Then go back to the previous alley to go to the back house with a « Diner » sign. You will find an opening in the gate of the house. Go through the gate to reach another block. Your goal is to get your hands on five packets of foil. Start by searching the first house after the portal. You will find in the room on the desk a first package. Continue with the second house nearby to find a second package in the middle of the living room. You probably guessed it, but a third package is in the third house on the dining table. Interact with the vehicle to find a folder and a weapon inside. Then go back to your house to find Bob. Then go to the left of the house to reach an alley. At the bottom you will find the house at the stream. Go behind the house to find planks. Break the boards to reach the back of the neighboring house.īeware, the gray men are now in the game. You can eliminate a gray man using two bullets. If you run out of ammo, you can pick up bullets. You will often find them in homes. If necessary, you can use three hits with a baseball bat to knock them out. Run away and hide under a bed, trash can or piece of furniture to cancel the search. With all of these items in hand, eliminate the threat and collect the nail box from the dining table. Then go back to Bob to give him the box. Outside, follow a lantern to enter a field. In it, locate a silo and go around so that a saucer appears and a cutscene is triggered. Then join the house to hear police sirens. Then exit through the front door of the house to find the vehicle. Then use your bat to break the exit boards. Head to the barn opposite to find a ladder at the entrance. Go over to go down inside. Go to the entrance of the barn to find boards. Use your bat again to break the boards. Go through the barn doors to get out. In the field, interact with the tractor to return. Examine the interior to find an audio. Then go out to the windmill to find a strange device on a barrel. Search the outer field to find an abnormally shiny cat.īring the cat down the street to join a caravan. Climb onto the roof of the caravan with the ladder to get inside. After the dialogue, then place the cat on one of the seats of the caravan. Collect the baseball bat near the screens and the aluminum bat near the exit. Inside, the door closes behind you. Wait a moment for Max to disappear. Exit the hut to find Max behind in the field behind the barriers. Come back to the house to discuss with Henri in the living room. Then go to the intro office to pick up your walkie-talkie. A conversation starts with Brandon. Then exit through the front door to see headlights in the nearby field. Use the portal to enter the field. At the start of GreyHill Incident, go into the living room to find Henry. After the conversation, go into Henri’s room to find that the dog is missing. Examine the bedroom window for the dog to bark. Go back to Henri, and exit through the nearby door to reach the garden. Max, the dog seems to be spooked into something in the cabin. Search the garden for a lamp. Get near the lamp a crowbar to use against the door of the cabin.
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