Traditional Culture Encyclopedia - Hotel reservation - Seek a 7-day strategy for mobile games.
Seek a 7-day strategy for mobile games.
Just entering the game, the first step is to understand the control buttons. When entering the game, there will be a prompt for left-handed buttons or right-handed buttons, basically right-handed, and there will also be a left-handed brother.
After the game starts, the hero "Ken" will appear to write a novel. After that, he will jump automatically, and then he will decide to go out for a walk because he is too tired. By the way, let the housekeeper repair the house and go to the first floor to leave a message for him. Then you will No matter who he is, there are two doors in the room, and the door on the left is locked. So I have to go to the front door, press the OK key or the 5 key to open the door, switch the map, and come to a fountain of the Statue of Liberty. When I walk to the left, I see a flash on the table, and the former housekeeper who holds "Butler Affairs 2" is dismissed? Hey, I can't remember what I may have done these days, regardless of him, go forward, what's that noise? Hallucinations? No matter it, it's disgusting to walk. Go and have a look. You'll find many sneering heads on the table just now. Let's go quickly. Then walk along the road, and you'll see a wooden box. Push it away, and the road appears. Go, it's getting darker and darker, and it's white at the moment, huh? What just happened? Those * *, regardless of it, enter the door, switch the map, and come to a small guest room with two doors, the left side is locked, go to the right, go in, switch the map and come to a crossroads <; Note: Be sure to remember this place, and the ending is here, or you won't find it. Go to the small door first, someone kicks the door, come closer, there is a flash, take down the "housekeeper plan" from the door, take down the back door is locked, return, enter the left door, and the right door is locked. <; Here is the ending clock > , go in? What? When the eyes turn white, the screen turns upside down. No matter if it goes slowly, you will find a rope. Press OK and he will ask you if you can put the rope down. If I choose to put it down, you can also put it down. The story interaction behind is different. Follow my instructions and an interface will appear. Hey, forget it. Go in, enter the door, switch the map and you go to the bedroom to get something. There is a sketch on the sofa. Then go to the table in front of the TV and hold the key. This is the entrance to the lobby on the first floor. Then go to the bed and get a bottle of blue tranquilizer. When you are in danger, it's time to switch maps when you use it. When you see the stairs, there is a library below. Regardless of it, there is no plot here now. Just enter the door, switch maps, and go ahead. When you see a wooden box, you just let the rope fall. I don't care if she sees a fork in the road before going. Go to the left message room lobby first. Go and see a small door. What's the matter? Is there a girl crying? Approaching, disappearing? Faint? Is it an illusion again? No matter what it looks like, there is something on the table. Go out with "Butler Diary 2" and switch. Go by the way and go back to the fork, because the front door is locked. Go forward. You see a woman through the window. What is she doing in my house? Is it? Don't think too much, go in, switch the map, dizzy and hallucinate again? Why are there women's cosmetics on the ground? What about the woman just now? Anyway, when you see two doors, the left side and the right side are locked. Switch the map. There is something on the table. There is a saving machine next to the "housekeeper's diary". The prompt: N73 can't be saved, it will fall out of the game as soon as it is saved. Other models can try it! Ok, go out and switch the map. Go straight along the road and see the door enter. Switch to another intersection, one on the left and right, one on the left, switch the map, enter, turn off the lights, whatever, just take the message "Ken" on the table. Is this what I wrote to the housekeeper? Why didn't I remember? Oh, I don't want to go to the right side of the house and turn on the light. I found a music score under the bench and then I went back to the hall. I switched the map. I took the door with a red carpet. I didn't need to look at the door with a small lock on the right side. I entered the door and switched the map. The light was very dark, and the doors and windows were closed. There were a left door, a right door and a front door in the house. Go to the right table and get the "photo of the publishing house". Then you found that all three doors were locked and you couldn't get out here. (End) < P > The next day: fear < P > I gradually fell asleep and found myself in the kitchen, no matter how weak its limbs were, looking for something to eat and then taking a piece of raw meat from the refrigerator to get "meat". Disgusting meat, covered with blood, went to wash. The water pipe here was broken. What was that noise? Did you look back? Look back. Oh, my God, the person who climbed down from the wall without hands and feet and looked terrible and disgusting was not a person, but a monster! The picture jumps automatically, and my head hurts. Find some medicine and go back to the bathroom. You find that your meat is gone, crying, my meat, thief, forget it. Let's go, walk along the bathroom. You find paper on the wall. Take down the "Island Diary 1" and go out. You