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Stray: Chapter 6 – The Slums (Part 2) Walkthrough

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Stray: Chapter 6 – The Slums (Part 2) Walkthrough

In this guide, we’ll be telling you the walkthrough of the 6th chapter of the Stray game.

Chapter 6 – The Slums (Part 2)

Chapter 6 will start in Momo’s place and he left a note on a TV that he has taken all of his equipment and gone to the bar. B-12 will open the window with the code provided in the note Momo. Go outside the window and then jump into the bucket. Go straight down from the bucket roof and you’ll see Momo standing outside the bar. Go inside the bar and sit with Momo. Momo will succeed in making a contact with the outside world and the person he’d make a contact with would be Zbaltazar. He’ll become happy that all of his friends are alive and Zbaltazar will tell Momo that to get to the outside world, you’d have to go through the sewers. There’ll be a person name Seamus in the bar that will tell you that sewers are filled with zurks they will eat you alive. The bartender will tell you that the Doc was the father of Seamus and he never came back when he left to test his weapon on zurks. Momo will go to Seamus’s home to try to talk to him but he doesn’t want to talk about it, Momo will give him the Notebook of Doc and tell him to find the secret lab in the apartment because that is where the Doc must have built the weapon to fight the zurks. Momo will open a way for you to go inside the apartment and talk with Seamus.

Where to find & Open the secret lab in Stray

Go inside the apartment and talk with Seamus and show him the Doc’s Notebook. Then you’ll need to find the secret lab in his apartment. To find the secret lab, jump on the table and interact with the first picture on the wall to reveal the digital lock. Then go to the last picture above the table and interact with it to reveal the hint for the code. The hint is “Time will tell”, then you need to look at the clocks on the wall where Seamus was sitting. The time on the clocks will be 2,5,1,1. Enter the “2511” code on the lock and the secret lab will open. Go into the lab and you’ll find out some information about the zurks weaknesses. You need to jump on the stool on left near the zurk weaknesses board and then jump on the shelf. Push the box on the shelf down and you’ll find the Broken Tracker. Talk to Seamus and show him the Broken Tracker. He’ll tell you that my father used to locate me with this and maybe we can reverse it to see his location. Then go outside the Seamus house and back to the bar to talk with Momo. Go and tell Momo that you have to find the secret lab and show him the Broken Tracker, he’ll tell you to ask around the bar. Ask the bartender and show him the broken Tracker, he’ll tell you that he knows a person who can fix this. He’ll tell you to go to Elliot’s place near Grandma’s shop.

Stray: Chapter 6 – The Slums (Part 2) Walkthrough

To get to Elliot’s place, go left from the bar and as you turn right, the first door on the right side of the street is Elliot’s place. To get inside Elliot’s place, scratch on the door and a robot will open the door and you can go inside the place. Go up the stairs and you’ll find Elliot. Talk to Elliot and show him the Broken Tracker. He’ll tell you that he is sick and he can’t focus on the work until he gets a blanket to warm himself. You need to get a blanket for Elliot. Go to the left side and lift up the curtain of the window by scratching it. Go outside and you need to talk to Grandma. Grandma is in the same street as Elliot. Just go down the street and the last shop is Grandma’s. Talk to her but she will tell you that she needs an Electric Cable to stitch the clothes.

To get the Electric Cable, you need to buy it from Azooz. He sells different products in the Slums. He’ll sell the Electric Cable to you for 1 Super Spirit Detergent. You can get the Super Spirit Detergent from the laundry. But the robot in the laundry will not open the door if you scratch on it. He’ll say that keep the paint away from my troops. There are two robots working on the roof of the laundry with the paint. You need to go on the roof of the laundry where a robot is throwing cans of paint at the other robot. Don’t talk to the robot, just interact with it and you’ll get the option to “Meow” as he is about to throw the paint. Press the key as soon as it highlights and the robot will drop the paint can and the laundry owner will come out. Go down from the roof and get into the laundry shop. Take the detergent from the table on the left of the main door. Go back to the Azooz and buy the Electric Cable with the Super Spirit Detergent. After that, go to the grandma’s shop and give her the Electric Cable and she’ll sew a blanket. Take the blanket and go back to Elliot’s place and give him the blanket.

