Twin Mind 4: Nobody’s Here - Full Walkthrough with Tips and Puzzles
Dual Consciousness 4: Nobody Here. An employee of the science center asks Randall to investigate the mysterious death of her colleague. The victim died in a closed room from the inside, where there was not a single person. At the same time, some details of the incident make it clear that a murder was committed. Join Eleanor and Randall, twin detectives, as they uncover the details of this strange case and track down the culprit. This article describes a complete and detailed walkthrough of the game with pictures. An overview of all the secrets, tips, tactics and features of game mechanics from start to finish is given.
Contents
- General Tips
- Chapter 1 Murder in the Lab
- Chapter 2 The Spectral Suit
- Chapter 3 After the Fire
- Chapter 4 On the Police
- Chapter 5 Research Center
- Chapter 6 The Spectral Machine
- Chapter 7 The Yacht
- Chapter 8 Yacht Club
- Bonus Chapter Prediction
- Collectibles
- Achievements in the game
Dual Consciousness 4: General Tips
What should be done in the game? This is a detective story with elements of mysticism, where you will need to investigate a crime committed in a room closed from the inside. Help the detectives find clues, restore the details of the incident and unravel the ingenious plan of the criminal. To complete the game, you need to look for inventory in locations and use it correctly. This is how you complete game tasks and progress through the story.
Often you will come across mini-games and hidden object scenes. For any difficulty in the game, you can use the "Advice" button (the magnifying glass icon in the lower right corner) to get a hint. Also look at the Map of the area to navigate in your location and quickly move around the locations. This guide will not mention the need to zoom in every time. Screenshots will show an already enlarged image.
Difficulty modes. The game has several difficulty modes:
- Easy. Active zones are highlighted. Mini-game skip buttons and Council buttons reload quickly.
- Average. Active zones are not highlighted. Mini-game skip buttons and Council buttons reload slowly.
- Difficult. Active zones are not highlighted. There are no buttons to skip mini-games and the Council. No training. Available quests and collectibles are not shown on the map.
- Special. Allows you to select the difficulty settings as you wish.
Search for items. All Hidden Object Puzzles are referred to as HOPs in the manual. This walkthrough does not explain the decisions of the HOP. It only shows the location of the HOP and the resulting inventory item. You can replace the HOP with a Match 3 game.
Mini games. The guide will describe step-by-step solutions for those mini-games that have a single solution and are not randomly generated. For other mini-games, read the explanations and rules carefully.
Dual Consciousness 4: Chapter 1 Murder in the Lab
- Take the INSECT REPELLENT (A), journal, note, and DISCHARGED PHONE (B).
- Use INSECT REPELLENT; take the SHARPENER (C).
- Take the map, SHAFT, and BROKEN PENCIL (D).
- Use the SHARPENER on the BROKEN PENCIL; receive a PENCIL.
- Use PENCIL (E).
- Play the HOP (F).
- Solution (G).
- Receive LIST OF EVIDENCE.
- Pull out the KEY from the LIST OF EVIDENCE.
- Use KEY (H); take the FANG PENDANT, LIGHTER, and CHARGER (I).
- Place CHARGER and DISCHARGED PHONE; take CHARGED PHONE (J).
- Use the CHARGED PHONE on the LIST OF EVIDENCE.
- Take AMULET 1/3, SOLVENT, and BUTTON (K).
- Take AMULET 2/3 and PARCEL (L).
- Use BUTTON (M); find items from the list.
- Take the HANDKERCHIEF (N).
- Use SOLVENT and HANDKERCHIEF; take the POWDER PACK, MASSAGE WAND, and AMULET 3/3 (O).
- Insert AMULET; take the OPENER and KNIFE (P).
- Cut the PARCEL with the KNIFE; take THANATOS WHEEL MANUAL.
- Place the THANATOS WHEEL MANUAL (Q).
- Rotate the sections so that the arrows point to "26", "June", "3" (R).
- Easy solution (S).
- Difficult level solution (T).
- Select Profession (U).
- Enter "17", "September", "0" (V).
- Easy solution (W).
- Hard level solution (X).
- Select Scientist (Y).
- Select Cancer (Z).
- Easy solution (A).
- Difficult level solution (B).
- Select Revenge (C).
- Read the information; select ’Tobias Black’ (D).
Dual Consciousness 4: Chapter 2 The Spectral Suit
- Take HEAT SHRINK TUBE, note, FIGURINE 1/2, and SPADE (E).
- Take the POLLEN with the SPOINT.
- Use the SHOVEL; take the LUCKY HORSESHOE and BROKEN PUMP (F).
- Use LUCKY HORSESHOE (G); take ADHESIVE TAPE.
- Use LIGHTER; take the MAGNETIC MAP (H).
- Use POLLEN; select the 3-4-0-key (I).
- Use MAGNETIC CARD (J).
- Solution of easy and difficult level (K).
- Walk forward (L).
- Take the HALL PHOTO (M).
- Use the HALL PHOTO; play the HOP (N).
- Receive the FINGERPRINT.
- Use FINGERPRINT (O).
- Walk forward (P).
- Pull the lever (Q).
- Take HAIR DRYER and FIGURINE 2/2; remove rope (R).
- Use HEAT SHRINK TUBE and HAIR DRYER; select the switches (S).
- Take the COMB and CALIPER (T).
- Place FIGURINES; take the REWARD STATUETTE (U).
- Use FANG PENDANT and PREMIUM STATUE; take BOX and AMMONIA (V).
- Use AMMONIA (W).
- Ask all questions (X).
- Choose option 1 or 2 (Y).
