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Walkthrough - 7 Days a Skeptic

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                               FAQ/Walkthrough for
                                7 DAYS A SKEPTIC

===============================================================================


GUIDE INFORMATION
-----------------

Author:   Tom Hayes
E-mail:   thayesguides(at)gmail(dot)com
System:   PC
Updated:  19th June, 2008
Version:  1.1


CONTENTS
--------

1. Introduction
2. Walkthrough
3. Item List
4. Easter Eggs and Secrets
5. Copyright Information


VERSION HISTORY
---------------

1.1:  19th June, 2008  (Format update)
1.0:  14th May, 2008   (First version)


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1.                                Introduction

===============================================================================


This is the second in a series of four adventures in the John DeFoe quadrilogy
by Yahtzee. The games can be downloaded for free from the developer's website:
http://www.fullyramblomatic.com/games.htm. 7 Days a Skeptic takes place on the
scoutship Mephistopheles, about 400 years after the events of the first game.
The main character is John, a counsellor on the ship. After the ship picks up
a metal box that was floating in space, strange events begin to happen on the
ship. As the days progress, murders start happen on the Mephistopheles. John
must find a way of ridding the ship of the evil force that has come on board.


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2.                                Walkthrough

===============================================================================


The game starts in the office. Open the left door. After the cutscene, open the
middle door to the bridge. Use the panel at the side of the left door to enter
Barry's office. Say "Well, I should get back to work.". Walk south to the hall.
Use the elevator and select the Communal Deck. Open the far right door to enter
the office. Use the desk: An announcement tells John to go to the cargo bay.
Exit the office. Use the elevator and select the engine deck. Walk east twice.


MONDAY
------

Get the wrench set on top of the desk. Open the left door. Use the elevator to
see that it is not working. Open the far right door to enter the canteen. Use
the dispenser and order a continental breakfast. Use the counter to eat the
breakfast and get the butter. Use the wrenches on the hatch. Enter the shaft.
Walk west to the next room. Use the butter on the object. Get the object,
which turns out to be a machete. Enter the shaft. Walk east to the canteen and
go through the left door. Use the elevator and select the ops deck.

Open the middle door to arrive on the bridge: Serena and Angela say that the
captain has gone missing. Exit the bridge. Use the elevator and select the
residence deck. Open the far right door to enter the canteen. Talk to Adam and
say "The communicators aren't working." to get the airlock pass. Say "I'll see
you later.". Open the left door. Use the elevator and select the engine deck.

Walk east twice. Use the airlock pass on the right door to enter the airlock.
Open the closet and get the EVA suit. Use the left switch, then use the right
switch. Walk east to go outside. Use the clip on the safety rail. Walk to the
right side of the safety rail, then use the rail to take off the clip. Use the
clip on the vertical safety rail. Climb up the steps to complete the first day.


TUESDAY
-------

Exit the room. Use the elevator and select the engine deck. Walk east twice.
Use the airlock pass on the right door to enter the airlock. Open the closet
and get the EVA suit. Use the left switch, then use the right switch. Walk east
to go outside. Use the clip on the safety rail. Walk to the right side of the
safety rail, then use the rail to take off the clip. Use the clip on the
vertical safety rail. Climb up the steps to see that the body has disappeared.
Climb down the steps. Walk to the right side of the rail. Use the safety rail
to take off the clip. Use the clip on the keyring below.

Use the clip on the safety rail. Walk left and climb up the steps. Use the
safety rail to take off the clip. Use the clip on the horizontal safety rail.
Walk to the left side of the rail, then use the rail to take off the clip.
Enter the airlock and use the right switch to close the right door. Open the
closet and get the uniform. Use the left switch to open the left door. Walk
west three times. Use the elevator and select the ops deck. Open the middle
door to arrive on the bridge. Use the keycard on the panel at the side of the
door to enter the captain's quarters. Get the red codebook on the bed. Exit the
captain's quarters and give the codebook to Angela to complete the second day.


WEDNESDAY
---------

Exit the room. Use the elevator and select the residence deck. Open the far
right door to enter the canteen. Use the dispenser to see blood. Use the
wrenches on the dispenser to get the hand. Open the left door. Use the elevator
and select the communal deck. Open the second door from the right to enter the
sickbay. Give the hand to William to get the UV ray emitter. Exit the sickbay.

Use the elevator and select the residence deck. Open the far right door to
enter the canteen. Use the UV ray emitter on the dispenser to see the stains
leading toward the shaft. Enter the shaft. Use the UV ray emitter on the wall
to see the stains leading toward the vent on the ceiling. Walk east to the
canteen. Open the left door. Use the elevator and select the communal deck. Use
the UV ray emitter on the vent to see the stains leading left to the panel on
the wall. Use the wrenches on the panel to complete the third day.


THURSDAY
--------

Get the towel rail. Talk to Angela and say "Angela, while I'm here, the real
killer is still loose.". Say "I think there's someone else on board.". After
Barry enters the room, quickly get the stun gun and use it on him. Exit the
room and walk east to the reactor. Stand at the right side of the pipe and wait
for Barry to enter the room. Use the towel rail on Barry. Walk west. Use the
elevator and select the residence deck. Use the panel at the side of the middle
door: William agrees to meet John on the bridge. Open the far right door to
enter the canteen. Enter the shaft and talk to Adam to tell him to go to the
bridge. Walk east to the canteen. Open the left door. Use the elevator and
select the ops deck. Open the middle door to complete the fourth day.


