Victorian Mysteries: The Yellow Room brings a nice twist to the point-and-click puzzle RPG genre, blending mini-games you can’t actually fail with puzzles that require you to find and manipulate objects RPG-style. If you’re having a little difficulty moving the story forward, read on for our full walkthrough of Victorian Mysteries The Yellow Room for Chapter Three.
Walkthrough - Victorian Mysteries: The Yellow Room, Ch 3
Your role is the photographer working with Joseph Rouletabille as he tries to get the scoop on a curious attack in a chateau. Chapter three finds our heroes about to enter the chateau grounds after surviving several attempts on their lives on the train, and then searching for clues and evidence at the local inn. If you need help in a different chapter of the game, please refer to our main Victorian Mysteries: The Yellow Room walkthrough page.
Remember the game gives you unlimited hints and you can’t fail any of the puzzles, as you can always reset and there are no time limits. Additionally, if you place something wrong, you can always move it again. With item-finding mini-games, hints give you a general location, so follow the glowing trail and you should spot what you’re looking for.
Chapter 3: The Chateau Grounds
Pick up the Card on the ground in front of the chateau (a1), then go right (a2) into the Garden and complete the item-matching puzzle (b1) to get a Moon Clock Piece.
Go back to the front of the chateau and into the Foyer. Click the left side of the stairs (c1) to go down the left hall and take a photo of the caretakers for evidence. Take the Letter Piece from the bust (d1) before clicking the vase (d2) and taking a second Card.
When you return to the chateau foyer, you’ll have a discussion with Jospeph. Afterward, go down the right hall (c2) and take a photo of Daddy Jaques for evidence. After the cutscene, take the Necklace from the plant (e1). Back in the foyer, look at the two golden ornaments on the banister rails and add the Necklace to the one on the left (c3), and the Gem to the eye on the one on the right (c4), taking two more Lead Balls.
Head back down the right hall, take the third Card hidden in the light fitting (e2), and then go into Rouletabille’s room (e3). Complete the hidden objects mini-game (f1) to get a fourth Card. Select the desk (f2) and photograph the evidence at the top-left of the card table close-up, then add the four Cards to the table to start a playing missing objects puzzle.
Each card is missing one thing. From top left to bottom right:
- Ace of Hearts: Central heart
- Jack of Clubs: Bottom face
- King of Hearts: Cross on the bottom shield
- Queen of Hearts: Top necklace
- King of Clubs: Top chain
- Queen of Clubs: Top flower
- King of Spades: bottom crown
- 10 of Hearts: Top left number 10
- Ace of Spades: Top right spade
- Jack of Hearts: Bottom axe head
Once complete, the box in the top left of the close-up will open and you’ll be rewarded with the Clock Key.
Back in the foyer, select the clock at the top of the stairs (c5) and add the Moon Piece to start a puzzle. You need to place the pieces so the moon slowly clouds and then unclouds (see image above). Once done, a keyhole will appear. Use the Clock Key to open the compartment, then take the Back Door Key from inside.
Chapter 3: The Laboratory
Select the back door (c6), put the Back Door Key in the hole, click it again to turn it, then use the handle to open the door. You now have access to the Lab Pathway, so head through the door. Select the statue (g1) and take the Checker, then select the bench (g2) and take your second Letter Piece. Move forward to the laboratory.
Outside, select the table (h1) and add 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 the Hammer from the secret compartment. Now you can select the wooden box (h2). Use the Hammer on the lock to start an object-finding mini-game to collect a third Letter Piece.
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Head inside the Laboratory and select the welding machine (i1), add the Welding Mask, and then add a Lead Ball to start a join-the-dots puzzle. You simply need to hold the button and follow the dot pattern to create the shape, after which you’ll receive a Pig. Do this twice more and you’ll also get the Rooster and the Horse.
You can now return to the Chateau Trails by leaving the front gate and going down the right path to the box you couldn’t open previously (above). Use the three animal tokens to open the box, then take the fourth Letter Piece and Fur from inside.
Returning to the laboratory, use the Fur on the device on the table to the right (i2) by placing it in the beaker. It will turn red and the paper on the desk will fold back, allowing you to take the Lock Pick. Now, move to the back of the laboratory into the Yellow Room (i3).
After the cut scene with Rouletabille, complete the missing objects mini-game (k1) to get a fifth Letter Piece. Next, get a close-up of the gun on the floor (k2) and pick up a sixth Letter Piece. Take a photo of the gun for evidence.
Select the base of the dresser (k3) to find a loose floorboard. Hit it with your hammer to pop it up and get the seventh Letter Piece. Back in the laboratory, select the clock (i4) to begin another puzzle like the moon one earlier, but trickier. The solution is pictured above.
Once complete, take the eighth and final Letter Piece from inside. Now you can click the dresser top (k4) in the Yellow Room and use it to piece together the letter. Once complete, take a picture for evidence and then watch the cutscene to complete Chapter Three.
To continue your adventure, check out Victorian Mysteries The Yellow Room Walkthrough - Chapter 4 here at Pro Game Guides!