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Items from room 4.
The book on the table on the left opens to retrieve (Puzzle Piece 4).
Use the hammer to open the second window on the left to get the (Golden Key).
House 2] Cut the pillow with a utility knife (rose cursor 1).
How to clear the customs. Once inside, get a hammer in the leftmost cabinet on the top floor below, and get a dead (uh, it's a dice) in the rightmost cabinet below. Get a utility knife on the podium, chalk in the blackboard slot. Synthesize chalk and utility knife to get chalk dust, sprinkle chalk dust on the mirror to see some numbers (don't smash the mirror with a hammer unless you want to integrate, but be mentally prepared after smashing, because the picture is a bit oozing and you have to do it all over again, because the pig's feet are scared to death.)
This number cannot be entered directly into the safe. That's where graffiti and dead (dice) on the table come in handy! Add the patterns on each point on the dice to the graffiti on the table to get a new string of numbers.
This is a new four-digit number that corresponds to the new number obtained from the number obtained in the mirror. Use these four digits to open the safe to get the heart key, and use the key to open the cabinet on the top floor below to get the envelope. Dismantling the envelope to get the stationery, and after reading it, the woman gave the pig's foot key after a conversation.
When I opened the door, I found that there was a heart-shaped groove next to the elevator door, which was a pig's foot and went back to let the woman wait in this room. As a result, the door was locked, and the woman had an accident, and the pig's feet fainted because of the pain in her chest. Pig's feet wake up to find that the room has changed.
This is to use a hammer to smash the blackboard where it is already broken. Then walk in.
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Time starts to count down: The green bar at the bottom of the screen is the life time, which turns yellow when the time is almost up, then red, and when the time is exhausted, it fails and must be repeated.
When you enter the room, you can first go to the lighter and candle on the table, pick up the lighter, and light the candle.
Then there is the [residual note] on the ground, pick it up first and put it away, and it will be useful later.
Open the [blue cabinet] next to the door, and you will find a piece of paper, and another [residual note], will there be a connection with the one you just picked up?
Then there is a book next to the TV, and if you open it with your hand, you can pick up a Hand of God.
In your own package, combine the two [Residual Notes] to get a complete note.
Place the whole note on the candle and bake it to get a burnt note. The drawer underneath the candle can be opened and clicked to get the item.
Go to the desk on the right, you can get the ruler on the left, and open the drawer on the right to get the utility knife.
Using the [Utility Knife], go to the locked blue door, and click [Comics] on the top of the box, and the [Lockbox] will appear.
Open the burnt note and get the code.
Enter to get the key.
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Room 0 (tutorial level).
Room 1, room 2
Room 3, room 4
Room 5, room 6
Room 7, room 8
Room 9, room 10
Room 11, room 12
Room 13, room 15
Room 16, room 17
Room 18, room 19
Room 20, room 21
Room 21 Origin 2
After the conversation, get the utility knife on the table above, get the small key under the table, get the hammer in the cabinet drawer on the right, get the electric drill in the cabinet drawer under the locked bookcase on the right, and get the small magnet below.
Then go into the room on the left, and when you go in, you get a stick in the cabinet on the left. That's when you notice something glittering in the tub underneath that you can't get hold of now.
Go back to the previous room, place the sticks in the hollow chest in the middle of the room, and open the curtains, and you'll notice the sticks leaving projections on the wall above.
At this point, you drill holes in the wall with an electric drill and then hammer them to get the mystery box, and then craft the mystery box and key to get the microscope tablet and a note.
Then put the tablet on the microscope and observe, the nucleus from 1-4, count the number of cells with the number of each nucleus, and arrange the nuclei 1-4 to get a set of numbers.
Use this set of numbers to enter into the lockbox, open it, and use a utility knife to cut the rope to get the balloon, and synthesize the balloon and the small magnet to get the magnetic balloon.
Go back to the bathroom, put the magnetic balloon in the sink, then twist the faucet, the balloon floats up, and you get the balloon that has the key adsorbed, and after dismantling, you get the bookshelf key and the magnetic balloon.
Go back and open the bookcase, get the mystery note, and browse to the end to get a set of numbers. Enter the password device next to the door and clear the customs!
You can walk back to room 20 and talk to the female doctor and hide the room finale!
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