Skip to content

Tiny Room Stories: Town Mystery

by lenin 17 55 sections about 75 minutes to read

A complete walkthrough for Tiny Room Stories: Town Mystery, covering the prologue and all fifteen chapters across the game’s three acts. A detective arrives in the town of Redcliff to answer his father’s call and finds the place deserted. Written against version 2.018.

A note on codes

Several codes in this game are generated at random for each playthrough, so the guide flags those rather than giving a number that will not work for you: the gatehouse computer password and roof hatch code in the prologue, the position of the matches and the token in the forest, and the word-guessing hack in chapter fourteen. Every other code given here is fixed.

How the game plays

  • Left click: act or select. Hold left button and move the mouse: rotate the scene. Right click: zoom out.
  • The menu is the lines icon in the top left.
  • The inventory is always open. To use an item, click it, then click the object on screen.
  • Saving is automatic. On Windows the saves sit in the hidden folder C:\Users\<your name>\AppData\LocalLow\Kiarygames\Tiny Room\slotB.

Prologue: the barrier

The detective pulls up at a lowered barrier and needs it raised. The opening minutes teach the controls; follow the prompts on screen and you end up inside the gatehouse.

Zoom in on the desk with the computer and interact with the keyboard: there is no power.

Restoring the power

Rotate the scene twice and zoom in on the sparking electrical panel. Push the lever up to switch it off. Zoom out and turn to the cupboard. Open the doors and click the toolbox to take the TOOLS. Zoom out, return to the panel, use the tools on it and push the lever down. Power is on.

Rotate twice and zoom in on the computer: it wants a password.

Getting into the computer

Slide apart the sheets of paper on the left to find the PASSWORD. It is randomly generated. Entering it as written fails. Push the keyboard aside and take the HINT, then enter the password with the digits swapped as the hint says.

Drag the slider at the bottom of the screen left and click the barrier icon: the barrier is not connected to the mains.

Getting onto the roof

Zoom out and rotate left. Climb the ladder and find the roof hatch locked with a code. Come back down and log into the computer again. Click the notebook icon to find the hatch code. This may also be randomised.

Go back up, enter the code and climb out. Zoom in on the power cabinet and click the right-hand door: it is locked.

Connecting the barrier

Go back inside and zoom in on the table with the coffee machine and microwave. Pull out the top left drawer and take the KEY. Zoom out, rotate, go up to the roof, unlock the right-hand door of the power cabinet with the key and reconnect the disconnected wire.

Go back down, log into the computer and open the barrier. Leave the gatehouse and get into the car.

Act I

Chapter 1: The start of the road

The front door is locked.

Getting into the house

Pick up the LADDER lying on the lawn and lean it against the wall to the right of the porch. Climb to the roof and take the KEY from the mailbox up there. Come down and unlock the front door.

Inside is a mess. The bookshelves are missing their red and green books.

The red books

Take BOOK 1 from the bottom right cabinet. Push the sofa aside and find a patch on the back of it. Go to the kitchen and take the KNIFE from the knife block. Return to the main room, zoom in on the patch and cut it open with the knife for BOOK 2.

Take the red-headed KEY from the ashtray on the cabinet. Unlock the door with the red lock and enter the bedroom. Open the wardrobe for BOOK 3, then lift the linen for BOOK 4.

The green books

Take BOOK 1 from the bed. Go to the main room. Take BOOK 2 from under the table, and BOOK 3 from the top drawer of the cabinet on the left. Go to the kitchen and take BOOK 4 from the table.

Put the books on the shelves and nothing happens: they need a particular order.

Finding the book order

Go to the kitchen and zoom in on the electric hob knobs. Turn them so the pointers rest on the dots and note the positions: 9 o’clock, 3, 6 and 9. Go to the main room and pull out the bottom drawer of the cabinet on the right. Set its pointers to the same positions and take the hint PAGE.

Go to the bedroom. Take the SCREWDRIVER from the middle drawer of the bedside table and pick up the REMOTE from the floor. Unscrew the wall light’s shade with the screwdriver and remove the bulb; the room goes dark.

