===Decay (Part IV) Walkthrough=== by: Jason Tandro =How To Use This Walkthrough= Unlike my previous walkthroughs I won't have a "Hint's Walkthrough" in this. The reason is because the segments between the puzzles are not terribly confusing and yet the area is so expansive it would simply take too long to write. Unfortunately I only offer the main Checklist, however I have included "Collection Checklists", "Puzzle Solutions" and "Endings" to the end of this walkthrough, in case you need help with a particular puzzle or objective. =Credit= Obviously I owe a great deal of credit to Shining Gate Software for making this awesome game series. With this game, I owe the following people credit for helping me through some of the trickier challenges: Exustio43 - Helping me find all 10 coins. xRaverxBarbiex - The solution to the ball puzzle. Twilighttail - Helping me find all the endings. I am proud to say that my solution to the Iron Box "Symbol Solver" puzzle I discovered myself after several hours of troubleshooting. It's actually surprisingly simple. ==Checklist== /The Room Of Doors/ 1. Look around and select the door on the left. /The Bog (1st Visit)/ 1. Examine the door frame. 2. COIN: Face the door-frame and turn 90 degrees to the left. Closely examine the bottom of the tree until a hand icon appears to collect the first coin. 3. Turn 180 degrees away from the door frame and head to the next area. 4. Examine the well. 5. Turn 90 degrees to the left and grab the plank. 6. Examine the front door of the house. 7. Examine the lower left corner of the entryway. 8. Grab the bucket. 9. USe the Plank to grab the handle. 10. Go to your inventory and combine the handle and bucket. 11. Examine the well. 12. Use the bucket. 13. Examine and Use the handle on the left side of the well. 14. Reel the bucket down and then back up. 15. Examine the bucket for the front door key. 16. COIN: Repeat the reeling process once more and examine the bucket again for the 2nd coin. 17. Examine the front door. 18. Use the key. 19. Enter the house. /Foyer (1st Visit)/ 1. DIARY: Pick up the diary page near the stairs. 2. COIN: Turn 180 degrees around to face the exit door and take the coin in the horseshoe above the door. 3. There's nothing more you can do down here for right now so go upstairs. /2nd Floor (1st visit)/ 1. Examine the box on the table in front of you. 2. PUZZLE: Iron Box. To solve it, refer to the Puzzle Solutions below. (Hate to do this, but these puzzles are fairly complex.) 3. DIARY: Take the Wooden Plate, Compass, and Diary Page. 4. Turn 90 degrees right from the Iron Box. 5. Examine the two rooms. 6. Start with the room on the left. /The Puzzle Room/ While there are many rooms that have puzzles in it, I call this room the "Puzzle Room" because it features two back-to-back puzzles that are among the more challenging. 1. From starting turn to the right until you see the table. 2. COIN: Take the coin on the table. 3. Examine the mixed up picture. 4. PUZZLE: Sliding Panel Puzzle. To solve it, refer to the Puzzle Solutions. 5. DIARY: Take the Diary Page 6. Take the Pipe and Cross 7. Enter the next room through the open doorway to the left of this puzzle. 8. Turn 90 degrees right. 9. Examine the window. 10. DIARY: Search the ground slightly to the left of the window on the ground. 11. HANDCUFF: Hanging on the Wall to the right of the window. 12. PUZZLE: Ball Mover: To solve it, refer to the Puzzle Solutions below. 13. Take the Toy (Racoon). 14. Leave the puzzle room. /The Tapping Room/ 1. Re-examine the space between the two rooms and enter the room on the right. 2. Note: If your volume is turned down or muted, you may miss the tapping. 3. Take note of the tapping rythm (4,2,3) 4. If you want to see where the tapping is coming from, and get scared, turn to your left and examine the closet. 5. COIN: Facing the beds move towards the upper right corner of the wall until a hand sign appears. Click to get a coin. 6. Leave the Tapping Room. /The Bog (2nd Visit)/ 1. Go all the way outside. 2. Look down and examine the stick in front of you. 3. COIN: Take the coin. 4. Take the Stick. 5. Go back inside. /Light My Way Room (1st Visit)/ 1. You cannot solve the Light My Way Puzzle yet. 2. Turn to your left and enter the other room. 3. DIARY: Turn to the right and find the Diary page on the ground near the knocked over table. 4. HANDCUFF: Turn around to the find the handcuffs on the couch. 5. COIN: You can find a coin under the couch as well. Examine the right couch leg to reveal it (the one nearest the bed). 6. Move the sheets on the bed to find the Toy (Dog). /Maintenance Area/ 1. Return to the foyer and head to the room to the left of the stairs. 2. Examine the pipes on the back. 3. Use the Pipe. 4. PUZZLE: Pipe Puzzle: To solve it, refer to Puzzle Solutions below. 5. Examine the filled bowl to the left. 6. Take the Light Bulb 7. Go into the next room. /Light Bulb Puzzle Room/ 1. Turn to your left and examine the light without a bulb. 2. Use the Light Bulb. 3. You will need to utilize the compass for this next part, light the bulbs in the following order. 