If you mark an unnecessary place, you will hear a characteristic signal of failure and all marks will disappear. When the slider reaches one mark, it again moves to the beginning. You need to extend this slider to the three places marked with a circle (you have not marked them yet). Holding the lever you make the slider, which is located in the lower left corner of the map, move. You can see in front of the map two levers that are responsible for the coordinates. When you stand in front of the big map, think of the radio messages you hear the whole time in the house. After that, both players go to the room with the great map on the wall. 3 will be musical, and the latter is just with a voice transmitting coordinates. With these buttons, he must build that wave, which the player on top of it is shown in a different color.
“Up” and “Down” are responsible for the height of the wave. Choose a wave on which there will be another line and tell the second player below how it looks and how much it needs to be changed. The player on the roof must select the frequency at which a line of a different color will be displayed on the screen. So one of you stay on top, the other go down in the house. Thats the same that you can find inside the house. Now go on top of the house and you can find a signal transmitter. Our first mission is to find 5 valves to open all doors around the house. Go out of your room and find your friend. We Were Here Forever launches tomorrow, May 10 over on Steam (opens in new tab).You wake up in a small house in the middle of nowhere. I've really enjoyed stumbling through the challenges of Castle Rock with a friend for the past five years, and Forever has so far proved that it isn't out of new ways to serve up the same tricks. There may yet be some frustrating bits in Forever that I've yet to see-more timed stuff, I'm sure-but Total Mayhem Games has really nailed what it does best on this one. Morgan and I spent two hours playing (the length of the entire first, still free, game) and made just a dent in our escape. I'll leave you without spoiling the solutions to any of them, though you are welcome to borrow our excellent shell names if you like. If you've played the last three, Forever pulls a lot of familiar tricks: many puzzles rely on symbols, a love of film reels returns, and medieval weaponry gets its due too. The shell contraption and trap door game board both showed off how We Were Here has reached the peak of its co-op puzzling concept for now. Luckily for both of us, navigating the trap doors with a helmet, sickle, dagger, and other medieval gear was less annoying than the constantly-changing labyrinth of We Were Here Too. I was put in charge of guiding him through safely, and of divining which spaces were safe at all based on a row of symbols visible only from my perch in the stands.
I have not-so-fond memories of timed challenges in the series' history, and I instinctively feared the worst when I realized that Morgan had wound up beneath me in a checkerboard of trap doors with giant symbols on them. Just before we put We Were Here Forever down, conscious as we were of wanting to save plenty to experience with our other pals, we came across a gauntlet of timed navigation puzzles familiar from past games. In the end, switching jobs and getting a fresh look at the scarce information given to us is how we solved it, a convenience that We Were Here games don't often allow. Even more handily, we were at a point in the game where we could decide to swap sides and tackle the device in different roles.