- If you choose option 2, skip all steps marked with #.
- Receive the BUILDING LAYOUT.
- # WALK FORWARD (Z).
- # TAKE THE AWL AND BOARD (A).
- # PUT DOWN THE BOARD (B).
- # PLAY THE HOP (C); receive a BUTTON.
- # USE BUTTON; take the SET OF KEYS (D). Use AWL; turn the key. Take the BRAIN MODEL (E).
- # SUPPLY MODEL BRAIN; take the SURGICAL SCISSORS (F).
- # GO BACK.
- # USE SET OF KEYS; take the PIECES OF PAPER (G).
- Go back.
- Place the BUILDING LAYOUT (H).
- Solution (I).
- Take MOTORCYCLE EMBLEM (J).
- Place MOTORCYCLE EMBLEM; take KEY 1/3.
- Use COMB; take the TUNING FORK (K).
- Go back.
- Use TUNING FORK (L); take KEY 2/3 and PUMP HANDLE (M).
- # USE SURGICAL SCISSORS; take GLUE (N).
- Use the ADHESIVE TAPE and PUMP HANDLE on the BROKEN PUMP; receive a PUMP.
- Use PUMP (O); take FILM, HANGER, and GARLAND EXTENSION 1/2 (P).
- Go to the Laboratory.
- Use HANGER; take the BULB, note, and GEAR (Q).
- Rip the skin; place the GEAR. Take ANTENNA and FAIRY EXTENSION 2/2 (R).
- # WALK FORWARD (S).
- # PLACE THE PIECES OF PAPER AND GLUE (T).
- # EASY AND HARD LEVEL SOLUTION (U). Take the PICTURE OF THE CASTLE.
- # PLACE THE PICTURE OF THE LOCK (V).
- # SWAP ALL GHOST AND HUMAN TOKENS (W).
- # TAKE NOTE (X).
- # GO BACK.
- Go back twice.
- Place EXTENSION WITH GARLAND (Y).
- Play the HOP (Z).
- Solution (A): select 3-5-6-7-8-B-CD-7-E.
- Receive CUTTERS.
- Use CUTTERS (F).
- Use CALIPER; take the VACUUM CLEANER and ANTISTAPLER (G).
- Walk forward (H).
- Use the ANTISTAPLER on the BOX; take TUNER.
- Place the TUNER (I).
- Solution (J): Kx3, adjust as shown.
- Take the METAL FEATHER (L).
- Place METAL FEATHER; take ANTISEPTIC and KEY 3/3 (M).
- Walk forward (N).
- Insert KEYS (O).
- Easy solution (P): 1-2-4-5-9-11-14-18-21-24-25.
- Hard Level Solution (Q): 1-2-4-6-9-11-14-15-17-20-21-22-24-25-26-27-29-30.
Dual Consciousness 4: Chapter 3 After the Fire
- Take the JACK and HANGER HOOK (C).
- Use the POWDER PACK and HANGER HOOK (D); remove the hook (E).
- Take the SHOCKER and HAIRPIN (F).
- Take note and SHEARS; use HAIRPIN (G).
- Easy solution (H): J-K-J-K-Jx2-I-K.
- Difficult level solution (H): I-K-J-K-Ix2-K-Jx4-K-J-K-Ix2-K-I.
- Take the FIRE EXTINGUISHER (L).
- Remove the pin from the FIRE EXTINGUISHER.
- Use FIRE EXTINGUISHER (M).
- Play the HOP (N).
- Take FUSE 1/4.
- Take the NAIL FILE with the SHARP STICK (O).
- Use NAIL FILE (P); take FUSE 2/4 and BATTERY.
- Take the NAILS with the OPENER (Q).
- Take FIGURINE 1/3 (R).
- Use JACK; use NAILS.
- Take FUSE 3/4 (S).
- Take ROLLING RING and FUSE 4/4 (T).
- Open; put down the FUSES (U).
- Easy solution (V): (1-2)-(4-1)-(Z-5)-(Z-6).
- Hard level solution (W): (1-2)-(4-2)-(5-3)-(6-3).
- Take the BROKEN ELECTRIC JIG SAW and LEVER (X).
- Place LEVER (Y); take the MAGIC FIGURINE and PIECE OF TARPAS (Z).
- Use MAGIC FIGURINE and SHEARS; take note, STONE, and RANDALL’S ID (A).
- Show RANDALL’S ID (B).
- Walk forward (C).
- Use the PIECE OF TARPOL; take the BLADE (D).
- Use the BATTERY and BLADE on the BROKEN ELECTRIC JIG SAW; receive ELECTRIC JIG SAW.
- Take the ANTHRON PIECE and FIGURINE 2/3 (E); use ELECTRIC JIG SAW.
- Take GEAR 1/2 and CLIP (F).
- Go back.
- Use the CLIP; take the PIPE (G).
- Place the ROLLING RING and PIPE (H).
- Walk forward (I).
- Take GLUE and POUCH (J).
- Place POUCH and STONE; take CHAIN and FIGURINE 3/3 (K).
- Place the FIGURINE (L).
- Play the HOP (M); receive ROPE.
- Drop the ROPE.
- Walk forward (N).
- Take BATTERY and TOY CAR 1/2.
- Remove your coat. Place the PIECE OF ANTHORN and GLUE (O).
- Easy solution (P): Rx3-Sx2-Tx5-Ux2-VW-Xx3-Y.
- Hard Level Solution (Q): Zx3-Ax2-Bx2-C-Dx5-Ex2-FG-Hx5-lx3-Jx3-K.
