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Tipping Point: Chapter 4


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Rating: 4.6/5 (95 votes)
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KarmenTipping Point 4When we last left the Tipping Point series, it wasn't clear if we were wandering through a surreal dream or being teleported around by satellites and villains with 1980's technology and bad intentions. A young sore-ridden man, Tommy, had just sent us on a mission to stop his evil father from—that's right—taking over the world. Tipping Point: Chapter 4 takes over just where we left off, entering another unknown tropical destination with our strange, homemade device in hand.

Just as before, you'll have very few clues to help you navigate this lush and surreal landscape. As you explore each scene, the cursor highlights over various hotspots, revealing objects that need to be collected and combined. Various areas of the chapter are unlocked as you proceed, so don't be discouraged if the area seems small and sparse at the beginning.

This latest chapter of Tipping Point has all of the same appeal as previous chapters, combining photorealistic 3-D graphics with various point-and-click puzzles. Some minor pixel-hunting is required, but most puzzles simply require a bit of common sense and patience. In this chapter, designer Dan Russel-Pinson's talents really begin to shine. Whether fishing in a slow brook, or exploring a game-within-a-game, the attention to detail in each scene is fantastic.

Analysis: It's tough to find fault in these gorgeous chapters. Sure, the plot is a little dry, and the dialogue seems a little forced, but the detailed scenery and gentle ambiance more than make up for this. In some ways, the Tipping Point series seems more like a strange vacation, rather than an adventure. This chapter gave no hint as to when the series will end; let's hope it is after many more delightful chapters.

Check out the entire Tipping Point series, including Chapter 5 on iOS!

While no changes were actually made to previous chapters, the author has made them more accessible. Unlike before, pass codes are no longer required to skip chapters. So, it is a simple click away if you want to play from the beginning, to refresh your memory or just want to watch channel 6 on the television in the first level. (Dance, monkeys, dance!)

It may not make much more sense than before, but it is certainly as wonderful as ever.

Play Tipping Point 4

Cheers to Clandestino, Kuzichan, Marly, Adam, and Timothy for sending this one in! =)

Walkthrough Guide


(Please allow page to fully load for spoiler tags to be functional.)

Tipping Point WALKTHROUGH

Playing With the Fuse Box

- Go inside the broken-down shack
- Notice the odd machine and the flies buzzing around the light.
- What's that on top of the machine? Pick it up.
- See the switch on the right-hand wall? Shame the light won't turn on, eh? If only you had some way to play with the fuse box. Leave the house.

- See that box to the left of the shack? What's that on it? Pick it up.
- Go around the back of the shack
- Oh boy, a fuse box! Click it.
- Well, what are you waiting for? Open the box!
- Would you look at that. There are two fuses missing. I wonder what you could do to fix it…

- See the letters over the holes? Well, the first one's a G. G stands for GREEN!
- Put the green one in the farthest hole and the red one in the other hole.
- Throw the switch! Ooh, lightning.
- Let's see if that helped at all. Go to the front of the shack.
- Go inside the shack
- Oh boy, the lights work now!
- Let's see that switchboard.
-Goodness, this could use a repair. Looks like you'll need some kind of code to get this thing working.
- Leave the shack.

Fishing for Codes

- Head for the bridge
- How quaint, a fishing pole! Let's click the reel, just for the heck of it. (P.S., the reel is that round spool attached to the handle)

- Oh, look, some kind of metal container! I wonder if we could snatch it up with the hook…
- How convenient. You can click and drag the handle of the fishing pole.
- This is all trial and error, but you should hook the metal container eventually.
- NOTE: the hook likes to swing wildly back and forth when you move the pole. Wait for it to stop swinging before you cast, or you won't hook the container.

- Well, it's better than hooking an old boot. Click the container to add it to your inventory.
- Get it out of your inventory. Click the lid.
- Hey! It's a shrimp trap! But what's that paper? Click it.

- Well what do you know? It appears to be a code of some kind. I wonder where we could put that to use?
- While you're at it, click one of those tasty-looking shrimp in the kettle to add it to your inventory.
- Put the metal container down to place it in your inventory
- Head back to the shack

Talking to Tommy

- Go inside the shack
- Click the switchboard on the machine
- Let's put that code to good use.
- Quite the string of numbers there, but through process of elimination you can eventually figure out which switches to flip. But if not…

6, 56, 7, 2, 36, 15, 4

- Aw, you amaze Tommy! How sweet.
- Looks like you've got a mission on your hands! Leave the shack.

A Bit of Gardening

- Now to find Tommy's infamous father's house.
- Notice you can cross the bridge now. Go across.
- Looks like some greenhouses. Go on over.
- Go inside the greenhouse to the left of the flamingo. Notice the sleeping flamingo. He will become important later.
- Leave the greenhouse. It's about time we found a tool or something, right? Let's go.

- See where the two greenhouses join together, and there's a little white box? Mouse over that until the pointer turns into an ‘up' arrow. Go over there.
- You now have a charming view of the gutter. Hey, is that little white box a door? Let's open it!
- Hey, a note! Pick it up.
- Looks like Morse code. Save it for later.
- Let's take a look at those spigots. Notice anything interesting about them? Notice anything interesting about the door?

- Why don't we turn the spigots so they match the markings on the door, just to see what will happen?
- Golly gee willickers! The water drained out! And look what's waiting for you as a reward. A crowbar. Save it in your inventory.

- Go left of the greenhouses, just to check it out.
- My, that's an interesting statue. Click her face.
- Note the white stains. I wonder if they will become important later? (HINT: they do!)
- Back away, look at the base of the statue.
- Those three circular things are very interesting. Click the middle one.

- Well bless my soul, it came loose! Looks like some kind of decoder.
- Save that for now, go back to the greenhouses.
- Oh, look, you can go to the right of the greenhouses, too! Why don't you see what's over there?

Morse Code

- How much do you want to bet that's Tommy's father's house? (HINT: it is!)
- Wow, what's that thing leaning against the pot on the right? Click it.
- How quaint, a signal lamp. Keep that for later. Now let's take a look at the house. Zoom in on the front door.

- Well, the plants could use some trimming, but that lamp on the left side of the door looks awfully nice. How about clicking it, just for giggles?
- Wow, a key hider! But you need a code. Save it for now.
- Hey, what's that noise? Sounds like an airplane. (HINT: it is!) Go over to the front of the greenhouses and check it out.

- Wow, that's a very yellow airplane. Hey, is it flashing that light at you?
- Take out the signal lamp. Notice you can turn it on by pressing the handle on the right side.
- Press it quickly, and a dot appears. Hold it down, and a dash appears.
- Sound familiar? Hey, Morse code!

- Take out that paper with the Morse code on it.
- Looks like you have to transfer what the plane is signaling to you into a response. For instance, if the plane blinks ‘dot dash' (A) at you, you would reply ‘dash dot dash dot' (C) back at it.

- Oh, look, it dropped something for you. Why don't you turn around and see what it is?

A Parachuted Present

- A crate! Just what I've always wanted!
- Hey, see the numbers on the side? Where else have you seen something that requires a three-number code?

