![]() It is confirmed that there is going to be a new hand introduced in Chapter 3, giving more credence to this theory.It is speculated that a yellow hand will be available in a future chapter as red-, blue-, green-, and yellow-colored handprints are seen throughout Chapter 1 and Chapter 2 to show where to grab things.Colored handprints can be seen (usually on doorways) in some rooms to direct the Player. ![]() (Note: It is unknown how the player can stick a GrabPack hand on a surface and move across in the mobile version.) If the hand grabs an object and the player holds the respective colored hand button, the hand will pull the object towards the player. Press the button of a colored hands to shoot the respective hand. In the mobile version, The Player can move with the joystick and jump with the jump button. The GrabPack hands have the ability to grab or stick to surfaces, allowing the Player to move across, up or down areas. The green GrabPack hand has the ability to take energy from one source and carry it to another The GrabPack can open GrabPack-exclusive doors by holding the hand on the scanner. The GrabPack has the ability to connect electricity from one source to another. The same function is used for collecting items. None of these purchasable hands give a paid advantage.Ī Sabotage monster can equip known as No Pack creates a diversion for the survivors' by jamming their GrabPack's, having survivors either wait out the Sabotage or get assistance from another survivor in order to have a functional GrabPack again. Many cosmetics can also be purchased within the game, featuring entirely new versions of the GrabPack alongside cosmetic-based GrabPack hands. This tool can be used to reach specific areas, create obstacles, and gain an edge over monsters that roam the area. The GrabPack that is found within Project: Playtime is a vital utility for the Survivors as they undertake to restore artifacts by solving puzzles seen throughout the now-decommissioned Playtime Co. After moving through the vents without getting caught by Huggy, you must finally use your GrabPack to pull down a box in order to break the pathway that connects from the vents to the other side.Īfter Mommy Long-Legs takes the Red Hand from The Player, they create the Green Hand in the Molding Room and use its electricity absorption ability to open a vent door leading to Musical Memory. You also have to make an alternate path using slide-able platforms to minimize the amount of wire-length you use.Īfter creating your Cat-Bee toy, opening the door, and encountering Huggy Wuggy, you'll have to navigate through the vents. You must keep one of your hands stuck on the power receiver while also attempting to get into another nonfunctional power receiver. You again use both hands to turn on the power in the Make-A-Friend room by going upstairs to the catwalks. When activating the power, the conveyors will turn on and you will have access to the Make-A-Friend room. After obtaining said hand, you must now move to the Ventilation System, utilizing BOTH GrabPack hands in order to transfer power to the conveyors you walk on. You must find four randomly-generated Power Circuits and restore power to the crane, which will continue to reach the glass cage containing the Red GrabPack hand. The Red Hand, however, must be collected from the Make-A-Friend Warehouse. With the power restored, we clear the locked obstacle and continue to the Warehouse. The protagonist continues to use their new-found hand to restore power to the factory by extending your GrabPack's wire to three power nodes Power Room. ![]() Our protagonist collects the GrabPack after watching the tutorial tape in Security. The blue hand is situated on the left and is the only hand available when first getting the GrabPack in Security. The cable is capable of conducting electricity, an important ability in the game that is used to turn on power and move on through the game. The GrabPack appears to be made up of three parts: a backpack-like structure with a retractable cable, and two firing parts with hands attached to them, one blue and one red, (Green in Chapter 2: Fly in a Web) and have triggers.
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