Objects 1, 2, 8, and 9 are references to Inception.ġ. These serve about the same purpose as the secret rooms, having no real significance. Also notable, is the bar whose shelves hold only cans found in the Dream Soda vending machine. On the stage there is a keyboard that the player can play. It looks like a usual bistro with a stage, a bar and a dining area. After exiting the hallway, the player is now small enough to enter the rightmost model, labelled "Jungles' Bistro", through a door on its back. Now, to enter the secret room, place the same model room back on the table, taking care it's approx. Before the secret room can be entered, go into the model room and walk through the hallway at least once (to establish the teleportation between doorways). The chapter must be completed before this room is accessible. There is unfortunately nothing of interest in the room.Ĭhapter 8: Found in the first room of this chapter with the bed and acoustic foam on the walls. Fall through this hole and carefully land on the trashcan, then jump up into the secret room. In the hallway right after, there is a hole in the floor you fall through to continue the level. Once you stand on the cube at this point you'll be sent to a glitchy "HALL 06" area where no matter which direction you go you continue to loop back into hall 06.Ĭhapter 7: Found shortly after the room where the yellow queen flattens after being interacted with. Grabbing and dropping the avocado found on the bed causes it to split into halves, releasing the core inside.Ĭhapter 7: After the looping hallway puzzle, grab the cube from the pool room without entering the room, use the cube to get back up to the looping hallway puzzle, then grab the cube you just jumped off of to attempt to use it to go even further back into the looping hallway puzzle. Includes a radio with a message that doesn't appear anywhere else, and 3 grabbable avocados. Includes a radio with a message that doesn't appear anywhere else.Ĭhapter 6: Suite C door, found just across from Suite E door. Exiting the room is difficult and a level restart may be necessary.Ĭhapter 6: Suite E door, found in the hallway just outside the starting room. Nothing is in the room except for a water dispenser. The room can be entered by going over a panel using the dice halves as steps. This room is partially visible in a gap between the two almost-intersecting wall panels. Additionally, a blueprint can be found here.Ĭhapter 3: Found in the room with the dice that splits into halves. They can be switched on and off, as a single unit, by the player. Unique to this room, there is also six projectors that create the illusion of a night sky. This has the contents of a usual behind-the-scenes room: spare wall panels, traffic cones, spotlights, a carpentry workbench, etc. Using the object/s on the moon (the can, cheese, building block and/or doorway), the player can reach the opening in the skylight. Entering this room grants the Please Use the Other Door achievement.Ĭhapter 2: Found in the room above the moon room. At the dead-end there is a trash can with a glowing, red dice inside. It leads to a hallway with pink wallpaper. Once aligned and able to be interacted with, the checkered cube and the king piece can be used as steps to reach the overhead doorway. Up, Up, Right, Left, Right, Right, Right Up, Up, Up, Right, Left, Left, LeftĪt this point, the bunker door will open, leading you to the a room where you can witness a very odd ending.Chapter 2: Found in the room with the giant, cyan king piece. A weird audio recording device is playing a series of notes in a loop, which you need to copy down and replay at the bunker. If this noise sounds familiar, it’s probably because you’ve already heard it elsewhere in key places in the game, like where the fifth collectible orb is in an alley below the city rooftops. If you pause the game and load back to that area with all the collectibles destroyed, you’ll find that the switch is now active, and pulling it in one of three directions makes an ominous musical cue. This bunker is unlike the other areas as it features some interesting items, like a sealed door with a switch that's inactive. Doing so will cause all the lights to blink out - except one - Number 2, located in a bunker below the cornfield. With all 13 collected, the hatch to a large orb will open up, and you can walk inside to disable the final orb. In the large room with the final large orb, you’ll notice a board in the background lit up with a dot for each collectible.
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