- Take note, RUBBER WITH FASTENING 1/2, and PLASTIC CARD (L).
- Use PLASTIC CARD (M); take note and TOY ROD (N).
- Go to the Kitchen.
- Take the GEAR 2/2 with the TOY ROD (O).
- Place GEAR and CHAIN (P).
- Easy solution (Q): (1-2)-(3-4-5-3-4-5)-(2-6)-(5-3-4-5-3-4-5-7) -(6-8).
- Hard Level Solution (R): (1-2)-(3-4-5-3-4-5-3)-(2-6-1-2)-(3-4-5-3-4- 5-3-4-7)-(2-1-8).
- Take the SCRAP OF CLOTH and RING (S).
- Go to the Attic.
- Use RING; take the AMULET and CRYSTAL PENDANT (T).
- Use AMULET; take CARTRIDGE and RUBBER WITH FASTENING 2/2 (U).
- Go back.
- Play the HOP (V); receive a HORN.
- Use the HORN (W); take the HALF-EMPTY BOTTLE (X).
- Go back.
- Use HALF-EMPTY BOTTLE; take the MAGIC NEEDLE and GAS BURNER (Y).
- Walk forward (Z).
- Use GAS BURNER (A); take the VALVE and MATCHES (B).
- Go to the Patio.
- Place the RUBBER WITH FASTENING and VALVE; take POINTER and TOY CAR 2/2 (C).
- Walk forward (D).
- Place BATTERY and TOY CAR (E).
- Play the HOP (F); receive GRAPE LEAF EMBLEM.
- Insert GRAPE LEAF EMBLEM (G); take the TOBIAS GLOSSIIES and HERBS (H).
- Read the book; place CRYSTAL PENDANT, MAGIC NEEDLE, HERBS, and MATCHES (I).
Dual Consciousness 4: Chapter 4 On the Police
- Use the VACUUM CLEANER; take the BUTTON (J).
- Take STICKY TAPE, SHARDS, and note (K).
- Insert LIGHT BULB and BUTTON (L); take the LABORATORY KEY (M).
- Take note; use LABORATORY KEY (N).
- Take BROKEN REMOTE; put down the SHARDS (O).
- Easy level solution (P): 3-4-QR; 1-5-3-QR; 2-7 QR;
- 8-5-2-QR; 8-2-4-QR; 9-10-11-QR.
- Difficult level solution (P): 3-4-QR; 1-5-3-QR; 2-7-QR;
- 8-5-2-QR; 8-2-4-QR; 7-11-QR; 6-9-10-QR.
- Take PRINTOUT and BARCODE (S).
- Use BAR CODE (T).
- Walk forward (U).
- Take note and WIRES (V).
- Use the FILM and WIRES on the BROKEN REMOTE; receive FAN REMOTE.
- Use FAN REMOTE (W); receive the SCARF.
- Take STATION KNIFE; use ANTISEPTIC and SCARF.
- Take COTTON STICKS; place PRINTOUT (X).
- Easy solution (Y): Bx2-Ax4-B-Ax3-CZA.
- Difficult level solution (Y): B-Ax4-C-B-Cx2-Ax3-B-Ax3-C-Z-A.
- Take HOMEP DRAWER (D).
- Use BOX NUMBER; take WYONA SCHEDULE (E).
- Go back.
- Offer WYONA SCHEDULE (F); receive an ACCESS CARD.
- Use ACCESS CARD (G).
- Walk forward (H).
- Take UMBRELLA and SHOEHOLON (I).
- Use SHOEHORN (J); take the EMPTY CASSETTE (K).
- Use OFFICE KNIFE; receive TEMPERATURE SENSOR TUBE (L).
- Insert TEMPERATURE SENSOR TUBE; open.
- Take the GRAPHITE POWDER (M).
- Go to Archive.
- Use GRAPHITE POWDER and COTTON STICKS (N).
- Play the HOP (O); receive the BOOK.
- Place BOOK (P).
- Use UMBRELLA; take HAIR PIN and BALL CHAIN (Q).
- Insert the BALL CHAIN (R).
- Take EDWARD’S FINGERPRINT with the TAPE (S).
- Take the PASSWORD (T).
- Go back.
- Use EDWARD’S PRINT (U).
- Easy solution (V): Wx4-Xx4-Yx2.
- Hard Level Solution (V): W-Xx2-Yx4.
- Take GLOBE and REC (Z).
- Place PASSWORD, TAPE RECORDER, and EMPTY CASSETTE; take the RECORD (A).
- Walk forward (B).
- Show RECORD (C); receive VYONA’S RING.
- Use VYONA RING (D); take note and DULLY MANICURE SHEARS (E).
- Use DULLY MANICURE SHEARS (F); receive MANICURE SCISSORS.
- Go to Archive.
- Use MANICURE SCISSORS; take the CAMERA and TOBIAS’ PERSONAL FILE (G).
- Go to the Interrogation Room.
- Offer TOBIAS’ PERSONAL FILE (H).
Easy solution (I).
Hard level solution (J).
Dual Consciousness 4: Chapter 5 Research Center
- Take note, EMPTY FLASK, and WAND (K).
- Place WAND; remove the willows (L).
- Place the POINTER (M).
- Solution of easy and difficult level (N): 1-3-4-5-2; 1-3-5-4; 5-4-1-3-4-2.
- Take the EMPLOYEE CARD (O).
- Take note. Use EMPLOYEE CARD (P).
- Insert CARTRIDGE; take ENTRY PERMIT (Q).
- Offer ENTRY PERMISSION (R).
- Choose 1 or 2 option (S).
- If you choose option 2, skip all steps marked with #.
