Scratches Walkthrough: Director's Cut Edition | Adventure Gamer

2021-11-04 02:17:07 By : Mr. Jeff Yang

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(Zurreen Zubairie's walkthrough)

(Please note that this walkthrough is protected by copyright. Therefore, any attempt to copy any content from this walkthrough will be severely punished by the law to the greatest extent.)

Although I have been playing computer games for more than five years, I only started writing exercises about a month ago because of the encouragement of a good friend. In fact, this is only the second walkthrough I wrote. [My first game was on Midnight Nowhere. Nowhere is this game as clean and interesting as this game, but it is definitely much more difficult and complicated than this game. ]

However, unlike my first walkthrough, this walkthrough has no graphics (ie screenshots). That is not my choice. The developer of the game seems to use a very complex platform that prevents any attempts to take screenshots or is not complex enough to allow them to proceed. Regardless of the reason, I personally think it is quite unfortunate, because I really believe that a picture does say a thousand words. I tried to make up for this problem by providing as many details as possible, hoping to make sure that anyone can enjoy the game, regardless of their level of expertise in gaming. I also try to supplement my efforts by using graphs. But please note that these charts are by no means "drawn to scale." As I pointed out, their sole purpose is to provide the fastest and easiest way to find their way in the house and its environment. To reassure you, please pay attention to [Warning! Spoiler alert] You will find the "actual" blueprint of the house at least somewhere in the middle of the game.

Once again, I am still just a "beginner" when it comes to writing exercises. Therefore, any encouragement (and of course comments and questions) would be greatly appreciated. Please send all of these to [email protection] Thank you.

 This is undoubtedly one of the best games I have ever played. However, please note that this can be very scary. Therefore, I strongly recommend players under the age of 18 (or even older, if you happen to have a very strong imagination and/or sensitive heart) not to play this game.

Please also note that there is at least one technical error in the game. If you happen to be a bit obsessive like me and like to replay conversations or conversations just to be able to hear specific segments or phrases, then this may be annoying, skip the rest . Therefore, if you use the ESC key too frequently (for example, when you are on the phone with someone), you may usually receive a "breakpoint" error message. The game will hang and it doesn't seem to help. Don't worry, don't panic. Just click "OK" on the error message. Then, press CTRL ALT DEL at the same time. A task manager window will pop up. Press the "End Task" button at the bottom of the window. Then another window will pop up to warn you not to continue, otherwise you will lose unsaved data, etc. Do not pay attention to this message, because you have actually lost any such data. So, just press the "End Now" option on this particular window and wait. Soon (may take a minute or so), you will be brought back to the desktop. However, the Task Manager window may still be open. Try to close it, but its button ["X" or close] may be grayed out. In this case, just right-click the small green box in the lower left corner of the screen (next to the time/date position), and click Close in the pop-up menu. Of course, when all other methods fail, just shut down the computer.

Icons: There are only three icons in this game. An open hand indicates an action—for example, opening a door, picking up an object, etc. Every time you are told to perform an action in this walkthrough, click on the open hand. Clicking on the icon with your finger to the side will allow you to exit close-ups, etc. Finally, the hand with the finger pointing straight ahead means that you can move in that direction.

Inventory: Right-click to open the inventory. Click the item you want, then right-click again to close the inventory. You will now see the item on the screen. Apply it where you think it should go. If you are right, the item will light up. Click where it is, and editing the scene usually does the rest.

Slideshow: You will find this feature in the settings. Turning it off allows you to explore your surroundings in the normal way. However, there are two disadvantages to using this model. First, you may miss a key clue because your cursor will pass it quickly. In addition, it may make you dizzy, especially if you happen to have a mouse with a trackball, which tends to make things on the screen move very fast. Therefore, if you open the "slideshow", your eyes may actually "appreciate" it. Then, you can examine your surroundings more closely frame by frame; and there are fewer opportunities to miss relevant clues. Of course, its disadvantage is that it is indeed more laborious than natural mode.

You arrive at Blackwood Manor and are automatically taken out of the car. But turn left, then click on the door to open it and go back inside. Now open the glove box and retrieve the car key. Get out of the close-up, and then click the door to get out of the car again.

Now walk directly towards the mansion. You have to bypass the fountain to do this. When you arrive at the front door, open your inventory and take out the big key. Place it on the door handle and click to unlock the door. Click on the door handle itself, then open the door and enter. You will find yourself in a small hall with the stairs on your left and a small room in front. (See below)

Remember that you are dragging two fairly large boxes, so it’s best to unload the heavy load first. So go straight up the stairs. [When you reach the top of the stairs, pay attention to the silent comment at the bottom of the screen. It is important to pay attention to these comments, because they usually give you some clues. ]

Enter the first room on your right. This is your bedroom. Turning around, try to flip the light switch next to the door. However, it does not work because the comments at the bottom will also confirm. Walk to the large desk opposite the room. Open the inventory, take out the second box, and put it on the table. Open the case. Now click on the files inside, you can see them automatically come out and neatly placed on the right side of the table. Now click on the typewriter and see that it also comes out and is placed in the center of the table. Then click the box twice, close it, and put it away.

Get out of this close-up and approach the small table to the left of the table. Take your suitcase out of the inventory this time and put it on this table. Open the suitcase. Tap the pen, then tap the match (between a pair of shoes) to store them all in your inventory. Next, click on the little shabby brown notebook under the pen. Click again to open it and display the phone number of your secretary. Click it again to put the notebook away. Now click on the business card in the center of the suitcase to display the phone number of your friend Jerry. [Now that you have seen these numbers, you can call any of these people when you see fit. ] Click the envelope on the right side of the suitcase to open it, and then click to read the four pages inside. Click on the blue hardcover book to view the latest printed works of the hero.

Get out of this close-up. Now click on the top drawer. Click on the paper inside and look at it over and over again. It is all human anatomy diagrams and sketches. Close this drawer, open the next one, and find some bottles inside. Close this drawer and open the last one at the bottom. It is empty. Close this drawer too, and walk to the right side of the table. Near the waste paper basket on the floor, pick up the piece of paper inside. read. Get out of this close then. Click on the two bookshelves on the right side of the bookshelf, and you can’t find any content that the hero is interested in. So now walk to the fireplace, on the other side of the bed. The small black bag on the floor near the right side of the fireplace. Open it and pick up the stethoscope. Click on the files and "page through" them by clicking repeatedly to find more anatomical images. Get out of this close-up. You might want to look at the doctor’s certificate on the wall to the left of the fireplace, indicating that this is also the doctor’s bedroom, and explaining all these anatomical drawings and sketches. Turn off and click on the fireplace itself to find "Remnants of a previous fire".

