Painkiller Redemption Walkthrough

Note that unlock all sorts of things like,. We've noted those below.Before getting started, don't miss:. Everything you need when you're getting started. To learn how cheats work. To brush up on things RDR2 doesn't tell you, like.There are nearly 80 main story missions in 2. Click on a mission name to get started.RDR2 Missions Jump to:Missions After a failed robbery, the gang has fled from into the, but a late spring storm has left them half frozen and starving.

Chapter 1 Level 1 - Cemetery, Level 2 - Atrium Complex, Level 3 - Catacombs, Level 4 - Cathedral, Level 5 - Enclave (Boss: Necrogiant) Chapter 2 Level 1 - Prison (Nightmare difficulty or above), Level 2 - Opera House, Level 3 - Asylum, Level 4 - Snowy Bridge, Level 5 - Town, Level 6 - Swamp.

They are holed up in an abandoned mining town, licking their wounds and awaiting a break in the weather. Unlocks the open worldMissions After a break in the weather, the gang has headed down from the mountains, and is now hiding at. Unlocks and the Map.

If you hunt the bear, you'll want to trade the to a. Unlocks and. Unlocks to sell. Unlocks and Fishing Pole. Gold barMissions The gang got run out of after an altercation with the railway magnate, who has grown tired of having his trains robbed by gangs of outlaws. Afraid that the routes westward were were being watched by Pinkterton agents, the gang moved south and east and are now hiding at, near the town of.

Unlocks horse. Makes fire bottles purchasable at Fences. Unlocks, and better at Scarlett Meadows Stable and StableMissions Things ended poorly in. The Pinkertons showed up again, and little was kidnapped. The crew becomes involved in. The bank robbery in was a disaster. The gang has been almost destroyed, several members were killed and arrested.

Everything seemed lost.Missions The gang, or what is left of it, were reunited at Lakay, but was quickly assaulted by a squad of Pinkertons.Missions The epilogue occurs a few years after the end of 2. Blackwater is no longer off limits, and better can be purchased at Blackwater Stable. You'll have access to all of Arthur's and after this mission.Missions.

Welcome to the Walkthrough.Cure a deadly virus that causes patients to suffer endless nightmares!Whether you use this document as a reference when things get difficult or as a road map to get you from beginning to end, we’re pretty sure you’ll find what you’re looking for here.This document contains a complete Redemption Cemetery: Night Terrors game walkthrough featuring annotated screenshots from actual gameplay!We hope you find this information useful as you play your way through the game. Use the walkthrough menu below to quickly jump to whatever stage of the game you need help with.Remember to visit the if you find you need more help. Have fun!This walkthrough was created by Nina de Boo, and is protected under US Copyright laws. Any unauthorized use, including re-publication in whole or in part, without permission, is strictly prohibited. Walkthrough Menu.General Tips.

This is the official guide for Redemption Cemetery: Night Terrors. This guide will not mention when you have to zoom into a location; screenshots will show each zoom scene. The screenshots will show where to play Hidden-Object Puzzles (HOP).

This guide will give step-by-step solutions for all puzzles that are not random. Read the instructions in the game for each puzzle. Inventory items marked with a red skull need to be combined with other items or otherwise altered.Chapter 1: Jane. Play the message (A).

Play the video (B). Take the PLIERS; look through the gate (C). Take the NAIL, WING and map with the PLIERS (D).

Place the WING; receive the FISH BONES (E). Place the FISH BONES; read the note and take NIKOLAS’S DIARY and the ULTRAVIOLET FLASHLIGHT (F). Take the MEDALLION (G).

Open NIKOLAS’S DIARY with the MEDALLION; take the BATTERIES. Open the ULTRAVIOLET FLASHLIGHT, remove the batteries and place the new BATTERIES.

Replace the cap. Interact with the shadow (H). Take the wire and turn it into a CLIP (I). Use the ULTRAVIOLET FLASHLIGHT; enter 14685 (J). Go forward. Try to go forward. Open the notebook for a HOP (K).

Receive RUBY 1/3. Take RUBY 2/3 (L). Try to go forward. Take the STRANGE KEYS (M).

Place the STRANGE KEYS; select and use the top left key (N). Take the LADDER (O). Walk down. Place the LADDER. Take the SCREWDRIVER (P).

Place the STRANGE KEYS; select and use the correct key (Q). Remove the tarp and play the HOP. Receive RUBY 3/3. Go forward. Place the RUBY. Talk to the ghost (R). Take FUSE 1/3 (S).

