First once-over: Ghost leg puzzle, a panel in the wall covered and secured by bolts. A 3x3 cabinet with tools, which you can (initially) only take one at a time. Take, of course, the wrench. Next wall has a door and keypad with missing keycaps. Last wall has 3 keys locked away behind domes.
Open the wall panel and take a keycap, and place it on the keypad.
Solve the ghost leg and enter what would be on the top into the keypad, and press Enter.
SEAECP.
You're in a very dark room with just 1 lamp. Get closer and take another keycap. You'll need help seeing in this room, and there is one item in the tool cabinet that can help you.
The camera.
You'll see a note with the word
CAST, with sort of a sun symbol.
Go out to the keypad, add your keycap, and enter
CAST.
Check out the room: A book that opens. A "clock", the hands of which will cycle through positions when the button on top is pressed. The sequence
of dots is 1, 5, 3, 4.
you'll find they are blocked with screws.
Next wall to the right is a large locked door, and a chain. You can yank the chain if you like :) Ooh, secret TV!
Next wall to the right is a water dispenser with red and blue buttons, and some words that may or may not be helpful.
Next wall to the right is a hatch, and a cabinet wired shut.
Go back to the first room. Take the screwdriver and open the left drawer, and take a lens. Return the screwdriver, take the camera and put the lens on. Take a picture of
the cabinets
according to the clock
Return to room 2 and open the wired cabinet with the cutters. Get a - screwdriver and a keycap. Also take a look at the photograph and how it compares to the one on the wall. Use the - driver on the drawer and get a hook (it is not visible :/ just click inside the drawer).
Return to room 1. Swap the - screwdriver for the + driver and take the remote. Put the batteries in and use it on the picture to get a code. Rearrange that code
according to the photo in the Room 2 cabinet
If you have picked up and looked at all the items you know that one was meant to be used on the other. If you haven't guessed, it's
the pyramid and the hammer.
Return the ball and the remote, and take the spray bottle. Put it in the water dispenser. Note the spiral diagram which will tell you how to press the pattern.
RBB BRR BRR.
You will need to put the dial on the thing below the ghost leg and turn it before that code will have any effect. Your inventory items will disappear. Go ahead, take all the keys.
I didn't really care for this part too much because the clues seemed pretty vague, but TBH if you're familiar with Hozumi's games, vague clues are kinda par for the course, especially in his longer games.
You should open the door with all the keys just to get a sense of the environment. Use the Wise key and
turn off the light.
The Fool Sits Far From the Moon: open the door using the Fool key and
face the moon (the exit hatch). Turn twice so you are facing away from it. Step forward until
The Wise Sits in His Hideaway: that key goes back to
its niche behind the dome.
The No Name Finds His Seat: open the door using the No Name key and
set it on the chair.
Second ending:
After you exit click the cube at the top left corner and click return. Take the key from the chair, which will make the entry door reappear. Go back into the room and enter
the hatch. Face away from the moon
If you've looked at the keys you noticed there are
letters on them.
Have a look at each of the shapes and the shadows they make. The words on the wall said
square, circle, triangle.
EOF.
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