- # GET A CONSTRUCTION SITE PASS.
- # USE THE CONSTRUCTION SITE PASS (T).
- # WALK FORWARD (U).
- # TAKE NOTE AND CORKSCREW (V).
- # USE CORKSCREW (W); take the HEX KEY (X).
- # TAKE INVENTION PIECE 1/4; use HEX KEY (Y). Take LIQUID NITROGEN and STAPLE ANTIST (Z).
- Go to the Repair Wing.
- Take the PEAT; use CLOTH SCRAP (A).
- Take the CLAMP (B).
- # USE LIQUID NITROGEN AND BRICK. Take the AEROSOL PAINT (B).
- Take note and PEN; put down the CLAMP (C).
- Play the HOP (D); receive DYNAMITE PICKS.
- Place DYNAMITE PICKS; select the handle (E).
- Walk forward (F).
- Take the BRUSH; put down TOBIAS’ GLOSSIARIES and PEN (G).
- Get INSTRUCTIONS.
- Take the STATUE PIECE and DISTILLATION TUBE (H).
- Place EMPTY FLASK, DISTILLATION TUBE, and INSTRUCTIONS (I).
- Add 1-2-3 to 4. Receive UNIVERSAL LIQUID KEY.
- Use UNIVERSAL LIQUID KEY; take CODE and MINERAL.
- # USE ANTISTAPLER; take the RAZOR (J).
- Supply CODE; enter: 1-4-3-6 (K).
- Take note, FLOOR TILE 1/3, and VIRUS DISK (L).
- Go back twice.
- Insert VIRUS DISC (M).
- Easy solution (N): 1-2-3-4-6.
- Hard Level Solution (N): 1-2-3-4-5-6.
- Receive HOWARD’S WORK and TERMINAL BLOCK.
- Place TERMINAL BLOCK (O). Use heat gun; open the jacket.
- Take MUG, DRIED GLUE and FLOOR TILE 2/3.
- # USE THE RAZOR. Take the SKETCH (P). Use DRY GLUE and BRUSH (Q); receive BRUSH WITH GLUE.
- # WALK FORWARD (R).
- # USE AEROSOL PAINT AND SKETCH (S); take note, INVENTION PART 2/4 and BACK ROOM KEY (T).
- # USE THE UTILITY KEY (U).
- # PLAY THE HOP (V); receive the CONCRETE MIXER HANDLE.
- # INSERT THE CONCRETE MIXER HANDLE (W). open; take INVENTION PIECE 3/4, WINDING KEY, and PLIERS (X).
- Go to Tobias’s Office.
- Place STATUETTE PIECE and BRUSH WITH GLUE; take the MIRROR and PHOTO OF ALEX (Y).
- Place PHOTO ALEX; take note, FLOOR TILE 3/3 and BOOK BOOKMARK (Z).
- Go back.
- Use the FLOOR TILE (A).
- Easy solution (B): D-2-Dx2-3-Dx2-1-4-Dx2-5.
- Dx2-6-5-D-4-1-Dx2-6-3-D-2-Dx3.
- Hard Level Solution (E): 2-4-5-8-G-7-G-3-Fx3-6-F-1.
- Gx3-2-4-5-7-8-Gx2-3-G-1-6-Gx4.
- Take NAILS and CANDLES 1/2 (H).
- Play the HOP (I); receive STEPLADDER.
- Place STEPLADDER (J). Take the HAMMER and COPPER BLUE SOLUTION (K).
- # TAKE THE BUTTON WITH THE PLIERS (K).
- Go back.
- Use the PEAT, MINERAL, COPPER BLUE SOLUTION, and MUG on HOWARD’S WORK; receive POWERFUL FERTILIZER.
- Use POWERFUL FERTILIZER; take RUNE, CANDLES 2/2, and SILK GLOVE (L).
- # WALK FORWARD (M).
- # PLACE BUTTON AND WINDING KEY (N).
- # EASY LEVEL SOLUTION (O).
- # HARD LEVEL SOLUTION (P).
- # TAKE INVENTION PIECE 4/4 (Q).
- # PLACE THE INVENTION PIECE (R).
- Go to the Repair Wing.
- Use SILK GLOVE; take the RED CRAYON (S).
- Go to Tobias’s Office.
- Place the CANDLES, RED CRAYON, and MIRROR (T).
- Play the HOP (U).
Dual Consciousness 4: Chapter 6 The Spectral Machine
- Take the BROKEN GLASS CUTTER (V).
- Take RINGS and note (W).
- Use the RINGS on the GLOBE; receive ARMILLARY SPHERE.
- Place ARMILLARY SPHERE (X).
- Remove the sign; take PENDANT and SUCKER (Y).
- Take the HAIRPIN with the PENDANT (Z).
- Place the HAIR PIN and BARREL (A).
- Walk forward (B).
- Take note; use CAMERA (C). Get PHOTO.
- Place PHOTO (D).
- Choose: 1-2-3-4-5 (E).
- Take CLIPPERS, STAR EMBLEM, and MARKER PEN 1/4 (F).
- Take note, POWDER, and MARKER PEN 2/4 (G).
- Insert STAR EMBLEM (H); take POLISH REMOVER and DIAMOND (I).
- Go back.
- Use the SUCKER and DIAMOND on the BROKEN GLASS CUTTER; receive GLASS CUTTER.
- Use GLASS CUTTER (J).
- Solution of easy and difficult level (K): 1-L-4-L-5-L; 2-M-4-M-6-M; 2-N-1-N-6-N; 4-O-2-O-3-O.
