

This concludes the “A Bright Bouncing Boy” Stranger Mission in Red Dead Redemption 2 (RDR2). For all other Stranger Missions check out the full Red Dead Redemption 2 Stranger Missions Walkthrough. The electric lantern on the ground can be picked up and will be added to your inventory. When the symbol is there, you can enter the building, discover his fate and earn the Artificial Intelligence trophy for all your efforts. Parlor - Look close at and click on the Ten Little Sailor Boys rhyme on top of the.

BULB BOY WALKTHROUGH NO COMMENTARY NO CD
If you don’t see the small white gun symbol on the mini-map yet, set up camp and sleep some more days. After installation the game can be played with no CD on the CD drive. Some days after the events in the second Part, we can check up on Dragic again. Dragic seems to be happy with the result nonetheless. The electric current flows into the machine, he awakes and walks, and … falls down flat. Dragic wants to create life himself and use the electricity from the storm to power up his very own robot! They have to face down in the end but will trick you with switching themselves up or down a bit. We have to climb on top of the metal tower and flip a few switches for him. Once all three conductor rods are placed, head back to Dragic.īefore the big moment, there is one more thing Dragic asks us. It is on top of the mountain, next to a tree which caught fire from a lightning bolt. Using the Detector will help you to narrow down the exact spot.īecause it is pitch-dark, let the small maps on the screenshots below help you with their contour-lines and arrows indicating North. There are three spots for the conductors you have to find. He gives us three metal rods and a detector which should help him capture electricity from the thunderstorm outside. He is conducting another experiment and wants us to help him once again. Our shy friend thinks, we might be someone who is coming to rob him and talks to us via some sort of microphone, while hiding.īecause his hiding skills are worse than any three-year-old, Arthur will stand next to our weird fellow in just a second. The spectators, including ourselves, are quite fascinated and a potential investor might be found.Ī few days after the mission in the Park, you can visit Marko Dragic in his home/workshop in the north-eastern corner of the map. In round one, the ships are large and stationary while in round two they are small and moving. In two rounds, we have to sink four ships each, while avoiding the mines around us. The controls of the remote-controlled submarine are displayed at all times in the bottom-right corner holding the Aim-Button is generally a good idea to navigate around the mines.

Because they suspect this gear could be rigged of some sorts, they ask for someone with no understanding to operate and demonstrate the new tech – someone like us, it seems. He wants to demonstrate his new remote-controlled gear to some potential investors. His name is Marko Dragic and he is an inventor of a lot of new technological innovations. In early Chapter 4, a new Stranger can be met in western Saint Denis.
