Here is a full walk through Parts 1-3. if you have any problem. you can leave your comment at the end of this post.
Go through the introduction, wake up, and head right Past some youths, a drunk guy, and a phone which you can use to save to find that the machine needs change and you have none. Thankfully there’s enough in the next carriage to the right. Grab the shiny sparkly coin and head left back to the drinks machine. To drink it we’re going to go all the way right to the little balcony of the train, because why not, right? You will drink it automatically here.
Head left past the blood bath to your doom. Any time you die you will be transported to this facility which will get stranger the more you die. The phone here can be used to save. The medicine will take you back to where you last awoke.
Leaving the Station
Exit the train and head right. there is a clown here with a button in his hand. Press it three times until the balloon pops and pick up the shiny… receipt. This has a code on it which you will need later. Go left and get directions from the girl before heading more left to the platform exit.
The tunnel is too dark to reach the station exit, So go up the stairs to platform 1. Move along the platform until you get to the thing with a glowing red light. its a ciruct breaker. Take a look at it, then head back to our lady friend on platform 2 who is now a puddle of blood. Look at the blood to get the key to the cirucit breaker on platform 1 – go use it.
Booking your room
Head left from the station. The door to the hotel (with flashing red lights) is locked. Enter the door just left of it (the buffet) instead. Talk to the bloke behind the bar to find some information about your brother. You will try to book the same room he was in. You have the option here to change your name if you wish, but unfortunetly you have lost your card and cannot make the booking!
Esc will allow you to open your items menu. Check the receipt you found earlier for this code (4956) Use this on the door to the left inside the buffet. Once inside you can pick up the shiny screwdriver and head back out into the cold through the door to the right. To the right of the hotel’s main entrance there is a door with one side broken and the other swinging open. Head through it. Inside between the two counters is a maintainence panel which can be unscrewed with the screwdriver. You can also read the tourist information to find the town is at 300 ft.
Pickup the crowbar and exit this room. head right, back into the station and all the way right to platform 2. Enter the train. There is one door which has a glowing x to its side. This door is faulty and can be opened by the crowbar. Exit to the other side of the tracks and move right until you reach the shiny beer bottle. Do not continue along the tacks or you’ll be hit by that train you can hear. If we instead head left and back inside the train, then move into the next carriage we will meet a sleeping drunk. This buttface has our card.
Talk to him, but move through this interaction carefully. When the option to take your card back pops up the first answer (which will be triggered if you hit space too many times) is to take the card. This will kill you.
Instead, offer him the beer in exchange. He likes beer.
Head right, out of the train and down the platform then left to exit the station (ignoring the running guy I’m sure he’s just late for his train) and right again until you come to the buffet doors. you can now talk to that bloke behind the bar and he will show you to your room. You can take a look around on your way if you like. The game does not, however allow you to rudely run past him in long corridors.
Talk to him to get your key before entering your room.
Welcome to the Beryl Hotel.
You will not enjoy your stay.
Looking for Clues
Turn on the light switch in the back right corner of the room (all lightswitches will have a shiny sparkle if you’re having trouble seeing them). Before you can sleep, you must look for clues about your brother.
The phone on the right bedside table can be used to save. If you turn on the tv on the lefthand side of the room, you will see a newspeice about horrible disappearances. Head through the door at the back of the bedroom to a room. Turn on the lightswitch in the back right corner an interesting portrait which will totally not be creepy later. You can open the curtains if you like, to the righthand side is a music box which you may remember from the introduction. It sounds pretty without the chainsaws covering it up. There is also a 3 digit lock and an audio cassette player. Walk around the rooms, including the bathroom to the left of the bedroom, until you have searched as much as you can. There are no clues here.
head left from the bedroom to the bathroom and grab yourself a shower. you can also just leave the sink tap running the whole night if you like. While you shower, a shadow will walk in and enter your mirror. Don’t worry about it. I’m sure he’s fine, and your bed is comfortable. Head right into the bedroom, turn off the light, and hit the hay.
Escape your room part 1
A scream wakes you up! Turn on the light and head out the door!
Oh wait it’s locked. and you can’t open it. nvm.
Explore around your rooms a bit until you can enter the portrait room and find.. the model is missing! The music box also no long works. Exit the room to the bedroom. you can hear a knocking.. but it’s not from the door. Head left into the bathroom. Turn off the light if it’s not already and find our mirror shadow is knocking that the mirror! You can also see a shiny thing. turn the light back on before collecting the shiny thing otherwise the mirror shadow will kill you but do go ahead and collect that shiny thing to the left.
This small key goes to the window in the portrait room. Head through the window onto a balcony area Do not touch the wires to the right making the loud electrical sound and sparkling with electricity in the rain, but do go to the left where there is an electrical panel we can unscrew. There is nothing more we can do here, so head back through the window , into the bedroom, and left into the bathroom to find… a red door where the mirror once was. It is locked. Head back through the bedroom to the portrait room to find our model friend waiting for us. If we turn out the light he will make a spooky face and we can see something in his hands. head over to him (lights off this time) to get an audio cassette! Thank you model! Play the audiocassette in the player on the table[/b] our model friend is sitting on.