You are done in this room now, so go downstairs again. The phone should ring in the telephone room. [Refer to the previous chart. ] If not, give it a few seconds. When it starts to ring, turn it off and answer it.

It's Jerry's call. The conversation will continue and you do not need to take any further action. When another person hangs up, your hero will do the same. Call your secretary now, Barbara. [When you pick up the phone, three options will appear at the bottom of the screen. Just click on the second option, with her name on it. ] This conversation will be pleasant and casual, and the only important thing you will learn is that she is learning "language", that is, a different language. Get out of the close shot and walk towards the front door. Click on the door handle to open the door and go out. When you come out, the comments at the bottom of the screen will indicate that someone is already at the "front door." Go to the gate (where your car is parked) and approach the small black mailbox on the left side of the iron gate. Click the mailbox to open it, then click the yellow note inside to pick it up and read it. [Note: Once you step out of this close-up, the note will disappear completely, so either save your game on this note or read it carefully like the first time! ] You know you missed the electrician's visit.

Get out of the close-up view and return to the room. Go call Jerry (just click on the first option at the bottom of the screen, the one with his name in it). Likewise, the conversation will continue and end without you having to do anything at all. After the two hung up the phone, they walked out of the close-up view and walked towards the door on the other side of the room. Click on its handle to enter the restaurant. Turn left and click on the cabinet on the left. The only clickable area is the shelf at the top, filled with bottles. [ But it doesn't make any sense. Maybe the game designer intends to use it for some purpose, but either forgets to do so or decides to give up the idea altogether. ]

Go around the dining table. Clicking on the two flower pots by the window, I found that the plants had long died because they had not been watered. Move to the right, still around the dining table, and click on an object on the small table. This is "useless garbage". Click on the drawer of the larger table on the right. Click on the content inside, you will find that it is all napkins and the like, which are of no use to the hero. Now go around the dining table and walk towards the double door in front of you. Click on any door handle to enter the study.

Walk to the big desk in front of you, walk through the room, and bypass it. Close it on the table, then read it on the red diary at the top (turn the pages by clicking the page on the right until you reach the last blank page). Click the last page, then close and put away the diary. Now step out of the close-up of the diary and click on the top drawer on the left side of the table to open it. There is nothing "clickable" there, which means there is no interest. So close it and click to open the second drawer at the top. Click the white envelope to deposit it in your inventory. Close this drawer and open the one directly below it. Click on the "boring" (i.e. perforation) tool and store it in your inventory. Close this drawer too. Now click to open the bottom drawer, again there is nothing clickable, that is, things of interest. So close this too, now try to open the top drawer on the right side of the table. It is locked. Close-up of getting out of the desk.

Go to the fireplace on your left and get close to it. Click on it to find the remnants of another old fire. Feel free to click on the object on the mantelpiece, and then move towards the door on the right. Click on the small table on the right side of the door and find that the small drawer cannot be opened. You are now finished in this room, so click on the handle of the door on your left to enter the living room.

Go left to the coffee table in front of the fireplace. Near the coffee table, then put it on the top crimson diary, near the edge of your table. Read it again and turn the pages by clicking on the right page until you also reach the blank page at the end of this journal. Then click the last page to close the log and put it away. Get out of the close-up and turn to face the fireplace. Turn it off and click on it and you will find "a lot of wood" there, you can use it to make a fire when you need it. You are done in this room too, so now leave the room and go back to the dining room through the telephone room again.

Go directly to the door opposite this room, click on the doorknob, and enter the hallway. Go to the table to the right of the door in front of you. Click on the two drawer handles on both sides and find that the drawer is "stuck". Now move to the door on the left, click on its handle, and enter the kitchen. Move to the sink opposite the wall. Get close to the sink, click on the tap to see if there is no water. Get out of the close-up and click on the cabinet to the left of the sink to open it. Click on the top drawer inside and find that it is empty. Close it, then click to open the drawer below it. Click on the big knife at the bottom right to store it in your inventory. Now get out of this closure and walk to the green door on the right side of the refrigerator. Click on its doorknob to enter the maid's room.

Go to the table on the right side of the wall opposite the room. Close the top of the table and click on the paper there to remove the top paper from the pile. Get out of this close-up and click on the top drawer on the right to open it. Click the pencil in the lower left corner of the drawer to store it in your inventory. Now open your inventory, pick up the pencil and place it on the paper, revealing a letter written in Italian. [Please pay attention to those who may not be familiar with this old technique: whenever we write on the top of the tablet, we leave a mark of our writing directly below the page we are using. By using the lead edge of a dark pencil, you can lightly shade the page, and the white image of the text will appear on our etched gray shade, revealing all the scribbled content on the page above. Therefore, it is actually wrong for game designers to display black text on the white pages in the inventory, because in fact the opposite is true. Nonetheless, our thinking is that this is how the hero gets what is written on the top paper, which is now apparently deleted. However, the problem now is to translate the message so that we can understand what is written on the missing page. ]

Get out of the inventory and take a closer look at the black-and-white photo under the writing pad under the pencil you just picked. When you are close-up, click the picture again and read the comments at the bottom of the screen, indicating that this is an old photo of the kitchen you just left. Pay attention to the big key hanging on the wall to the left of the door you enter the kitchen. There is a big urn directly below the key in this photo. However, neither the key nor the urn are now in that part of the kitchen. [The clue here is that the key fell into an urn that had apparently been removed. So you must find the urn now to find the key. ]

Now step out of the close-up on the table and walk to the large drawer on the wall to your left. There are two small drawers on the top and two large drawers on the bottom. Open each drawer, click on the content, and then close to do the same for the remaining drawers. However, there is nothing interesting in any of these drawers, except that the contents of the small drawer on the left indicate that the room has been used by someone who is very interested in photography.