He’ll fix the tracker and then you need to go back to Seamus to tell him that you’ve fixed the tracker. Give him the tracker and he’ll get a ping on Doc’s location. Follow Seamus and he’ll go out of the Slums and tell you that he can’t run fast like you and he’ll give you his badge so the Doc will recognize you as a friend. Go outside the door and the next chapter will start.

Guide

Dead Space: How to Get the Flamethrower

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Dead Space: How to Get the Flamethrower

There are a lot of different items as well as weapons that players will find throughout their gameplay. All weapons can be used to take down Necromorphs in some way and one of the early weapons that players can find in the game is Flamethrower.

In this guide, we’ll tell you how to get the Flamethrower in Dead Space.

Flamethrower Location

Flamethrower is one of the early weapons in Dead Space that players can get in the 3rd Chapter: Course Correction. Flamethrower can be found in the Engine Room which can be reached after players have unlocked Airlock 2.

Getting the Flamethrower

After starting the Centrifuge, go back to the Control Room through the Decontamination Chamber to get to the Zero-Gravity area. You can use the Locator to easily get to the location. Once you are in the zero-gravity area, you need to use Stasis on the spinning fans and go between the fans. Use the breaker and activate Airlock 2 to open the other door. Now, go back on the platform and open the airlock.

Shoot the glowing orange part in front to explode the tentacle and go to the Engine Room. As you go inside the Engine Room, you will get the Flamethrower.

Equip Flamethrower

After picking up the Flamethrower, it will be stored in your inventory. You will have to equip the Flamethrower in order to use it. To equip the Flamethrower, follow the following steps.

  • Press the Triangle Button to open the Inventory.
  • Select the Flamethrower and select it to see the Equip Option.
  • Press the X Button to equip it and then select the space that you want to allocate to the Flamethrower.

Flamethrower will be equipped and you can press the Directional Buttons to pull out the weapons that are currently equipped in the slots.

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Guide

Dead Space: Chapter 3: Course Correction – Walkthrough

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Dead Space: Chapter 3: Course Correction – Walkthrough

In this guide, we’ll be covering the third chapter (Course Correction) of Dead Space.

Course Correction – Walkthrough

The Third Chapter will begin at the Main Hangar Bay of USG Ishimura. You will get to use your suit’s thrusters to fly through the area. Use the Locator to reach the Engineering Deck before your oxygen tank runs out. Once you are in the Engineering Deck, use the Control Console to see the Diagnostic Report. You will have to refuel the Engines in the South, refuel the Engines in the North, and fix the Centrifuge.

At first, you will have to refuel the Engines in the South. Use the Locator and follow it to reach the Refueling Control Stations. Stay on the left side and you will see a platform ahead. Use the Kinesis Module to pull the Platform towards you. Use the Switch to travel to the other side. Kill the Necromorphs and head up the stairs to get the Fuel Station Keycard. Now, go back down to use the Keycard to enter the Fuel Management Room.

You need to use the Circuit Breaker on the right side and turn on the South Refuel Station. You can turn on another function through Circuit Breaker. If you turn on the life support, you will not have to worry about your oxygen level. However, the lights will go dark. Choose the one that you are comfortable with and then use the Locator to reach the platform with the refueling system. Once there, use the Kinesis Module to lower the lever to fill the fuel in the South Engine. Now, go back to the Platform by which you came here. Use the Locator if you are having trouble finding the platform.

Activate the platform and go to the other side to refuel the North Engine. Use the Locator to reach the refueling system of North Engine. Once again, use the Kinesis Module to lower the lever to refuel the North Engine. Now, you need to restart the Centrifuge. Go back to the Control Room to reach the elevator that will take you down to the Centrifuge. Before you go ahead into the Centrifuge area, make sure to grab some loot in the storage room when you come down from the elevator.

