The Tiny Bang Story Walkthrough
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The Tiny Bang Story is Colibri Games’ hidden-object puzzle adventure about a tiny planet knocked to pieces by an asteroid. Five chapters, each asking you to find 25 jigsaw pieces and a run of small objects, and to solve the machines they belong to, until the planet’s trains, ships and planes are running again. This walkthrough covers all five chapters and every puzzle with a fixed solution.
How the game plays
- Controls: left mouse button. The pause icon in the top left opens the options, where you can set full screen. The question mark in the top right is the hint.
- Hints: two blue flies drift about each scene. Click them and they go into the question-mark circle, which fills with blue; two more appear. When the circle is full, activate it and a red fly flutters round one uncollected object that is currently in view. If nothing collectable is on screen it will not come out. Pressing the full circle during a puzzle gives a hint for that puzzle instead.
- Inventory: none. Collected objects go into the squares on the right, each with a countdown of how many are still to find. When a set is complete the square turns green and can be used.
- Saving: automatic on quitting, to a single file, so there is no replaying a chapter or sharing a save.
Chapter 1
Once upon a time there was a tiny planet, with tiny machines, flowers and remarkable scenery. Tiny trains ran between the stations, tiny ships crossed the sea, and tiny planes carried tiny parcels to tiny inhabitants. Then a small asteroid broke the whole thing into pieces, and it is up to you to put it back together.
Under the question mark on the right is a square with a jigsaw piece and the number 25: 25 pieces to find in each chapter.
The tutorial walks you through the first steps. Take the jigsaw piece to the left of the boot and press the red lift button on the building to the left of it (pieces 1 of 25). Ride the lift to the second level and look at the broken stairs up to the third: five iron bars are needed as rungs. Click the first bar the arrow points at, ride down to the first level and take another (rungs 2 of 5). Collect the four visible pieces and one more bar (pieces 5 of 25, rungs 3 of 5). Look at the bent panel on the tall building on the left: a wrench is needed.
A stove is fixed to the bottom of the boot. Look into its firebox for 3 pieces and a bar attached to the frying pan (pieces 8 of 25, rungs 4 of 5). Railway tracks run out of the tall building, with a signal beside them on the right. Open the signal’s control panel: three cells showing ones, which want a code. Press the red button and go in, then take the lift to the second level.
Collect 4 pieces (12 of 25) and climb the stairs.
Number pairs
Look into the open porthole for the first puzzle: the numbers 1 to 9, each shown two different ways, five pips on a die and a hand with five fingers, for instance. Click a matching pair and it disappears. Once 0, 2, 4, 5, 6, 8 and 9 are gone, the wall reads 713. That is the signal code.
Go back down and click the signal. Click the moving cylinders and enter 713. Inside are empty sockets for 9 bulbs. Take the fifth bar, fixed to the inside of the open signal door (rungs 5 of 5). Take the first bulb, above the lift to the second level (bulbs 1 of 25). Go up.
Unscrew another bulb from the panel with the exclamation mark at the bottom of the screen (bulbs 2 of 9). Click the green square with the bar on it, the cursor becomes that square, and click the broken stairs to climb.
In the old lady’s flat, collect 6 visible pieces and 3 bulbs (pieces 18 of 25, bulbs 5 of 9). The chest will not open without a key. Click the old lady with the cat: the key is behind the picture. Look at the frame under the stepped stairs: restoring the portrait needs 25 glass flasks with white paper scrolls inside. Go up the stepped stairs to the roof.
Find 3 bulbs and 4 pieces (pieces 22 of 25, bulbs 8 of 9). Click the wide end of the telescope for a mini-game: bunches of balloons rise past the porthole with glass vessels tied to them. Click only the balloons carrying flasks with white scrolls. With 25 collected, press the green tick. Go down and use the flask square on the empty frame under the stairs.
Assemble the picture. A piece placed correctly locks in, and pieces do not rotate. Press the green tick, tell the old lady, and pick up the KEY she throws down. Open the chest for two pieces and the WRENCH (pieces 24 of 25). Open the cupboard to the right of the old lady for the last piece (25 of 25). Click the hatch and ride down to the first level.
