Level 17 — Apartment

Video Walkthrough

Objective

Clear the Apartment hub by bridging courtyard gear with parlor clues: grab hammer and brick from the outdoor cabinet, smash the window to get inside, lift Sheet 1 and Sheet 2 from the vending alcove and carpet edges, rewire the machine flank and seat the spring so the unit powers up, read B3 on the yard tree, shake a coin from the piggy bank, buy canned tuna, bribe the black cat to read collar code 1A2D, pop the floor suitcase for a desk key and matches, toast both handbills in the fireplace embers to expose ghost digits, merge the strips into 063854, and punch that string into the crimson apartment door before the episode jumps to Pond.

Step-by-Step Solution

  1. Courtyard toolkit. Open the exterior locker for a hammer and a loose brick. Chuck the brick through the ground-floor pane (or pair tools per the hotspot) until the sealed flat accepts you—step into the foyer once glass shards clear.

  2. Paper trail. Sweep the unit: Sheet 1 waits beside the vending machine, while Sheet 2 hides under the throw rug. Stash both unread until you have a heat source; they scorch easily.

  3. Vendomat revive. Expose the junction panel on the machine’s flank, solve the wire-routing minigame, then mount the coil spring scavenged nearby. LEDs should blink ready when the compressor kicks.

  4. B3 and tuna. Inspect the tree bark outdoors for a stencil like B3—it narrows keypad columns. Crack the piggy bank for a coin, return to the vendor, and vend the tuna tin whose slot the walkthrough highlights.

  5. Cat collar 1A2D. Plate the fish for the black cat. Once fed, zoom the collar tag; the etched combo 1A2D becomes the suitcase tumblers on the living-room floor.

  6. Matches branch. Spin 1A2D on the travel case and lift the skeleton key within. Use it on the writing desk to free a match tin—strike before the fireplace grate grows cold.

  7. Fire reveal. Kindle the hearth with matches, then hover Sheet 1 and Sheet 2 near the flames (inset shows singe marks). Faint numerals appear on each quadrant; photograph both orientations before ash resets them.

  8. 063854 meld. Overlay or interleave the toasted strips exactly as the glare implies—players usually align cut margins or alternating rows until a six-digit string forms: 0-6-3-8-5-4. Trust the video alignment if your print differs slightly on tablet.

  9. Crimson exit. Approach the painted apartment door with the numeric deadbolt. Enter 063854 in one pass; bolts retract and the hallway beyond cues the Pond chapter on the overworld.

  10. Continuity check. Ensure the cat ate before you burn the handbills—some ports lock the heat puzzle until the pet interaction flags complete.

💡 Tips & Tricks

  • When B3 seems unrelated to the vendor, treat B as a row label and 3 as a column—your next button press often needs both coordinates.

  • If Sheet digits vanish, relight the fire; duplicates usually re-char with one extra matchbox charge.

  • 1A2D mixes alphanumerics—dial exact case if the UI distinguishes uppercase from lower.

  • Vending wiring must finish before inserting coin; the coin slot stays inert on low voltage.

⚠️ Common Mistakes

  • Hammering décor that is not the window weak point, wearing tool charges on ornamental panels.

  • Burning Sheet 2 before recovering Sheet 1, locking the overlap math permanently on certain saves.

  • Entering 063845 or 608354 after misreading which scorched strip leads the tens column.

  • Approaching the red door before both sheets are scorched, leaving the keypad without a full six-digit proof.