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Four Bronto Hunt Dynamite Charges

Quick Answer

Place the four dynamite charges at the marked points around the large structure in the Chapter 2 Bronto hunt. Follow the red wires and red lights to identify the placement locations.

Place the four dynamite charges at the marked points around the large structure in the Chapter 2 Bronto hunt. Follow the red wires and red lights to identify the placement locations. Three charges are found around the outer hallway and tunnels; the fourth is behind the structure under the lights. The detonator is at that fourth-charge location.

Keep moving while you collect and place them, because Bronto remains in the arena. This is the four-charge trap near the end of the chapter, not the earlier single explosive used to open a cavern wall. The available route identifies the arena's landmarks and placement markers; it does not establish a numbered clockwise map for each charge socket.

Reach the dynamite sequence

After the gondola-key route and another Bronto escape, speak with Stella at the safe house. Use 0180 on the safe-house keypad to access the dynamite locker.

Take the dynamite inside. When you leave the locker, head right and place the explosive on the wall. Follow its red wire to the detonator and blast open the route. This first blast allows you to continue through the cavern; it is a separate step from installing four charges around the later structure.

The path beyond introduces another timed escape with jumps and platforming. Keep following the route until Bronto reaches the larger arena containing the structure you must destroy. If you are still beside the locker wall, you have not yet arrived at the four-charge objective.

Keypad at the dynamite locker with security code 0180 displayed

This locker precedes the later four-charge arena objective.

Search the outer tunnels for three charges

Move through the outer hallway around the arena. Three of the four dynamite pickups are distributed along these outer tunnels. Work around the perimeter while maintaining separation from Bronto, rather than repeatedly searching the central structure for all four pickups.

The route does not establish that the three appear at equal distances or that every tunnel contains exactly one. Use the actual pickups and the surrounding passageways to track your circuit. Do not mark a charge as collected merely because you passed a red light: lights also identify the placement locations.

A useful distinction during the hunt is:

ElementRole in the objective
Outer hallway and tunnelsSearch area for three dynamite pickups
Behind the structure, under the lightsFourth pickup and eventual detonator destination
Red wires around the structureGuide toward the charge-placement points
Red lights at the pointsHelp identify where charges belong
Dynamite bundle highlighted on a crate in a narrow cavern tunnel

Check the tunnel crates for charge pickups while completing the hunt objective.

Find the fourth charge behind the structure

Go behind the large structure and look beneath the lights. The fourth charge is there. Remember this location as you collect it, because it is also where you return to detonate after all four placements are complete.

Do not confuse finding the final pickup with finishing the trap. You still need the charges installed at the correct marked points. If Bronto forces you to leave the area immediately, return to the wiring task rather than assuming that carrying the set makes the detonator ready.

The route is defined by the structure and lights, not by a fixed compass direction. If you have circled the arena and lost orientation, locate the main structure first, then identify its back and the lit area.

Follow the red wires to all four placement points

Trace the red wires around the structure to find where the dynamite should be installed. Red lights mark these positions as well. Use both cues together instead of guessing from an unmarked wall or placing a charge wherever the route looks vulnerable.

Complete each placement before moving on. The objective is four installed charges, so distinguish the points you have actually used from those you have only seen while running past. If one remains, continue following the structure's wiring to locate the uncompleted interaction.

There is no verified requirement here to install the charges in a particular order. The important conditions are finding the four pickups and completing all four marked placements while surviving the hunt. A claimed mandatory clockwise or counterclockwise sequence would add detail that the available route does not establish.

Installed dynamite bundle and red wires on a highlighted wooden panel

Red wiring and the marked panel help identify a valid charge installation point.

Return to the detonator

After all four charges are placed, return to the lit area behind the structure where you found the final dynamite. Use the detonator there to trigger the explosion. The ensuing cutscene closes the chapter.

If you cannot complete that action, check the placement objective before searching for a second detonator. A missing charge installation is a different problem from being unable to locate the device. Retrace the red wires and inspect the marked points you are least certain about.

Separate an arena problem from an earlier blocker

A reported invisible wall after falling rocks in the second Bronto hunt is a different issue from locating dynamite in this arena. Steam full-game patch 1.0.9 explicitly lists a correction for that earlier blocker, but it does not establish a charge-specific repair or the fix status of console builds.

Likewise, missing ground after a narrow rock gap is a loading symptom, not a hidden dynamite route. Do not try to solve either by searching the four-charge arena if you cannot reach it.

If the four placements are visibly complete but the detonator still does not respond, record your platform, installed version, and the objective state. No tested universal reset is established here. Preserve that information before replacing the save or repeating the chapter.