All materials on showgamer.com are protected by copyright. Partial copying is permitted with an open (for search engines) link. ShowGamer (2015)

ShowGamer.comWalkthrough Maid of Sker

123

Walkthrough Maid of Sker

We tell you how to find all the Cylinders and complete the passage of the horror Maid of Sker


After the introductory video, pick up Thomas Evans' sheet music from the table. Exit to the corridor. The game will tell you that pressing the I key opens the inventory. Now there are sheet music and a musical medallion. You can explore other tabs. There is no map now, but there is a journal with a note that the girl read at the beginning of the game.

Get off the train and examine the wooden poster for the reopening of the Sker Hotel and a performance by Elizabeth Williams, daughter of famed singer Prudence Williams. Run along the path to the gate. Shortly before them, turn left to go through the broken part of the fence. Go inside the building with the phonograph. It will save the game. At the same time, if you play on the maximum difficulty, only 5 saves will be available throughout the game. You'll have to save.


Listen to the phonograph record, exit through another door, go downstairs and get to the dog. When she runs away, open the gate and follow on. There will be a huge gate ahead. Open them with the lever located in the building on the right. Enter the hotel.

First floor

Go forward along the corridor, open the door and otv?Look for a call in a telephone booth on the left side. On the right side is the reception desk. There is a bell and a note "Isaac's Grand Reopening Speech" .

Your task for the game is to find all the Cylinders in the hotel. To the right of the reception desk, in the corner, there is a grate. Lower it and make your way behind the counter. Against the wall opposite, on the table there is a bag. Open it and take the map of the first floor . Open the map by pressing the M key to see the location of the first Cylinder (top right).


Exit through the door and go right. On the right hand there will be a door to the toilet, and a little further - another, blocked door with the image of an octopus . There is nothing in the toilet, so go the other way. Behind the large double door on the left hand side will be the hotel lobby with a large staircase leading to the second floor. Do not rush to go there, but move to the right along the corridor. On the left there will be a small green door with a room and a phonograph to save . Whether you save at the phonographs or opt out of this procedure, Prudence's audio recording will run every time.

Go further down the corridor to hear the man's pleas. Talk to him while interacting with the door on the right hand. It also features an octopus. He will introduce himself as Henry Hughes. After carryingNo matter how many failed attempts, duck down and return to the phonograph room to let the enemy pass. Return to the corridor and open the door on the right, just behind the door with the octopus. You will enter a long corridor. At its turn, on the right hand there will be a musical doll 1 .


At the end of the corridor there will be another door with an octopus, as well as a button on the wall. Click on it. The light will turn off. Go back a little and find a switch in the niche on the right. Lower it to restore electricity, and then go to the button. You will find an open elevator.

Basement

Ride the elevator down, wait a bit for the person to go to the left, and move to the right yourself. Behind the green door is another room with a phonograph. If you wish, save and listen to the audio recording. Open the door and wait. When the enemy moves towards you, hide behind the door. Then open it and you will see that the enemy turned to the elevator on the left. You go ahead, where the man came from. Follow the corridor. Soon you will see how the unknown person takes the corpse from the window on the right. Move even further and open the door on the right. Go past the door so that another enemy comes out of the room.


Then enter this room and take the sedative bottle on the table. Press R to drink calm down??noe and recover. Open the door on the left, go into the room and around the corner on the far table, find the book of accounting for the deaths and disappearances of Isaac . Open the door nearby, go forward and take the basement map from the bag on the table on the right.

The door on the right is closed. But you can open the door to the left of the bag. At the fork, go forward. If an enemy enters through the door ahead, then turn left and let him pass by. And then open the door and answer the call in the phone booth on the left. Thomas will point out that all these people don't seem to see anything. Open the door to the right of the booth to enter a room with hanging bodies. Carefully walk between the bags to the far left corner to find the table where the musical doll 2 is located.


After that, return to the beginning of the room and turn left, where there is an open passage. As you understand, during all this time you will need to dodge the enemy, who walks between the suspended bags. Move through a narrow corridor lined with boards, make your way under a beam with nails. Repeat the steps with the second beam so that the monster tries to grab the hero. Just hold your breath. The enemy will run away at the ringing of the bell. Keep moving to get out into a normal corridor.

