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Maid of Sker Walkthrough Guide (Secrets, Tips, Tricks)

guide
guide

Skerskaya Maiden is a first-person survival horror game set in a remote hotel with a gory and macabre history borrowed from British folklore. Armed with nothing but a protective sound device, you will use stealth tactics to avoid death among the cult of AI enemies based on sound.

LONDON, 28 May - " Wales Interactive» , creators Don't Knock TwiceThe Bunker and The Complex , announce the release of the horror gameSurvival" Maid of Sker in July 2020 for Steam, Xbox One and PlayStation 4. 

Richard Pring, Game Director, said: “The new date will allow Maid of Sker to launch simultaneously on digital and physical platforms, and also allow the team to fine-tune Maid of Sker's creepy horror to its terrifying limits! »

Steeped in rich Welsh folklore, Maid of Sker pulls players back to 1898 to venture through the infamous bleak Sker Hotel. With multiple ways to end your stay at the Sker Hotel, use your time wisely by navigating the corridors and playgrounds, using unarmed survival tactics and relying on your ability to remain silent to keep breathing.

About Wales Interactive

Wales Interactive is an award-winning developer and publisher of video games and interactive films based in South Wales, UK. Our catalog includes Skera Maiden, Complex, Late Shift, Bunker, Don't Knock Twice, Shapeshift Detective and more. We are passionate about video games and our goal is to create original games that entertain the world while also putting Wales on the video game map.

Detailed game guide and location of all collectibles: instruments, notes, notes, cylinders, musical dolls

This article will show you where to find the following items:

  • 4 cylinders
  • 4 sheet music
  • 30 notes
  • 3 bells (bells)
  • 5 musical instruments
  • 20 musical dolls
  • 15 phonographs
  • 10 cartridges for sound modulator

Below you will also find screenshots with the location of all these items in different locations. The following markers are used there:

  • Blue numbers are notes in the same numbering as they are presented in the walkthrough below.
  • Yellow stars - musical dolls
  • Green Lightning - Cartridges
  • Purple triangles - musical instruments
  • Red circles - bells (bells)
  • Orange crosses - cylinders
  • Purple diamonds - musical notes

Basement and gardens

Watch the opening cut-scene to get the first note (1/30) "Elizabeth's Letter". After arriving at the station, pick up the sheet music (1/4) "Thomas Evans", leave the train and follow the long linear path until you reach the pavilion. Inside it, interact with the phonograph (1/15) and the piano (musical instruments 1/5). Keep moving forward, open the gate with the lever in the booth on the right and enter the hotel. This is the point of no return!

Answer the call at the phone booth in the hallway. Climb the ladder and interact with the organ (musical instruments 2/5). Find a note (2/30) on the counter. Behind the counter, in the box is a map of the first floor. Ring the bell (1/3) located on the counter, then press each of the six buttons on the wall. Now go to the chapel, but on the way to it, look into the room on the left side, where the phonograph is located (2/15). Exit the room and talk to the man behind the door on your right. Now enter the chapel and look for a note (3/30) in front of the statue with a skull. In the same room there will be the first cylinder and another bell (2/3). Leave the chapel and enter the first room on the left. Find the musical doll (1/20) on the table located in the corner, go through the small passage to the bloody path. Try to call the elevator by pressing the button, then go down the corridor and activate the switch in the niche to restore power. Open the elevator door and go down to the basement.

Exit the elevator, enter the room on the right and interact with the phonograph (3/15). Now keep following the linear path until you hear someone crying. You won't be able to avoid injury, but luckily there will be the first bottle of sedative in the room nearby. This is a kind of first aid kit. There is a note in the next room (4/30). Use the first door (not the one next to the note) and find the musical doll (2/20) at the end of the short corridor. Go further through the second door, open the box and take the basement map. Exit through one of the doors and answer the second phone call.

Follow the linear path until you are in the freezer. Inside it, on the table on the left, there is a musical doll (3/20). Go through the narrow corridor and be ready to hold your breath while holding LMB. When the monster disappears, you will be able to move on without any obstacles.

When you leave the basement, interact with the phonograph (4/15). Find the musical doll in the drawer (4/20). The crate is in an open area with a monster. A little further on the table is a note (5/30). Pass by the enemy before you get to the graveyard, go behind the bushes on the left to find the whale figurine. In the graveyard, interact with the tombstone to trigger a cutscene.