- Right, the key hider!
- Type in the numbers in the correct order and then press the black lever down
A hint for if you don't get it:

Enter the numbers from top to bottom

A hint for if you still don't get it:

Look at where the crate says ‘this end up'.

A hint for if you STILL don't get it:

The crate is upside down.

A hint for if you're downright lazy

7, 4, 2

- Oh boy! A key! Take it.
- Now, let's see about opening that crate.
- Click the side and notice that the top board is loose
- What do you have that can pry loose boards?

Styrofoam Excavation

- Once you've popped the boards off the side (HINT: with the crowbar), Styrofoam falls out!
- What is that mysterious object in the Styrofoam? Pick it up and save it for later.
- But you're not done yet!

- Note that when you click the Styrofoam bits, they fly off into the air! How fun! Click a bunch of them.
- It's almost as fun as popping bubble wrap. But hey, a prize! ‘Vacuum Tube 8', eh? Save that for later.

- Let's dig through more Styrofoam, just because it's so fun.
- Wow, ‘Vacuum Tube 7'! Now we're getting somewhere!
- You can play with the flying Styrofoam all you want, but there's nothing else buried in there, except a great idea for cheap entertainment at your next birthday party.

- All right, let's see if we can make use of that key. Head on back to the house.
- What do you know, the key fits into the lock on the door! Let's go in.

Another Talk with Tommy

- Hm, the place could use some redecorating. No matter. Head into the first room on the right.
- Golly, that's a lot of computers! Too bad none of them are on.
- If only you had some sort of switchboard with colorful buttons to turn them on with (HINT: look on the right side of the computer)

- Woo, a switchboard! Now, let's try to find out how to turn this crazy thing on.
- Note that you can only turn the buttons on in a specific order.
HINT

A color-coded order

HINT

The red ones go first

A HINT FOR THE LAZY

Red first (any red one), green next (any green one), blue third (any blue one), clear last (any clear one)

- Wow, according to Tommy, you're in the teleport room!
- Sounds like you need to find a matter encoder. And Tommy's dad leaves clues. Sounds simple enough, right? But what on Earth is a matter encoder?

Fixing the Matter Encoder 1

- Wait a minute, matter encoder… that sounds kind of familiar.
- You know that thing you took out of the crate? Take a look at it.
HINT: Pay special attention to the middle bit.
HINT: Pay special attention to the yellow writing bit.
HINT: It's a matter encoder.

- Looks like it has some plugs that need filling though.
- Hey, let's try to plug vacuum tubes 7 and 8 into it, just to see what happens.
- What do you know? They fit! And they make numbers appear. Set that down for now.

Game Within a Game

- Hey, does that computer screen say ‘Tipping Point'?
- Click it!
- Click ‘play game'

- How interesting, a game within a game.
- Go up the stairs
- Note that the red gate is locked. How unfortunate. Go left.
- Approach the turret with the dome on top. Note that the door is locked.
- Hey, what are those red things by the bottom of the door?

- Click the red things.
- Ha. That says crack. Haha.
- No, seriously. They look like candy wrappers. Make a mental note and retreat.

- See the lamp post? That's an interesting base it's on. Why don't you click it for a closer look?
- Say, that's an interesting symbol. Make a mental note and retreat.

- Look, the turret to the left of the light pole has a cute little window! Take a peek through it.
- Hey, a euro! Take it.
- Head back downstairs.

- There's an interesting yellow machine to your left. Go over there and check it out.
- Mmm, candy. Ha. That one says crack. Haha.
- Wait, that sounds familiar! Maybe it's tasty. Why don't you buy it with your hard-earned cash?
- After obtaining the crack (haha), head back upstairs to the door in the round-topped turret.

- Click the candy wrappers by the bottom of the door
- Place the crack bar in between them.
- Gasp! Something took it! And look, they gave you a present in return. How sweet.
- Take the key and retreat.

- Let's see, what do we know that's locked?
- I know! The red gates! Go over there.
- Hey, the key works! Go in there.

- How quaint, a hammer. Pick it up.
- Notice the symbol on the head. Where have you seen that before?
- Right, the base of the lamp post! Go back there.

- Use the hammer on the symbol on the light post base.
- Hey, another key! Let's see, what else do we know that's locked?
- Right, the domed turret! Go over there.

- Hey, the key works!
- It appears to be a greenhouse. Go in.
- Click the crack wrapper next to the sleeping flamingo.
- Access granted? Hey, you figured out how to work the computer!

Cleanup

- Hey, I seem to remember there being another room in Tommy's dad's house. Let's go check it out!
- Retreat to the hall, and enter the room directly behind it on the right

- Interesting study. Interestingly colored books. That pull out from the wall. Make a mental note of that.
- Interesting that you can move the chair around. Make a mental note of that as well.
- Hey, cool stuff on the desk. Nice music box. Take it.
- Nice handkerchief. You might use it to clean something. Like… white stains on a statue's face, for instance. Take it.

- Hey, just for fun, take out the circular decoder you found on the statue earlier.
- Look it shows certain books! How cool!
- Note that you can rotate the decoder left and right, and when you do, the symbol that is slightly off-center changes. Make a note of that and put the decoder back.
- Let's clean that statue, what do you say? Leave the house and go to the statue.

- Zoom in on the statue's face
- Check it out, you can clean off the white stains by using the handkerchief! Nothing like a little statue cleanup to brighten your day.
- WOWZERS! There's a moon symbol on her shoulder, and the statue is… crying? That's funky. Retreat.

Vacuuming the Library

- Well, that certainly was unexpected. Hey, where have you seen symbols like that before?
- The decoder has some!
- And where do you use the decoder?
- In the library!

- Go back to the house and into the library.
- Take out the decoder, and rotate it until the off-center circle shows a moon symbol like the statue's tattoo.
HINT: you may have to move the chair in order to reveal all of the books involved
- How about putting away the decoder and clicking the books that it revealed (they should be glowing), just to see what will happen?

- Hey! Some of those vacuum tubes fell out! Pick ‘em up.
- Vacuum tubes 1-4. Now, where ever should we plug them in?
- Hey, how about the matter encoder?
- Bummer. You're still missing two. I wonder where vacuums 5 and 6 are?

The Confused Flamingo

- Hey, remember that shrimp that you took out of the metal container a long time ago? I named him Jeffy.
- And remember that music box you took off the desk? I didn't name it.
- And remember that flamingo that was asleep in the greenhouse? I named him Herbert.
- Let's go feed Jeffy to Herbert.

- Hey, that's weird. The crack wrapper from the game is on the ground.
- You can click it if you want, but you don't get to keep it.
- Hey, Herbert's asleep! How are we supposed to sacrifice Jeffy now?
- Hmm, what's loud and obnoxious and might wake a sleeping flamingo and was mentioned earlier and doesn't get a name? (HINT: the music box)

- Take out the music box and wind it up
- Quickly take Jeffy out once Herbert is awake and wave Jeffy in front of Herbert's face. NOTE: if you get Jeffy too close, Herbert will eat him. If that happens, take another shrimp out of the metal container.
- Get Herbert to stand up. Hey, those aren't eggs! They're vacuum tubes! Quick, feed Jeffy to Herbert and take them while he's still standing.

