Found yourself stuck solving the Secrets of Valley View?
No worries! Below you’ll find a full walkthrough of the mystery that you can use to help give yourself a different perspective and solve those tricky puzzles.
The FILING CABINET (QR-05) is full of papers, but you’ll need to have an ART STUDENT check it to discover a music sheet with oddly shifted notes.
Only one character type is capable of discerning how the notes have been shifted, the NERD. Have a NERD scan the QR code revealed by the ART STUDENT to learn that the music sheet has a shift of -3 (minus three).
Next, you’ll need to head over to the CRAFT TABLE (QR-06) to inspect the lockbox containing ciphered text:
The COFFEE TABLE (QR-07) has a BOOK OF CIPHERS detailing how to decode three separate types of ciphers. The section on CAESAR SHIFTS lets you know that if you have a shift of -3 (minus three), you’ll need to add 3 to each letter to decipher it.
Deciphering the message on the lockbox gives you a riddle:
“What has a head and tail, but no body?”
The answer to the riddle is “COIN“. Use that code to open the lockbox on the CRAFT TABLE (QR-06) to retrieve a photo:
Note the number and the shape at the bottom.
Have either the ARTIST or the ATHLETE check the papers beneath the PORTA-SAFE (QR-11). There, you’ll find a poem:
Use this poem to get a code from the painting in the PICTURE FRAME (QR-08):
4523
This code will open the SAFE hidden behind the painting.
Inside the SAFE, you’ll find a CASSETTE TAPE (ID: 24K):
Note the square.
Next, have the TROUBLEMAKER visit the TAPE PLAYER (QR-09) to fix it and allow another player to use it by scanning the QR code provided.
Once scanned, input the CASSETTE TAPE ID from above (24K) to hear the GAME WINNING PLAY.
Listen to the GAME WINNING PLAY and keep track of the players (and their numbers) to get a three-digit code by recording their order at the end of the play.
CODE: 784
Make a note of this number, and the square that was on the cassette it came from.
Have either the NERD or the TROUBLEMAKER check the papers beneath the PORTA-SAFE (QR-11). There, you’ll find a list of books.
Use this list to put the books on the top shelf of the BOOKCASE (QR-10) in order. Each book title will have a special letter you’ll need to record.
The books will give you a 5-letter word: ENTER
Next, use the code you got (ENTER) to open the STORAGE CLOSET (QR-12). Inside, you’ll find a letter containing a TRIANGLE and the number 413.
Head to the BRIEFCASE (QR-04) and use the three shapes and corresponding codes you recorded:
CIRCLE = 257
SQUARE = 784
TRIANGLE = 413
to open the BRIEFCASE.
Only one character type is capable of discerning how the notes have been shifted, the NERD. Have a NERD scan the QR code revealed by the ART STUDENT to learn that the music sheet has a shift of -3 (minus three).
Next, you’ll need to head over to the CRAFT TABLE (QR-06) to inspect the lockbox containing ciphered text:
The COFFEE TABLE (QR-07) has a BOOK OF CIPHERS detailing how to decode three separate types of ciphers. The section on CAESAR SHIFTS lets you know that if you have a shift of -3 (minus three), you’ll need to add 3 to each letter to decipher it.
Deciphering the message on the lockbox gives you a riddle:
“What has a head and tail, but no body?”
The COFFEE TABLE (QR-07) has a BOOK OF CIPHERS detailing how to decode three separate types of ciphers. The section on CAESAR SHIFTS lets you know that if you have a shift of -3 (minus three), you’ll need to add 3 to each letter to decipher it.
Deciphering the message on the lockbox gives you a riddle:
“What has a head and tail, but no body?”
The answer to the riddle is “COIN“. Use that code to open the lockbox on the CRAFT TABLE (QR-06) to retrieve a photo:
Note the number and the shape at the bottom.
Note the number and the shape at the bottom.
Use this poem to get a code from the painting in the PICTURE FRAME (QR-08):
4523
This code will open the SAFE hidden behind the painting.
Inside the SAFE, you’ll find a CASSETTE TAPE (ID: 24K):
Note the square.
Next, have the TROUBLEMAKER visit the TAPE PLAYER (QR-09) to fix it and allow another player to use it by scanning the QR code provided.
Once scanned, input the CASSETTE TAPE ID from above (24K) to hear the GAME WINNING PLAY.
Note the square.