Read the note (6/30) on the tombstone on the left, then go behind the right wall and find the room with the phonograph (5/15). Follow the only path and eventually find treasure and a note (7/30). Interact with the red button to move the cart, then solve a simple puzzle: activate one switch first, and then press the button by the door. Then turn the red toggle switch to make the trolley go into another tunnel and distract the monster. Where he was, find and lower the second toggle switch, and then again interact with the button by the door. Go through it and take the elevator up.

Inside the church, there is another note (8/30) that can be easily overlooked. It is behind the seats on the right. Ring both bells as soon as possible and exit the church. Go right and pick up a musical doll at the end of the path (5/20). Turn around and follow another path, watch the cut-scene and return to the hotel.

Go into the small building on the left to find a phonograph (6/15). In the first labyrinth, you can find a musical doll (6/20), but in this case, you need to keep to the right side. At the end of the second maze there will be a telephone booth. Answer the call, then take the card from the box and open the door opposite the phone booth. Collect the musical doll (7/20) and head to the gazebo at the end of the upper path. Help the dog get out of the trap, for which you will receive a separate achievement. Then ring the bells in the order in which the arrow points to them under the roof of the gazebo. Take the second cylinder and return to the phone booth room. Exit through the door on the left side.

Inside the laboratory, there is a note (9/30) on the table. Take the sound modulator, which will be used as a weapon against monsters (temporarily stuns them). Go through the door on the left, collect two Modulator Cartridges (2/10) and go through the door on the left. Interact with the phonograph (7/15). Now you need to find two switches to open the gate in the monster park. The first is in front, the second is to the right, and the gate is to the left of the entrance. In addition, there is a musical doll (8/20) in the center of this area, which is very easy to overlook.

First and second floors

Return to the hotel, collect the cartridge (3/10) and enter the next room. Open the chest on the stage to get the Kraken Key. Open the nearby door for them, follow the path to the right and answer the phone in the booth. Take the cartridge (4/10), leave the room and pick up the second part of the first floor map. Take the newspaper clipping (10/30), ring the next bell (3/3) on the counter and interact with the six buttons. Find the phonograph (8/15) in the next room. Now we have to step back a little. Go back to the locked door leading to the main hall. Go to the front desk at the beginning of the hotel, follow the front desk and through the door into the hallway. Go to the right and find a locked door there. Use the kraken key on it and take the beer tap and note (11/30). Now go back behind the bar and put the faucet back in place.

Interact with these faucets in this order (pay attention to the paintings in the background and the drawings on the faucets):

  • First
  • The third
  • Second
  • Fourth

Use the opened secret staircase in the main hall, behind the statue, to go up to the second floor. Answer the bell and enter room 107. Find the note (12/30) and the cartridge (5/10) and then reach the next room by going through the broken bathroom wall. Find the note (13/30), leave the room and go through the large door on the left. Go through the next door on the left and interact with the phonograph (9/15). Now follow the path to the right and find the map in room 104. Leave it, go to room 105 and get to the safe. Pick up the red valve and crawl through the hole, turning left. Returning to the hall on the second floor, go along the central path and find the ship model (in one of the rooms).

Interact with the bells on the wall to the right by activating them in the following order:

  • The third
  • Second
  • Fourth
  • First

Find the broken part of the family crest that was hidden inside the ship. Go through the door on the left and turn right. In the far part of the room you will find a musical key. Take the item, and before you go through the second door, pick up another cartridge (6/10) lying on the table. At the end of the short, narrow path, there will be a table with a note (14/30). Apply the valve to the device nearby to continue the passage. Press the red button, turn around and exit through a small opening. Approach the red room from the other side and find another part of the family crest. Go back to the phone booth and answer another call. Open the large door on the left with the musical key.

Go down the corridor to the right until you find a green door. Behind it will be a phonograph (10/15). Exit the room, go through the next door on the left and interact with the music box to trigger the nightmare sequence.

During this sequence, you need to move towards the sounds and turn them off, interacting with the objects that are associated with them. Also along the way you should find a musical doll (9/20) and sheet music (2/4) "Matilda Norton".

Now go back to the phone booth, find the note (15/30) in room 108 and take the part of the family crest from the bathroom.

