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Seek nds limit and get rid of all kinds of ending strategies of 999
As the starting point of the game, the purpose here is just to open the door.

Before that, we need to open two boxes. Keys and passwords for the blue box and the red box can be obtained through rounds.

Blue box: 1 12 1. Red box: 1 1 15

Afterwards, we got two sets of cards. At this time, let's open the door. Try a few more times to trigger the plot. Then enter 167.

You found it.

The first choice of the game is at Gate 4 and Gate 5.

Room 4

After entering Gate 4, we will meet two puzzle rooms.

The first room:

Akane's room. Here, we can find a pack of matches on the table. There is a secret hole in the bathroom lattice wall. You need to investigate the bathroom of the eighth generation in the next room to get the prompt, but here, the prompt is direct. Line 5, the third grid on the right. Ok, as soon as we get the map.

Eighth generation room. There is a candlestick on the table, just like the old matches. Using it, we entered the back room. We can take a second photo in the room.

After that, the candle went out. Recycle candlesticks! With it, we can open the glass cupboard kitchen that we couldn't open in the outside just now. Take the third photo.

After everything was all right, we came to the painting in the room.

That's right. Just like the picture in Cathy's room next door. After the puzzle is successful, we can get the key behind the picture.

Next, enter the plot. In the plot of the eighth generation, answer: "puppy"

The second room:

This is the kitchen. On the billiard table outside, we have a millstone.

In the storage room, on the shelf on the left, we can get a knife. You can combine the grindstone to get a sharp knife. On the shelf on the right, the bread is in the middle, behind it, we can get a bottle of oil.

In the freezer, the plot develops and we are locked up. At this time, we can take a steak from the shelf on the right. There is rope and water in the box at the foot in front of us. Then, in the opposite box, we got a bag of hard things and a bag of chemical agent ICE9.

The plot takes place, (please choose to listen to your partner's introduction about chemicals. I think it is the second one. I forgot). With these things, we can combine bottles with ropes.

After that, click the door handle. The plot happened. Success stands out.

After coming out, we took the steak we just got to the opposite oven. Cut the meat with a knife. Get the number: c+ 10+f This is the password of the kitchen cabinet.

Because it is 10= 16. We can get: 43. Ok, open it and get a card.

You found it.

Room 5

After entering Gate 5, there are two puzzle rooms.

The first room:

The task here is obviously to collect music cards. There should be no difficulty. The key is that two music cards are a bit difficult.

One came from a fire. We will use the vase at the door to get water from the bathroom. When you come back and douse it, you will understand.

On the other hand, we need to open the valve of the bathtub filled with water in the bathroom. So when the water runs out, we have it.

Next we came to the piano. Tip: Only the middle key is useful, but the side key is useless.

The second room:

The task here is collecting playing cards. Investigating the room is simple.

With this combination, I got 8 on the table.

Get the card in the second game.

Finally, use the 8-touch wall mechanism, and the remaining cards will be OK.

You found it.

Next, let's meet. Come to the door of 3, 7 and 8.

For the development of the plot, you can only choose Gate 7 and Gate 8.

Room 7

This is the operating room.

After investigating the room, we got scissors, scalpels and artificial limbs. We opened the model heart with a scalpel. Get the keys.

Enter the small room on the left and get something from the investigation. Then, turn on the light on the table once.

Next, we come out and enter the room on the right. On the table, we have two bottles of blue and red water.

The password for the desk is simple. As long as you investigate the shelf, you will get a rule. This figure is the sum of these chemical elements.

Specifically, I forgot. It seems to be: 3, 4, 9. Let's have a try.

After unpacking, we got the goods. After leaving the room, the plot happened.

Then enter the small room on the left, we can open the wardrobe, there are two bottles of water in it. Get three artificial limbs. Purple is a mixture of two colors of water.

After returning to the room, we fitted the female character covered with cloth with artificial limbs. After that, just switch the bodies of the male and female characters. The weight is ok.

