lower it to 4000.
There's no '0,' weirdly, but you lower the number to 4111. The electric flickers along the wires ceases.
raise it in increments of 100 until something happens
You continue raising the voltage until you see any sort of reaction. At around 4611 the electric flickering starts up again, so you dial it down to 4511 and leave it. Hopefully that's enough to power him back up, though it'll probably take a little bit. Speaking of taking a little bit, wasn't there something else you were waiting on?
Go down the stairs.
You head down the stairs, bringing Skree with you.
The room is filled with five lockers, each marked with a symbol - an eye, a sun, a cloud, a raindrop, and a lightning bolt. Familiar. On the right side of the room is a door marked 'LAB' with an image of a beaker on it and a six-button keypad next to it. There are two oculoid skeletons here, though there are no tentacles here. On the back wall is a larger blast door and a card swipey thingy.
To sort out the number of limbs on our out-of-commission friend – he has one completely missing arm (which you are using), half of a snapped arm, one good leg, and one broken and awkwardly bent leg. And his head is dislodged from its place in the torso.
Also:
Alternatively, let Skree decide what to set the voltage at and henceforth give Skree all decision-making responsibility forever.
Skree remains unable to get to the piano/medical room, as he refuses to pass into or through the burning-smell room.