TinkerQuarry

TinkerQuarry

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Guide for basic traversal
由 THATONESiCKO 制作
A basic run-through of Tinker Quarry, and some help for the puzzle sections of the game.
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A note:
I do not make guides often. While (after six or so years) I have come back to finish this guide, this playthrough does consume a lot of essences(I don't know if this changes the ending yet), but I will give a description of each one I come across. . Depending on how I feel about the game, I may return to brush up on this guide and its formatting, I currently have no plans to do so, but that may change.
The beginning
The game starts with a bunny, later known as Peter, dragging your character to a group of black mirrors. A girl slowly fades into view in a blue rimmed mirror, before a dog like creature sneaks up behind, ending the cutscene. But you don't really need to know that.

After the game actually begins, There are instructions to help you with moving and interacting. A paper on the wall tells you that x will open your inventory, and to keep smiling.
How to get downstairs.
So, After that, you can exit the room. There is a door to your left, and it holds the Magic Parcel, an item that allows you to add toys to your party. That will be useful because your path is blocked by a large, plastic drawer. If you enter the door in front of you, you will be in Peter's room. After a short chat, he adds himself to the party, shrinking into the Magic Parcel. When re-encountering the fallen dresser, Peter will lift it up, allowing you to move along. You will encounter a music box, the saving function for the game and way of rather obvious but helpful advice. To save, simply open the music box. After that, the room ahead has two rats, or at least rat like creatures. If you go to the right then ahead in there, you come across a shop. But if you go into the room on your left, you encounter Fido. In my personal advice, grinding for at least the sharp poles from the shopkeeper specials will help with your fight, but if you want to fight for more teeth, as I did, you can enter the shop, and go back to the room, and the rats have respawned. After you fight and impair Fido, you can walk around freely downstairs.
Downstairs
Once downstairs, head to the cafeteria, or the room with the sleeping dino. In a sink, you get the storage room key. With this key, go back upstairs and wander until you see a pink door. open the door. The door jams behind you, and you find a screwdriver. Using your newly obtained tool, you can enter the vents as you please. On the second floor, you can enter the room where you found the parcel, Peter's room, a rat breeding ground, and the back of Walter's room with the vents. In the back of Walter's room is one hundred teeth. In the rat room is two flimsy stitches. Head back downstairs. There should be a vent you can enter in the bottom room of the first floor entrance. That vent leads to a mythical charm, a spooky grayscale room with a plastic shield, and the cafeteria. However, this vent isn't how you move forward in the game. Going to the room on your left will be outside. There is a grate you can open with your trusty friend, screwdriver. Once in grateworld, the first door you see contains a few strong stitches. There is a wind up soldier, with the key in it's back gone later ahead. To the right, you find stairs, leading to a air vent. So much for grateworld. There's only one exit to the vent, leading to Lori's room. The amalgam runs away. Exiting her room, you find a flashlight, and a trail of red fur. Follow the trail upstairs. When you find the third floor, be prepared.
Floor Three and four
Once up in the dark, you will have to impair four softies/ stuffed animals. These creatures are weak and have about as much health as a rat. If you run into any tinkers, these are the same, but with more attack. Near the beginning of the floor is a machine, with a empty softie. Fill the chute next to it with the four impaired softies. After that, pull the crank to your right three times. A key should fall out. The key gives you access to the roof, where you must fight Sera. After defeating her, you obtain the fourth floor key. Peter will then advise you to collect Sera's essence, which you can find in the outside area where you fell through the grate. You can choose to either take it, or leave it behind. If you take Sera's "Essence of Fear," you can equip it in your accessory slot, gaining 30 speed.

When entering the fourth floor, (after a short playable cutscene,) you will be met by the Glass Dragon, who asks you to find a "Peculiar contraption," and activate it. More on that in a minute. First, you will go through a maze, following a scarce trail of fur. after the end of the trail, you'll end up in Havenquarters, the secret base of Skid and Mr. Whiskers. After a conversation, You can choose Skid(plastic) or Whiskers(Softie) to join your party. After that, go back through the maze, but go left and up. You'll find an albino rat chewing on a lever. Take the lever, and walk to the end of the hallway. It will lead to a room with the strange contraption. Warning, using the lever on the contraption will kill the Glass Dragon, who will drop the Essence of Wisdom(Acc., +30 Cognitive) After exiting the maze, head back to floor one. There, Lori is waiting for you. She goes through the hole in the wall to open the door. Once you enter(after another short cutscene), you'll find that Lori has been impaled, and her scarf is missing. If you enter the coffee shop, you will find Stella, who urges you to try a "drink" she's made. After tasting the "drink," Stella will lead you to the back room, where you proceed to fight her. After you defeat her, you obtain both the essence of beauty and courage. forward is a shop and a keypad. The code is fifteen. However, you can only input the code after reading the lone book on a shelf in the library. The library is to the far right of the save point, and you can find it after using the closest door to the stairs you have to go up. After inputting the code, you enter the residence hall. To the left and right are four rooms. I will explain of which ones I personally found useful.

In the left side, on the right at the top, is a carnival. There are two games you can play. Winning either gives you useful amulets. In whack a rat, I recommend standing in the same spot the whole time, as from experience, this allows you to win. In the moving drums room, follow this code.
< > < >
With this code, you will get the prize. On the other side at the top right is the looping storage. Answer the riddles with this.
6
Carnival
Human Leather.
You will get a silver key from this. Use the silver key on the center door. However, save before you do, because after this, there is danger right ahead.
The End
After going through the silver door, a combat section will begin with Adeline being the only combatant. Spamming "Something special" should be enough to get you through this fight without much issue. After this is another short cutscene, which leads to a train station and a save point. Inside the train station is a merchant who sells SP and HP healing items, as well as the skill, "curativity." Going right past the train and following the path will lead to a cutscene and a few save points, followed by a last encounter with Fido.
2 条留言
THATONESiCKO  [作者] 7 月 25 日 下午 4:17 
I have no clue how I figured this out when I was younger, but my method of explaining how to get there is a bit poor. From the save point in the area you find Stella(The coffee lady) go all the way to the right, and up the stairs at the end of the hallway. In the door closest to the stairs is the library. Go to the upper area of the library, and you'll find a bookshelf with only one book on it. After interacting with all three pages, you should be able to use the code "15" on the door.
thats MISTER OWO furry to you! 7 月 24 日 下午 9:18 
ok im just past the part where you had to fight the crazy coffee lady who killed the essance of courage......can you help me with the code to the glass door just past the talking pony guy?