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Let me talk about the conclusion first: This game appears to be a horror puzzle, but in fact it is a logic chain game. It took me 9 hours and 40 minutes to complete the level. The longest time I was stuck in the level was when I spent a full 40 minutes on the turntable puzzle in the basement. After reviewing the game, I discovered that it wasn't that the puzzle was difficult, but that I didn't take the contents of the notes collected in the early stages seriously. Every piece of seemingly nonsense text in this game is the key to solving puzzles later on.
So the first suggestion: starting from the first chapter, don't skip all the papers, diaries, and notes you picked up. At least take a photo for your records. The script team of this game has carefully laid out the foreshadowing, and many puzzles have already given hints to the players before they enter the scene. For example, the sequence of fuses in the power distribution room has a clear numerical correspondence as early as on the duty list in the drawer of the guard room. All you need to do is take notes and write them down, and you will be given points when you arrive at the scene.
There is an easily overlooked detail at the operational level: the character can continue to hold down the running button, and the rolling action comes with a short invincibility frame. During the exploration phase, don't think that you will miss anything by running. The interactive points in this game have obvious material differences. When running the map, just slow down a little and scan the ground and walls. What will really trick you are those low walls that seem to be climbable - some are the boundaries of the scene, and hitting them will trigger staggering movements, which is a waste of time. Remember that the iron fences and yellow-painted obstacles on the map are hard boundaries.
Let's talk about the overall idea of ​​the puzzle. The puzzles in this game are roughly divided into three categories: code locks, item combinations, and scene interactions. Don't guess the password lock. All passwords are hidden in the scene within two screens of the corresponding room. If you search carefully, you can usually find clues in less than thirty seconds. The item combination puzzle requires you to click on all the items in the current backpack and read the text description. The purpose of many props is written in the description, such as "This screwdriver seems to be able to pry some rusted buckles." Scene interactive puzzles are the easiest to get stuck because they require you to use the right props at the right location. My experience is: If you are stuck for more than five minutes, go back to the entrance of the current area and click on all the interactive things again. You will often find that you missed this location.
In terms of the game process, I suggest a sequence: give priority to the main line door locks, and every time you get a new prop, go back and scan all unlocked rooms. Many rooms in this game will have new interactive points in the later stages. If you search them all in advance, you will miss out on key props that advance the plot. I suffered this loss the first time I played it. After wandering around the rooftop for twenty minutes, I found that the plot required a trip to the tool room that I thought was useless.
The combat part can basically be ignored. This game focuses on solving puzzles. As long as you keep moving in dangerous scenes, you will not be cornered. But pay attention to the warning sound effects in the dark, which is your only reliable reminder. If you hear a low drum beat, it means you should return to the open area immediately and don't try to touch the collectibles in the corners.
I also want to give a special mention to the map design. The most praiseworthy thing about this game is its seamless levels. All areas are physically connected. Every corridor and door you walk through is completely self-consistent in its positional relationship. There is no such thing as "forcing a passage to solve puzzles". So if you see a window somewhere and mentally review its corresponding position on the building's facade, you can often deduce where to go next. I relied on this kind of spatial logic to guess the route several times. This kind of "honesty" in design is very rare in similar games.
The free positioning coupled with this degree of completion, to be honest, is a bit beyond expectations. The graphics are realistic and scary but not overly gory, and the sound effects are of the type that can scare you into a cold sweat but won't make you drop your phone. If you are here to solve the puzzles, it is definitely not a loss. If you are interested in the plot, it is also recommended to calm down and read the entire text. The reversal of the ending requires the support of all the previous details to be effective.
To sum up: this game is not difficult, it just requires you to play at its pace. Take good notes, scan the room completely, and read all the prop descriptions, and your clearance time will be much faster than mine. I hope everyone can find the whole truth in that dark manor. I am squatting on the forum waiting for someone to talk about the analysis of the ending and foreshadowing.