Tiny Room Stories : Town Mystery Chapter 10 Tutorial
This is our full walkthrough of section 10 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.
"After embarking for the location found in the stockroom, you arrived at an enormous manor. Clearly, the civic chairman sent the last shard to his home."
Tap on the pergola structure at the back with the hammock and afterward gather the long pole.
Back up and tap on the pool to get an overhead see. Utilize the post on the green lilo to move it towards the side, you would then be able to gather the red key from on head of it.
Back up and pivot the view to see the front of the pool house. Utilize the red key on the entryway top open it and head inside.
Tap on the washer and dryer to see them and gather a Hammer from on top. Leave the pool house and re-visitation of the front of the principle house. You would now be able to utilize the mallet on both of the ground floor windows to break and enter.
Enter the left window into the kitchen.
Check the lower left kitchen cupboard to discover a pumpkin. Tap to turn it and see the cut face.
Check the upper left bureau and tap to move the containers to locate a little weight.
Tap on the cooler to see the attractive letters and some dull shapes. Select and move the letters to coordinate the shapes to discover a code.
The entryway is bolted so exit back out the window and now go into the house through the other window on the right. of the entryway into the visitor room.
Tap on the couch and afterward move the orange pad to locate another little weight. Pivot the view to see the low unit by the open window. Tap to see this and open the middle ways to locate another little weight.
Next, open the entryway on the option to gather the TV distant. At that point exit out into the lobby.
Pivot the view to see the front entryway and tap on the alert board to one side. Enter the caution code to handicap the locks and fortunately the alert commotion.
Clue: The code is found in the refrigerator puzzle above.
Code: 2PEU36
There are 3 rooms higher up that you would now be able to get to. On the upper left gallery go into the left way to locate a pink room.
Aside is a lot of squares and a table, tap to see this closer and notice the square format. At that point tap on a case on the privilege of the table to see a blend lock. There are 4 dials with blocks on them in various shapes.
Set the mix to open the case.
Clue: Set 4 shapes that will fit together to coordinate the blue squares close to the table.
Solution:
Open the container and gather a fortune map and a third little weight.
Leave the room and go into the fundamental room on the contrary side of the structure.
Pivot the view to see a shelf and top on this to see it and locate a blue key on the rack. At that point check out the room, Note the shirt on the bed with the number 6. Tap on the bed and afterward on the book as an afterthought table. The book is really a concealed code section cushion.
Make the way for the closet and go inside to discover 4 additional shirts hanging up and one more on a pressing board. Utilize the shirts to make sense of the code for the keypad.
Clue: you have six numbers yet you have to make sense of the request they go in. Take a gander at the holders.
Arrangement: The holders have markings on them from 1 to 6 rings. The one on the bed has 3 rings. In the closet, there are 5 different holders with one missing a shirt that is on the pressing board.
Code: 7 9 6 2 1 5
The cabinet opens and you can gather another red key.
Return down steps. There are 2 bolted entryways at the back under the steps, utilize the blue key to open the one on the privilege, and enter the wine basement. There isn't anything here to gather even though you can play music on the speaker. Be that as it may, take note of the lower racking and the shapes made by it.
Leave this room and now tap on the entryway on the opposite side of the steps to discover a keypad section, this keypad requires 6 images.
Arrangement: the wine basement racks and cupboards show 6 shapes. X, Inverted Triangle, Square, Square, Diamond, X
Open the entryway and enter the Garage.
Tap on the apparatus rack at the back and gather a screwdriver. Tap the streetcar under the back to move it and gather another little weight. At that point tap the paper on the table to see a note about the DVD player.
Re-visitation of the visitor room and utilize the red key on the bolted entryway at the back. Enter the examination.
Tap on the work area and check through the drawers. On the correct open the best in class to locate a purple key. At that point beneath it flip through the documents to discover a sheet of notes with a schedule. On the left utilize the screwdriver to open the first-rate and gather a DVD.
Next check the PC screen. There is a sign in here and a picture of 2 arrangements of scales, one of the reversed. Notice the example of squares.
Pivot the view to see the town map. Notice the 3 regions hovered in red.
Re-visitation of the visitor room utilizes the TV distant on the TV to see it. Utilize the number code from the paper discovered above to get to the DVD channel. The DVD will give you 2 slides with guides and numbers. We will require these later.
Return to the Garage and turn the view to see the rear of the vehicle. Utilize the purple key to open the storage compartment and gather a scoop. Note likewise the case of things with a location on it and the tag on the vehicle. K1NG
Presently leave the structure back to the stopping region. Check the Treasure map you discovered before that is in your stock. The guide shows a way to an area with an X close to a tree. Find that tree and tap on it. You will move in and have the option to utilize the scoop to burrow there.
Open the crate you find and gather another little weight and a note from a kid about their birthday.
We would now be able to return inside and approach the enormous picture at the head of the steps.
You ought to have 7 loads. Utilize the piece of information from the scales picture found in the PC above to put them on the scales in the accompanying example
left to right: 3 0 1 3
A board will open and you will locate a safe with a coded passage.
The note we discovered before let us realize that the sheltered code can be found from the notes on the guide. The guide is on the mass of the investigation. We have to utilize subtleties from the DVD picture to work it out, however.
Clue: The DVD picture tells us that the note design has changed from letter/number organize sets to number combines and is perused with the level hub first.
Arrangement: Check the guide in the investigation and get the 3 sets of co-ordinates supplanting the ABCD letters with 1234 numbers.
Code: 323362
Open the sheltered and gather the dollar greenback inside.
Re-visitation of the Study indeed and tap on the PC screen. The login name is a 4 letter word that we have discovered an idea to above.
Clue: The vain city hall leader loves his vehicle.
Code: KING
We don't have the secret phrase however yet we can utilize the 'Overlooked your secret word alternative'. Tap on that.
The structure to fill in requests data that we have seen signs for around the house. Attempt to fill it in, the arrangements are underneath:
Arrangements:
1, Instrument in the room closet - Guitar
2, Previous location on confine the vehicle trunk - 12
3, Found in the carport - Football
4, Check the wine basement for the wine with the least full jugs - Merlot
5, Dated note from the girl said her birthday was 2 days sooner - 31 May 2012
6, Check the things and attracting the girl's room - No Fairy
7, Check the washroom in the primary room. - Gold
8, Serial number from the dollar greenback from the safe - 5425156
This will open the PC, You would now be able to see a mail about the trial and access the Panic Room control. Tap this to open the Panic room.
Back out from the PC and view the enormous cabinet to one side. Seen that 6 books have yellow markings on the spines. These books can be pushed in to open a mystery. You have to find the right request to squeeze them. On the off chance that you commit an error, the books reset and you start once more. This is experimentation.
Arrangement: There are 2 books on the best in class, we call them 1 and 2 and afterward 4 books on the lower rack 3, 4, 5, and 6.
Press them in a specific order: 3, 6, 2, 1, 5, 4
This will open the shelf and locate the open frenzy room entryways behind it. Tap to enter a lift and utilize the control to slip to the frenzy room.
In the room, it appears there has been a blast. Turn the view and gather a satchel from the seats, at that point utilize this on the shard on the floor to gather it. You would now be able to tap the lift exit to leave the structure. Tap on the storage compartment of your vehicle to open it and spot the satchel with the others. Time to leave.
That is the finish of section 10. On the off chance that you have any inquiries regarding the remainder of the game please head to the Answers Page and leave an audit for the game on the survey page.
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