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Clockmaker walkthrough
Clockmaker walkthrough









clockmaker walkthrough
  1. #Clockmaker walkthrough how to#
  2. #Clockmaker walkthrough mods#

How this works: One of you will have to go to the small owl statue at the right side of the entrance and interact with it. The owl statue will give out riddles as to which head goes to what body.

clockmaker walkthrough

In this puzzle, you and your partner will have to search for the missing heads of the dolls that are shown on the small doll theater and place them back in order. You then make your way in a castle’s courtyard where there are headless dolls and a towering owl statue in the middle. You and your partner find yourselves in the middle of a snowstorm. We pick things up from the cutscene where the king chased us out from his castle.

#Clockmaker walkthrough how to#

How to Solve We Were Here Forever Chapter 2 Puzzles

  • We Were Here Forever Walkthrough Chapter 1 (Part 2).
  • We Were Here Forever Walkthrough Chapter 1 (Part 1).
  • Check out our other We Were Here Forever guides for the previous challenges: This guide will cover Chapter 2’s puzzle rooms, from the Headless Dolls to The People’s Hymn. It is a co-op puzzle game where two players have to help each other out in solving puzzles while navigating through mazes and obstacles within a castle. Players who explore will be rewarded with more well designed and enjoyable puzzles and challenges much like this one.We Were Here Forever is the fourth installment of the We Were Here series. This encounter is just one of many such mysteries within the “Oldest House” where Control is set.

    #Clockmaker walkthrough mods#

    Interacting with this anchor will net the player some materials and personal mods as a reward, as well as the Case File “Anchor Procedures.” This anchor will float towards the player and stop on the platform where the player stands. The Reward:Īfter the boss is damaged enough, it the large shifting mass will melt away to reveal a large ship’s anchor.

    clockmaker walkthrough

    However, they are relatively easy to avoid if the player continues to move between the platforms and launches a few clocks or shoots at them. Smaller enemies will also enter the arena and fly toward the player, creating another layer of complication. Players will need to be cautious though- the Anchor will occasionally fire a deadly blast if not interrupted by a launched object or shots from the player’s Service Weapon. On each platform is a convenient object that can be launched into the red orb to deal a large chunk of damage to the Anchor. The Anchor will spin around slowly, occasionally opening up on one side to reveal a large red orb. The pit below is an instant-death hazard, and the upcoming fight will require a great deal of moving around to land successful attacks. Levitating or dashing between these platforms will be critical to this boss fight. The Anchor will stay stationary in the center of the boss arena, surrounded by four platforms that the player can use to navigate above a bottomless pit. In the areas leading up to this fight, players will have climbed over hill-sized piles of clocks, to the vocal annoyance of the player character, Jesse Faden. The clocks pouring out of the Anchor will also be familiar by now. The Anchor appears similar to the dangerous shifting masses that first appear early on Control, during the Astral Plane Challenge to acquire the Hotline. This strange image should not be entirely unfamiliar to players at this point in the supernatural setting of the game. The Anchor resembles a whirling mass of shifting shapes, and pours clocks out of itself. Right after traversing the chasm, players will encounter the Anchor. There is a handy yellow box in the left-hand corner near the chasm that, when jumped off of, makes this acrobatic feat relatively easy. In order to traverse the chasm, players must levitate, or jump into the air and do multiple mid-air dashes in quick succession.











    Clockmaker walkthrough