Use the remote on the television to switch it on, and note the symbols that show up in the dark on the drawers of the cabinet beneath it.

Using the hint, enter the first combination on the remote, 234, and note which drawers slide out. Check the hint again: the first symbol is II, the second is a triangle. Enter 563 and note the order of the symbols on the drawers that open: + is 3, square is 4. Enter 221 and note Z is 5 and square is 6.

Go to the kitchen, take the LAPTOP from the table and enter the symbols you found: II, triangle, +, square, Z, square. Click the camera icon and note the book positions:

  • 5-3, 4-4
  • 3-5, 1-7
  • 6-2, 7-1

Opening the corridor door

Go to the main room and arrange the books as the photo showed. Something opens. Zoom out and go through the new door on the left.

In the corridor, note the empty space for a picture and the scratches on the floor. Take the CROWBAR leaning against the wall and go outside. Climb the ladder to the roof and lever the window open with the crowbar, then climb into the attic.

Slide the crate off the hatch cover and open the hatch. Look at the plan on the bench: the house has a basement. Take the PICTURE and climb down through the hatch.

Hang the picture in the empty space, then click the pictures to line them up straight and go through the door that opens. Click the red dot to turn the light on.

Turn the valve on the pipe to shut off the water. Zoom in on the framed photograph on the table and look at its back: the date 19.01.85.

Zoom out and turn the third spanner in the top row on the board; the board lifts to reveal a safe. Enter 190185 and take the blue-headed KEY, a safe deposit box key.

Leave the basement, go outside and get into the car.

Chapter 2: The money trail

The bank’s front door is locked. Roll the rubbish bin under the ladder and climb to the roof.

Zoom in on the green power cabinet; it is locked. Take the CROWBAR from the ventilation pipe on the right and lever the cabinet doors open. Three devices are missing.

Find the parts: under the pallets, on the break table, and on the air conditioner. Fit them and build the electrical circuit, then go through the door that opens.

Go down to the first-floor landing. Note the words “Time is money” on the wall. Zoom in on the clock: you can move the hands to set a time.

Go down to the ground-floor hall and look at the clock there: 15:45, which the detective notes is wrong. Go back up and set the landing clock to 15:45, then go through the door that opens into the meeting room.

Zoom in on the cabinet: the right half is missing objects needed to mirror the left half.

Take the toilet KEY and a red FOLDER from the table. Push aside the chair at the computer desk and pick up the TOY. Go out and unlock the toilet.

Open the right-hand cubicle and take a red FOLDER. Take the KEY from the basin. Go out and down to the ground-floor hall. Take a green FOLDER from the bottom drawer of the cabinet on the left, and a NECKLACE from the middle drawer of the cabinet on the right.

Return to the meeting room, zoom in on the cabinet and arrange the objects symmetrically with the left half, remembering to rotate the model aeroplane. Press the button in the compartment that opens and the cabinet rotates. Take the SCREWDRIVER stuck in the keyboard.

Go down to the ground-floor hall and unlock the door to the left of the clock with your key. Enter the store room and take the LADDER. Zoom in on the shelving, push the boxes aside and take two VALVES.

Go to the toilet. Set the ladder under the ventilation grille and remove the grille with the screwdriver. Take the hint page from the duct and note the square circled on it.

Slide the right-hand picture on the wall aside and zoom in on the pipes. Fit the valves to the cold and hot water pipes and turn the hot water valve. Move to the basin and run the hot tap. On the steamed mirror you see a clock face reading 18:55.

Go to the first-floor landing and set the wall clock to 18:55. The compartment that opens shows the sequence 59047.

Go to the meeting room, zoom in on the mangled keyboard and enter the code by pressing the keys: 48936. Take the FINANCIAL REPORT from the safe. Note the bar chart on page two and the column heights: 9, 2, 7, 8, 4.