Now turn to the door on your right and click on its handle to enter the bathroom. Turn around and approach the sink on your left. Click the faucet and find that there is no water flow here either. You have completed this room, and the maid's room (for now). So go back to the hallway through the kitchen.

Go to the corner on the other side of the stairs and to the right of the restaurant door. You will see three urns under the window there. Click on the curtains to open them. Now close the small urn on the left. You see a key inside. Click it to put it in inventory. Get out of this close-up and go back to the kitchen. Go straight to the grey door on the right. Open the inventory and pick up the "golden key" that was just taken out of the urn in the corridor. Close the inventory and put the key on the keyhole. Tap the key to open the door. Now click on the door handle to enter the basement.

Go downstairs. Turn left and you will see the upper part of a rusty fuse box on the wall in front of you. Click the box to open it. Click the magnifying glass icon on each handle inside, and the note at the bottom will indicate that there does not seem to be any problem with the fuse. No matter how you click the two handles, nothing will happen. Close the fuse box. You are actually done in the basement now, but you can explore it at will. Move to the furnace on the right and click on it to read the comment on its size at the bottom of the screen. Move another step to the right, close to the small door of the furnace. Tap the door to open it, then tap the dark interior to read the hero comment at the bottom of the screen. Get out of this close-up and look to your right. Close the valve on the wall or the drain cover on the ground, and you will close both at the same time. However, clicking the drain cover will only display a message at the bottom of the screen indicating that it is a drain cover. Click the open hand icon on the valve and find that it has not moved. Click it again to understand that the hero cannot move it with his bare hands.

Take some time to click on the boxes under the stairs and in the center of the basement until your hero reports that his neck is suddenly blown by a breeze. Then walked out of the basement and returned to the telephone room. Call Jerry first. Likewise, you don’t need to do anything, just listen to the conversation. After the two hung up, they picked up the phone again, and now call the secretary Barbara. Once again, listen to the dialogue, because the protagonist asked her to translate a letter written in Italian, and she asked him to send it to her. At the end of the conversation, step out of the close-up and open your inventory. Pick up the letter you found in the maid's room. Put it on the envelope you retrieved from the study and seal the letter. Now put your pen on the envelope and write the address on it. This letter has all been sent. So walk out of the house and head to the gate. Close the mailbox on the left side of the gate. Click it to open it, take the sealed letter from the inventory and put it in the mailbox. Close the box again, walk out of the close-up, and return to the room.

In the last conversation with Jerry, he told the hero to find some candles around the house. We have searched and could not find it on the first floor. So go upstairs now. (See below.)

We have also searched the rooms. So when you reach the top of the stairs, turn left this time. Move forward and click on the left door handle to enter the master bedroom. When you enter, go straight and turn left to face the chest of drawers. Click the open hand icon to open each drawer, check its contents, close it and move to the next one until you have searched all four drawers. You won’t find anything interesting here. So turn around and try to click on the dresser drawer on your right. But the protagonist doesn't even want to open these, just hope that they are filled with trinkets and perfumes. Go further to the right, turn around, and try to click on the dresser drawer on that side; but you will get the same response from the hero. So now go back to the door and walk to the right side of the room.

Turn around (away from the bed) and approach the small oval mirror sitting on the table to the right of the bed. Click it and it will slightly change its angle. Step out of the close-up and look to the right of the large mirror on the wall. There is a picture of a woman holding some kind of crystal ball. Close the picture and click the "open hand" icon that now appears around the crystal ball in the woman's hand. The photo will be thrown to your left and reveal the hidden safe behind it. Click on the safe and read the hero comments at the bottom of the screen, about not knowing the combination or anything about cracking the safe. You are now finished in this room, so exit and click on any handle of the double door in front of you to enter the gallery.

Turn left and walk to the small table in the corner. Close at the top of the table. Click on a piece of paper almost hidden behind the hat, pick it up and read a letter from the museum curator. Get out of the close-up and turn right. Go to the front window, turn left, and approach the upper part of the large glass display. Click it to understand that the display is one of a pair of huge carved ivory. Get out of this close-up and click on the brass handle directly under the glass part of the display. The note at the bottom of the screen indicates that the display has not moved. Then close the bottom of the display, and click the magnifying glass icon on the thin panel strip that extends along the length of the bottom, stopping near the leftmost corner. [Note: You can confirm that it is the correct location by referring to the comments at the bottom of the screen, regarding some kind of panel at the bottom of the case. ] After clicking once, the open hand icon will appear on the bar. Click it, but the panel seems to be stuck in place. Take the big knife from your inventory, place it on the strip, and click to remove it from the display. Click on the small wheels that are now displayed at both ends of the display and read the comments at the bottom of the screen, that is, the panel keeps hiding these wheels. [Hint: The display can be moved. ]

Get out of the close-up and look at your current monitor. Feel free to take a closer look at the four objects shown here, and click the magnifying glass icon to get a closer look at each object. However, you will not see any comments at the bottom of the screen, which means that there is nothing interesting. So walked out of the close-up shot, went back to the door, and now walked to the window on the right side of the room. Turn right to see another display, this is some exotic masks. Close the leftmost mask and click on it to read the hero's comment on it. There seems to be one missing mask on the right side of this mask. So get out of this close-up and close the third mask from the left, then the fourth mask next to it. Get out of this close range and turn around. Walk to the door and approach the necklace you see on the display on the left side of the door. Click on the large white claw-shaped object hanging in the center of the necklace, and then read the comments at the bottom of the screen, about something like a lion's claw firmly fixed to the necklace. You are done in this room, now, so exit.

When you get out of the room, move to the right and click on the doorknob at the end of the corridor to enter the bathroom. Near the sink on your left, click on the two taps, and there is no water. Get out of close-up. There are three small drawers on each side under the sink, and a large drawer in the middle of the bottom. Search all these drawers. [Note: All you have to do is to open one drawer and click the open hand icon on the other drawer to automatically close the first one before opening the second one for you. ] Click the white piece of cloth you found in the large middle drawer at the bottom and store it in your inventory. You are now finished in this room, so exit.

Go forward, turn left, and then go upstairs to the next floor. (See below.)

