off doesn’t appear to do anything much.
Utilice el encendedor (F) to see the lighter fluid on top of the TV. Recógelo.
To the right side of the bed is a pantalla. Walk into the dark space behind the screen to trigger a jump scare.
The room’s door unlocks. Left-click to open it. Exit and turn right.
Volver al area where you started de.
El door to the left of the wheelchair unlocks and opens as you approach (there is a teddy bear on the floor at this door).
ROOMS WITH BLEEDING CLOSET AND CRYING BABY
Entra a la habitación.
The door closes and locks behind you.
Recoge el lighter fluid de un stand A tu derecha. In the left corner you see a closet with blood seeping from it onto the floor.
Go up to it and left-click to open the closet door and trigger a jump scare.
Recoge el red tank from the corner next to the door – right-click to carry this object.
Immediately a bebé starts to llorar behind the wall in the next room. Este muro is cracked and brittle. Utilice el red tank to break it down. (Simply destroy the cracked part of the wall by walking through it while carrying the tank.)
Once you are through to the adjacent room, right-click to drop the tank.
Left-click to open the caso with the numbers «550 – 14 / 7126» en eso. It triggers a jump scare.
The door to this room unlocks and opens.
(Note the words «RUN AWAY» spelled out on the building blocks on the small table.)
Exit through the door. (It will close and lock behind you.)
Turn left to walk to a vestíbulo o waiting area . Ingresar.
LOBBY (WAITING AREA)
As you approach the lobby, a tricycle rides by itself from the right side and comes to a stop in front of a locked door to the far left.
The exit to the far right is also locked.
Recoge el red key card desde encimera A la izquierda. It grants access to the piso superior área.
To reach the upper floor, go straight onto the middle door. Left-click to open it. It leads to escaleras .
Go up and use the red key card en el lock – haga clic derecho (access key card), then left-click (desbloquear la puerta), and left-click again to open the door.
Ingresar.
Pick up all the lighter fluid (x4).
Left-click to open the double doors and enter.
UPSTAIRS AREA
The objective here is to find three fuses in order to progress. hay un fuse box on the wall right next to the double doors you’ve just entered through.
Tan pronto como entres, a music box starts playing. The doors close behind you.
Usa tu encendedor (F) to light the way. Nota: A refill the lighter when it runs out of fuel, access the Inventory (Pestaña), use the mousewheel to select the lighter fluid, then left-click to fill the lighter.
Walk all the way down the hallway to the end, turning left at the corner on your way.
Left-click the puerta here to open it. (All the other doors are locked or barred.)
Ingresar. Ir al radio on the window sill at the far end
It stops playing. You are turned around to face a jump scare. When the jump scare creature disappears, you can see the door at the far end (back down at the corner in the hallway) abrir.
The lights go out as you exit the toilets.
Up ahead, at the corner in the hallway, where the door just opened, you see a lit-up wall with the números 2 y 3, y un wrapped corpse hanging upside down.
Proceed towards it and enter the room they are in.
ROOM WITH UPSIDE-DOWN CORPSE (FUSE 1)
Después de entrar, the door shuts and locks behind you.
You can see the números 2 y 3 to the left of the hanging corpse, y el números 1 y 5 to the right of it.
Usa tu encendedor (F).
You now see números arranged from left to right all over the room. There is more lighter fluid to be picked up from the stand beneath the corpse.
The numbers can be lit like candles.
Utilice el encendedor to light (hacer clic izquierdo) el 2 y 3 (left-side of the corpse) …
… y el 1 y 5 (right-side of the corpse). (Ignore the 1 that is to the left of the corpse.) You may have to crouch (LeftCtrl) to be able to light the numbers.
A fusible falls from the corpse onto the stand beneath it. The room’s door unlocks and opens.
Recoge el fusible (right-click to carry él) and exit the room.
Al salir, turn left and carry the fuse hacia double doors where you entered this area. (If not already equipped, you may have to drop the fuse first to use the lighter to see where the fuse box is located.)
Poner el fusible en el fuse box by simply walking into the wall to the right of the doors where the box is located.
A soccer ball drops onto the floor close to you.
Pick it up and llevar él (haga clic derecho ) a short distance down the hallway to the seguro (next to a door) en el lado izquierdo.
The ball settles on top of the safe, unlocking and opening it. Recoge el llave (hacer clic izquierdo) from the safe.
Utilice el llave en el puerta right next to the safe – haga clic derecho (access from the Inventory), hacer clic izquierdo (unlocks the door), hacer clic izquierdo (opens the door).
ROOM WITH TOYS
Entra a la habitación. Una vez dentro, notar el picture on the wall immediately to the left. Se muestra three children’s toys: a oso, a wooden car, y un conejo.
A duplicate of this picture also hangs just above a pequeño, low table on the opposite wall. You need to find the three objects and place them on the small table.
Recoge el oso desde mattress underneath the first picture. Haga clic derecho a llevar it to the small table .