Go to the ground-floor hall and switch the monitor on. Build the chart by pressing:

  • 1 nine times
  • 2 twice
  • 3 seven times
  • 4 eight times
  • 5 four times

Press Open to open the way to the vault. Go in and take the gold-headed KEY from the table. Open the hint page you found in the ventilation.

Solve the sudoku to get the values in the empty cells. Turn to the code panel and press the buttons in order 1 to 6 following the digit positions from the sudoku square; the barred door opens.

The vault itself needs another code. Return to the meeting room, press the button to rotate the cabinet, put the vault key in the lock and open the left bureau. Take the hint PAGE.

Note the hint flashing on the monitor, then return to the vault. Look at the hint again and line the lines up to get the code 053926. Enter it and go through the armoured door.

Study the plan of the boxes, remembering that your key is numbered 1302. Zoom in on the cabinet, open your box and take the cheque for $50,000 written by Peter Stone to the Redcliff church.

Leave the vault, go outside and get into the car.

Chapter 3: The church

Walk round the church by rotating the scene twice and note the billboard, remembering the phone number (9131) 2523. Go inside.

Click the switch on the wall to the left of the crucifix to turn the lights on. Note the Bible on the lectern, which has a lever inside it. Take CANDLE 1 from the bookcase shelf by the left wall and CANDLE 2 from the piano in the right corner. Open the door to the left of the crucifix and go into the inner room.

Turn the light on. Note the painting: it shows the same car as the billboard behind the church. Open the top right drawer of the cabinet for CANDLE 3, and take CANDLE 4 from the table. Zoom in on the door under the stairs, slide the bolt and go into the store room.

Turn the lamp on and zoom in on the round table. Open the drawer for CANDLE 5. Note the locked chest here. Return to the inner room and zoom in on the monitor.

Enter the billboard’s number 2523 and open the Control folder. Give the Open command; a panel opens somewhere in a corridor. Go into Mail and command it to print the changed access code. Take the printed PAGE from the printer: it shows a piano keyboard with the order to press the keys. Note the book beside the printer about making luminous ink at home. Go to the hall.

Zoom in on the piano keys and press the keys shown on the printout. Take CANDLE 6 from the cupboard that opens on the left. Go to the inner room and up the stairs.

Note the floor candelabrum, which is missing candles. Take CANDLE 7 from the wooden box on the top shelf of the shelving on the left.

Zoom in on the candelabrum and fit the candles. If a holder sinks when you place a candle, leave it; if it stays put, take the candle back and try another holder. You need four candles in the top row and three in the bottom. Zoom in on the box that opens and take the KEY. Go down to the inner room and into the store room.

Unlock the chest with the key. Take the page marked with a green tick, showing the arrangement of the benches in the hall, and the casket closed with a combination lock. Go out to the inner room.

Examine the casket: rectangles are scratched on its back. Note the paintings on the wall, which have similar outlines. Enter 4132 on the casket, counting the lines on the matching paintings, and take BLACK KEY 1. Push the armchair by the stairs aside and pick up a hint PAGE. Go to the hall.

Note the box to the right of the entrance with a code lock. The code uses symbols, some of which appear on the paintings in the hall. Zoom in on the painting showing a + and touch it; you glimpse an arrow pointing left behind it. Take the + as your starting point and note the symbols on the paintings running anticlockwise from it.

Zoom in on the box, set those symbols and take BLACK KEY 2.

Go to the cupboard you opened with the piano. Look at the books on its shelves: their covers show a square of dots. Remember the book about luminous ink. Turn the hall lights off and look again: some dots now glow.

Work out which four books have glowing dots forming the same line patterns as the handles below. Set those lines to match, remembering that if the dots are on a book’s back cover the pattern must be mirrored. Take BLACK KEY 3 from the compartment that opens.

Go to the inner room, up the stairs and into the bell tower. Pull the rope attached to the bell’s clapper three times and the bell falls. Go right and take a hint PAGE from the shelving; note that this one is marked with a red tick. Go down to the hall.

