Difference between revisions of "The Radio Tower"

From dieyoung
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The Radio Tower is located north-east of [[The Military Post]]. It's an old radio station that can be used to make contact with the outside of the island. It's in poor condition, closed with a padlock and out of power, meaning that the militia itself rarely makes use of it.  
 
The Radio Tower is located north-east of [[The Military Post]]. It's an old radio station that can be used to make contact with the outside of the island. It's in poor condition, closed with a padlock and out of power, meaning that the militia itself rarely makes use of it.  
  
Close to the door there's a dead body of man dressed like a [[worker]] (a shot of the same dead man can be seen in the introduction of [[Die Young: Prologue]], when [[Nehir]] is thinking back to the failed plan). According to the story told by [[Ibrahim]], the man may be identified as [[Yusuf]], the accomplice that should have helped him to escape the island. The document lying near the corpse ("[[Sticky Note]]"), in which both the frequency and the password to Ibrahim's "friends" are handwritten, confirms this theory.  
+
'''Trivia''': the radio tower's look reminds the one featured in the TV show "Lost", as seen in the last episodes of the third season; the reference becomes apparent if you look closely to one side of the radio station, beneath the vines, where you can see a faded "dharma logo" with the shape of a bull at the center.  
  
Use a [[Crowbar]] to open the padlock and get in the station. On the left wall there's a power switch.  
+
Close to the door there's a dead body of a man dressed like a [[worker]] (a shot of the same dead man can be seen in the introduction video of [[Die Young: Prologue]], when [[Nehir]] is thinking back to the failed plan). According to the story told by [[Ibrahim]], the man may be identified as [[Yusuf]], the accomplice that should have helped him to escape the island. The document lying near the corpse ("[[Sticky Note]]"), in which both the password and the frequency to Ibrahim's "friends" are handwritten, confirms this theory.  
  
Close to the station there's a backup generator that can be
+
Pick up the document and open it to read the frequency inside. Use a [[Crowbar]] to open the padlock blocking the door of the station and get inside. On the left wall there's a power switch. If you try to pull the lever down, Daphne will notice that there's no electricity and a new tasks ("[[Power on the Radio Station]]") will be added to your to-do list. Outside the station there's a red backup generator; its fuel tank is empty and you need to refill it. To do so, be sure to have the [[Fuel Can]] in your inventory (it can be retrieved inside [[The Biofuel Refinery]]) and use the [[Fuel Source]] to get 10 units of [[Fuel]]; then, go back to the generator and interact with it. The engine will start and now you'll be able to power on the station using the switch inside.
  
'''Trivia''': The radio tower's look reminds the one featured in the TV show "Lost", as seen in the last episodes of the third season; the reference becomes apparent if you look closely to one side of the radio station, beneath the vines, where you can see a faded "dharma logo" with the shape of a bull at the center.
+
Now that the station has electricity you can use the radio panel. You'll now have three options: call André, call on the frequency you found on the document or try a random frequency.
 +
 
 +
'''Trivia''': selecting the "random frequency" option you'll hear several people talking, music and some other sounds, but none of them has a meaning in the game.
 +
 
 +
===== Calling André =====
 +
 
 +
===== Calling the Mystery Man (Part I) =====
 +
'''Trivia''': the frequency for getting in touch with the Mystery Man can be obtained in three ways:
 +
 
 +
* Reading the [[Sticky Note]]
 +
* Reading the [[Wet Map]]
 +
* Talking with [[Ibrahim]]
 +
 
 +
Calling this frequency is not strictly needed until the very end of the game (see below, [[The Radio Tower#Calling the Mystery Man (Part II)|Calling the Mystery Man (Part II)]]).
 +
 
 +
===== Calling the Mystery Man (Part II) =====
 +
 
 +
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Revision as of 16:33, 16 December 2019

The Radio Tower.jpg
The Radio Tower
Category: Main Route

Location: The Other Side

Fast travel: No

NOTABLE ITEMS
-
DOCUMENTS
Sticky Note
NPCs
André (on radio)

Mystery Man (on radio)

TASKS
Power on the Radio Tower

Find André's Hideout

Find Ibrahim

ENEMIES
-

The Radio Tower is located north-east of The Military Post. It's an old radio station that can be used to make contact with the outside of the island. It's in poor condition, closed with a padlock and out of power, meaning that the militia itself rarely makes use of it.

Trivia: the radio tower's look reminds the one featured in the TV show "Lost", as seen in the last episodes of the third season; the reference becomes apparent if you look closely to one side of the radio station, beneath the vines, where you can see a faded "dharma logo" with the shape of a bull at the center.

Close to the door there's a dead body of a man dressed like a worker (a shot of the same dead man can be seen in the introduction video of Die Young: Prologue, when Nehir is thinking back to the failed plan). According to the story told by Ibrahim, the man may be identified as Yusuf, the accomplice that should have helped him to escape the island. The document lying near the corpse ("Sticky Note"), in which both the password and the frequency to Ibrahim's "friends" are handwritten, confirms this theory.

Pick up the document and open it to read the frequency inside. Use a Crowbar to open the padlock blocking the door of the station and get inside. On the left wall there's a power switch. If you try to pull the lever down, Daphne will notice that there's no electricity and a new tasks ("Power on the Radio Station") will be added to your to-do list. Outside the station there's a red backup generator; its fuel tank is empty and you need to refill it. To do so, be sure to have the Fuel Can in your inventory (it can be retrieved inside The Biofuel Refinery) and use the Fuel Source to get 10 units of Fuel; then, go back to the generator and interact with it. The engine will start and now you'll be able to power on the station using the switch inside.

Now that the station has electricity you can use the radio panel. You'll now have three options: call André, call on the frequency you found on the document or try a random frequency.

Trivia: selecting the "random frequency" option you'll hear several people talking, music and some other sounds, but none of them has a meaning in the game.

Calling André
Calling the Mystery Man (Part I)

Trivia: the frequency for getting in touch with the Mystery Man can be obtained in three ways:

Calling this frequency is not strictly needed until the very end of the game (see below, Calling the Mystery Man (Part II)).

Calling the Mystery Man (Part II)