A guide to help players through this short game. Two versions: 1) text and screenshots, 2) video playthrough (2 strony).
Wstęp
Basic Keybindings W A S D = movement
LPM = pick up item (add to Inventory) / interact with things in the environment
RMB = carry an item
LeftShift = run
LeftCtrl = crouch
Mousewheel (naciskać) = zoom (also enhancing sight)
Patka = Inventory (Mousewheel scrolls through items)
F = use lighter
Doors and use of keys: ∙ Open an
unlocked door: LPM (left-click)
Open a locked door z klawiszfrom Inventory:
RMB (kliknij prawym przyciskiem myszy) = access picked-up key (Spis), Następnie
LPM (left-click) to unlock the door, I
LPM (left-click) again to open the door.
START ROOM AND HALLWAY
Notatka:To gain full left/right mouse movement, click your mouse.
You start in a small room with a bed and two locked doors.
Odebrać klawisz from the nightstand.
Use it on the closest door (to the side of the bed) – kliknij prawym przyciskiem myszy (access key from Inventory), left-click (unlock door), left-click (otwarte drzwi).
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.
Księga Liczb “7” I “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 z. The door is now open. Wchodzić.
The other door is now open. Go through it.
The crib starts rocking in the corner of the hallway, then disappears.
Go through the open drzwi w lewo.
Jump scare.The door closes and locks behind you.
Weź notatka from the bed.
Access your Inventory (Patka) to read the note. It is from someone called Sam.
Tam są 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.
Weź klawisz from the nightstand in this room.
Skorzystaj z klawisz na drzwi to get back out – kliknij prawym przyciskiem myszy (access key from Inventory), left-click (unlock door), left-click (otwarte drzwi).
Go back along the hallway – straight on (slightly to the left) as you exit the door …
… to return to the door with the keypad.
Type the code 2758 do keypad to unlock the door.
Left-click the door so it opens. Przejdź przez drzwi.
TOILETS
Look around.
Weź zapalniczka from the right-side basin .
The lights go out (jumpscare). Skorzystaj z zapalniczka: (F).
Weź notatka from the mirror closest to the door.
Access your Inventory (Patka) 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. Exit. 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 Jest. You hear glass breaking on the other side of the window.
The door to the left, immediately past the overturned machine, is now unlocked.
Left-click to open it. Wchodzić.
ROOM WITH TV
Jump scare:the temporary light from the TV screen reveals a body on a bed . It vanishes and a notatka lies in its place. As you walk towards the bed the door closes and locks behind you.
Ulec poprawie (left-click) the notatka from the bed.
Access the Inventory (Patka) to read the note.
Switching the TV on and off doesn’t appear to do anything much.
Skorzystaj z zapalniczka (F) to see the lighter fluid on top of the TV. Podnieś to.
To the right side of the bed is a ekran. 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.
Return to the area where you started z.
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
Wejdź do pokoju.
The door closes and locks behind you.
Odebrać lighter fluid from a stand to your right. 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.
Odebrać red tank from the corner next to the door – right-click to carry this object.
Immediately a Dziecko starts to płakać behind the wall in the next room. Ten ściana is cracked and brittle. Skorzystaj z 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 sprawa with the numbers “550 – 14 / 7126” on it. 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 lobby Lub waiting area . Wchodzić.
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.
Odebrać red key card from the counter w lewo. It grants access to the na piętrze obszar.
To reach the upper floor, go straight onto the middle door. Left-click to open it. It leads to stairs .
Go up and use the red key card na lock – kliknij prawym przyciskiem myszy (access key card), then left-click (unlock the door), and left-click again to open the door.
Wchodzić.
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. Jest fuse box on the wall right next to the double doors you’ve just entered through.
Jak tylko wejdziesz, a music box starts playing. The doors close behind you.
Użyj swojego zapalniczka (F) to light the way. Notatka: Do refill the lighter when it runs out of fuel, access the Inventory (Patka), 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 drzwi here to open it. (All the other doors are locked or barred.)
Wchodzić. Idź do 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) otwórz się.
