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Victorian Mysteries The Yellow Room Walkthrough – Chapters 1-5

A terrifying train journey.

Victorian Mysteries: The Yellow Room is a point-and-click puzzle adventure based on the novel written by Gaston Leroux. The premise is a woman has been attacked inside a locked room which her attacker has somehow escaped, baffling those trying to ascertain who might have assaulted her. Can you solve the riddle of this mysterious and seemingly impossible attack? Read on for our complete Victorian Mysteries: The Yellow Room Walkthrough.

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Victorian Mysteries: The Yellow Room Walkthrough - Chapter 1

The purple glow object-finding puzzles may be randomized, so you’ll have to complete those yourself, but remember: there is an unlimited hints system and you can't actually fail. Once you’ve used a hint, you'll have to wait a few minutes for the bar to refill before you can use another one. Other puzzles that may need more detail are explained below.

The Train

Victorian Mysteries The Yellow Room walkthrough - the train
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Our journey begins on the train en route to the location of the murder. Click the satchel on the left chair in the cabin (a1) for a close-up of it and then click it again to open it. Take the Map, then click the box between the seats (a2) and click it once more to open it, taking the Paper Card from inside. Move outside to the Hallway.

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After being shot at, follow the shooter towards the Bagages doorway ahead. Examine the jacket (b1) to get a second Paper Card, then click the mechanism on the wall (b2), and in the close-up, add the two Paper Cards to the righthand part of the lock. Click the handle at the top to print the door card onto the tickets (7289), then use the buttons to enter this into the door mechanism to unlock it.

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Take the Rope and Key from behind the mechanism. Click the door lock (b3) and use the key to try and unlock it, but the key snaps in the lock. You’re going to have to remove the panel.

Move back into the Hallway outside the Cabin and click the purple glow on the right to enter a Hidden Objects game. Once complete, you’ll receive a Token. Go back to the Bagages doorway and use the Tokwen in the lock close-up to undo the screws, open the panel, and start a cog puzzle. Click each cog and add them to the machine (see arrow on the image above). Note you can’t get the order wrong, as they will only stick if you try to add them to the right one. Next, click the locks under the bolt in the following order to open the door: 42135

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Go through the Bagages doorway (b3) and into the Luggage Car. Click the suitcase (c1) and take the File. Select the Hat Box (c2) and use the File to beat the jammed lock, taking your Camera from inside. Head back to outside your Cabin, then click the bottom of the screen to go the other way down the Hallway where you’ll find Joseph. After listening to the Magistrate’s conversation, leave the train via the door to the right of the Bagages exit (b4).

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The Train Station

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Select the Train Schedule (d1) to see that the train should have arrived in St Geneviene at 4.30. While in the close-up, click the bottom-left corner of the schedule to pull it back and take the Clock Hand. Go inside by clicking the station door (d2).

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Look at the rip in the seat (e1) and take the Box Piece. Take a picture of the information stand (e2) and take the Spark Plug that’s on the left of the newspaper in the close-up. Next, click the picture (e3) and complete the missing objects game to get the Apple. Now go into the ticket booth (e4).

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Take a picture of the brick on the stool (f1), then click the newspaper clipping on the wall (f2). Take a second Apple from it before taking a photo for evidence. Now select the cash register (f3) and use the token to trigger a puzzle. You need to click the buttons in the correct order — so they’re all pressed at once — to open it. The correct sequence is 9874 (see image). Once it is open, take the second Spark Plug.

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Go back to the main station building, and out to the station back (e5). Collect the Bucket of Rainwater (g1) and the Ladder (g2), then go back to the Station Front and put out the fire that starts when you arrive with the Bucket of Water. This allows you to begin another missing object mini-game, after which you’ll receive your third Apple.

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Put the Ladder up against the clock (d3) and use the Clock Hand to fix the clock face (d4). Set the clock to the correct time (4.30) and take the Knife from behind the clock face. Next, go back to the ticket booth and click the wall pattern (f4) to start another puzzle, this time rotating the sections to create an image (see below). Once complete, add the three Apples and collect the Crank and Mallet from inside the secret compartment. 

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Use the Mallet to break open the Barrels (f4) and get the Piston. Now go to the station back and click the car (g3) for a close-up. Use the Knife to cut the ropes, put the Crank in the hole at the bottom of the radiator, add the Spark Plugs and Piston, and turn the handle. To make the car run you then need to click each piston as the red gauge hits the top of the small lightning flash gauge. Once done, the car will fire up and you can move on toward the Chateau.

Victorian Mysteries: The Yellow Room Walkthrough - Chapter 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.

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

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.

Victorian Mysteries: The Yellow Room Walkthrough - Chapter 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.

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The Chateau Grounds

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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

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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

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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.

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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.

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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

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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. 

The Laboratory

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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.

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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.

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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. 

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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).

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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. 

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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.

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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.

Victorian Mysteries: The Yellow Room Walkthrough - Chapter 4

Chapter Four begins outside the chateau after Fred Larsan has accused Monsieur Stangerson of aiding his daughter’s attacker to escape the yellow room, but no one is convinced.

This chapter is quite different from the previous ones because it moves you around a lot of locations, but is light on puzzles. I found it much more about the storyline, which is enjoyable, but it can be annoying as you don’t always get clear instructions about where to go and the whole map is available. However, this walkthrough will get you through it quickly step-by-step.

Further Investigations at the Chateau

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Head back towards the chateau exit that heads towards the laboratory and examine the note on the floor by the bench (a1), picking up the Slider and taking a picture of the note as evidence. Then go back into the chateau, take the right-side hallway in the foyer, and enter Matilde’s room. 

