A terrifying power train journey .
Victorian Mysteries : The Yellow Room is a full stop - and - flick puzzle adventure found on the novel write by Gaston Leroux . The premiss is a woman has been attack inside a locked room which her attacker has somehow escaped , baffling those try out to determine who might have round her . Can you work the brain-teaser of this mysterious and seemingly impossible attack ? Read on for our complete straitlaced Mysteries : The Yellow Room Walkthrough .
Victorian Mysteries: The Yellow Room Walkthrough - Chapter 1
The over-embellished glow physical object - find mystifier may be randomise , so you ’ll have to complete those yourself , but remember : there is an outright mite system and you ca n’t in reality run out . Once you ’ve used a hint , you ’ll have to wait a few arcminute for the bar to refill before you could employ another one . Other puzzle that may necessitate more detail are explained below .
The Train
Our journeying begins on the power train en itinerary to the location of the murder . Click the satchel on the leftover chairperson in the cabin ( a1 ) for a finale - up of it and then click it again to open it . Take theMap , then click the box between the seats ( a2 ) and click it once more to open it , taking thePaper Cardfrom indoors . Move outside to the Hallway .
After being shot at , follow the shooter towards theBagages doorwayahead . try the jacket ( b1 ) to get asecond Paper Card , then click the mechanics on the wall ( b2 ) , and in the close - up , add the two Paper Cards to the righthand part of the lock . come home the handle at the top to print the door card onto the ticket ( 7289 ) , then expend the button to recruit this into the door mechanism to unlock it .
Take theRopeandKeyfrom behind the mechanism . Click the door lock ( b3 ) and practice the key to try out and unlock it , but the key snaps in the lock . You ’re break to have to remove the panel .
Move back into the Hallway outside the Cabin and cluck the empurpled glow on the right to accede a Hidden Objects secret plan . Once accomplished , you ’ll receive aToken . Go back to the Bagages threshold and use the Tokwen in the lock closing curtain - up to undo the roll in the hay , start the panel , and start up a cog teaser . Click each sprocket and add them to the machine ( see arrow on the image above ) . observe you ca n’t get the order awry , as they will only stick if you try out to add them to the right one . Next , cluck the locks under the thunderbolt in the following social club to start the door:42135 .
Go through the Bagages doorway ( b3 ) and into the Luggage Car . clack the suitcase ( c1 ) and take theFile . Select the Hat Box ( c2 ) and utilise the File to dumbfound the jammed lock , taking yourCamerafrom inside . Head back to outside your Cabin , then chatter the bottom of the screen to go the other mode down the Hallway where you ’ll find Joseph . After listening to the Magistrate ’s conversation , leave the train via the door to the right of the Bagages exit ( b4 ) .
The Train Station
Select the Train agenda ( d1 ) to see that the train should have arrived in St Geneviene at 4.30 . While in the close - up , click the bottom - left corner of the docket to get out it back and take theClock Hand . Go inside by clicking the post doorway ( d2 ) .
see at the rip in the seat ( e1 ) and take theBox Piece . Take a picture of the information base ( e2 ) and take theSpark Plugthat ’s on the left wing of the newspaper in the close - up . Next , click the characterization ( e3 ) and complete the lack objects secret plan to get theApple . Now go into the ticket booth ( e4 ) .
Take a pictorial matter of the brick on the stool ( f1 ) , then click the newspaper clipping on the paries ( f2 ) . Take asecond Applefrom it before taking a photo for grounds . Now select the Johnny Cash cash register ( f3 ) and use the token to trip a puzzle . You need to click the buttons in the correct fiat — so they ’re all push at once — to open up it . The correct successiveness is9874(see simulacrum ) . Once it is open , take thesecond Spark Plug .
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Go back to the independent post building , and out to the post back ( e5 ) . Collect theBucket of Rainwater(g1 ) and theLadder(g2 ) , then go back to the Station Front and put out the fire that begin when you get with the Bucket of Water . This allows you to start another missing object mini - game , after which you ’ll receive yourthird Apple .
Put the Ladder up against the clock ( d3 ) and use the Clock Hand to fix the clock face ( d4 ) . Set the clock to the correct time ( 4.30 ) and take theKnifefrom behind the clock face . Next , go back to the just the ticket booth and snap the wall pattern ( f4 ) to start another puzzle , this prison term rotate the section to create an image ( see below ) . Once over , add the three Apples and take in theCrankandMalletfrom inside the occult compartment .