When you go upstairs, move up and click on the door handle in front of you to enter the bathroom on this floor. However, the room seems to be under construction, so it is not a real finished room. There are bricks and boards everywhere. When you first enter, turn right and click the magnifying glass icon on the ground brick. You will get a close-up of a brick with a small metal rod in the middle. Click the lever to store it in your inventory. You are now finished in this room, so go forward and click on the handle of the door on your left to enter the adjacent room.

This room seems to be under construction, with bricks and all kinds of "trash" everywhere. Take a step forward, turn right, and click on the small stove placed on the wooden board as a temporary wooden stool. A close-up of the stove will show a metal rod on the left, but only a hole on the right. Take the small metal rod you just picked from the adjacent bathroom from your inventory, place it in the hole on the right side of the stove, and click to see if it is in place. You are done in this room, at least for now. So walked out of the close-up shot, turned around and went out from the door on the right, back to the corridor on this floor.

The stairs to the attic are on your right. However, go forward and try to open the door on your right (the door marked with "?" in the picture appears on the left side of the stairs you have been up to this floor). However, the comments at the bottom of the screen indicate that the door seems to be stuck. So go around the stairs to the attic and try to open the door on your left (the other door marked "?" in the picture). The comment at the bottom of the screen tells you that the door is locked, but the hero can see the key in the keyhole on the other side of the door. Then turn left and click on the newspaper on the ground to store it in your inventory. Take the newspaper from your inventory and place it under the door. Now take the "boring tool" out of your inventory, place it on the keyhole, and click to read the comment at the bottom of the screen, saying that the key has been knocked down (and therefore landed on the newspaper). So I picked up the newspaper on the ground and saw the comment at the bottom of the screen that the key was stuck on the other side of the door. Click on the door handle and found that there is no way to get the key now.

So go around the stairs to the attic, and now go up the stairs to the attic. Open the door and walk towards the wall in front of you. There is a pile of newspapers on the ground, just under a small round window. Click to close the newspaper and try to pick up a copy, only to find (from the comments at the bottom of the screen) that the pile of newspapers is too big and you need a specific date to find a specific newspaper. Click the small green box to the right of the newspaper pile to close it. After approaching, click to open the box. Click to pick up the lantern on the left side of the box and store it in your inventory. Now click on the files on the left side of the chest. When you look at them up close, click repeatedly to view them one by one. Then click on the files on the right side of the box, and look at them one by one. Stepping out of the close-up, click on the magnifying icons on the left and right sides of the room, and then read the comments at the bottom of the screen. Either you can't find anything interesting, or you have a weird impression of the hero. You are now done in the attic, so exit and return to the phone room.

Now call Jerry and listen to the conversation between the two. Since the hero cannot find any candles in the house, he must now drive to town to buy some. So when the two people hung up the phone, they walked out of the house through the front door and headed to the car standing by the gate. Get in the car, take your car keys from the inventory and place them on the "car starter", which is the ignition device (in the small white circle, directly below the red circle, on the right side of the steering wheel). Click to insert the key into the ignition device, and then try to start the car again. As the red light bulb above the starter of the car began to flicker, the engine buzzed slightly and went out. The comments at the bottom of the screen indicate that the hero turned on the lights the first time he got out of the car. Click the ignition again, and the comment at the bottom of the screen will tell you that the car battery is dead. So I got out of the car and went back to the house, and called Jerry again.

Jerry will now tell you to go to sleep, but the hero will not be "allowed" to do so (the game designer) until he does three more things, two of which are to call Jerry again. So when the two hung up for the first time, they called Jerry again. You can choose two themes, as shown at the bottom of the screen: former residents of the house and the safe. Click on the first topic. Jerry will tell you about a murder in this house in May 1963. When the two hang up again, call Jerry again. This time, you won't get any choices at the bottom of the screen, because the hero will automatically start talking about the safe. It turns out that Jerry does have the information, but it is not easy to obtain, so he will end the conversation and promise to provide the information tomorrow. [Note: The reason the two keep hanging up is that the game is designed so that you can call Jerry as soon as you find something in contact with him, so that you can get some information from him in return. However, instead of running back and forth on the phone, we deal with some things at the same time. Of course, the downside is that we need to keep calling Jerry until the two have exchanged all necessary information. 

When the last conversation is over, go back to the attic and try to pick up a newspaper. An option will appear at the bottom of the screen related to the May 1963 news story. Click this option, and you will close the news page, detailing the narrative of the murder mentioned by Jerry. You have completed this day. So go to your room downstairs and walk towards the bed. When you see the "open hand" icon in bed, the comment at the bottom of the screen will confirm that it's time to go to bed.

However, although the day may be over, the night is not yet—when the hero wakes up in the middle of the night, he is awakened by the sound of a hammer. ..

Try to open the inventory, but you will not be able to do so. So get out of the room, walk down the corridor, and enter the gallery. Look at the left side of the room. The huge glass cabinet stands there with huge ivory carved on it. You could not move the cabinet earlier that day, but it is no longer there. Instead, you will see a wooden door, which may be behind the monitor all the time. Walk towards that door, bow your head and approach the hammer placed in front of you. Pick it up and. .. You will find yourself back in your room.

Obviously, you just had a dream (or nightmare). But you are up now, up from the bed. It's still night, and you are obviously awakened by some other strange sound-this time, it's more like a scratching sound from somewhere. Go to the fireplace. As you approach it, the comment at the bottom of the screen will tell you that the voice has become louder. Near the fireplace, put the stethoscope inside. Yes, the sound seems to be coming from there. But you are still unsure of the source; unless you do this, you will not be able to fall asleep again. So now go to the living room, near the fireplace there. Put your stethoscope on the wood, not on the wall directly above the wood. Yes, the sound must be coming from below. ..

Now return to your room, and when you enter, the comment at the bottom of the screen will notify you that the scratching sound has stopped. So now go back to sleep.

Woke up and found it was raining. Go downstairs and wait for the phone to ring. It's Jerry. Of course, due to the rain, the plan changed. Although he can't come soon, he did give you the code for the safe. However, there is no need to record the combination. Just go to the master bedroom, move the photo frame, and click on the safe to see it open. Inside you will find a key and a construction contract. Pick up the key and read the contract.

