Tiny Room Stories: Town Mystery
Finding another way out
Open the top drawer of the right-hand desk behind the duty officer’s counter and take the RED KEY. Return to the corridor and unlock the break room with it.
Take the LEVEL 2 ACCESS CARD from the table nearest the door. Look at the picture of doughnuts and note where the bites have been taken. Go out to the corridor.
On the gym door panel opposite the break room, enter the code the doughnut picture gives you. Go into the changing room. Study the list to learn that Richard’s locker is number 4, go to it, enter the code from his letter, 08642, and take the FOLDER of documents.
Go out to the corridor. With the level 2 card, open the lift door to the right of the office exit. Get in and go down to the garage. The detective decides he can leave if he opens the gates and finds the car keys.
Clearing the road blockers
Take the lift to the ground floor. Use the level 2 card to open the control room door, to the left of the break room. The main terminal is dead, so turn to the server.
Pull out the fourth block from the top of the left server rack and take the FOLDER with the server connection routing instructions. Study them and note the underlined items. Turn to the server control panel in the second rack and compare its state with the instructions: you need the indicators on the right to light green.
Press the buttons 1, 5, 2, 2, 4, 4 and the connection is restored.
Go to the main terminal and follow the memo: enter the password cmdhack.
Pick a word from the list on screen and see how many letters match, then pick the next. The words are random. You get five attempts; if you use them all without cracking it, the system reboots and you choose from new words.
With the system cracked, look at the monitor showing the camera feeds and clear the blockers in the garage.
Finding the car key
Reread the note from the captain, which mentions the photography room. Look at the monitor at the bottom left and open the cameras in the photography room. The note also says your task is to find the case number in the system, which will be the password for Ryan’s laptop.
Look at the feed from the briefing room. Note the colours of the tables and their arrangement. Go out to the corridor and to the hall, go to the briefing room and enter the colour code matching the tables you saw, writing W for white and B for black:
- W B, W W
- B W, W B
- B W, B W
Go in. Take the PROJECTOR from the shelving and put it on the stand between the rows of tables. Lower the screen, turn the lights off, switch the projector on and read the next hint.
Take the SCREWDRIVER from the shelving and go out to the hall. Through the opposite door you reach the evidence store.
Zoom in on the panel on the barred door. Undo the fixing screws with the screwdriver and remove the cover, then look at the code panel’s innards.
Look at the yellow lines running from the window of the password’s first digit: two lines left, one up and one right. Find the same lines in blue and you learn the first digit is 1. Work out the rest the same way and enter 15496, then go through the barred door.
Take the evidence log from the table, look through it and go into the store proper. Find shelf E2 and take the KNIFE. The tag on its handle shows it is evidence No. 000992423, and the log tells you it was registered on 17.05.19.
Leave the evidence store and go to the office. Note the clock on Otto’s desktop wallpaper. Go out to the corridor and look at the wall clocks showing time zones. Work out the difference between each zone and Redcliff’s time, then return to Otto’s computer and enter the password 7351.
To open the “Forensic reports” folder you need a date: enter the evidence registration date, 170519. Print the four reports registered that day. Note report 4, which describes multiple stab wounds to a male victim aged 45 living at address D.
Recall the captain’s note again, which said Ross knew the victim because he had arrested him, and suggested going to the photography room. Go there.
Look at the camera locked in the safe. Note the device on the left with star-shaped holes. Pull out the top right desk drawer and take STAR CYLINDER 1/5, then fit it into the device; it seats perfectly.
In one of the cells you see the words “The cake is a lie” on a bench, and in the second the cake itself. Now go and find the other cylinders:
- STAR CYLINDER 2/5 is in a cabinet drawer in the break room.
- STAR CYLINDER 3/5: in the gym, look at the prize Harry won for a result of 143.25kg. In the changing room the list shows Harry’s locker is number 5. Enter 14325 and take it.
- STAR CYLINDER 4/5 is in the SWAT van in the garage.
- STAR CYLINDER 5/5 is on shelf C2 in the evidence store.
