Open drawers ellie game
The switchblade is a small folding pocket knife similar in size and appearance to an Italian Stiletto Switchblade. In The Last of Us, Ellie carries a switchblade with her. By the time the main events of the first game pick up 20 years later, the watch is broken, but Joel still wears it every day.
Their happiness is short-lived. That puts him in the early-to-mid fifties range for the sequel. It has been confirmed that David had sexual intentions towards Ellie due to a lack of surviving females. He shows affection towards Ellie by holding her hand and initially wanting to only capture her, rather than kill her. Ellie Ashley Johnson is a fourteen-year-old orphan and the other main playable character in the game, and one of the few characters to have never known life before the infection.
How long does it take to complete the main campaign of The Last of Us? It should take you hours to complete the game for the first time. When they're done, continue on through the rubble to leave the bank for good. Artifact - Cache Hunter Note - With your back to the bank, look just over the hill in front of you to spot the skeletal remains of a building. Check the first image below for visual reference. Head over to the building and go under the only remaining ceiling to find a satchel with this artifact inside.
Artifact - Letter from Isaac - Open your map. Your next destination is the promenade of another large skyscraper near the corner of Cherry Street and 5th Avenue. Refer to the first image below for the exact location. In this area, you'll spot a military tank. Walk past the left side of the tank and go up a small set of stairs to reach a corpse with a satchel on the ground next to it.
This artifact is inside the satchel. Leave the tank area and go next door to the large building with a dome on top. Artifact - Emergency Protocols Memo - Go through the open gate next to the red sign and turn right. Go up the ladder and into the small guard station, then inside the drawer inside the station to find the artifact. Weapon - Stun Bomb - This weapon is right next to the above artifact on top of the counter.
Grabbing this also unlocks the stun bomb crafting recipe. Go back down the ladder and go around the corner ahead and through another gate. Turn left and travel down the winding dirt path until you see a chained gate. Interact with the gate to squeeze through it, only to have a Runner appear. This section is a tutorial on how to use the tall grass as a stealth advantage. Kill the infected, then run to the other side of the tall grass and hop up on a pile of logs.
Use the logs to climb over the wall and down to another tutorial section. This time, the game teaches you about going prone in short grass to stay hidden.
Use the short grass to pick the enemies off one by one, or alternatively, you could just quietly make your way over to the large metal platform in the corner. The choice is yours. Either way, climb up the metal platform and then go up the stairs until you reach an open window leading into the Synagogue. Go downstairs to the main floor and follow the barred gate on the left all the way across to the other side of the room until you spot a hole in the bars.
Enter through the hole and squeeze through the gap, then turn left and grab the flatbed cart. Push it forward all the way against the bars ahead, then use the cart to climb up and over the bars. Go over to the empty red gas canister to find that the large gas canister is empty. Turn around and use the object in the corner to climb back over the bars.
By now, Dina should be opening the gate on the right. Turn and grab the cart you were moving earlier, then take it out to the main floor. Park it next to the metal shelves to the left, and climb up to the stain-glassed balcony above. Turn left into a side room and open the cabinet inside for some extra dialog, then turn and leave the room.
Go the corner of the balcony to find a cord you can grab on to. Use the cord to swing over to the adjacent balcony. Artifact - Rabbi Saunders' Letter - Before leaving through the large open window, go to the other end of the balcony and into the Rabbi's office. Go to the other side of the desk in the middle of the room and open the drawer to find this artifact.
Journal Entry 6 - Turn away from the desk and look at the wall behind it to find a calendar. Interact with it to unlock this journal entry. Exit the office, hop through the large open window, and make your way back down to the ground.
Head through the next couple of open gates ahead and jump back onto your horse. Trading Card - Doctor Uckman - Face away from the Synagogue and look straight ahead to spot a series of still-standing concrete beams forming what remains of the corner of a building.
Go up the stairs at the base of the ruined building, then smash the windows in the corner. Turn right and leap over a gap, then turn right at the end and continue climbing until you reach a makeshift desk with this trading card sitting inside the left side cabinet. Training Manual - Crafting - Go around the destroyed corner building you are at now and go north for a short while the destroyed corner building will be on your left. Look right and you'll spot an exit ramp sloping downward.
Go over to the green military truck and jump off the back of it over to the ruined stretch of raised highway. Turn right and go over to the fire truck. Feel free to open the small metal shutter at the right rear corner to find a hatchet. Continue on to the end of the fire truck and grab the fire hose on the ground. Fall off the end of the highway and rappel down to the bottom of the hose.
