The Guest

The Guest

Year:  2016

Genre:  Horror

Links:  GOG, Moby Games, Adventure Gamers, Steam


Bedroom

Find a suitcase beneath the window and take the travel tag from on top. Look just down to the left and pick up a valve. Next head to the nearby bedside table and turn on the lamp, then examine the pill bottle. Take the cigarette from on top of the table. Take the box of cigarettes from the ground here, and the bible from inside the drawer. Go along the wall near the window and take the boarding pass and pencil from on top of a low cupboard. Try to turn on the lamp here, but there is no bulb.

Go across the room and pick up an empty cigarette lighter from beneath the bench at the end of the bed. Continue to a low coffee table and take the envelope, and read the two pages of the letter. Examine the door to see there is no doorknob. Proceed to the other bedside table and open the drawer to find a torn piece of paper to take. Also take the magazine from the bottom of the table, a the doorknob from under the corner of the bed here.

Turn right and search the left cupboard to get a light bulb and a coat hanger, then open the left top drawer and take a document about electrical wiring. Open the right cupboard and click on the bulb to turn it on. There is a combination lock on a toolbox here, but you don't know the combination yet. Search the drawers as well but there is nothing to find.

Go back across the room to the lamp with no bulb and use your bulb on it, then turn it on. Look down into a box to the left and take the torn piece of paper and 1V battery. In your inventory, combine the 2 torn pieces of paper, then look at your new item to see "Toolbox: 503". Go back to the combination lock in the cupboard and set it to 503. Open the toolbox and take the screwdriver from inside. Now attach your doorknob to the door and secure it using your screwdriver. Open the door and flip the light switch inside to the right.

Bathroom

Turn right and open the first-aid cabinet on the wall. Pick up the tablets and consume them to end your hallucination. Also take 2 boxes of bandaids and some isopropyl alcohol from the top shelf. Turn left and open a cupboard door to see a whole heap of switches - leave these alone for now. Open the top drawer and take a straight razor from inside. Open the bottom drawer and read a newspaper clipping. The cupboard just to the left is locked. Look at the left basin and take the soap, shampoo and body gel. Look down here and find some pliers behind the toilet paper. Turn left and take 2 more coat hangers from the shower rail.

Use your pliers on one of your coat hangers to make a lock pick, then use this to pick the lock on the cupboard. Open the cupboard and turn on the light. Read the note here, then take the 20V battery. Pull the switch here and you will here a noise back in the bedroom. Turn around and open the bathroom door, then go through.

Bedroom

There is not much new here except that you can now open a large sliding door opposite the bed and go out.

Living Room

Try to turn on the light switch just inside to the right, but the power is turned off. Turn around and go along to a small lit area. Turn the light off temporarily to see a fluorescent pattern on the wall, then turn it back on. Take a patterned ring hanging on the hat rack just to the right. Now examine the floor plan on top of the grey cupboard behind you, then put it back. Open the left cupboard door and take a 5V battery, then open the middle cupboard door and open the electrical box inside. Re-examine the document in your inventory labelled "Room 297 Power Supply" to get a clue how to fix this, then insert batteries into the slots as follows:

  • top row: 20V and 5V
  • middle row: 5V and 1V
  • bottom row: 20V and 1V

This works because (25) + (2 x 6) + (3 x 21) = 100. Now go and turn on the light switch near the bedroom door to be able to see your surroundings. Search the bureau along this wall and you will find a plate, another note to read, and another valve. Go over towards the record player and open the cupboard beneath. Take the vinyl, then put it on the record player and turn it on (turn it off if you don't like the music). You can also find a 2nd ring in this cupboard. Read the items in the folder on the dining table, and note that there is a locked trapdoor in the table itself. Now search the long sideboard drawers to find another newspaper article to read. There is a strange glowing 3-part lock on the front of the sideboard that you cannot open yet. Take the "Do not disturb" sign from on top of the sideboard.

Proceed into the next part of this room and turn on 2 more light switches. There is a heavy looking stone device that elicits the comment "looks like something fits in here" on the right. Search the adjacent tall cupboard to find a 3rd valve and a statue of a man's body. Take a tray from the small table to the left, and read a welcome message in a small book. The door here is locked, and there is a red box with a flashing light next to it. Continue around the room to find a low coffee table; read a timetable in a folder here, and take a coaster and another cigarette. You can turn on the TV if you like, but there is only static (and an occasional face), so turn it off again. Open the cupboard beneath to find another magazine to take, and look at the stack of boxes down on the left to discover a book with a phone number inside: 48-151.