Fit all the cylinders into the device’s holes and they each settle at a different height. Turn to the rotating handles on the safe and extend the bars to lengths matching the cylinder heights: 03514.
Open the door and take the camera. Leaf through the photographs and find the picture of the victim, 520: Joe Fisk. Press the i key to get Fisk’s address, 378237.
Go to the control room and use the main terminal. Enter the city camera details: D378237. Press the threat analysis button and you see “suspicious activity” from a car at the kerb. Zoom in to get its registration and print it.
Go to the office and use Ross’s computer, which holds the registration database. Enter the number from the photograph, 536712, and print the owner’s details.
Go to the control room and use the main terminal. Enter the victim’s name JOE FISK and the suspect’s name CRIS RIDS to get the case number, 5637281.
Go to the office and enter 5637281 as the password on Ryan’s laptop, then look through the notebook entries. Note the password for Ryan’s gym locker, described as “police second”. Go to the changing room.
The list shows Ryan’s locker is No. 2. Enter 14837 and take the LOCKPICKS. Go to the hall.
Zoom in on the key cabinet on the wall and use the lockpicks on the lock. By trial you find the solution: raise the pins to 4, 3, 1, 2, 0. Take the KEY.
Go down to the garage and use the key on the police saloon.
Chapter 15, part one: the crystal
Follow your father, now materialised as a sphere of flame, into the cave. Wait while he activates the crystal and you move into the zero zone. Listen to his explanation: you must recover the artefacts and activate the crystal. Return to reality.
Leave the cave and find your car gone. Go to the gates and see army lorries. Go to the house and inside.
In room 5, find and take the LADDER, then go outside. Lean the ladder against the wall and climb to the roof. Take the KEY from the table up there. Climb down and go to the gates.
Get into the jeep, put the key in the ignition, choose the navigator on the tablet, plot a route and drive away from the cave.
Chapter 15, part two: the military base
The base has five locations with the objects that matter to you:
Location 1: watchtower (1), checkpoint (2), headquarters (3), Captain Nixon’s car (4).
Location 2, north of location 1: fuel tanks (5), hangar (6), rubbish yard (7).
Location 3, east of location 2: firing range (8). Optional; you can just practise shooting.
Location 4, south of location 3 and east of location 2: bunker and satellite mast (9), lorry (10).
Location 5, south of location 4 and east of location 1: latrines (11), infirmary (12), canteen (13), personnel tents (14).
Go to the infirmary and take the ACCESS CARD from the table, then return to the headquarters front door. Use the card on the scanner and go in. Note the dead terminal reading “No connection”.
Trace the power cables running from the terminal: they pass under the door with the blue handle.
Go outside and into the checkpoint’s open door. Move the plant pot on the desk and take the WC KEY. Go to the latrines, unlock the far left cubicle and take the BLUE KEY from the case.
Return to headquarters and unlock the door with the blue handle. Go down to the basement and find it flooding from a leaking pipe. You cannot reach the pipe because the damaged insulation on the cables here creates an electromagnetic field. Click the switch to cut the power and it goes completely dark, so turn the light back on. Leave the basement and go outside.
Climb the watchtower and take the NIGHT VISION GOGGLES. Come down and go to the basement. Cut the power, put the goggles on and approach the leaking pipe: it has no valve.
Go outside and to the hangar. There is an open window but it is too high. Go to the satellite mast and click the lorry; the detective thinks he could get into the hangar if he drove it under the window.
Climb into the cab, flip the sun visor down and take the KEY. Put it in the ignition and try to start the engine: no petrol.
Go up to the first floor of headquarters, push the cleaner’s trolley aside and pick up the NOTE for Phil from the floor. Leave and go to the infirmary.
Pull the curtain aside and go to the filing cabinets. Count 3 folders in cabinet A, 4 in cabinet B and 2 in cabinet C. Note the cabinet with a code lock at the top left, marked with officers’ stars. Take the SCRAP of paper from the board on the left; the detective reckons the rest were thrown away.
Leave the infirmary, go to the hangar and on to the rubbish yard. Take the SCRAPS out of the rubbish and assemble them into a drawing. Return to the infirmary and look at the mannequins, which are missing body parts. The detective notes they are “strange”.
