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How to Solve All Part 4 Puzzles in Stay Out of the House


Puppet Combo’s Stay Out of the House was released on October 13, 2022. With 4 playable parts, including the old Night Shift gameplay released in 2018 and the terrifying new House and Bunker experiences. Play the base game in order starting with the night shift or go straight to the house and bunker where there are 4 endings available. Players have the option to go straight to the bunker and opt for the mother end. To do this, you must solve all the puzzles in the bunker. What awaits you in the twisting, claustrophobic tunnels of the Bunker?

Follow our guide to beat Stay Out of the House Part 3: The Bunker Puzzles.

Puzzle 1: System Operational Disk

  1. You must enter the flooded area of ​​B2 via the vents of B107. Take the screwdriver at B106. Turn right at the air vents and go down to B2. Swim through and remove the bags from the drains. There are 2 in total to remove.
  2. Drain the water using the pumps in B107.
  3. Go to B212 and eject a disk from the computers on the left.
  4. You need to unlock the security doors in B209 and replace the disc with the one you have in your inventory.
  5. Take this new disk to B105. Use the disc on the leaky vent pipe.
  6. Head to B103 and insert the disk into the computer. Here you will see fatal error screens and you have to solve the puzzle by moving each grid square to its correct place. The grid must be read from top to bottom: blue, yellow, white and purple.
  7. Select the HVAC Access and Shutdown program.

Puzzle 2: Stop Keys

This is part of The Bunker section of the game and is crucial to the mother ending. There are 2 stop keys to find in the bunker:

Stop button 1

Found in B104. You need bolt cutters to get this key. These can be found in the lobby area. The man with the gun dies and the dog enters the room. You must crouch down and remain silent. The dog does not see well but has very good hearing. The bolt cutters are in the far left corner of the room, on a shelf, next to the red barrel. Go to B104 and use the bolt cutters on the fence. The first stop key is behind the cow.

Stop button 2

Found in B202 inside the Footlocker. Access B2 by draining the water from room B107. This is another buggy code. It should be 1394 because the word is ACID converted to numbers. Some players have the code 1304. When I read my code was 2405.

Now with both keys go back to B207. Use the revolver you took from the dying man in the hall to shoot two doorknobs. Go down the long ladder after pulling the first door handle. Follow the path to another locked door and pull the doorknob. Go up the stairs and enter the room on your left. Blue key stop codes go in this room, red key codes go in the room below.

The order of entering stop codes is as follows:

  • Blue key – B2, A2, C4, B1, B3, C1, A4, C2
  • Red key – A1, B2, C3, B3, A3, A4

Correct entry of these codes will trigger a 5 minute countdown to self-destruct. To reach the end, you must escape within 5 minutes.

Related: How to solve all part 3 puzzles in Stay Out of the House.

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Walkthrough Forgotten Hill Tales – how to solve all puzzles and complete all stories


Forgotten Hill Tales is a new series of dark mystery stories for PC and smartphones. In this guide we describe all the puzzles and secrets as well as a detailed walkthrough of the game.

Shed in a forest. How to solve all the puzzles, cook soup and get out of the house

Leave the room and examine the painting in the hallway on the left. It shows the correct activation sequence of the skulls on the bed. Return to the bedroom and click on the skulls in this order:

  • Top left.
  • Top right.
  • Bottom right.
  • Top right.
  • Below left.
  • Top left.
  • Bottom right.
  • Take the matches and go to the kitchen. Take a log, a knife, a frog, a bowl and a bucket. Read the recipe for a good soup in the back room.

    Follow the back room on the right and place the log in the fireplace. Light it to receive a clue sheet.

    Return to the room on the left and interact with the disk:

  • Click on the number “1” six times.
  • Click on the number “2” three times.
  • Five times on the number “3”.
  • After solving the puzzle you will gain access to the secret room. Take a basin of water here and stick the knife into the hole in the wall on the right. Examine the orange and gray dots on the right side of the wall. In the same order, you need to click on the outerwear that is on the hanger in the corridor.

    You will receive a locker key which will give you access to the painting. Complete the puzzle and take another key. You can open the closet in the bedroom.

    Do this and remember the following combination:

  • Hourglass.
  • Star.
  • Triangle.
  • Moon.
  • It must be used in the room with a fireplace to obtain a saw and a wrench. Use the saw on the stuffed deer and take the antlers. Fill the fire with water from the basin, take the ashes.

    Turn off the faucet in the kitchen with a wrench. Use the faucet in the room where you stuck the knife into the wall. Place a bucket under the faucet and fill it.