don't have to go into the kitchen. Go straight along the road. When you see a door, it's locked. Keep walking. Suddenly I hear a loud noise. A big fat boy rushes into my house. Go and get the things from the table first, and then hide in the closet. At this moment, the fat man came in, looked left and right, no one was there, and left. When you are prompted to come out, press OK to find out why he is chasing me. I don't know him at all. What does he want? It's ridiculous. I want to call the police. The phone is on the second floor. Just go ahead. There's something on the ground. Pick up the "storage room key" and "a knife". < Press the OK key or the 5 key to attack, and often press the attack key to slam >; Hurry up and find the phone on the second floor. Press the * key to look at the map and find the location of the stairs. At this moment, you find that the big fat man is coming. Don't fight him. I was killed twice the first time. Run forward, go right, look at a room and go in. The darkness can get rid of the enemy. There is a man with a broom in it. He is not afraid of her. He killed her, probably five times, and then he should go out after getting the "stairs key" from the next cabinet. When the fat man hits the door, the system will prompt you to press the number key to get rid of the difficulty, not necessarily any number. Then, you must press it carefully, or you will hang up if you press it wrong. After pressing it twice, the door stops bumping and the enemy leaves. Well, go to the table and get the "tranquilizer". If you have no blood now, the upper right corner of the screen indicates that it is dangerous, so you can take it, and then go out. When you take something, flash, go out, press the * key to look at the stairs, go straight in, there are stairs inside, go straight up, and after going in, there is an automatic scene. What pulled my foot, the railroad track? Are there tracks in the house? The foot is stuck, and the train is coming from the opposite side. This time, the system asks you to press the button continuously, and your hand should be quick, otherwise it will be crushed into a paste. After getting out of danger, keep walking. There is a medicine "tranquilizer" on the shelf, and keep walking. There is a "half crutch" on the shelf. Keep walking, enter the door, it is almost there, and the phone is there. In the past, it was so dark, and the light is there. At this moment, you will. By the way, that big clock, the big clock that makes me sleepless, if you can knock that clock, maybe someone can hear it and come!
walk into the room where someone kicked the door at first <; There are hints on the first day > You can go in, go in and turn left. Suddenly, a girl ran behind you, ignored her first, and entered the door. There was a screening hall, and you walked around it. After a while, the fat man came back, so you hid in the cupboard. The cupboard was next to the projector, and the fat man came in to see that no one was there. He might be explosive and smashed the projector. He was also electrocuted. This is not afraid. Come out and look at his body. There is a ". After coming out, there is an archive prompt in the door next to it: N73 can't be saved, once it is saved, it will fall out of the game and start from the beginning. Other models are not clear! Depressed, go out. At this moment, you find that the door was blocked by a heavy shield when you came in. Click to move it and go directly to the lobby on the first floor. I don't need to tell you the route. When you go in through the library, don't be scared when you walk along the corridor. You will drop a puppet. The first time I jumped after being scared, I almost threw away my mobile phone. I walked to the message hall and went into the room where girls used to cry. There was a medicine "tranquilizer" in it. Go in, be careful, there is an enemy, kill her, continue, then go straight to the hall, go in, go in the direction of the red carpet, and you see the girl running to the right, catch up with her, enter the room, come to a flowing place, be careful, there is an enemy, kill her, then go to the stage with a "half crutch", go forward, enter the door, and directly enter the hall. There are some drugs "tranquilizers" on the table. It's the place where you pass from the second floor to the first floor. When you get to the bookcase in the library, there will be an extra ladder. When you climb up, you can't get a "gear". At this time, you open the item bar and find that there are two "half crutches" that are randomly clicked, and two of them are combined to become a complete one. Haha, use it, and finally get a "middle gear", and then return to the second floor to your own. Get the "little key" from the bird's nest, and there is a "locked toolbox" in front of it. Then merge the little key and toolbox just now to get the "pinion", and then call the room on the second floor along the map. There is a door, next to the armor, go down, enter, enter, and then come to a storage room. I see three wooden tables with something in them. The three tables are displayed on the mobile phone screen as follows: Push it all the way to the door and then push it to your face, push it away, go in, get the "big gear", then go out, and then go directly to the console of the big clock, which is in the "place you remember on the first day of this strategy". When you get here, you see the console put three gears in from big to small, and then the big clock rings, and the next day, it's over.
