There are many players in Horror Stories 3: Ingrid's Confessions who don't know how to solve the problem when improving their combat effectiveness. "Thriller Stories 3: Ingrid's Confessions" full ending, full achievement guide, and the editor is new to this game. I have encountered this problem like everyone else when I was working, so I have very rich experience. Below I will compile these experiences into strategies to show you.
This one does not have the chapter-by-chapter entrance of the first two parts, so you have to play the game from the beginning for each ending. If you miss an achievement, you will probably have to restart it.
1. Ending Strategy and Corresponding Achievements
1. Perfect ending: On the good path-On the road to goodness
Enter the clearance story when "evil-good" is 7-33.
When you clear the level, the "evil-good" value is 7-33, which is consistent with the value displayed on the achievement icon, and you get the achievement; when you clear it for the first time, it is 8-32, and you don't get the achievement. It can be inferred that 7-33 is the only condition to achieve it. .
Notice:
a. In Chapter 2, several options that appear before the number is displayed on the palm of the hand when reaching the waterfall will also affect the good and evil values. If you choose correctly, the initial value when you reach the waterfall is "5-5". If it is not this value, you can choose to restart. .
b. Basically don’t do any bad things, and do all the good things, and don’t miss any good things.
c. Killing the Gardener Owl in the dreamcatcher production room will increase the only evil value in the entire process, which will change from 5 to 7. It is a necessary process to pass the level and will not affect the final achievement.
d. Other evil points, such as cutting the liver, killing the piranha with acid rain, blowing up the owl in the power workshop, and finally burning the wooden man, are necessary procedures for clearing the level and do not increase the evil value.
2. Good ending: Goodness-kindness
Enter the story with good being greater than evil. The difference needs to be slightly larger. Don't do too many bad things, and do a lot of good things. When you clear the level, the "evil-good" ratio is 8-32. One thing to note is that several options before reaching the waterfall display number also affect the good and evil values. I'm not sure if it can be completed with the perfect ending. When I finished writing the guide, all the achievements had been completed so I couldn't verify it.
3. Neutral ending: Classic
Enter the clearance story while keeping the good and evil values almost equal. Just guess that the difference is less than or equal to 5. There are instances where the difference is 4 to trigger this ending.
Notice:
a. This ending is more suitable for other non-ending achievements, which require more evildoing.
b. Before the ceremony is held in the cemetery, the sum of the good and evil values is exactly 40, which can be used to determine whether it is omitted.
4. Bad ending: Evil-evil
Enter the story with good being less than evil. The difference needs to be slightly larger. Try to do bad things and not do good things. When you clear the level, the "evil-good" ratio is 64-0. One thing to note is that several options before reaching the waterfall display number also affect the good and evil values. I'm not sure if it can be completed with the evil ending. When I finished writing the guide, all the achievements had been completed so I couldn't verify it.
5. Evil ending: Little evil-little devil
Enter the clearance story when the "evil-good" ratio is 66-0. According to the description of the external guide, 66-6 can also be achieved. There is no test on up, so it is recommended not to try it easily.
Notice:
a. In Chapter 2, several options that appear before the number is displayed on the palm of the hand when reaching the waterfall will also affect the good and evil values. If you choose correctly, the initial value when you reach the waterfall is "7-0". If it is not this value, you can choose to restart. .
b. Don’t do any good things, and do all the bad things, and don’t miss any bad things (see the next item for the specific list).
6. List of evils (not achievements)
a. Every time two options appear in the game, choose the worse one.
b. Chapter 2: Throw the chicken legs to the elevator piranha instead of feeding it.
c. Chapter 4: Pour acid rain into the huge mouth.
d.Chapter 6: Killing the Owl
The first owl is in the dreamcatcher making room, the gardener, which is the necessary process to pass the level.
The second owl is in the bedroom. Kill it with a scythe. For details, see Chapter Achievements.
The third owl is in the research institute. Use a laser light to kill it and irradiate it with the laser light again to roast it to add more evil points. For specific operations, see Chapter Achievements.
e. Chapter 6: Don’t save the child, lie when asked by Molek (after meeting the people), and say you saved it; don’t blow up the power furnace, skip that level directly.
f. Key "extra points" item - Chapter 10: After throwing the teeth on the plate on the left side of the first floor into the machine in the room on the left side of the second floor, go to the first floor and use a clamp to extract the child's teeth, first removing the first child's teeth. Pull out all of them, wait until he is dead and continue pulling out a child until you have collected seven teeth. Note that in addition to the necessary props to pass the level, do not collect additional teeth scattered in the room, otherwise the evil value will be insufficient.
g. Chapter 11: Deceive the ghost boy on the right side of Molek, put him in a jar and give it to the merchant.
h. Chapter 11: Don’t save the carpenter.
i. Chapter 11: Burn the wooden figure directly in the temple fireplace. Do not burn the wood or carpentry tools first.
j. Chapter 11: Do not return the flint to the merchant.
