![]() Due to this, the combination code should be 146. Since the top shape only has one line, it makes sense that each number would correspond to the amount of lines in the shape. On the other side, you’ll find the last Cult Stash in Bright Falls, and the note on the top merely shows three shapes, with a number 1 next to the top shape. Note that despite also being a shotgun, it has its own separate set of upgrades you can invest in with Manuscript Fragments in the Mind Place.Īfter re-quick slotting your new shotgun, make sure to double check the other rooms where the first taken was killed in search of supplies.īack down in the basement, you can head right at the bottom of the stairs to enter an Evidence Room with a locked gate you can now open with your Boltcutters that you couldn’t back in Chapter 1. Head down the far hall and use the Sheriff’s Station Key on the basement door to start heading down to the Morgue where Agent Estevez will radio you.Īs you do, cross to the far door where you can find a Break Room (no light yet, but you can save and use the Shoebox to make room for the new Pump-Action Shotgun). This will unlock the Pump-Action Shotgun, but given its size, you’re probably going to need to swap out your Sawed-Off Shotgun. Given the sequence in the note, the code should be 723. ![]() Since you’re looking for 3 numbers for the combination code, the two books about the brain don’t add up, so instead focus on the authors of the UFO books: Quincey, Batston, and Westmore. C=3, and I=9, J=0, and K=1, you can infer that the letters repeat the number sequence through the full alphabet. You can also find some FBC Research Proposal Notes to add to the Cult of the Tree Case File on who the Cult is working with.īehind the main desk, your main clue for unlocking the new shotgun can be found: 5 different books, and a note that lists letters that correspond to numbers. With the agent’s info, be sure to return to your Main Case File and complete the Wake Status question, as well as the starting to deduce how to open the Cell Block Door.īefore delving into the basement that leads to the Morgue, use those new Sheriff’s Station Keys on the door next to the Cell Block to find a large office with a larger shotgun in a locked display case much bigger than your sawed off variant. Since she’s finally being forthcoming with all the details of the FBC’s investigation, you’ll gain several clues, an idea of how to restore the power in the morgue (where Alex Casey is recovering), and the Sheriff’s Station Keys to access the basement and other areas. When the enemy is down, return to Agent Estevez and interview her on what happened, and how to get to Wake. ![]() The Taken Bruiser lurks in the second room past where Agent Estevez is holed up, and you can toss in a Flash Grenade or flare to surprise the monster and burn any extra shadow away to expose its weak point on the chest, then blast it before finishing off with a few rifle or shotgun blasts. She’ll warn you that a Taken roams the station, so be on your guard as you move to eliminate the threat. ![]() Turn your attention to the path to the left of the lobby, where a blood trail leads to a closet hiding one Agent Kiran Estevez. If you haven’t already, be sure to grab the Sheriff’s Station Map off the wall behind the front desk, and check the cabinets for supplies. Bright Falls - Return Power to the Station
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