Follow the left, open the grate and toArabkaytes on ventilation. At the fork, turn right (the path ahead leads to a dead end), on the next path, move forward and get out in the boiler room. You will hear Thomas begin to cough. To stop coughing, you have to hold your breath. Move through the boiler room along the only path, make your way under the pipes to bypass the enemy who will leave them to the right. You will find yourself in a corridor. There is a door at the end of it. Lower the lever, move the bolt, open the door and run up the stairs to leave the basement.

yard

You can immediately save with the help of the phonograph, standing in the corner of the ruins. Listen to the audio. Go forward to get to a clearing with scattered things. On the boxes on the right is a musical doll 3 . Make your way to the other side of the clearing, and before you leave it, take the mystical note from the last table.

Follow on, go to the cemetery on the right and go right. There is a sedative on the distant grave. Return to the entrance to the cemetery and directly in front of it, inspect the interactive tombstone of Prudence Williams. A cut-scene will start. At the end of it, the hero will fall into the grave.

Crypt

Move forward and pick up the Jebedai cult letter . For greenThe next door on the right will be another phonograph with saves and an audio recording. Keep moving through the cave until you get into the mine. Immediately pick up Isaac's reporting on the ship "Providence" from the table. Use the nearby switch on the rails to move the cart and move forward. You will descend from the ledge into a new part of the mine.

To leave this place, you need to open the grate on the right. There is a button there. But first you have to activate the levers. In the center of the adit is a remote control with a red toggle switch that starts the minecart. Don't touch it, look to the right and you will see a switch. Lower the knife switch and press the button at the grate. The top light will turn on. Now turn the red toggle switch in the center to make the cart go the other way. The enemy standing at the corridor ahead will leave, and you can go to his previous position and lower the second switch. Press the button at the grate again. The second light will light up, the door will open, and you can leave this place. Go forward and pull the handle to go upstairs.

You will be on the surface. Under one of the columns on the left, look for Jebedai's ritual records . Lower the two levers to the left and right of the large bird door. This must be done quickly, only in this case the door will open! Go through it, out?running the monster. You need to go up the hill to the left, but if you go down to the right, then near the fallen log you will find a musical doll 4 .

Climb up the hill and squeeze through the bushes. You will see how one person tortures another sitting in a wheelchair. Follow further through the forest with torches, open the gate and go through the door that the dog opened.

Gardens

Go forward and open the door on the left side to find a room with a phonograph. Continue moving through the garden, bypassing the monster. On the right there will be a turn with a pedestal on which there is a musical doll 5 . Continue walking to a fork with two stairs. Climb the steps to the right, but after the enemy leaves, take the steps to the left. Go through the garden, turn into the building on the left and answer the call in the phone booth. Next to the booth there is a bag containing a map of the gardens .

Open the door on the left, take the musical doll 6 standing on the box on the left hand, and then go forward. Release the dog from the trap, and then inspect the gazebo. The first Cylinder is hidden inside. Before you can pick it up, look up at the ceiling. There is an arrow there. It shows which lever to pull. Continue to activate the levers indicated by the arrow,and then take Hero's Cylinder .

Return to the room with the phonograph and open the door to the left of the telephone booth. Ahead will be a non-working fountain, on the side of which lies a sedative. After going inside the building, open the door on the right and take two sound modulator cartridges from the tray on the left. Return to the first room, go to the right and find Isaac's plan on the table on the left. Ahead there is a pedestal with a strange device. Take it. Now you can activate the device using the "1" key.

Activate the device to see how it stuns monsters. Each such stun consumes 1 cartridge. We found two of these earlier. Return to the room on the left. On the left hand there is a green door. There is another phonograph there.

Follow on to get out into an open area with trees. On the left there is a door with a button. First, go forward and activate the switch inside the booth. Click on the button at the gate to turn on the first light bulb. Go to the right side of the location and activate the second switch. Press the button again to turn on the second light at the gate on the left. They will open, and you can go forward and return to the hotel.

Hotel, first floor

Nearby there is a bench with a tray and cartridge . Enter the next room to find a music device and a locked door on your left. Inside the chest on the scene is a kraken key . Use it to open the locked door, move to the right and open the room with a telephone booth. Talk to Elizabeth, take the cartridge from the table on the right. Open the door to the right of the telephone booth and take the second part of the map of the first floor from the bag.

Move to the left to find a Morning Herald newspaper stand. Open the green door on the right, use the phonograph. Move back and open the double door on the other side to return to the first floor hall.

Return to the lobby, follow the reception through the grate to the right of it, in the corner, and exit into the corridor. Go right and open the door with the octopus with the key. Turn right to find a fireplace and another door with an octopus. Isaac's audio-visual notes are on a stand by the window. Look for a beer tap on the desktop. There is a movie projector on the left side of this room. If you run it, you can see maps with the location of all the Cylinders.

