Saw 2 game walkthrough
If it goes to zero, as you may expect, it'll be game over - On the room on your left there are several buttons associated with numbers and bombs. You need to pick the correct button to survive and proceed with the story if you pick the wrong one you'll detonate the bomb. In the previous room there are some fluorescent-clues on the walls. In particular, on a wall there are some red numbers written, and two of them are included in a fluorescent-drawing of a puzzle piece figure the numbers are 2 and 5.
Look for the box that, when you approach it, reads " Jigsaw Box 7 ", and press A to open the box. Get the Key inside of it, and use it to unlock the door below the timer.
One of them spends his time throwing molotovs at people to set them on fire, and after doing this to the other random guy he will focus on you - Avoid the molotovs he throws at you if he has time to do so at all , and continue to the left until you find a door that takes you to the stairs.
The previous pyromaniac guy will be on the left, walking on some beams, and he won't be able to hurt you anymore for a while -- just ignore him and proceed to the right-most side stay near the wall to find some floor to step on of the balcony - You will reach another room with a door on either sides and a table in front of you. Peek through the door on the left and dodge the Trap, then peek again to spot the numers - Enter the room after putting in the combination.
Inside, on the left as you enter there's a " International Nautical Flags " picture. Then on your right is a side-room with three portions of the walls that have been scratched, and partially show some flag colors. On the left side the pictures will be upside-down, but the one closest to you is still the "number 1" one - You'll reach a Lights Out minigame on both the sides of the room. Solve them both to open the gate, behind which is a Valve ; pick it up.
Push it forward through a door on the right of which is a Health Hypodermic and continue until you get to a door which is bolted from the other side - Now go right and crawl through a hole in the wall to reach another room. You'll reach a passage where a four-tiled puzzle is before you. The monitors displaying the correct tiles to step on are on your right just before the tiles. Should you walk on the wrong tiles, be ready to press a button to dodge a Trap - Past this simple puzzle you'll be in another hallway.
On your left there will be a red table with a box on. Open it to get a Nail - Also on the left side of the hallway, you want to un-bolt the door that was blocking your way previously and open it, while you're here , and lock-pick another door with a Nail don't enter for now - Leave the pump behind for a moment, and reach the right side of the hallway expect a Trap as you walk.
Check the door on the right side: you can peek once to trigger a Trap. At this point leave the pump where it is, and enter the room on the right through a gear-door - You'll be in a bathroom. Climb up a ladder to reach the upper floor. After a short cutscene you'll have to face a Rammer "Patrick". Lure the creep towards a cracked wall on the right side there are some red words on the floor near the spot you want him to hit and let him charge at it three times to get rid of him and open the path forward.
By defeating him you will also unlock:. Escaped "The Bullish Man". Ahead of you is a beam to cross: do so - Hug the wall to find the path to continue, and proceed on two more beams. In front of you is a locked gear-door, while on the right is a combination door. Go left and expect a Trap as you walk onwards.
Enter a very dark room on the left side. The signs are Saw, Knot, Axe. There's a couple of extra figures as well one dead with a pistol and another from something else on a table ; ignore them - Use this combination to unlock the last combination-door you came across on the other side of the hallway. It's the one near the Save Point might as well save as you pass by.
You'll have to crawl to continue - After crawling, go right. You will easily spot a yellow ladder leading upwards, but don't take it yet. Instead, locate another ladder going downwards behind the first ladder, and take it to reach the bottom level. Then proceed through a couple of doors to trigger a cutscene. Expect a Trap as you enter. The path to the left leads to a combination-door, so proceed forward in a large dark room instead. On the left side there's an empty cabinet, just for record's sake - On the right side there's a light switch: toggle it, and an enemy will attack you from the room near the switch.
Defeat him, and get his Baseball Bat afterwards - Enter the room from where he came, and get the Health Hypodermic inside - Now turn off the lights and have your back near the light switch. From this position, look at the other side of the room. Use your flashlight to see some tracks both on the wall of the other side of the room, and on the mannequins that, facing the other side of the room, are on your right. Position yourself so you look these two mannequins right in their face , and play with the camera angle until you see the three numbers for the next combination If you can't see the tracks, turn the lights on and off again, so the fluorescence comes back in case it elapsed.