Use the SCREWDRIVER twice (T). Take the GOLD SKULL (U).

Walk down. Place the GOLD SKULL; take the SCISSORS and FUSE 2/3 (V). Go forward. Take the MAGNET EARRING with the SCISSORS (W). Take FUSE 3/3 from the MAGNET EARRING. Place the FUSE for a mini-game (X). Go forward.

Try to interact with Jane (Y). Remove BUTTON 6 with the NAIL (Z). Place BUTTON 6.

Open the note and take COIN 1/3. Take the PURSE (A). Open the PURSE. Open the zipper with the CLIP and take COIN 2/3 and the code. Enter 0816 (A). Talk to Jane for a mini-game. Solution (B).

Interact with the door (C). Take COIN 3/3 (D).

Place the COIN and push 3c. Take the BALL (E). Place the BALL for a mini-game (F). Go forward.

Try to go forward. Open the chest; take SILVER DISC PART 1/4 (G).

Look through door 201. Take the WHITE CHESS KEY and BLUNT DAGGER (H). Read the note. Place the WHITE CHESS KEY; take the PENCIL and RIPPED POSTER (I). Restore the RIPPED POSTER (J). Take the POSTER CODE (K). Place the POSTER CODE.

Enter the code and push the button (L). Go into room 201. Try to walk forward. Interact with Jim (M).

Answer the phone. Slap Jim. Answer the phone. Take COIN 1/5 (M). Take the GREEN LIQUID and take SILVER DISC PART 2/4 from the top secret file (N).

Take COIN 2/5 (O). Take the COIN PURSE (P); take SILVER DISC PART 3/4 (Q). Open the COIN PURSE and take COIN 3-5/5.

Walk down twice. Place the COIN, push 5c and take the CUP OF WATER (R). Go forward twice.

Use the CUP OF WATER; answer the phone. Take SILVER DISC PART 4/4 (S). Place the SILVER DISC PARTS for a mini-game (T). Solution: (1-4)-(2-3)-(1-5)-(1-2). Take the SOCKET WRENCH and INJECTION GUN (U). Use the SOCKET WRENCH and take the BLUE LIQUID (V). Place the GREEN LIQUID and BLUE LIQUID on the INJECTION GUN for a mini-game.

Select blue twice, green once and white three times. Take the EPINEPHRINE GUN (W). Use the EPINEPHRINE GUN.

Take the SOUL SPHERE (X). Answer the phone. Walk down twice. Answer the phone.

Place the SOUL SPHERE for a mini-game (X).Chapter 2: Jim. Talk to Jim (Y).

Take the WOLF PATTERN (Z). Place the WOLF PATTERN for a mini-game (A). Take the WOLF MEDALLION (B).

Take the GRINDSTONE (C). Use the GRINDSTONE on the BLUNT DAGGER; take the SHARP DAGGER. Use the SHARP DAGGER and remove the tarp for a HOP (D).

Use the PENCIL and receive the SHIELD CODE (E). Place the SHIELD CODE and turn the lock pieces (F). Take the BIRD MEDALLION (G). Place the WOLF MEDALLION and BIRD MEDALLION (H).

Go forward. Try to go forward. Interact with the Night Terror (I). Talk to Nikolas (J).

Take BLUE SKULL 1/5 (K). Take the LEVER (L). Take SIGNET 1/3 (M). Go right. Take the SEAL (N).

Take the SAW and SHACKLES (O). Take SIGNET 2/3 and the KEY (P). Walk down. Place the SEAL (Q) and take FRESCO FRAGMENT 1/2.

Use the KEY and take the LOCK and CHAIN (R). Attach the CHAIN to the MAGNET EARRING to get a CHAIN WITH HOOK.

Use the SAW and CHAIN WITH HOOK and take the EMPTY BUCKET (S). Go right. Use the LOCK (T) and SHACKLES (U). Use the EMPTY BUCKET to get a BUCKET WITH WATER (V). Walk down. Use the BUCKET WITH WATER.

Play the HOP (W). Go left. Play the HOP (X). Receive the BLACKSMITH PLIERS. Take the STICK (Y).

Take RED SKULL 2/5 and FRESCO FRAGMENT 2/2 (Z). Walk down. Play the HOP (A). Receive an EMPTY POUCH. Take the FIERY HAMMER with the BLACKSMITH PLIERS.

Use the STICK to get a BURNING STICK (B). Take some GUNPOWDER with the EMPTY POUCH (C).