4. East, West, North , South 5. Then turn off the bulbs in this order: 6. South, North, East 7. Only West will remain lit and reveal a new area. /The Hidden Room/ 1. The Hidden Room will snap shut behind you. You can't leave until you solve the puzzle. 2. Take the Screwdriver on the ground to the left. 3. Examine the wall to the right to find the Bomb. 4. PUZZLE: Bomb Disposal- To solve this, see Puzzle Solutions below. 5. DIARY: Pick up the Diary Page to the right of the Bomb Disposal Puzzle on the ground. 6. Examine the Suitcase. 7. Enter 423 for the code (the tapping from earlier) 8. HANDCUFF: Take the Handcuffs. 9. DIARY: Take the Diary Page. 10. Take the Flashlight and the Lockpick Part. 11. Return to the Light My Way Room /Light My Way Room/ 1. Use the flashlight on the Light My Way wall. 2. COIN: You can get a coin by navigating the maze to the "C" label, and then picking it up off the ground. 3. To solve the puzzle, navigate to the X. 4. Pick up the Ring from the where it dropped near the tapestry to the left. 5. Head back upstairs. /2nd Floor (2nd Visit)/ 1. Examine the area to your left. 2. Place the plank down. 3. Save Your Game. 4. Crossing the plank requires you to keep your balance, keep tilting left and right gently to maintain your balance. 5. DIARY: Once on the other side of the plank, turn all the way around and take the diary page. 6. Enter the room on your left. /Chelsea's Room/ 1. COIN: The coin will be almost right in front of you in the lower left corner of the portrait. 2. Turn to your left and re-arrange the letters to spell out "Chelsea". 3. Turn to the left from CHELSEA and take the Toy (Monkey) and the Pacifier. 4. Turn around and examine the crib. 5. Place the toys on the mobile in this order: Dog on the left, then monkey on the right, racoon in the middle. 6. Turn around. 7. Examine the floor to the left of the crib. 8. Use the Stick to get the Key. 9. Leave Chelsea's Room 10. Enter the room across the hall using the Key. /Anne's Room/ 1. DIARY: Take the Diary Page on the chair next to the painting. 2. Place the ring in the bowl under the hand. 3. Place the pacifier in the bowl under the baby. 4. Place the cross in the bowl under the priest. 5. Take the Gun, Bullet, and Lockpick Part 6. NOTE: IF you are working on bonus endings, I don't recommend loading the gun. /2nd Floor (3rd Visit)/ 1. Cross the plank again. 2. As you prepare to go downstairs Lisey will ask you who you want to save. 3. For the Main Ending, choose Lisey. If you are working on alternates, you can choose Emily. 4. Examine the rug near the stairs. 5. Move it to reveal a trap door. 6. Use the Lockpick. 7. To unlock the the door, move one part until you hear a click then move the other part until you hear a click. This will usually remove a part of the lock. If it does not, reposition. Rinse and repeat until all parts are gone. 8. Enter the basement. /Basement/ 1. COIN: Turn to your right. On the ground is the last coin. 2. DIARY: In the chair next the woman chained to the bed is the last diary. 3. Rearrange the letters on the ground according the missing letter in the corresponding Diary Entry. Solution: Free My Soul 4. Save Your Game! 5. If you want to, you can attach your three handcuffs to Anne. 6. Head towards the opened area. 7. View the cutscene. 8. From this point on, you must move fast or you will die. 9. HANDCUFF: If you are going for the good ending one of the alternative endings where this is necessary (and haven't attached the other three endings to her, be sure to grab the key from the chair halfway down the hall and return to free Anne Soderlund. 10. Once you enter the green room, just enter doors randomly. 11. Eventually you will see Lisey's doll. 12. From this point forward search for her doll and go into the door the doll is standing next to. 13. Eventually you will be free and back in the Room of Doors. /The Ending/ 1. Enter the door on the right and watch the cutscene. 2. Enter the central door and make your choice (see Endings for explanations). ==Collection Checklists=== /Extras/ Coin Collector - Collect All 10 Coins Handcuffs Collector- Collect All 4 Handcuffs Left To Suffer- Use All Handcuffs on Anne in the Basement Circus Master- Balance on the Plank while staying completely in the green. Bomb Expert- Disarm the bomb in 40 seconds. You Got Balls- Complete the "Ball Mover" Puzzle in 60 moves Picture Solver - Complete the Sliding Panel Puzzle. Symbol Solver- Complete the Iron Box in 10 Moves The remaining 8 are endings. See "Endings". /Coin Locations/ Courtesy of Exustio43: "1: Outside, Door Frame, tree left of door frame. 2: Outside, Well, reel bucket in a second time after key. 3: House, First Room, over front door in a horseshoe. 4: Room after the "Light My Way" room, under couch with handcuffs. 5: Upstairs, Room with knocking, on celing above blue bed, NW corner. 6: Room with slide puzzle, on table. 