Current location - Recipe Complete Network - Catering training - Ghost manor ghost manor v 1.0 introduction
Ghost manor ghost manor v 1.0 introduction
1, enter the game, and come to the door of the manor after a phone call. Pick up the screwdriver on the floor at the door and use it to pry open the floors of different colors to get the villa key. Open the door and go in.

There is an "aisle" after entering, with a door locked in front and a clock next to it.

Turn right and come to the "lobby on the first floor". There are two pictures in the hall. The picture on the left is a scientist who is famous for his original experiments. The blackboard next to it is painted with "Insect+Snail+Butterfly". The picture on the right shows a chef who is famous for his unique stew. The book next to it says "pigeons, red wine, truffles" (pigeons, red wine, truffles).

4. Continue to the right and come to the "study". There is a lazy cat lying on the ground. There is a bookshelf in the back. There is a password composed of five books: green, purple, red, orange and yellow on the bookshelf, which can't be solved for the time being.

There used to be a "back hall" with two purple vases. There is a crack in the vase on the left and a small hole in the center of the floor.

6. Further to the right is the "kitchen", and the chef's soul blocks the way, suggesting that he hasn't finished the final cooking. You can get a long-handled spoon from the wall

7. Go back to the "back hall" and go inside. It's a greenhouse. There is a statue covered with plants. You can catch a snail from the middle tree.

8. Going forward is a "swimming pool" with net bags floating on it, but the tips are out of reach.

9. Go through the fence behind the swimming pool and come to the "backyard". There is a feeding table and a pigeon in the middle. Click on the pigeon and it will fly away. You can also take a shovel next to it.

10, there is no way out, go back to the "first floor lobby" and go upstairs. There are also two paintings in the lobby on the second floor. The picture on the left is a painter and the picture on the right is a hunter. There is a door marked with four eyes. By observing the four paintings on the second floor and the first floor, the eyes of the characters in each painting look in different directions, and it is concluded that the password to crack the four-eye door is "up, left, right and down". The door opens and comes in, implying that he hasn't finished the final experiment. This is the soul of a scientist. There is also a pie chart composed of five colors on the wall, which is associated with the password composed of five-color books in the "study" on the first floor. According to "green, purple, red, orange and yellow", the number of sectors contained in each color is counted, and the password is 24 154.

1 1. Go back to the "lobby on the second floor" and turn left to the "musical instrument room". There is a black-and-white camera with fan blades on the left wall. The piano in the middle of the room can be pressed in six colors, which can't be solved for the time being. Pick up a door handle from the lower left corner.

12, turn right from the lobby on the second floor when you go out, which is the "aisle on the second floor". There is an armored soldier with a dagger in the middle, and there is a mouse hole under his feet. The door on the left is locked, and after entering through the door on the right, it is the "bedroom". There is a picture on the bedroom wall, which shows a panoramic view of the villa, and a red cross is painted in the front yard in front of the door. There is a phonograph with a black and white fan logo on the bedside table, and there is a coin hole next to it. Open the drawer of the bedside table and you can find a pair of branch scissors. At the same time, there is a circle fork game map next to it. Remember the position of the circle in the map. Further into the bedroom is the "bathroom", from which you can get a pair of tweezers and a bottle of sleeping pills.

13. Take the clock back to the "aisle", install the long-handled spoon behind the clock, and the door next to it will open. After entering, it is the "developing room". Take out a pot from the cupboard.

14. Go out of the villa and walk to the front yard. According to the position of the red fork in the painting "Bedroom", dig out some truffles with a shovel.

15. Take two purple vases to the "back hall" and install a door handle in the middle of the floor to expose the entrance of the "basement". There is a sewer in the basement, but there is no switch at present. There is also a door on the left. According to the circle position in the "bedroom" circle game diagram, the password can be unlocked. After entering the wine cellar, I took a bottle of red wine from the shelf.

16. Come to the "greenhouse" and cut off the plants covering the statue with branches and leaves to get the statue.

17, came to the "backyard" to drive the pigeons away and put sleeping pills on the feeding table. Leave the backyard, go to the greenhouse, go back to the backyard, find the pigeon stunned by the medicine, and get rid of the pigeon.

18, came to the "kitchen", put the pot on the stove, and put pigeons, truffles and red wine into the pot according to the tips of the chef's portrait. Take the stewed soup down and put it in the nearby food elevator. But when pulling the rope on the elevator, it indicates that the rope is broken and the bell can't ring. Go back to the door of the villa, press the doorbell and imitate the bell with the doorbell. After hearing the bell, the chef's soul thought it had finished the last dish and recovered its calm. Back to the kitchen, you can take the road on the right, and after you go in, you will find the "utility room". There is a spilled bottle of ketchup on the shelf. Pick up the cheese on the shelf and the hammer next to it.

19. Break the cracked vase in the back hall with a hammer and get a key. Use the key to open the locked door in the aisle on the second floor. After entering, it is the artist's soul, suggesting that he has not finished his final work. Pick up the brush on the ground and put the statue on the wooden box in the distance. Go to the "utility room" behind the "kitchen", dip the brush in ketchup, go back to the painter's room, and draw on the central paper with the brush. The painter thinks that he has finished his last work and restored his calm. Go in from the painter's room and pick up a turntable switch from the ground.

20. Go back to the "basement", install a rotary switch on the sewer pipe and turn it. After coming to the "swimming pool", I found that the water in the pool had been emptied, and I got a net bag after going down.

2 1, come to the "second floor corridor", put the cheese in the mouse hole to draw the mouse out, and then replace the dagger in the armored warrior's hand with a net bag. As soon as the thunder rang outside the window, the soldier caught the mouse with a net bag.

22. When you come to the "study", use the five-color book password 24 154 obtained in the scientist's room to unlock the bookshelf. After entering, the room is the soul of the hunter, suggesting that he has not yet won the final trophy. Put the mouse in the cage on the left side of the room and the hunter's soul will be calm. Further inside is a game hall. There is a pinball game on the game machine in the middle. After the game, a coin was spit out on the machine.

23. Put coins into the phonograph in the "bedroom", click on the base of the black and white fan, and remember the flashing order of colors on the base: green, purple, orange, yellow, red and blue. Press the corresponding keys on the piano in the piano room in this order: 4623 15. Open the closet on the wall. Open it. After entering, take off the light bulb on the roof and the magnifying glass on the ground.

24. Go back to the "developing room" on the first floor, first observe the photos on the rope under the red light, and the pointers point to "10, 6, 2" respectively. Install the light bulb you just got and look at the picture on the rope. The pointer points to "3 o'clock, 7 o'clock and 12 o'clock" respectively. At the same time, after changing the light bulb, a butterfly flew and caught it.

25. Come to the "study", search the cat with a magnifying glass, find a flea in a pile of hair, and clamp the flea with tweezers.

26. Enter the scientist's room on the second floor, put fleas, butterflies and snails into the experimental device in the middle, and start the switch on the left to help the scientist complete the final experiment and calm his soul. Go through the stairs in the house and go to the attic on the third floor. There is a box in the middle. The top three buttons control the white outer ring and the bottom three buttons control the red inner ring. Open the box according to the direction of the pointer memorized in the "developing room" (the pointer under the red light represents the red inner ring and the pointer under the white light represents the white outer ring). Inside the box is the title certificate of this villa. After answering the phone, I was told that you have become the new owner of the villa, and the game is over.