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 numbers 2 I 3, i a wrapped corpse hanging upside down.
Proceed towards it and enter the room they are in.
ROOM WITH UPSIDE-DOWN CORPSE (FUSE 1)
After you enter, the door shuts and locks behind you.
You can see the numbers 2 I 3 to the left of the hanging corpse, i numbers 1 I 5 to the right of it.
Użyj swojego zapalniczka (F).
You now see numbers 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.
Skorzystaj z zapalniczka to light (left-click) the 2 I 3 (left-side of the corpse) …
… i 1 I 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 fuse falls from the corpse onto the stand beneath it. The room’s door unlocks and opens.
Odebrać fuse (right-click to carry To) and exit the room.
As you exit, turn left and carry the fuse do 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.)
Put the fuse do 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 carry To (kliknij prawym przyciskiem myszy ) a short distance down the hallway to the bezpieczna (next to a door) po lewej stronie.
The ball settles on top of the safe, unlocking and opening it. Odebrać klawisz (left-click) from the safe.
Skorzystaj z klawisz na drzwi right next to the safe – kliknij prawym przyciskiem myszy (access from the Inventory), left-click (unlocks the door), left-click (opens the door).
ROOM WITH TOYS
Wejdź do pokoju. Raz w środku, notice the picture on the wall immediately to the left. It shows three children’s toys: A niedźwiedź, A wooden car, i a rabbit.
A duplicate of this picture also hangs just above a mały, low table on the opposite wall. You need to find the three objects and place them on the small table.
Odebrać niedźwiedź from the mattress underneath the first picture. Kliknij prawym przyciskiem myszy Do carry it to the small table .
Znajdź wooden car. It is on the other bed. Nosić To ( kliknij prawym przyciskiem myszy ) do small table.
The bezpieczna to the left of the little table unlocks. Left-click the door to open it.
Weź rabbit from inside it and carry To (kliknij prawym przyciskiem myszy ) do tabela to complete the task.
You hear glass breaking somewhere outside the room.
Exit the room.
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. A large picture of a clown hangs from the window.
Enter this room to pick up (left-click) the 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. The double doors Tutaj (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)
Jak tylko wejdziesz, 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 Ciężki oddech you can hear coming from the far left corner from behind a ekran .
Approach the ekran 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 obok niego.
(There is a container of lighter fluid on a trolley in this room.) The rozwiązanie to the puzzle is found on a piece of paper located on the middle level of a trolley in this room. Equip your zapalniczka (F) . You may have to kucanie (LeftCtrl) i użyj 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 (czerwony. pink, brązowy, czarny, następnie “Wchodzić”) into the lock …
… another fuse drops onto a stand po lewej stronie.
Left-click to open the double doors and carry (kliknij prawym przyciskiem myszy) the fuse 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.
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 window na prawa strona of the far wall.
On the little table tam są two white objects inside a wooden box. Odebrać one on the left.
Nosić To (kliknij prawym przyciskiem myszy) do skrzynka on the wall to the Prawidłowy of the doors. It fits into place.
Go back to fetch the other white object and also carry it to this skrzynka .
The lights flicker twice. Writing on the walls warn of trouble and to get out.
A third fuse has appeared on a stand to the right as you face the doors.
Odebrać fuse I carry To (kliknij prawym przyciskiem myszy) back to the fuse box where you have inserted the other fuses.
The drzwi 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 stairs back down to the lobby .
LOBBY (WAITING AREA) (powrót)
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.
The drzwi to the right, 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 very end 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, zakręt Prawidłowy 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 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 is open.
Exit.
Go down the staircase to the bottom.
Flickering lights illuminate double doors.
Left-click these doors to end the game.
To wszystko, co dzisiaj udostępniamy w tym celu Lightout 2 przewodnik. Ten przewodnik został pierwotnie stworzony i napisany przez Henrimagne. Na wypadek, gdybyśmy nie zaktualizowali tego przewodnika, możesz znaleźć najnowszą aktualizację, postępując zgodnie z tym połączyć.