Go right. Place the FRESCO FRAGMENTS for a mini-game (D). Solution: 10-12-E-5-6-7-E-1-2-3-8-E-4-9-11.

Open the box and take the WICK. Use the PENCIL, remove the wax and take BLACK SKULL 3/5 (F1). Place the FIERY HAMMER to get a HAMMER HEAD (F2). Walk down and left. Place the GUNPOWDER, WICK and HAMMER HEAD. Use the BURNING STICK (G). Play the mini-game (H).

Receive a HANDLE. Go forward. Interact with the Night Terror (I).

Interact with him again for a random mini-game. Talk to Nikolas (J). Take the EVIL SPHERE (K). Take the GOLD MEDAL, place the HANDLE and take the WIRE CUTTERS (L).

Walk down. Play the HOP (M). Receive GREEN SKULL 4/5. Place the GOLD MEDAL; take the WIRE CUTTERS PART (N).

Attach the WIRE CUTTERS PART to the WIRE CUTTERS. Go forward.

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Use the WIRE CUTTERS (O). Talk to Jim; take SIGNET 3/3 (P).

Walk down twice and go right. Place the SIGNET and take the MACE (Q).

Walk down, left and forward. Use the MACE. Take SILVER SKULL 5/5 (R). Walk down twice. Place the LEVER.

Place the BLUE SKULL (S).Chapter 3: Sarah. Answer the phone. Answer the phone again. Take the BUNCH OF KEYS (T).

Play the mini-game. Cam #3 (U); cam #4 (V); cam 5 (W).

Go forward and through the door on the far right. Talk to Jane (X). Receive JANE’S KEY PART. Take the RADIATION SIGN and JANE’S KEY from the folder (Y).

Combine JANE’S KEY with JANE’S KEY PART. Take the ISOLATION KEY. Walk down twice.

Use the ISOLATION KEY (Z). Go left.

Take the SMALL KEY (A). Place the BUNCH OF KEYS; find and place the correct key and open the lock (B). Take the AMMONIA from the drawer. Move the rag and take the MUSICAL NOTE KEY (C). Take the CLIP and BRAIN SIGN from the folder (D). Use the SMALL KEY, read the notes and take the FLOPPY DISK (E). Place the FLOPPY DISK and zoom in for a mini-game (F).

Take the PATIENT CODE. Walk down, forward and right. Use the CLIP; take the SCALPEL and BANDAGE (G). Place the MUSICAL NOTE KEY; take the ACID (H).

Walk down twice and go left. Use the SCALPEL, open the box and take the BLOOD SIGN (I). Place the BRAIN SIGN, RADIATION SIGN and BLOOD SIGN for a HOP (J). Receive a FIRST AID KIT. Place the PATIENT CODE on the FIRST AID KIT and enter the code.

Place the ACID, AMMONIA and BANDAGE and remove all the caps. Put the ammonia, water and acid in the well and use the bandage.

Receive a CLOTH WITH AMMONIA. Walk down, forward and right. Use the CLOTH WITH AMMONIA. Take SARAH’S SOUL SPHERE (K).

Walk down twice. Place SARA’S SOUL SPHERE for a mini-game (L). Try to go forward. Take the LAMP (M) and STEEL EYE (N).

Take the CLIP and remove the note (O). Take the INSECT SPRAY. Use the CLIP and take the GAS BURNER (P).

Take the TRIANGLE (Q). Place the TRIANGLE and STEEL EYE (R). Go right. Use the INSECT SPRAY. Place the LAMP and take the FREEZER HANDLE and FUEL TANK (S). Take the CHILD’S RAKE (T). Take the PROPELLER; use the CHILD’S RAKE and take the SCOOP (U).

Walk down. Place and pull the FREEZER HANDLE (V). Play the HOP (W).

Receive the NOZZLE. Use the FUEL TANK on the GAS BURNER and place the NOZZLE. Use the GAS BURNER on each knife (X). Go left. Try to go forward. Take the SCOOP HANDLE (Y) and STEEL FEATHER 1/2 (Z).

Place the SCOOP HANDLE on the SCOOP and use the GAS BURNER. Walk down. Use the SCOOP; take the DOOR HANDLE (A). Go left. Place the DOOR HANDLE (B) and zoom in for a mini-game (C).

Go right. Take the MERCURY SYMBOL (D).

Walk down twice. Play the HOP (E).