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Take a photo of Matilde (in the bed, b1) for evidence and also one of the fireplace (b2), where you also need to grab the Tongs. Now move next door to Rouletabille’s room and listen to his conversation with Monsieur Darzac. Afterward, you’ll be able to complete a missing-objects mini-game in the room and claim a second Slider Piece.

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Go out the front of the chateau and go right, to the garden. Use the Tongs on the tree (c1) to get the Marble. Go back into the chateau foyer. This time, take the left hall and use the Lockpick to open the door, gaining access to Larsan’s room. 

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Once inside, select the bust on the wall (d1) and add the Marble to gain a third Slider Piece. Go to the right hallway and examine the chandelier (e1) there, taking a Lightbulb.  

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Go right back to the laboratory to find it has been sabotaged. Insert the lightbulb into the lamp on the table (f1) to brighten the room, then take a photo for evidence. Select the cabinet (f2) for a close-up and take the Tarot Card. Head out the back into the Yellow Room, where a new object-finding game has materialized on the picture frame above the bed. Complete it to get a fourth Slider piece.

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Go back to Larsan’s room in the chateau, click the bed (d2), and then add the Tarot Card to those already there to start a card-matching puzzle. This is randomized each time, so I can't give the solution, but you can't fail and it is easy if you make notes as you look at the cards. Once complete, take the Slider Key.  

Another Attack

Next, select the chest at the end of the bed (d3). Add the four Slider pieces in the close-up to begin a sliding puzzle. All you need to do is move the pieces until the four squares that start in the corners are in the middle. Once complete, you’ll reveal a keyhole. Open the compartment with the Slider Key, taking a photo of the dagger and combination (152) as evidence. 

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Head back to the chateau foyer for a cutscene, then go across to outside the laboratory and use the combination (152) on the padlock on the ladder (g1). You can now collect the Ladder into your inventory. Go back outside the front of the chateau and use the ladder on Mathilde Stangerson’s room window (h1) for a cutscene. 

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Move to the garden (h2) and take a photo for evidence, then select Mr. Green’s hand (i1) and take the Note Piece. Go back up to Rouletabille’s room in the right hall of the chateau and take another photo for evidence. While here, click the bed to get a second Note Piece and take another evidence photo. Next you'll be sent to Larsan’s room (left hall).

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Once inside, click Larsan in the bed (d2) and get the third Note Piece, then go out to the garden for another cutscene with Rouletabille. He asks you to meet him at the station, so move there next (Station Front) for yet another cut scene, which concludes Chapter Four. 

Victorian Mysteries: The Yellow Room Walkthrough - Chapter 5

Chapter Five begins just after you say goodbye to Rouletabille at the station as he heads off to find more evidence elsewhere. Before he does, he'll task you with taking photographs as any evidence you can find while he is away. This last chapter is light on puzzles; you’re mainly looking for the objects needed to move through to new locations, all of which are explained below.

Green Man

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From the station, return to the gates at the chateau’s entrance and complete the object-finding puzzle just to the left of the gates to get the Garden Key, then move to the right of the chateau and use the Garden Key on the garden gate (a1) to advance to Mr. Green’s House.

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Select the postbox (b1), open it, and collect a fourth Note Piece (see my Chapter Four Walkthrough if you don’t already have three pieces), then get the fifth Note Piece from the bench outside the house (b2). Now click behind the house (b3, by the cart) to move to the Back Porch.

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Click the fence (c1) to pick up the Crest, then to the left of the door (c2) to get your sixth Note Piece. Afterward, use the Scarf on Madame Mathieu (c3) and watch the cut scene that follows, after which she’ll give you the seventh Note Piece.

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Next, go back into the chateau, enter Larsan’s room (left hall), and use the Crest to open the chest of draws (d1) and get the eighth and final Note Piece. Now that you have all the pieces, click the table on the Back Porch (c4), and complete the jigsaw puzzle (below) to put the note together. Finally, take a picture of it for evidence. 

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Angenoux

When you move back to the garden, you’ll find the statue to the left of the gate (a2) has become a missing objects puzzle. Afterward, you’ll be rewarded with an Oar. Move to the Chateau Front for a cutscene, then go to Front Gate and along the Right Path to the Lake. Use the Oar on the boat, then cross the lake (click the lake in the background).

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Once you’re at the Boat Dock, go straight ahead to the Cave Path and pick up the Fishing Net (e1), then use the Knife to cut the two ropes (e2) blocking the path forward across the bridge. You can’t cross yet though, so head back to the Boat Dock.

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Use the Fishing Net on the water by the boat (f1) to get the Gypsy Key, then move on to the Gypsy Shack (f2). Take a picture of Mother Angenoux (g1) for evidence, then once she leaves, use the Gypsy Key on the caravan door (g2) to start a missing objects mini-game. Once complete, you’ll receive a Plank and a Crowbar

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Head back to the Boat Dock and use the Crowbar on the loose plank (f3) to get the second Wood Plank, then go back to the Cave Path and use the two planks to fix the bridge (e3). You can now head across the bridge to the Beastie Cave.

The Beastie Cave

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Select the body (h1) and take a photo for evidence. After making a swift exit, head back across the lake to the Chateau Front for a brief cut scene, then head to your room in the chateau (Right Rall from the Chateau Foyer). Examine the bed to get the telegram from Rouletabille and photograph it for evidence. 

Once the next cut scene is complete, head to the Station Front to speak to Rouletabille. After the conversation, Rouletabille asks you to meet him once more outside the laboratory, where he will give his evidence. Once there Rouletabille will reveal what happened in the Yellow Room, concluding the mystery. Congratulations! 

Want more adventure game walkthroughs? Check out 10 Best Free Puzzle Mystery Games here on Pro Game Guides!


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Author
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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 – Chapters 1-5

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