Get to the other side of the floor-puzzle to continue -- beware that some of the tiles will alternate, so you may have to wait a few seconds until the tiles of the correct path show up. Keep in mind that you need to also follow the order of the sequence displayed on the monitor, so if a tile alternates Pills and Camera but you previously stepped on a Pills-tile and a Tape Player-tile before that, the correct one will be Camera. There's also a Health Hypodermic nearby - Continue in the next room.
After a short cutscene, a timed-puzzle will begin. Your goal is to match the eight couples by selecting the two pieces of pictures one after another. The puzzle won't reset if you select the wrong TVs I mean if you find the first two couples and then fail to match the third one, then the first two couples will still be completed, so you don't need to memorize those you've already completed - The puzzle is randomly generated every time, so if you have to restart a checkpoint you will probably not have the same puzzle again - Here 's the pieces put togeter in a 4x4 grid with an empty grid ready for use.
Either this, or old fashioned pen and paper, or some good memory and luck: your choice. Go around and jump down the broken floor when you can - As you jump down, get ready to dodge a bullet like a Trap, by pressing a button.
Your enemy has a pistol with infinite bullets, but limited bullets per loadout six bullets. Wait until he has to reload count the bullets he fires, or just wait until you see that he's not pointing the flashlight at you; he usually also says something when he's reloading , and then get out of cover to make your way to him. Proceed clockwise around the room, taking cover whenever you find something to hide. There's no need to press A to take cover "officially" to be safe; it's enough to stand behind a pillar - When you're close enough, wait for him to reload again and run towards him to force him to a retreat.
If this happens, he will drop his weapon that you are not supposed to ever get , the Revolver. This weapon is glitched the game freezes if you attack with it , and can literally stop you from proceeding if you're bound to fight someone and you don't have another weapon to switch the glitched Revolver for you can't drop the weapons in this game, so exchanging it is your only option to get rid of it.
If you've accidentally picked it up, don't worry: you'll have a chance to switch it for another weapon thus avoiding the glitch before the next fight triggers. You will reach an elevator: ride it down - You're back in the room with Sarah. Now you can access the bottom of the structure where she's trapped and climb up a ladder to trigger the last minigame of this chapter.
There are three independent group of pieces to work on they all work the same way though. When they're aligned no need to be perfect, but try to be accurate of course , release A so they can spin together. Align all the pieces of a group of pipes, and they will automatically stop at once, thus allowing the water to flow - The first group is no problem, since you can stop the pieces just in correspondence of their final position vertically.
You can pretend that the pieces of pipes are the hands of an imaginary clock, like in this image. First of all, stop the first piece the upper one ; it will point at "1" and "4" of the imaginary clock. Release the A button when you see that the second piece is pointing at "1" and "7" of the imaginary clock.
Then select the third piece and hold it until you see that the second piece is pointing at "10" and "4". This will solve the puzzle.
Sarah Blalock Freed Sarah from the trap. It leads you outside - Keep going through another door to complete this Chapter. You can find a Nail from that bloody thing walk on the carts to reach it - Enter the next room. You will find a Point to Point circuit to fix. This time there are two lights that you need to activate with separate circuits.
If you send the "yellow power" to the green bulbs, the gears will go crazy and mix up randomly. Do your best to avoid this, or you'll need to start over. Here are the 8 possible puzzles that can occur in this Chapter as well as the next one.
You can only watch this figure getting away, so nevermind about it - You will also pass by another TV set that will automatically turn on, introducing you to this Chapter. At the end of this other recorded tape, a gear-door will open on the left side of the room: go there. On the left side there are two doors, one of which is bolted from the other side the other one is where you'll need to put a Valve in.
On the right side there's another door, as well as a Health Hypodermic - Start by going through the door on the right side, and dodge the Trap that will try to kill you as you enter. If you accidentally picked up the Revolver, make sure to get the Baseball Bat from here: you will drop the glitched weapon the Revolver and get a non-glitched weapon the Baseball Bat , just in time for the next fight. Ignore the locked door on the left side, and keep going on to reach another door also on your left - Enter inside this room, which is a restroom, and search in one of the toilets full of syringes to get a Coupler.
Continue to your left to find a third door. Go through this other door, and dodge the Trap as you enter the next room - In this small room you can find a Nail in the drawer on the right, and a Polarized Circuit Board. Use the previous Coupler to solve the minigame and restore the power in the room where we'll go next - With the Nail obtained in this last room you can lock-pick the door that you previously ignored, in the hallway before this room.
Lock-pick that door now, and enter inside: it's a restroom - On your right there will be a light switch you can use it only if you completed the last Polarized Circuit Board minigame, which isn't really mandatory though. On the left there are some big yellow doors: open them to reveal the toilets.