Fixing the Matter Encoder 2

- Yup, those are vacuum tubes 5 and 6 all right
-Place vacuum tubes 5 and 6 into the remaining sockets. Rearrange them until it tells you that you are correct! It's a different combo every time, so you're on your own for this one.
- Yay, it says DEVICE READY!
- Now, head back to the teleport room to install it.

A Scary Encounter

- So, you're in the teleport room. Now, let's install that matter encoder.
- See where the place is with the exposed wires? Put the matter encoder there.
- Click on Tommy to see what he says.

- HOLY CRAP!

Finishing Up

- Oh, hey. You're back in the shack again.
- Let's go finish up that conversation with Tommy, eh?
- You can stop to play with the Styrofoam on the way if you want.

- Oh, you're following him? You're sure that's a good idea? Okay then…
- Alrighty, off you go to follow the crazy dude.
- Congrats, you've finished Chapter 4!

78 Comments

Ooohh, I love this series!! It's so different from all the other point and clicks.

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Does anybody have a link to the first 3 that actually work? I went to the homepage and I cannot get any of the first 3 to work. I click play after they have loaded and all I see is a black screen

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Anyone else stuck?

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It does too make sense

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Care to elaborate, Mystify?

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so i was having problems starting the game too, however, i tried right clicking the screen, and i found a play button, click that, and the game should start, it worked with me... i probably would have given up if i wasn't soo addicted to point and click games

thanks jig

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Pieter8888 November 10, 2008 4:54 AM

everything worked just fine for me, i'm using google chrome by the way.

as for the game, till now I LOVE it just like all the other tipping point games. I'm a bit stuck though.

I'm at the place past the bridge, I have: Device, metal container, shrimp, matter encoder, handkerchief, music box, unknown device (used once), and I have vacuum tube numbers 1,2,3,4,7,8.

Yup, I'ts a lot of stuff, but there's nothing I can use it for :(

so can someone help me? I'll be glad to help others out to :) just ask.

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Pieter8888 November 10, 2008 5:33 AM

Alright I finished it!
1 hour, 2 minutes and 24 seconds.

The game is awesome.
All puzzles come down to pure logic thinking.
It has great music.
It has cool graphics.
It has a addictive story.
It's exactly the right length.
It has almost everything, but the game gets boring really fast when you don't know what to do.

anyways 4/5 from me.
Good job :)

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if you know the game gets boring whn you dont know what to do then why you don't give us the walkthrough? You could be the first one.

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I couldn't load the first 3 chapters in Firefox (had to use IE) but Chapter 4 seems ok so far.

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If you only see a black screen when loading the game try updating your flash player to adobe 10.It worked for me.

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I am having trouble in the

house. Anyone else know what order to press the buttons? I saw the order on a different walk through, but there are multiples of each color.

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Update:

I turned on all the buttons and lights, but dont know how to talk to tommy. Any clue?

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I'm stuck with the matter encoder and the bulbs in the right position. I've tried everything and i'm still not getting the right order. i wish they were numbered. i got 6 right but not in the right slots and couldn't find the bad two. ugh HELP!

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The odd thing is, I've managed to bypass a couple of the obstacles by brute force, sometimes without seeing anything else related to it. To whit:
(light/paper)

After fiddling around a bit in morse code, I decided to signal the plane with an SOS. I had just put in the first two dots for the S, when the plane dropped the box. Just what did I accidentally do?

(buttons)

The control panel in the house didn't have a relative hint as far as I could see, so I ended up pushing them over and over again until I found an order to it. Now I'm facing something similar with the bookcase.

With the game-in-the-game, I just picked options randomly without clicking one place I just didn't see. I hope I didn't miss something earlier on.

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Whoops, I just figured something out.

The bookcase? Peruse the statue outside. Look it up and down.

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One more thing:
Finished with half a minute under an hour (thanks to lots of trying things that wouldn't work), and though I didn't find the dialogue forced, I did find some of the ending forced.

"Hey, who's that guy in my house talking to that no-good son of mine?" *WHACK* "Oh, I'd better get going; eh, I'll just dump him back in the shack down there without locking it. No doubt he's already good at escaping randomly locked rooms..."
Seriously, you just have to walk back to find the 80's style supercomputer still on? I was hoping for one last thing to do.

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The matter decoder is driving me bonkers.

I have vacuum tubes 1-6 (four from pulling the books out on the book shelf, two from the flamingo in the greenhouse), but according to Pieter8888, I should have two more - 7 and 8. I can't find them anywhere!

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queen-of-diamonds November 10, 2008 1:54 PM

I'm having trouble with the little computer game to access the main computer

I have the candy but there's no way to slide it under the red gate as the walkthrough says... I can only zoom in on the lock but whenever I try to click under the gate I get the arrow and immediately move one screen away...

Help please? Am I missing a spot or something?

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Matmali

Have you tried flinging all the bits of styrofoam in the box about?

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queen-of-diamonds November 10, 2008 1:58 PM

MatMali:

For the 2 remaining vacuum tubes

Go back to the crate the plane dropped and click on the styrofoam balls (or whatever they are) to move them away until you find the two tubes there

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queen-of-diamonds November 10, 2008 2:02 PM

Ah ha! The power of posting... I was looking at the red gate, but there's also a red door...

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I feel really bad about this...
but I really want to shoot that Flamingo. Those are not eggs.

I cannot get the rhythm just right so that I tempt the Flamingo with the shrimp but not have it eat it. And even when I get the Flamingo to get up off of the nest, I can't put the shrimp down to pick up the vacuum tubes.

Does anyone else feel this way?

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Hi alex, the right click/play thing worked a treat, thanks!

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The only thing that would make this game better is if I didn't think the story was going to end up with it all being just a dream. So cliche.

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I give up! I can't shoot the bird! And I better not kick my computer. I just exited out of the game window and I won't be coming back to this one. Too frustrating to play during a lunch break.

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Excellent!!!

Tipping Point still kicks butt in a huge way!

Polished, well planned and it just screams that no time was spared neither in planning nor in executing.

There's not a single moment here I could criticize.

Looking forward to chapter 5!

Thax for posting it.

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4red3s --

you want to simply wave the shrimp in front and above the flamingo. If you get too close to it's mouth, it will eat the shrimp. once you have it standing up, you see the 2 vacuum tubes under neath it. Click on the vacuum tubes asap. It may take a couple of tries but it shouldn't be that hard. Good luck!

I like the tipping point series very much! The mood of the game is eerily like being trapped in a LOST type series show. Very interesting concept of play, great sound effects and music and I LOVE their puzzles. My only gripe?

I hated the switching of the vacuum tubes and finding the correct order of pushing all the buttons in the transporter room. It was a bit random for me. I guess in "real life" if I were in fact stuck in that situation, I would probably have to spend hours pressing the buttons till I got the right combination and I would have to just switch vacuum tubes manually till it worked but in a "game" setting, there's usually a hint and logic to a specific puzzle. But a lot of your other puzzles had that element as well so it's not a huge gripe! I would have personally liked to have seen more done with the "unknown dial" thingy that was used only in the office/library room. That was cool!

