![Let's Play White Day (PS4) Part 16 - Solving The Lights Puzzle](/images/yt/ve/lets-play-white-day-ps4-part-16-solving-the-lights-puzzle-pfj6n.jpg)
Let's Play White Day (PS4) Part 16 - Solving The Lights Puzzle
Continuing on from the previous part, I enter the language lab and fix the cassette player by using the drive belt I picked up in the music appreciation room.
With the cassette player now fixed, I play the cassette that I picked up in main building 2.
After hearing the voice of a girl crying for help on the tape, a man appears and asks us why we're here.
Saying that he is the night duty teacher, the man hands us the blue keycard and tells us to leave the school before we too become trapped inside.
While sorrowfully wishing that he could escape with us, the man leaves.
After that interesting scene ends, I try to get back to the main section of the building via the now unlockable door on the ground floor.
I use the word "Try", because the janitor made me have to take the second floor hallway door to get back there!
But ignoring that for now, I unlock the last locked room on the second floor hallway.
In this room we get a note that hints at what we have to do with the clocks. (Aside from another emergency kit that I picked up, there is also another ghost story you can obtain in this room. But I some how forgot to solve the puzzle to obtain that ghost story in this part!)
The clock in this room is set to a random hour each time you play through the game.
The way this puzzle works out is that you have to set each clock in this building to a standard time. (GMT, to be specific.)
In order to solve this puzzle you need to pay attention to the pictures on the wall next to each clock.
The time to set to each clock has to match up with the time set by the clock next to the picture of the royal observatory in Greenwich. (This is in the room on the second floor hallway that you need the blue keycard for.)
So with that in mind, I enter the other two rooms on the second floor hallway that have clocks.
Using the note I picked up that explains time, and looking at the pictures next to each clock, I set the clocks to the right time in both rooms.
After doing that, I head to the main part of the building.
While avoiding the janitor, I just about manage to get to the power room before the janitor turns off any of the lights.
Unlocking the door to the power room, I flip one of the switches to get the rooftop key down via the light short circuiting.
Before leaving the room to pick up the rooftop key, I pick up another ghost story found near the machinery.
After reading that, I leave the room, avoid being spotted by the janitor, and pick up the rooftop key.
Getting back to the time puzzle, I enter the occult room on the ground floor to set the last clock to the correct time.
With all the clocks set to the same standard, a locker in the occult rooms shakes open.
Inside this locker are the L-rods and spirit-bell.
Ignoring the L-rods and rooftop for now, I backtrack to main building 2.
But how? Well with the spirit-bell obtained, we can now finally get through the hallways to return to the previous buildings! (Hurray!)
The first thing I do upon getting back to main building 2 is troll the janitor by running back into the hallway! (He can't enter the hallway for some reason.)
While taunting him, I end up getting hit when I accidentally close the hallway door behind me!
But then after retreating again, and then waiting for the janitor to leave, I get a lunch box from the vending machine, heal, and then save the game.
So with there still being more ghosts to encounter, and more ghost stories to obtain by solving puzzles, what will happen next? Find out in the next part!
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