Next, have the TROUBLEMAKER visit the TAPE PLAYER (QR-09) to fix it and allow another player to use it by scanning the QR code provided.
Once scanned, input the CASSETTE TAPE ID from above (24K) to hear the GAME WINNING PLAY.
Listen to the GAME WINNING PLAY and keep track of the players (and their numbers) to get a three-digit code by recording their order at the end of the play.
CODE: 784
Make a note of this number, and the square that was on the cassette it came from.
CODE: 784
Make a note of this number, and the square that was on the cassette it came from.
Use this list to put the books on the top shelf of the BOOKCASE (QR-10) in order. Each book title will have a special letter you’ll need to record.
The books will give you a 5-letter word: ENTER
Next, use the code you got (ENTER) to open the STORAGE CLOSET (QR-12). Inside, you’ll find a letter containing a TRIANGLE and the number 413.
CIRCLE = 257
SQUARE = 784
TRIANGLE = 413
to open the BRIEFCASE.
The unlocked BRIEFCASE (QR-04) contains a CELL PHONE that requires a PIN to unlock. To obtain the PIN, you’ll need to visit the hall containing the PHOTOS (QR-13).
There are four photos you’ll need to focus on:
The BOOK OF CIPHERS on the COFFEE TABLE (QR-07) contains a segment on PIGPEN CIPHERS:
Use the PIGPEN CIPHER to decode the symbols on the hall photos to get a 4-digit code:
8671
that you can use to unlock the CELL PHONE.
Once in, make note of the COLORED NUMBER mentioned in the voicemail (4), as well as the following photos:
At this point, you should now have collected five COLORED NUMBERS from around the house.
1 – On the trophy.
2 – On the coffee table newspaper. (Phase II only)
3 – On the car outside the window. (Phase I only)
4 – From the cell phone’s voicemail.a
5 – On the painting in the picture frame. (Phase II only)
Then, visit the BOOKCASE (QR-10) and use the COLORED NUMBERS to place the FALLEN BOOKS in order, revealing a hidden compartment with another CASSETTE TAPE (ID: 18Q):
Next, have the TROUBLEMAKER get the TAPE PLAYER (QR-09) working again so another player can scan it and input the new CASSETTE TAPE (ID: 18Q) you just received.
Listen to the conversation, and record the first three digits of the Principal’s safe code:
9 1 4
Have the ATHLETE visit the FILING CABINET (QR-05) and lift it up. Another player can then grab the piece of paper from underneath:
Then, you’ll need to revisit the BOOK OF CIPHERS on the COFFEE TABLE (QR-07) to learn about ATBASH CIPHERS.
Once deciphered, the note reads as follows:
A: I am an odd number. Take away a letter and I become even. What number am I?
B: What becomes smaller when you turn it upside down?
C: If you multiply this number by any other number, the answer will always be the same. What number is this?
The answers are 7, 9, and 0.
790!
This is the second half of the SAFE code.
With both halves of the SAFE code, you can use the number 914790 to open the PORTA-SAFE (QR-11). Inside, you’ll find a key and two strips of paper:
Take note of the two strips of paper, then use the key to unlock the COFFEE TABLE DRAWER to retrieve a couple of other notable items:
You should now have all nine clues for the EINSTEIN PUZZLE located on the CHEST in the STORAGE CLOSET (QR-12):
CLUE 1: In the cell phone photos
CLUE 2: Inside the portasafe
CLUE 3: Papers under portasafe (Artist)
CLUE 4: Papers under portasafe (Nerd)
CLUE 5: Papers under portasafe (Troublemaker)
CLUE 6: In the cell phone photos
CLUE 7: In the coffee table drawer.
CLUE 8: Inside the portasafe
CLUE 9: Papers under portasafe (Athlete)
Using these clues, you can complete the EINSTEIN PUZZLE.
Then, use the filled in chart to get the following numbers:
ARITHMETIC ROOM = 5
GREEN ROOM = 1
RED ROOM = 2
READING ROOM = 3
PANDA ROOM = 4
51234
Use this code to unlock the CHEST inside the STORAGE CLOSET (QR-12).
Inside, you’ll find the following important item:
You should now have the following three pieces of information:
Overlay these three items to get the following number:
9483
Use this code (9483) to set the ALARM CLOCK on the CRAFT TABLE (QR-06). The ALARM CLOCK will print the password for the LAPTOP in the BRIEFCASE (QR-04):
“ValleyView4Lyfe“
Once you’ve accessed the LAPTOP, you’ll receive the code needed to make an accusation at the BEDROOM (QR-02). Be sure to check the LAPTOP’S contents carefully for the proof you need to catch the murderer!
