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Green path crystal dash puzzle
Green path crystal dash puzzle








Grab the Crank, then use it to activate Windmill Two. Inside slash the lock off the ladder and climb up. Pull it, then drop down onto the boat and destroy the goo that appears to enter Windmill Two. Push the cart in to return to where you started, then push the other cart to finish the bridge to the Windmill.īreak the goo blocking your way and head up a ladder to a switch. Go to the platform with the barrel on it to avoid him again, then run to the end. Run across the first bridge, then briefly step out onto the second to let Moreau dive past. At the end, pull the switches in the order Green, Blue, Orange and make a mad dash across. When you jump, down start pulling the Green, Blue, and Orange switches as you make your way around. Climb up the broken house and knock the cart in the water.

green path crystal dash puzzle

When you reach a point where you can't go further, look for the two planks with yellow paint and hit or shoot them to knock down a bridge. When Moreau charges, wait until he passes through the small bridges so you don't get knocked into the water and die. Follow the path of debris while avoiding Moreau to Windmill Two.

green path crystal dash puzzle

Go inside the Windmill and take the ladder down. It will break, so you'll need to head to Windmill Two to get a new one. At the Windmill, attempt to turn the crank. You won't be able to drain the area just yet, so exit through the second door. Drop down from the ledge and go left up the hill to the Gatehouse. When you're back in control, run along what's left of the wharf to evade Moreau's attacks. Drive around to the west until you reach another place to disembark. Outside, get in the boat and use the key to keep going deeper into the Reservoir. As soon as you pick up the Boat Key, an Armored Lycan along with a small group of Lycans will ambush you. Go up the wooden staircase and hit the wood with the yellow paint with your knife to create a bridge.įollow the path to a shack inside the mines, taking out the two Lycans in the way. Squeeze back through and head back the way you came. Use the elevator to go further down.Īt the bottom, follow the mine shaft further down.Take the next small staircase up and squeeze through some goo to get the Arms Flask. Enter the Windmill after you drop down and take the staircase into the basement. Keep going until you find some more and repeat, climbing up the ladder once the goo breaks. Hit it with your knife a few times, and it will break, allowing you through. A few direct shots will disintegrate it, allowing you to search the area in peace.įollow the river down to a large wall of green goo blocking the way.

green path crystal dash puzzle

Go up to the Watermill and open the gate with the Iron Insignia Key.

green path crystal dash puzzle

Climb up to the second floor so you can monitor the beast and make a run for it when it isn't looking. In this building is a file that wasn't around the last time you were here. Let it run off after the scene and get to searching. As you enter, a giant werewolf will attack you. Return to the Altar and unlock the south gate with the Four-Winged Unborn Key to proceed into the southern portion of the Village. Enter this into the lock on the cabinet to get a Steel Hraesvelgr and an F2 Rifle - High-Capacity Mag. On the wall in the kitchen is a drawing with a birthday, 270917. Head into the unexplored house using Luthier's Key. Start by heading south of the Maiden of War back to where the Iron Insignia gate was. Before we head to take on Moreau, there are a few things in the Village we can finish first.










Green path crystal dash puzzle