Take a hint PAGE from the fallen bell, marked with a green tick. Study the pages you have collected.

Look at the benches in the hall and arrange them as shown on the pages marked with the green tick. Go to the Bible on the lectern and turn the lever inside it, then go down through the passage that opens.

Zoom in on the panel you opened from the computer, insert all three black keys and turn them. Go through the door.

Take the drawing off the wall. Take the MATTOCK from the shelving and break through the wall where the drawing hung. Climb down through the breach into the underground.

Chapter 4: Underground

Read the note on the notice board. Slide the mat aside, take the KEY from under it and unlock the door. You come out at a junction of corridors. Use the plan you have for orientation.

Move left and rotate right: you are by the store room. Zoom in on the panel and press the keys: bottom right, top left, bottom left, top right. Go through the door.

Zoom in on the panel on the box door. The task is to turn every square green by pressing arrows that affect particular squares. Press: far right bottom, far right top, far left top, far left bottom, then work along the row of arrows in turn to fill the whole field.

Open the door and take the BLACK KEY. Zoom out and look in the wooden box on the shelving for the MATCHES.

Note: the matches are placed at random. They may be in the boxes on the shelving, in the pile of rubbish, or in the toolbox.

Leave the room facing the way you came in and rotate left. Zoom in on the valve on the pipe and turn it three times, until the gauge needle sits at the far left. Zoom out and go left and up. At the crossing go left and up again; at the next junction rotate right and go right and down. Rotate right and unlock the door to the break room with your black key.

Rotate right and zoom in on the table with the chess set. Read the note beside it and compare it with the position of the pieces to get the moves played: E4, H5, H5, F6. Turn to the box beside it, enter that code and take the BLUE KEY. Zoom out, rotate right and zoom in on the table with sheets of paper.

Solve the nonogram. Zoom out, rotate right, clear the furniture blocking the room’s second door, open it and go out to the corridor.

Go left and up, rotate right and zoom in on the door panel. Use your nonogram solution: fill the same squares on the panel. Go through into the gas supply room.

Turn each of the three valves three times to shut the gas off. Rotate left and take the VALVE from the wall cabinet. Rotate right and go out to the corridor.

Go right and down. Rotate right twice and zoom in on the two valves. Turn each three times to shut off the gas. Zoom out and rotate left once. Move left and up, left and up, right and up, left and up. Rotate right, fit the valve to the pipe and turn it three times; the flame bursting from the pipe goes out. Zoom out and go through the door on the left.

Unlock the power cabinet with the blue key and find the third switch is missing its handle. Turn to the control panel: you need a system code. Note the four objects on the table. Zoom out and rotate right twice.

Open the cabinets and count the objects inside. Add the number of objects on the table to that total to get the code 4958. Rotate left twice, zoom in on the panel and enter it.

Move the ventilation control lever to B2 to shut down system F2. Zoom out, leave the room and move right and up, left and up.

Rotate left and go left and up twice. Take the PALLET and go back one step. Rotate right, put the pallet in the water, move the far pallet, reach the fan and take the HANDLE. Zoom out and go left and down, right and down, left and down into the power control room.

Fit the handle to the third switch and push it down. Move the control lever to C2 to shut down ventilation systems F4 and F5. Zoom out and leave.

Move right and up, left and up. Rotate left and go left and up three times. Climb into the ventilation duct and you reach the ventilation room. Open the first aid cabinet and take the YELLOW KEY. Note the patch of wall with no plaster. Zoom out, rotate left, remove the board blocking the door and go out.

Go right and down, rotate right and unlock the door with the yellow key. Rotate left and take the PROPANE cylinder from behind the large gas tank. Rotate right, leave, and go to the ventilation power control room: right and down three times, then left and down.

Rotate right, zoom in on the control panel and set the lever to C1 to shut down F6 and F7. Leave and move right and up three times, then right and down. Enter the fan room and climb into the duct on the right, then up the red ladder.

