Tiny Room Stories : Town Mystery Chapter 15 - Part 2 Tutorial

 After Chapter 14, the last piece of season 3 Chapter 15 is the last aspect of the story and ends to the secret of Red Cliff. This is a manual for Part 2 which happens at Redcliff Military Base. 

"The guide in the vehicle drove you to the Redcliff army installation." 

Pivot to this view and tap on the little gatekeeper house close to the entryway to see it and the pinnacle. 

Tap the stepping stool to enter the pinnacle and gather the Night Vision goggles. 



Return down, at that point tap to go into the gatekeeper house. 

Pivot and view the work area. 

Tap the plant pot on the option to move it and locate a key (WC). 

Leave the cottage and no tap on one of the yellow ways with bolts from the stopping territory. This will take you to the following zone with a clinical tent and different tents. 


Tap to enter the clinical tent. 

View the work area and gather the entrance card. 

To one side of the entryway is a white notification board. View this and gather the 2 papers on it. These are hints. 

The torn paper referenced glancing through the junk. 

Enter the huge white tent, this is a container region. Turn the view to see the kitchen zone and the pantries. Open the lower ways to see a little sign in the left one. The 3 images, Spoon, Fork, Knife. 


Tap to open the drawers above and see the cutlery. Check things. There are likewise things on the plate around the room. 

Tap the huge bureau to discover it bolted with a 4 digit code required. 

Clue. Include the cutlery things in the room and put them in the request that appeared previously. 

Arrangement: 6 10 7 

Open and gather the Rope 

Behind the clinical tent are 3 porta-loos. Tap to see these. 


The one on the left is bolted, utilize the key discovered above to open it. At that point tap inside to gather a Blue Key

Back up and tap to the side to move into the following territory. There is an enormous radio pole here over a fortification and a left truck. 

At that point tap again to move a similar way to the following territory where you will discover a shooting range. 

Tap the middle to see the positions and discover a firearm. Tap this to begin a small scale game. Attempt to hit 5 bullseyes to dominate the match. This is a discretionary test. 

Climb the yellow way to the following region to discover a Hangar building. Notice as an afterthought there is an open window. Tap this to get a message about figuring out how to arrive at it. 

Close to it are a few canisters with junk. View this an at that point tap to look and discover more torn papers. 

Reorganize these to shape an objective layout with numbers. 

Re-visitation of the clinical tent. Tap to see the 3 fakers standing. This is a sign.

At the rear of the room are 2 file organizers. You can view and include the number of records in the draws denoted A B and C. a=3, b=4, c=2 


For the bolted cabinet with 3 stars, you need a 9 digit code. Utilize the signs above to discover this. 

Clue: There are body parts missing from the fakers. coordinate these to the objective to get numbers. 

Arrangement: 69877891 

Open the cabinet to discover Officers' clinical records (4). This is a hint. 

Back up and re-visitation of the principal territory with the primary structure. Tap to see the front entryway and utilize the entrance card to open it. At that point enter the structure. 

Go up the steps to the upper floor. 


Tap to move the cleaning truck to discover a paper underneath. View this to discover a piece of information about the Captain's secret key. 

Utilize this data top open the twofold way to the workplace. 

Clue: You need the quantities of records for the troopers under A C B and afterward the number of officials. 

Arrangement: 3244 

Enter the workplace and turn the view to see the work area and PC. Tap the correct drawers to open the best one and gather a Key. 


Leave the structure once more into the stopping territory. Tap on the Humvee vehicle left there. what's more, utilize the Key found in the work area to open it. Enter the vehicle and utilize the key again to begin it. This enacted the screen. 

Tap the Setting choice and afterward the catch to open the Trunk. Move to the truck and gather the gas Canister. 

Presently move to the zone with the Hangar building and afterward tap the 3 gas tanks to one side. 




Utilize the gas canister on them to fill it. 

Next move back to the region with the radio pole. View the left half of the truck. Tap to get in. 

Tap the left visor to bring down it and gather a Black Key. 

Utilize the way to attempt to begin the truck. It is running on empty. Exit and utilize the gas canister on the orange gas tank to fill the truck. 

Get back in and utilize the key. The truck will head to leave close to an open window in the shelter. 


Utilize the Rope on the open window to let you move up and enter the storage. 

Turn the view to the entryways and tap the catch to open the one on the left. At that point gather the red Valve. 

From the entryway on the correct tap and gather a stepping stool. 

Re-visitation of the principle constructing and pivot the view to the back. to see a stepping stool to the rooftop that you can't reach. Utilize the stepping stool you gathered beneath it. 