I love these random birds flying around and the buzzing noises of the flies around light sources though it almost felt like I was going to see some rotted corpse or something and not just some friendly gnats buzzing around a light bulb.

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OH! And for those having trouble with the the buttons in the teleport room:

the order you press them in is red-green-blue-white. Doesn't matter where you start, just press them in that order. This info is found on the Tipping Point site walk through. It gives you pretty much all the steps needed to finish the game

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stupidcheeseboy November 10, 2008 8:10 PM

Its 1:30 am ..I have to go to sleep!
What is there left for me to do?

I have placed all the vaccuum tubes in the matter encoder. I have cleaned the statue and found a moon symbol on her shoulder. How do I install the matter decoder?

Dear God , let someone be out there to help me!!

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stupidcheeseboy November 10, 2008 8:32 PM

The power of posting has once again prevailed.
Hallelujah! I can sleep!!

One question

What was the purpose of the moon symbol on the statue?

Reply

Tipping Point WALKTHROUGH

Playing With the Fuse Box

- Go inside the broken-down shack
- Notice the odd machine and the flies buzzing around the light.
- What's that on top of the machine? Pick it up.
- See the switch on the right-hand wall? Shame the light won't turn on, eh? If only you had some way to play with the fuse box. Leave the house.

- See that box to the left of the shack? What's that on it? Pick it up.
- Go around the back of the shack
- Oh boy, a fuse box! Click it.
- Well, what are you waiting for? Open the box!
- Would you look at that. There are two fuses missing. I wonder what you could do to fix it…

- See the letters over the holes? Well, the first one's a G. G stands for GREEN!
- Put the green one in the farthest hole and the red one in the other hole.
- Throw the switch! Ooh, lightning.
- Let's see if that helped at all. Go to the front of the shack.
- Go inside the shack
- Oh boy, the lights work now!
- Let's see that switchboard.
-Goodness, this could use a repair. Looks like you'll need some kind of code to get this thing working.
- Leave the shack.

Fishing for Codes

- Head for the bridge
- How quaint, a fishing pole! Let's click the reel, just for the heck of it. (P.S., the reel is that round spool attached to the handle)

- Oh, look, some kind of metal container! I wonder if we could snatch it up with the hook…
- How convenient. You can click and drag the handle of the fishing pole.
- This is all trial and error, but you should hook the metal container eventually.
- NOTE: the hook likes to swing wildly back and forth when you move the pole. Wait for it to stop swinging before you cast, or you won't hook the container.

- Well, it's better than hooking an old boot. Click the container to add it to your inventory.
- Get it out of your inventory. Click the lid.
- Hey! It's a shrimp trap! But what's that paper? Click it.

- Well what do you know? It appears to be a code of some kind. I wonder where we could put that to use?
- While you're at it, click one of those tasty-looking shrimp in the kettle to add it to your inventory.
- Put the metal container down to place it in your inventory
- Head back to the shack

Talking to Tommy

- Go inside the shack
- Click the switchboard on the machine
- Let's put that code to good use.
- Quite the string of numbers there, but through process of elimination you can eventually figure out which switches to flip. But if not…

6, 56, 7, 2, 36, 15, 4

- Aw, you amaze Tommy! How sweet.
- Looks like you've got a mission on your hands! Leave the shack.

A Bit of Gardening

- Now to find Tommy's infamous father's house.
- Notice you can cross the bridge now. Go across.
- Looks like some greenhouses. Go on over.
- Go inside the greenhouse to the left of the flamingo. Notice the sleeping flamingo. He will become important later.
- Leave the greenhouse. It's about time we found a tool or something, right? Let's go.

- See where the two greenhouses join together, and there's a little white box? Mouse over that until the pointer turns into an ‘up' arrow. Go over there.
- You now have a charming view of the gutter. Hey, is that little white box a door? Let's open it!
- Hey, a note! Pick it up.
- Looks like Morse code. Save it for later.
- Let's take a look at those spigots. Notice anything interesting about them? Notice anything interesting about the door?

- Why don't we turn the spigots so they match the markings on the door, just to see what will happen?
- Golly gee willickers! The water drained out! And look what's waiting for you as a reward. A crowbar. Save it in your inventory.

- Go left of the greenhouses, just to check it out.
- My, that's an interesting statue. Click her face.
- Note the white stains. I wonder if they will become important later? (HINT: they do!)
- Back away, look at the base of the statue.
- Those three circular things are very interesting. Click the middle one.

- Well bless my soul, it came loose! Looks like some kind of decoder.
- Save that for now, go back to the greenhouses.
- Oh, look, you can go to the right of the greenhouses, too! Why don't you see what's over there?

Morse Code

- How much do you want to bet that's Tommy's father's house? (HINT: it is!)
- Wow, what's that thing leaning against the pot on the right? Click it.
- How quaint, a signal lamp. Keep that for later. Now let's take a look at the house. Zoom in on the front door.

- Well, the plants could use some trimming, but that lamp on the left side of the door looks awfully nice. How about clicking it, just for giggles?
- Wow, a key hider! But you need a code. Save it for now.
- Hey, what's that noise? Sounds like an airplane. (HINT: it is!) Go over to the front of the greenhouses and check it out.

- Wow, that's a very yellow airplane. Hey, is it flashing that light at you?
- Take out the signal lamp. Notice you can turn it on by pressing the handle on the right side.
- Press it quickly, and a dot appears. Hold it down, and a dash appears.
- Sound familiar? Hey, Morse code!

- Take out that paper with the Morse code on it.
- Looks like you have to transfer what the plane is signaling to you into a response. For instance, if the plane blinks ‘dot dash' (A) at you, you would reply ‘dash dot dash dot' (C) back at it.

- Oh, look, it dropped something for you. Why don't you turn around and see what it is?

A Parachuted Present

- A crate! Just what I've always wanted!
- Hey, see the numbers on the side? Where else have you seen something that requires a three-number code?

- Right, the key hider!
- Type in the numbers in the correct order and then press the black lever down
A hint for if you don't get it:

Enter the numbers from top to bottom

A hint for if you still don't get it:

Look at where the crate says ‘this end up'.

A hint for if you STILL don't get it:

The crate is upside down.

A hint for if you're downright lazy

7, 4, 2

- Oh boy! A key! Take it.
- Now, let's see about opening that crate.
- Click the side and notice that the top board is loose
- What do you have that can pry loose boards?

Styrofoam Excavation

- Once you've popped the boards off the side (HINT: with the crowbar), Styrofoam falls out!
- What is that mysterious object in the Styrofoam? Pick it up and save it for later.
- But you're not done yet!

- Note that when you click the Styrofoam bits, they fly off into the air! How fun! Click a bunch of them.
- It's almost as fun as popping bubble wrap. But hey, a prize! ‘Vacuum Tube 8', eh? Save that for later.

- Let's dig through more Styrofoam, just because it's so fun.
- Wow, ‘Vacuum Tube 7'! Now we're getting somewhere!
- You can play with the flying Styrofoam all you want, but there's nothing else buried in there, except a great idea for cheap entertainment at your next birthday party.

