Remember: Difference between revisions
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Tearphones (talk | contribs) puzzle elements, summary and hints |
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{{Infobox TTP2 Puzzle | {{Infobox TTP2 Puzzle | ||
|identifier = North 2-8 | |identifier = North 2-8 | ||
|image = | |image = North 2-8.jpg | ||
|area = [[Flooded Valley]] | |area = [[Flooded Valley]] | ||
|puzzletype = [[:Category:TTP2 Main Puzzles|Main]] | |puzzletype = [[:Category:TTP2 Main Puzzles|Main]] | ||
Line 10: | Line 9: | ||
'''Remember''' is the eighth main puzzle in the Flooded Valley area of The Talos Principle 2. | '''Remember''' is the eighth main puzzle in the Flooded Valley area of The Talos Principle 2. | ||
== Puzzle | == Puzzle elements == | ||
{{Puzzle Element List}} | {{Puzzle Element List|Accumulator=true|Blue door=true|Connector=true|Fan=true|Hexahedron=true|Pressure plate=true|Purple barrier=true|Receiver=true}} | ||
==Overview== | ==Overview== | ||
When you enter the puzzle, you find yourself in the first room of a 4-room puzzle. | |||
* Room 1: The starting room, it is L-shaped and has a [[connector]] on the left and a red [[emitter]] on the right. On the far end of the room, there is a red [[receiver]] that controls the [[blue door]] to Room 3. There is an angled [[fan]] with a [[pressure plate]] on it that is pointed to Room 2. | |||
* Room 2: An interior room, it has two [[purple barrier]]s to Room 1, and contains an accumulator. There is another angled fan pointing back at Room 1, with a pressure plate in front. | |||
* Room 3: The rear room: it has a pressure plate in front of a swiveling section of the wall, which has a red receiver on it. | |||
* Room 4: On the left end of Room 3 is a section blocked off by a half-height grate, which as a red receiver that controls access to the [[progress wheel]]. | |||
== Hints== | |||
{{ProgressiveHint|A basic hint|Since the name of the puzzle is ''Remember'', midway through the puzzle, you may have to go back to the beginning and use some part of the puzzle you may have forgotten about.}} | |||
{{ProgressiveHint|If you're having trouble getting started|Remember that lasers can pass through purple barriers. This is useful for both charging and activating things.}} | |||
{{ProgressiveHint|If your equipment is slipping away from fans|A hexahedron provides a stable base for equipment, when trying to push them using fans.}} | |||
{{ProgressiveHint|If you're wondering what the point of the swiveling door is|It allows the blue door between Room 1 and Room 3 to be deactivated from far away.}} | |||
{{ProgressiveHint|A list of major objectives|Charge the accumulator. Get the hexahedron out. Move accumulator to Room 1. Move hex and accumulator to Room 3.}} | |||
== Solution == | == Solution == |
Latest revision as of 00:26, 17 December 2023
Remember | |
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Identifier: | North 2-8 |
Area: | Flooded Valley |
Puzzle Type: | Main |
Previous Puzzle: | Rainbow |
Next Puzzle: | Field of View |
Remember is the eighth main puzzle in the Flooded Valley area of The Talos Principle 2.
Puzzle elements
Overview
When you enter the puzzle, you find yourself in the first room of a 4-room puzzle.
- Room 1: The starting room, it is L-shaped and has a connector on the left and a red emitter on the right. On the far end of the room, there is a red receiver that controls the blue door to Room 3. There is an angled fan with a pressure plate on it that is pointed to Room 2.
- Room 2: An interior room, it has two purple barriers to Room 1, and contains an accumulator. There is another angled fan pointing back at Room 1, with a pressure plate in front.
- Room 3: The rear room: it has a pressure plate in front of a swiveling section of the wall, which has a red receiver on it.
- Room 4: On the left end of Room 3 is a section blocked off by a half-height grate, which as a red receiver that controls access to the progress wheel.
Hints
A basic hint:
[ hint ]
Since the name of the puzzle is Remember, midway through the puzzle, you may have to go back to the beginning and use some part of the puzzle you may have forgotten about.
If you're having trouble getting started:
[ hint ]
Remember that lasers can pass through purple barriers. This is useful for both charging and activating things.
If your equipment is slipping away from fans:
[ hint ]
A hexahedron provides a stable base for equipment, when trying to push them using fans.
If you're wondering what the point of the swiveling door is:
[ hint ]
It allows the blue door between Room 1 and Room 3 to be deactivated from far away.
A list of major objectives:
[ hint ]
Charge the accumulator. Get the hexahedron out. Move accumulator to Room 1. Move hex and accumulator to Room 3.