Don't drop down to the ground yet; instead, swing over to the large chunk of fallen highway and enter into the back of the overturned truck nearby. Inside the truck, you'll find a generous amount of resources as well as this training manual. You now have the ability to upgrade more of Ellie's abilities! Artifact - Note to Informant - Leave the truck and make a sharp right to head due north use your map to get your bearings. Follow the river upstream until you reach an open water-filled area with a security in the middle of it with the word "fascists" written on the side of it.
Open the back of the truck to find a bunch of FEDRA corpses as well as this artifact on the floor in the middle of them. Go up the grassy hill until you're at the top, near the courthouse. Make a left and go past a small flatbed military truck, then turn right through a short tunnel. Follow the ivy-covered building on the left until you see some stairs. Climb up the stairs then turn and follow the small balcony until you see a small green cabinet on the ground.
In front of the cabinet, you'll see another satchel; inside the satchel is this artifact. Artifact - Street Drawing - Go back down the stairs, then make a left and follow the grassy street as it slopes downward. Turn left at the overgrown intersection and climb up the ladder at the military checkpoint ahead.
At the top of the ladder, turn right and enter the second guard station, then open the drawer inside to find this artifact. Journal Entry 7 - Without moving from the spot where you found the above artifact, interact with the open window right in front of Ellie to jot down this next journal entry. Workbench 2 - Face away from the guard station with the artifact and journal entry, then turn left.
Go forward and head into the FEDRA tent up on this plateau to find not only some very generous amounts of parts and resources, but a workbench in the corner as well. Use the workbench to ensure it counts toward the trophy progress, then upgrade as you see fit. Safe 3 - Facing the workbench in the FEDRA tent, turn 90 degrees to the right and go out the exit at the far end of the tent.
Go through the opening in the barbed wire fence in front of you and drop down a couple ledges to the ground below. Go forward to the left side of the brown delivery truck, then make a left turn at the truck and you'll see a checkpoint with a sign reading "GATE WEST 2". Squeeze through the gap to the right of that sign, go forward past the military truck, then turn right to find some stairs leading to a safe.
The writing on the wall near the safe should give you a clue as to its combination, which is in the Checkpoint Gate Codes artifact you found much earlier. To save you time, enter as the combination code to unlock the safe. Trading Card - Flo - This trading card is inside the safe you just opened, along with some awesome resources. Trading Card - Das Wort - Leave the Gate West 2 checkpoint and return to the intersection near the brown delivery truck.
Turn right so you're facing the checkpoint ahead with the Synagogue further away behind it. Head over to the ladder we used earlier and climb it to reach the top of the checkpoint. This time, make a left over some wooden planks and follow the ledge right until you reach a large open window, leading into the Valiant Music Shop.
Head inside and go downstairs. Go behind the main checkout counter and open the drawer at the right end to find this trading card inside. Note: If you want to experience an optional scene, go into the room at the top of the stairs.
Face away from the ladder and go forward along the street again. Go to the very end of the street you'll pass the courthouse on the right and go over to the tall red-brick corner building at the intersection.
Go to one of the windows under the blue awning and smash it. Go through the smashed window to find this artifact on the corner of the counter. Trading Card - Big Blue - Go behind the counter and to another counter along the right wall with coffee and espresso machines on top of it.
Open the left-hand drawer of this counter to find another trading card. Artifact - Pet Store Key - Continue to the back of the coffee shop to find a closed door.
Open it for a jump scare; take out the Runner that shows up, then head inside the bathroom. Go over to the baby changing station to find this artifact, which we'll actually use shortly. Leave the Viewpoint Hotel Coffee Shop through the open window you entered through, then turn left up the grassy, sloping street.
Go to the very top of the street, keeping the courthouse to the right, then turn right at the intersection. Follow the street for a while you'll pass a FEDRA truck and a checkpoint on the right until you arrive at another red bricked building. Turn right at that writing and go down the alleyway. Before you reach the end of the alleyway, look left for a door you can unlock with the Pet Store Key artifact you found a few moments ago.
Enter inside. As soon as you open the door, turn 90 degrees left and look on top of the large office printer to find this artifact. Weapon - Long Gun Holster - Go through the open doorway at the back left corner of the room and pick this item up off the counter. This upgrade to your arsenal allows you to quick select between two types of equipped long guns.
Very handy! Well, we've been avoiding it up to this point, but it's time to visit the courthouse. Gather up the helpful supplies scattered around the perimeter of the pet store, then exit the way you came in. Once you're back in the alleyway, turn right and head up the alley to 6th Avenue. Make a left up the street and follow it along until you see green FEDRA flatbed truck we've passed by a few times.