Open the map. See the room in the upper right corner? Now you can easily get to it. Once in the prayer hall, wait untilthis is where the enemy comes in. On the stand is the Williams family Bible . Go to the chair and take the Cerberus Cylinder .

Return to the hall and go behind the bar, where you found the second part of the map. There are four beer pipes, but one of them is missing a tap. Install it. Now look at the wall opposite the bar. On it hang paintings with images of a dog, a building, a dragon and a woman. Thumbnails of the same images are on beer taps. Pull the beer taps in the correct order (numbered from left to right): 1, 3, 2, 4. A secret passage will open up in the hall, behind the statue. Go there and go up the stairs to the second floor.

CONTINUED ON NEXT PAGE

Second floor

Look around, answer the phone. Your task is to find 4 family crests for the toy train puzzle in the center of the room. Open door 107 to the right of the phone booth. Isaac's journal is on the table, and a cartridge is on the bed. Go through the door to the next room. There will be a hole in the wall, but you will have to go around the enemy. In the new room you will find Jebediah's journal .

Return to the main hall and follow to the left, into the corridor with rooms 101-105. On the left there is a room with a phonograph to saveI. Exit back. You can go down the corridor to the left or right. Go right and look into room 104 on the left. On the table on the right hand lies a bag with a map of the second floor . Move further along the corridor until the enemy comes out of the back room. Go back and wait for him to pass room 104. Go left, open the door and get to the vent with a drop blade. There is a device on the left. Remove the flywheel (valve) from it. Move through the ventilation back to the hall with the room where the phonograph stands.

Move to the left corridor, to the very end, to room 101. Along the way, you will need to bypass the enemy. Room 101 has two doors on the right. First, go through the nearest opening on the right. Move between the walls of the rooms, remove the log from the path and get to the room where you need to install the flywheel (valve). Having done this, follow between the walls forward and turn the toggle switch under the transparent glass. You will open the grate in the room next to room 101. Go back to the room and enter the room on the right. Take part of the family coat of arms . Do not rush to go back!

Look again into room 101. When the enemy leaves towards the dust and the far room, follow him, holding your breath. Stand to the left of the room where the enemy entered. When he comes out of it, go there and take the music box from the table??h This key opens the door with the image of the "harp". There are such doors on the second floor to the left of the telephone booth, as well as in the basement.

Basement

Go down to the basement on the second floor elevator, open the map and see the image of a harp. If you can't see it, go left from the elevator until there is a door on the right. Open it and look to the right - here it is the door with the harp. Open it with the musical key, examine the table and read Isaac's notes on the project . There is also a bottle here. In principle, it was not worth returning here, only for the sake of achievement.

Second floor

Return to the second floor. Once again, go to the right wing, where there is a room with a phonograph and where you found one fragment of the family coat of arms. Go through the door ahead. Behind the partition on the left there is a ship. Interact with him to hear four sounds. There are four bells to the right of the ship. You need to pull them in the correct order (numbered from left to right): third, second, fourth, first. Take the second part of the family coat of arms from the ship.

Use the musical key to open the door to the left of the telephone booth in the main hall, where you need to install coats of arms. So far, you only have two of the four fragments. In the new wing, enter room 108 on the left. Are you on the table?? note "The Siren in Greek Mythology" . Go through the door behind the table and remove the third part of the family coat of arms , hanging on a rope. You will fall into the basement with water. There are hatches on the left and right. Examine each one until you find a large valve . Use it to open the door to get out of the trap and go upstairs, returning to the same wing.

Follow the left corridor to the end. First, enter the room on the right to find a table with a bag and the second part of the second floor map . Then go through another door to the library. On the second floor there are two levers, on the first floor there is a locked booth with a fragment of the family coat of arms and a button. It is necessary to lower each lever one by one, not forgetting to press the button below. Then take the fourth part of the family coat of arms .

Exit through the far door of the library, into another corridor. Turn into the room on the right and inspect the music box. You will be poisoned. Go to the sounds. First to the sound of a bell, then to the sound of seagulls, cellos, chalk and boxes. Each time you need to press these items so that the previous sound disappears and the next one appears. In the end, you will find a mannequin and a musical doll . Then go to the voice of the song, right where the mannequin is pointing. Remove the notes from the corpse and exit here through the appeared twop.

Go to the main hall of the second floor and apply all four parts of the family crests. Use the opened passage and enter the elevator. Press button "2" to get to the third floor.

Third floor

Answer the call and go through the door on the right. Follow to the right and try to take the key. Uncle Abraham will grab him. Go the other way and find a bag with a map of the third floor at a dead end. Return to the door and go forward from it. Turn into the room on the left and take the musical doll from the table. Go forward and into the last room on the left. This is childish. The pedestal has the lyrics to Elizabeth's antidote song , and in the far left corner is another musical doll .

