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Lightout 2 Руководство по прохождению

Опубликовано 09/01/2022 К Henrimagne Без комментариев на Lightout 2 Руководство по прохождению
  • Заголовок: Lightout 2
  • Дата выпуска:
  • Разработчик:
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Information about Lightout 2 все еще не завершен. Пожалуйста, помогите нам заполнить детали игры, используя это контактная форма.

A guide to help players through this short game. Two versions: 1) text and screenshots, 2) video playthrough (2 части).

Введение

Basic Keybindings В А С Д = movement

ЛКМ = pick up item (add to Inventory) / interact with things in the environment

юаней = carry an item

Левый сдвиг = run

LeftCtrl = crouch

Mousewheel (нажимать) = zoom (also enhancing sight)

Вкладка = Inventory (Mousewheel scrolls through items)

Ф = use lighter

Doors and use of keys: ∙ Open an

unlocked door: ЛКМ (щелкните левой кнопкой мыши)

Open a запертая дверь с ключfrom Inventory:

юаней (щелкните правой кнопкой мыши) = access picked-up key (Инвентарь), затем

ЛКМ (щелкните левой кнопкой мыши) чтобы открыть дверь, и

ЛКМ (щелкните левой кнопкой мыши) again to open the door.

START ROOM AND HALLWAY

Примечание:To gain full left/right mouse movement, click your mouse.

You start in a small room with a bed and two locked doors.

Возьмите ключ from the nightstand.

Use it on the closest door (to the side of the bed) – щелкните правой кнопкой мыши (access key from Inventory), щелкните левой кнопкой мыши (unlock door), щелкните левой кнопкой мыши (открытая дверь).

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.

А 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, но crib blocks the way.

Числа “7” и “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 от. The door is now open. Входить.

The other door is now open. Пройди через это.

The crib starts rocking in the corner of the hallway, then disappears.

Go through the open дверь Слева.

Jump scare.The door closes and locks behind you.

Возьмите примечание from the bed.

Access your Inventory (Вкладка) to read the note. It is from someone called Sam.

Есть 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.

Возьмите ключ из тумбочка in this room.

Используйте ключ на дверь to get back out – щелкните правой кнопкой мыши (access key from Inventory), щелкните левой кнопкой мыши (unlock door), щелкните левой кнопкой мыши (открытая дверь).

Go back along the hallway – straight on (немного левее) as you exit the door …

… to return to the door with the keypad.

Type the code 2758 в keypad чтобы открыть дверь.

Left-click the door so it opens. Пройдите через дверь.

TOILETS

Посмотрите вокруг.

Возьмите легче from the right-side basin .

The lights go out (jumpscare). Используйте легче: (Ф).

Возьмите примечание из зеркало closest to the door.

Access your Inventory (Вкладка) 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. Выход. Put away the lighter (Ф). 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 является. You hear glass breaking on the other side of the window.

The door to the left, immediately past the overturned machine, теперь разблокирован.

Left-click to open it. Входить.

ROOM WITH TV

Jump scare:the temporary light from the TV screen reveals a body on a bed . It vanishes and a примечание lies in its place. As you walk towards the bed the door closes and locks behind you.

Подобрать (щелкните левой кнопкой мыши) тот примечание from the bed.

Access the Inventory (Вкладка) to read the note.

Switching the TV on and off doesn’t appear to do anything much.

Используйте легче (Ф) to see the lighter fluid на вершине телевизора. Возьми это.

To the right side of the bed is a экран. 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.

Вернуться в area where you started от.

The 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

Войдите в комнату.

The door closes and locks behind you.

Возьмите lighter fluid из stand справа от вас. 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.

Возьмите red tank from the corner next to the door – right-click to carry this object.

Immediately a малыш starts to плакать behind the wall in the next room. Этот стена is cracked and brittle. Используйте 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 случай with the numbers “550 – 14 / 7126” на этом. It triggers a jump scare.

The door to this room unlocks and opens.

(Note the words “УБЕГАТЬ” 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 лобби или waiting area . Входить.

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.

Возьмите red key card из прилавок Слева. It grants access to the наверху область.

To reach the upper floor, go straight onto the средняя дверь. Left-click to open it. It leads to лестница .

Go up and use the red key card на замок – щелкните правой кнопкой мыши (access key card), then left-click (отпереть дверь), and left-click again to open the door.

Входить.

Pick up all the lighter fluid (х4).

Left-click to open the double doors and enter.

UPSTAIRS AREA

The objective here is to find three fuses чтобы прогрессировать. Существует  блок предохранителей on the wall right next to the double doors you’ve just entered through.

Как только вы войдете, a music box starts playing. The doors close behind you.

Используйте свой легче (Ф) to light the way. Примечание: К refill the lighter when it runs out of fuel, access the Inventory (Вкладка), 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 дверь here to open it. (All the other doors are locked or barred.)

Туалеты

Входить. Перейти к радио 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) открыть.

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 цифры 2 и 3, и wrapped corpse hanging upside down.

