Operations and Prisoner Holding do not have traps and activating the clocks in those buildings will open up weapon lockers that contain an upgraded Ray Gun Mark II and a random upgraded weapon. It should spin wildly and activate the trap in that house. Letter to House List:Īfter placing all times within all clocks, head to the house that did not have a clock set and interact with the clock. Make sure to input the times correctly or you will fail and have to interact with the TV next round. Example: If one of the codes that you got was A0115, you must enter the Yellow House and place the time 1:15 on the clock within that house. You are able to interact with the clock to make it move in 15 minute intervals or melee it to make it move ahead an hour. What you must now do is interact with the clock in a house that corresponds to the letter of the code and input the time that followed the initial letter of the code. The screen of the TV will be white.Īfter activating with the TV, it should begin to read a list of codes following the format: (letter, number, number, number, number). Obtain the Galvaknuckles and kill a zombie using it near a static TV somewhere in the Bunker.You have to do a few steps in order to turn on all the traps besides the Electric Trap. This is a walkthrough of the general features of a map, such as the map Layout, Power, Pack-a-Punch, etc. Alternatively, to find specific information, press CTRL + F and type the information you want to find. Just click on the text of whatever you want to know about and you will be taken there. ![]() ![]() On the right, there is a list of all the Chapters, Topics and Sub-Topics. This guide is broken down into Chapters and Topics, a Chapter defines the content of the Topics to make all of the guides easier to navigate and read.
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