Tipping Point - Chapter 4 Walkthrough: ------------ Playing With the Fuse Box ------------------------- - Go inside the broken-down shack - Notice the odd machine and the flies buzzing around the light. - Whats that on top of the machine? Pick it up. - See the switch on the right-hand wall? Shame the light wont 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? Whats 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 ones 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. - Lets see if that helped at all. Go to the front of the shack. - Go inside the shack - Oh boy, the lights work now! - Lets see that switchboard. - Goodness, this could use a repair. Looks like youll 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! Lets 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 wont hook the container. - Well, its 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! Its a shrimp trap! But whats 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 youre 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 - Lets 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 youve got a mission on your hands! Leave the shack. A Bit of Gardening: ------------------- - Now to find Tommys infamous fathers 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. Its about time we found a tool or something, right? Lets go. - See where the two greenhouses join together, and theres 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? Lets open it! - Hey, a note! Pick it up. - Looks like Morse code. Save it for later. - Lets take a look at those spigots. Notice anything interesting about them? Notice anything interesting about the door? - Why dont 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 whats waiting for you as a reward. A crowbar. Save it in your inventory. - Go left of the greenhouses, just to check it out. - My, thats 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 dont you see whats over there? Morse Code: ----------- - How much do you want to bet thats Tommys fathers house? (HINT: it is!) - Wow, whats that thing leaning against the pot on the right? Click it. - How quaint, a signal lamp. Keep that for later. Now lets 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, whats that noise? Sounds like an airplane. (HINT: it is!) Go over to the front of the greenhouses and check it out. - Wow, thats 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 dont you turn around and see what it is? A Parachuted Present: --------------------- - A crate! Just what Ive 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 dont get it: ------------------------------- - Enter the numbers from top to bottom - A hint for if you still dont get it: - Look at where the crate says this end up. A hint for if you STILL dont get it: ------------------------------------- - The crate is upside down. - A hint for if youre downright lazy 7, 4, 2 - Oh boy! A key! Take it. - Now, lets 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 youve 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 youre not done yet! - Note that when you click the Styrofoam bits, they fly off into the air! How fun! - Click a bunch of them. - Its almost as fun as popping bubble wrap. But hey, a prize! Vacuum Tube 8, eh? - Save that for later. - Lets dig through more Styrofoam, just because its so fun. - Wow, Vacuum Tube 7! Now were getting somewhere! - You can play with the flying Styrofoam all you want, but theres nothing else buried in there, except a great idea for cheap entertainment at your next birthday party. - All right, lets 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! Lets go in. Another Talk with Tommy: ------------------------ - Hm, the place could use some redecorating. No matter. Head into the first room on the right. - Golly, thats 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, lets 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, youre in the teleport room! - Sounds like you need to find a matter encoder. And Tommys 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: Its a matter encoder. - Looks like it has some plugs that need filling though. - Hey, lets 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? Thats an interesting base its on. Why dont you click it for a closer look? - Say, thats 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. - Theres 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 its tasty. Why dont 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. - Lets see, what do we know thats 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! Lets see, what else do we know thats 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 Tommys dads house. - Lets 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 statues 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. - Lets clean that statue, what do you say? Leave the house and go to the statue. - Zoom in on the statues 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! Theres a moon symbol on her shoulder, and the statue is crying? T hats 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 statues 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. Youre 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 didnt name it. - And remember that flamingo that was asleep in the greenhouse? I named him Herbert. - Lets go feed Jeffy to Herbert. - Hey, thats weird. The crack wrapper from the game is on the ground. - You can click it if you want, but you dont get to keep it. - Hey, Herberts asleep! How are we supposed to sacrifice Jeffy now? - Hmm, whats loud and obnoxious and might wake a sleeping flamingo and was mentioned earlier and doesnt 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 Herberts 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 arent eggs! Theyre vacuum tubes! Quick, feed Jeffy to Herbert and take them while hes 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! Its a different combo every time, so youre 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, youre in the teleport room. Now, lets 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. Youre back in the shack again. - Lets go finish up that conversation with Tommy, eh? - You can stop to play with the Styrofoam on the way if you want. - Oh, youre following him? Youre sure thats a good idea? Okay then - Alrighty, off you go to follow the crazy dude. - Congrats, youve finished Chapter 4! Posted.