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Victorian Mysteries The Yellow Room Walkthrough – Chapter 2

Heading for the Chateau.

Victorian Mysteries The Yellow Room is a point-and-click puzzle adventure based on the book of the same name by French journalist and author Gaston Leroux, who also wrote Phantom of the Opera. You need a sharp eye to spot all the hidden objects, as well as a riddle-solving brain to put together all the puzzle pieces you’ll find along the way in this game. I found it quite challenging, so if you’re a bit stuck, I've put together the following Victorian Mysteries: The Yellow Room walkthrough guide to help.

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Walkthrough - Victorian Mysteries: The Yellow Room, Ch 2

In Victorian Mysteries, the Yellow Room Chapter One, our photographer hero and his reporter 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 find their path blocked by the police who have guards posted at the gate and all around the building. It’s time to find a way in.

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Below you’ll find a full walkthrough of Chapter 2 of Victorian Mysteries: The Yellow Room, with a link to my Chapter 3 walkthrough at the end. All item locations and puzzle explanations are explained, although there aren’t images of the item-matching puzzles, as the locations can move. Remember you have unlimited hints if you can’t find them, and there is no time or click limit, nor can you fail them.

Chapter 2: Chateau Trails

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Complete the object-finding puzzle (a1) to get the Gem, then go down the Left Path (a2) and take the Clippers from the box on the Tree (b1). Back at the front gate use the Clippers on the vines to the right of the main game (a3) and take the second Box Piece.

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Now use the right path (a4), click the Pour La Lac sign (c1), and take the Latch Pin. Continue along the path to the Lake Trail and click the bushes on the path (d1) to get to the Shovel. Continue down the path to the lake. Select the boat (e1) and complete the missing objects mini-game to get the Long Stick and third Box Piece. While here, also take the Carrot from the puppet swing (e2), and photograph the tree (e3) for evidence. 

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Go back to where you found the shovel and click the box on the ground (d2), adding the three Box Pieces to start a jigsaw puzzle. Note you can click each puzzle piece to turn its angle and when you get a piece right it changes color, so you can’t fail. Once done, take the Mail Key. Go another step back toward the gate where you see the Pour La Lac sign, and use the shovel 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 path (a2) and photograph the Cage for evidence (b2). Click the evidence again and add the Latch Key to begin a math puzzle. You need to add pins to each square equalling the values they say. So, from the top-left box clockwise, you need 2 and 5 (7), 7 and 6 (13),  19 and 14 (33), and 8 and 13 (21). Once complete, give the rabbit the Carrot and collect the Scarf

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The policeman will move away from blocking your path here. Click the bush to the right of the path (b3) and take the Rake. At this point, you can go back to the car (a4) for a close-up and place the Long Stick, Rake, and Rope on the seat. Once they’re all on the car seat, add the rake to the stick, then add the rope to get the Long Rake. Head back toward the lake and knock the box out of the tree (d3) with the Long Rake. Now click the box several times until it opens up and you’ve collected the Bird Seed

Chapter 2: The Inn

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Go back down the left path and follow it further along to the Inn Courtyard. Take a picture of Madam Mathieu (f1) for evidence, then talk to her to get some more background story. Next, click the bird box (f2) and add the Bird Seed in the close-up to scare off the bees. You can now click the hive and take the Honey. Select the mailbox (f3) and use the Mail Key to open it, taking the Safe Dial from inside. Move to the Inn Lobby (f4).

Photograph the Inn Keeper for evidence (g1), who wants to know when a shipment is arriving from Calais by train. Head 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 station door (where the fire was earlier) is now glowing purple once more. Select it for another item-finding puzzle, after which you can collect the Feather Duster and the Well Bucket

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Go back to the Innkeeper (g1), talk to him about the trains, then give him the Honey for his tea. This allows you to select the area behind him to take part in another item-finding puzzle. Once complete, you’ll receive the Stethoscope. In addition, you can now investigate the windowsill (g2) and use the Feather Duster to clear the dust (four times), finally revealing a Lead Ball. Click the picture above the fireplace (g3) next, which swings open. Click it again to reveal a safe, to which you can add the Safe Dial. Also, add the Stethoscope on the lefthand side of the safe to start the puzzle.

To open the safe, simply turn the dial until the small arrow on the right goes green, then wait until it clicks. Do this three times and you’ll have cracked it. Once the safe is open, photograph the evidence of the Gamekeeper and take the Medallion. Go outside and use Medalion to open the well (f5) and complete the tilting puzzle. Click the arrows in the following order to complete it: right, right, down, down, left, up five times, and then down. Now attach the Well Bucket to the chain and fish out the Welding Mask.

Head back to where you knocked the box out of the tree (d3) and you’ll find two men there. Listen to their conversation, then move back to the chateau entrance. The gates have been opened and you can now head inside, and move on to Chapter Three.

Looking for help and information about Victorian Mysteries The Yellow Room Chapter 3? Read on for our full walkthrough at Pro Game Guides!


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Author
Chris Marling
Chris Marling is a writer and editor with more than 20 years of experience across newspapers, magazines, and websites. Based in the UK, he has written professionally on everything from tech to tearooms. But his real passion is gaming, going right back to the Atari 2600 - and especially RPGs and MMOs. He cut his teeth on games such as The Realm and Anarchy Online. But 20 years on still gets excited about exploring each new world. When not online, you'll find him gaming analog-style around the table. Chris has had five of his own board games published, including Pioneer Days and Armageddon.

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Victorian Mysteries The Yellow Room Walkthrough – Chapter 2

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