The depot mechanism
Use the wrench on the three screws holding the bent panel. The mechanism needs 8 curved pipes and 7 gears. In the stove: one gear and one pipe. On the first level: two gears and one pipe (pipes 2 of 8, gears 3 of 7). Second level: a gear in the cabinet with the exclamation mark, a pipe on the wall above the lift. Third level: a pipe in the cupboard right of the old lady, a gear on the hatch lid, a gear, the last bulb and a pipe in the chest, a pipe on the end of the stair rail (bulbs 9 of 9, pipes 6 of 8). Roof: a pipe fixed to the canopy over the telescope, another on the telescope’s support, and the last gear on the telescope (pipes 8 of 8, gears 7 of 7). Go down to the first level and use the bulbs on the open signal panel.
This puzzle is randomised, so there is no fixed sequence. Arrange the bulbs as a signal would have them: red in the top row, purple (standing in for amber) in the middle, green at the bottom, swapping them with the round arrow buttons. Press the green tick and the signal works. Put the gears and pipes into the big mechanism, pull the signal lever, then press the mechanism’s large red button. Look into the depot.
The locomotive
Assemble the locomotive from 16 parts, using the schematic in the top right corner. The parts go on in a set order, the cab before its roof, for instance, so if a part will not fit, check the schematic for one that has to go on first. Press the green tick when it is complete. With all 25 pieces collected, the train departs.
Assemble the chapter’s final jigsaw.
Chapter 2
Collect 7 visible pieces (7 of 25). Look at the large screen with the unclear picture and its four buttons: press them in the order 1, 2, 4, and a picture of a plane assembles, for a later chapter. Look at the radio under the orange canopy: it needs a battery. Click the signpost with the blue arrow pointing left to move to the next scene.
Collect 5 pieces (12 of 25). Open the middle porthole on the big iron building and click the vessel of red liquid: two glass flasks are missing. Go left again.
Collect 5 pieces (17 of 25). Open the hatch on the big jug on the left: it needs 4 valves. The first is here; the second is in the previous scene. Below the porthole with the red liquid is a hatch lid with a slot. Open it and climb down.
Find 5 pieces (22 of 25) and click the old man with the pipe: the machine above you makes batteries. Go back up to the first scene and study the mechanism with belts running down to the plane screen: it is missing three wheels. Back in the old man’s room, open the chest for a piece, the third valve, a wooden wheel and a flask (pieces 23 of 25, valves 3 of 4, wheels 1 of 3, flasks 1 of 2). In the sideboard by the green sofa, a piece in the top and a wheel in the bottom (pieces 24 of 25, wheels 2 of 3).
Click the picture on the wall and assemble it; a piece can only move to an adjacent cell. Press the tick, then click the wooden wheel in the hands of the boy in the picture (wheels 3 of 3). Open the wooden cellar lid in the floor for a piece and the second flask (pieces 25 of 25, flasks 2 of 2). In the first scene, put the three wheels into the mechanism above the plane screen and take the fourth valve. In the far left scene, put the valves into the jug and start the puzzle: rotate the pipe sections into one unbroken steam line and press the tick.
The crane cabin
Note the flashing red light on top of the glass bottle on the right, inside the crane cabin. Click the cabin: four levers are needed. One is here, one in the scene to the right, one in the first scene, and one in the flowerpot in the old man’s room. Put them in the cabin and start the mini-game.
Four coloured levers at the bottom, purple, red, yellow and green, and a lamp on a pipe at the top. The lamp flashes a sequence of colours; repeat it with the levers. Two colours first, then three, four, and finally five. Keep a pen and paper handy: the flashes are slow enough to write down. A green light on the panel confirms each correct sequence. When all are lit, press the tick. The television at the bottom of the bottle becomes active.
Click it for a mini-game: steer a boat to the jetty without hitting the wall, the whale or the green plus-blocks, using the up and down arrows on the set. The green plus-button destroys any green block that is visible on the monitor, whether or not it is in the boat’s path. A small ship then appears on the river.
The battery
In the scene to the right, open the middle porthole and put the two flasks into the red-liquid vessel. As with the locomotive, find the 13 scattered parts and assemble the battery machine to its schematic; one part is on the drawing itself, on the right of the screen. Take the battery to the first scene, put it in the radio and press the button: the plane screen rises to reveal a door. It needs 24 plain balls and 1 ball marked with a triangle.
First scene: 7 balls. Scene to the left: 6, three in view and three behind small doors. Far left scene: 5 plain and the triangle ball (balls 18 of 24, triangle 1 of 1). In the room underground: one each on the sideboard’s upper and lower shelves, one on the armchair, one in the medicine cabinet, one in the chest and one in the cellar (balls 24 of 24). Put them all into the door.