- All right, let's see if we can make use of that key. Head on back to the house.
- What do you know, the key fits into the lock on the door! Let's go in.

Another Talk with Tommy

- Hm, the place could use some redecorating. No matter. Head into the first room on the right.
- Golly, that's a lot of computers! Too bad none of them are on.
- If only you had some sort of switchboard with colorful buttons to turn them on with (HINT: look on the right side of the computer)

- Woo, a switchboard! Now, let's try to find out how to turn this crazy thing on.
- Note that you can only turn the buttons on in a specific order.
HINT

A color-coded order

HINT

The red ones go first

A HINT FOR THE LAZY

Red first (any red one), green next (any green one), blue third (any blue one), clear last (any clear one)

- Wow, according to Tommy, you're in the teleport room!
- Sounds like you need to find a matter encoder. And Tommy's dad leaves clues. Sounds simple enough, right? But what on Earth is a matter encoder?

Fixing the Matter Encoder 1

- Wait a minute, matter encoder… that sounds kind of familiar.
- You know that thing you took out of the crate? Take a look at it.
HINT: Pay special attention to the middle bit.
HINT: Pay special attention to the yellow writing bit.
HINT: It's a matter encoder.

- Looks like it has some plugs that need filling though.
- Hey, let's try to plug vacuum tubes 7 and 8 into it, just to see what happens.
- What do you know? They fit! And they make numbers appear. Set that down for now.

Game Within a Game

- Hey, does that computer screen say ‘Tipping Point'?
- Click it!
- Click ‘play game'

- How interesting, a game within a game.
- Go up the stairs
- Note that the red gate is locked. How unfortunate. Go left.
- Approach the turret with the dome on top. Note that the door is locked.
- Hey, what are those red things by the bottom of the door?

- Click the red things.
- Ha. That says crack. Haha.
- No, seriously. They look like candy wrappers. Make a mental note and retreat.

- See the lamp post? That's an interesting base it's on. Why don't you click it for a closer look?
- Say, that's an interesting symbol. Make a mental note and retreat.

- Look, the turret to the left of the light pole has a cute little window! Take a peek through it.
- Hey, a euro! Take it.
- Head back downstairs.

- There's an interesting yellow machine to your left. Go over there and check it out.
- Mmm, candy. Ha. That one says crack. Haha.
- Wait, that sounds familiar! Maybe it's tasty. Why don't you buy it with your hard-earned cash?
- After obtaining the crack (haha), head back upstairs to the door in the round-topped turret.

- Click the candy wrappers by the bottom of the door
- Place the crack bar in between them.
- Gasp! Something took it! And look, they gave you a present in return. How sweet.
- Take the key and retreat.

- Let's see, what do we know that's locked?
- I know! The red gates! Go over there.
- Hey, the key works! Go in there.

- How quaint, a hammer. Pick it up.
- Notice the symbol on the head. Where have you seen that before?
- Right, the base of the lamp post! Go back there.

- Use the hammer on the symbol on the light post base.
- Hey, another key! Let's see, what else do we know that's locked?
- Right, the domed turret! Go over there.

- Hey, the key works!
- It appears to be a greenhouse. Go in.
- Click the crack wrapper next to the sleeping flamingo.
- Access granted? Hey, you figured out how to work the computer!

Cleanup

- Hey, I seem to remember there being another room in Tommy's dad's house. Let's go check it out!
- Retreat to the hall, and enter the room directly behind it on the right

- Interesting study. Interestingly colored books. That pull out from the wall. Make a mental note of that.
- Interesting that you can move the chair around. Make a mental note of that as well.
- Hey, cool stuff on the desk. Nice music box. Take it.
- Nice handkerchief. You might use it to clean something. Like… white stains on a statue's face, for instance. Take it.

- Hey, just for fun, take out the circular decoder you found on the statue earlier.
- Look it shows certain books! How cool!
- Note that you can rotate the decoder left and right, and when you do, the symbol that is slightly off-center changes. Make a note of that and put the decoder back.
- Let's clean that statue, what do you say? Leave the house and go to the statue.

- Zoom in on the statue's face
- Check it out, you can clean off the white stains by using the handkerchief! Nothing like a little statue cleanup to brighten your day.
- WOWZERS! There's a moon symbol on her shoulder, and the statue is… crying? That's funky. Retreat.

Vacuuming the Library

- Well, that certainly was unexpected. Hey, where have you seen symbols like that before?
- The decoder has some!
- And where do you use the decoder?
- In the library!

- Go back to the house and into the library.
- Take out the decoder, and rotate it until the off-center circle shows a moon symbol like the statue's tattoo.
HINT: you may have to move the chair in order to reveal all of the books involved
- How about putting away the decoder and clicking the books that it revealed (they should be glowing), just to see what will happen?

- Hey! Some of those vacuum tubes fell out! Pick ‘em up.
- Vacuum tubes 1-4. Now, where ever should we plug them in?
- Hey, how about the matter encoder?
- Bummer. You're still missing two. I wonder where vacuums 5 and 6 are?

The Confused Flamingo

- Hey, remember that shrimp that you took out of the metal container a long time ago? I named him Jeffy.
- And remember that music box you took off the desk? I didn't name it.
- And remember that flamingo that was asleep in the greenhouse? I named him Herbert.
- Let's go feed Jeffy to Herbert.

- Hey, that's weird. The crack wrapper from the game is on the ground.
- You can click it if you want, but you don't get to keep it.
- Hey, Herbert's asleep! How are we supposed to sacrifice Jeffy now?
- Hmm, what's loud and obnoxious and might wake a sleeping flamingo and was mentioned earlier and doesn't get a name? (HINT: the music box)

- Take out the music box and wind it up
- Quickly take Jeffy out once Herbert is awake and wave Jeffy in front of Herbert's face. NOTE: if you get Jeffy too close, Herbert will eat him. If that happens, take another shrimp out of the metal container.
- Get Herbert to stand up. Hey, those aren't eggs! They're vacuum tubes! Quick, feed Jeffy to Herbert and take them while he's still standing.

Fixing the Matter Encoder 2

- Yup, those are vacuum tubes 5 and 6 all right
-Place vacuum tubes 5 and 6 into the remaining sockets. Rearrange them until it tells you that you are correct! It's a different combo every time, so you're on your own for this one.
- Yay, it says DEVICE READY!
- Now, head back to the teleport room to install it.

A Scary Encounter

- So, you're in the teleport room. Now, let's install that matter encoder.
- See where the place is with the exposed wires? Put the matter encoder there.
- Click on Tommy to see what he says.

- HOLY CRAP!

Finishing Up

- Oh, hey. You're back in the shack again.
- Let's go finish up that conversation with Tommy, eh?
- You can stop to play with the Styrofoam on the way if you want.

- Oh, you're following him? You're sure that's a good idea? Okay then…
- Alrighty, off you go to follow the crazy dude.
- Congrats, you've finished Chapter 4!

Reply

stupidcheeseboy:

the purpose of the moon symbol was to tell you where to turn the coin-ish decoder in the library so you knew which books to pull out.

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Please help with the matter encoder. I stuck all of the tubes in, I have one correct, but now I can't figure out how to pull one out and set it down so that I can rearrange the rest. What to do?