Then come to the male role table and get the key through investigation. Ok, let's go and enter the small room on the left. So we can go out.

PS: You left, which triggered the plot again.

You found it.

Room 8

This is the laboratory.

The four leaves are closed. First, we investigate the places where the green light is on, and on the counter. We will get two things.

Remember to click on all the investigated places to trigger the subsequent plot.

After that, we came to the big glass. Here, we can investigate the following table.

On the table on the left, we have a set of numbers. Tip: Through the fence, you can pass things to each other.

Same principle, left robot. Still spreading things with four leaves.

After assembling the wires, we came to the LCD computer. Using the numbers just now, we unlocked the computer.

After that, the place where the red light was on turned green. The investigation got the key.

Come back and open the console. Okay.

Before coming to the big glass, investigate the place below where the robot is controlled. The plot happened and the robot burned. In times of crisis, the automatic escape mechanism is turned on. Four leaves were saved.

You found it.

Room 3

This is the toilet and bathroom.

First of all, I got four things in the first small toilet, two on the shelf and two on the ground.

Then, take a screwdriver in the toilet box of the second small toilet.

I got a red card in the same place in the third toilet.

With a screwdriver, we can take the thermometer off the wall. Then, put the thermometer under the shower. When the story begins, you will get the first set of numbers.

Using the combination of broom and roll paper, the second set of numbers can be obtained.

Put hot water under the shower head in a bucket. Get the water and pour it into the water tank in the second toilet. Pull the armrest and flush the toilet. You can get a third set of numbers on the toilet.

These three sets of numbers add up to get the password to open the door.

Spray it on the blood wall with a sprayer, then turn off the lights. Wait until a group of six English L stands for left and R stands for right.

These six numbers are used to adjust the switch direction under the shower, so that we can get the blue card of the drain.

Use two cards to unlock the door. Then enter the number, OK.

You found it.

The plot development, at this time must choose in 1, 2, 6.

Room-1

This is a bridge. It is still the left and right rooms.

Four-leaf room It is very important to get pocket watches and maps through investigation, and then get a group of foreign languages. After that, you can call it up in the file.

Palace room. Turn on the light to find the helmsman and solve the problem. E stands for East, S stands for South, W stands for West and N stands for North.

Using the map data just obtained, turn the rudder to the corresponding place in turn. Finally, a straight line. Just press that rope.

After getting a stick, I came to the post next to the helmsman. What's the name exactly? I don't know.

Still use the data just obtained, and the handle corresponds to English. Ok.

There is a ventilation duct with a light on. Using the light source, the plot can help you adjust the time of your previous pocket watch correctly.

Ok, put the pocket watch on the door. Turn on the machine.

The second room: still two rooms on the left and right.

This is the captain's room. However, he has died on the ground.

Four-leaf house, got a stupid computer to investigate, and the plot happened. Zero is a set of numbers. That is, the number that got the decimal prompt of 10 before.

123456789a= 10

After the plot, we entered a palace room. Combine what you get. Then use some machines. We can open a drawer.

Tip: Click on it, it is a point. Keep pressing this button, and you can get a long line.

Put the card in the drawer.

Then enter the four-leaf room. Using the numbers obtained by cards and zeros, we solved the problem.

You found it.

The second room

The first corridor, a ***5 door. However, at first, only the three doors on the left can enter.

In the first door, we can take an iron bar and a wooden handle in the toilet and combine them to get a screwdriver. With this screwdriver, we can open the table and take out the drawer.

At the second door, we can get the drawer, and then replace the drawer here with the drawer of the first door, and we can get a small square grid.

The drawer here is combined with a screwdriver to get a faucet switch. Yes, use it to switch on the swimming pool here.

Then go back to Gate One, and in the pool, we get the second small grid.

The drawer obtained by the third door and the second door can be combined with the light source here. Reflect light on the wall to get a set of numbers 4 and 7 respectively; And a set of patterns of the sun and the moon.