Now go upstairs to the door leading to the attic behind the stairs (you knocked on the door there and tried to retrieve the key with a newspaper). Take out the key you just found in the safe, put it on the keyhole, and click. Enter the room. This seems to be some kind of studio. Check the painting, then walk to the table, on your right, on the other side of the room. Turn left and pick up the hammer from the stool. Now move closer to the table and click twice in the center of the table. The first time, you will pick up a silver key, and the second time, you will see the lid of a small paint can in front of you. Close the blueprint on the left side of the table. Click on the right to page through and check all three pages. However, when you look at the layout of the second floor, be sure to click on the block representing the small room to the left of the master bedroom. Read the comments at the bottom of the screen to show that you haven't seen this room.

Get out of the close-up and walk from the door on the left to another room. You will see a rope hanging from the ceiling (on your right, in front of you), and a ladder behind it. Go to the ladder, take a step up, and you can see the beam of the tether. Use your knife where the magnifying glass icon appears (on the rope loop near the knot) to cut the rope. Going further up, you will find many jars on the shelf. Take the lubrication tank and sit next to the large dirty square tank on the left. Next, click on that square can. The comments at the bottom of the screen will also call it dirty. [Note: Although almost all other cans will be called "dust", this is the only can that you click on it will be called "dirty". ] Use the white cloth in the inventory to clean the cans, revealing the words "motor oil". Now use the "drilling tool" to drill a hole on the side of the jar facing you. Next, put your lantern in that hole and fill it with oil. Then go down the ladder and go back to the door you used to enter this room. However, don't try to leave, but turn around and pick up the rope on the floor (you have already cut it). Move to the door on the other side of the room, on your left. Click on its door handle to try to open it from this side and return to the hallway.

Go downstairs, near the door of the master bedroom. The magnifying glass icon now appears on the left side of the door. When you click on it, the comment at the bottom of the screen indicates that there should be a door there, according to the blueprint you just saw upstairs. Use your knife to scrape some paper from the wall, revealing a doorway made of bricks. You need to find another way to enter this room.

Go back upstairs, pass the studio, and then go to the stairs on your right. On the previous step, turn left and open the windows of that platform. Go up again and reach the top of the stairs. You will find a huge black crack on the wall in front of you. Hit it with your hammer and you will see a hole in the wall through which a beam of light passes. Now take your rope and place it on the "old, rusty lamp" directly above the crack. Click on the end of the rope lying on the ground and it will slide out of the hole in the wall for you. Go down to the first platform, close the window you just opened, click the magnifying glass icon, and you will be able to see a small piece of rope arched in the upper right corner of the window. Click it, and the rest of the rope will be displayed in the field of view, with a direction icon allowing you to pass. You must click this icon three times before the hero starts to climb down the rope. You have to walk four steps to find the hero in front of the window. Click on the window to open it, and then enter the mysterious room.

It seems to be a nursery school. Turn right and look down at the blocks on the floor. Looking closely, the four blocks are separated: O, B, I, and N. Note the numbers under each letter: 9, 0, 9, 7 (respectively). Get out of close-up. [Note: If you are close to the bricks stacked on the cart and notice that there is a number 5 under R (appearing behind the red handle of another toy), you will save time in this room a second time later. (It will be explained in the game later.) Please also get out of this close-up. ]

Now move forward in the room, turn left and open the top drawer. Close the birth certificate and place it on the left side of the drawer. Read the document and note the date of birth: August 7, 1961. Get out of the close-up. You are now finished in this room, so go back from the window where you came forward. Now go to the attic and click on the newspaper. You will now have the second choice at the bottom of the screen, which is the date of August 1961. Click this selection to read information about childbirth.

Go downstairs and try to call Jerry, only to find that the phone line is obviously broken. So go back upstairs and enter the gallery. Go to the display with carved ivory, close and remove the bottom sheet. [All you have to do this time is to click the open hand icon. ] Using a lubricating oil tank, oil the wheels on both sides one by one. Then press the handle to move the display to the side. Turning around, I found a door sealed with wooden boards hidden in the showcase, just like the door you saw in your dreams. Walk to this door and use your hammer to knock on the planks to remove them. Now click on the door handle to enter. 

It's pitch black inside, so open your inventory, put a match on the lantern, and light it up. Take the lantern out of the inventory and click in front of you to illuminate the place where it turned out to be the closet. Click on the mask sitting in front of you. Then turn right, click on a row of bamboos, move them and reveal a small window behind. When there is enough light through the window, the hero will automatically put the lantern away to save a small amount of oil inside. Turn left now, near the small box on the ground with an old lamp and two separate sets of papers on it. Pick up and read through the pages in each group. You are done in the closet now, so go to the telephone room next.

Call Jerry (the phone is working again!). Listen to the conversation, and when the two people hang up, go to your room. But it's a bit early to go to bed now. So get close to your desk and click twice on the typewriter-first put some paper, and then start typing. When typing stops, click the typewriter again to open the page and see what the hero wrote. Click on the paper and put it away, walk out of the close-up and go to bed.

Again, the day may have passed, but the night has not yet... This time, the hero wakes up in the middle of the night, not by any strange sound, but by a strange feeling...

Get out of the room and enter the gallery. Go to the newly discovered closet on your left and find that the mask you saw there earlier that day is no longer there... Open the door and leave the closet just to (see what)...

Once again, you will find yourself back in your room and out of the bed. On the surface, what you just saw was just a "bizarre dream", but the scratching sound you heard is definitely real. So leave your room and go down to the basement. But it was dark inside. So once you enter, open your inventory and use the match on the lantern to light it up. Then take the lantern out of the inventory and just click in the dark to light your way.

Go down the stairs and approach the furnace door on the right. Open the door, now the lantern illuminates your way, and a directional arrow will allow you to enter. Enter and keep going (actually four steps) until you reach the end of the shaft. Wait a few seconds, and then, a short shot will scare the protagonist. [Note: It happens very fast, so it’s best to save the game before the hero reaches the last moment so that you can replay and see exactly what the hero sees...]

Turn around and return from the shaft. [Note: Three steps after turning around, everything will become completely dark, because you will hear a considerable scratching in the background. This is obviously a "special effect". The control will then be returned to you, after which there will be three steps, and then you will be able to leave the shaft and return to the basement. Leave the basement. As soon as you enter the kitchen, the lantern goes out. But it’s okay, there is enough light to help you get back to the room. Once there, go back to bed.

