Tiny Room Stories : Town Mystery Chapter 4 Tutorial

 This is our full walkthrough of part 4 in Tiny Room Stories: Town Mystery. We have each progression definite with pictures and codes which can be uncovered on the off chance that you need them. 

Underground 


On this level, you approach the guide you found in Chapter 3. You can tap it whenever to see it. 

On the divider in the primary passageway, you will discover a notice telling you that there will be enigmas/puzzles needed to get to each room. Not very astonishing truly. 

Tap the entryway tangle before the entryway toward the finish of the passage. Underneath is a Red key to gathering. Utilize the way to open the entryway and go through. 

Move to one side to the Storeroom. This entryway is bolted and has a 4 key cushion arrangement to open it. This isn't too difficult to even consider figuring out as each cushion will stay lit when you tap organized appropriately. On the off chance that you need assistance the code is: 

Bottom Right, Top Left, Bottom Left, Top Right

In the room pivot the view to discover 2 arrangements of racks on the back divider with tool compartments on them. One of the crates has Matched for you to gather. On another divider is a chart with an example of squares on it. This is a riddle. You should tap the bolt catch aside and beneath to change the squares that the bolt focuses on. The point is to flip the squares so they are for the most part green. This may take some training however isn't excessively hard. When done you will have the option to gather a Black Key 


The key is for the Restroom, however, you can't get in employing the lower entryway on the guide as it is hindered. Move to the back passageway to the F2 position to locate the other passageway. Utilize the way to open the entryway. 

Inside you can move the furniture impeding the other way to give you access back to the next passage. 


In the room, you can discover a chessboard on one table and a bolted box with an 8 digit blend of letters and numbers. The piece of information to opening this is the chessboard. You have to make sense of the grouping of 4 moves that lead to the condition of the pieces on the board. Information on chess makes a difference. 

UPDATE the game has been refreshed to incorporate some chess directions to help you on the paper on the table and a changed arrangement. 

On the off chance that you experience difficulty the code is: 

Note the positions that the pieces have moved to. Including one that has been taken.

If you have trouble the code is D5 A4 A4 C3 - UPDATE: if you have the recently updated game version then the code is now: E4 H5 H5 F6

You would now be able to gather a Blue Key 

Turn the view to locate a table with 3 pieces of paper, each with a 3x3 squares design. Recollect these. 

Leave the bathroom by the lower (recently impeded way to advance toward the Gas Supply room. 

This room has a 3x3 keypad and a number 1 close to it. 

You should work out the example from the last bit of paper with the number 1 on it. When you get this the number will change to 3 and you have to unravel it utilizing the paper with 3 on it. The piece of information however is to take a gander at the paper with the number 2 on it. 

Step by step instructions to work it out: The paper with 2 on it has the squares filled in for you by utilizing the numbers on the top and side to decide the number of squares in that segment or column should be filled. So on the off chance that the column number is 1, at that point just 1 square in that line can be filled. 

Solution 1:
0 1 1
0 1 0
0 1 0

Solution 3:
1 1 0
0 1 0
1 1 1

Go into the Gas Supply room and mood killer every one of the valves. Turn the view to discover a pantry that you can open and gather a Valve Wheel

Move along the hallway to the Power room. A gas spill is ablaze here and hindering the entryway. Utilize the valve wheel to connect to the close by line and tap it to kill the gas. You would now be able to go into the force room. 

In the room is control support that doesn't work and a coded passage with 4 boxes or various hues. 

On the left divider are 2 dim cupboards and turning the view will give you 2 more dark cupboards. Opening every bureau will uncover different things in each. 


To continue you have to enter a code to open the comfort. The answer for this is: Open each grey cabinet and count the number of items of each color, there may be other items in them that do not match, ignore these. Ie counts all the 'red' items and enters this number in the red box.

The code required is: Red: 4, Blue: 5, Green 3, White 6


You would now be able to change the force change to kill certain fans. Change the setting until Fan 2 (F2) is off. 

Move to the back hall, to the F2 position. You will see that the fan isn't moving. Move along to the F3 position in the back passage. It is dim yet you can discover a bed on the floor. 

Re-visitation of F2 and spot the bed in the water at that point tap the other gliding bed to move it in a line with the first so you can make an extension to the fan. 

Tap on the fan to view and you will see a red handle for you to gather. 


Re-visitation of the force room. On the other divider is a green bolted bureau with a blue key gap. 

Utilize the blue key to open this. Inside are 3 force boxes, 2 are on and the third doesn't have a switch handle. 

Utilize the handle you have gathered to turn on the third box. 

You would now be able to re-visitation of the back hall however before you leave the force room make a point to set the comforting change to C2 to kill fan 4 and fan 5. You would now be able to advance along the back hallway to the end F4 position. 


Tap Fan 4 to move however and leave the vent through fan 5 into a little stay with a few fans. In this room is another hindered entryway that you have to figure out how to break. 

Pivot the view to see the entryway which you would now be able to open and a table with a Yellow Yey to gather. 


You would now be able to leave this room and climb on the guide to the little anonymous room close to the gas gracefully room. Utilize the way to open the entryway. Inside are a few gas tanks. All seem, by all accounts, to be void yet turn the view to locate a red tank behind the huge chamber. Gather this. 

Re-visitation of the little fan room and spot the gas tank before the obstructed entryway. Utilize the matches to light the chamber. This will detonate and let you leave the room through the opening. 

You are currently in a dull chamber and can't see anything. You actually have coordinates, however. tap them and use them to light a little light on the divider to one side. 

The room has a huge entryway, 4 sculptures, and a little table in the center. The table has a book on it that you can view to see 4 pictures with names. There is additionally a compass puzzle dial with 4 rings that can be moved. You have to adjust each ring in the correct spot. 

Each statue as a symbol below it and matches one of the figures in the book. The symbols also appear on the dials of the puzzle. Use the names to match the symbols to positions on the dial.
Ethel - East - Circle
I was - West - Cross
Seth Willow - South West - Triangle
Erwin Notket - East North (north East) - Square
The dial though is upside down as it would have been viewed from the door. So you will need to reverse the positions, North is at the bottom and west is on the right.


You would now be able to enter another dim rook. Utilize the matches again to light the fire in the middle. In the room is some table with things on it that you can see however not take. Pivot the view to see composition on the divider and tap this to see it as a piece of information to your next objective. A mountain. 


On the divider with the shut entryway are 2 light holders. Tap these to move them and open the entryway. You would now be able to exit once more into the congregation cellar passageway and afterward tap to leave the congregation. It is coming down. Tap your vehicle to finish the section. 

Peruse on to see Chapter 5 to research the mountain. If you have any inquiries please check

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