- Take the NAPKIN (P).
- Take note; put down the POLISH REMOVER and CLOTH (Q).
- Walk forward (R).
- Take MARKER PEN 3/4, HAIR SPRAY, and FEATHER (S).
- Use FEATHER and POWDER (T).
- Enter: 7-4-8 (U).
- Take the WIRE CUTTING HINT (V).
- Open; place WIRE CUTTING HINT and CUTTER (W).
- Solution (X): Yx2-ZABC.
- Take WINDING KEYS 1/2, MARKER PEN 4/4, and ELECTRIC TAPE (D).
- Go to the Lecture Hall.
- Place MARKER PENS (E); receive the POINTER.
- Use POINTER (F); take COLD WELDING MACHINE, METAL SHAVINGS, and WINDING KEYS 2/2 (G).
- Go to the Experiment Room.
- Take note; put down WINDING KEYS (H).
- Receive ELEANOR’S BAG.
- Take the JOYSTICK from ELEANOR’S BAG.
- Place the ELECTRIC TAPE and JOYSTICK (I).
- Play HOP (J); receive GHOST FIBER.
- Take note; place GHOST FIBER.
- Take the ROD and APPLE (K).
- Go back.
- Offer APPLE (L); take the LIGHTER (M).
- Use HAIR SPRAY and LIGHTER (N).
- Open; take the NUT and SHAFT (O).
- Walk forward (P).
- Use the SHAFT (Q); receive SOAP SHAFT.
- Use the SOAP SHAFT on ELEANOR’S BAG; take CLOTH SCRAP and MAGNET.
- Use METAL SHAVING and MAGNET; take the STATUETTE (R).
- Go to the Lecture Hall.
- Take note; place STATUETTE (S).
- Light level solution (T): UVWXYZ.
- Hard Level Solution (T): VWXYZ.
Dual Consciousness 4: Chapter 7 The Yacht
- Take note, BOARDS 1/2, and NET (A).
- Use NET; take BOLT and PLANKS 2/2 (B).
- Place BOARDS, NAILS, and HAMMER (C).
- Easy solution (D).
- Hard level solution (E).
- Walk forward (F).
- Take note and BROKEN PLIERS (G).
- Take the LEVER (H).
- Use BOOKMARK (I); take FOUNTAIN PEN 1/2 and PIECE OF PLIERS (J).
- Use the BOLT and PLIER PIECE on the BROKEN PLIERS; receive PLIERS.
- Use PLIERS; take the HOOK (K).
- Use HOOK (L).
- Walk forward (M).
- Take note, NOTEBOOK and ROPE (N).
- Use the ROPE on the RUNE; receive RUNE PENDANT.
- Use RUNE PENDANT (N).
- Play the HOP (O); receive COORDINATES.
- Place COORDINATES (P); take the BATTERY (Q).
- Go back.
- Place BATTERY (R); take SPRING 1/2 and FOUNTAIN PEN 2/2 (S).
- Put down the NOTEBOOK and FOUNTAIN PEN; take CODE (T).
- Go back.
- Supply CODE; enter: 4-6-0-enter (U).
- Take PENCIL, OIL, and LIGHT BULB (V).
- Insert LIGHT BULB; take ROPE, BOOK and SPRING 2/2 (W).
- Go to the Captain’s Bridge.
- Place SPRING; take TAROT CARDS.
- Use OIL; take the HOOK with the sponge (X).
- Go back twice.
- Use the LEVER and HOOK on the ROPE; receive HOOK ON ROPE.
- Use HOOK ON ROPE (Y); take the SMOKING PIPE and KNITTING HOOK (Z).
- Walk forward (A).
- Place BOOK and KNITTING HOOK (B).
- Easy solution (C).
- Hard level solution (D).
- Take the RING (E).
- Walk forward (F).
- Use RING (G); take note, DIAMOND, and LOCK PICK SET (H).
- Use LOCK PICK SET (I).
- Easy solution (J): MNKLN-Kx2-NKLN.
- Hard Level Solution (J): MN-Mx2-LN-Kx3-LNKNKNKLN.
- Take note (O).
Dual Consciousness 4: Chapter 8 Yacht Club
- Take BALL and PLANKS (P).
- Use the COLD WELDER and BOARD on the ROD; receive HOMEMADE LADDER.
- Place the MADE LADDER (Q). Take the SHARD OF TILE (R).
- Use SHARD OF TILE; take the GARDEN GNOME (S).
- Place the GARDEN GNOME (T).
- Walk forward (U).
- Take note, GEAR and VALVE (V).
- Place NUT and VALVE; turn (W).
- Take note, BOTTLE OF WATER, and MAST (X).
- Place the MAST, CLOTH, and TACKLE (Y).
- Easy level solution (Z).
- Hard level solution (A).
- Take note, BANKNOTES 1/3, and JACK HANDLE (B).
- Go back.
- Insert JACK HANDLE; take the JACK (C).
- Use JACK (D).
- Play the HOP (E); receive a SIGNAL LIGHT.
- Use the SIGNAL LIGHT (F).
- Take BANKNOTES 2/3, COIL OF WIRE, and PIECE OF RUBBER (G).
- Take note (H); place the PIECE OF RUBBER and BALL (I). Receive the SLINGSHOT.
- Use the SLINGSHOT (J).
- Walk forward (K).
- Take the GRINDSTONE and NAPKIN (L).
- Use BOTTLE OF WATER and NAPKIN; take the FILE (M).
- Use FILE (N); take note and FISH EMBLEM 1/2 (O).
- Place the COIL OF WIRE; receive a NOOSE (P).
