The Story of Henry Bishop is a first-person horror game that was created by one person. The game is short, but there are certain difficulties in it, which are discussed in detail in the guide below.
Choose a new game, as a result of which you will find yourself in an unknown house. Look around: there is a gramophone nearby, but it lacks a tonearm. On the table is a page from the diary , which talks about the symbols on the cabinets that scare away the creatures. Exit the room, go downstairs and go along the corridor until you find yourself in the room. On the left is a glass cabinet, and inside are severed heads. In the mouth of one of them lies a golden key .
Nearby is a cabinet with a radio. You can check out the last one. The right cabinet door is locked. On the couch opposite is a bloodied mask that can be examined. On the table, find the tonearm for the gramophone. Nearby there is another couch with a wanted poster. Immediately run back, because a small one will break out of the nearest cabinet??chik. Return to the room with the gramophone, but open the next door. There is a locked cabinet in this room. Open it with the golden key.
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To apply an item, open the inventory with the TAB key, hover over the item and right-click. Please note that you must stand next to the object on which you apply the item.
There is a vinyl record in the cabinet. Install the tonearm on the gramophone and place the record there to see the introductory video.
Approach the barn on the right to see the castle. There is no key to it, but someone is clearly sitting in the barn. Possibly a maid. Go to the front door and read the note from the electrician. It contains a hint. Go around the house and find the electrical panel behind. Open it. From top to bottom, set the switches as follows: bottom, top, middle. Return to the house and open the door with the key.
Go to the kitchen through the doors on the left. There are several boxes here, but one of them is jammed. You need to put something on. You can also find a photo frame with the mistress of the house. Go to the corridor and go through the doors on the right. On the table is a newspaper about the murder of the fisherman Billy. Open the door nearby to p??fall into the room with the safe. A four-digit code is required. Open the cabinet in the corner to examine the ritual staff and find a newspaper with an article about the burnt girl. There is a small key in the pot next to it.
Go to the left of the stairs in the hall and open another door. Move the red pillow to find the knife . There is a chest in the corner. Unlock it with the small key and read the maid's diary . Go to the kitchen, open the cabinet door with a knife and take the old plunger . Turn around and see a girl at the door. Exit the room. She will disappear.
Climb to the second floor and go through the door on the right to the bathroom. Use the plunger on the toilet to find the star . Go to the next room, turn off the gramophone and run away from the monster to the street. Wait. You will see how the monster turns over the car. You can't leave.
Go back inside the house, go up to the second floor and examine the rooms on the left. In one of them, the bedroom, there is a shovel . Another room is a children's room. There are several toys here, drawings of a family and some kind of monster (the latter can be picked upat), as well as a chest. Open it with the star found in the toilet. You will see where the treasure is buried.
Leave the house and go to the right corner of the yard. Use the shovels to dig a hole near the big rock. You will find a note with four colored circles: blue, purple, green and green. If you look at any toy cube from the children's room, you will see colored numbers. Match them and get the code - 4522 . Enter it on the safe in the office on the first floor. Read the owner's diary. Take the rusty key , exit the house and unlock the shed to the left of the gate. Inside you will find a crowbar and a skull in a vise. Use a pry bar to unlock the wooden box and remove the record from there. Go up to the second floor and place the record on the gramophone in the bedroom. Watch the video.
You will find yourself in the same room as at the beginning of the game. But now everything is different. Exit the room and open the door opposite. You will enter a room with a doll and a gramophone. There is a drawing on the table next to the gramophone. This is a hint: if you turn on the music, the doll will give the key. There is nothing interesting in the other room.
Go down the stairs and go forward. Find a hammer in the room with footprints on the floor. Fromopen inventory and right click on the hammer to equip it and use it as a weapon. On the wall on the side there is a concrete slab with a hole. There is a first aid kit on the cabinet. In the room where the tracks lead, there are several mannequins. One of the mannequins is missing arms.
Go forward along the long corridor. Open the door and examine the gramophone. On the side of the table is a photograph with hands . There is an object in one of the hands. Exit and go right. You will see a silhouette, and when you get close, the ghost will run in your direction. Don't do anything. Get down even lower on the stairs to the right. Kill the monster near the fountain using the hammer. Heal with a first aid kit.
Pull the mannequin arms out of the fountain and return to the mannequin room. Set your hands on the mannequin, pick up the music box and run to the very beginning. Use the box on the doll in the bedroom to get the key .
Get out of here and you will see a maid at the stairs. You don't have to fight her. Run to the bedroom where you appeared. On the left there is a cabinet. Go around her so as to go around the maid without contacting the enemy. Run?those to the place with footprints on the floor. Use the key to unlock the door next to the closet. Go forward and remove the handle from the left hand. Go even further along the ritual symbol to see a huge monster. Return back to the room with footprints and use the crank on the concrete panel in the wall on the left. This is how you kill the monster.
Walk forward down the corridor with your hands and hit the padlock on the barred door a few times with the hammer. Enter the room, take the vinyl record from the bed. Nearby there is a bat with nails , and there is a first aid kit in the cabinet. If you have a normal supply of HP, then you can not touch the first-aid kit. Go back through the corridor with the hands. Kill the monster. If necessary, heal. We recommend attacking a monster only when it strikes with two hands in front of it. Other attacks are too fast. From the room with traces, go forward along the straight corridor and go into the room with the gramophone. Insert a record and watch the video.
Take the shotgun from the mannequin's hand. Get out of the house and move forward. You will see a church, and near the entrance is a note with an announcement . Go behind the church as it is locked. There is a hole in the fence. Go through it and to the right. Go inside the house and in the room with the corpse of a woman, find the page with s?? symbol and numbers. Climb to the second floor and take a note from the cabinet. It talks about how to find out the code from the safe: this is the year that Romon died. At the back of the floor there is a first aid kit , shotgun shells and the same safe.
Return to the church, move away from it and turn right. You will reach a graveyard where a monster with a scythe roams. Kill him with six accurate shotgun blasts. But keep in mind that you need to run away, and not just move away from the enemy, in order to avoid damage. After killing the monster, examine the graves. One of them shows the year of Romon's burial - 1973. Enter this code on the safe in the house, on the second floor, and take the key to the church . Enter the church.
Pull out the puzzle piece from the coffin, run to the cemetery where the man with the scythe was killed, and insert the puzzle into the door. Having done this, rotate the pieces of the puzzle so as to assemble the whole picture. The drawing with this puzzle and numbers indicates the order in which all parts should be adjusted. Chat with the girl, go outside and kill the boss. There will be ammo everywhere. Collect them and shoot at the enemy. When he kills, kill the dummies. It is advisable to walk around the church as there is plenty of space. It takes two accurate shots to kill any mannequin.
After that, the boss will return. Finish him off, enter the house and choose what to do with the girl - kill or leave alive by running a record on the gramophone. You will get two different endings for the game.