Painkiller

Receive the KEY. Place the MERCURY SYMBOL (F); take the HOOP (G). Go right.

Use the KEY and take the LOCK. Use the GAS BURNER; receive the CORN COB (H). Walk down. Use the CORN COB; take STEEL FEATHER 2/2 (I). Go left. Place the STEEL FEATHER; receive the SHOTGUN (J).

Go right. Use the LOCK (K). Place the HOOP; take WOODEN GEAR 1/3 (L). Take MUSICAL NOTE 1/4 (M). Take WOODEN GEAR 2/3 and the FIRE EXTINGUISHER (N). Walk down twice and go right.

Take down the DUCK with the SHOTGUN (O). Go down and left. Place the DUCK (P); take the SNOW SPHERE and WOODEN GEAR 3/3 (Q). Place the WOODEN GEAR and pull the chain (R). Go forward.

Talk to Sarah. Take the SAFE CODE (S). Open the drawer and take the CONE, DAGGER 1/2 and PLANE (T). Place the SNOW SPHERE and take MUSICAL NOTE 2/4 (U).

Attach the CONE to the FIRE EXTINGUISHER. Walk down and right. Use the FIRE EXTINGUISHER; take DAGGER 2/2 (V). Place the DAGGER; take MUSICAL NOTE 3/4 (W). Walk down.

Place the SAFE CODE; take the AIRPLANE WING and NOTEBOOK (X). Place the PROPELLER and AIRPLANE WING on the PLANE. Go forward. Use the PLANE (Y).

Open and take MUSICAL NOTE 4/4 (Z). Place the MUSICAL NOTE on the NOTEBOOK for a mini-game (A). Take the SHEET MUSIC. Give the SHEET MUSIC to Sara (B). Zoom in for a random mini-game (C). Receive EVIL SPHERE 2/3.

Take the M SIGN (D). Walk down. Place the M SIGN (E). Go left.Chapter 4: Kate. Try to walk forward. Read the message (F). Play the HOP (G).

Receive a TORCH. Go forward. Use the TORCH to get a BURNING TORCH (H).

Use the BURNING TORCH (I). Go forward twice. Open the second door (J).

Go left. Take the folder and the BUTTON underneath it (K). Take the METAL ROD (L). Walk down. Take MEDALLION PART 1/2 and place the BUTTON (M). Take the VALVE (N). Go second left.

Touch the pipe; place the VALVE. Take the POSTER CODE and ROPE (O).

Walk down. Place the POSTER CODE, enter the code and push the button (P). Go left. Talk to Jane (Q). Take the MIRROR HANDLE and KEY 1/3 (R). Take MEDALLION PART 2/2 (S). Walk down and second left.

Place the MEDALLION PART and take the CROSS (T). Place the MIRROR HANDLE and open the cabinet; take KEY 2/3 (U).

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Walk down and left. Place the CROSS; take the CRYOGEN (V). Remove the container and place the CRYOGEN. Take the LAMP SOLUTION (W). Walk down. Place the LAMP SOLUTION for a mini-game (X). Solution: Z-Z-Y-Y-Y-Z-Y-Z-Y.

Take the BATTERY. Go left. Place the BATTERY; take the MAGNET (A). Attach the MAGNET to the METAL ROD with the ROPE. Take the MAGNETIZED ROD.

Walk down and second left. Interact with the bear. Take the STAR OF LIFE with the MAGNETIZED ROD (B1).

Walk down twice and go left. Place the STAR OF LIFE for a HOP (B2). Receive KEY 3/3. Go down, forward and left. Place the KEY (C); take KATE’S SOUL SPHERE (D). Walk down twice. Place the KATE’S SOUL SPHERE for a mini-game.

Solution: E3-F6-G4; press the sync button. Try to move forward.

Take PETAL 1/4, the PAPER and TAILOR’S KIT (H). Take the POCKET WATCH, PENCIL and COGWHEEL 1/2 (I). Place the PAPER and PENCIL; put the key in the lock (J).

Go left. Try to go forward. Take COGWHEEL 2/2 (K). Take the ICE PICK (L). Open the POCKET WATCH, place the COGWHEELS and close the watch. Take the CLOCK HAND.

Place the CLOCK HAND (M). Play the HOP (N). Receive a SCREWDRIVER. Walk down. Use the ICE PICK (O); receive an ICE CUBE. Go left. Place the ICE CUBE.

Take PETAL 2/4 and the WRENCH in the box (P). Use the SCREWDRIVER and WRENCH.

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