Use the Mallet to break start the Barrels ( f4 ) and get thePiston . Now go to the station back and click the car ( g3 ) for a close - up . Use the Knife to reduce the ropes , put the Crank in the hole at the bottom of the radiator , add the Spark Plugs and Piston , and wrench the handgrip . To make the car run you then need to get through each piston as the red gauge hit the top of the small lightning flash gauge . Once done , the car will fire upand you’re able to move on toward the Chateau .
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Victorian Mysteries: The Yellow Room Walkthrough - Chapter 2
In straight-laced Mysteries , the Yellow Room Chapter One , our photographer hero and his newsman colleague Joseph Rouletabille survive some close scares on the train before finding some transport from the station to get to the Chateau . But on arrival , they get their itinerary impede by the law who have guard post at the logic gate and all around the construction . It ’s time to find a way in .
Chateau Trails
Complete the aim - finding puzzle ( a1 ) to get theGem , then go down the Left Path ( a2 ) and take theClippersfrom the box on the Tree ( b1 ) . Back at the front gate expend the clipper on the vine to the right of the chief game ( a3 ) and take thesecond Box Piece .
Now expend the right path ( a4 ) , click the Pour La Lac sign ( c1 ) , and take theLatch Pin . Continue along the path to the Lake Trail and clack the bushes on the path ( d1 ) to get to theShovel . bear on down the path to the lake . Select the gravy holder ( e1 ) and nail the missing object mini - game to get theLong Stickandthird Box Piece . While here , also take theCarrotfrom the puppet swing ( e2 ) , and snap the Sir Herbert Beerbohm Tree ( e3 ) for evidence .
Go back to where you found the digger and click the box on the dry land ( d2 ) , add together the three Box Pieces to start a reciprocating saw puzzle . Note you may penetrate each teaser piece to turn its slant and when you get a piece right it changes people of color , so you ca n’t break . Once done , take theMail Key . Go another pace back toward the logic gate where you see the Pour La Lac sign , and use the shovelful at the base of the tree ( c2 ) to make the box fall from the tree .
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Back at the gate , go back down the left itinerary ( a2 ) and photograph the Cage for grounds ( b2 ) . Click the evidence again and add the Latch Key to begin a mathematics puzzle . You take to add pins to each lame equalling the values they say . So , from the top - pass on box clockwise , you need2 and 5(7),7 and 6(13),19 and 14(33 ) , and8 and 13(21 ) . Once complete , give the rabbit the Carrot and collect theScarf .
The police officer will move away from blocking your itinerary here . Click the bush to the right of the path ( b3 ) and take theRake . At this point , you could go back to the railcar ( a4 ) for a close - up and place the Long Stick , Rake , and Rope on the seat . Once they ’re all on the gondola stern , add the rake to the pin , then add the circle to get theLong Rake . manoeuver back toward the lake and knock the box out of the tree diagram ( d3 ) with the Long Rake . Now click the box several times until it give up and you ’ve collected theBird Seed .
The Inn
Go back down the left path and stick to it further along to the Inn Courtyard . Take a picture of Madam Mathieu ( f1 ) for evidence , then lecture to her to get some more background signal taradiddle . Next , click the bird box ( f2 ) and summate the Bird Seed in the close - up to scare off the bees . you could now click the hive and take theHoney . Select the mailbox ( f3 ) and use the Mail Key to open it , taking theSafe Dialfrom in spite of appearance . Move to the Inn Lobby ( f4 ) .
shoot the Inn Keeper for evidence ( g1 ) , who want to know when a shipment is make it from Calais by train . direct back to the Train Station Front and investigate the timetable , which says the train arrives from Calais at 4.54 . After you ’ve looked at the timetable , you ’ll note the area to the left of the place door ( where the fire was in the first place ) is now radiate purple once more . Select it for another item - find puzzle , after which you may collect theFeather Dusterand theWell Bucket .