Exit the nursery, turn left along the corridor and open the door to the room with a fireplace. On the left, there is a door to a room with a phonograph. Exit to the room with a fireplace and take Elizabeth's plan to create an antidote song from the bed on the right. Go back, to the left and through the double door on the right, where you haven't been yet.

The path to the right leads to a door locked with a bird key. Go left to be attacked by Abraham. Run forward from him and open the door. Open the grate and lure Abraham into the corridor on the right. Do you yourself go back through the bars into the room and run?? back. Move through the hole that Abraham made, get through the training room to the courtyard with a fountain. There are levers to the left and right of it. Lower both levers, acting as soon as possible. All three gates in the yard will open. You are interested in distant, where you have not been yet. After passing through it, get to the other wing. There will be a telephone booth on the right. Open the door on the left, go into the next room with two closed doors. Open them by removing the bolts. There is a device in this room. Pull the lever, then lure Uncle Abraham to the center of the phone booth, right under the device, which will sparkle after 10-12 seconds. If you time correctly, the device will hit the monster's head. Take the bird key from him, and then answer the phone. Open the bird door nearby and save in the room on the right. There is a room opposite, but you need a skull key for it.

Go to the room on the third floor, locked with a bird key. Take the third cylinder on the chair on the right and turn into the door on the right. Climb up to the attic. There is a piano with five drawings - a cage, a dog, a fish, a bird and a deer. You can find three paintings with numbers. Bird - 3, dog - 2, cage - 4. Click on the notes like this:

  • Fish
  • Dog
  • Bird
  • Cell
  • Deer

Go to thainew room. On the bed is entry 02 in Elizabeth's diary . Go into the next room to face Elizabeth's father. The device is destroyed.

Basement

Take from the bed in front entry 03 in Elizabeth's diary . Go to the next room and listen to the phonograph record. Go through another door. You will find yourself in a corridor. There are three rooms on the left and on the right. In the first room on the right, look for a musical doll . There is a Mythology note in the second room on the left. Go through the far door and pick up the last Medusa cylinder .

Now you will need to get out of the basement. The elevator to the first floor is not working, so move to the upper left of the map, as you followed when you got out of the basement into the courtyard. At the end of the road, Elizabeth's father is waiting for you. When free, follow forward and activate the phonograph. You will hear female laughter. Go further, overcome the area with two enemies. Look under your feet to avoid stretch marks. You need to go to the far right corner. Inside the cave, remove the beam and get to the stairs to return to the hotel.

First floor

Follow forward to the hall with switches. Go to the room with the piano and save in the room on the left. Having done this, exit back to ??a room with a piano. Elizabeth's father appears. While he is playing, run to the nearest switch, turn it on and press the button in the room with the piano. Repeat for all four switches. But when the father stops playing, just stand still! Thus, you cannot remain in the purple cloud of gas. After activating the four switches and pressing the button after each, return to the room with the switches and enter the cage. Insert the medallion, which is available to you from the very beginning of the game. Pick up the skull key next to the stunned father at the piano.

Open the door with the skull key. Take a page from Isaac's journal from the table. Soon you will get out into the common hall. You can go up to the second floor and open the door with the bird key. Behind her is a musical doll . On the third floor there is a door locked with a skull key. Behind her is another musical doll and a diagram of secret rooms . Another musical doll is located by the elevator on the first floor. Go down there and use the lever to open the two bars into the hall. And the doll is on the bench to the right.

Maid of Sker endings

Go to the first floor hall and go up to Elizabeth. If you want to see a bad ending, then give her all the cylinders.

How to get a good ending?

To get the best ending, you will have to choose the second option in the conversation with Elizabeth and play the antidote song yourself. However, for this you need to find all the notes. There are 4 sheets with notes.

Where to find all notes (scores)

  1. The first one you pick up on the train at the very beginning of the game.
  2. On the second floor in one of the rooms there is a music box. Opening it will release a cloud of poison. You will find yourself in a dark room. Move from one scene to another and turn off unnecessary sounds. At the end there will be a corpse with notes.
  3. Another note should be sought in the basement room, locked with a musical key. This is one of four rooms located in the center of the basement, in a circle.
  4. Finally, look for the last notes in a cache inside the chapel. On the first floor, go to the chapel where you found the cylinder, and insert the skull key into the statue on the right. By doing this, you will open the cache and be able to get the fourth notes.

It remains to go to Elizabeth in the hall and choose the second dialogue option.