Open the portholes to find a valve that is randomly hidden behind one of them. Get out of the trap, then go to the library, following in the direction of rooms 108-110. Open the door in front of the library and find the map. Go to the bathroom, open the cabinet with mirrors on the left side and interact with the switch to put out the fire. Take the musical doll (10/20), go to the library itself and find all the switches to open a small closet in the center of the hall. Both switches are at the top. There is also a cartridge (7/10). After getting the last piece of the family crest, go back to the phone booth and put all the pieces back in place. Use the elevator to go down to the first floor.

Third floor and attic

Leave the elevator and find a musical doll on the right (11/20). Open the gates on the left and right, and then return to the elevator and ride to the third floor. Answer the phone in the booth, find the cartridge (8/10) in front of the closed gate, and then follow the linear path to find a table with a note (16/30). Exit the room and go right. Try to pick up the bird key, turn around and go forward until you find a locked box with a map of the third floor. Follow the central corridor and open the first door on the left to enter the kitchen. Here you will find a musical doll (12/20).

Follow the corridor and ignore the large door on the left. Keep left and look for another musical doll (13/20). There will also be a note (17/30), in the children's room. Exit and go through the door on the left. Find another phonograph (11/15), in the room near the door you just went through. The bedroom has a new note (18/30) as well as a cartridge (9/10). Go back and go through the big door on the right. Follow to the left side and be ready for Abraham's attack. Run from the monster by following the path to the right of the broken wall. Open the door at the end of the corridor and find the note (19/30). Go through the small opening to avoid running into Abraham. Now move through the broken wall (which the monster broke through) and interact with the bells in turn (you need to act quickly) until both passages open. One of them leads back to the elevator.

But you need to follow through the passage on the right. Find a room with a phonograph (12/15). Get to the large hall, where in the center, a strange device hangs from the ceiling. There are switches in the room on the left. Open both doors first, then pull the switch. The car will start charging, and you need to lure Abraham under it. Do this to immobilize the monster, then answer the call and take the bird key from Abraham. Nearby there is a box with a map and a cartridge (10/10). Take a look at the map and go to the locked door located in the lower left corner. Use the bird key and find the newspaper (20/30) and the third cylinder. Go through the door nearby and go upstairs. Following up, take another note (21/30).

In the attic, you need to play the piano in the following order:

  • Fish
  • Dog
  • Bird
  • Cell
  • Deer

Keep moving and find the note (22/30) lying on the bed on the left. Approach the woman. As a result, your sound modulator will break, and you will no longer be able to use it! Therefore, all found cartridges will need to be spent in advance, if you, of course, want to get an achievement.

Basement and first floor

After falling from the attic, go forward and find the note (23/30). Move to the left and use the phonograph (13/15). Follow on and enter the first cell on the right to pick up the musical doll (14/20). There is a note in the second cell on the left (24/30). Now take the last cylinder located at the end of the path. Make your way to the locked music door in the basement and open it. Behind it you will find a note (25/30). Interact with the piano (musical instruments 3/5), take the notes (3/4) and leave the basement (don't go back to the elevator).

After the cutscene, find the phonograph (14/15) behind you and run. Please note that you will no longer be able to return to this area!

Climb up the stairs and find the last room with the phonograph (15/15). Get out of there and take the note (26/30) on the left. Now interact with the switches and press the big button in the piano room (after each switch) to deal with the final boss. Remember to stop when he stops playing. Don't move at all! And when the boss is playing, you can even run around the location. After applying the amulet to the cage, find the key on the piano and leave the room.

Leave the area and go forward until you find a musical doll (15/20) on a green table. Turn around and go through the broken wall. Take the note (27/30) and interact with the projector. Follow the only path until you find the drawing (28/30) on the barrel. Crawl through the vent, immediately turn right and find a musical doll (16/20). Finally, return to the main hall through the ventilation.

Follow to the second and third floors, open all the locked doors and enter the still unexplored areas. On the second floor you will find a musical doll (17/20) and a piano (musical instruments 5/5), while on the third floor you will find another musical doll (18/20), a piano (musical instruments 5/5) and a note (29/30 ). Now go back to the attic and look into the last room. Find a note (30/30) and a musical doll (19/20). Finally, don't forget to look into every room on the ground floor and use the key on the statue in the chapel where the first cylinder was. In the secret area behind the statue, there will be the final notes (4/4) which are very important as they will be needed to get the secret, true ending.

Go down the stairs from the secret room and collect the last musical doll (20/20). Return to the main hall and talk to Elizabeth.

  • For the bad ending, give her all the cylinders.
  • To get a good ending, play the song yourself (you need all the notes).
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