Zoom in on the control panel. You cannot switch the fan off because the right lever is welded, so increase the load to maximum and the system fails. You are pushed back from the exploding panel automatically. Return to the room below.

Rotate left and use the propane on the unplastered patch of wall, then light the gas and go through the breach.

In the new room, light the wall torch with the matches. Turn each statue so you can see the letters naming the points of the compass. Turn to the ring of figures in the centre of the room: they are copies of the statues.

Arrange the figures, taking the view from the door:

  • outer ring: south
  • second ring: east
  • third ring: north
  • inner ring: south-west

Go through the door that opens. Light the lamp in the centre of the room with the matches. Zoom in on the mosaic on the wall and read the note under it. Take the PASS. Note the place marked on the map in the mountains.

The detective decides to go back to the car. Zoom out and rotate left. Lower the torch holders on either side of the door and go through. Leave the church and get into the car.

Chapter 5: Project Olympus

The gates are shut. Go into the gatehouse.

Take the ANGLE GRINDER from the table on the left; it needs a battery and a cutting disc. Zoom in on the metal cabinet on the right and take the PLIERS from the second drawer. Zoom out and zoom in on the power panel, then remove its door with the pliers.

Click the switches in this order: 4, 2, 5, 1, 2, 3, 5. Zoom out and rotate left.

Take the hint NOTES from the waste basket. Zoom out and switch the projector on the table on. Look at the screen and take another hint NOTE from it. Note the projected image: the largest shape is a square, and inside it fit a circle, a triangle, a square, a triangle, a rhombus and a cross. Use the notes from the basket to substitute numbers for the shapes and get the code. Enter 750718 on the monitor and open the gates from the Control file.

Note the battery charger to the left of the monitor. Leave the gatehouse and go through the open gates.

Zoom in on the table to the right of the gates. Open the toolbox on it and take 3 JUMPERS. Zoom out and note the lorry with a closed container on its bed. Go on along the road.

Zoom in on the building’s front door. Lift the stone and take the KEY from under it, then unlock the door and go in.

In the corridor, go to the notice board at the far end and read the note for Harry. Take the BLACK KEY from the board. Look at the trolleys on the right: take the Project Olympus NOTE from one, and 3 JUMPERS from the top drawer on the second.

Unlock the second door from the left with the black key and go in. Look in the boxes on the shelving by the left wall for 4 more JUMPERS. Take the BLUE KEY from the control desk. Note the information on the screen and go out.

Unlock the first door on the left with the blue key. Take the LADDER leaning against the cabinet. The cabinet itself is locked with a code. Turn to the shelves and take 3 JUMPERS from the right one.

Slide the books on the left shelf to find digits of the cabinet code, and the books on the right shelf for two more. Turn to the cabinet and enter 6138. Take the NOTE with a dot pattern on it. Leave the room and the house.

Go back to the lorry and climb onto the bed. Unlock the container with the black key and take the BATTERY. Go to the gatehouse, put the battery in the charger, press Start, and when it is charged take it and go to the house.

Lean the ladder against the wall and climb to the roof, then go down into the building through the accessible hatch on the right.

Move the cardboard boxes away from the wall and find the GREEN KEY under them. Look in the boxes on the shelving for 4 more JUMPERS, and find the METAL CUTTING DISC in the cabinet on the right. Go out to the corridor through the door that was bolted from the inside.

Unlock the third door on the left with the green key. Take 2 JUMPERS from the table. Under a pillow on one of the beds, find a hint NOTE. Note the case under the bed with a code lock. Go out to the corridor.

Note that each door has a window of a different size and a number. Match that against the hint you just found to get the case code. Go in, enter 5279 and take the ACCESS CARD. Zoom out and go to the roof up the ladder in the far right room.

In your inventory, fit the battery and the metal disc to the angle grinder, then use the grinder to cut open the power cabinet doors.

Press the arrow buttons:

  • 6 three times
  • 8 three times
  • 3 three times
  • 1 three times

Climb down the outside ladder and up the mast. Open the panel cover and insert the access card. To get the access code, look again at the hint about safe passwords, then ignore its advice and enter 123456789.

