Linked rooms (one-way information chain)
Also searched as: Locked Yellow Room / chained rooms
- Players
- 3 players or more (the longer the chain, the harder)
- Time
- 20-35 minutes
- Coordinates
- Blue tower area
- Reward
- 1 blue tower part
The short answer
Each player is locked in a different room and sees only one tile of the full sequence. Information flows one way only: room 1 can talk to room 2, room 2 to room 3, and so on. The sequence travels down the chain, and at the end everybody submits at the same moment.
This is the far end of the game's information-transfer design - it turns the distortion of a whisper chain into the mechanic. More players means a longer chain and more distortion.
Before you start
- 3 players or more; the chain is as long as the player count, so more people is harder here
- Radios
Step-by-step3 steps
- 1
Work out which way the chain runs
Each of you is locked in a different room seeing one tile of the sequence. Information moves one way only: player 1 talks to player 2, player 2 to player 3, and so on. Find your position in the chain before anything else.
Schematic: the one-way information chain of the linked rooms. Each player sees one tile of the sequence, information travels down the chain in one direction only, and at the end everybody submits at once. - 2
Build the sequence along the chain
Start at one end and pass each single tile toward the other. When you transmit, pass the raw observation only - shape plus position number - never your inference.
Faster:"I think it is the third" fails, because you may be counting from opposite ends. Say "third from the top, round" and nothing more.
- 3
Everyone submits the full sequence together
Once the assembled sequence is complete, everybody submits at the same instant.
Where it goes wrong
These are the questions real players search for most. Working through them in order usually finds the cause.
After finishing:1 blue tower part.
Where this solution came from
games.gg's Chinese guide documents the full mechanic: each player locked in a different room, each shown one tile of the sequence, information flowing one way, and a simultaneous submission at the end.
Puzzles in this game are not assigned in a fixed order: most of them reward the same generic red gourd, so you can clear any set of challenges around a tower. That is why two guides list different puzzle line-ups for the same tower — neither is wrong. Unless a coordinate is credited to a named source it is a community measurement, and later versions can shift it; once you are in the area, trust the landmark over the number.