There are four photos you’ll need to focus on:
The BOOK OF CIPHERS on the COFFEE TABLE (QR-07) contains a segment on PIGPEN CIPHERS:
Use the PIGPEN CIPHER to decode the symbols on the hall photos to get a 4-digit code:
8671
that you can use to unlock the CELL PHONE.
Once in, make note of the COLORED NUMBER mentioned in the voicemail (4), as well as the following photos:
Use the PIGPEN CIPHER to decode the symbols on the hall photos to get a 4-digit code:
8671
that you can use to unlock the CELL PHONE.
Once in, make note of the COLORED NUMBER mentioned in the voicemail (4), as well as the following photos:
1 – On the trophy.
2 – On the coffee table newspaper. (Phase II only)
3 – On the car outside the window. (Phase I only)
4 – From the cell phone’s voicemail.a
5 – On the painting in the picture frame. (Phase II only)
Then, visit the BOOKCASE (QR-10) and use the COLORED NUMBERS to place the FALLEN BOOKS in order, revealing a hidden compartment with another CASSETTE TAPE (ID: 18Q):
Next, have the TROUBLEMAKER get the TAPE PLAYER (QR-09) working again so another player can scan it and input the new CASSETTE TAPE (ID: 18Q) you just received.
Listen to the conversation, and record the first three digits of the Principal’s safe code:
9 1 4
Listen to the conversation, and record the first three digits of the Principal’s safe code:
9 1 4
Then, you’ll need to revisit the BOOK OF CIPHERS on the COFFEE TABLE (QR-07) to learn about ATBASH CIPHERS.
Once deciphered, the note reads as follows:
A: I am an odd number. Take away a letter and I become even. What number am I?
B: What becomes smaller when you turn it upside down?
C: If you multiply this number by any other number, the answer will always be the same. What number is this?
The answers are 7, 9, and 0.
790!
This is the second half of the SAFE code.
Once deciphered, the note reads as follows:
A: I am an odd number. Take away a letter and I become even. What number am I?
B: What becomes smaller when you turn it upside down?
C: If you multiply this number by any other number, the answer will always be the same. What number is this?
The answers are 7, 9, and 0.
790!
This is the second half of the SAFE code.
With both halves of the SAFE code, you can use the number 914790 to open the PORTA-SAFE (QR-11). Inside, you’ll find a key and two strips of paper:
Take note of the two strips of paper, then use the key to unlock the COFFEE TABLE DRAWER to retrieve a couple of other notable items:
Take note of the two strips of paper, then use the key to unlock the COFFEE TABLE DRAWER to retrieve a couple of other notable items:
CLUE 1: In the cell phone photos
CLUE 2: Inside the portasafe
CLUE 3: Papers under portasafe (Artist)
CLUE 4: Papers under portasafe (Nerd)
CLUE 5: Papers under portasafe (Troublemaker)
CLUE 6: In the cell phone photos
CLUE 7: In the coffee table drawer.
CLUE 8: Inside the portasafe
CLUE 9: Papers under portasafe (Athlete)
Using these clues, you can complete the EINSTEIN PUZZLE.
Then, use the filled in chart to get the following numbers:
ARITHMETIC ROOM = 5
GREEN ROOM = 1
RED ROOM = 2
READING ROOM = 3
PANDA ROOM = 4
51234
Use this code to unlock the CHEST inside the STORAGE CLOSET (QR-12).
Inside, you’ll find the following important item:
ARITHMETIC ROOM = 5
GREEN ROOM = 1
RED ROOM = 2
READING ROOM = 3
PANDA ROOM = 4
51234
Use this code to unlock the CHEST inside the STORAGE CLOSET (QR-12).
Inside, you’ll find the following important item:
Overlay these three items to get the following number:
9483
Use this code (9483) to set the ALARM CLOCK on the CRAFT TABLE (QR-06). The ALARM CLOCK will print the password for the LAPTOP in the BRIEFCASE (QR-04):
“ValleyView4Lyfe“
“ValleyView4Lyfe“
Once you’ve accessed the LAPTOP, you’ll receive the code needed to make an accusation at the BEDROOM (QR-02). Be sure to check the LAPTOP’S contents carefully for the proof you need to catch the murderer!