Walkthrough where is my water 4 20
Make sure you hit the wagon full of pillows to cushion your fall. Push the wagon up to the wall in front of you to climb it. You'll pass two pigs that appear to be dead.
One springs to life and starts chasing you. Jump it to avoid being trampled to death. Keep leading it over to the right where it will break the wall of the next building to grant you access. The pig will still be waiting for you when you go in. Keep jumping it, but lead it to the right where it will run into a wall. Once it's dazed, press B and pull the worm out of its backside.
This will get it to stop charging. Drag the docile pig to the hanging wire. Jump on the pig to reach it. Jumping to this object allows you to control the creepy human husks in the background. There are four of them. Get them all to the ground level and lead them to the gate separating them. Bring two of them to the gate and press B to attach them to it. Then lead the two from the other side to the same gate. Press up while holding B to open it. Once they're all together, lead them to the right.
Pull the structure to the far right to drop a ramp for your character. Disconnect from the contraption by pressing the down direction and A.
Walk forward to find a door. Press B and up to open it. Next up, we have a wagon attached to a gear system that controls the length of a chain.
Push the wagon all the way to the right to drop the chain low enough to grab. Climb up the chain. Once you're at the top, swing to the right and jump off. Open the window with B and up. Pass some more chicks that will fly away when you get to close. Keep running right until you find a ladder. Climb it and jump off before you get to the top. You'll see a hanging plank that you can turn to the left or right.
Swing it to the the right and press the lever to the left of the plank. Raise the plank to the top. Now climb to the top of the ladder, jump onto the plank you just moved and jump to the ledge above the lever.
Head left to the safe attached to a rickety plank. If you think that plank can hold the safe, think again. It will break and kill you if you're standing on it after you push it off. Push the safe and then run right to avoid falling to your death. Head back down to find the hole in the ground made by the falling safe. Drop down into the hole. To the left, you'll see a metal grate. Pull it open to reveal another strange power generator. Destroy it with B. Head back out and to the right. You'll find a lever and another mind control device.
Jump into it from the ledge to the right. The object is to get the two human husks in the background so they're standing on the two platforms at the same time. Use the lever that controls the door to sync them up. It's easy to overthink this part. Get both husks on the right side of the door. Put them on opposite ends of the room with the door closed and walk them into the two platforms. This opens the door to the next area. If you played Limbo, you'll remember sequences like the next one.
Slide down the slanted roof and jump off before you reach the bottom to grab a pipe on the opposite side of the gap. Don't climb to the top of the pipe just yet. Jump down and to the left and descend a ladder to find another strange power generator. Destroy it and climb back up and jump to the pipe. Cross the wooden plank, which will break and drop you down into the next room. Jump the gap to the right and climb down the pipe on the right side of the building.
Press B and hold back to remove the wood from the doorway. Slide down the hill to find a ladder that doesn't quite lead to anywhere. You can't jump to the right at the top to get where you need to go.
At the bottom, tilt the ladder to the right. Now you can climb to the ledge to move forward. Next up we have a room with two robot-type devices in the background, an elevator to the right and a lever to the left. Run to the right to open the elevator before hitting the lever.
With the elevator open, pull the lever that activates the robot spotlights. You want to reach the elevator without being seen. Stay out of the spotlights by hiding behind the pillars at the right moment. Reach the elevator on the right and press B to activate it. Once you reach the top, head right and cross the plank with the pigeon on it. It may look like it's going to break, but it won't. Walk into the window to enter what looks to be an attic.
The floor below you will break, and you'll fall into a line of husks. You have to act like one of them. Continue to move in line. Walk when they walk and stop when they stop. You'll reach two rectangles.
You'll have to jump in unison with the other husks when inside the first rectangle. In the second, you'll have to turn to the left, and then turn to the right. This doesn't have to be performed in perfect unison.
Do this successfully to enter the next room. Eventually you'll come across a guard with a dog. The dog knows you aren't like the other husks. Once the guard shines the light on you, run to the right and jump off the platform through the glass window. That dog will still be on your case in the next room. Before jumping up to the platform on the right, wait until the dog chases you to the lower level. Once it heads to the lower level from the background, jump to the platform. The dog can't climb the ledge.
Jump onto the mind control device and have the husk above you push you to the right. Drop down on the box below. You're going to have to get the box to the switch that allows the husk above to proceed to the right, but you also have to be able to reach the mind control device. Here's the key: Drop down to the higher platform on the left rather than dropping down on the box. Push the box on the switch, then head back to the mind control device. In the next room, you have a large bridge and the husk above you.