On one of the sun based boards open the tool stash and gather the devices. 

Return down and enter the structure. 

At the rear of the room is an entryway (beneath the steps), this is bolted. utilize the blue key top open it. You would now be able to go down to the cellar. 

The storm cellar is overwhelmed and the force is on. Tap the force box on the divider by the steps to turn it off then utilize the night vision goggles and tap the space to allow you to see and move around. 


In the furthest corner tap the messed-up lines to see them, at that point utilize the valve to place and go it to kill the water. In the event that the water doesn't deplete you may need to move a portion of the crates on the floor.

Tap to see the force box to one side of the lines. Utilize the apparatuses to fix the links on the left. You would now be able to betray on the divider. 

Turn to see the racks on the back divider. Move the containers to discover and gather a torn page. 

Return up to the fundamental floor and view the table by the leave entryways. 


Open the upper right cabinet and discover a paper with pieces of information for a code. This joins with the graph from the clinical tent. 

Return to the tent region and tap the center green tent to enter and discover a work area. View this. 

Tap and read the paper on the work area to discover a few subtleties on encoding assignments. 

Next tap under the end bed to locate a yellow case. 


There are 5 dials on the lock. Open it with pieces of information from above. 

Clue: The diagram from the clinical tent has a grouping of roundabout shapes that coordinate the dials. The paper from the principle building discloses to you the request. 

Arrangement. Left, Up, Down, Down, Right 

Open the crate and gather the satellite arrangement subtleties. 

Re-visitation of the radio pole territory and tap to ascend the stepping stool to the top. 


Tap the little blue box to open it and view the dials. Utilize the satellite subtleties discovered above to set the dials. 

Clue: You have to see the dishes to discover which dial adjusts the plot for each dish, they are not all together. 

Arrangement: 20 10 50 30 

When done return down and re-visitation of the fundamental structure. Go up steps to the workplace and view the work area. 

Tap the nameplate on the work area to turn it and see the name. Skipper Richard Nixon. 

Next check the Officer's clinical records to discover the Captains page (for reasons unknown spelled Richard Nickson) and get the ID number. 35863923 

Utilize this number on the PC screen to open the PC. 

First, tap the OPEN catch to one side, this opens a cabinet. At that point check the mail, the Inbox has an email with a picture hint. 


Check the picture on the divider to one side of the entryway to see a bearing bolt. Piece of information. 

At that point tap and view the racks to one side of the entryway to see the toy figures. From the pieces of information above get a 4 digit code. 

Clue: the email discloses to you the estimation of every puppet. Check the request on the racks following the example on the divider pictures. 

Code: 2713 

In the lower-left organizer of the work, area is safe. Utilize this code to open the safe. 

Gather encoded admittance codes 

Back up and see the bookshelves to one side. The lower right cabinet is currently open. View this and gather the CODER - 5000 

Withdraw steps go to the bank of PCs and tap the screen (DECODER - 5000). Utilize the entrance codes thing above to actuate the screen then you need an encoding key. 


Utilize the Coder - 5000 discovered above to get this. 

Clue. The encryption key can be found from the paper found in a tent above. We have to enter a code in the Code - 5000 unit that will bring about an encoded code of 11111111. 

Arrangement: Set the Coder - 5000 dials to 11001011 

Utilize this equivalent code in the Decoder 5000, this will give you an unscrambled code. 

WELCOME 

Next - re-visitation of the Hangar. 

Turn the view to let you see the gantry as an afterthought divider and view the table with a radio and other hardware. Tap to view and gather the book from the table. this has button successions for controlling the tank stage. 

View the book and afterward enter the code for 'Down' into the board on the left. At that point tap the joystick on the table to enact the move. 

Code: Circle, Diamond, Circle, Square, Diamond, Square. 

View the left front of the tank to see a control PC. Enter the Decrypted code WELCOME into the PC. The tank is currently dynamic. 


Re-visitation of the principal building. Tap on the 3 PC screen to one side to see that the tank is associated. Enter a similar code in the middle screen. You would now be able to begin the tank. 

There will be an admonition about the turret not turning yet proceed in any case. 

You currently get an overhead perspective on the tank. Utilize the controls to guide the tank to the fortification to one side of the overhang. Turn the tank to point at the fortification entryway. 

Fire the tank and wreck the entryway. 

At that point leave the structure and tap on the dugout to finish this piece of Chapter 15 

Presently proceed onward to Chapter 15 - Part 3. On the off chance that you have any inquiries regarding any of the parts please head to the Answers Page and leave an audit for the game on the survey page.

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