Turn off the lights to read the fluorescent-numbers painted on the walls behind the toilets On the right there is a control panel that you want to operate in order to control a magnet with which you can lift and drop away the big container that startled your character earlier.
It's the only one you can move, so you don't have much choice. Just drop it on the top of other containers to put it where it can't disturb you - As soon as you stop controlling the magnet, an enemy will attack you from the door on the other side of the room: don't get caught off guard--fight him back - Get the Pipe he dropped from the ground if you want, then go through the door that he opened to find a button: press it.
Proceed past a door, and in front of you there will be immediately another door; on your right there's a puzzle-floor instead - Ignore the door, and go through the puzzle-floor first. A short cutscene will trigger, and a platform will be lowered, allowing you to continue - As you proceed you'll go through a gear-door that will automatically shut behind you. Past this door, there's a room in front of you and some stairs on your right.
You'll start in cover automatically; make your way to the right side, cover after cover, until you reach a Health Hypodermic near a Lights Out minigame - Complete the minigame to unlock a gate, and then go through that gate to continue making your way to the enemy. You will eventually come to a door, then go upstairs and find another door watch out for a Trap here - At this point the enemy will be below you.
Use a control panel to automatically drop something on the floor near his position, forcing him to escape. Yea, after all this mess all you've accomplished is a promise to meet him again - Pick up the red Valve hanging out from a chain near where you are. A gear-door will automatically open as you get this item. If this is your fifth Audio Tape, you will unlock:. The door behind your back will close as you continue. Anyways, put the Valve in place in the room immediately on your left, and press a button to complete this portion of the story, setting free the trapped guy - Reach him afterwards, and he'll give you a Key.
You can find the Answering Machine for Anton the guy you just saved in his former cell. He'll go knee and pray somewhere in the darkness not that it really matters, anyway. A gear-door has opened it's the only one still open actually , allowing you to continue - Go upstairs notice the guy with the boiled head on the left as you go and solve the usual Point To Point puzzle to open up the next gear-door - Proceed counterclockwise around the new room you've unlocked, and press a red button as you go.
This will open up the next door - Feel free to ignore the two chicks behind a grid on the right side. If this is your twentyfifth Case File, you will unlock:. On the left side there's a Health Hypodermic near a sealed gear-door - On your side of the room there are two "barricade" carts you need to push forward. In the middle of the room there are some explosives with red flashing lights attached to a small rotating crane: avoid them and push the carts all the way to the wall on the opposite side of the room.
Put both the carts in position to unlock the gear-door we mentioned a moment ago. You'll access a poisoned area where your health will constantly drop down as you move around.
You'll probably need to use healing items to stay alive - First of all stick to the left side and proceed clockwise to eventually find a small broken part of the floor where you can jump down: do so - After landing in a small safe spot, continue to the left again in the poisoned area to find a ramp that can take you up again.
Follow the path that leads you up, to a metal walkway. If this is your twelfth Puzzle Piece, you will unlock:. There's really only one way to go. At one point you'll have to cross a beam, and then lock-pick a door -- there's a Nail in the "filing cabinet" somewhere on the right of the door.
Complete it to unseal the next gear-door - Drop down from the metal walkway where you are when you find a spot where to do so. Go there. An enemy will attack you: defeat him and then get the Baseball Bat he'll drop. Loot his body to also get a Nail - On your left there's a door you can open to enter a small room where a Weapon Case is, along with a small drawer where you can find the Handmade Lockpick to get its content a Pipe weapon feel free to ignore this room - A gear-door will also be opened after winning the previous fight.
Go in this new room to find a combination-door and a lock-pick door. If you look at it from the right angle about from Southwest to Northeast you will manage to complete the signs on the pillar with the signs in the background.
This will let you read the numbers of the next combination - Open the combination-door you found in the previous door and proceed. Continue onwards, and a short cutscene will warn you about chemical dangers on the ground they're fairly easy to spot; easier with the lights on, of course.
Just watch your steps and proceed to the left side of the area hug the walls to find a safe passage - At one point you'll reach a safe room with no hazards on the ground. There's a sealed door on the left side. There's also a button on the upper-left corner: push it to close a rolling-shutter door and open another one - This will free a Rammer is Jigsaw breeding bullies or what? Make sure that the Rammer didn't get caught back in the room where he was, and then lure him towards the small room that you re-opened lure him near sealed door.