Go back to the Innkeeper ( g1 ) , talk to him about the trains , then give him the Honey for his teatime . This allows you to select the region behind him to take part in another item - find puzzle . Once ended , you ’ll get theStethoscope . In addition , you could now investigate the windowsill ( g2 ) and use the Feather Duster to authorise the detritus ( four clock time ) , finally revealing aLead Ball . Click the moving picture above the fireplace ( g3 ) next , which swings heart-to-heart . Click it again to reveal a safe , to which you may add the Safe Dial . Also , add the Stethoscope on the lefthand side of the safe to start the puzzle .
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To start the good , just sour the telephone dial until the low pointer on the right goes unripe , then wait until it clicks . Do this three time and you ’ll have break through it . Once the safe is open , snap the evidence of the Gamekeeper and take theMedallion . Go outside and use Medalion to spread the well ( f5 ) and complete the tilting mystifier . Click the arrow in the come decree to make out it : right , right , down , down , pass on , up five sentence , and then down . Now bind the Well Bucket to the chain and fish out theWelding Mask .
Head back to where you knocked the boxwood out of the tree ( d3 ) and you ’ll find two homo there . Listen to their conversation , then move back to the chateau entrance . The gate have been open up and you may now head up inside , and move on to Chapter Three .
Victorian Mysteries: The Yellow Room Walkthrough - Chapter 3
Your part is the lensman working with Joseph Rouletabille as he tries to get the scoop on a curious attack in a chateau . Chapter three discover our heroesabout to insert the chateau groundsafter subsist several attempts on their lives on the train , and then seek for clues and grounds at the local inn .
The Chateau Grounds
Pick up theCardon the ground in front of the chateau ( a1 ) , then go right ( a2 ) into the Garden and fill out the item - matching mystifier ( b1 ) to get aMoon Clock Piece .
Go back to the front of the chateau and into the Foyer . Click the left side of the stair ( c1 ) to go down the unexpended hall and take a photo of the caretakers for grounds . Take theLetter Piecefrom the bust ( d1 ) before snap the vase ( d2 ) and taking asecond Card .
When you pass to the chateau hall , you ’ll have a treatment with Jospeph . Afterward , go down the right hall ( c2 ) and take a photo of Daddy Jaques for evidence . After the cutscene , take theNecklacefrom the flora ( e1 ) . Back in the antechamber , depend at the two golden ornaments on the balusters rail and add the Necklace to the one on the left ( c3 ) , and the Gem to the eye on the one on the right hand ( c4 ) , takingtwo more Lead Balls .
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Head back down the proper hall , take thethird Cardhidden in the clear fitting ( e2 ) , and then go into Rouletabille ’s room ( e3 ) . Complete the hidden objects miniskirt - crippled ( f1 ) to get afourth Card . Select the desk ( f2 ) and shoot the grounds at the top - left of the card table close - up , then add the four Cards to the table to start a playing missing objects mystifier .
Each card is missing one affair . From top left to bottom right wing :
Once complete , the box in the top leftfield of the close - up will open and you ’ll be reward with theClock Key .
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Back in the vestibule , choose the clock at the top of the stairs ( c5 ) and bring the Moon Piece to start a puzzle . You need to site the pieces so the moon slowly clouds and then unclouds ( see image above ) . Once done , a keyhole will appear . apply the Clock Key to unfold the compartment , then take theBack Door Keyfrom inside .
The Laboratory
Select the back door ( c6 ) , put the Back Door Key in the hollow , tick it again to turn it , then use the grip to launch the room access . You now have access to the Lab Pathway , so head through the door . Select the statue ( g1 ) and take theChecker , then choose the bench ( g2 ) and take yoursecond Letter Piece . Move forward to the laboratory .
Outside , select the table ( h1 ) and tote up the Checker to start a puzzle . The following moves will complete it ( see key below ): D3 to D1 , C3 to A3 , D1 to B3 , B3 to B5 , D4 to B4 , B5 to B3 , A3 to C3 , and C3 to A1 . Once finished , take theHammerfrom the secret compartment . Now you may pick out the wooden box ( h2 ) . Use the Hammer on the lock to start an physical object - finding mini - game to collect athird Letter Piece .
direct inside the Laboratory and select the welding machine ( i1 ) , bring the Welding Mask , and then add a Lead Ball to start a link up - the - loony toons puzzle . You simply need to hold the button and keep abreast the dot pattern to create the configuration , after which you ’ll experience aPig . Do this twice more and you ’ll also get theRoosterand theHorse .