- Go back.
- Take the LIFEBUOY with the NOOSE (Q).
- Throw the LIFEBUOY (R). Receive TOBIAS’ LAPTOP.
- Choose 1 or 2 option (S).
- If you choose option 2, skip all steps marked with #.
- # GET THE BIG VALVE.
- # PLACE THE BIG VALVE (T).
- # WALK FORWARD (U).
- # TAKE NOTE, PHOTO 1/5 AND MUG (V).
- # USE MUG (W); receive HOT TEA.
- # USE HOT TEA; select: 4-3-1-2 (X). Take MODEL MOTORCYCLE PIECE, MAGNETIC KEY CARD, and KEY RING (Y).
- Go to the Yacht Club.
- Place TOBIAS’ LAPTOP (Z).
- Find couples.
- Take BANKNOTES 3/3 (A).
- # USE KEY RING; take PHOTO 2/5 (B).
- Use BANKNOTES (C); press (D).
- Easy solution (E): Fx2-Hx2-G-Jx3-I-Hx2-FG-Fx3.
- Jx3-I-H-JI-Hx2-I-Jx3-IJI-Jx3.
- Difficult level solution (E): F-Hx3-GF-Hx3-GF-Jx3-I-Hx2-G-Fx3-Jx3.
- I-H-Jx2-I-Hx2-JI-Jx3-JIJ.
- Receive a PIECE OF FISH.
- Go back.
- Offer the PIECE OF FISH (K); take the CABLE (L).
- Use the GRINDSTONE (M); receive DIRK.
- Use DIRK; take ANTENNA and AX (N).
- Use AX; take the WETSUIT (O).
- Open; take ROD and CONTROL PANEL (P).
- # USE MAGNETIC KEY CARD; take the DOOR HANDLE (Q).
- Go inside the yacht.
- Place the CONTROL PANEL, CABLE, and ANTENNA; take the DIVING MASK and AWL (R).
- Use AWL; take the NAIL CUTTERS (S).
- Go back.
- Use NAIL CUTTERS; take the STRAP (T).
- Place ROD and STRAP; take the FINS and FISH EMBLEM (U).
- # WALK FORWARD (V).
- # PLACE DOOR HANDLE; take note, PHOTO 3/5 and MODEL MOTORCYCLE WHEEL (W).
- # PLACE MODEL MOTORCYCLE PART AND MODEL MOTORCYCLE WHEEL (X).
- # EASY LEVEL SOLUTION: YZA.
- # HARD LEVEL SOLUTION: YZAB.
- # TAKE PHOTO 4/5 AND MAGNET (C).
- # GO BACK.
- # TAKE THE PIECE OF LINE WITH THE MAGNET (D).
- # TAKE PHOTO 5/5 WITH THE PIECE OF LINE (E).
- # WALK FORWARD (F).
- # TAKE NOTE; put down PHOTO (G).
- # PLAY THE HOP (H).
- Go to the Yacht Club.
- Place FISH EMBLEM (I); take the OXYGEN CYLINDERS (J).
- Go inside the yacht.
- Use the DIVING MASK, OXYGEN CYLINDERS, and FINS on the DIVING SUIT; receive DIVING EQUIPMENT.
- Place the DIVING EQUIPMENT (K).
- Play the HOP (L).
- Take SCISSORS and NEEDLE (M).
- Cut the STRAND OF HAIR with the SCISSORS (N).
- Place SMOKING PIPE; take the COLORED CRAYONS (O).
- Use PENCIL; take note and TOY CAR.
- Use NEEDLE and DIAMOND; receive CRYSTAL (P).
- Place TAROT CARDS, HAIR STRAIGHT, COLORED CRAYONS, TOY CAR, and CRYSTAL (Q).
- Easy Level Solution (RS): 1-2-4-7-8-9.
- Hard Level Solution (RS): 1-2-3-4-5-6-7-8-9.
Dual Consciousness 4: Bonus Chapter Prediction
- Take BROKEN TONGS and SHOEHORN (A).
- Take RALPH’S WALLET (B).
- Use SHOEHORN; take the NUT and SCISSORS (C).
- Use the SCISSORS on RALPH’S WALLET; take DIAMOND RING and PASSWORD.
- Put the PASSWORD; enter: 5-3-9-7-6 (D).
- Take WAX SEAL, note, and MAGNET (E).
- Use MAGNET (F); move the wall (G).
- Play the HOP (H).
- Receive a KEY CASE.
- Take the PIECE OF TONGS and THERMOS (I).
- Use the NUT and TONGS PIECE on the BROKEN TONGS; receive TONGS.
- Take the OAK HAIRPIN with the TONGS (J).
- Use the OAK HAIRPIN on the KEY CASE; receive CAR KEY.
- Use CAR KEY (K); take POLICE BADGE (L).
- Use POLICE BADGE (M).
- Walk forward (N).
- Use DIAMOND RING; take the HAIRPIN (O).
- Take BACKS 1/2 (P).
- Use WAX SEAL and THERMOS; receive THERMOS WITH COFFEE (Q).
- Use HAIRPIN (R).
- Easy solution (S): (U-5)-(U-3)-(T-2)-(U-4)-(T-1).
- Hard Level Solution (V): (X-6)-(X-4)-(W-2)-(X-5)-(W-1)-(W-3).
- Take TRAIN TICKET and CHARGING WIRE 1/2 (Y).
- Offer the TRAIN TICKET (Z).
- Choose option 1 or 2 (A).
- If you choose option 2, skip all steps marked with #.
- Receive ROUND PENDANT.
- # WALK FORWARD (B).