    If you haven’t tried leaving the house yet, do so now. You will see a grandfather unlocking the dining room. Follow him and pick up the poster on the ground to the left.

    Return to the back room behind the fireplace room and hang the poster on the wall to the left. You will be given a clue that will help you solve the puzzle and open the safe. There is a leaflet in the safe with another clue.

    Go to the secret room and select the correct symbols to remember:

  • Three points.
  • Three sticks connected together.
  • Square.
  • Down arrow.
  • Return to the back room behind the kitchen and interact with these symbols in the correct order. You will receive the final ingredient – the Mandrake.

    Now you can throw all the available ingredients into the pan:

  • Frog.
  • Horns.
  • Ash.
  • Bucket of liquid.
  • Mandrake.
  • Light the fire with matches and wait for the soup to boil. Use the bowl on the pan and take it to Grandpa in the dining room. Take the key and use it to open the front door. Move the curtain to the left and interact with the mirror a few times to break it and pick up the exit key.

    Portrait of an obsession. How to solve the puzzle with a cat, masks and fans

    Interact with the front door and solve the puzzle:

  • Rotate the circle to the right 7 times.
  • Rotate the top circle three times.
  • Rotate the circle to the left four times.
  • Enter the room and take the logs. Find incense in the adjacent corridor. Here, examine the poster with hieroglyphs. The combination will come in handy for solving the puzzle in the first corridor.

    Return to this corridor and interact with the locker. Move the mechanisms in the following order (from left to right):

  • Move the first lever to the sixth character.
  • Stop the second on the third hieroglyph.
  • Place the third one at the fourth hieroglyph.
  • The fourth at the second hieroglyph.
  • After solving the puzzle you will receive a lamp. Go into the adjacent corridor and interact with the cat figure. Open the door and go outside. Find the lantern on the left and hang the lamp on it to get the key. Place the incense in a vase here.

    Return to the building and find the corridor with hieroglyphs again. Use the key on the box. This is how you get matches and read the records about demons.

    Go into the gap where you can go outside and light all the incense on the statue. Go out into the yard and use the matches on the lanterns. At this moment you will see a combination of hieroglyphs on the screen that you must remember and apply in the first room. You get Teru Teru Bosu.

    With this amulet you have to stop the rain and return good weather. In the gap, hang the amulet over the door. Light the incense outside and take the coin. Put the coin in the bucket and play with the statue outside.

    This game is similar to Tic-Tac-Toe. It won’t be difficult to win. Just don’t let your opponent collect coins in the same row. Win three times in a row to get a key with a label.

    Use the key on the locker in the hallway with the cat figurine. Take the pen and ink. Use them to paint food on the lamp you hung on the lantern. Collect the Ghost Lamp and take the Omikuya Tablet.

    You can use the lamp to light up the final room and solve another puzzle. Click on the statue to see the correct sequence of figures. Remember the order and click on the shapes. How to get the key.

    From this moment on, the spirit will begin to move around the rooms. You need to get to the central location where the key you received matches. Get rid of the ghost by walking down the corridor.

    In the room, take the beans, put the firewood on the fire and light it. Arrange fans correctly:

  • Top left – left.
  • Top right – bottom.
  • Bottom left top.
  • Bottom right – left.
  • Take the seaweed broth (green color), bowl and cold sake. Return to the street and take the pot of water. Hang it over the fire, pour cold sake into it. Wait until it…

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    Eternal Evil Walkthrough – All Clues, Puzzles, Knight Puzzle Solution (Updated)


    Eternal Evil is a survival horror game from local developer Honor Games. During the passage, players will encounter not only different types of monsters, but also all sorts of puzzles and riddles. In this guide we will show you how to find the keys and solve all the puzzles in the game without having to resort to the Pass Skulls.

    Please note that items in our guide are highlighted in separate colors:

    • Weapons and ammunition – red;
    • Notes, diaries – yellow;
    • Keys, story items – green.

    Hotel. How to find the water key (blue key)

    After the introductory cutscene, get pistol ammo from the reception. View the diary here. Run to the right side of the first floor and kill the second undead. You will find ammunition in the toilet.

    Climb the stairs on the left and find the door leading to the library on the second floor. Take the ammo on the left, kill the two ghouls and take the rope.

    Exit this wing and return to the central hall. Follow the floor above, enter the double doors. On the right there are bullets for a shotgun, in the next corridor on the left there is a dead croupier. Move forward and kill another ghoul. To the left of the stairs is a games room. There’s ammunition under the bar.