Their meaning is very simple, that is, go back to the toilets at 1 and No.2, and pull the pumping rope four times and seven times accordingly.

When the machine is started, go back to Gate 3. The drawer can be opened. Get the rest.

At this point, we came to the door on the right. E= 14. Replace three E's and the last Y's with four squares.

The second room, here is a small laboratory.

With a small wrench on the table, we can open the lid of that big pipe. From there we can get the key to unlock the handcuffs on the chair.

Go back to the console beside the chair. It's simple here. Just open the top left, bottom right and bottom right. Chek pt.

Then go to the power switch and pull the second handle. At this time, the light came on. We will see a set of English numbers on the belly of a shark under the floor. Using them, we returned to the power station.

After input, start the function of the chair.

At this time, come to the chair and we can do the experiment.

Still the console next to the chair. For specific methods, we choose 2 on the left and 2 on the right 1. Then check.

You found it.

Room 6

This is the boiler room. There are two stairs here. First, we use the one at the door. Let's come up. Investigate gate a and go to the other side of the boiler room.

Investigate door B, and you can get a circular turntable. After taking it off. Let's go into Gate C and put this thing on the machine. begin ...

Use door a to return to the origin. At this time, I just investigated the box and got a set of machines. I put it in the box on the wall and started it.

Then investigate reptiles and get coal. Investigate the boiler on the left. After opening the small door, you can pour coal into it.

After that, we can use a set of handles on the first staircase to burn the boiler. After stopping, we came to three huge gears and took out three disks inside.

Next, come to the second staircase. Put the disc in the groove. Tip: The contents of gold, copper and silver. Just aim at the red line and you can open the iron gate.

Well, the plot happened.

The second room is the utility room. Investigate all the places on the ground and get 9 cards.

After that, we came to the top of the stairs, and the No.1 machine had two sets of passwords.

The first group, the method is somewhat complicated. But it's simple. As long as the number root is added to the corresponding number, it will light up.

Light them one by one. Don't be greedy.

Tip: The upper and lower parts are separated.

Group 2, F. (F= 15)

Just add 1 5 to all the components from1to 9. It seems that this is really simple, the level of primary school mathematics.

Tip: The middle line is 1, 5, 9.

After starting the machine, next, we will push the box. There is no difficulty.

Tip: Every time you fail, the number of pushing boxes will increase. It took me 5 1 step to push it away. The specific method is to push down first. The point is to occupy the second yellow grid first.

When it succeeds, come down and we'll get props from the coffin.

You found it.

Due to the development of their own plots, the following stories will be different.

It didn't end well, and then there was no puzzle.

Here, I'll just say it briefly.

End of vault: get a composition, right-"left" (always this combination. Choose the third one. )

Akane's ending direction: into the library. The survey book got three pictures, and turned on the mechanism with the found strong light.

After that, enter a state of death. Open the door.

After entering, face three puzzles. Personally, it's all very simple. There is no difficulty. After finding 4 cards, use the computer to open the door again.

Finally, the set of 9*9 numbers is very simple and has no technical content. Everyone can take out pens and paper and untie them.

If not. Hint, look at the 22nd floor.

The above content, I hope to help players who don't understand Japanese in customs clearance. You can communicate with me if you have any questions. There may be mistakes due to hasty writing. Please correct me! thank you

Route tips for publishing the truth ending:

A, Gate 5-"Gate 8-"Gate 6 (Zhou Mu can only really enter the real ending if he walks out of the vault).

B, Gate 4-"Gate 7-"Gate 65438 +0

Tip: the truth ending is conditional:

1. At Gate 4, we must pick up the four-leaf bookmark;

Gate 2.4, be sure to listen to the information about ICE9.

3, 7 doors, you must hand the bookmark to the little girl with four leaves;

4. Inside Gate1,the plot leader.