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Tell me why walkthrough chapter 1
Tell me why walkthrough chapter 1




tell me why walkthrough chapter 1

Looking through the Book of Goblins, you'll find stories that are fairly similar to the memories you just watched around the house. It's now your job to pair each person with each animal. Tyler will open the kitchen cabinet drawer, and pull out a binder with Allison's old art.Īlyson then puts the pictures on the kitchen table, suggesting the Woodland friends represent real people in the town. Note: While at the coffee table, keep making the moo sound with the canister until Tyler reacts and says "I guess that is pretty funny" to get the achievement "Moo'd Changer"Īfter completing be necessary tasks with Tyler, they will head to the kitchen and see another memory. Look at the monkey stuffed animal in front of the twins room, and then watch a memory with Tessa on the balcony Go upstairs and knock a paper plane down from the the chandelier 4. Watch a memory of Eddy in the living room (should appear after cleaning the coffee table) 3. This will bring the first chapter to a close.1.

tell me why walkthrough chapter 1

Navigate to the two buttons and hit the buttons in the following order: L, R, R, L, L, L, R, L, R, L. This is the combination code for the two-button puzzle in the Kirke room. This computer cycles through the words "ELLE" and "ARE", which actually mean "Left" and "Right". Enter it into the study computer to unlock the computer in the ground floor lobby. This is "the channel I am on", and it's number 56.Īdd the three numbers together and you've got 2,062. Hit the 'plus' symbol until the camera shows a tape recorder. To find the third number, go to the security camera feed in the Master's Voice room. If you pan the screen across the paintings and join the letters, you will see that they spell "HOPE", "FIVE", and "LIES". You can find the second clue in the three framed words in the west corridor. The first clue is a reference to the framed painting on an orange (red meets yellow) in the northwest guest room.

tell me why walkthrough chapter 1 tell me why walkthrough chapter 1

Plus: another framed number, between hope and lies. A framed number in the room where red meets yellow in a frame. In the room of the renaissance man, a simple maths problem is the key. The clue can be heard emanating from a tape recorder. Chapter 1 - Awakeningsįor the first puzzle, you have to figure out the four-digit number to enter into the computer in the study. Read on to help Anna escape this surreal nightmare. when you've exhausted all possible solutions - will help you solve those puzzles, without spoiling the story. This guide - which you should use only as a last resort, i.e. In this inventive adventure, Simogo is constantly testing you with tricky riddles and conundrums. DEVICE 6 is the latest game from Beat Sneak Bandit and Year Walk developer Simogo.ĭEVICE 6 is part-interactive fiction, part-puzzle game.






Tell me why walkthrough chapter 1