Match them against the assembled drawing, bearing in mind the drawing shows a rear view:
- The first mannequin is missing a foot: 6.
- The second is missing the left hand (9), elbow (8) and forearm (7), and the right forearm (7), elbow joint (8) and hand (9).
- The third is missing its head: 1.
Enter the resulting sequence 69877891 as the password and take the officers’ medical records from cabinet 4.
Reread the note for Phil. The “ABC sequence” means the number of folders you counted in the infirmary cabinets: 3, 4, 2. The officer count comes from the officers’ medical records you just took: 4. Go to headquarters.
Go up to the first floor, enter the password 3244 and go into Captain Richard Nixon’s office.
Open the top right drawer of his desk and take the KEY. Leave, go down and outside. Unlock the captain’s car door with the key, sit at the wheel and turn the ignition. On the screen choose Settings and open the boot. Get out, open the boot and take the JERRY CAN. Go to the hangar and the fuel tanks.
Fill the can with petrol and go to the satellite mast. Pour the petrol into the tank, climb into the cab and start the engine, then drive to the hangar.
Get out and try to climb through the window: still too high, and the detective needs a rope. Go to the canteen.
Zoom in on the cupboard behind the servery, which has a code lock. Open the left door of the left cabinet to see the hint: a drawing of a spoon, a fork and a knife. Count how many of each are in the servery drawers and on the tables in the hall, enter the resulting sequence 6107 and take the ROPE.
Return to the hangar, use the rope on the open window and climb in. Take the VALVE from the boxes. Press the button to open the doors. Go to the basement, fit the valve to the pipe and turn it to shut off the water. Move the boxes to clear the drain and the water runs out of the basement. Look in the power cabinet: you need a tool to repair the wiring.
Go to the hangar again. Take the LADDER and note the case lying on the raised tank. Go to headquarters, round to the rear of the building, and prop your ladder against the roof ladder. Climb up and take the TOOL from the toolbox.
Come down and go to the basement. Use the tool on the wiring in the power cabinet and turn the switch handle: power restored. Move the boxes on the shelving and find a PAGE from a book. Leave the basement and look at the main terminal: no signal from the satellite dishes.
Take the NOTE for Harry from the top right drawer of the desk by the metal detector frame at the entrance. Go to the infirmary and take the eye test chart from the board. Leave and go to the central personnel tent. Pull out the yellow box from under the end bunk.
Match the note for Harry against the eye chart and enter the code: left, up, down, down, right. Take the satellite communication setup diagram from the box and go to the mast.
Climb the mast and open the box. Set the values given in the diagram and nothing happens. Zoom out and look at the arrangement of the dishes: it does not match the diagram. By trial, work out which switch controls which dish, then set the values, left to right: 20, 10, 50, 30.
Go to headquarters and look at the main terminal: the connection is restored.
Go up to Captain Richard Nixon’s office, whose name is on the desk plate. Open his medical record and note his identification number, then enter it as the computer password: 45863923. Look through the inbox and open the hint.
Zoom out and look at the figurines on the shelves: their arrangement gives the order for entering the password. Using the hint, work out the “value” of each figurine and enter those numbers as the password 2713 to open the safe in the left pedestal of the desk. Take the CARD OF ENCRYPTED ACCESS CODES.
Click Open on the monitor, zoom out and look in the drawer that opens in the lower part of the cabinet. Take the ENCRYPTER 5000. Leave the office and go down.
Go to the server and put the card of encrypted access codes in the reader; the decrypter is ready. Go to the tents, into the central one where you opened the yellow box, and find the encryption tasks on the table.
On the Encrypter, set the value 11001011 and you get the result 11111111. Return to headquarters.
Enter 11001011 into the Decrypter 5000 and you get the password WELCOME. Go to the hangar.
Climb to the control platform. Put the torn page into the book and study the graphs. Trace the sequence of commands for lowering the winch, the third graph from the top on page two. Substitute the graphical values and press the buttons on the control panel on the left showing: circle, rhombus, circle, square, rhombus, square.
