Tick Tock: A Tale for Two – Complete Walkthrough Guide and Puzzle Solutions

Tick Tock: A Tale for Two
By: Other Tales Interactive

Prologue | Chapter 1 | Chapter 2 | Chapter 3

Chapter 3, 1937:

For this chapter, the clock and train are gone, replaced by a gate. The end goal is to open that gate.

Both:

Both players should turn right first and head into the house. There’s a phone with six buttons, different for each player. Press each and reach the text to each other. You get:

1: was pouring down and made me scared

2: Hey Laerke, I’m so glad you finally

3: earlier but you…never mind. Are you still

*: you so many messages! Wait! I know you’re still

4: know that before I left I made you something to keep

#: can know it’s not the same but please just go see for

0: you named Kol? I made a new one for you,

5: angry, but don’t hang up on me yet. I really want you to

6: mad at me when I arrived.

7: decided to pick up the phone, I’ve been leaving

+: to visit, there is now a dark tower

8: it’s upstairs, and it’s even better, this one cannot die.

~: there? You know your raven that went missing, the one

9: you company, I would have told you

Now find ten of them that together form a coherent message:

2: Hey Laerke, I’m so glad you finally

7: decided to pick up the phone, I’ve been leaving

*: you so many messages! Wait! I know you’re still

5: angry, but don’t hang up on me yet. I really want you to

4: know that before I left I made you something to keep

9: you company, I would have told you

3: earlier but you…never mind. Are you still

~: there? You know your raven that went missing, the one

0: you named Kol? I made a new one for you,

8: it’s upstairs, and it’s even better, this one cannot die.

Now split those up into five for Player 1 and five for Player 2.

Player 1:

Enter 2*430 and then tap the earpiece to get the ladder to drop. Go up. There’s a clue here that you’ll use for the gate. The other diagrams are mostly decoration.

The central one shows a clock with twelve lights around it and a line down the middle. The left side has an image of a Morse code machine and the right has an image of a mechanical raven. Remember this, as we’ll need it later.

Player 2:

Enter 759~8 and then tap the earpiece to get the ladder to drop. Go up.

There’s a mechanical raven in a cage. If you paid attention to the phone message, Amalie said that Laerke’s raven’s name was KOL. So enter KOL under the cage. The mechanical raven will wake up!

Now, tap on the raven and notice its eyes light up sometimes, but other times it just squawks. Note down the sequence:

Noise
Eye
Noise

Eye
Eye
Eye

Noise
Noise
Eye

Eye
Eye
Noise

We’ll use this later. For now, let’s move on.

Both:

Both players should now skip the post office, as there’s nothing to do there yet. Continue right to Ravn’s Clocks. Go all the way down to the basement.

This is a co-op puzzle where you each need to get the next step in the sequence and share it with the other. Start with Player 1. Then on the projector to see an image of a Raven. Press the Raven button. Player 2 should then turn theirs on and press the Raven button. An image of a Snake will appear. So both players should press Raven and then Snake. Any time you see three dots (ellipses) it means the other player needs to give you the next shape in the sequence. If you see a number, count the buttons to find it. But the sequence will always be the same. It’s on a timer, but don’t worry, as you’ll be restarting it many times. Below is the sequence if you just want to jump ahead. Both players should enter it.

Raven

Snake

Moth

Keyhole

Hourglass

Gear

Railway

Girl

Moth

Snake

Wolf

Raven

Snake

Keyhole

Gear

Snake

Raven

Keyhole

Player 1:

The screen should show you a compass with two X’s on it, S and SE.

Player 2:

Your screen should show a compass with NE and NE.

Both:

Both players should now head upstairs and tune the radio together. This time, Player 2 has the first half of the sentences. Together, they say:

“Three patients from the nursing home in Hillebaek…have vanished in middle of the night.

The talented Amalie Ravn has returned from Switzerland. She is…determined to reopen and bring back glory to Ravn’s Clocks.

The police are looking for anyone who was in the vicinity of the nursing…home yesterday evening. They are asking for assistance finding the missing patients.

The post office’s water damage is repaired and all post boxes are ready…to be used again. There is already a letter in postbox thirty four.

The tragic nursing home incidence has opened old wounds in our village. We…hope these disappearances won’t remain unsolved like those five years ago.

We have no news when train service will return to our… village again. The station is low permanently closed.

Clarissa Schar, the generous benefactor of our new clock tower, has died last…month. At the opening ceremony next week, we will honor her memory.”

Postbox 34 is what you needed!

Both players should now head to the Post Office.

Player 2:

Find Post Box 34 and point the hands to the directions you were given. Two of them should be on NE, one on S, and one on SE. press the button to open it and read the telegram. It says:

“It feels like I was gone for such a long time. But for all the time I was away, it still felt short. Too short to finish my invention. Now we will have the longest lives ever, longer than you can imagine. When you’ve repeated this message, I’ll guide your way.”

Note down the number of times you see the word LONG or SHORT. Then repeat the sequence to get:

LONG SHORT SHORT LONG LONG
LONG SHORT SHORT LONG LONG

Or

– • • – –
– • • – –

Give that sequence to Player 1 if they didn’t figure it out themselves.

Player 1:

Use the Morse code machine to enter the sequence.

Then pay attention to the lightbulb’s sequence. You get:

Off
On
Off

Off
Off
On

On
On
Off

On
On
Off

Both:

Remember the diagram from the house? It showed the Morse code on the left half and the mechanical raven on the right half.

Go back to the gate and light the bulbs around the village so that the left gate copies the Morse code sequence and the right gate copies the mechanical raven’s sequence. I’m including screenshots to help.

Head through the gate and inside the tower. On each floor, tap the ladder to get a message and then continue up.

Together, the text says:

“All those years in Switzerland made it possible for me to finally finish the clockwork.

My last memory of Laerke was the suspicious frown on her face.

I double checked Laerke’s clock, it ran exactly as it should.

At first she didn’t want the clock. She said she was tired of my presents.

It didn’t occur to me that the crack in the clock face would make a difference.

I held it out to her anyways because I needed her to be with me.

I had spent years collecting time for us, time that would be added to our lives.

I never told her that the time was stolen, only that the clock would allow to be together forever.

Instead she disappeared into the clock, I still haven’t found her.

She closed her hand around the clock and I never saw her again.”

At the end, tap the jar on the table to see the ending. It says:

“I didn’t have to build a way out. I hope you and your friend appreciate it.

You beat the game, such a shame to see all that time go to waste.”

Then it tells you how much time you wasted on this game! Basically, Amalie stole some of your time but let you escape.

Congratulations! You completed the game…and wasted your time?

***
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