Come down from the mast, go into the house and through the second door on the left. Zoom in on the monitor and press Repair, then turn to the panel that opens.

Use the note with the dot pattern and build a circuit from the blue terminal to the red one with the jumpers.

Reread the second page of the Project Olympus notes and turn to the panel on the left. Set the toggles to the required positions and enter the code given. Click the squares according to the notes, then press the red button on the right: the device is active.

Go outside and to the cave. Insert the access card in the scanner, go in, throw the switch lever, turn the lights on and go into the tunnel.

Chapter 6: In the cave

Go through the open stone door. Interact with the statue in the centre of the corridor: turning it opens the door its gaze falls on.

Turn the statue to face the door to the left of the entrance. Take the DARK STONE CUBE from the column in the centre of the room.

Go out, turn the statue to face the door opposite the entrance. Take a DARK STONE CUBE from behind the column on the left.

Go out and take the LIGHT STONE BLOCK lying at the statue’s base, then turn the statue to face the right-hand door.

Go in and take two DARK STONE CUBES and five LIGHT STONE CUBES off the pegs. You should now have 4 dark and 6 light cubes.

Note the shadows on the walls and use them to thread the cubes:

  • 1 dark cube on the first peg, counting from the left with your back to the door
  • 2 light cubes on the second peg
  • 1 light, 1 dark, then 1 light on the third peg
  • 1 dark, 2 light, then 1 dark on the fourth peg

Levers appear where the pegs were. Turn them:

  • 4 five times
  • 3 four times
  • 2 five times
  • 1 once

The room shakes and the light goes out. Note the symbols that light up on the column and which way they point.

Go out, turn the statue to face the left-hand door and go in. Look at the stone circles with holes in the top and turn the levers:

  • 1 six times
  • 2 six times
  • 3 seven times
  • 4 seven times

The room shakes. Go out, turn the statue to face the door opposite the entrance, go in and through the new door.

A reboot begins. You are in a room flooded with white light with a door in the centre. Click the door once and it takes on colour; click again and it opens; click a third time and go through the portal.

Go through the red door on the left and look at the columns moving up and down. Click each column at the moment when only its black segments show at the top. Go out through the door that opens.

Open the second door on the left and look at the closed doors. Rotate the scene and open the seven free-standing doors and the two doors in the plinth the portal stands on. Go out.

Open the third door and look at the scattered door parts. Rotate the scene and assemble the door, then open it and go out. Go through the coloured door on the right, now active.

The cave entrance collapses behind you. Head for the lorry. The detective notes the NEXT logo on it and decides to go there. Go to the gatehouse and get into the resprayed car.

End of Act I.

Act II

Chapter 7, part one: a walk in the woods

The car runs out of petrol at the river. You need to get across to the filling station on the far bank.

From the car, walk along the bank. Take the CONTROL TABLET from the chair and use it on the quadcopter lying on the large rock to get a map of the area.

From the quadcopter, go to point 2, the car. Look at the table under the awning and take the note. Now go looking for the lost phone: move to point 3.

Zoom in on the flat rock and pick up the PHONE. Press the power button and tetris-style shapes appear; click them until they form a square. Move to point 4. Rotate the scene, click the dry trunks and break off a STICK.

Go from one bird’s nest to the next, knocking them to the ground with the stick and searching them for the TOKEN. Its position is random.

On the phone screen, recreate the same pattern as on the token. Look through the notebook to find the suitcase lock code. Go to the car at point 2, zoom in on the suitcase, enter 7359 and take the KEY. Go to the boot, unlock it and take the AXE. Move to point 5.

Fell the dead tree with the axe and cross the river.

Chapter 7, part two: at the filling station

Zoom in on the payphone to the left, by the wall, and take the COINS from it.

Read the note pinned to the front door. Move to the snack machine, drop three coins in the slot and take the DOOR REMOTE. Use it on the door and go in.

