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

ShowGamer.comWalkthrough The Guest



Walkthrough The Guest

When you take control, then look around. There is a suitcase near the window. Examine the travel information tag on this suitcase.



Take it to inventory. Go to the cabinet next to the bed. There is also a clock and a table lamp on this pedestal. Find a hotspot to look at the bottom of the cabinet. Pick up a pack of cigarettes from the floor. There is a basket to the left of the suitcase by the window. Remove the valve from the basket. Go to the opposite side of the room. There is a low table here. Take the envelope from the table. Read the two letters here (you don't have to take them with you).

Go to another cabinet near the bed, on the right side. You can use the phone, but where to call? Open the drawer and take away the torn notebook from it. Examine the bottom of the cabinet. Take the magazine from the shelf. Also pick up the handle lying under the bed, to the left of the nightstand.



Также рекомендуем сайт наших партнёров — ТОП лучших игр.


To the left of the door is a closet. Open the left compartment. There is a light bulb here. With the light on (just click on the bulb), look into the cardboard box. Take the light bulb out of the box and also read the newspaper clipping. Open the drawer below and pick up a document on how to properly check electricity. On the right side there is another large wardrobe compartment. Inside you can find a box with a combination lock. You need to enter a three-digit code, but so far you do not know it.

Come to the window. Go left from him, into the corner of the room. Here, on the pedestal, stands a table lamp. Try to turn it on. According to the main character, there is not enough light bulb here. But you just found this bulb. Open your inventory, left-click on the light bulb and select the "use" command. Now just click on the table lamp. Turn on the light and look into the cardboard box located on the floor in the corner. Get the torn sheet and the battery from here. Open your inventory, select the torn notebook and click on the word "combine". Combine it with a torn leaf. Look at the notepad in inventory to see code 503.

Bathroom

Go to the toolbox in the closet and enter this code. After opening the drawer, remove the screwdriver from it. Use the handle on the room door. Next, screw this handle using the screwdriver from the tool box. Enter the dark room and immediately find the switch on the right side. Click on it to turn on the light. You are in the bathroom. To get rid of hallucinations, go to the wall on the right and open the first aid kit. Pick up a jar of pills and take them by pressing the E key.



Worth a look around. Near the washbasin, find shampoo and body wash . There is soap in the sink itself. Take him too. Examine the shelves under the sink, a little to the left. Between the toilet paper, find and take away the tweezers . Cabinet directly under the sink is closed. You need to find a key or something like that. On the right side of the cabinet there are three drawers. In the top drawer, find and take the razor . The middle drawer is broken and there is a newspaper clipping in the bottom drawer. Read it.

Open the same first aid kit, on the wall on the right. Take two boxes of plasters and alcohol from the top shelf. Look at the bathroom. Above it hang two hangers . Take them with you. In inventory, combine the tweezers and hanger. You will receive a LOCKPICK. Apply this master key to the locked drawer under the washbasin. Open it. Turn on the light by clicking on the light bulb. Read the note and then take the battery . Pull the lever. You will hear noise coming from the bedroom.

CONTINUED AND FINAL ON THE SECOND PAGE!

Living room



The bathroom door will open automatically. Exit to the bedroom and open the door on the left. You will see the living room. You can try to turn on the light with the switch on the right. Nothing will come of it. Looks like there's no electricity here. Walk left to the door. Try to open it. It's locked on the other side. There is a pedestal against the right wall. Examine her. Find the third battery in the left drawer. There is an electrical panel in the middle box. Open it and you will see six positions. Three batteries are in place. From inventory, insert all three batteries in turn. Now all six slots have batteries. Each battery has its nominal value written on it. Open inventory. Earlier, in the bedroom, a note should have been found:

1

The sum of the Volts of the top row, plus twice the sum of the Volts of the middle row, plus triple the sum of the Volts of the bottom row should equal 100 Volts. You can swap batteries. The answer will be:

  1. Top 5 + 20 V.
  2. Middle 5 + 1 V.
  3. Below 1 + 20 V.

All lights on the sides should turn green. An inscription will appear at the bottom of the screen that everything is done correctly. Approach the switch and click on it. There will be light in the room. On the left is a sideboard. Open the bottom door and zoom in on the screen. Take another valve . There is also a note here. You can read it. There is a hanger next to the wall. Remove the first ring from the hanger.