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you may now hark back to the Chateau Trails by go away the front logic gate and going down the right path to the box you could n’t open previously ( above ) . utilize the three animal keepsake to launch the box , then take thefourth Letter PieceandFurfrom inside .
Returning to the laboratory , use the Fur on the gimmick on the board to the right ( i2 ) by placing it in the beaker . It will turn violent and the paper on the desk will fold back , allowing you to take theLock Pick . Now , move to the back of the laboratory into the Yellow Room ( i3 ) .
After the thin out panorama with Rouletabille , complete the missing objects mini - game ( k1 ) to get afifth Letter Piece . Next , get a finis - up of the gun on the floor ( k2 ) and plunk up asixth Letter Piece . Take a photo of the gas pedal for evidence .
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Select the base of the dresser ( k3 ) to find a loose floorboard . Hit it with your power hammer to pop it up and get theseventh Letter Piece . Back in the laboratory , select the clock ( i4 ) to begin another puzzler like the moonlight one earlier , but trickier . The result is pictured above .
Once over , take theeighth and final Letter Piecefrom inside . Now you may come home the dresser top ( k4 ) in the Yellow Room and apply it to piece together the missive . Once complete , take a picture for grounds and then see the cutscene to fill in Chapter Three .
Victorian Mysteries: The Yellow Room Walkthrough - Chapter 4
Chapter Four lead off outside the chateau after Fred Larsan has accused Monsieur Stangerson of aid his daughter ’s attacker to scat the yellow elbow room , but no one is convert .
This chapter is quite different from the old ace because it strike you around a lot of locations , but is light on puzzles . I found it much more about the storyline , which is gratifying , but it can be pesky as youdon’t always get clear statement about where to goand the whole map is available . However , this walkthrough will get you through it cursorily gradation - by - step .
Further Investigations at the Chateau
Head back towards the chateau expiration that heads towards the testing ground and study the banknote on the floor by the bench ( a1 ) , picking up theSliderand taking a picture of the note as evidence . Then go back into the chateau , take the right - side hallway in the foyer , and enter Matilde ’s room .
Take a pic of Matilde ( in the bed , b1 ) for evidence and also one of the fireplace ( b2 ) , where you also require to seize theTongs . Now move next door to Rouletabille ’s way and listen to his conversation with Monsieur Darzac . afterwards , you ’ll be able to nail a overlook - objects mini - game in the room and claim asecond Slider Piece .
Go out the front of the chateau and go right , to the garden . utilize the Tongs on the Sir Herbert Beerbohm Tree ( c1 ) to get theMarble . Go back into the chateau foyer . This sentence , take the left over hall and habituate the Lockpick to start the door , gaining accession to Larsan ’s room .
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Once in spite of appearance , select the bust on the rampart ( d1 ) and add up the Marble to gain athird Slider Piece . Go to the right-hand hall and examine the pendent ( e1 ) there , taking aLightbulb .
Go right back to the testing ground to detect it has been sabotaged . Insert the lightbulb into the lamp on the table ( f1 ) to lighten up the room , then take a pic for evidence . Select the cabinet ( f2 ) for a close - up and take theTarot Card . point out the back into the Yellow Room , where a raw object - happen game has materialized on the painting frame above the layer . make out it to get afourth Slider piece .
Go back to Larsan ’s elbow room in the chateau , click the seam ( d2 ) , and then add the Tarot Card to those already there to start a menu - matching puzzle . This is randomized each fourth dimension , so I ca n’t give the result , but you ca n’t die and it is well-situated if you make note as you reckon at the menu . Once complete , take theSlider Key .
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Another Attack
Next , select the thorax at the final stage of the bed ( d3 ) . Add the four Slider pieces in the closing - up to begin a sliding puzzle . All you take to do is move the art object until the four squares that start in the corners are in the middle . Once complete , you ’ll reveal a keyhole . get to the compartment with the Slider Key , accept a photo of the sticker andcombination ( 152)as grounds .
Head back to the chateau foyer for a cutscene , then go across to outside the laboratory and use the combination ( 152 ) on the padlock on the ladder ( g1 ) . you may now call for theLadderinto your inventory . Go back outside the front of the chateau and use the ladder on Mathilde Stangerson ’s elbow room window ( h1 ) for a cutscene .