    There is a safe room with supplies next to the stairs. You can’t go downstairs yet – all the doors in this wing are locked. Go back to the double doors across the hall from where the dead croupier stood and look to the left. There is a diary in the closet.

    There are two zombies on top, and in the hunting room there is a diary, a grenade launcher and three cartridges for it. There is a note on the pool table. In addition to the diary, be sure to take the small keys with you.

    You can return here later, as there are catastrophically few cartridges. When you go to the attic, equip the grenade launcher first. A huge spider is waiting for you here.

    If you look around the attic you’ll find phonographs and a record of “Scream of the Seagull”. We will cover them in more detail in a separate section.

    Go back into the hall and find a passage with a double door on the third floor.

    There will be two ghouls on the left – ignore them. Run forward and open the only door. Several ghouls and a huge snake appear behind her. You can move away and fire a grenade launcher.

    Go through the door and turn right. At the end of the corridor on the left is room 212. Follow here and watch the cutscene, after which you will receive a water key (blue key), cartridges and a diary.

    How to Find the Fire Key (Yellow Key)

    From room 212, run forward along the corridor and up the stairs. To the right of the locked door (water key) is an open number 312. Kill the ghoul and examine the room. Pick up the ammo and read the note. There are also balls in the closet.

    Return to the hall and unlock the door on the right with the blue key. Enter room 202, take the lockpick and read the diary. Use the lockpick on the door of room 201 and then interact with the shower stall. To go downstairs you need a rope (we picked it up earlier on the second floor in the hallway outside the library).

    Once you’re in the basement, run to the right. Kill the cobra in the hallway and examine the table on the left. There are bullets, a diary and a yellow key here.

    How to find a shotgun and defeat a vampire

    Go forward, open the door with the key you found and get ready to meet a large number of rats. We recommend killing them with a knife. It will also be useful to go back and take a few first aid kits (bars).

    Break the jug on the left side of the room (ammo) and move some bottle shelves. After interacting with the first rack, more rats will appear.

    From the basement you access the kitchen and then the restaurant on the second floor. There are three ghouls waiting outside the door, one of which is pretty fast. Take first aid kits and cartridges with you in the kitchen; there is also ammunition for a shotgun on one of the tables in the restaurant.

    Leave the hall and go right. This door leads to the bar where the shotgun is. Save money here and pick up a few first aid kits. Soon you will have a boss fight.

    Climb to the third floor and enter the double doors. The player will face a boss. Equip your shotgun and fire a few shots, then run left, go down the stairs and past the reception desk. Climb the stairs to the left and shoot again. You shouldn’t linger long as the boss does serious damage. Repeat the steps until he dies.

    How to solve the globe puzzle

    Go back to the third floor and open Howard’s office with the key you found. Read all the notes and pick up the ammo.

    After the cutscene, exit the office and enter the double doors on the right. Then turn left into the hallway where the dead croupier stood. At the end of the corridor there is a room with a globe. The months marked on the globe are November and August. Focus on them.

    Procedure:

  • Rotate the globe to the right until it clicks loudly.
  • Stand next to the month “November” and rotate the globe counterclockwise to Spain (Spain) (audible click).
  • Go to the month “August” and rotate the globe clockwise to China (China) (one more click).
  • Immediately afterwards, rotate the globe counterclockwise until it opens.

    Take the Crow Cry plate.

    How to solve the billiard ball puzzle and find the key of life (green key)

    When you leave the room, a strong monster will appear at the end of the corridor. Equip the shotgun and kill him.

    Put the record in the chest, you will need it later. Now you need to take the small keys that you could find in the hunting room with a pool table and go to the lower floor. To do this, go down the stairs, which are located next to the room with a fireplace and a gramophone.

    Open the first door on the right with the water key and…

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    Layton’s Mystery Journey Walkthrough: All the puzzles, tips and tricks

    Layton is back – but not in the way you might expect. The English gentleman has retired for the time being (?) And left the stage to his young daughter, Katrielle Layton. The energetic girl immediately does everything to fill in the oversized footprints of her father. Your first step on this rocky road: founding your own detective agency. Together with her no less green-eared assistant Ernest Drowrig and the talking dog Sherl OC Holmes (the poor guy) she takes on one case after the other and quickly makes a name for herself in beautiful London.

    Apart from the protagonist change and the debut on mobile devices Layton’s Mystery Journey: Katrielle and the Millionaires’ Conspiracy but a largely classic Layton game. In addition to quirky characters, you will be confronted with numerous puzzles again – from simple trick questions to “Who should know?” everything is represented. So that you never step on the spot, you will find them in this guide Solution to all puzzles and tasks in the game.