Zoom in on the display case in the centre of the shop and take 2 SHOTGUN SHELLS from the top shelf.

Go behind the counter, take the SHOTGUN and load it. Take the NOTES, a purchase log, from the counter. Note the terminal, which needs a password.

Leave the shop and go round to the back yard. Zoom in on the back door and shoot the lock off with the shotgun.

In the back room, take the NOTE headed “Today’s password” from the cabinet with the code lock; it gives today’s date. Look through the purchase log for today’s receipt. Enter 999112 and take the JERRY CAN from the cabinet.

Take the NOTE “Don’t forget the discount” attached to the safe. Remove the board blocking the door and go through into the shop.

Find the five items shown on the discount note and check their prices. Substitute the numbers for the pictures to get the code. Return to the back room, enter 911 321 on the safe and take the ACCESS CARD. Go out to the pump.

Insert the access card, put the jerry can on the ground and put the nozzle in it. Return to the shop.

Note the “Today’s password” sign attached to the till. Follow the arrow on the note to the bottles on the shelf. Turn them so you can judge how full they are. Using the bottle on the left with the graduated label as your reference, you get the sequence 40213. Enter it on the till to switch the pump on.

Go out and take the FULL JERRY CAN. Go to the car and fill it.

Chapter 7, part three: home sweet home

Look in the mailbox and take the KEY. Unlock the front door and go in; everything in the house has changed.

Push the sofa aside. Take the RED BOOK from the table, and a BROWN one from the cabinet and from under the sofa. Go to the kitchen.

Take the GREEN BOOK from the table. Pull out the top drawer of the left cabinet and take the TORCH; it has no batteries.

Return to the main room and go into the corridor. Go to the little table, open the drawer and take the SCREWDRIVER. Climb the ladder standing here to the attic.

Take the PICTURE leaning against the wall and the RADIO from the table. In your inventory, unscrew the back of the radio with the screwdriver and take the BATTERY, then put it in the TORCH.

Come down and go to the bedroom. Open the cabinet under the television and take a RED and a GREEN BOOK. Take the REMOTE from the cabinet and go to the main room.

Zoom in on the bookcase and put the books you have collected on the shelves. Note the yellow stripes on the spines, at different heights on different books. Arrange the books so every stripe sits at the same height. Take the NOTES from the cabinet that opens.

Turn to the picture on the wall here. Find the active spot on its left side and press it: the picture splits in two, revealing a safe with a five-digit code.

Look carefully at the number sequences in the notes: at the top of each page is its page number, then a single digit, but each sequence has a different digit slipped into it. Note that pages 4 and 5 are out of order. That gives the code 61394. Enter it and every lock opens.

Go out to the corridor and through the secret door that has opened. The switch does not work, so use the torch. Look at the workbench and read the note on it. The detective remembers he liked switching the bedroom light on and off as a child.

Go to the bedroom, close the curtains and turn the light off: a number sequence appears on the wall. Go to the basement and enter 882255 on the safe, then take your FATHER’S LETTER.

The detective decides to go to NEXT Lab. Go outside and get into the car.

Chapter 8: NEXT Lab

Open the door and go into the administration building. Note that the security room door opens with a fingerprint.

Go behind the reception desk. Take the KEY and the TAPE from the desk drawers. Look at the mug on the desk on the right, rotate it and find a fingerprint. Use the tape on it for FINGERPRINT 1. Lift a print from the mug on the right the same way for FINGERPRINT 2. Go to the coffee table and lift FINGERPRINT 3 from the mug there.

Unlock the toilet door with your key and go in. The store room door is locked. Go into the gents, the middle door, run the water and lift FINGERPRINT 4 from the mirror. Return to the hall and hold each fingerprint to the scanner by the security room door until one works, then go in.

Open the wall cabinet and take the RED KEY. Look through the documents in the filing cabinets to find the NOTE “Reception password”, giving 37825.

Go to the hall and enter that password on the receptionist’s computer. You can raise an access level with it, but you need the card itself.

