The process of Resident Evil's seven bedrooms is not long and the difficulty is not high. The test is the player's memory and patience. The game is roughly divided into four stages. The player will control Clancy, the protagonist of the first video in the game, to fight with Margaret and finally escape from the bedroom.
Resident Evil 7-bedroom DLC customs clearance strategy
First, the first stage
1. After waking up, you can see Margaret coming to us with "tempting food". In order to avoid suffering, let's just choose "it looks delicious". You can also try to eat the food on the table, but don't eat too much, or you will die. You can also try something else.
2. After you can move freely, don't touch anything else, pick up the lantern beside the bed and carefully observe the placement of things in the room. This is very important. You can get a lighter in the dresser vase next to the password door, and you can get the prompt "Like all clocks" in the lower left drawer (don't open the one on the right, remember to close the drawer). Then I went to the other side of the bed and investigated the clock to get the broken clock hands.
3. This is actually a lock opener, which is used in front of the big clock in the room. After being pried open, the untitled painting A is obtained. At this time, the bell will be triggered. Don't be nervous, close the bell door, run back to the bed and hang the lantern back, then go to bed and wait. Don't panic, there is enough time!
Second stage
1. After Margaret left, she got out of bed again and picked up the lantern (if she didn't take it, she would be unable to explore because she couldn't see clearly). Now it will test the player's memory. First, take down the untitled painting C on the wall, and then go to the corner to get the untitled painting B (be careful not to touch the spider on it). According to the marks on the wall, put them in the order of B, C and A, and then get the tailor's needle. Just put it according to the marks on the wall.
2. After you get it, reset everything, take all the paintings off the wall, put the untitled painting C back to the left, and put the untitled painting B back to the corner (beware of spiders again). Come to the bedside, use the tailor against the previous clock, and adjust the time to 5 o'clock sharp according to the previous prompts. After the sound is triggered, hang the lantern back to its original position and go to bed to continue pretending to be good. Be careful of spiders
Stage III and III
1. "Gentle" Margaret changed the original soup into a hot pot dinner, so players who were curious about what would happen after eating it can now take a bite with peace of mind (just pick up a fork and use it against the pot), so as to find the dead mouse in the pot. Pick up the stove and lantern and go to the other side of the bed. Another dead mouse is behind the shutter in the corner.
2. There will also be a note under the bed to remind us of another order of painting (there are directions on the wall where the paintings are placed, and then the paintings will be placed according to the order of the story). Now you can put the paintings in the order of A, B and C, and trigger another mechanism, which will prompt the player to give a password (observe the patterns on the fork and spoon). You will get the order of snake, maple leaf and apple. Now you can open the door when you come to the password door. (Remember to put the painting back in its original order again)
3. After entering the door, I got a hint in the coat of the corner hanger, and learned that there was probably a knife hidden behind the furniture, but it was actually hidden behind the dresser in front of the password door. If you know in advance, you can also take
4. Squat down to investigate the cabinet sealed by wooden strips and pry it open with a fork to obtain solid fuel, which can be combined with the previous stove. Go out (close the door) and go back to the wall covered with spiders before. Set the stove and light it with a lighter to get the cork drill. We once again alarmed Margaret, but for the sake of the overall situation, we quickly hung the lantern back, arranged the painting, and went back to bed to continue loading. (Calm down, there is still enough time)
Fourth, the fourth stage
1. Get out of bed and take down the lantern, investigate the shelf where the lantern hangs, and use the cork drill just now to get the lantern hook A. Go back to the password door room, where there is the same shelf, and use the same method to get the lantern hook B. Use a knife to cut off the tape attached to the projector, and put the lantern in to form a light source (the third dead mouse is at the top of the bookshelf, jumping the trophy).
2. Now combine the lantern hooks A and B, and come to the front place. Just like the main story, adjust the shadow to the same pattern as the painting (Medusa's hair). Later, I came to the last place and used a fork to put out the shadow of the snake. At first glance, it was very meaningless, but careful comparison can still be done.
3. After success, the birdcage on the side will be opened to get the snake key. At this time, Margaret will enter the room to look for the protagonist, but at this time, there is no need to give her face. We have a knife, and we don't know if it is because we didn't carry a lamp. In the main article, it is more difficult to fight. She was cut off by the protagonist. Investigate the clock trigger mechanism beside the bed and open the door under the bed with the snake key to end this DLC.