the third day: chaos
The bell tower actually got stuck after a few rings. No way, when I returned to nave, I found that the little girl appeared again and was playing with the Rubik's Cube. After a loud noise, the little girl gave us the Rubik's Cube and left alone. Then he heard a scream and Ken decided to save him. Came to the air corridor, found the whole house upside down, back to nave, Ken decided to go to the screening room first. The access to the projection room is actually completely reversed here (there is a bloody number 74 here, and you will understand what it is for later). After taking the "engine oil", we entered the reception room through the door on the other side of the central hall. Because of the inversion problem, there is still no way out here. We can bypass the ventilation pipe on the side of the investigation. This will become a first-person perspective to operate, and the direction keys will control the exit to the other end. You can get a "servant diary" here, and then enter the purple door. Enter through the vent here and come to the showroom. There is a monster here, because there is no weapon, you can ignore it first. When I came to the other side, I found a chessboard here. After investigation, I moved the Rubik's cube to the green grid, but the face of the Rubik's cube must be the same color as the chessboard. There is another shock coming back from the vent. Here we have to hide in a dead end before the exit. When we look back, we will see the zombie with only half a body crawling over when washing meat the next day. Never mind him, we climbed out of the vent and returned to nave from another vent to go to the screening room (where we can get a "lubricating oil" in the vent), and now it has changed back to its original state. When I came to the screening room, Ken found that the giant Han was gone. Investigating the photos on the floor, I got "Tear off half of the photos". Once again, we went back to the reception room by the same way. Suddenly, there was an extra ladder here. We climbed the ladder and came to the utility room. When we passed the middle place, we would see a figure coming down the stairs. After investigation, we would find the hole. Don't go down yet. Go out from another door in the utility room, and a plot will happen. The sword fell from above, just press the arrow key according to the prompt. After escaping the falling sword, we can have weapons under investigation, and we can also find a "claw" here. Go to the showroom. If you put a horn on the missing corner, a safe will appear. Enter 74 according to the three digits you saw before, and you can get a broken old photo and a small attic key. To the utility room, we jumped from the hole just now to the utility room in 1F, where we found a chessboard to put the Rubik's cube in place according to the rules and then we can go out (there is also a bottle of sedative here). When I went out, I found the whole corridor upside down. After walking into an hour, we will see a servant who is mopping the floor died inexplicably. In fact, there is an invisible monster here. Let's not rush there yet. Investigate the clock that fell to the ground, and then use "lubricating oil" in the items. As long as the bell rings, the invisible monster will be destroyed. Go get something. First, you can find the wardrobe key in the servant's body, then you can get the locker key in the plot window sill, and we can also find the lighter without oil on the edge of the storage room. I found another hole in the corridor beside the dressing room, and jumped from here to the tool room. After getting the Diary of a Servant 2, push the box open and enter the reception room through the vent, and then go to the outdoor balcony, where you can get a sedative on the way. There is a pile of weeds on the left side of the outdoor balcony. After investigation, a lighter full of oil is obtained by combining lighter without oil and engine oil, and you can get a fallen stone plate after use. From the statue, you can climb to the top of the outdoor balcony, and use the "fallen stone plate" in front of half a stone plate to piece it together and start the Rubik's Cube game. Do a good job in the Rubik's Cube. Let's go back to the previous 1F passage from the vent, enter the dressing room (there is a servant in the depth), and open the wardrobe to see the stone plate. Take care of the servants who rushed in first. Then put the Rubik's cube away and go back to 2F from the staircase room, where you can go to the air corridor. After the story in the air corridor, we entered the roof from the balcony. Enter the cabin, climb the ladder and continue to take the vent. After coming out of the vent, record it at point S, and then go straight to the stairwell. There is also an invisible monster here, so be sure to rush into the 3F stairwell before he appears. As soon as the stairwell comes to the central part, a servant will appear from each of the two doors, and one of them will be solved quickly from the past. Go to the attic from the stairwell door, and then the plot happens. The giant Han reappears and is covered in blood. This time, it is really necessary for the BOSS to fight. This BOSS is very simple. At first, he walked around him, tempting him to attack and slap with both hands, and then he went up and cut him when he was hard and straight. After that, he will start to hit, just go far away, look at the direction of his impact, dodge and cut him from the back. When he falls to the ground, press the attack key and press the direction key according to the operation prompt to subdue him. Finally, the giant Han found a "bell tower key" beside him, and then we went back to the bell tower and found the little girl in front of the door. Ken finally recalled the memory of the little girl Kate.
the fourth day: suppress
the fourth day will not be scary, because there is no weapon, so if you see a maid, you should try to avoid it. First open the map and find the coins in the textile room, then go to the activity room and put the coins in the record player. When you come out and go around the back door, you will find the maids dancing, so you can get a key, which seems to be the key to the electric room! Then I went to the maid's dormitory and found another key. It was on the maid. She was sleeping, and then she watched TV.
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