The rain has stopped. Go downstairs and the comments at the bottom of the screen will show cold. So walked into the living room, approached the fireplace, and lit a warm fire with matches on the logs.

Now go to the telephone room. Try to call the secretary, but found that today is her day off. So call Jerry now and listen to the conversation. After the two hang up, they are ready to make another call. Remember the contract you found in the safe the day before? Well, if you look closely, there is a "contact number" (ie phone number) for Northumberland National Bank at the bottom of the page: 01912-94144. If you try to dial this number the day before, it will not work because today is Sunday and the bank is closed. So now to call this number, click on the third option at the bottom of the screen ("I called another number"), and then click on the above number on the phone dial that will be displayed to you. A man named Robert Black will answer the call.

Note: You only have one chance to get any information from this person, because if you call for the second time, he will threaten to call the authorities; the hero won't even try to "try your luck" for the third time. Therefore, be sure to save your game before making a call. When Blake answers, you can choose two topics: Ask him questions about Dr. Christopher Milton or James Blackwood. If you ask the doctor, you will learn something, but the conversation will end there. So I suggest that you listen to the information, then reload the game and start a conversation with Blake, just like the first time you called. This time, ask for information about Blackwood. Of course Black is not willing to disclose any information about the client. You can choose to pretend to be Dr. Milton or Chief William Bailey (the police officer who investigated the murder a few years ago). Pretending to be the chief, the conversation will be short. So reload the game and perform the above steps related to Blackwood query again. However, this time pretending to be a doctor, you will again choose two themes: ask men about architecture in the 1960s or recent activities. Try the first theme, then reload the game and repeat the above steps until you reach the "recent activity" selection. Ask Black about this topic and hear what he says. In short, try all these different possibilities to learn different information (for yourself).

Now that the rain has stopped, it is time to take care of some things outside. (See below.)

Get out of the front door, down the stairs, and take two steps to the left of the fountain (toward the gate). Turn left and you will see the garage building. Go to the garage and take out the silver key found in the studio the day before. Use it to unlock the padlock on the garage door, then click the door handle to enter. You will see a workbench on the left. Walk forward and pick up the crowbar leaning on the right edge of the workbench from the floor. Now turn left and approach the part of the workbench. Next, close the toolbox. Pick up the screwdriver, then pick up the pliers, and store them in your inventory. You are now finished in the garage, so come out and go back to the house.

However, instead of going up the stairs this time, go around the fountain on the right and turn to the path to the right. When you take a step forward along this road and look to the right, you will see another road heading out of the road you are on. However, continue to follow your path until you reach the gate of Green House. Try to open it, but the hinge is too rusty. So use your lubrication tank (anywhere on the door) and click on the handle to enter the greenhouse.

You will see a big dead tree, in the middle of the greenhouse, in front of you. You will also see at the bottom of the tree, but there are some shiny things outside the pots and under the grille. Take a step towards the tree, look down, and click on the object. The magnifying glass icon will change to an open hand icon. Try to pick up the object, but you will not be able to do so.

Walk two steps around the dead tree, move to the right, look down and turn off the tap below. Click on it to find that there is no water here either. Get out of the close-up and walk up the metal staircase on your right. Go forward and look to your left. There is a shovel in the planter on your right and a hose on the ground below. Click on the shovel, but it gets stuck in the soil. Now click on the end of the hose near the flowerpot and it will slide into the flowerpot. Then click on the other end and it will slide over the railing.

Now turn to your right, walk forward, and approach the table you see on your left. You will see two drawers on both sides of the table. Open the one on the left, click on the file inside, and read through the page. Then close this drawer, now open the drawer. Pick up big scissors. Close this drawer too. Now click on the bright plant in the pot sitting at the top of the table, on your left. The comments at the bottom of the screen will indicate that it is a "very attractive" plant. Use the scissors you just picked up to cut a few leaves of this plant.

Out of the greenhouse, two steps back to the manor. Turn right and see the direction arrow, you can go further in that direction. Then take two steps to the right (ie, follow the direction arrow to the right) and encounter a big ash tree. If you click on the tree, you will get its description. Click on a black triangle hole at the bottom of it, and the comment at the bottom of the screen will tell you that there is a small hole at the bottom of the tree that allows some water to pass through. Get close to the hole and click under what looks like a mud cake, and you find a small pool under the arched tree. Now step out of the close-up view and return to the main road back to the manor.

Then go down to the basement and close the valve on your right. Put the crowbar you got from the garage on the valve. Then use the hammer on the crowbar to turn the valve. Now take your crowbar. Click on the valve to make sure you are done, and the comment at the bottom of the screen will indicate that there is no need to fiddle with the valve any further. Go back to the kitchen and try the tap in the sink again. The water is flowing now, but it is not coming out of the tap. Go back to the greenhouse, bypass the dead trees, and turn off the tap below. On the right side of the faucet, on the left side, you will find the end of the hose that you previously slid down from the railing. Click on the end of the hose and see it connected to the faucet. Now turn on the faucet and hear the sound of water flowing. Then walked up the metal stairs and picked up the shovel from the flowerpot. Go to the faucet again, remove the hose, and let the water flow into the grille. Come where you see the shiny object. You may need to wait a few seconds until you hear a slight jingle, and then the shiny object will disappear.

[Note: The idea is to flush that shiny object into a "little pool" under the gray arched tree. But if you go back to the tree now, you won't find it there yet. The problem is that there is an obstacle-right in the greenhouse-preventing the shiny object from returning to the tree. ]

Taking a step to the right, he lowered his head and found that a jar was knocked over on the ground. Get close to it and use your scissors to cut the stem of the shrub that grew from that pot. [You have now removed the aforementioned obstacles. ] Now walk to the gray tree, near the bottom hole, you will see the shiny object at the bottom of the trunk (ie under the mud cake and mud cake) in the lower center of the screen). Pick up the object-it's a small key. Get out of the close-up and go back to the greenhouse. Turn off the tap. You are now finished in the greenhouse, and the gray tree. So, go back to the manor now.