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Strangelander November 11, 2008 4:32 AM

Jo,

Click on one tube to pull it out, then move it over another tube you wish to swap with. Make sure the tube you're holding starts glowing yellow (to signify you can "use" the one with the other), then click. They should swap.

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Strangelander November 11, 2008 4:34 AM

Can anyone identify the 80s TV show clip on one of the computer screens? I can't, but it looks like it's from the opening sequence of a show or movie.

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IM STUCK HELP!!
im in the shack but i dunno how to talk to tommy....i put the code in the switch box & click close button the [X] but it doesnt help!! please help..this is killing my patients!! ARGH!!! tommy is waiting for me and i cant help him :(

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Vogonviking November 12, 2008 2:10 PM

I'm just getting a black screen and the 'right click/play' thing isn't working for me! Any ideas what I can do? I so want to play this game!!!

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@ JY

"please help..this is killing my patients!!"

GASP!! What hospital do you work at??? I hope it isn't one near me!!!!

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1. Sorry, y'all....Typekey won't let me sign in as I can't remember my password and it won't send it to me.
2. I, too, could NOT play the game on the computer; I saw it appear along with the screen where Tommy became visible. But, the minute I set the switchboard and placed it down, the game on the computer and Tommy disappeared. I tried everything. I also had trouble trying to figure out where the two tubes went in the matter decoder so I just quit the game out of utter frustration.
3. I can't find any links to Chapters 2 and 3, either. There are spoilers for them, but I cannot find the games.
4. Jay, I continue to love your site. Sorry for the whining.

Reply

Great game, I love it!

I do need some help though, with the buttons in the teleport room, I know

that the order is red, green, blue, white,

but nothing happens, is there anything you're supposed to do..?

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Ah! Don't worry- got it!

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When is there going to be a Tipping Poing chaper 5?

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I love the Tipping Point series. Excellent game play, sound and graphics.

I've hit a bit of a snag...

I have the vacuum tubes inserted into the matter encoder and it says "CORRECT", but I can't install it in the place with the exposed wires. Any ideas?

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Oops. Never mind. Got it!

I just figured out how to swap the tubes around!

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I can't seem to get how the morse code works. Do I switch it on right away as soon as I hear the plane? if so, how long do I need to keep it on? If not, does the code from the plane automatically pop up like those white dots/bars?

Thanks for all your help!

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I can't install the matter encoder, what am I doing wrong?

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I'm up to the point of the tubes, but when/how does it tell you "Correct"? I think I've tried every possible way, but haven't gotten it yet. Any suggestions?

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I figured out the tubes, I know the way to have "correct" come up on the screen,but I am also having trouble putting the encoder into the slot. I click to talk to Tommy. I can't click on the computer to move in or the section where the encoder is going to go. Also what does the not with the numbers on it, I know it doesn't have anything to do with the encoder, but I'm stuck until I get it into the area next to the computer.....

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I know what the numbers on the are for. Still why is so hard getting the encoder into the slot? I can't not move any part of the plug from the encoder or where it's suppose to go. And it does say correct but how or when does it say device ready? Anyone help :/

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ok well before i knew the code to the switchboard thing in the shack i clicked around and messed up the switches. which switches go up and which switches go down?

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The numbers are listed in the walk through.
Go to fishing for codes and it'll tell you.
Anyone have an ideas about the encodes connecting next to the computer?

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Yes I finished it!

I didn't realize that when you find all the tubes that they are only numbered on how many you have, not in order

So make note of it!

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redsfcesacvc December 5, 2008 2:55 AM

when's chapter 5 coming out?
and i have a quetion in chapter 4:why does the statue cry after you clean it? =S

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I can't get the switchboard either! The screens turn off after I put it down.

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Help! I'm near the end, but I can't click on Tommy or the computer. If I close the power panel, the screens go blank.

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i still cant find the plane box, it flies away every time while i cant move 2 catch it. help!

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If you are having trouble with getting the power panel to stay on and not just go off after entering the code then you need to

enter red, green, blue, white, repeatedly until all buttons have been pushed. You will be left with just a red and a green, push them in that order and the power panel will go back to its slot and tommy will start talking to you.

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Agard4 - THANK YOU!
For Matter Encoder: Pick and "hold" one tube over the other 'til it lights up. Then drop it. It should go "click" if swapped.
Assume the slots are numbered 1-8 and make notes of which ones you swapped. When one of the two are in the correct place(counts +1), make a note and try swapping one of them with another and see if number in counter changes. If so (counter goes -1)then switch back. I have poor memory so I wrote for instance 4/3 if one of slot 4 and 3 were correct etc. I hope it makes sense.

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The stupid hook is driving me insane. Any way to control how deep it goes? I just keep hitting the bottom of the container/rock that it's sitting on and not grabbing it.

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umm anyone got the walkthrough yet?

[Edit: There's one at the top of the page. Look in the blue section marked "Walkthrough Guide". ;) -Jay]

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i am stuck on the bit where you have too install it wont work for some reason and im not sure how to actually put it in

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AHH! which switches do I switch on the switch board?! I dont understand the code!

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I can't get the vacuum tubes 5&6 out from under the flamingo. He keeps eating and sitting down too fast. Any help?

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"A hint for if you're downright lazy..." ahahahaha! And that's exactly why I was looking at it, too.

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Sophi Sno April 5, 2009 4:36 AM

FINALLY DONE!!
so so so adictive!!
Love all 4 of them tho...
Is there a 5??

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Anonymous May 10, 2009 11:08 PM

Well it took me 1hr 14min but i nailed it. Gets the old brain working

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Brandon May 11, 2009 3:39 AM

Help to Krisha:

First take one shrimp out of the container. Wind the music box and while its winding quickly grab the shrimp. Try to get the shrimp as high as possible but not too high. When the flamingo's legs are almost straight, just let the flamingo eat it and then quickly grab those vacuum tubes

Hope this helps...

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Anonymous May 15, 2009 11:31 AM

When I get to the computer room and turn on the correct lights, Tommy won't talk to me! Please help!

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Anonymous May 18, 2009 4:57 PM

when is tipping point 5 released

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49yearoldtexan June 27, 2009 7:41 AM

This game is the coolest! Can't wait for chapter 5!!

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Patreon VIP Chiktionary November 9, 2009 2:18 AM

Any ideas on when Ch. 5 will be released?

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hadersweetie16 February 26, 2010 9:18 AM

It won't let me talk to tommy!
i've done the correct thing with the coloured button panel but it still won't let me
what do i need to click?
help please...<3

love this series, tipping point is awesome
=D x

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beatricekiddo November 28, 2010 5:47 AM

The Tipping Point: Chapter 4 Walkthrough

THE CABIN

  • You are in front of a cabin with a path going ahead. You can also go to the left.

  • First click the green fuse to the right of the cabin

  • Enter the cabin and take the red fuse on top of the gadget.

  • The light is out. A switch is on the wall to the right but will not work.

  • Exit the cabin.

LIGHTING THE CABIN

  • Click to go to the left of the cabin.

  • You will see a fuse box with something like an electricity meter on it. Click it and you will be taken for a closer view.

