Fright: Chapter Five: Water Tower

Our Fright Walkthrough will be your ultimate survival guide as you explore the old run down motel you've found yourself stranded in after a terrible accident. When people start disappearing, remember to turn to our detailed survival instructions, custom marked game screenshots, and simple puzzle solutions as you attempt to discover what secrets this lonely place harbors.


Chapter-5-01-Reflector

  • Collect the reflector.
  • Move to the Scarecrows.

 

Chapter-5-02-Gear

  • Insert the gear into the mechanism.
  • Move ahead.

 

  • Select the lighter to burn the ties.
  • Collect the candle.
  • Click the light, remove and replace the candle and insert the reflector.
  • Use the lighter to light the candle.
  • Speak to Mrs. Henderson.
  • Stack the bricks.
  • Collect the jack.
  • Move to the 2nd floor in the house and move into the left doorway.

 

Chapter-5-04-Jack

  • Place the jack beneath the bookcase; click the crank.
  • Click the carpet and notice the symbol pattern; zoom into the photo to trigger a hidden objects area.

 

Chapter-5-05A-H-O-1

Chapter-5-05B-H-O-1

Chapter-5-05C-H-O-1

 

Chapter-5-05D-H-O-1

  • Find the items.
  • Select the bell and place it onto the toy.
  • Click the wall paper to uncover and collect the candle.
  • Place it along with the others onto the birthday cake.
  • Select the mouth and place it onto the corn cob toy.
  • Click the pillow to collect the disc; insert it into the projector to collect the wall drawing.
  • Select the record and place it onto the record player.
  • Select the arm and attach it onto the corn cob toy.
  • Zoom into the toy shelf.
  • Insert the joker into the slot; collect the jack in the box and the play money.
  • Click the items aside on the shelf to uncover the remaining play money and place it into the cash register drawer; collect the wind up key.
  • Insert the wind up key into the bus.
  • Select the eye and the nose and place them onto the corn cob toy.
  • Move down once and to the right.

 

Chapter-5-06-Lizard

  • Click the symbols as shown in the previous symbol pattern.
  • Collect the lizard shaped key.
  • Move down once.

 

Chapter-5-07-Meds

  • Collect the meds cabinet key.
  • Collect the nail.
  • Click the jars; read the adoption certificate and collect the film.
  • Collect the spring button.
  • Click the hat.
  • Select the nail to slice the seat cushion; read the diary.

 

Chapter-5-08A-TV-Game

  • Click the screen.
  • Place the film reel onto the projector; collect the corn nameplate.
  • Click the TV; attach and click the spring button to trigger a mini game.
  • Solve the game by hitting the crows using the tomatoes.

 

Chapter-5-08B-TV-Game

  • Click the diorama.
  • Place the corn nameplate into the holder to trigger a mini game.
  • Arrange the scenery correctly to solve the game.
  • Click the truck.
  • Notice the code on the roof 1963.

 

Chapter-5-09-Cable

  • Collect the cable.
  • Place the cable into the plug.
  • Notice the code on the screen 1955.
  • Enter 63-74-55 into the lock and click the wheel.
  • Collect the saw.
  • Move to the Motel Office.

 

Chapter-5-10-Plank-1

  • Collect the 1st plank and the glasses.
  • Move to the Front Porch.

 

Chapter-5-11-Plank-2

  • Collect the 2nd plank.
  • Move to the Bathroom.

 

Chapter-5-12-Meds-Cab

  • Insert the meds cabinet key.
  • Collect the sleeping pills.
  • Move to the Backyard.

 

Chapter-5-13-Saw

  • Use the saw to cut the fence.
  • Lean the ladder against the tree.
  • Move up the ladder.

 

Chapter-5-14-Plank-3

  • Click the plank.
  • Move down once.

 

Chapter-5-15-Plank-4

  • Collect the 3rd and 4th planks.
  • Move to the Treehouse.

 

Chapter-5-16-Planks

  • Place the 4 planks onto the rope.
  • Place the sleeping pills into the cup.
  • Move to the 2nd floor and go into the left doorway.

 

Chapter-5-17-Liz

  • Speak to the motel owner.
  • Collect the lizard shaped key.
  • Move down once.

 

Chapter-5-18-Liz-Lock

  • Insert the lizard shaped key into the lock.
  • Move ahead.