Approach the gramophone, standing in another part of the room. Open the red door below it and take the vinyl record . Under the plate you will find the second ring . Go to the cabinet by the window. Take away the sign from the pedestal, which in hotels is hung on door handles.

Open drawers. Only in the right of them will there be an object - a clipping from a newspaper article. Examine the table. On the table there is a hatch with the image of an arrow. While the hatch is locked. Nearby is a folder with some notes - you can read them. Take a look at the large cabinet by the window. The bottom doors are locked. But there are some luminous objects between the doors. Examine it. You can insert two valves from inventory here. We need to find a third one. Go to the back of the room. There will be a switch on the right. Turn on the light.

On the bedside table near the switch there is a wooden stand. You can click on it. The character will say that something should fit here. To the left is a wardrobe with shelves. Take the figurine from one of the shelves. On the other shelf, between two dishes, lies the third valve . You can examine the box. You will find out that a handle is missing here. There is a table on the left. There is a note from the manager on the table. Also there is a sign "Oek Wood" (silver ashtray) . Take her.

Flip another switch to turn on the light at the back of the room. The door is locked here. Again, on the other side.



Take the stand from the table by the chairs and take out the cigarette from the ashtray. In the far left corner, on the floor, find the phone book . Pull out the magazine from the cabinet under the TV. I don’t remember where, but you can find a plate in the room.

Return to the locked cabinet with three holes. Insert three valves into it. It is necessary to make sure that the drawings on the valves coincide with the luminous divisions at the top of each toggle switch. To turn the toggle switches, you need to press the Z and X keys. Please note that you turn one toggle switch, and the next one rotates after it. To select the toggle switches, use the W, S, A, D keys. Turn the toggle switches so that the pedestal opens.

So, now you can open the cabinet by the window. It is divided into two departments. Open the right compartment first and take out the film tape and projector usage document . It says that the hatch must be opened.

Open the left compartment. You will see a certain area on the walls with six light bulbs. You can click on the bulbs and choose a color for them. At the bottom of the shelf there is an inscription: "Turn them off and look for me."



Turn off the lights EVERYWHERE! In the living room, in the narrow hallway where you played with the batteries, an image of three light bulbs of certain colors will appear on the wall on the left. This is the first part of the answer. Go to the bedroom and turn off all the lights here. To the left of the window you will see another image. Go back to the same cabinet, open it and set the following colors:

  • Left half from top to bottom: blue, blue, red.
  • Right half from top to bottom: red, blue, yellow.

By solving this puzzle, you will open the back wall inside the cabinet. Behind it you will see a circle with different symbols and letters. Go into the bedroom and go to the right bedside table where the phone is. Click on the phone and dial the number from the notebook (if you open the notebook, you will see the number 48-151 and the inscription "Call him" (Call him). Calling this number, you will hear the voice of a man. He will say that the hatch is open and will ask you to continue What's going on here?

Go to the living room and open the hatch in the table. The projector will rise. Install the filter found in the cabinet next to the table, by the window, on the projector. Click on the projector again to start the movie. At the end of the tape you will see a hint. At the top, the letter H equates to a specific character. Remember this symbol, and then take a look at the circle with letters and symbols inside the pedestal, directly below the white canvas on which the clue is visible. Place the letter H on this circle opposite the symbol indicated on the hint.

Now memorize the sequence of characters on the projector film (under the letter H). Find these symbols and write down what letters they refer to. You should get the word DYSTOPIA. But where to apply it?

Return to the bedroom. Open your inventory and look at the document you found in the drawer along with the film strip. At the bottom of the document it is written that if you find something unusual, then you need to call 01138. Dial this number on the phone. After a message from an unknown person, open the drawer in the drawer under the phone and take the pills.