Leave the room, and attempt to go to the bathroom. only to be stopped by the moving draws! These won’t kill you, and will show us a three digit code. (102 Which we can use on that lock in the portrait room! Inside that lock is a red key. Probably goes to a red door. Too bad those once helpful drawers are in the way. Have a bit of a wander about and fiddle with some stuff until you recive a phonecall. Its that bloke who showed you to your room, who you will be quite rude to after learning you have a noise complaint from your neighbour.
If you look up at the portrait you will notice we have a new friend! We can’t say hello, only learn that the bed is comfortable. If we enter the portrait room again to ask our model friend about him.. we find the model decapitated! He doesn’t make a spooky face when we turn out the lights anymore. but if we go back to our bedroom, our friends there have multiplied. The bed is still comfortable. If we try to head over to the left of the room the lamp will break, allowing us to pick up a shard of glass!
Head through to the portrait room, through the window, and to the electrical panel on the left to cut the wires with the glass and finally move right, past the now dead wires, and grab the letter on the table. you will read it automatically. We can hear a loud noise after reading. This is the draws moving back to their previous place. So go through the window, through the door to the bedroom, and left into the bathroom, pausing to wave at another friend in the portrait above the still very comfortable bed. Use the key on the red door.
Inside the red door
Inside the red door we meat a hungry man. There is a big can of oil to the left. Head right into the bedroom and change the channel on the tv to watch an informative cooking segment. Open the drawers on the right to find garlic. Head up through the door into a kitchen room and open the drawers on the right to get an empty bottle. Head to the fridge on the left to get some suspicious meat. Go back through the bedroom to the room with our new friend and fill the bottle with oil, and return to the kitchen. on the way back there is a shiny on the floor of the bedroom. Pick it up. it is a towel. examine it in your inventory (esc) to discover the Lighter.
Enter the kitchen again. Use the mincer on the righthand side of the centre table to chop the meat . Use the lighter to light the stove on the lefthand side of the table and add the ingredients carefully (as the default answer if you press space too many times is the wrong one) in the order Garlic, Meat, Oil
You now have edible meat. Leave the stove on responsibly and head over to meatman. who will greatfully eat it. If you walk tot he left, you will be hit by a hanging body and wake up in your room.
The door to your room is now open… jk. have a wander around your rooms, maybe turn on the tv for comfort until you hear a knock at the door. That helpful bloke has unlocked it for you.
But why male models?
Exit and head left to room 5, with many models The door to the back is locked, so head to the door on the right. It is dark, but there is a shiny key on the edge of the darkness. You will hear a scream. head back into the room with a now murdered model. If we take a closer look at the bust model we can see it has only one eye.
Head out and left again to room 4. This contains a code in the poster (Ares, Taurus, Gemini) and everything else is locked.
Head out and left again, in the centre bookcases notice Vol 13 is missing. Carry on left and downstairs, as all the doors in the section are locked. The first room on the left which contains a wardrobe decorated with portait silouettes is open so head in. In the room to the back we can enter the code we just obtained (Ares, Taurus, Gemini) in order from left to right. A noise will play to indicate a things has happened. The Wardrobe in the bedroom is now unlocked, and from it we can obtain a glass eye. If we head out, right, up the stairs, and right until room 5 we can give this eye to our bust friend, who is overjoyed and unlocks the rear door to the room for us.
On the left hand side of this room is an oil lamp, grab it and exit, heading left to enter the bathroom. Note the mirror, which is more like normal glass in this room. Continue rightwards to discover a dead body, holding an audio cassette. Exit room 5 and head left to your room, number 6 to listen to the audiocassette with the player on the table in the back room therein the back room there
Exit the portrait room to find your tv is again, acting strangely. Watch it to see a video of where to go next, the bathroom of the hotel lobby. To reach it leave your rooms and head left, down the stairs, and to the right. The lobby is a bit messier than last time, indicating the danger we witnessed earlier has passed. So enter the clearly labelled bathroom and open the door on the right to receive the Hammer from the hotel receptionist.
Leave the bathroom and head back upstairs and to the left to room 5 and through the left door to the bathroom. Ignore the manequin if you come by here again he won’t hurt you he’s just doing his thing. We can get through the dary with our oil lamp, moving left to the mirror and smashing it. Head left to a ladder, go on it and head left again to another mirror, smash with hammer. The lady we scare here will leave us a small key. Head back through the mirror, right, up the ladder, and right again out of the mirror. From here exit the rooms and head left, downstairs, and to the door on the far right.
unlock the door and move through the room to the door on the right. Enter room 1. There is a poem on the board here. (Blood ran this night mingling into the river of the bloomed meadow. at sunrise the violets danced around the dead corpse) Move to the room on the left. From here you will get the positioning of their switch. (Black up, Red middle, green Down, Blue Down, Purple middle, Yellow up. move out of this room and into the room at the back of the poem room where the switches are. From right to left the inputs are (Middle up down down middle up) Flip the yellow switch and hear the noise of success! if there is no noise, you did not do the switches in the proper order and will now be crushed. (there is a save phone in room 2 if you want to avoid the long walk back) do it left to right. Move back through the poem room and head left into the mirror room. The hatch on the far left side of the room is now open, and we get a shiny purple key.