Once he's there, quickly press the button again to trap him in this small space - Wait a few seconds, and a gear-door will open on the other corner of the room.
Before going there though, operate the button a last time to open up the area where the Rammer was. He's gone away you won't find this one again , opening the sealed door which is now available for you. There are some symbols on the wall of this small room, and as you may imagine they contain the solution to the combination.
If you look at the wall with your head on your right shoulder, you will recognise the symbols as three columns of roman numbers. Here 's a visual representation of the solution. In this room there's chemic hazard on the ground again, so watch out - In order to proceed, locate a somehow hidden ladder near the stack of boxes on the right side.
You have to remove some obstacles from the conveyor belt, activated as soon as you operate the control panel. Go up the stairs first, so you reach the other side of the area down some stairs. On the right is another cart to pull twice - Go back to the three carts you previously ignored, and pull each of them in a convenient order basically pull the first carts you come across to have enough space to remove one of them from the conveyor belt.
You'll have to pull the first one twice - Proceed forward. Unbolt a door to reach another area; don't freak out when you see a figure running up some stairs. You need to go around some stacks counterclockwise, stick to your left to go up the same stairs of the figure you just saw.
You will then reach the other side of the room again you may recognize it now: it's the part of this area where you've previously been, and you're coming from the stairs that previously led nowhere useful -- go left, past the dead body that is on the floor near an open door to access another area from where you can find and pull once is enough the next, last cart - Backtrack to the other side of the area go up and down the staircases again.
A gear-door has been unsealed, and you can proceed through it. Open it from the correct side to get the Lever from it - Put the lever in position near the elevator to open up the doors of an elevator, and then ride it down. After a short cutscene you'll have to get through a new minigame, which is a sort of combination between Point To Point and Lights Out: it's called " Kaleidoscope " and looks like this. In particular, you can rotate some "things" let's call them "gears" that have red and white painting on them.
There are also light spheres between the gears, and you need to turn them on. If you put the same-colored side of the gears for instance, white side and white side on either sides of the light spheres, the light sphere will turn on of that color.
It doesn't matter which color you turn them on: the goal is simply to turn all the light spheres on, by rotating the gears so they "sanwdich" the light sphere with the same-color side - You can pause the game and think over the minigame to solve it more easily.
You'll need to solve a total of three of these minigames two of which have a third and even a fourth color involved too, but the concept is always the same of course to finally complete this Chapter. Don't underestimate the puzzles; it's a good idea to start off with the one on the left side, since it's the hardest four colors. I found it easier to work on them by starting with the lowest row of gears, which seem to be the most problematic ones.
I haven't found the same puzzles a single time after attempting them more than 20 times, so you'll have to solve them on your own this time - By saving this victim you will complete the current chapter and unlock:.
Joseph Poltzer Freed Joseph from the trap. There's a drawer somewhere near the stairs on the left that contains a Nail for this purpose. If this is your tenth Audio Tape you will unlock:. Do so to raise a platform, thus revealing a passage under it - From this machinery, turn around and locate three big brown boxes in a dark corner, near a shelf. Go down the ladder.
As you continue be ready to dodge a Trap on the ground - Continue on the only possible way, noticing a helpless victim in the nearby building. In this room there's also a Health Hypodermic - Go back to the previous hallway and locate a narrow passage which leads towards an area with blue electricity tracks on the ground. At this point you can reach the "Small Generator" behind this third cart on the side opposite where you pulled it from : operate it button-mash the displayed button quickly, or you'll take damage and fail to remove the electricity from the floor - Now you can push the first cart all the way to the "button", thus opening a gate on the left of this area - Before going there, position the second and third carts back in their original position push the third cart once, pull the second one once.
You will notice that the gear you're wearing will start blipping you will see red flashing lights and hear noises ; if you look at the right wall just past the gate you can see the two lights of a nearby glass box: try not to lure around it for too long there will be another glass box on the way soon enough - If that wasn't enough, the pyromaniac guy is back, and will occasionally throw a few molotovs at you leaving some fire hazard on the ground for some seconds.
You can't do much about him, so just try to complete everything quickly - Go left past the gate and pull twice the only cart you can interact with - Go past the cart you've pulled you'll come to the other glass box now and follow the path around the stacks to the right in order to pull once, one after another, two carts - Go back to the better lit part of this area; you'll find another cart that you can now pull to open your way forward to another room.