FRIDAY
------

Open the left door. Use the keycard on the panel at the side of the door to
enter the captain's quarters. Use the console. Type CAPTAIN and press the OK
button. Enter 280730 as the code. Select option 2: Deactivate residential deck
security. Exit the captain's quarters and walk south to the hall. Use the
elevator and select the residence deck. Open the middle door to get the access
card from William's room. Exit the room. Use the elevator and select the ops
deck. Open the middle door and the right door to return to Adam. After the
cutscene, use the lever near the right door to complete the fifth day.


SATURDAY
--------

Use the chair three times and John will free his left hand. When William puts
the scalpel on the table, get the scalpel. After William walks up to the chair
and stops, use the scalpel on him to complete the sixth day.


SUNDAY
------

Get the stun gun. The welder will appear frequently in this day, so use the
stun gun on him whenever he appears. Open the left door. Use the elevator and
select the ops deck. Open the middle door to enter the bridge. Use the keycard
on the panel at the side of the left door. Use the console. Type CAPTAIN and
press the OK button. Enter 280730 as the code. Select option 1: Withdraw radio
masts for 5 minutes. Exit the captain's quarters and walk south to the hall.

Use the elevator and select the engine deck. Walk east twice. Use the airlock
pass on the right door to enter the airlock. Use the left switch to close the
left door. Open the closet and get the EVA suit. Walk to the right switch and
wait for the welder. Use the right switch to go outside. Climb up the steps.
Walk over the radio mast holes and wait for the welder to appear. When he is
near, walk off the holes: The welder gets impaled by the spikes and John takes
the idol. Climb down the steps twice. Use the idol on the exhaust.

Climb up the steps and use the safety rail to take off the clip. Use the clip
on the horizontal safety rail. Walk to the left side of the rail and use the
rail to take off the clip. Enter the airlock. Use the right switch to close the
right door. Open the closet and get the uniform. Use the left switch to open
the left door. Walk west to the cargo bay to complete the game.


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3.                                 Item List

===============================================================================


ACCESS CARD
  Found in William's room on Friday. It is automatically given to Adam in the
  escape pod room.


AIRLOCK PASS
  Found on Monday by telling Adam that the communicators aren't working. It is
  used on the airlock door in the cargo hold.


BREAKFAST
  Found by ordering a continental breakfast from the dispenser on Monday. It is
  eaten in the canteen to get the butter.


BUTTER
  Found by eating the continental breakfast in the canteen on Monday. It is
  used on the object in the shaft.


CLIP
  Found by getting the EVA suit in the airlock closet. It is used on the safety
  rails outside the ship. It is used on the keyring at the bottom of the steps
  outside the ship on Tuesday.


CODEBOOK
  Found on the bed in the captain's quarters on Tuesday. It is given to Angela.


HAND
  After getting the lunch from the dispenser in the canteen on Wednesday, the
  hand is found by using the wrenches on the dispenser. It is given to William
  in the sickbay to get the UV ray emitter.


IDOL
  Found on Sunday after the welder gets impaled on the radio mast spikes. It is
  used on the exhaust at the bottom of the steps outside the ship.


KEYCARD
  Available at the start of the game. It is not used.


KEYCARD
  Found by using the clip on the keyring at the bottom of the steps outside the
  ship on Tuesday. It is used on the panel at the side of the captain's door.


KIDNEY BOWL
  William puts the kidney bowl on the trolley on Saturday. It is not used.


LUNCH
  Found by using the dispenser in the canteen on Wednesday. It is not used.


MACHETE
  Found by getting the object in the shaft after the butter has been used on
  it. It is not used.


SCALPEL
  William puts the scalpel on the trolley on Saturday. After using the chair
  three times to free John's left hand, the scalpel is used on William.


STUN GUN
  Found in the brig on Thursday after Barry enters the room. It is used on
  Barry. It is again found on the floor in the canteen on Sunday. It is used
  to shoot the welder whenever he appears on the ship.


TOWEL RAIL
  Found in the brig on Thursday. After standing behind the pipe in the reactor
  room on Thursday, the towel rail is used on Barry.


UV RAY EMITTER
  Found by giving the hand to William in the sickbay on Wednesday. It is used
  on the dispenser in the canteen, the wall in the shaft and the vent in the
  hall on the communal deck.


WRENCHES
  Found on top of the desk in John's room on Monday. After getting the lunch
  from the dispenser in the canteen on Wednesday, the wrenches are used on the
  dispenser to get the hand. After the UV ray emitter has been used on the vent
  in the communal deck on Wednesday, the wrenches are used on the panel on the
  wall in the communal deck.


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4.                         Easter Eggs and Secrets

===============================================================================


SECRET SCENE
------------

Before finishing the game, set your computer clock to the 24th of May. A short
secret scene with John counselling the welder will be shown.


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5.                          Copyright Information

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This file is Copyright 2008 Tom Hayes. As it can be difficult to keep track of
websites that haven't posted the latest version of this file, please do not
distribute it without my permission. Send an e-mail to me if you would like to
post this file on your website and you will likely receive a positive response.
If you do post the file, please keep it in its original form with all of the
sections intact and credit the author (Tom Hayes) as the writer of the file.
GAME INFO 7 Days a Skeptic is an adventure game by released in 2004 for PC. It has a Comic cartoon style and is played in a Third-Person perspective.

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