- # TAKE FRAME PIECE 1/2 (C).
- # TAKE THE TRAVELING MATCH (D).
- # USE THE TRAVELING MATCH (E); take SMALL LEVER.
- # USE THE SMALL LEVER (F).
- # PLAY THE HOP (G); receive COUPLE FIGURINE.
- # PLACE THE PAIR FIGURINE; take the GEAR and note (H).
- Go to the Football Club Lounge.
- Open; use THERMOS WITH COFFEE (I); take FISH-SHAPED THERMOMETER and DULLY SCALPEL (J).
- # PLACE GEAR (I); take CHEST PIECE and FRAME PIECE 2/2.
- Use ROUND PENDANT (K); take the CHARGER and TORN PHOTO (L).
- Walk forward (M).
- Place the FISH-SHAPED THERMOMETER; take PARROT FOOD (N).
- Walk forward (O).
- Offer PARROT FOOD; take MUSIC RECORD and SPOKES 2/2 (P).
- Place the MUSIC RECORD; take the NOOSE (Q).
- # WALK FORWARD (R).
- # PLACE FRAME PIECE (S); take the LOCK (T).
- # USE LOCK; take the BROKEN STETHOSCOPE and ADJUSTABLE KEY (U).
- # GO BACK.
- # USE THE ADJUSTABLE WRENCH; take the EAR PIPES (V).
- # WALK FORWARD (W).
- # USE THE CHEST PIECE AND EAR TUBES ON THE BROKEN STETHOSCOPE FOR A STETHOSCOPE.
- # PLACE THE STETHOSCOPE (X).
- # TIP: WALK SLOWLY AND KEEP LOOKING AROUND.
- # EASY SOLUTION: Y-1-Y-1-Y-1-Y-2-Y-2-Y-1-Y-1-Y-2.
- Y-2-Y-1-Y-1-Y-2-Y-2-Y-1-Y-1-Y-2-Y.
- 2-2-Y-1-Y-2-Y-2-Y-1-Y-1-Y-2-Y-2-Y-1-Y-1-Y-2-Y-2-Y- 1-Y-1-Y-2-Y-2-Y-2-Y.
- 1-Y-1-Y-2-Y-2-Y-2-Y-1-Y-1-Y-2-YY-2-Y-1-Y-1-Y-2-Y-2- Y-1-Y.
- # HARD LEVEL SOLUTION: Y-1-Y-1-Y-1-Y-2-Y-2-Y-1-Y-1-Y-2.
- Y-2-Y-1-Y-1-Y-2-Y-2-Y-1-Y-1-Y-2-Y.
- 2-2-Y-1-Y-2-Y-2-YY-1-Y-2-Y-1-Y-1-Y.
- 2-2-Y-2-Y-2-Y-1-Y-1-Y-1-Y-2-Y-2-Y-1-Y-2-Y-2-Y-1-Y.
- # TAKE NOTE (Z).
- Go to the Football Club Lounge.
- Use LOOP and SPOKES; take TOOL BADGE 1/2, PHOTO FRAGMENT, and CHARGING WIRE 2/2 (A).
- Walk forward (B).
- Insert CHARGER and CHARGING WIRE (C).
- Play the puzzle (D); receive an INDICATOR.
- Use INDICATOR; take ROD BASE and STICKERS (E).
- Walk forward (F).
- Use the PHOTO FRAGMENT and STICKERS on the TORN PHOTO; receive the PASSWORD.
- Put the PASSWORD; enter: 6-2-9-7-enter (G).
- Take TOOL ICONS 2/2 (H).
- Place TOOL ICONS (I).
- Take FISHING LINE; use DULLNED SCALPEL (J).
- Receive SHARP SCALPEL.
- Take the LIGHTER (K).
- Use SHARP SCALPEL; take MICROCHIP (L).
- Place MICROCHIP (M).
- Solution of easy and difficult level (N).
- Receive CORK.
- Use CORK (O); pull the lever (P).
- Walk forward (Q).
- Take GARDEN SHEARS (R).
- Take LIGHTER LIQUID; use GARDEN SHEARS (S).
- Take FISHING HOOK and GLUE 1/2 (T).
- Take the CONTROL LEVER (U).
- Use the FISHING LINE and FISHING HOOK on the ROD BASE; receive a ROOD.
- Use the ROD (V).
- Walk forward (W).
- Take PHOTO 1/3, note, and GRAT (X).
- Use the LIGHTER LIQUID on the LIGHTER.
- Use LIGHTER; take the BUNCH OF KEYS (Y).
- Move the drapery; insert BUNCH OF KEYS (Z).
- Easy solution (A): (1-5)-(11-6)-(4-7)-(10-8)-(3-1).
- (3-4)-(12-11)-(11-10)-(10-9).
- Hard Level Solution (B): (4-7)-(10-8)-(3-9)-(2-10)-(4-11)-(5-12)-(4-6).
- (1-5)-(2-3)-(17-18)-(14-17)-(15-16)-(13-14).
- Take KAREN’S DIARY (C).
- Go back.
- Read KAREN’S DIARY; take the BELL.
- Place BELL (D).
- Play the HOP (E); receive RITUAL STAFF.
- Use RITUAL STAFF; take SCREWDRIVER, PUMP and GLUE 2/2 (F).
- Go back.
- Use GLUE (G); receive the CUP.
- Take the AUTOMATIC CLAW (H).
- Put down the GROT and CUP; grate the zucchini, apple and carrot (I). Receive the CUP WITH VEGETABLES.
- Walk forward (J).
- Place CONTROL LEVER and AUTOMATIC CLAW (K).
