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I even tried to get back into those lower levels this morning, discovering that the door was then blocked even once the circuit-breaker had been blown, so by jumping to the other side again we found ourselves softlocked...
The key is the other way. Instead of going through that door and jumping down to get the power cell, you continue down the corridor. You enter a room with some stairs, an office up the stairs and a shortcut to the area with the doors requiring power cells. To open that door, you need to follow the cable into the office and use the baton's alt to power it up. The key should be in that office.
I'd never have thought of returning to these rooms once I'd unlocked access to the upper floors with the two batteries, this goes against my research logic...
The cabin i quite enjoyed to be honest - the location of the switch was a bit of a pain but to be fair its also right infront of your damned face when you enter.
I do think that with alot of the puzzles if you just stop and slow down and look the solution is actually pretty obvious.
I also personally really enjoyed the maps / puzzles in this. I liked the fact the game forced me to slow down and try and figure out how to unlock stuff although i know many didn't.
I just remember playing a few games as a kid on my dads computer. No internet. You would get stuck on areas for ages. Days. Sometimes you would think the game was broken. Then you would figure it out all on your own. When you did you felt stupid haha. Maybe its just me but i really appreciated that the level design didn't hold my hand. It let me get lost and it made the maps / levels a core part of its game-play as something to figure out and beat.
So many games these days hold your hand and make everything braindead. This actually made me stop and have to think.
I know i'm in a minority with that view and your frustrations are completely valid.