Make your way into the Decontamination Chamber to start the Decontamination Sequence. You will have to wait for the sequence to complete until then, you will get to kill some enemies. Once the sequence is completed, leave the decontamination chamber from the opposite door and enter the Centrifuge. Go to the right side to reach the zero-gravity area. You will have to attach two generator modules to the mechanism in the middle.

In order to join them, you will have to use Stasis at the spinning part of the module and then use the Kinesis Module to attach them to the mechanism. Attach both of the generator modules one by one and then go to the Centrifuge Control Panel to start the Centrifuge. Now, head down by using the elevator and go along the path but be careful of the spinning arm of the Centrifuge. Make sure to stay on each space in the path to easily reach the other elevator. Use the Elevator to go up and enter the door to exit the vacuum.

You will be grabbed by a Tentacle and you will have to shoot the glowing orange part of the Tentacle to explode the tentacle into pieces. Now, go back to the Control Room through the Decontamination Chamber to get to the Zero-Gravity area. You can use the Locator to easily get to the location. Once you are in the zero-gravity area, you need to use Stasis on the spinning fans and go between the fans. Use the breaker and activate Airlock 2 to open the other door. Now, go back on the platform and open the airlock.

Shoot the glowing orange part in front to explode the tentacle and go to the Engine Room. As you go inside the Engine Room, you will get the Flamethrower. To use the Flamethrower, you will have to equip it in one of the slots. Go ahead on the path to reach the other side. Go to the elevator and use it to go down to the lower level. Go right and shoot the orange part of the tentacle to clear the path. Go ahead along the path to get to the elevator. Use the elevator to go further down. Here you will fight a new type of Necromorph. Kill the enemy from the range because it will explode and then use the Flamethrower to take out the mini-necromorphs.

Now, use the Stasis on the door to get through it. Kill the enemies on the way and then go inside the Engine Room. Clear the room with the enemies and then go to the end of the room to see the red socket. Go up the ramp in front of the socket and you will find the Power Cell. Use the Kinesis Module to place the Power Cell inside the Red Socket. The Ignition System will be initiated and you need to go to the control panel up on the first ramp. When the engines are ready, interact with the control panel to confirm the ignition.

After that, you need to return to the Tram Station. Use the Locator to go through the Control Room and reach the Tram Station. Once you are at the Tram Station, board the tram and select the Bridge as your destination. Getting to the Bridge will conclude the third chapter and the fourth chapter will start.

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Guide

Dead Space: How to Get Shock Pads

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Getting Shock Pads

Dead Space has a lot of different puzzles in the game that players will have to solve in order to progress through the game. In the second chapter of the game, players will have to make an explosive charge and use it to open the path to the Emergency Room. To make the charge players will have to get the Shock Pads.

In this guide, we’ll tell you how to get the Shock Pads in Dead Space.

Shock Pads Location

The Shock Pads for the Hydrazine Explosive Charge can be found in the Limb Simulation Therapy. Players will be able to get to the Limb Simulation Therapy by reaching the Main Lab. Main Lab can only be reached once players have obtained the Hydrazine Tank.

Getting Shock Pads

Once you have obtained Hydrazine Tank, go back to the vacuum area and you will get to use the booster in the vacuum area as well. Go up in the vacuum area and go to the Coolant Pipelines. Make your way to the Security Station by following the Locator and then you will get to Research Wing where you will get to use Stasis on a door to cross through it.

Go into the Main Lab and the quarantine will come back online. You will have to kill the Necromorphs and then use the elevator to get to the lower level. There will be some more Necromorphs so, kill them as well. The quarantine will be disabled and all the closed doors will be opened.

Use the Locator and follow it to reach the Biological Prosthetic. You will get to kill a new type of enemy here. Kill the enemy and then go up the elevator and kill a couple of more. Go through the door to reach the Limb Simulation Therapy. Here you will find the Shock Pads. Switch off the shock Pads by using the Circuit Breaker and activate the door to grab the Shock Pads.

After obtaining the Shock Pads, you will have both the items needed to make the charge. You will have to return to the Security Station by following the Locator and plant the Explosive charge to make the path to reach the Emergency Room.

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