  • Click the lid of the fuse box to open it.

  • Put the green fuse in the left slot and the red in the right slot in the fuse box.

  • Flip the switch on and electricity should crackle through the fuse.

  • Close the fuse-box and click right to return to the front of the cabin.

FISHING FOR LUCK

  • Click the path straight ahead of the cabin to reach a bridge with a fishing line on it.

  • Click the reel of the fishing pole to see the hook dip into the water next to a kettle. The hook doesn't reach the kettle.
    You can move the fishing pole left and right so that the hook is in place to reel the kettle in.

  • Click and hold the fishing pole handle to adjust the distance. You will need to try this a few times till you are able to hook it.

  • Sometimes you may need to try reeling it in twice from the same position because the hook misses the kettle the first time but will manage the second time.

  • An easy guide is to try to place it between the first two notches on the fishing line. Remember to click the reel twice to hook the kettle.

  • Once you hook and reel out the kettle, click it and it will be added to your inventory.

  • Click the kettle in your inventory and then click the lid to open it. You will get a scrap of paper with the number "6567236154".

  • Click again to get a shrimp.

  • Return back to the cabin.

SWITCHBOARD

  • Now enter the cabin again and turn on the switch to the right.

  • Click the switchboard of the device and it will expand to show the switchboard.

  • As you can see there are an array of buttons and a small radar screen. There are switches numbered from 1 to 57.

  • Look at the scrap of paper and look at the switches. Press the switches in the order that is given on the scrap. But some digits are repeated. So you will need to take the numbers as pairs or as single depending on whether that number is available on the box.

  • So switch on the following numbers: 6, 56, 7, 2, 36, 15, 4.

  • The switchboard will return to the device and Tommy will appear for a dialogue.

  • After talking to Tommy, return to the bridge where you hooked the metal container. You should now be able to walk straight down the bridge.

  • Proceed down the path through an open field with some palm trees and buildings in the distance.

GREENHOUSE: OUTSIDE

  • You will arrive in front of a greenhouse with a single flamingo standing outside it. If you try the shrimp on the flamingo... nothing will happen.

  • Enter the greenhouse behind the flamingo. There's another flamingo (maybe a female?) which seems to be sitting on a nest. There's nothing to do here right now.

  • You can go to the left and the right of the greenhouse. To the left is a stone statue of a woman and to the right is a cottage.

OUTSIDE THE COTTAGE

  • From the greenhouse, go to the right to come to the cottage.

  • Click the signal lamp near the earthen pot to the right of the house.

  • Click the arrow near the door of the cottage to be in front of the cottage's front door.

  • Click the lamp to the left of the front door. A key keeper device will fall down.

  • Click the device to add it to your inventory.

  • Return to the greenhouse (back and left).

GREENHOUSE: DRAINING WATERS

  • Click near the left of the greenhouse close to the roof of the greenhouse (you should see an up arrow). You will be in front of what is a narrow gutter in between the two greenhouses which is filled with water.

  • Click the white panel door and take the Morse code sheet.

  • Now notice the taps on the panel. See that the door of the panel helpfully shows you the correct positions of the taps.

  • The taps in be clicked to rotate in a clockwise-direction. Get the taps into the right positions to drain the water out of the gutter.

  • You will find a crowbar. Click it to add it to your inventory.

GREENHOUSE: SIGNAL IN THE SKY

  • Now return back to the flamingo outside the greenhouse.

  • You should hear the drone of an airplane in the sky above and see it circling. (In case this doesn't happen immediately, click the Morse code sheet in your inventory).

  • The airplane seems to be signaling something with its light.

  • Notice the pattern of the lights. This is randomized so you need to observe what pattern it flashes. It will give a series of quick lights or a steady light.

  • Open up the Morse code signal sheet. There's an explanation of the different types of codes shown with a combo of dots and dashes that stand for specific letter. To the right on the sheet, you should see an explanation of what is the response Morse code for a signal. So for example, if the signal is A then your response should be F.

  • Now look at the pattern of the lights that the airplane is flashing.

  • A steady light means a dash, a quick light means a dot. So the flashing lights match the patterns on the Morse code sheet. What you need to do is see the pattern that the airplane makes and match it with the response pattern as given on the code sheet.

  • Remember that the airplane makes 2 circles with a code and then changes the code. So you need to respond within the time it takes the airplane to complete a circle. Thankfully the airplane is quite slow and flashes the pattern about 6 times so you should be able to see it easily.

  • Click the signal lamp and it will settle down in the middle of the ground.

  • To respond to the airplane's signal, click the handle of the signal lamp. A dot means a single click and a dash means you need to hold the handle a moment longer.

  • As you click the handle, little circles and dashes will appear in the air next to the lamp. If your response code matches the airplane's then the code gets sent to the airplane.

  • The airplane then flies right above the greenhouse and drops a package.

PALM FIELD: PARACHUTE DELIVERY

  • To get the package you need to return to the field with the palm trees (click back arrow from greenhouse).

  • There you should see that the airplane has dropped a crate with "247" on it.

  • The boards on the side of the crate seem to be loose.

  • Use the crowbar you got from the greenhouse on the side of the crate. It will break open the crate up to show a lot of white insulation stuff and a device.

  • Click the huge device which is a "Matter Encoder" to add it to your inventory.

  • Wait... is something else in there? If you click the white insulation material you will notice that it will fly out of the way.

  • Keep clicking the white stuff out of the way till you find "vacuum tube 7" and "vacuum tube 8".

COTTAGE: ENTERING THE COTTAGE

  • Now return to the cottage to the right of the greenhouse.

  • Click the key keeper device in your inventory.

  • Remember the code from the crate - "247"? But remember that the crate had fallen upside down. So the correct code is "742".

  • Put in the correct code and you should get the key to the cottage.

  • Click the arrow in front of the cottage door.

  • Click the key and hold it to the keyhole (it should flash yellow).

  • Click the key on the keyhole and the door will open.

COTTAGE: EXPLORING THE COTTAGE

  • Click the front door to enter the house.

  • In front of you is a passage with four doors - of which you can access only the rooms on the right.

  • The first right is a computer room with many TV screens and a computer. You can click the personal computer and the power panel on the right. We'll come back to this later.

  • Return to the narrow passage and click the second right (click a little further up the hallway to get the second right).

  • You will enter a study with a large bookshelf, ornate chair and desk.

  • Click the music box and handkerchief on the desk to add it to your inventory.

  • Now you can click on the chair and it moves from the middle to the right and left.

  • Certain books on the bookshelf are clickable. Right now we don't know much about them so we should leave the cottage.

WOMAN'S STATUE

  • Return to the greenhouse (back, back, back, left) and then go left to the woman's statue.

  • At the bottom of the statue there are 3 dials. Click the middle one and it gets added to your inventory.

  • Click the device to examine it. It has the name Eva (the woman in the statue, probably?) written in the middle of a star. The star has a hole on one side, which shows a symbol. There are 4 large slots cut into the device that reveal vertical slits in the open gaps.

  • You can rotate the device to the left or right using the arrows (hover a little outside the bottom-right and bottom-left of the device to see the arrows).