Move to the garden ( h2 ) and take a picture for evidence , then select Mr. Green ’s mitt ( i1 ) and take theNote Piece . Go back up to Rouletabille ’s way in the ripe hall of the chateau and take another picture for evidence . While here , click the layer to get asecond Note Pieceand take another evidence photo . Next you ’ll be send to Larsan ’s room ( left hall ) .
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Once inside , snap Larsan in the bed ( d2 ) and get thethird Note Piece , then go out to the garden for another cutscene with Rouletabille . He asks you to assemble him at the station , so move there next ( Station Front ) for yet another snub scenery , which conclude Chapter Four .
Victorian Mysteries: The Yellow Room Walkthrough - Chapter 5
Chapter Five begins just after you say adios to Rouletabille at the station as he heads off to ascertain more grounds elsewhere . Before he does , he ’ll task you with taking photographs as any grounds you could find while he is away . This last chapter is light on puzzler ; you ’re primarily search for the objects need to move through to new locations , all of which are explicate below .
Green Man
From the place , come back to the logic gate at the chateau ’s entrance and discharge the aim - finding puzzle just to the left wing of the gates to get theGarden Key , then move to the right of the chateau and practice the Garden Key on the garden gate ( a1 ) to advance to Mr. Green ’s House .
Select the postbox ( b1 ) , open it , and collect afourth Note Piece(see myChapter Four Walkthroughif you do n’t already have three pieces ) , then get thefifth Note Piecefrom the bench outside the sign ( b2 ) . Now get through behind the house ( b3 , by the cart ) to move to the Back Porch .
Click the fence ( c1 ) to pick up theCrest , then to the left of the doorway ( c2 ) to get yoursixth Note Piece . Afterward , employ the Scarf on Madame Mathieu ( c3 ) and take in the shortened scene that follow , after which she ’ll give you theseventh Note Piece .
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Next , go back into the chateau , enrol Larsan ’s room ( left hall ) , and habituate the Crest to open up the chest of draw play ( d1 ) and get theeighth and concluding Note Piece . Now that you have all the pieces , dawn the table on the Back Porch ( c4 ) , and complete the fretsaw puzzle ( below ) to put the tone together . Finally , take a scene of it for evidence .
Angenoux
When you move back to the garden , you ’ll discover the statue to the left field of the logic gate ( a2 ) has become a leave out objects puzzle . Afterward , you ’ll be rewarded with anOar . Move to the Chateau Front for a cutscene , then go to Front Gate and along the Right Path to the Lake . expend the Oar on the sauceboat , then cross the lake ( click the lake in the background ) .
Once you ’re at the Boat Dock , go straight forrader to the Cave Path and pick up theFishing Net(e1 ) , then use the Knife to trim down the two ropes ( e2 ) blocking the way of life forward across the bridgework . You ca n’t foil yet though , so head back to the Boat Dock .
utilise the Fishing Net on the water by the gravy boat ( f1 ) to get theGypsy Key , then move on to the Gypsy Shack ( f2 ) . Take a picture of Mother Angenoux ( g1 ) for grounds , then once she leave , expend the Gypsy Key on the caravan threshold ( g2 ) to start a missing physical object miniskirt - game . Once complete , you ’ll receive aPlankand aCrowbar .
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lead back to the Boat Dock and utilize the Crowbar on the loose board ( f3 ) to get thesecond Wood Plank , then go back to the Cave Path and use the two board to fix the bridge deck ( e3 ) . you’re able to now manoeuvre across the bridge circuit to the Beastie Cave .
The Beastie Cave
Select the body ( h1 ) and take a photo for evidence . After score a fleet release , head back across the lake to the Chateau Front for a abbreviated cut scene , then head to your room in the chateau ( Right Rall from the Chateau Foyer).Examine the bed to get the telegramfrom Rouletabille and photograph it for grounds .
Once the next cut view is stark , header to the Station Front to address to Rouletabille . After the conversation , Rouletabille need you to adjoin him once more outside the laboratory , where he will give his grounds . Once thereRouletabille will unwrap what take place in the Yellow Room , concluding the mystery . Congratulations !
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