The three discs
Each disc must hold balls of one colour: orange on the inner disc, blue on the middle, gold-green on the outer. A step written as A, B or C means click that disc once so it rotates one step. A step like 1C means click slot 1 on disc C, which moves that ball into the empty neighbouring slot.
1C, C, 2B, C, 2C, C, C, 4B, C, 4C, C, C, 6B, C, 6C, C, C, 8B, 8A, B, B, 8B, B, 7A, B, B, 7B, B, 6A, B, B, 6B, 6C, C, C, 8B, B, B, B, B, 4A, B, B, B, B, B, B, 4B, B, B, 2A, B, 2B, C, 2C, C, 3B, C, C, 3C, C, C, C, C, 7B, C, 7C, centre slot, 1C, 1B, 1A, B, 1B, B, B, B, B, 5A, B, 5B, B, B, 3A, B, B, B, B, 3B, C, C, C, C, 3C, C, 4B, B, B, 2A, B, B, B, B, B, B, B, 2B, B, B, B, B, B, B, 4C, centre slot.
Press the tick. The lift is repaired and carries you up the trunk of the enormous tree. Assemble the chapter’s final jigsaw.
Chapter 3
The lift stops in a hall. Collect 5 pieces (5 of 25). Click the camera on the wall on the right to see the area behind the reception desk, and take two pieces there (7 of 25). Go through the door on the left into the shop and collect 7 pieces (14 of 25). Two cabinets on the left display apples; the far left one is missing three. Click the empty shelf to register the task. The shopkeeper will give you a one-unit coin if you restore the painting and find the apples. Look at the empty frame left of the window: the canvas is missing. Look at the red arcade machine in the bottom left.
Colour shades
Six coloured lines along the top: red, orange, yellow, green, blue, purple. Under each, arrange five squares of that colour from the brightest at the top down to the dullest. Take the rolled CANVAS and put it in the frame left of the window.
In the hall, take an apple (1 of 3). Go through the right-hand door onto the balcony, the landing platform for aircraft. Collect 6 pieces and an apple (pieces 20 of 25, apples 2 of 3). On the ticket-office wall is a map of two overlapping circles.
The two circles
The left half of the left circle must be yellow, the right half of the right circle pink, and the overlap emerald. Clicking around the left circle turns it 180 degrees; clicking around the right turns it 90 degrees anticlockwise. Calling them 1 and 2, turn: 1, 2, 1, 2, 2, 1, 2, 1, 2, 1, 2, 2, 2. Press the tick. A window opens in the ticket office: it wants a one-unit coin.
Take the central lift up to the room with monitors. Collect the last 5 pieces (25 of 25); a spare sixth is in the bottom of the bookcase. Look at the yellow hemisphere right of the bookcase: it needs a compass, which is on the reception desk downstairs, seen through the camera. Fetch it. The metal cabinet with the flickering green screen needs four switches, one in each of the chapter’s four scenes: on the desk in the bottom right here, on the bookshelf right of the lift in the hall, on the ticket-office wall on the balcony, on the shopkeeper’s counter. Put them in the cabinet, which asks for a code you do not yet have. Put the compass into the hemisphere.
The compass
A red line must run down the middle of the picture. Turn the large compass anticlockwise three full turns, holding the left button on the part nearest the centre of the hemisphere and dragging round without leaving the puzzle; the two smaller compasses and the ring turn with it, like a wheel rolling inside the hemisphere. Release at the top and press the tick. Look at the papers on the desk: a slotted plate is needed, and it is in the opened hemisphere. Take the DECODER PLATE and use it on the papers.
The plate has four columns and, along the bottom, four squares that form the cabinet code, the first two already given. Two slots above each square show two digits; position the plate so that, in the first two columns, the top digit subtracted from the middle one gives the bottom square: 5 minus 2 is 3, 8 minus 7 is 1. Then the other two columns give 4 minus 1 is 3 and 7 minus 5 is 2. Enter 3132 on the cabinet and take the third apple.
In the shop, put the apples on the shelf and take the COIN from the till that opens. On the balcony, use it on the ticket window. Upstairs, click the huge television right of the lift.
The flight
As with the boat, steer left and right past trees and enemy black planes. On arrival, go to the balcony, now a runway, and press the red button left of the plane. Look into its hold: 12 parcels are needed. Balcony: 3. Hall: 3, one behind the reception desk via the camera. Upstairs: 2. Shop: 4. Load them into the plane and assemble the chapter’s final jigsaw.