- Easy level solution (L).
- Hard level solution (M).
- Take BATTERY and WIRE CUTTERS (N).
- Go back.
- Use WIRE CUTTERS (O); take the BROKEN STACKER and HOSE (P).
- Place PUMP and HOSE (Q); take SCREWS and PHOTO 2/3 (R).
- Go to Karen’s Apartment.
- Offer CUP WITH VEGETABLES; take LEMON JUICE and ANTISTAPLER (S).
- Use ANTISTAPLER; take note and PHOTO 3/3 (T).
- Place PHOTO (U).
- Easy solution (V).
- Hard level solution (W).
- Take note.
- Take METAL BRUSH and MACHETE (Y).
- Use LEMON JUICE and METAL BRUSH; take the PLIERS and HANDLE (Z).
- Place the HANDLE, SCREWDRIVER, and SCREWS (A).
- Walk forward (B).
- Take PLIERS; use MACHETE (C). Take the FOLDING LADDER (D).
- Take IRON ROD; take the BUTTON with the PLIERS (E).
- Use the BATTERY and BUTTON on the BROKEN SHOCKER; receive the SHOCKER.
- Use the ELECTRIC SHOCKER (F).
- Walk forward (G).
- Place FOLDING LADDER (H); open (I).
- Take note and UTILITY KNIFE (J).
- Use UTILITY KNIFE; take note and HAIR PIN (K).
- Take BROKEN CLOCKUP CAT (L).
- Go back.
- Use HAIR PIN (M).
- Play HOP (N); receive BENT RING.
- Place PLIERS and BENT RING; take the HATCH LIFT RING (O).
- Go back.
- Use HATCH LIFT RING (P); take the CANISTER, NECKHANDKERCHIEF, and RUBBER (Q).
- Place the IRON ROD and NECKHANDKERCHIEF (R); take the VENTILATION DIAGRAM and GAS BURNER (S).
- Go to the power distribution station.
- Place the RUBBER; use GAS BURNER.
- Click on the button; take ACID (T).
- Use ACID (U); take note, BUCKET, and STAPLER (V).
- Go back.
- Place BUCKET; use a branch. Take BATTERIES (W).
- Go back.
- Use the STAPLER and BATTERIES on the BROKEN CLOCKUP CAT; receive CLOCKWORK CAT.
- Place CLOCKWORK CAT; take the ANCHOR PENDANT (X).
- Use ANCHOR PENDANT; take the LEVER (Y).
- Go to the power distribution station.
- Arrange the CANISTER, LEVER, and VENTILATION DIAGRAM (Z).
- Easy solution (A).
- Hard level solution (B). Congratulations! You have successfully completed the passage of the game "Dual Consciousness 4: Nobody Here. Collector’s Edition".
Dual Consciousness 4: Collectibles
Collectible ritual items are marked in pink, research materials in green, and passes in yellow. Collectibles (AD).
Collectibles (E-H).
Dual Consciousness 4: Achievements in the game
Types of achievements. Complete the game and get the following achievements:
- Great start! Complete the Hidden Object Puzzle without any clues.
- Real detective. Complete 3 hidden object puzzles without clues.
- Born detective. Complete 5 hidden object puzzles without clues.
- An eagle eye. Complete the Hidden Object Puzzle in one minute.
- Everything is in its place. Complete 3 Hidden Object Puzzles in a row within one minute each.
- Sprinter. Complete 5 Hidden Object Puzzles in a row within one minute each.
- Like a pro. Find 100 items.
- Rear exit. Complete the Hidden Object Puzzle using only the alternate puzzle.
- Sharp shooter . Make no mistake in any of the choices in the Hidden Object Puzzle.
- I see no obstacles! Complete 10 mini-games without skipping.
- Logical thinking. Complete the mini-game within one minute.
- Lucky touch. Find 3 hidden objects in 3 seconds.
- I have everything under control! Find 5 hidden items in 5 seconds.
- Checkmate! Find 10 hidden objects in 10 seconds.
- Scientific breakthrough. Find Tobias’ Abandoned Investigation.
- Highest clearance. Collect all passes.
- Hi-tech. Set up the laboratory director’s office.
- Full set. Find all collectibles in the game.
- Cellular is on. Send a photo from the dossier.
- The path is clear! Get into the mansion.
- The work of a lifetime. Search the test site.
- Dark secret. Learn about the second death.
- Exposure. Capture Viona in the Tobias costume.
- Timeless Artifact. Repair the broken sundial.
- Mediator between the worlds. Banish the ghost from the body.
- Iron evidence. Record the conversation on tape.
- Otherworldly contacts. Chat with a ghost.
- Science will prevail. Create a multifunctional liquid key.
- Save our souls (S.O.S.) Save the ghosts.
- The masks have been removed. Unravel Tobias’ true motives.
- Cartographer expert. Find your way using the map.
- Brotherly help. Save Eleanor.
- Families First. Get to know Alex better.
- View from above. Check out the surveillance footage.
- Honesty is the best policy. Uncover Ralph’s secret.
- The best hacker Access the files on Ralph’s laptop.
- Gifted detective. Match the evidence with the photographs.
- Cat Man. Repair the broken Clockwork Cat.
Article author:
Nadezhda D. - website editor and article author, in the project since July 2019. Nadezhda is interested in manga and anime. Loves MMORPGs, role-playing and adventure games. Currently actively playing Genshin Impact and Honkai: Star Rail. Nadezhda has prepared many articles about completing casual games, quests and puzzles. Her works are very popular among readers. More information about Nadezhda is available at this link.