Guide for Sker Ritual Ashes of Sker Hotel: Complete walkthrough and all goals

The map Ritual Ashes of the Sker Hotel is challenging, with many winding passageways and mysterious mysteries. Allow me to assist you if you need it with our Sker Ritual Ashes of Sker Hotel guide: Complete

The map Ritual Ashes of the Sker Hotel is challenging, with many winding passageways and mysterious mysteries. Allow me to assist you if you need it with our Sker Ritual Ashes of Sker Hotel guide: Complete walkthrough with all goals met.

How to finish every task in Sker Ritual: Sker Hotel Ashes

It may take many attempts to get the hang of the storyline in Sker Hotel due to its challenging navigation. This stage's lighting really annoyed me, to the point that I adjusted my graphics settings. I adjusted both the Gamma and the Volumetric Fog settings. This is located just at the graphics menu's bottom.

Let me go over each of the many goals you have to accomplish at the Sker Hotel step-by-step.

Fill up the Teleportation Platform Again

Restoring the Teleporter's power in the center of the Grand Hall is your first task. This is where you'll be returning often since it serves as the map's major center. Open the door to your left after grabbing the canister near the teleporter.

Screenshot:
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You'll find a chamber filled with purple vapors as you go below. You may fire at four targets on the walls in this area, but if you linger too long, the fumes will kill you. Luckily, three of them are hittable from the entryway. You may enter the area and shoot the target that's hidden away in the right corner before you take lethal damage.

When you hit each target, the vapors will release, letting you enter. Place the canister by interacting with the container on the left. It is advisable to commit this room—the Basement Furnace—to memory as here is where the Super Charger machine is located. After the canister has been positioned, stand close to the container in a circle while the left progress bar fills up. At last, take hold of the canister, engage with the designated container in the Grand Hall, and thereafter use the Teleporter.

Inability to Start

Your next task is to repeat the process for the remaining three containers close to the Grand Hall. Because the canisters spawn at random, the initial challenge is discovering them. One was located in the Grand Hall's corridor behind the stairwell.
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Another was located in the space just behind the Grand Hall, next to the green sword (see the top photo).
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It took me some time to locate the last canister since I had to unlock two additional ground level doors in order to get there. It was in the Ground-Floor Chapel, which is accessed by opening the door directly across from the one you entered to go to the Basement Furnace.

Odd Locations

You're at last prepared to utilize the Teleporter for the first time now that every canister is in position. When you teleport, you'll find yourself in a room with a chest right in front of you. Five Killerwatts (electric zombies) will appear when you open the chest. When you defeat them, the Howler will show up in the chest you unlocked. Remarkably, the Howler is a necessary purchase It is needed for the mission, however it costs £2000.
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The Howler is an excellent weapon with a high damage output. It's so excellent thatI twice used the Super Charger on it.I utilized it as my main weapon throughout my run. It strikes with great force and has a good ammunition efficiency.

How to Crack the Cryptic Code Using the Howler in the Dark

For this level of the tale, this is one of the most perplexing phases. For this one, you'll need to descend the steps in the direction of the Basement Furnace. To reach the other below chambers, turn right rather than left.
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You will see when you get to the navigation marker. Each of the four heads on the wall (seen above) has a number below it. The Howler must be used to fire the heads in a certain sequence, which you cannot see until after a "dark round."
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A ton of Killerwatts spawn throughout these vicious rounds, however a code emerges on the wall , revealing the order. You'll have to shoot the heads in the proper sequence again, but in a different place. The Ground Floor Manager's Office is located near the Ground Floor Chapel as you make your way back to the Grand Hall. There is an ammunition machine here, therefore I suggest learning the location by heart.
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After entering the codes, go to the top of the Grand Hall steps to engage with the Navigation Machine.

Get the Punch Cards back.

The Navigation Machine may be used to choose the teleporter's destination. It's easier than you may imagine, despite the way it seems.
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In the image above, I've shown where you'll be sent by each screen. Although you are free to approach these goals in whatever order you want, this is the approach I used. Go back to the computer to choose a new location after completing each activity.Theater

Use the green button to interact once you teleport to the theater. A spooky animatronic rat will emerge on stage after a little while. To complete the construction, you need to locate five components.Thankfully, these sections consistently spawn in the same places.The first one is in the actual theater room on a seat. After obtaining it, return to the Grand Hall via teleportation, and locate another next to a canister container.To quickly go to the next section, you may change the teleporter's destination to The Library. Once you enter the teleporter, it will appear in front of you.
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Return to the main chamber and go below to the Basement Furnace for the final section. You can locate the item next to another ammunition machine if you go around the corner and beyond the Super Charger.
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is the screenshot.In the basement, you solved the first Cryptic Code, which is the last component (seen above).After obtaining all five animatronic components, go back to the theater and complete the rat's construction. All that's left to do is charge your animal companion.
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is the screenshot.As you go through this mission step,Killerwatts will discharge its batteries upon death.(image above). To power the rat, you need ten.The problem is that it can need many iterations. I completed this task in three rounds while occupying the main room. You may utilize the ammunition machine in the Manager's Office and hide behind the stairs in the main area, which is amazing.Once you have ten batteries, go back to the rat and give it back. You may wish to supply the batteries between rounds since it's a frustrating task to do it one at a time.Once the rat is switched on, you may retrieve your first punched card.

The Nothing

This location is quite dim unless you increase the light. Luckily, the goal is not too complicated. As you're within the circle, eliminate enemies.
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If necessary, there is an ammunition machine in the center of the chamber where the circle slowly revolves. It can take many rounds to get at least 100 kills in order to fill the bar. Take the punched card from the table and use the teleporter to return after you've reached your quota.

The Maze

I won't mince words. I detest the Labyrinth! This place is a labyrinth, and even though it's not very large, navigating it is almost hard since every hallway looks the same.
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Use the green light on the controls to interface with the machine via the teleporter first. This gadget is a cloning device that produces a charming tiny lamb. The lamb will follow you at a modest pace, but if you rush about, it can get lost.The objective is to direct the lamb to a second, identical cloning machine. One is located in a similar chamber with a green light in the labyrinth. When you locate it, wait for the lamb to stop entirely before hitting the button.Now that your lamb has divided into two, you need to locate another cloning device that has been given the all-clear. By doing this again, your two lambs will become four.
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You've become an expert at shepherding now, and you're searching for the chamber seen above. Please go as gently as possible; I lost three of my lambs on the way here, and it took me a long time to locate them again.Although enemies cannot harm lambs, if you get overwhelmed, the scenario may collapse.When all four lambs have come to a halt on the square platform, use the control panel to interact and take the card that has been punched.Holding all three cards, communicates with the navigation device. It takes some time to guard the machine by having to stand close to it. You may shift around if necessary since the top of the stairs exposes you more than the other places.After the bar is finished, you may confront the boss by using the screen to the top-right.

Victory against Isaac

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is the screenshot.Although Isaac is a strong foe, if you have been improving your Howler, you should be OK. The main problem is in how overpowering the arena may become due to the abundance of adversaries and natural dangers. On easier settings, this monster is easily defeated by burning him out.You'll win if you keep your distance and avoid taking thoughtless harm. You may choose to finish the task after Isaac is vanquished, or you can keep going to see how long you can live.This level has a more complex arrangement than the first , but once you understand it, it is much easier to navigate.

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