Control punch cards puzzle
The game is set in the Oldest House, control punch cards puzzle, headquarters of the Federal Bureau of Control, an agency dedicated to the study and containment of phenomena that violate the laws of reality. In Controlplayers delve deep into the FBC's secrets, finding terrifying monsters and mind-bending puzzles alike. Nothing in the Oldest House is simple, and players may spend some time on Control 's puzzle sections.
There are five total terminals in the area: four are in the room with the HRA machine. One is upstairs, in the room above. After you pick up the punchcards scattered about the room which are marked with little white dots , the goal is to put the correct punchcard in the correct terminal. There are whiteboards scattered about the area as well. Once you insert the correct punchcard into the correct terminal, the terminal will lock.
Control punch cards puzzle
There are telekinetic powers to learn, monsters in refrigerators to fight, and paranormalities aplenty. It's a great game for fans of brutalist architecture and third-person shooters alike—and has a great protagonist with Jesse Faden to boot. Now Jesse can take control of the Oldest House on new consoles as well with the excellent upgraded version. For anyone new to the Federal Bureau of Control, though, it can be a bonkers world to get one's bearings in, especially once the Hiss start showing up. Unlike some games that bombard the player with information, systems, and map-markers, Control often lets people figure things out for themselves. This can lead to some stumbling around albeit in some exceptionally fly costumes and confusion, especially with a few of the more obtuse puzzles. One such brain teaser happens in the fourth main story mission, "Old Boy's Club. Darling's HRA laboratory. This, in itself, is straightforward, but once she gets there she'll have to solve an obtuse puzzle with some punch cards in order to activate the HRA machine. Follow these steps to take control of the HRA machine with ease. The first step of this puzzle is simply to collect the five punch cards that are scattered around Dr. Darling's lab. Four of them can be found on the ground floor in the following locations:. The last punch card can be found in the room up the stairs, on the windowsill.
This, in itself, is straightforward, but once she gets there she'll have to solve an obtuse puzzle with some punch cards in order to activate the HRA machine. Total Film, control punch cards puzzle. The way the answers are written are a little unorthodox, so here's how they're supposed to go:.
Since The Federal Bureau Of Control deals with all manner of supernatural phenomena that could theoretically possess the internet and cause utter chaos, its scientists have to rely on old technology to perform their tests and experiments. Rotary phones, CRT computer screens, reel-to-reel recording devices, and other obsolete devices are the only instruments allowed inside in order to prevent beings; such as Control 's main antagonist force, The Hiss — from destroying the world. One such piece of ancient technology that Control's protagonist, Jesse Faden, runs into during her on-the-job training as the new director of the FBC is a punch card system security system. It's a confusing series of codes that need to be entered to start up the HRA machine in Dr. Darling's lab. Thankfully, we know the solution so you can get past this section and continue your fight against The Hiss.
This page explains how to find all that punch cards, put the shapes in the right order in the terminals and activate the HRA machine. Hints are provided if you're trying to solve the puzzle on your own but the solution is also listed below. Card 5: This one's upstairs. Take the stairwell in the back of the Old Boy's Club room. Below is which card needs to go to which machine and that machine's location. The solution is actually written on the three white boards two downstairs, one upstairs. Wondering how to know which punch card goes into which terminal? The three white boards show the punch card tests ordered from left to right, orderer by terminal number , with the left-most card corresponding to the first terminal.
Control punch cards puzzle
Since The Federal Bureau Of Control deals with all manner of supernatural phenomena that could theoretically possess the internet and cause utter chaos, its scientists have to rely on old technology to perform their tests and experiments. Rotary phones, CRT computer screens, reel-to-reel recording devices, and other obsolete devices are the only instruments allowed inside in order to prevent beings; such as Control 's main antagonist force, The Hiss — from destroying the world. One such piece of ancient technology that Control's protagonist, Jesse Faden, runs into during her on-the-job training as the new director of the FBC is a punch card system security system. It's a confusing series of codes that need to be entered to start up the HRA machine in Dr. Darling's lab. Thankfully, we know the solution so you can get past this section and continue your fight against The Hiss. Once that conversation is done, head through the door past her into the Ritual Division where Marshall's rangers are fighting off The Hiss. Kill every Hiss enemy and when you attempt to cleanse the control point, you'll be attacked by Parakinesiology Chief Lewis , a not too difficult mini-boss. Use your Launch ability to take out his shield and then blast him with your Service Weapon.
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Related: Control: Best Things To Do After Beating The Game Unlike some games that bombard the player with information, systems, and map-markers, Control often lets people figure things out for themselves. There's also a stairway that leads to a yellow-walled room above that you'll need to check as well. After inserting all five cards, go to the HRA machine in the back-middle of the room, and activate it to proceed with the main story. To do this, first, they'll need to collect five of the game's punch cards , which are scattered around the lab. On the right-hand side of the ground floor, on a white box. One such piece of ancient technology that Control's protagonist, Jesse Faden, runs into during her on-the-job training as the new director of the FBC is a punch card system security system. Notice the arrows under the second and third hexagons? There are telekinetic powers to learn, monsters in refrigerators to fight, and paranormalities aplenty. Ford James. To decipher the clue, there are also whiteboards throughout the lab with hints as to which terminal takes which punch card. Control Remedy Aug 27, Below is which card needs to go to which machine and that machine's location. Related Guides.
It's an easy one to get stuck on as it's not clear what's going on as you try to piece everything together. The overall aim involves picking up the various Control punch cards from around the lab, and then inserting them in the correct terminals. There are clues scattered around to help you but, like the puzzle, they're not clear.
As HRA kits are the only things that protect humans from the resonance of the Hiss , Control' s primary antagonist, this is pretty essential to Jesse turning the tide. Nothing in the Oldest House is simple, and players may spend some time on Control 's puzzle sections. It's a confusing series of codes that need to be entered to start up the HRA machine in Dr. UK Edition. Wondering how to know which punch card goes into which terminal? Only one panel of the center cube is black and the rest of the card is completely yellow. Darling's HRA laboratory. This, in itself, is straightforward, but once she gets there she'll have to solve an obtuse puzzle with some punch cards in order to activate the HRA machine. Rotary phones, CRT computer screens, reel-to-reel recording devices, and other obsolete devices are the only instruments allowed inside in order to prevent beings; such as Control 's main antagonist force, The Hiss — from destroying the world. That means these two images need to be reversed. Try to activate the HRA Machine and you'll notice that it won't work. You need to match the same shape that's on the paper, which is done by rotating the object in the middle and filling in the hexagon. The last punch card can be found in the room up the stairs, on the windowsill. One such brain teaser happens in the fourth main story mission, "Old Boy's Club.
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