In fact, be happy of his fate, since it will bring you this achievement automatically unlocked :. Firefighter Barry died. It's not very visible, but you'll find it - Go left and listen to the Answering Machine for Barry on a table if you want, then keep going. Grab the Health Hypodermic on the right while you're here, and exit outside again - Check the Polarized Circuit Box near where you got the last Audio Tape, and use the Coupler to unlock it.
Solve the minigame and then press the button that will spawn nearby. Past the door is a ladder: climb up it and then go through another door watch out for a Trap as you open it - Proceed forward in the next hallway there's a rather visible Trap in front of you, be ready to dodge it as you go - You will reach a room where, after a short cutscene, you'll have to solve a Kaleidoscope puzzle to avoid getting crushed by a moving wall from the left.
It's one of the simple ones with only two colors, don't worry but hurry up. It's not very visible, but you'll find it if you search for it - Go left and crawl through a hole in the wall. Instead, locate a small ladder on the right just before the next steam that blocks your path, and reach the bottom level to find another red valve. Operate this one, then go back up the metal platform where you were - Continue on the walkway to find another ladder to go down again: do so notice the blue "Choose Wisely" sign before going down the ladder, and then an apparently random blue scribble on another sign at the bottom of the ladder to reach three valves - You can't operate them just yet.
Before them you'll find a minigame, an "unofficial" version of the Dial Puzzle you came across one of these much earlier in the game, in Chapter 1.
The solution is intuitive, and you could also see it on the sign at the bottom of the ladder other than in this picture. It's advisable to work from the most external dials to those closest to the center, since the external ones will also move the internal ones - Once you've linked the two blue extremities of this sort of Dial Puzzle, the blue valve will become available: rotate it to let your partner proceed and turn off the steam for you - Go back up the walkway and continue to come across a red valve to operate: it's the last one.
Go downstairs and locate the new gear-door that has been unsealed the one taking you to the "Storage Warehouse" : go there. It contains a Health Hypodermic - Then walk around the stacks on the other side of the area until you find a passage where you can squeeze through it's near a lit candle on the ground - Do so squeeze through the stacks to be able to reach a generator.
Turn it off to remove the electricity from a passage on the floor - Still in this same area, before squeezing back through the stacks, locate a "barricade" a cart with four barrels on in a corner. From there you can look below you to see some red paintings on the ground and boxes. They contain the solution to the next puzzle you're looking at it from the right angle if the red arrow points "up" - The door is sealed, and can be unlocked by completing the Dial Puzzle.
The solution looks like this , in case you don't want to waste time reading the in-game symbols from the high scaffoldings. In words, you can see that the dial is divided in 8 sectors by white lines. Most of the dials has an "empty" symbol in one of the sectors; the only exception is the most internal one. Let's name the 8 sectors with numbers from 1 to 8, clockwise, calling "1" the section which, if the dial was a clock, is between "12 o'clock" and "midway between 1 and 2 o'clock".
Rotate the most external dial circle signs until its empty sign is in the second sector. Then rotate the dial with rhombuses-looking sign until its empty sign is in the eighth sector. Then rotate the next dial with arrow-point-looking signs until the empty sign is between the fourth and the fifth sector "at 6 o'clock" so to speak. Finally make sure that the full circle above the triangle of the most internal dial is between the fourth and fifth sector as well so basically the triangle is upside-down and the full circle is below it.
After crawling you'll see a poisonous room on the left; before going there, go forward on the walkway and press a red button to lower a ladder, thus creating a path that takes you directly near the poisonous room on the bottom level the one you previously ignored - Ignore the ladder for now, and continue on the walkway towards where you see some gas. This is the upper part of the poisonous room. You can find three drawers here: one has a Health Hypodermic , one is empty, and the third one has a Coupler inside - Use the Coupler to unlock a Polarized Circuit Box somewhere on the walls near this walkway, and complete it it's very simple.
Listen to the recorded tape that will automatically play; at the end of the record a door will open. Complete it to remove a platform from the floor somewhere in this room out of the gated area where you are right now.
Although most of the cabinets are empty, two of them contain a Paint Thinner and an Ammonia -- get them both. Then you'll have to solve another puzzle to continue.
In this puzzle there are four gears you can rotate only partially. Each of them is connected to three tubes: one of the tubes is above the gears, and it's where they receive the components from; the other two tubes are where the component they received can go.