Go to the toilet and unlock the store room with the red key. Take the SCREWDRIVER from the shelving. Go out through the hall and leave the building.

Go to the blue car in the car park. Lever the glovebox open with the screwdriver and take the LEVEL 1 ACCESS CARD. Go back to the hall and behind the reception desk. Put the card in the reader, interact with the monitor and get the LEVEL 2 ACCESS CARD.

Take the lift to the third floor, the biological laboratory. Note the tree that can be watered and the locked hatch in the floor. Use the access card on the scanner and enter the laboratory, then go through the door on the left into the office.

Take the GREEN KEY from the desk to the right of the door. Read the NOTES “Experiment No. 000013”. Note the monitor you can interact with and the document folders with drawings on their spines. Go to the second desk.

Note another folder with a drawing and a computer that needs a password. Zoom in on the monitor and press the question mark for the hint: “Tree + water”. Return to the first desk and interact with the monitor. Analyse the drawings on the folders, then press the squares on the monitor to reproduce them. Read the synthesis instructions that appear. Go out to the corridor.

Unlock the floor hatch with the green key. Turn the valves on the second and third pipes. Note the arrows on the pipes.

Go to the watering panel and switch the watering on: as the water level rises it reveals the sequence 193757. Go to the office and try it on the second desk’s computer; it fails. Remembering the arrows on the pipes, enter it backwards: 757391. Study the spectral tables and go out to the laboratory.

Touch the large monitor above the console and choose the waveforms using the spectral tables.

Turn to the console controls and recall the information from the first computer:

  • ”A is the number of positive peaks in the spectrum.” Count them and set 4 on the first dial.
  • ”B is the number of negative peaks.” Count them and set 3 on the second dial.
  • ”C: do not touch.” Leave the third dial alone.
  • ”1, 2, 3, 4: maximum.” Push all four sliders to the top.

Pull the blue lever down to unlock the doors to the working area. Zoom out and go through the door whose red lamp has gone out, pass through decontamination and enter the working area.

Go quickly to the table, since the detective struggles to breathe here, and take the LEVEL 3 ACCESS CARD. The lab mice have escaped. Return to the laboratory.

Take the lift to the fourth floor, the main laboratory. Use the access card and go into the assembly hall.

Study the drawings on the board. Zoom in on the shelves of folders and find the NOTES “Emergency object extraction” and “System configuration”. Note the remark in the second one, and note the code lock on the main laboratory door.

Take the lift to the fifth floor, the control room. Use the level 3 card to enter Peter Stone’s office.

Zoom in on the desk and open the case lid; it is for carrying crystal fragments. Take the CASE. Look at the framed photograph: the detective spots the date and realises it is the password. Enter 190185 to log into his father’s computer. Put the level 3 card in the slot to upgrade it and take the LEVEL 4 ACCESS CARD.

Read the mail; the detective realises he has to collect every fragment of the crystal. Note the partly rubbed-out drawing on the board. Take the lift to the ground floor.

Go into the security room and use the level 4 card on the surveillance monitors. Note the monitor showing the feed from Stone’s office: the drawing on the board is complete there.

Take the lift to the fourth floor and go into the assembly hall. Zoom in on the door panel for the main laboratory and combine what you saw on the security feed with the partly rubbed-out drawing. Press the shape keys:

  • triangle twice
  • circle three times
  • parallel lines once
  • square five times
  • cross four times

Enter the main laboratory. Interact with both control panels to start the crystal extraction. Leave, take the lift to the fifth floor and use the level 4 card to enter the control room.

Zoom in on the control console and use the hint from the emergency extraction notes to set the levers to the positions given. Then use the “System configuration” note, bearing its remark in mind, and set:

A = 4, B = 7, C = 0.7

Press the red button. Hurry to the lift, go down to the fourth floor, into the main laboratory, and put the CRYSTAL FRAGMENT in your case.

Take the lift to the ground floor and run outside. Watch the explosion shake the building, then get into the car and drive away.