Encuentra el wooden car. It is on the other bed. Llevar él ( haga clic derecho ) hacia small table.
El seguro to the left of the little table unlocks. Left-click the door to open it.
toma el conejo from inside it and llevar él (haga clic derecho ) hacia mesa to complete the task.
You hear glass breaking somewhere outside the room.
salir de la habitación.
ROOM WITH LARGE CLOWN PICTURE
El double door s opposite have now unlocked.
Left-click to open them, The room is lit up by candles. un grande picture of a clown hangs from the window.
Enter this room to pick up (hacer clic izquierdo) el lighter fluid (x2) from the window sill beneath the clown picture .
You trigger a jump scareas you try to leave the room. Exit the room and turn right.
Go to the corner area of the hallway. El double doors aquí (to the left of the window) were previously locked/barred.
Left-click to open the doors and enter.
ROOM WITH COLOUR-CODE PUZZLE (FUSE 2)
Tan pronto como entres, turn back to notice a colour-coded lock on the tiled wall next to the doors.
You will use this soon. But first focus on the heavy breathing you can hear coming from the far left corner from behind a pantalla .
Approach the pantalla to trigger a jump scare.
The double doors you entered through has now vanished. In it’s place is a smooth tiled wall with a colour-coded lock al lado de él.
(There is a container of lighter fluid on a trolley in this room.) El solución to the puzzle is found on a piece of paper located on the middle level of a trolley en esta habitación. Equip your encendedor (F) . You may have to agacharse (LeftCtrl) y usar zoom (mouse-wheel) to see all the clues.
El piece of paper reveals: pink = 2 (it looks kind of purple, but pink solves the puzzle) brown = 3 red = 1 black = 4 Once you type the correct code (rojo. rosa, marrón, negro, seguido por «Ingresar») into the lock …
… otro fusible drops onto a stand a tu izquierda.
Left-click to open the double doors and llevar (haga clic derecho) el fusible back to the fuse box at the area’s enter/exit doors.
ROOM WITH TWO WINDOWS (FUSE 3)
You turn around from the fuse box to see a wooden rocking horse rock at the corner in the hallway. It suddenly stops.
El double doors on the left wall (previously barred) are now accessible.
Left-click to open them, and enter the lit room.
Walk to the ventana en el lado derecho of the far wall.
en el little table hay two white objects inside a wooden box. Recoge el one on the left.
Llevar él (haga clic derecho) hacia caja on the wall to the bien of the doors. It fits into place.
Go back to fetch the other white object and also carry it to this caja .
The lights flicker twice. Writing on the walls warn of trouble and to get out.
A third fusible has appeared on a stand to the right as you face the doors.
Recoge el fusible y llevar él (haga clic derecho) back to the fuse box where you have inserted the other fuses.
El puerta on the other side of the double doors you first entered this area through has now unlocked. Left-click the double doors to open them.
Exit and follow the escaleras back down to the vestíbulo .
LOBBY (WAITING AREA) (devolver)
You enter the lobby to see a corpse on a gurney. You are made aware that there is a name card on a pillar at its head that reads, «SAM».
This is the name of the person who wrote the three notes you picked up. It seems Sam didn’t make it.
El puerta A la derecha, where the tricycle stood before, is now open, so approach.
RUN DOWN THE HALLWAY
Note that you have the ability to sprint (LeftShift). You will need it for the next bit.
Once you exit from the lobby and progress a bit down the new hallway, a cut scene will show that you are being pursued by
someone with a butcher knife. If he reaches you, you will die and will have to start the run from the lobby door again.
You are going to run all the way down the dark hallway, making two left turns. Don’t bother with the small doors on the way.
To escape you have to reach the Muy final of the hallway.
El large door to the left of the large lit-up window unlocks and opens by itself. (You don’t have to click on it at all.) Wait for it to open and quickly exit.
Once you make it through the large door, it will close and lock behind you, and your pursuer can only look on through the glass pane in the door.
LOBBY (WAITING AREA) (2nd return)
You have returned to the first hallway at the start of the game.
Continue to the left (you are prevented from going right) …
… past the very first door with the keypad, the vending machine and the teddy bears.
Pass the room where you started from through the large exit door to reach the lobby again.
Once back in the lobby, doblar bien and go through the exit door that was previously locked.
You enter a room with red book cases lit by candles.
Approach the next door up ahead. As soon as you reach it, the door behind you closes and the «butcher» can be seen looking through the glass pane in it.
APARTMENT FROM THE FIRST GAME
If you have played Apagado (1), you will now recognise your surroundings: you have entered into the apartment where that game takes place.
Calming music plays as you move through the apartment’s living area/dining room/kitchen.
El front door is open.
Salida.
Go down the escalera to the bottom.
Flickering lights illuminate double doors.
Left-click these doors to end the game.
Eso es todo lo que estamos compartiendo hoy para este Apagado 2 guía. Esta guía fue originalmente creada y escrita por Henrimagne. En caso de que no actualicemos esta guía, puede encontrar la última actualización siguiendo este enlace.