7.To know everything-know everything
Achieve each of the good, medium and bad endings once. It does not have to be a perfect ending or an evil ending. You will get an achievement when you enter the final ending.
Key points: According to the description of the external guide, there are three save locations on the game start interface, and each location needs to save a good, medium, or bad ending. I'm not sure if deleting the file in the same save location and then reaching other endings will result in an achievement, but in order to avoid unnecessary trouble, it is recommended to use the method described in the external guide.
2. Overall achievements
1.Paranoia-Obsessive-compulsive disorder
Check your hands ten times in a row without stopping.
2.Inspector-Inspector
The total number of hand checks in the entire game is fifty times, and you can basically get it in the process of completing all achievements.
3.Pain lover-pain lover
After reaching a certain number of deaths in the entire game, probably dozens of times, you can basically get it in the process of completing all achievements.
4.Imperceptible-undetectable
Don't die or get caught during the whole process, and you will get achievements when you enter the story. It's actually quite simple. If you've already played twice for the full ending, the third time will be almost harmless.
Notice:
a. After pretending to be asleep in the bedroom and being discovered by an owl, killing it with a scythe will not affect the achievement, so it can be done together with the evil ending.
b. Being caught in the plot will not affect the achievement of achievements, such as falling into the aunt's trap at the beginning of Chapter 10.
c. I’m not sure if it’s useful to exit and reload the file immediately after being killed or caught. It’s generally not feasible as described in the external guide.
3. Chapter Achievements
Chapter 3: Waterfall
1.Bathing time!-It’s bath time!
Die five times in a lava pit to get the achievement. When you die three times, a tombstone will appear.
2.Dexterity-Agility
Pass the lava pit and get the achievement. It doesn’t matter if you failed a few times before, just pass.
Chapter Four: Internal Organs
1. Bloodthirsty-bloodthirsty
Take the knife out of your backpack five times to get the achievement.
(When there are no interactable objects around, press "Q", select the knife and press "E" to take it out)
2.Exchange of pleasantries-greetings
After destroying the first piranha with garlic, feed the garlic to the second (or third) piranha, and it will be spit out by the piranha and you will get an achievement.
3.Dinner is served!-Dinner is served!
After the big mouth eats the pumpkin, pull the control lever back to the original side to make the pipe below fall out of the ham again, and you will get the achievement.
Chapter 6: Trees
1.Voluntary sleep - fall asleep voluntarily
In the corridor of the hall, to the right of the door, hangs a dream catcher, stand under it until you fall asleep to get the achievement.
2.Picklock style-theft technique
In the Dream Catcher Making Room, steal the scissors in the room on the right side of the second floor to get the achievement. It can only be completed by stealing it when there is an owl on the second floor. Dyeing the flower to lure the owl from the second floor to the first floor does not count as completion.
(You can stand in the middle of the stairs, wait for the owl on the second floor to inspect the room on the left and go upstairs immediately. At this time, the owl will return to the room on the right, pick up a handful of flowers, and put them into the basket to the right. At this time, immediately Run over, get the scissors and return to the room on the left)
3.Larva-Larva
In the library, after smashing the skull on the bookshelf on the second floor, a bug will fall out. After the bug escapes, find the bug in the tree hole on the left side of the hall corridor and get the achievement.
4.Curiosity-Curiosity
Check out the two special books in the library. These two books have no interaction marks but can be interacted with when you get close. One is red and the other is yellow; the red one is on the right side of the bookshelf on the first floor, and the yellow one is on the right side of the owl on the first floor bookshelf. Location, just walk over and interact without being discovered.
5.Who wrote this stuff?-Who wrote this stuff?
In the attic of the library, get a record from the dark bookshelf on the left (no interactive marker). Place this record on the gramophone in the room on the far left of the bedroom. After placing it, press "E" until the record is broken and you will get the achievement.
