Fortune Telling Collection - Free divination - How to hide the ending of unlocked room 3?
How to hide the ending of unlocked room 3?
Hidden ending method
After the player gets five mysterious triangles, he can enter the ending level, but if you go in with nothing at this time, you can only play the first "bitter" ending. There are always four endings in the game, and we must find all the remaining elements to achieve different endings. The real challenge of this game is in two weeks. There is no hint in the whole process. Your only weapon is your wisdom!
First, complete a Zhou Mu step by step and play the first ending. At this time, there is only a screwdriver on the deep space high play hand, and there are no other props. Put in the fifth mysterious triangle to form a whole, and then we enter a strange and disgusting door, and we can't get out after entering.
Send it to the top of the castle maze, put the mysterious triangle on the roof and turn on the mechanism.
First, find a prop, install it on the front tower, and enter the interior to solve the puzzle.
Here, just turn the three holes in the same direction and let the wooden columns be inserted into the holes at the same time.
The organ emits light and shines on the totem behind it.
A mirror that got stuck before it was taken outside the house. Install it on the track to make it reflect light.
The mysterious triangle opens a hole and enters the puzzle.
Just let all the beams hit the crystal.
The gate opens, and at the same time, two towers are raised on the left and right sides, that is, three towers, but at this time, the player has no parts to unlock and can only walk to the gate.
Welcome to the end, the player was sent to the mysterious prison as a sacrifice and imprisoned here forever.
Then tarot cards appear, telling players that there are other endings, and they can return to the finals to change their fate. By the way, you can look at the time it takes to pass the customs. )
Among the three towers at the top of the last castle, the items that affect the ending need to be left and right, and the screwdriver (the prop found in the previous chapter) appears in the item column of the middle tower. According to the different parts that players get, open different towers and finally get different endings.
All the necessary props are in the room that can be explored in the last part of the game. If you want to try all the endings, you need to complete: four coins turn out four tarot cards, three amethysts and two tower parts.
Ok, let's begin to solve all the remaining puzzles in the game. Pay attention to the difference between the hidden level and the main line, there will be no more text prompts (but there are still letters, which will help a little). In addition, in this process, props cannot be superimposed, and no more than five props can be brought. Use them whenever possible.
In order to facilitate reading, remember four rooms first: ① There are many bookshelves in the library; ② There are red curtains at the entrance of the office; (3) some broken walls; ④ The room where the game first entered is connected with the basement. We have been to all these places before (except the basement), but we still hide many secrets.
First, go upstairs to the library. There is a big box on the desk. Open it and get the props.
Downstairs, the witch's divination machine opened the shelf below and got a round prop, which is actually a key.
Go to the greenhouse first, enter the greenhouse, find a strange device on the table, pull the mechanism on the side of the wheel, and let the mechanism run, but there is only one crystal, which can't provide power.
But at this time, a wooden box on the left can be moved. Just put the component in, see the shape inside through perspective, change the shape of the component with buttons, and turn it into a ball.
Take this ball back to the library upstairs and put it in the hole on the other side.
A stage model appears, go in, find the phonograph and take it away.
Now go to the office, which is the room with a luxurious desk. First open the drawer on the right with your key. There is a hidden lock beside the drawer. Open it and grab the handle.
Put your hand on the left drawer and open it. In fact, there is a hidden compartment here. I can't believe I looked back and forth at this hidden lock several times! ! What a fool! !
Pull the hidden lock, the mechanical lock in the middle opens, turn the open side ring and find the switch.
Open the cupboard door at the lower right, open a small lock here and get a coin here.
Seeing this big clock on the office wall, there must be something hidden. If you pay attention, you will find that this clock only rings at certain times, zero, three, six and nine.
It is at these times (actual time) that the clock will reveal its mechanism. If the actual time is not suitable, the player can directly change the system time of the device.
There is a puzzle under the clock. You can get the numbers by looking at the pendulum through perspective, and then you can get the second crystal by matching the three numbers from left to right in turn, so you still need a crystal.
Go back to the divination machine in the library, put the coin in, and the witch begins divination.
After divination, I got a prop that looked like a lock opener.
Take this lock opener to the basement. It can open the iron gate, so we went into the basement.
First, turn on the instrument on the right. When the machine stops, a digital puzzle will be presented. Just do the math problem from bottom to top. Watch the bottom! ! Please leave a message for children who are clumsy in math.
Solve a problem and pull the mechanism back. The circuit board flashes and lights up. After solving the three problems, the power supply of the library will be restored. I heard the harsh "Rinrin Bell" somewhere.
When I got back to the library, I heard the telephone ring, and when the pointer turned to the right, the cylinder box of the phonograph next to me withdrew. I opened a cross lock key and inserted the phonograph just now.
Go back to the basement with the key, turn on this mechanism, white cards will flash on the drawer after the key is turned once, remember the order in which the cards appear, and then open the drawers where the cards flash in sequence.
Get a coin, continue the divination machine and get a handle.
Put the handle on the phonograph going to the greenhouse, turn the thimble and press the record, and the phonograph begins to sing.
Let's call the library on the next phone. The number is 1795. Don't ask me why I know, because it's up there. Besides, don't ask me how to dial this phone.
Go back to the library to answer the phone, let the song pass to the phonograph here, let the phonograph record the sound, and then take away the phonograph with good sound.
Go upstairs, enter the stage model, install the phonograph, and the whole stage mechanism will be cracked to get the third coin.
Go to the divination machine and get a steering wheel or something. Then take the elevator to the attic of this room. Remember there is a mechanism next to the safe?
Put the steering wheel on, turn it, a filter will appear and you will see a puzzle. According to the principle of optical illusion, you can get a key by turning the mechanical device.
By the way, let's get rid of this safe and go to the other side of the attic to see this weird golden prop, which can control the big iron hanging in the middle.
As long as your fingers gently touch back and forth, the big iron block will be controlled by gravity and generally start to swing in the direction of the safe until the railing is smashed.
The safe "crashed" and went downstairs to get the amethyst, so that we could take all three amethysts together and go to the greenhouse.
Don't go into the greenhouse yet. Look at the tattered place on the wall outside, and find a place where bricks can be removed, and find a small hole.
Look inside, turn the mechanism inside, find a bright light in the background, and turn the mechanism into a keyhole-like shape.
Push it out, enter the greenhouse, find this keyhole on the other side of the wall, turn it with the key, go back to the other side and then enter the interior, and turn the mechanism.
When you come back here, twist the key again, turn the mechanical device again, and then return to the key, and the lock can be successfully opened to get the last coin.
Put the coin into the divination machine, open the internal structure of the machine, find a core component, take it away directly, and the divination machine will die.
The crystal device in the greenhouse, put the last crystal on it, and a big filter will appear in the box on the right.
Enter through perspective, go through a maze, follow the direction of the arrow, and finally see an altar with a second core component on it, and take it away.
In this way, the two core components are in hand and the screwdriver is in place (the screwdriver is used to remove the baffle of the right lighthouse, which can make the two lighthouses light up at the same time and unlock the fourth ending). Now you can go through the top of the castle to open each ending.
What ending do you want to see next? Players only need to unlock the corresponding tower:
The lighthouse building on the left-escape from the castle, which was destroyed by the ether monster as at the end of the second generation.
The lighthouse building on the right-releasing things that are suspected of being shameful, escaping, but human survival is unknown.
Two lighthouses were built to get close to aliens and get lost in them. (There is no doorway, it is dark)
It seems that only the second ending is more cost-effective, and the rest of the players are very painful.
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