Walk to the small oval mirror on the table to the right of the bed and the master bedroom. On the first day, we have tilted it to look up. So now just use your screwdriver to remove it from the stand and store it in your inventory. Go down to the kitchen and walk out of the house through the back door. Go down the stairs, turn right, and keep going until you reach the crypt. An iron wire is tied to the handle to fix the door. Use your pliers to cut the wire and store it in your inventory. Click the handle to open the door and enter.

There are two coffins sitting on the two floors in front of you. Walk towards them, close the one at the top, then open it-find it is empty. Click on internal comments at the bottom of the screen. Get out of this close-up and get close to the coffin below. I opened it and found a corpse inside. Click on the body, and click on the comment at the bottom of the screen again. Get out of this close-up and close the two plaques placed side by side under the bottom coffin. Click on two plaques, one after the other. Take the cobblestone, just in front of the plaque on your right. Get out of close-up.

Now go down the stairs and look to the left, and you will see a small coffin on the upper level. Click on the plaque under the small coffin, but it is too dark to see what is written on it. So go back upstairs, and when you stand with your back to the door, look up at the ceiling. You will see a glass panel with a circular upper part through which sunlight enters the room. Take the rock from your inventory and throw it into the pane. You will miss the first time, but don't worry. Just go down the stairs and look at the leftmost corner of the platform to view and reclaim your cobblestones. Come back and take another photo, and you will see cracks appear in the panes, accompanied by the sound of broken glass.

Turn left and you will see a beam of light hitting the candlestick on the wall facing the descent of the stairs. Open your inventory, take the wire you cut from the door handle, and place it on the mirror to connect the two. Now take out this mirror, connect the wire, and place it on the candlestick that receives the light beam. Therefore, the light will now be redirected under the stairs. Go down again, look at the plaque under the small coffin on your left, and find that the letter "R" is now clearly visible on the far left of the inscription. Click on the plaque and read the comments at the bottom of the screen.

You are now finished in the basement, so get out of the open space and make sure to read the comments at the bottom of the screen when you go out. Go back to the room and call Jerry. You will now have another date: June 1963. Therefore, please go to the attic to read the newspaper report on that date. Write down the phone number of Police Chief Bailey, handwritten at the end of the news report: 01665-65217. Now go downstairs again and use this number to call Bailey (again, click on "I dialed another number" at the bottom of the screen, then click on the number on the phone dial, and it will be displayed to you). Listening to the conversation, when the two hung up, they walked out of the house and walked to the front door.

Check your mailbox and find a letter containing your secretary’s translation of the Italian letter you found in the maid’s room. Read through the letter, and then go to the maid's room. When you enter, turn left and walk towards the bed. There is a small table on the left side of the bed. Close to the floor under that table. Click the open hand icon on the floor to remove the loose chessboard; then, click again to see the picture hidden there. [Pay attention to the shadow of the tower at the bottom of the picture, and the location of the key "object". ]

However, it is too early to take any action on this. Instead, go to the study and go around the big table. Using the key you retrieved from the tree next to the greenhouse, open it in the locked drawer on the right. Read the yellow letters on the right side of the drawer. Now take the beautiful box on your left and close the five-digit combination. Recall the building blocks we saw on the nursery floor: O, B, I, N. Remember that each letter is accompanied by a number: 9, 0, 9, 7 (respectively). Remember the first letter of the inscription under the small coffin in the crypt: R. Recall now that the number next to the square marked R is 5. Therefore, we have the child's name: ROBIN, and the combination of cases is 59097. So, click on these numbers and you will hear the sound of unlocking, because you are taken out of the close-up of the password. Click the open hand icon that now appears on the metal part with the combination, and the case will open.

But there seems to be nothing inside. But this is actually just another "safety measure". Pay attention to the central divider and the square movable part in the middle. Also pay attention to the two small squares, on both sides of the inside of the box. Now click once on the movable widget to turn it into the form of a backslash (\). Click the small square on the left side of the shell and press it down. Next, click twice on the movable part, it will first straighten at the starting position, and then rotate in the form of a diagonal line (/). Click on the small square on the right side of the shell and press it down as well. Now click on the empty area to the right of the central divider to remove the bottom and reveal the compartment below. Click on the bright brass key inside (with a cross on top) and store it in your inventory. Get out of all the close-up shots. You have now completed the study, so leave the house through the front door.

Go down the stairs and follow the path that took you to the greenhouse. But this time, when you take a step forward on this road, turn to the right and take the path that departs from the path you are on (further to the right). Go ahead and you will reach the church. Use the brass key you just found in the study to open the door on the keyhole under the right door handle. Then click on any door handle to enter.

Go up the winding stairs on your right. Close the wooden cabinet sitting on the floor in front of you. Open it, then open the top drawer. Click on the Bible, take it out of the drawer, and then click on the pages on the right (turn them page by page) until you find a big nail in the carved space. Remove the nail, store it in your inventory, and go down the stairs. 

You will see a large table across the aisle with a statue of Christ on the wall behind the table. Walk along the aisle, then go left, then turn right and see the floor behind the table. You will see a small metal ring protruding from the floor tiles on the platform in front of you. Use your crowbar on this ring and the tiles will be moved aside to reveal the fact that the ring is connected to a chain that passes through a gap in the ground. Now walk up to the platform and turn left to face the Christ statue on the wall. Look at the feet and you will see a big hole where the feet overlap. Put the nail you just found in the Bible upstairs into that hole. Now look up at the INRI signs on the left and back of Christ's head. Use the crowbar to straighten the sign, the cutscene will show the statue descending and indicate that the hero is exiting the platform. When the editing scene ends, you will find that the direction arrow in front of you is now pointing down the table instead of directly in front. Go in that direction and you will find yourself looking down at a dark opening under the table.

Walked down the opening, but it was pitch black underneath. Turn right and use a match on the bronze candlestick to light the candle in the candlestick. Look back to your left, close to the table in front of you. Pick up the branch from the center of the table (sit to the left of the coffee cup and pipe). Then read the two documents (a letter and a diary) on the left side of the branch location. You know what you need to do now. You also finished in the church, so go back to the house.

Call Jerry now. As the two hung up, they walked out the front door and read the comments at the bottom of the screen. Go to the door, open the mailbox, and find a rolled up piece of white paper on top of the letter your secretary wrote earlier. I picked up the piece of paper and read it, and suddenly realized that the plan had changed.