There's another platform switch that opens a door on the right. Have the husk push all the way to the right. Then make the husk jump on the box that controls your movement and up to another mind control device.
Now you're controlling a husk that is controlling another husk. It's huskception! While the husk is in the mind control device, have the second husk push you back to where it's safe to fall out of the mind control device. Before you disconnect, have the husk jump to the platform switch above. Then disconnect and reconnect.
The second husk will stay on the switch and the first husk will be disconnected and will be able to march you forward. In the final husk room, there's a square floor below you and a lever at the husk's level. Have the husk move you to the left side of the square floor.
Then have the husk pull the lever that opens the floor. When the floor is completely opened, disconnect and fall into the floor. There's water below it, so you won't die. Now that you're in the water, you'll need a platform to jump off of to scale the wall on the right.
Find the wooden pallet beneath the water and pull it to the top. Pull it all the way to the right to get to the next area.
The next series of rooms has two buttons: one makes the water level rise, another makes the water level fall. Drain the water to open the door to the next room. Then, hit the second button to raise the water. With the water fully raised, swim down to the button and press it to start the draining process.
As the water is draining, swim quickly up and to the right to reach the high platform. Run into the next room and pull out the wooden pallet. Put it just to the left of the door to the room you're in so you'll be able to jump to up to the chain when the water is raised again. Raise the water and do just that. Slide down the slanted roof, but beware of the spotlight.
Getting caught is instant death. Hide under the shadow of the pipe to stay out of sight. You have to turn the crank on the right to lower the cage, but the spotlight will keep moving back and forth. Run from under the pipe to the crank, give it a few clockwise turns and then head back to safety under the pipe when the spotlight gets close.
Don't rush this section. It's easy to try to get one extra turn, or try to jump the cage before it's fully lowered. Just wait until it's fully lowered before going for it. Jump to the cage and onto the next building to find yet another spotlight of death.
Again, stay out of sight. Once you're between spotlights, head right and pull open the hatch on the ground to drop inside the building and away from the spotlights.
Now that you're underground you'll hear and see a bunch of barking hounds in the background. Yes, they'll be coming for you eventually. Jump into the water and come out to the right. The dog will start charging you from the background. Jump back into the water and the dog will jump in after you. You can swim faster than the dogs. Lead the dog to the left then swim under it and back out to the right.
Book it to the right until you're able to slide down the next hill. There are even more dogs waiting for you in the next area. Climb the fence to get away from them. They'll come running around to try to get you on that side, too. You need to pull the wood from the doorway before they get you.
Keep climbing and jumping over the fence to the opposite side to keep the dogs away from you. You have enough time to pull off one piece of wood before the dogs get you.
Don't try to pull more than that. Once the door is clear, run through. You will automatically block the doorway to keep the dogs from getting you. Head forward to find a lit room above a body of water.
There's a guard just outside the room and a guard leaving a submarine in the water. Hide in the dark until they go inside the room, then take the submarine. Head all the way down. Hold A to do a charge maneuver to open the door at the bottom. Repeat the same move to break through the wood in the next room. Now you're in an enormous underwater room. Find a weak wall with light coming from it in the lower right part of the room. Break through and follow the path on the other side.
Once you reach another weak wall, smash it up with the sub. Head to the top just above the now smashed wall and exit the submarine. You can swim through the smashed wall, but the sub won't fit. Swim to the other side and climb the rope out of the water on the right. At the top of the rope, press the button to open a door. Three huge cylinders will roll toward you. Run away to the left and jump off the platform into the water to safety.
Climb back up to the door that is now open. You're now outside in some green landscape. Find the yellow box that looks like it's attached to a pole. Jump on the box and press B. It will cause the box to jump. Ride the jumping box and jump off to the left.
Run to the left, swing on the rope and into the window and press the button in that room. That will open the door that allows the submarine to proceed. The water isn't high enough to let the submarine pass through. Use the charge ability, and it will leap out of the water and through the doorway. Explore the new water area and find a door with a wooden plank on it on the right.
Burst through it. Before you proceed through the next door, at the bottom of the water, there's a crate that you can push with the submarine boost. Push it out of the way to proceed to another strange generator. Jump out of the sub and climb the ladder on the left. Jump into the mind control device and lead the husk into the water. Line it up with the other mind control device that is too high to reach.
Jump back into the submarine and use the sub boost to launch the husk into the other mind control device. Now head back up the ladder to the original mind control device to control the second husk in the background.
Now you can destroy the generator. Head back to the original room. The next underwater room has a closed door on the right and an underwater button in the middle.