  • As you rotate the device, you will see that the position of the vertical slits change as you move. Rotating the device also reveals different symbols in the star.

WOMAN'S STATUE: STATUE HEAD

  • You can click the statue's head and you will zoom into a close-up of the statue's face.

  • Now you should see that there are some white spots on the statue's face.

  • Use the handkerchief you got from the cottage study to wipe away the white spots on the statue.

  • You can wipe one spot at a time and when you move the handkerchief over the spot that can be wiped the handkerchief will turn yellow. The correct order is center, right, left, bottom-left.

  • When you wipe the last spot it will reveal a moon on the statue's shoulder. The statue also starts shedding tears (?!).

COTTAGE: ENTER THE STUDY

  • Now return to the study in the cottage (back, right, right, front, front, upper right).

  • Click the chair once to move it to the right. This is necessary because otherwise the chair might block one of the books.

  • Now click the unknown device in your inventory.

  • You will see that it covers your view of the bookshelf.

  • Now we got a clue from the woman's statue about a symbol we can use. Click the device to rotate it to the right till small circle reveals the moon symbol.

  • You should see that slits in the device coincide with the position of certain books.

  • Close the device and you will see the books glowing in the shelf. Just click them in order from left to right.

  • You will now get four more vacuum tubes (numbers 1 to 4). Click to add them to your inventory.

GREENHOUSE: TEMPTING A FLAMINGO

  • Return to the greenhouse (back, back, back, right).

  • The flamingo seems asleep. What could wake it? Maybe some music?

  • Click the music box in your inventory.

  • Click the handle of the music box and the tune will awaken the flamingo.

  • Now use the shrimp in your inventory to tempt the flamingo to stand up. To do this you need to hold the shrimp a little distance away from its beak. Too close and the flamingo will eat the shrimp and promptly sit down. If you move the shrimp too far or too quick it will lose interest and sit down. So remember to move the shrimp slowly at just the right distance from its beak.

  • Move the shrimp slowly up and away from the flamingo to make it stand up. It will not stand up completely but when it's almost standing, leave the shrimp and quickly click the shiny things in its nest. You might have to make it stand twice to get both shiny things.

  • If you the flamingo does eat the shrimp, don't worry. You have a kettle full of fish, remember? Just get another shrimp. When you get both shiny things you will notice that they turn out to be the last two vacuum tubes - numbers 5 and 6.

ARRANGING THE MATTER DECODER

  • Now you should have all eight vacuum tubes. Click the matter decoder device in your inventory.

  • Notice the slots on top? The tubes need to be fitted in the slots.

  • As you place the tubes you will see the screen on the decoder saying which tube is in which position.

  • You can choose to place them randomly, but it is better to place them in an ascending order from 1 to 8. When you place all 8 you should see a message that indicates how many were in the right position - something like "0000 CORRECT".

  • Now you need to shuffle the positions of tubes such that all 8 tubes are in their right position. When you move a tube to its correct position, the screen will show you the number of tubes that are correctly placed.

  • This will take some amount of work - basically you need to see the count of correct tubes and if it decreases reverse the swapping of positions and if it is correct proceed with it. When you get the correct order it will show as "Device Ready".

  • To swap two tubes, click a tube and then hold it over the other tube till both glow. Then click the tubes and their positions will be swapped. Keep your eye on the display that lets you know how that move impacted the count of correct tubes.

  • Solution:

    • I have numbered the left four slots starting from top to right as A, B, C, D. The ones on the left are E, F, G, H.

    • To start with, put the tubes in this order: A=1, B=2, C=3, D=4, E=5, F=6, G=7, H=8

    • To solve this, the order should be: A=2, B=1, C=5, D=3, E=7, F=8, G=6, H=4

COMPUTER ROOM: POWERING UP

  • Now go to the first room to the right - the room with the computers and TV screens. Now place the decoder in the empty slot next to the computer.

  • Now you need to turn on all the TV screens using the power panel.

  • Click the power panel. There are buttons of four colors (red, white, green and blue) arranged randomly with some symbols below them. There's no real meaning to the symbols so what you need to do is click the buttons in some order.

  • If you click the buttons randomly you will notice that if you click a certain color of button it will turn on the screen. Then if you press another button the screens go off.

  • If you try this a few times pay attention to the colors of the button you can click without shutting the screens down.

  • The correct sequence of colored buttons is red, green, blue and white.

  • Click all the buttons on the panel in this color order. The position of the buttons does not matter. Just remember to click ALL the buttons.

  • When you click all the buttons correctly you have a dialogue with Tommy.

COMPUTER: "CRACKING" THE CODE

  • Tommy will tell you that you need to gain the password to access the computer.

  • Click the computer screen. Basically the computer screen has become an interactive area for you to explore.

  • The screen will show an open area with a yellow vending machine to the left and a flight of stairs to the right.

  • Click the vending machine. There are some candy bars and you need a coin to use it.

  • Exit back to the main area and click the stairs to the right. Go to the left of the gate with metal bars.

  • Walk straight to the lamppost and click the bottom of it it to see the symbol on the tiles. Remember this - you will come back to it later.

  • Take one step back and click the red door to the right of the lamppost.

  • Click it to see that it is locked with a large padlock.

  • Click the wall to the left of the lamppost.

  • In the slit there is a coin you can click to show in the bottom-right of the computer screen.

TAKING THE CANDY

  • Now return to the vending machine. Click the coin and place it on the slot at the top-right of the machine.

  • Click the candy bars till you find the one that doesn't return the coin back.

  • Hint: To find out the right one, click the bottom area of the red door. You will find an open candy wrapper there.

  • The correct one is the one that has "Crack" written on it (second in top-left row).

  • Click the candy to show it on the computer screen.

  • Now return to the area near the lamppost.

  • Notice that the red door has some red marks at the bottom of it. Click the bottom area of the door.

  • Click the candy and slip it underneath the door. You will get a key.

GETTING THE HAMMER

  • If you try they key on the padlock on the red door, it doesn't work.

  • So go right to the gate with the metal bars and click the gate.

  • Use the key you got on the lock.

  • Enter inside and to the left you will find a hammer with the same symbol as the lamppost tile.

HAMMER AWAY

  • Return to the lamppost and use the hammer on the tile to get a bronze key.

  • Use the bronze key on the red door's lock.

  • When you enter the door, the scene will be that of the greenhouse with the flamingo on the nest.

  • Next to the flamingo is something in red.

  • Click it to see a message that says "Access granted".

COTTAGE: ATTACKED

  • Now speak to Tommy by clicking the TV screen.

  • During the dialogue, Tommy's Dad will make an unexpected return and you will be attacked. The cut scene will show that you have been attacked and you will black out.

  • You will then find yourself back in the first cottage from where you started in this chapter.

  • Return all the way back to Tommy's Dad's cottage and speak to Tommy again.

  • The chapter ends with Tommy teleporting you in pursuit of his Dad.

Reply
beatricekiddo November 28, 2010 5:52 AM

Sorry for that! I posted that walkthrough before I could put in some text to explain what it is. It's my first attempt at writing a walkthrough.. so please excuse any errors :)

Reply

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