Bedroom

Go back to the bedroom and use the phone on the right bedside table to dial the number 48-151 (be careful, the 5 and 6 are not in their normal locations). You will hear a message saying the table trapdoor has been unlocked, so leave the room again.

Living Room

Go to the dining table and open the trapdoor to reveal a movie projector. Now examine the glowing 3-part lock. Insert your three valves according to the symbols on their ends, then solve the puzzle by turning each of the valves so their lit section is at the 12 o'clock position (this will take some trial and error). Open the right lower cupboard and take the orientation film, then take a message with another phone number: 01-138. Open the left lower cupboard to see a message and another puzzle. You will remember seeing half of this pattern previously as fluorescent paint on the wall, so you can already set the right discs from top to bottom to be red, blue and yellow. You still need to find the other half of the combination.

Put your film in the projector, then use the projector to watch the film - it will end by leaving another puzzle clue displaying on the screen.

Bedroom

Go back to the bedroom and use the phone again, this time dialling the number 01-138. Now open the drawer, pick up the tablets and consume them to end another hallucination.

Living Room

You will be back in the first part of the living room, but it will have changed. Go through the doorway at the end into the bright light.

Dreams

Walk along the wooden hallways through a series of small rooms. You can choose to go through either gateway each time, and it will not affect your actual path. You will eventually reach a door with the writing "We are science", and if you continue to follow the path you will seem to go around in circles. Just keep going and eventually you can click on a spinning object on a desk to return.

Living Room

Pick up the strange object from the coffee table. Combine this with the 2 rings in your inventory, then use this combination on the heavy looking stone device on the nearby red platform. First spin the two rings into position (the one with the circle should be facing you and be vertically-aligned, and the other horizontally aligned with its more complex half on the right side). Next spin the polyhedron and try each of the rectangular faces until one completes the pattern correctly; a combination safe will be displayed, requiring an 8-letter word.

Bedroom

Turn all the lights off in here and look around to see another pattern in fluorescent paint on the wall.

Living Room

Go to the lower left cupboard beneath the movie screen and you can now set the left discs from top to bottom to be blue, blue and red. Now use the message displayed on the movie screen and the decoder wheel here to generate the message "DYSTOPIA". Go and enter this word on the combination safe and then open it. Take the handle from inside and read another newspaper article. Go to the cupboard just to the left and open the lid of the small box, then insert the handle and use it.

Head to the door just to the left and the red box will now have a green flashing light. Open the box and examine the panel inside. Listen carefully to the repeating music pattern that is playing. You need to recreate the music by pressing the 6 buttons in the correct order; this is different each time. Open the door and go through.

Oversight

Search the desk to find some glasses, lighter fluid and a magazine. Read the documents and another note. There is a world globe here as well as a typewriter. Flip the switch on the wall, and another doorway will open. Before going through, combine the lighter fluid with your lighter, then use this on the 2 lamps here. Pick up the cryptex from the bottom of the bookshelf, then go through the new door to a more modern area.

Go to the desk and read the documents. Take the pen from the desk. Pick up an ID card from the chair and insert it into the card reader on the left of the desk, and the computer will prompt you for a password. As suggested on the doorway leading here, enter the exact time of your log in, which was 4:23. This will turn on the security cameras throughout the complex.

Bathroom

Go back to the large bank of switches in the cupboard that you ignored earlier. Examine your cryptex to see the same group of symbols. To solve this puzzle you must end up with blue squares where the cryptex shows pairs of symbols, and red squares everywhere else. Starting from a reset position, place these symbols:

  • row 1, column 3: vertical line
  • row 1, column 4: cross
  • row 2, column 1: cross
  • row 4, column 2: plus sign
  • row 5, column 1: square
  • row 6, column 5: vertical line

Take the R key for the typewriter.

Oversight

Use the R key to complete the keyboard on the typewriter. Now look at the 3 magazines you have collected; the circled letters on the covers spell a word: "BENEFACTOR". Type this on the typewriter, then turn to the right. Go down the new corridor and look at the large dial. This is asking for your Exodus and Arrival coordinates. Have a look at the boarding pass in your inventory: you came from VOG (Volgograd) and arrived in BOS (Boston). Go to the globe in the previous room and find these two locations on the globe to get their coordinates. Come back to the large dial and move the outer marker to 5N, and the inner marker to 8E. Enter these coordinates, and the central indicator will now highlight "Arrival". Move the outer marker to 4N, and the inner marker to 12W. Enter these coordinates. Listen to the recorded message, then follow the lights on the ceiling to return to the living room and go through the new door.

In your final location, you will discover your new ID badge, a never-ending supply of pills, a recorded message, and a confession booth.