(To be honest, it’s really hard to hear)
6.Naughty girl-naughty girl
In the bedroom, lie on the bed and deceive the patrolling owl. When the owl passes by and becomes suspicious, quickly get up from the bed and run in the opposite direction. Repeat three times to obtain the achievement.
7.Let me sleep!-Let me sleep!
Key points: This achievement requires killing the owl, which will increase the evil, so be careful when trying to achieve a good ending! ! !
In the bedroom, lie on the bed and deceive the patrolling owl. After the owl passes by and becomes suspicious, it will check your sleep and strangle you. At this time, quickly open the backpack and use the scythe to kill the owl and obtain the achievement.
(It was too fast and I didn’t catch the moment when the knife was drawn out)
8.Save mission-rescue mission
Save all sleeping children who will wake up from their slumber and disappear into points of light.
The first place is in the bedroom. There are two children who need to be rescued. You need to adjust the position of the slider to turn off the stove. The specific operation is to observe the red fire around the slider. There are four gears in a slider. Try each gear back and forth. Find the one that makes the fire the dimmest (the change may be subtle at first and require careful observation), and work each slider in turn until the fire is completely extinguished.
The second place is in the power furnace (it hurts). There are four children who need to be rescued. Just blow up the power furnace (make sure to complete achievements 9 and 10 first). The specific operation is to steal all three control valves. , a switch door installed on the right side to open the door, a furnace installed on the right side to close it, and finally steal the last valve, so that the power furnace will explode out of control.
You will not get the achievement immediately after completing it. You need to complete this part (until there are two owls to carry you to meet the people).
9.Burn, little bird!-Burn, little bird!
Key points: This achievement requires killing the owl, which will increase the evil, so be careful when trying to achieve a good ending! ! ! And it needs to be done before blowing up the power furnace, otherwise the laser light will go out without energy.
In the research institute, after using the key to activate the console in the room on the left downstairs, while the owl is going downstairs to check the abacus on the right, turn the laser light to the owl, and then quickly go to the right to turn on the lever of the light switch. It will be roasted to death by the lamp. Then turn off the laser light and turn it on again so that it shines on the owl again. At this time, the owl will be roasted (really fragrant) and you will get the achievement.
10.Sadomasochist-masochist
Important: You need to do this before blowing up the power furnace, otherwise the laser light will go out without energy.
In the research institute, after using the key to activate the console in the room on the left downstairs, first turn off the laser light, then use the console to turn the laser light to a position where it can illuminate the door of the room on the left, then go to the right to turn on the switch, and the laser will Bake it to death and get an achievement.
Chapter 10: Auntie
1. Boring book!-boring book!
After stealing Auntie's book (only the red book can be stolen), throw the book into the pot in the kitchen.
2.Trap-trap
After the aunt opens the room on the left side of the second floor and leaves, go to the second floor and blow out the candle in the middle, and then enter the room on the left. After the aunt discovers that the candle is extinguished and relights it, the monster on the cabinet will wake up and attack You achieve success.
Chapter 11: Cemetery
1.Harvest-harvest
Killed three times by the gravekeeper in the cemetery.
2.Mimic-imitation
After being discovered by the tomb guard, he hid in a wooden box and was killed.
(You can run to the room on the left immediately after being discovered by the tombkeeper in a room with bookshelves and quickly interact with the box to get in. At this time, the tombkeeper will catch up and seal you in the wooden box with nails)
3.Heartfelt conversations-sincere conversations
Talk to the wooden man given by the carpenter four times.
(When there are no interactable objects around, press "Q", select the wooden man and press "E" to talk)
4.Why are there so many keys here?-Why are there so many keys here?
Give the carpenter the wrong key twice before giving him the correct key. One is on the left side at the bottom of the casket tower, and the other is in the urn marked with the 1524 sun. The two keys must be given to the carpenter before use. After giving the second key, you will get the achievement.
5.An insidious ritual-an insidious ritual
Burn the boards and carpentry tools in the sept fireplace.
6.A deal, there is a deal.-A deal, there is a deal.
After getting the dead water in the temple, return the flint and steel to the merchant.
(Don’t follow Molek to perform the ceremony first, otherwise you will directly enter the clearance story and cannot complete it)
Here the editor has collected all the relevant content of "Scary Stories 3: Ingrid's Confessions", including the entire ending and achievements. Players can find the information they need in this article. Click on the picture to fully understand "Scary Stories 3: Ingrid". A guide to the entire ending and achievements of "Lee's Confessions".