Take the sub to the right of the underwater debris. Jump out and swim left to where the button is. Swim down to the button and activate it to lower the water. Then head back to the submarine. Do the boost maneuver to get inside the door that is just outside of the water. Burst through the door that is in the next room.
Now you're in another underwater room with a long-haired creature. Stay away from it. If it touches the sub, you're dead. Shining the light on it will keep it away. Look at it from time to time to keep it away. Head into the next room while keeping the creature at bay.
There's a wooden ceiling that looks like it can be broken. Don't smash it yet! The impact will short out your light, and the creature will get you. There's another piece of wood above the door that separates the two rooms.
With the creature on the left side of the wall and your submarine on the right, boost into the wood and it will drop a door trapping the creature inside the left room.
Now you're safe to burst through the wooden ceiling. Head to the right, jump out of the sub, climb the hill and open the wood door at the end of the path. Walk forward until you see a lever that you can pull. This activates the power in this area and reveals a new puzzle.
There's a husk standing on a platform with the number 19 above it. It looks like you have to find 18 other bodies to stand on that platform with it. Now that the power is back on, take the elevator you passed to the lower floor. Run to the right to find a turn crank. Crank it clockwise to lower the platform, allowing you to jump off to the right. Pass the several husks standing around and jump into the water. Swim down and to the right, but remember to come up for air every once and awhile.
It seems like a long swim, but you can make it. Jump out and climb the hill. Jump on the ropes hanging above and swing across to the left. Keep running left until you get to the mind control device. It will break, and you'll fall, but the mind control device stays attached and functional! What a bonus! Now you can control the husks. Lead the husks under the ladder that is too high to reach. They'll throw you up to it. Walk left to the turn crank and lower the platform so the husks can join you.
Don't take them up the elevator just yet. Keep heading left past the elevator. You can move the big freighter on the tracks with the help of your husk army. Drag it under the hole in the ceiling.
Then take them under the chain to the right of the freighter and have them launch you up to it. Run left and fall through the hole in the ceiling onto the freighter. The husks will then push you to the left and into the next area. Check it out. One of those boxes that you can pull will launch you to something higher. The only problem is, it doesn't launch you high enough. Pushing the cinder block onto the device weighs it down. So you have to activate it, jump off and push the cinder block under it.
Now jump back on the device, activate it and jump off to the right to reveal three more husks. Your numbers are growing. Lead them back to the other group of husks and up the elevator. Stepping onto the numbered platform isn't quite enough. You still need 9 more. Take your husk friends all the way to the left to open a gate. There's room with a lever on a platform and some more husks in a mine cart in the background.
Stand near the edge and jump into the arms of your husks. They'll throw you across the gap and onto the platform with the lever. Pull the lever to strengthen your army.
Unfortunately, the cart can't make it to the platform above it. You have to pull the lever once for the cart to gain momentum, and then pull the lever back to it raises the cart path high enough for the cart to reach the platform. Do it correctly, and you've just added a few more bodies to your army. Just four more to go. Now take the elevator to the top floor.
To the left, push the cage with the husks in it off the edge. Don't worry, they'll be fine. Now head to the right. There's one lifeless husk on the ground that isn't reacting to your mind control device. The platform that requires the 20 bodies didn't say they had to be alive. Drag the body to the left and throw it off the edge to the platform below. Take your husks back down to the middle floor, pick up your three husks to the left that were in the cage you pushed off and head back to the main platform that requires the 20 bodies.
Drag the dead husk onto the platform. The door will open now that 20 bodies are on the platform. The other side of that door is a dangerous place.
A huge shockwave will demolish you if you get caught in it. Take cover behind walls to avoid it. It's on a timer, so time your runs carefully. Halfway through the walkway, there's a lever. Pull it to give you some extra cover. As soon as the shockwave hits, pull the lever again and run to the next cover. Once you've made it across the walkway, you'll come to another lever and a ladder. The lever activates a spinning device that acts as cover. Don't try to activate the device and then stop it so that the cover is stationary.
You need to keep it moving and time your climb so that you are covered during the shockwaves. The shockwave should hit as soon as you make contact with the ladder. Make sure the moving cover keeps you safe.
Then you should be able to make it to the top of the ladder before the next shockwave. Once that shockwave hits, jump down and the moving cover should protect you from one more shockwave. After you successfully make it past the moving cover, there's another box that launches you up. As soon a shockwave hits, start up the launch box. Jump back off to take cover before the next shockwave hits, and then jump on it and ride it up. Jump off and to the right to proceed.
Pull the lever in the next room that will open the shutters. That means the shockwaves can get you again. Take cover behind the door on rails and drag it to the right while staying behind it.
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