This time, use the truck to reach the ledge higher up, then look along the right wall of the courthouse to find a window you can open. Head inside and the following trophy should unlock for visiting all areas of Downtown Seattle Sightseer Visit every location in downtown Seattle.
Do note, however, that the above trophy may unlock slightly earlier, depending on which path you took while exploring Downtown Seattle. Once you're inside the courthouse, you'll be faced with a Clicker. Take it out and go through the next room and into a large waiting area with a Runner and a Clicker both shambling around inside. Kill them both quietly, then look down a long hall to spot another Runner hunched over. Kill him quietly, then turn around and go the double wooden doors in the waiting area.
Force open the doors with the help of Dina, then climb down the stairs to the very bottom. Go through the large open doorway into the next room. The soldier on the far right has this artifact in its possession. You should spot a wooden door; unfortunately, it's locked. Fortunately, there's an easy way in. Look to the left of the door for some windows you can smash. Climb through, and the safe is directly under the desk you just climbed over. The code is at the other end of the room on a whiteboard.
Enter to open it up. Artifact - List of Known WLF Agitators - In the same room, open the bottom drawer of the blue filing cabinet just left of the whiteboard with the safe code. Artifact - Lt. Torres' Final Memorandum - You'll undoubtedly see a corpse stuck to the wall with a machete. Take the machete weapon and the corpse will fall, dropping this artifact in the process.
Leave the room and turn right. Keep an eye out for the elevators on the right, then interact with the building directory between the elevator doors. Go to the left elevator shaft and leap over to the cable hanging down.
Use it to safely reach the elevator car at the bottom of the shaft. Drop inside the elevator and force the doors open. Then get ready for a fight. There's no sneaking this time around, so hit the infected that approaches with everything you have. There will be two waves of several Runners and a Clicker. Once they're all down, you'll hear some dialog to signify that the area is safe.
Go to the back right corner to find another fuel tank. Interact with it to fill your container with fuel. With the fuel in tow, look to the left of the two parking garage metal doors leading outside to find a chain. Interact with it to leave the parking garage and return to the outside world. That was certainly a lot of work and exploration, so give yourself a pat on the back. When you're ready to move on, get back on the horse which should be standing conveniently in front of you as you emerge from the parking garage, then take a right and go up the grassy street again.
Take a left and cross the stream, then travel up the hill on the other side. Jump over the barbed wire barricade and keep going in this general direction over a few more barricades until you are back at the empty generator.
Go to the key input left of the gate. Once again, the passcode you need is located in the Checkpoint Gate Codes artifact, but to save you time, enter and the gate will open.
Ride up the street beyond the gate, then jump over the barbed wire barricade. Go around the main fence of the Serevena Hotel to the left and you'll spot an infected hopping over the fence. Follow it over the fence by using the blue trash dumpster as a boost. When you reach the hotel grounds, go forward and into the front entrance. Hide behind an object inside and assess your surroundings using Listen Mode. Like most fights, you can try the stealth route or go loud right away.
Since there are two Runners already coupled closed together having a snack, you might enjoy lobbing a Molotov at them to stir up some trouble. Regardless, once the area is clear, you can better explore your surroundings. Take a look around the room and gather up whatever supplies you find, then look for a door on the right side of the room that's barred from the other side. Interact with the door and Ellie will remove the pipe holding the door in place. Head inside and explore the employee lounge to the left before making your way up the stairs.
Enter the room straight ahead and go into the bathroom for some supplements. Artifact - WLF Recruiter Journal - Leave the bathroom, then cross through the living room into the adjacent room over. Once in this room, look inside the drawer under the TV to the left to find another artifact. Open the nightstand drawer to find a trading card inside. Leave the room through the door at the other end of the room and open the door on the other side of the hall.
Once through the door, you'll see a short scene. When you're in control of Ellie once more, leave through the open doorway and drop down to the street below. Hop on your horse and turn right at the intersection. Follow the street to the end, then interact with the generator while Dina inputs the code to open the gate.
Head through the gate and follow the linear path through the streets until an unfortunate surprise occurs. Ellie will be on the ground; when you gain control of her, crawl forward toward the gun for a scene. When the scene is over, interact with the shard of glass to the right to pull it toward you, then move the to the right and press to grab the shard of glass.