Proceed towards it and enter the room they are in.

ROOM WITH UPSIDE-DOWN CORPSE (FUSE 1)

После того, как вы войдете, the door shuts and locks behind you.

You can see the цифры 2 и 3 to the left of the hanging corpse, и цифры 1 и 5 справа от него.

Используйте свой легче (Ф).

You now see цифры 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.

Используйте легче to light (щелкните левой кнопкой мыши) тот 2 и 3 (left-side of the corpse) …

… и 1 и 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.

А предохранитель falls from the corpse onto the stand beneath it. The room’s door unlocks and opens.

Возьмите предохранитель (right-click to carry это) and exit the room.

Когда вы выходите, turn left and carry the fuse к 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.)

Положите предохранитель в блок предохранителей by simply walking into the wall to the right of the doors where the box is located.

А soccer ball drops onto the floor close to you.

Pick it up and нести это (щелкните правой кнопкой мыши ) a short distance down the hallway to the безопасный (next to a door) на левой стороне.

The ball settles on top of the safe, unlocking and opening it. Возьмите ключ (щелкните левой кнопкой мыши) из сейфа.

Используйте ключ на дверь right next to the safe – щелкните правой кнопкой мыши (access from the Inventory), щелкните левой кнопкой мыши (unlocks the door), щелкните левой кнопкой мыши (opens the door).

ROOM WITH TOYS

Войдите в комнату. Оказавшись внутри, обратите внимание на картина on the wall immediately to the left. It shows three children’s toys: а медведь, а wooden car, и кролик.

A duplicate of this picture also hangs just above a маленький, low table on the opposite wall. You need to find the three objects and place them on the small table.

Возьмите медведь из mattress underneath the first picture. Щелкните правой кнопкой мыши к нести it to the small table .

Найдите wooden car. It is on the other bed. Нести это ( щелкните правой кнопкой мыши ) к small table.

The безопасный to the left of the little table unlocks. Left-click the door to open it.

Возьмите кролик from inside it and нести это (щелкните правой кнопкой мыши ) к стол to complete the task.

You hear glass breaking somewhere outside the room.

Выйти из комнаты.

ROOM WITH LARGE CLOWN PICTURE

The double door s opposite have now unlocked.

Left-click to open them, The room is lit up by candles. Большой picture of a clown hangs from the window.

Enter this room to pick up (щелкните левой кнопкой мыши) тот lighter fluid (х2) 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. The double doors здесь (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)

Как только вы войдете, 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 тяжелое дыхание you can hear coming from the far left corner from behind a экран .

Approach the экран 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 рядом с этим.

(There is a container of lighter fluid on a trolley in this room.) The решение to the puzzle is found on a piece of paper located on the middle level of a trolley in this room. Оборудуйте свой легче (Ф) . You may have to приседать (LeftCtrl) и использовать zoom (mouse-wheel) to see all the clues.

The 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 (красный. розовый, коричневый, черный, с последующим “Входить”) into the lock …

… другой предохранитель drops onto a stand слева от тебя.

Left-click to open the double doors and нести (щелкните правой кнопкой мыши) тот  предохранитель back to the блок предохранителей 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.

The double doors on the left wall (previously barred) are now accessible.

Left-click to open them, and enter the lit room.

Walk to the окно на правая сторона of the far wall.

На  little table есть two white objects inside a деревянный ящик. Возьмите one on the left.

Нести это (щелкните правой кнопкой мыши) к коробка on the wall to the верно of the doors. It fits into place.

Go back to fetch the other white object and also carry it to this коробка .

The lights flicker twice. Writing on the walls warn of trouble and to get out.

A third предохранитель has appeared on a stand to the right as you face the doors.

Возьмите предохранитель и нести это (щелкните правой кнопкой мыши) back to the блок предохранителей where you have inserted the other fuses.

The дверь 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 лестница back down to the лобби .

LOBBY (WAITING AREA) (возвращаться)

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, “СЭМ”.

This is the name of the person who wrote the three notes you picked up. It seems Sam didn’t make it.

The дверь Направо, where the tricycle stood before, is now open, so approach.

RUN DOWN THE HALLWAY

Note that you have the ability to sprint (Левый сдвиг). 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 Самый конец of the hallway.

The 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, повернуть верно 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

Если вы играли Lightout (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.

The front door открыт.

Выход.

Go down the лестница to the bottom.

Flickering lights illuminate double doors.

Left-click these doors to end the game.

Это все, чем мы делимся сегодня для этого. Lightout 2 гид. Это руководство было первоначально создано и написано Henrimagne. На случай, если нам не удастся обновить это руководство, вы можете найти последнее обновление, следуя этому связь.

Если вы считаете, что какой-либо контент на этом сайте нарушает ваши права, включая ваши права интеллектуальной собственности, пожалуйста, свяжитесь с нами немедленно, используя нашу контактную форму.
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  • Заголовок: Lightout 2
  • Дата выпуска:
  • Разработчик:
  • Издатель:
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