Close the back of the car ("trunk"), then click the "open hand" icon to open the "trunk" and display the car battery inside. Pick up the battery and go to the garage. When you enter, you will find a bicycle on the left. There is a device on the bicycle that when you turn the pedals, the headlights placed on the handlebars will emit a light. Place the car battery on a small crate on the ground, near the rear wheel of the bicycle. Click the Open Hand icon on the upper part of this rear wheel (where the device is located), and connect the device's wire to the car battery. Now click on the pedal of the bicycle to provide a little power to the battery. Then pick up the battery, go back to your car, and put the battery back in the trunk of the car. Get in your car now. Click on the launcher and read the comments at the bottom of the screen because sad music is playing in the background. You can't leave now.

Go to the path leading to the greenhouse, but turn right to the path that shoots towards the church. However, just take a step in this direction and look to the left to see the shadow of the tower on the ground. Yes, this is the right time (4 o'clock) and the right place. So take out your shovel, place it on the top dome-shaped part of the shadow (just near the area where you see the "key subject" hidden in the picture of the maid's room), and click to start digging. If you have the right position, another sad tune will start playing in the background, and the excavation process will reveal a corpse. Read the comments at the bottom of the screen, then click twice to read more. Tap the mouth of the body to read another comment at the bottom of the screen. Now take out your pliers, place them on your mouth and click to remove a tooth. Now I walked out of the close-up and saw that my body was covered with dust again, because another comment appeared at the bottom of the screen.

Now go back to the house and go upstairs to the gallery. Close the necklace displayed on the right side of the door. Use your pliers to remove what looks like a lion's claw from the necklace. Now go down to the kitchen, walk to the sink, but turn around and approach the small old grinder on the table. Open the lid and put in the lion claws. Close the lid again, and then click the handle on the top of the lid to start grinding. Then, open the small drawer at the bottom of the grinder and click inside to store the powder in your inventory. Similarly, grind the teeth you took out of the body and remove the powder from the grinder drawer.

Now go all the way to the third floor, and then enter the room with a stove. Turn off the stove and place the lid retrieved from the studio the day before on top. Open inventory. Put the powder on the lion's paw on the powder on the teeth and combine the two. Put this powder mixture on the leaves of charming plants in the greenhouse. Now take this combination out of stock and place it on the lid you put on the top of the stove. Now use your last match on the stove to light it. The edited scene will show that the combination melts and then visibly cools to form a stone. Pick up this stone and store it in your inventory. Then open the inventory, pick up the stone and place it on the branch you got from the secret room of the church. Your amulet is now complete.

Go down to the gallery and enter the closet. Click on the mask sitting in front of you and read the comments at the bottom of the screen. Then, take out your amulet, place it on the mask, and click. Read the comments at the bottom of the screen. You are now finished in the gallery, so come out and go downstairs and take the stairs next to your room. However, when you walk down the stairs, you will have a surprise. Go to the living room, near the fireplace. The fire went out, the logs ran out, revealing some kind of lid underneath. Click on the lid to remove it and reveal the dark passage inside.

Go downstairs and find yourself in another secret part of the manor. Move to the right and turn left to face an old door. Click the latch to open the door; then, click again to open the door to enter. Move to the wall on the left, close to the teddy bear on the floor. Tap the bear and read the comments at the bottom of the screen. Now move to the wall on your right, near the raw meat on the floor, just under the grille on the wall. Tap Meat and read another comment at the bottom of the screen. Move further to the right along the wall to the part where some bricks seem to have been removed, leaving a large hole in the wall. Tap twice on the dark magnifying glass icon inside, then sit down and "enjoy" the ending.

James Blackwood is indeed dead, which seems certain, although it may not necessarily be due to a heart attack that the public believes. Once again, it seems pretty sure that the doctor is still alive and has been "caring for" the creature, putting food from the grill into the nest, and so on. The doctor was undoubtedly the silhouette of the man the next night, Alsat saw it from the hearth of the cellar. However, it is not clear, but the most interesting is the identity of the creature itself.

I must admit that when I played this game for the first time, I was pretty sure that this creature was a member of the tribe who used to guard the mask-one might follow Blackwood (after he stole the mask) and try to get it back. But then, a good friend of mine played this game. Her first impression was that this creature might be Blackwood's own child. In fact, I did convince her of my point of view. But after replaying the game, in order to write this walkthrough, I now tend to agree with her. My biggest objection to her theory is the age of the child. But the second time I played this game, I noticed that the child was born in 1961, and Jerry's letter in Arthate's suitcase indicated that it was now 1976. Therefore, if the child is still alive, he is now 15 years old; I think the creature we end up seeing is likely to "surpass" a 15-year-old child, even though it is a very strong and huge person.

In fact, assuming that the creature is Blackwood’s child helps explain many things—for example, the free “board and lodging” given to the creature; the obvious disgust and disappointment that the nursery seems to have been completely closed (indicating that the couple seems even Don't want to try to have another child); how Catherine successfully tore off her throat (she may just want to see the child, out of pure maternal love, and without a doubt, completely stunned by the fierce reaction of this creature ); why James can’t let himself kill this creature (because he is its father after all), but wants the doctor to do it; and why it’s hard for the doctor to realize Blackwood’s wish (as a loyal friend of the family, and a helper in giving birth) Doctor, first), despite the fact that this creature has so violently killed a woman he obviously cares about (as evidenced by the letter locked in the study drawer).

Finally, there is the question of whether there has ever been any "real" evil in the house. I personally think that there is. As various diaries indicate, evil should be trapped in a mask. Only the rituals performed by the tribe on the mask in the past can stop it. Of course, when the mask is stolen by Blackwood, these rituals cannot continue. Therefore, it can be said that the evil has been "released", which is undoubtedly the cause of the tragedy of childbirth. But again, if the creature is a child of Blackwood, then it is likely that evil has penetrated into the child before the child is born.

In any case, this is my personal view of this story, at least so far. Please feel free to disagree or just discuss any and all aspects of the story or game.

Hope you all had a wonderful Christmas and a very happy New Year.

Nucleosys full game details reading walkthrough