Zoom out and turn the joystick; the winch lowers the tank. Go and open the case, enter the password WELCOME in the computer inside and the tank is activated. Return to headquarters.
Note the sheet lying in front of the monitors. Turn it over, which the detective says is better, for the hint on driving the tank. Enter WELCOME on the central monitor; the system check reports that turret rotation is not active. Ignore it, press Launch and Continue anyway.
Get used to the controls and drive the tank to the bunker, then fire. Exit the controls, go to the hangar and enter the bunker.
Chapter 15, part three: the solution
You are in the corridor of the underground bunker, in front of a store room door with a code lock. Note the crowbar in the closed emergency box. Move two screens left. Turn the valve of the floor hatch and go down a level.
Move one screen right. Turn and take the GREEN BOARD, a hint. Go two screens right. Take the TOOLBOX from the crate; it has a code lock. Note the diagram attached to its underside, another hint.
Move three screens left and climb the ladder. Go two screens right and zoom in on the store room’s code panel. Note the lines between the keyboard keys. Use the hint on the green board: press the keys around which the lines form the pattern shown on the board, 37548. Open the door and go into the store room.
Open the cupboard, then open the green box inside it. Take the KEY and a HANDLE. Zoom out, go out to the corridor and move one screen left.
Unlock the electrical panel with the key and note the red figure 4 on the inside of its door. Go one screen left and down a level.
Go one screen right and unlock the panel with the key. Take the HANDLE from it and note the red figure 8 on the inside of the door.
Go two screens left. Open the door at the back of the screen, but you cannot go through: too dark.
Go one screen left. Unlock the panel with the key and turn the light on by clicking the button on the left. Note the figure 2 on the inside of that panel door.
Go left. Open the power cabinet and zoom in on it. Fit both handles you found into their sockets and build the circuit.
Move two screens right and into the room at the back of the screen, where the light is now on.
Unlock the electrical panel on the right with the key. Note the blue figure 5 and the yellow figure 7 on the panel doors. Take the HAMMER and go out to the corridor. Move one screen left and up a level. Go two screens right, break the glass of the emergency box on the wall with the hammer and take the CROWBAR. Go into the store room and one screen right.
In your inventory, look at the diagram on the underside of the toolbox. Substitute the figures you saw on the panels into the diagram, follow the arrow from the symbol on the left and you get the sequence 528742. Use it as the password to open the box. Take the BOLT CUTTER and cut the lock on the door to the right, then go right.
Lever both crates open with the crowbar and take the VALVE from the left one. Return to the corridor, go left and down to the lower level. Move two screens right, fit the valve to the hatch and go down a level.
Go one screen left. Note the drawing on the green board above the desk. Take the FOLDER with the “Pressure calculations for the experiments” from the desk, another hint. Go one screen left.
Go to the monitor above the control console and press Stop experiment; the “Pressure equalisation” section reports a fault. Press Run diagnostics and you are asked to set pressure values. Zoom out and go left.
Turn the green board over and note the drawing on it. Move two screens left. Note the drawing on the green board above the desk here too, and take the KEYCARD from the desk. Move two screens right, go to the control panel and press Extract object.
Use the hints from the drawings you have seen to set the required sequence, then take the ANCIENT ARTEFACT.
Move one screen left. Use the keycard on the scanner and go into the lift, then up to level −1.
Go one screen left and take three LEVERS from the shelving. Return to the lift and go down to level −4. Go right and fit the levers under the tubes of liquid.
Use the hint from the pressure calculations and set the liquid levels in the tubes to 6, 6 and 8. Turn the levers in this order: 1, 2, 2, 2, 3, 3, 3, 2, 2, 2, 3, 1, 1.
Go to the lift and up to level −3. Move two screens right and zoom in on the monitor. Press Stop experiment and it reports the experiment completed successfully.
Go to the lift and down to level −5. Get out, go right and enter the experiment room.
Follow the instructions the hologram of your father gives you. Then turn the handle to start the self-destruct sequence.
Epilogue
The game is complete.