Chapter 4
The plane brings you to a new place. Collect 5 pieces (5 of 25). The building on the right is a baggage check with a conveyor: click the belt, and 10 bags are wanted. Seven are here; open the gates on the left and look into the warehouse for the last 3 and 3 pieces (bags 10 of 10, pieces 8 of 25). Put the bags on the belt for a set of scales.
Place all 10 bags on the two pans so the scales balance. Click the blue arrow in the bottom right.
Next scene: 5 pieces (13 of 25). Look at the round stone platform with slots: 4 dice are needed. Go right. Collect 5 pieces and a die (pieces 18 of 25, dice 1 of 4). Click the lock holding the boat: a key is wanted. Look at the round recess on the elephant statue: a torn picture, needing 4 fragments. One scene back, on the inside of the dome left of the top of the fire escape, is a fragment. In the starting scene, a fragment and the second die; in the warehouse, the third die and third fragment. Back at the elephant, the fourth fragment is on top of the statue. Put them in the recess.
Drag the fragments together; a correct join sticks. When complete the picture turns over and the doors under the elephant open. Look through either for the last die and two pieces (dice 4 of 4, pieces 20 of 25). In the middle scene, put the dice into the platform.
The dice
Arrange them clockwise 1 to 4. There are five holes, the centre uncoloured and the other four matching a die: one pip green, two blue, three yellow, four red. Click the holes in the order 2, 5, 4, 1, 2, 3, 4, 5. Press the tick and pull the green lever at the transformer by the fire escape. A stair rises from the platform; click its top to reach the teapot upstairs.
Find 3 pieces (23 of 25). The torn picture behind the sailor needs one fragment and 8 little ships. The box of floats on the floor needs 10 floats. Cupboard on the right: a piece. Cupboard on the left: a float and a piece (pieces 25 of 25, floats 1 of 10).
Downstairs: 3 floats and 2 ships. Right: 2 floats, 2 ships. Far left: 1 ship, 1 float. Under the elephant: 2 floats, 2 ships. Warehouse: 1 float, 1 ship (floats 10 of 10, ships 8 of 8). Back upstairs, the sailor says he will give you the picture fragment if you tidy his floats. Click the box.
Pack the oddly shaped floats into the box like Tetris pieces. The sailor drops the fragment: pick it up, and with the ships put it on the picture. Connect the ships in pairs so that no two lines cross. Pick up the KEY, go down to the far right scene, unlock the boat and set off. Assemble the chapter’s final jigsaw.
Chapter 5
The last stop. Collect 5 pieces (5 of 25). The iron building in the bottom right needs 5 valves: one under the wooden floor nearby, one on the stone hemisphere in the background. Through the glass doors, take a valve and 5 pieces (pieces 10 of 25, valves 3 of 5). Click the mosaic in the centre: 10 fragments of a man’s portrait are wanted, 4 of them here. The door up the stepped stairs is locked. Look into the fountain for a valve and a fragment (valves 4 of 5, fragments 5 of 10). In the previous scene collect 5 more fragments (10 of 10). Back inside, use them on the portrait.
The portrait path
From the start you can go any of four ways; each move reduces the options, and running out fails the puzzle. Move: down, left, up, up, up, right, down, right, down, right, down, left, down, left, down, left, up, left, up, left, up, right, up. A niche opens under the picture with the last valve (5 of 5). Outside, put the valves into the iron building’s door.
Arrange the valves on the pipework so the water from the two valves on the right shuts off the water from the two boy statues. The fountain empties through its feed pipes. Back inside, look into the empty fountain for two pieces and the KEY (pieces 12 of 25). Unlock the door up the stairs.
On the first floor, look at the safe, whose code you do not have yet, and collect 4 pieces (16 of 25). Go up to the second floor. Collect 5 pieces (21 of 25), then 3 more from the draughts board (24 of 25), noting the two pieces standing at B1 and C3. The big circle with the Roman V is a clock, needing 10 numerals and two hands. Open the small niche behind the seated man for the first numeral. Downstairs, two numerals; ground floor, three; fountain, a numeral and a hand; outside, three numerals (numerals 10 of 10, hands 1 of 2).
Back at the safe, set the switches to match the draughts positions, turn the big disc for the letters and the inner disc for the numbers, then turn the handle at the bottom. Take the hour hand (hands 2 of 2). Upstairs, fit both hands and all ten numerals to the clock, and it runs again. One floor down, the pendulum is swinging: behind it is the last piece (25 of 25).
Assemble the final jigsaw. The planet is whole again.
Load the game a second time to see the whole tiny family at dinner, and follow the arrow to the right to replay the mini-games and puzzles.