In particular, the component will flow through the tube in correspondence to which the gears do NOT have a hole. In other words, make sure that the gears are rotated so that their side that doesn't have a hole is in correspondence with the tube where you want the component to flow - There are two tubes where the correct components need to ultimately flow: the red one and the blue one.
Depending on the color of the component that you see in the large pipe at the top of this mixture machinery, send the component to the red pipe if the component is red or to the blue pipe if the component is blue. Here is an example of the procedure - Once you know how the system works it's really not that hard: do this twice with the red component, twice with the blue component random times with the yellow one to make and get the Chemical Bomb item.
Move away to a safe position after placing the bomb, or you'll get caught in the explosion - Go through the broken rolling shutter and you'll soon come across a random enemy to fight. There's a small dark room on the left with a Health Hypodermic too if you need. Operate a red button on the right here to trigger a short cutscene, at the end of which you'll make acquaintance with Dwayne the Rammer. There's a handy part of the cage with electricity flowing through the bars -- become a torero as usual to fry him to death it'll take three discharges - Loot the dead body of the Spiked Rammer to get the Freight Elevator Key.
You will need watch out as the hooded figures do attack. Head though the hole in the wall, this is located on the other side of the cage. The answer for the combination is You will need to hit the three button combination to bring down the man who come to attack you, once you have done that you will need to go up the stairs.
Check out the latest video game news here l! Play Games Play Free Games. Wallpapers Wallpapers. Posted by: Rob. About the author. More at. Search for:. You don't know the combination so don't Try it yet. Turn to the right and look in the mirror there will be a small Cut scene go closer to the mirror and press X.
Match up the symbol to unlock the door. The Big arrow on the puzzle goes directly left onto the red bar. If you complete The puzzle fast enough, you will get the trophy "Tumbler". Go up the stairs To get the flashlight. Turn it on. There are trap experiments that you Can interact with some will play a clip of the scene you get if you fail The trap in the first game.
There is a white board beside the reverse bear trap that says, " you can See but do you understand Campbell? Go to the door on The right and use the code on the padlock. In the next room, stand still and look for an indent in the ground. Get ready to push a button to jump before it falls. If you run and you push the button it says in time you will have to rapidly Push the button the game says to climb on to a wooden plank before it breaks. Grab the pipe on the table and break the wall down by pressing square beside It and tapping the button it says rapidly.
Go forward to see someone get Impaled by a swinging pendulum. Follow the path until you get to a broken Fence. Press X to crouch and pres L2 and R2 until you get past.
Keep Following the path and turn right when you can. Near the end of the path Will be a hole in the wall on the left. Go through the same way you went Through the broken fence. Open the first aid box to get another health Hypo and a nail. Save your game with the old tape recorder. Pick the Lock to get the trophy "smooth criminal" and go to the other door. Be careful watch and push the buttons that appear on the weight.
Continue Until you reach a hallway with a smashed up ceiling. You will be prompted To press a button. Push it to avoid the collapsing ceiling. Go through The door and push the button near the elevator.
Dodge the man and push The elevator button to open it back up stand in front of it and dodge him Again. He should fall down the shaft. You will earn the trophy "Battering Ram". Go through the door opposite where you entered this area. Go through the Next door and open the first aid boxes to your left. Go back to the door.
Go straight and go through the door to the left. The room should be red. If it is not, you went the wrong way. Turn on the light and open the filing Cabinet to get a coupler.
Look at the hour hand on the clock. Leave the room and go into the room right in front of you. Turn the light On. You should be in a green room. Look at the hour hand in this room. There is a gate covered in barbed wire. There should be a Billy Puppet in a chair. The room that the Billy puppet is in is blue. Look at The hour hand on the clock.
Leave the room and go back to the First door in this area. Go right and enter the door on the right. Save Your game with the old tape recorder.
Go across to the circuit box and Press X. Make the lights turn green. If you complete it fast enough you will get The trophy "Electrician". The door should open. There is a door to the Left. The code from top to bottom is Leave the room and push the barricade forward until you reach the wooden Plank. Push forward on the left control stick and rapidly tap X until you Make it across.
Push it forward onto the switch to unlock the door. Go Through the door. On the box is a case file, pick it up to get the trophy "A Little Background".
Go through the door. Go to the right and press the Button on the wall. Go through the door and listen to jigsaw's message. Go through the other door and follow the path. Either make it across the Plank and crawl underneath the collapsing ceiling or just die here. Your Choice will affect the outcome of the game. Whatever you choose will end The level and auto save the game.
David Tapp.
0コメント