Head out and right into room 2. It is not at all suspicious how many cobwebs there are. There is a phone we can use to save. Move left into the bathroom. There is a portrait here. Examine it to see the wick of her candle is sticking out. Light it. The painting will burn and we can grab the book behind it. move to the room with the phone and into the back room. A Dummy head is in the cabinet to the right. Grab it, but don’t be tempted by the shiny thing under the bed. This room has the spider that will eat us. Head out of these rooms and right into room 3. We can hear the crying woman we scared earlier. In the cupboard to the right is a clown head. We can also unlock the door to the left, and head through the mirror, right, up the ladder, and right again to come out the other mirror. Leave these rooms and head right to the purple door.
This room has a piano and three dolls. Get a bear head from the Cabinet to the right, then head to the door on the left. Go across the rain and into the next room. The door to the front can now be unlocked, and we won’t have to go through the rain again. For the dolls, place their heads on the correct bodies as seen in the room with the purple door (From left to right, Dummy, Clown, Bear) Remove the dummy head and grab the small key from the cabinet to the left to be able to open the door to the back part of the room. On the cabinet to the left there are directions. Place the dummy head on the spare bust to the right hand side of the table and interact with it to input these directions (left right front back left right left) to get some sheet music from the compartment below. This sheet music can be placed on the piano in the room out and to the right, but we don’t know how to play.
But thankfully that lady we scared does and is super duper calm rn. Head downstairs and to the right until you reach room 3. Enter the room at the back and move to the left, she will come and talk to you. after this, go out of the room and left to the tv lobby area, where we have another person to talk to, though they’re not interested in us much. Move right and up the stairs to the purple room, where our red friend is playing. After remembering a much prettier looking train station, (move left) We can enter the room at the back and move through the red door.
Move through the door at the front and we’ll find a boy warning us to follow only the green light. The red light illuminates a code above the door. There is also a save phone here. through the door to the right is a room with a mouth door. This one is lock, but go through the door at the front. There are four doors here. Two to the front and one to each side. Through trial and error you can find the way by following the green light. OR just go ([spoilers]left, Front right, right, left[/spoiler]) To reach the end room. The door to the right is unlocked. In this room are doors, a safe, and on the right hand side a cupboard containing insecticide. Grab this and unlock the safe with the code (8563)Move left, up, left, and left again to another room with a face door. Move through this to get the cat plush on the bed, and the small key under the pile of dolls heads. Head out and right to the other mouth door. We’re in our Meat friend’s rooms. Head though the door to the back and slice up the cat plush to get the red key. Move down through the face door, left, and up to reach the red door and unlock it.
Exit these rooms and head downstairs and to the right to get to room 2. Go to the back room and all the way to the left, where the spider is hiding, and kill it. You can now get the GF key. Head allll the way to the right to the door at the end. Pick up the letter in the middle of the room here. Head left, and the chainsaw man will come out. Run left until you reach the third door along and jump in. If you die, come back tot he letter room and move left again to re-trigger him) Turn the boiler off with the switch to the left and jump in to hide. Once he has left, it is safe. Exit the rooms and head right to the next room, which is now unlocked. On the right side of the room in the drawer below the purple, blue, and green vases is a green key. Grab this, and also grab the vases from the cupboard to the right. Place the vases in mirror order on the opposite side of the room. The numbers, combined with the red vase, will make a code.
Exit these rooms and head left through the door at the end. Enter the code into the panel on the right (3412) We can now use the elevator to enter the sewers. Move right, past the lockers, and to the door with a phone and our music box inside. Play the music box. The doors will be barred. The phone will ring, answer the phone. The answers are (yes, 300, room 6) Pick up the shiny valve that appears. Head left and up the elevator then right to the green door (with our other friend standing out front) move through the green door and into the forest.
Move left,and enter the cemeraty you find there. move right until you see a door with green light spilling out of it. In this room on the right is another letter from our brother. There are three tanks with valves here. The right will fill into the left when the valve turns, and the left into the middle. Use this to move all the green liquid into the middle and the blue valve will pop off. Pick it up and move left, out, then right to exit the green door. Move right all the way to the elevator and down. Enter the first door here. There is an unimpotant safe and to the left of the room are tow spaces for valves. Place one valve on each space. Exit the room and head right, the locker will open but it’s nothing weird. Enter the last door on the right. Move to the left of the room to the console there and flip the switch.
Part 3 continued.
Exit the console room and go left, up the elevator, right, up the stairs, and right again to the library, not stopping to be killed by mr chainsaw. Place the book in the middle shelf. In this room there is a console and a save phone. Switch number one console to the symbol shown in the basement (spade) Exit, and our red friend will give you a key to the cabin. Read left, downstairs, right, through the green door, left, into the cemetary, and right to find the cabin.
This is where Trap ends for now.