7: "Light My Way" Maze, after getting flashlight from briefcase in the secret room (423). 8: Outside, beside stick, after going upstairs (I believe going upstairs triggers the stick, but could be later). 9: Upstairs, Baby Room, torn painting to the left of the crib. 10: Basement Floor, after lock-picking the hatch." /Handcuff Locations/ 1. The room beside the Light My Way Room on the couch. 2. The Puzzle Room hanging on the wall to the right of the window. 3. Hidden Room, in the suitcase. 4. On Anne Soderlund in the bed in the basement. /Diary Page Locations/ 1. Foyer, in front of stairs 2. The room beside the Light My Way Room on the floor near the table. 3. Inside the Iron Box 4. Puzzle Room: Floor near the window. 5. Hidden Room: Near the bomb disposal puzzle. 6. Puzzle Room: Behind the Sliding Panel Puzzle 7. 2nd Floor: Across the plank between Chelsea's Room and Anne's Room. 8. Hidden Room: Inside the suitcase. 9. Basement: Floor near the bed. 10. Anne's Room: In the chair near the painting. ==Puzzle Solutions== /IRON BOX/ Concept: There are 5 rings you can spin. We will number them outwards going in (the outermost ring is ring 1 and the central ring is ring 5). You are trying to make the picture on the upper right by spinning these rings. Ring 1: Spins Ring 1 and Ring 3 Ring 2: Spins Ring 1 and Ring 2 Ring 3: Spins Ring 3 and Ring 5 Ring 4: Spins Ring 4 and Spins Ring 3 in the opposite direction. Ring 5: Spins Ring 2 and Ring 5 To get the "Symbol Solver" Extra, you must solve the box in 10 moves or less. How To Get There: To make a complete 360 circle, you must spin a ring 8 times. That being said: Ring 1: Needs two spins left to be in position from origin. Ring 2: Needs two spins left to be in position from origin. Ring 3: Needs three spins left to be in position from origin. Ring 4: Needs one spin left to be in position from origin. Ring 5: Needs four spins in either direction to be in position from origin. Solution: Ring 4 Left, Ring 3 Left (x4), Ring 2 Left (x2) /SLIDING PANEL PUZZLE/ Concept: There are 8 tiles, which must be slid into position to form a picture. How To Get There: Because there are 8 tiles and 9 positions, rather than keeping track of individual tiles, I will label the positions as so. 123 456 789. The puzzle is only completed when you have the right image, and then Use the Wooden Plate to finish the picture. Solution: Because of the nature of the puzzle there are numerous methods and solutions one might use. I am certain that my solution is not the fastest, but it's the method that I have used. 6321-4587-4563-2587-4123-5985-6321-4785-6987-4587-4123-69 Solved, Use Plate /BALL MOVER PUZZLE/ Concept: A puzzle similar in theme to a Rubik's Cube, you must organize the balls according to color in their respective rows. Red, white, green then blue. How To Get There: You must push an pull the balls in rows and columns in a manner similar to foosball. You can only push one time in a given direction before you must push back in the opposite direction. There is only one additional row and one additional column of space, and not all of it is accessible at any given time. This may make this puzzle seem unreal, and in fact it is perhaps the trickiest puzzle in the game. IF you're good with Rubik's Cubes, this will be easy, otherwise I recommend the solution below courtesy of xRaverxBarbiex. I'll label the rows by their colors (R,W,G,B) and the columns by their order (1,2,3,4). Since you can only push in one direction, it doesn't matter which side. Solution: B-G-4-G B-4-G-W 4-W-G-4 R-2-W-2 4-W-4-2 G-2-R-G B-4-B-4 /PIPE PUZZLE/ Concept: You need to fill the water in the left most tank exactly to the red line. How To Get There: First press the left-most button (henceforth Button 1). You can then dump some water into Tanks 2 through 4, but cannot overfill any tank. As this is probably one of the easiest puzzles, I won't bother going further in-depth than this. Solution: Tank 1, Tank 2, Tank 4, Tank 1, Tank 4. (That was easy, right?) /BOMB DISPOSAL/ Concept: You must defuse the bomb by connecting the red wire and blue wires together. You must use the Screwdriver on the bomb to begin playing. How To Get There: You can turn the wires at each screw. They are arranged like this A B C D E F G H I J K L M N O P Q Ignore the green and black wires. They are dummies meant to distract you. Solution: This is not that difficult a puzzle, it just seems so because of the time limit. Start by creating a straight line from Blue end to Blue end and then focus on the red afterwards. ==Endings== Courtesy of Twilighttail: "Main Ending - Choose Lisey, Release Anna, Kill Oswald Remember Lisey - Choose Emily, Release Anna, Kill Oswald Remember Emily - Choose Lisey, Kill Oswald (I Attached all the handcuffs to Anna, Not sure if that influenced it. I'd appreciate it if I could get a confirm on that.) Sadness - Choose Emily, Kill Oswald No Hero - No Bullet in Gun, Shoot Oswald Coward - Kill Yourself Spare Oswald White / Fooled - Let Oswald Live Loser - No Bullet in Gun, Shoot yourself"