Use to cut yourself free, then quickly charge at the man fighting Dina and attack him to rescue her. Artifact - Leah's Note and Artifact - Leah's Photograph - Both of these artifacts are automatically added to your possession after you've rescued Dina. Once Dina is saved, your first fight with human enemies will begin. Use whatever weaponry you feel comfortable with, and if possible, aim for headshots. This is easier if you're playing on an easier difficulty with aim assist on.
Target an enemy then "flick" the up and fire to score a headshot. This may take some practice, but you'll get there. After the enemies are dead, follow Dina to a set of double doors. Move forward for another fight. This time, you have a slight element of surprise, but it's just as easy to start blasting right away rather than try to sneak around.
Once they're all dead, run down the main hall and make a left into a grassy area. Crouch down to stay hidden and attack the WLF that appear in whatever way you want.
After you kill a couple of them, more will show up. Keep taking them out until the area is clear. Follow Dina up a few ledges until you reach a rooftop. She'll turn your attention to a table with some nice resources, so grab them and get ready for another fight.
More WLF show up. You can engage them or try to sneak past them; it's your call. Since we're using the Invisible While Prone feature, you can easily crawl past them over to the blue door at the far end of the roof. Enter through the door. Artifact - Isaac's Mandate - Turn right once through the door and as you turn left around the corner, look on the left end of the table to the right to find this artifact.
Follow the hall to the end and Dina will point out a high window. Help her open it and Ellie will automatically climb through. Turn right and follow the balcony around the corner. At the end of the balcony, look left to spot a smaller balcony at the next building over.
Make a running leap over to that balcony, then head inside. Trading Card - Cardio - Turn right and you'll spot an overturned couch in the corner. Hop over the couch and enter the door on the right. Search around and you'll find some parts in a closet as well as a trading card in the nightstand next to the bed.
Leave the room and hop back over the couch. Follow Dina out the front door of the apartment, then go down the hall and left into another apartment. Explore every room for supplies, then when you're ready, open the partially-opened door in the entryway to initiate a scene.
Once the scene is done, hop down some ledges and go forward to reach the street. Turn left and follow the street until the iron fence on the right ends.
Make a right at the end of the fence and go forward until you reach an intersection in the alleyway. Trading Card - Kennard Esq. Go into that blue building there's a number 3 by the entrance door and open the drawer of the end table next to the sectional couch to find this trading card inside.
The first puzzle just sets the stage for you. Align the cards so that they're all on your side with no blockers and the combination should score an easy five points. That'll earn you the Skink card. In the second puzzle, you'll see a bunch of the card you just earned, the Skink. The sigil on the Skink card is called Loose Tail: when the Skink is damaged, it moves to the right to get out of the way of the attack and leaves a Tail card behind in its place, which functions as a blocker.
So in this puzzle, if you've got cards that are damaging Skink cards, they're creating additional blockers. You won't see those cards in the puzzle, but you'll have to imagine they're there. In this case, you'll need blockers out of the way as much as possible.
Slide your card to the bottom so it doesn't attack the Skink. Your rewards for completing the second puzzle are the Worker Ant and Ant Queen cards, and you'll want to learn how they work now. Like the Skink, they're relevant to your next puzzle. Yup, the third puzzle has a ton of Ant cards in it. The cool wrinkle with Ants is the bug marker in the place of the Power number on the card.
The more Ant cards in play, the higher the Power number is. Therefore, you need to not only think about the blockers in this puzzle, but how many Ants you're employing on the attack line.
Skinks are also in play here, so the second part of this puzzle is related to positioning. Skinks move to the right and generate a Tail card in their place, but only if there's space for them to move. Keep that in mind as you're figuring out where to place each tile.
You don't need every Ant to get through in this puzzle, so long as the ones that do get through are strong enough. So don't worry about the Skinks in the first two lanes; they're pretty much there to take your Ants out of the fight. What you should be concerned about is the Ant on the far right, which benefits from the Power boost of other Ants, and goes unblocked. Set up the board so that your Ants in the left two lanes face the two Skinks.
Combined with the Ant on the far right, each will have a power of 3. The Skink in the second lane will generate a Tail and move to the third lane if there's space, and if there's not, your Ant card will face a Flying enemy that'll block it. Move the Flying card down into your space and leave the Mighty Leap blocker in the back row--that way, when the Skink takes damage and moves right, your Flying attacker will ignore it and score two points of damage.
Your Ant in the last lane bats cleanup, scoring the last three points of damage you need, thanks to the Power level he gets from his two buddies on the left. Opening the third drawer gets you the Caged Wolf card, which you'll need for further puzzle-solving.
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