You will find yourself in a strange place. Go between the fence. In the first room, go through the right door. In a room with shelves and books - through the left door. In the next room, go through the right door and then through the left. Finally, you will find yourself in a trap. You will walk in a circle in the corridor, where there is a door torn out and the inscription "we are scientists." Walk in a circle until a passage to the left appears. Go there and click on an incomprehensible object on the table.

You will wake up in the part of the room where there is a low table opposite the TV. Take the strange object from the table. In inventory, combine the two rings and this item. You will get a strange object with rings . Place this item on a wooden stand, which is located next to the cabinet and shelves where you found the figurine. Next, you will need to set up the item so that it copies the image in the picture above. It is rather difficult to do this. Here is the correct answer:

2

The painting on the wall will move away and you will see the safe. On the safe, dial the verbal code - DYSTOPIA, received earlier. After opening the safe, remove the handle from it and read the clipping from the newspaper article. Use the crank on the music box on the shelf on the left. You will hear a melody. Go to the locked door to the left and click on the shield on the right. You will see six buttons. Each button makes a specific sound. The box plays a melody of six notes. The number of buttons matches the number of notes in the melody. You have three attempts to correctly press the buttons. If you make a mistake three times, the melody will change. Therefore, we cannot give you an exact answer.

Just listen to the melody without turning off the box. Further, when the first note will sound, press the button in the terminal. If the notes match, then write down on your piece of paper where the first note is located. If they do not match, then reset the terminal to the CLEAR button and look for the desired button. If the combination is correct, the door will open.

Go to the secret room. The bookshelf will move. Walk forward and find yourself in a secret corridor. Take the access card from the chair. Apply this access card to the terminal located on the left corner of the table. Now you can use the keyboard on the table. You must enter a three-digit password. But for now, you don't know him.

Return to the previous room. Go to the bedroom, where, under the red bench near the bed, find and pick up an empty lighter . Return to the room in front of the secret corridor. Go to the table, past the globe. You can use a globe, but you don't know what coordinates to enter yet. Examine the table. Take glasses , a scientific journal from the table and read various notes. Open the cabinets on the left. One of the cabinets will contain lighter fluid . In inventory, combine this liquid with the empty lighter. Apply a working lighter to the lamp standing on the same table. The room will become brighter.

Turn around and find the cylinder on the shelves with books. It depicts symbols that resemble those that you might have seen in the bathroom, in one of the nightstands. Perhaps this is a clue to solving the riddle.

Go to the table with the typewriter. Now open inventory. You should have found three scientific journals! The covers of each of the three magazines have highlighted letters. If you compare them in order, then you should get the word BENEFACTOR. Try to enter this word on a typewriter, but nothing will work. The fact is that there is NO LETTER R on the typewriter. We should find it!

Return to the bathroom and compare the cylinder and the puzzle. In general, the solution would be:

3

You only have to select the red symbols as shown in the picture. No other buttons need to be touched.

Take the key with the letter R. Return to the typewriter and replace the key. Enter the word BENEFACTOR on the typewriter. An eye pattern and a right arrow will appear on the sheet. Look to the right and you will see that a light has come on in the corridor. Go there and inspect the round table. Here you must select the latitude and longitude. But what data to enter?

Just move one of the pointers and click periodically on the left mouse button. You just need to move these pointers for each digit of the big division. Below are two screenshots. In the first screenshot, you need to set the pointers for the word in the center of EXODUS, In the second screenshot, for the word ARRIVAL. You will hear the characteristic sound of chains. Something opens up.

4
5

After listening to the message, look at the ceiling. Red squares will light up there. They point you in the right direction. Go to the living room and go through the door that was locked (in the narrow hallway where you were playing with fuses or batteries).

Go to the modern room. There is a box on the table. Remove the access card from it. Next, click on the blue button on the left. On the table, turn on the player to find out what's going on here. After that, take the pills from the pipe to the right of the table. Turn around and approach the wall opposite the table. Click on it and confirm the action with the E key. After praying to the Benefactor, you will see the final credits.



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