[Guide] Night Four of Seven Nights (Turn) Friends Needed to Join
Night Four: Repression enters through the back door into the clock tower, obtaining the 'Bloodstained Note'. Going up the stairs to the big clock, it is found that the pendulum of the clock has fallen due to a massive vibration and cannot chime, so you can only return downstairs. Moving forward leads to the typewriter room; the door on the left cannot be entered, so enter the ventilation shaft. After climbing for a while, a pile of crutches falls from above, blocking the passage, leaving no choice but to go to the stairwell. Arriving at the stairwell, the stairs that could not be descended in the third night can now be passed. Reaching the second floor stairwell, entering the storage room, you obtain a bottle of 'Sedative'. While heading back, the cabinet door suddenly opens, and a maid falls out, though she does not attack. Exiting and going downstairs, you see several iron barrels; the iron doors inside cannot be opened due to rust, so you must go back. Entering the passage through the door on the right of the stairwell, move to the protagonist's left and find a female stone statue, obtaining 'Dante's Love Letter'. There is also an empty vase nearby, which is ignored. Heading the other way, pass through a corridor with strong winds and arrive at the butler's study, obtaining 'Real Estate Advertisement' and 'Butler's Diary Part One'. Exiting and continuing inside, you reach the butler's bedroom, obtaining 'Tape' and 'Butler's Diary Part Two', learning that there is a back door on the first floor. Ken decides to check the first floor. Exiting, he comes to the painting studio and finds another stone statue with 'Simon's Love Letter' beside it. On the chair is a paper, obtaining 'Ken's Novel <> Preface'. Going to the collection room, you see a bottle of 'Sedative'. While about to take it, the knight's sword suddenly falls (not sure if anyone was scared ^_^). Moving further inside, the doors cannot be opened, and there is nothing valuable in the room, so leave the storage room and go to the garden. In the center, you obtain 'Fresh Flowers'. There is a monster here, and since Ken has no weapon yet, you can only avoid it. After obtaining the flowers, remembering the female stone statue and the vase seen earlier, run back to the vase, place the flowers in it, and a red heart-shaped gem appears on the chest of the statue. Obtain the 'Ruby'. After taking it, the female stone statue sheds bloody tears, and the flowers wither. Returning to the painting studio, place the ruby on the stone statue, which also sheds bloody tears, causing a rope to fall. Ken unconsciously leans toward it, preparing to hang himself, but a voice stops him. After regaining consciousness, he finds it was a hallucination. Obtaining the 'Rope', he goes to the garden, avoids the monster whose name cannot be called, and reaches the chair at the door.Zi Shang found a bottle of 'Sedative', took it, and entered the Sunlight Greenhouse, where he saw a pulley mechanism with a rope on it. He put the rope he had just picked up on it and obtained the 'Old Key'. He returned to the stairwell, went up one floor, entered the Typing Room, and obtained another 'Sedative'. Using the Old Key on the door on the other side, he went out and saw a piece of paper on the wall, obtaining the 'Power Supply Hint'. He walked to the right and arrived at the Textile Room, finding it very dark inside. The door to the power distribution room on the opposite side was locked, so he couldn't enter. Walking further in, he saw some mannequin limbs on the floor, which made noise when stepped on. He turned on the lights inside and found a 'Coin' on the textile machine. At this moment, a maid came in; he couldn't be discovered, so he quickly turned off the lights. While running out, he had to avoid stepping on the mannequin limbs to prevent making noise and being detected. Exiting the Textile Room, he moved right on the map and arrived at the Activity Room. On the way, he saw a fat woman chasing a little boy but ignored it for now. Entering the Activity Room, he saw three maids inside. One key was under the maids. He used the coin on the jukebox and then hid under the table. When all three maids gathered in front of the jukebox, he ran over and took the key, obtaining the 'Power Distribution Room Key'. He came out through the back door and found the little boy being chased earlier by the fat woman. The boy said he was playing hide-and-seek with the maids and agreed to help Ken find the first-floor back door key, so they separated to take action. Arriving at the lower staff dormitory, he picked up 'Sedative' on the desk. On another bed lay 'Maid Sophie's Diary 1'. After looking around and finding nothing else, he went out to another staff dormitory. At the door, he heard sounds from inside. Going in, he took 'Maid Jennifer's Diary' from the bed. There was a large hole in the wall from where the sounds he heard at the door had come. He used tape to patch the hole (it's optional, but it can affect later progress). On another bed, he got 'Maid Sophie's Diary 2', and in another corner bed, he found 'Maid Loris's Diary'. Exiting, he came to the third dormitory, saw a maid sleeping, and on another bed found a 'Maid's Note', learning that the maid was afraid of mice. When he walked to another corner, the TV suddenly turned on, waking the maid, who then turned off the TV and left. On the bed was the 'Warehouse Key'. Exiting, he went to the bathroom and found someone taking a shower, where he could steal a little from the side.Sneak in (^_^), run inside, didn't find much. On the way back, the innermost door opened, and a fat woman came out, so quickly ran away (after exiting and re-entering, you can find a bottle of 'tranquilizer' in the innermost room). After leaving the bathroom, go to the laundry room, where there are two maids. Use the lighting to avoid the first maid, then use the electric current to knock the second one down, and inside obtain 'insulating tape'. (To explain the use of the electric current: first let the maid notice you, then after she runs to the battery, run from the other side to trigger the electric current. Note that the maid may walk back while you run to the other side, so you need to manage it carefully. Once you get the hang of it, it can basically hit every time ~0~). Return to the square passage you first entered, and then go in again. Turning right, you see a maid chasing a little boy, reaching the employee dormitory at the bottom of the map, and find the little boy in a cabinet. After some dialogue, get the 'outside door key'. Go to the back door to trigger the story segment (this part can actually be ignored, and it does not affect the game progress). Go to the warehouse, find a fat woman guarding there, use the side ladder to go up, pass through the ventilation duct to the other side. There's a maid inside—according to the previous note, she is afraid of mice. You can use this: when the maid's back is turned, run over and push the yellow box down to release the mice and scare the maid away. Then the fat woman comes over. At this point, depending on your situation, you can either run in directly to get the 'pliers' or hide in the cabinet first to observe. After leaving the warehouse, go down the wall to get the 'canteen duty regulations', then hide behind tables to avoid the maid and arrive at the power distribution room. Combine the pliers with the insulating tape to destroy the circuits inside, which will make some areas' circuits unstable. Go to the servants' canteen, use the lighting to avoid the maid at the door, ring the bell, and a maid comes to return the key. Hide in the nearby wardrobe, and when the maid reaches the window, step out to take the key and leave. (If the power distribution room hasn't been sabotaged, the lights here are fully on, so don't come here before that. As for hiding from the maid, if unfamiliar, first observe, understand the lighting pattern, and then run across. Confident players can run to the bell the first time the lights go out.) After leaving the canteen, a maid will come from bothCome over here, there is a wardrobe on the right to hide in. Walk to the right and enter the kitchen through the door on the map. Open the middle ground kiln to enter the underground passage. The exit above is blocked, so you can't go back, you can only move forward. On the roadside, you obtain the 'Tattered Page.' Go straight into the back garden. In the middle of the garden sits a stone elephant, which is the baron mentioned in the page. Keep going forward and reach the back door. As you are about to open it, the bell rings, and a pool of blood flows in from all directions, converging toward the baron...
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