    Table of Contents: Layton’s Mystery Journey: Katrielle and the Millionaires’ Conspiracy Walkthrough

    Prologue: Kat & Tramp

    Further down on this page

    Case 01: Whom the hour strikes

    • Layton’s Mystery Journey – Puzzle 2 to 6: The ravages of time and following

    • Layton’s Mystery Journey – Puzzle 7 to 12: The Sugar Scales and Following

    Case 02: Death on the Thames

    • Layton’s Mystery Journey – Puzzle 13-18: Complicated Pipes 2 and following

    • Layton’s Mystery Journey – Puzzle 19 to 24: Sibling Combat and Following

    • Layton’s Mystery Journey – Riddles 25-29: A hint and following

    Case 03: Cinema Paradiso

    • Layton’s Mystery Journey – Puzzle 30-34: The Knight’s Quest and following

    • Layton’s Mystery Journey – Puzzle 35 to 40: The Locked Door and following

    Case 04: Animal Conference

    • Layton’s Mystery Journey – Riddles 41 to 46: O Christmas Tree and following

    • Layton’s Mystery Journey – Puzzle 47-52: A Bird in a Cage and following

    Case 05: Witching Hour

    • Layton’s Mystery Journey – Puzzle 55-59: Tree Tour and following

    • Layton’s Mystery Journey – Puzzle 60 to 64: Flashed Ghosts and following

    • Layton’s Mystery Journey – Puzzle 65-68: Royal and Following

    Case 06: How won …

    • Layton’s Mystery Journey – Puzzle 69 to 73: The color of money and following

    • Layton’s Mystery Journey – Puzzle 74 to 78: In a traffic jam and following

    • Layton’s Mystery Journey – Puzzle 79-83: Train journey and following

    Case 07: Ratman Returns

    • Layton’s Mystery Journey – Puzzle 84-89: The shape of love and following

    • Layton’s Mystery Journey – Riddles 90 to 95: Color Confusion and Following

    Case 08: Down by the river

    • Layton’s Mystery Journey – Riddles 96 to 100: Throwing Exercise and following

    • Layton’s Mystery Journey – Riddles 101 to 104: Ladder Game and following

    • Layton’s Mystery Journey – Riddles 105-108: Hand in Hand and Following

    Case 09: Hastings turns blue

    • Layton’s Mystery Journey – Puzzle 109 to 113: Candle head nut and following

    • Layton’s Mystery Journey – Puzzle 114-118: Little Brother and following

    • Layton’s Mystery Journey – Puzzle 119-123: A Friend to Y and following

    Layton’s Mystery Journey: Tips and Tricks for a Sniff

    Even if you can find the answers to all the puzzles below and on the following pages, there are still a handful of other tricks that sniffers should know about.

    • You don’t have to solve all the puzzles right away. With the exception of a few action-relevant puzzles, you always have the opportunity to distance yourself from the current puzzle and try again later. Since this does not result in any disadvantages (for example, no picarat is deducted), you should make use of this function if the shoe pinches. Tasks that you have been nibbling on for what feels like an eternity sometimes resolve themselves as if you tackle them with a clear head after a few hours.
    • Use the note function. A real detective never leaves his house without his notepad – even if it is digital today. You can write doodles, bills or just thoughts on the screen at any time, which is extremely helpful for many puzzles. This also saves you having to constantly have a block with you when playing.
    • Look for a red exclamation mark on the map if you don’t know what to do next. The story is told in a very straightforward manner, so you should almost never get stuck outside of the puzzles. If it does happen, a look at the map will help: Go to the marked area and carefully search everything there again.
    • After completing a case, return to it. Two or three new puzzles that were not available before are only unlocked regularly after it has been solved.

    Layton’s Mystery Journey: Prologue: Kit & Tramp

    Every beginning is not that difficult at all. After the chic intro and a few introductory words, you quickly get to grips with your first puzzle.

    Puzzle 001: K for cake

    This is how you should arrange the molds to solve K for cake.

    • Chapter: Prologue: Kat and Tramp
    • Location: automatic
    • Task: Form a “K” in the frame
    • Puzzle value 20 picarats

    solution

    You should move and drag three triangles of different sizes in such a way that the remaining open spaces of the frame result in the letter “K”. So don’t make the mistake of trying to put a K yourself using the triangles. Instead, align the large triangle with its long side (or the “hypotenuse”, as we learned in math class a long time ago) on the right edge. The two small triangles are each aligned with a short side on the upper and lower middle edge so that their hypotenuses are parallel to the cathetus of the large triangle. It should look like the picture on the right and flush 20 picarats into the cash register.