I might have forgotten to fix it in place, in which case ... yeah - probably :)
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bump as I am still (metaphorically) scratching my head over how to get in the comms door or the locker with the hints hmmm. thanks for yet another jaw-dropping amazin puzzle :)
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the padlock on the comms door ... give it some tough love
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Ok, can anyone tell me how you broke the padlock? Or with what? Didn't break under hits, saying not sufficient force. And whenever I tried to use the canister to hit it, the keyword didn't register.
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ok so you needed to enter armory before it?
what was the sequence then? found the logistics key on the corpse and opened said door after filling and turning the generator on. read the note and took the pencil and then i got stumped.
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FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU-
I saw that, tried to pull it off and then walked away. the one thing i didn't do was check it.
thanks.
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Now that it's over, can anyone let me in on how you decoded the notebook cipher and the cardboard card?
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notebook = ciphertext
card = square grid
keyword (also from card) = wanderlust
CREDIBLEPARANORMALTHREATREPORTEDSTOPEVACUATEIMMEDIATELYSTOPLEAVEINIUREDBEHINDSTOPSECURITYSEALONEOSEVENNINESIXNINETWOONEOFOUR
code = 1079692104
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Have no idea how I didn't get this, I was all over that decode website and somehow didn't find this one even though I used the "cipher identifier". It clearly IDs this as the correct cipher now, but when I did it then, apparently I missed it or it didn't present that one.
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well, since no one is asking: how did you get out of the first few rooms? i got my file from the medic place, but then there was also the killey thing in the corridor. i wanna hear the solution and feel dumb!
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You just had to check every room. It was close to the start and you could enter it without the killey thing coming for you. For every step on the corridor, there were one or two rooms to the west and east.
From the starting room: e, s, e, take canister, n, fill canister with fuel, s, fill generator with fuel, switch on generator
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"I understand this is your first assignment as a passenger?"
"Yes, sir."
"Alright - there's no need for concern. Remember, it's just a mind link across time. We'll place your consciousness into a quantum state that resonates here and there at the same time. You'll be an observer sitting in somebody else's mind - all while soundly asleep in our lab. To you it will feel like a very vivid lucid dream - and our computers will record all of it - so we can understand past people's actions better."
"That's understood, sir. I graduated with honors from the academy, sir."
"Good, good."
"Who is our mark, sir?"
"Aah, yes, good question. We have identified a WW1 soldier who we suspect has managed to leave a sealed bunker all on his own some time in 1916. We don't have all the details - the bunker got destroyed in later skirmishes, but our eggheads think there is a credible report of 'paranormal activity' related to the incident. They say it'd be best if we knew for sure what was going down then. Every time credible 'paranormal activity' events are identified, our security chiefs get antsy. We got a lock on the person in question. And you'll be the one looking through his eyes to tell us what was going on."
"Alright, sir. Thank you."
"Your time slot is at 0730 sharp tomorrow - lab 21C."
"Yes, sir".
"That's all. Dismissed"
You do show up at the lab next morning. Strapping into the quantum resonator and running through the checklist with the doc takes forever - but better safe than sorry. These checklists are there for a reason. Having your mind stretch across a micro-quantum time-gate is nothing to be trifled with - if you want to keep your sanity after the trip.
Their sedative drips are quite something too. They tell you to count down from 100 to 1 and by the time you reach 95...
PS: For Amnesia: The Bunker, Level 2+, no regional restrictions
PPS: Feel free to discuss what happens in-game - but keep anything you might be doing out-of-game confidential.
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