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SPOOKY MANOR's introduction to the first acquisition of property?
1. Enter the game and come to the gate of the manor after a phone call. Pick up a screwdriver on the floor at the door and use it to pry open the floor with different colors to get the villa key. Open the door and enter.

2. After entering, there is an "aisle" with a locked door in front and a clock beside it.

3. Turn right and come to the lobby on the first floor. There are two pictures in the lobby. 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 is a chef, who is famous for his unique stew soup. The book next to it says "pigeon, 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. On the bookshelf, there is a password composed of five-color books "green, purple, red, orange and yellow", which can't be solved for the time being.

5. In the past, there is a "back hall" with two purple vases. The vase on the left has cracks, and there is a small hole in the center of the floor.

6. Further to the right is the "kitchen". 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 walk inside. It is the "flower room", and a statue is covered by plants. You can get a snail from under the middle tree.

8. Going forward is a "swimming pool" with a net bag floating on it, but the hint is 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 get a shovel next to it.

1. There is no way out. Go back to the lobby on the first floor and go upstairs. There are also two paintings in the lobby on the second floor. The painting on the left is a painter and the painting 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, so it is concluded that the password for cracking the four-eye door is "up, left, right and down". It is the soul of the scientist to enter after the door is opened, suggesting that he has not finished the final experiment. There is also a pie chart composed of five colors on the wall, which is associated with the password composed of the five-color book 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 24154.

11. Go back to the lobby on the second floor and turn left to the Musical Instrument Room. There is a dark box with black and white fan blades on the left wall, and the piano in the middle of the room can be pressed in six colors, which can't be solved temporarily. Pick up a doorknob from the lower left corner.

12. Go out and turn right from the lobby on the second floor, which is the "aisle on the second floor". There is an armored warrior with a dagger in the middle, and there is a rat hole under his feet. The door on the left is locked, and it is a "bedroom" after entering through the door on the right. There is a picture on the bedroom wall, which shows a panoramic view of the villa, and a red cross is drawn on the front yard in front of the door. There is a phonograph with 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 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. Go back to the "aisle" with the clock, install the long-handled spoon behind the clock, and the door next to it will be opened. After entering, there is a "developing room", and a pot is obtained from the cabinet.

14. Exit the villa and go to the front yard. According to the position of the red fork in the painting "Bedroom", use a spade to dig out some truffles.

15. Go to the "back hall" with two purple vases, and install the door handle in the middle of the floor to expose the entrance to the "basement". There is a sewer pipe 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 fork game diagram, the password can be unlocked. After entering the wine cellar, I got a bottle of red wine from the shelf.

16. Go to the "greenhouse" and use the branch scissors to cut off the plants covered on the statue to get the statue.

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

18. Go 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 down the stewed soup and put it in the nearby food elevator. However, when pulling the rope on the elevator, it is suggested that the rope is broken and the bell cannot be rung. 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 that he had finished the last cooking and returned to peace. Go back to the kitchen again, the road on the right can go, and after entering, it is the "utility room". There is a bottle of spilled ketchup on the shelf. Pick up the cheese on the shelf and the hammer next to it.

19. Use a hammer to break the cracked vase in the back hall and get a key. Use the key to open the locked door in the second floor aisle. 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 tomato sauce, return to the painter's room, and use the brush to draw on the central paper. The painter thinks that he has finished his last work and returned to peace. Go in from the painter's room and pick up a turntable switch from the ground.

2. Go back to the "basement", install the 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.

21. Go to the "corridor on the second floor", put the cheese in the mouse hole to draw the mouse out, and then replace the dagger in the armored soldier's hand with a net bag. As soon as the thunder sounded outside the window, the soldier used a net bag to catch the mouse and take it down.

22. When you come to the "study", use the five-color book password 24154 obtained in the scientist's room to unlock the bookshelf. After entering the room, there is the hunter's soul, 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 is finished, a coin is 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 Instrument Room in this order: 462315. Unlock the hidden compartment on the wall and open it. After entering, remove 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 hands point to "1 o'clock, 6 o'clock and 2 o'clock" respectively. Put on the light bulb you just got, and then look at the photos on the rope. The hands point to "3 o'clock, 7 o'clock and 12 o'clock" respectively. At the same time, after changing the light bulb, a butterfly flies and catches it.

25. I came to the "study" and searched the cat with a magnifying glass. I found a flea among a pile of hairs and caught it with tweezers.

26. Enter the scientist's room on the second floor, put fleas, butterflies and snails into the middle experimental device, and turn on the switch on the left to help the scientist complete the final experiment and make his soul calm. Go up to the attic on the third floor through the stairs in the house. 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. According to the direction of the pointer remembered 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), unpack the box. Inside the box is the title certificate of this villa. After answering the phone, I am told that you have become the new owner of the villa, and the game is over.