Walkthroughs / D-topia / Four Horsemice and Mouse Queen Puzzle Solutions

Four Horsemice and Mouse Queen Puzzle Solutions

Keep Paradise running in D-topia with clean puzzle solutions, smarter daily routes, every mouse location, and spoiler-labeled choice and ending guidance—cheerful bureaucracy included.

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Four Horsemice and Mouse Queen Puzzle Solutions

Spoiler tier: optional mouse names and puzzle mechanics only. The Four Horsemice appear one per day beside the Factory. After each shift, use the glowing Block Side terminal outside the entrance, then inspect the row of five seats. Shiro may walk like faster travel was denied by the happiness committee, so check the seats before leaving the district.

Each victory adds one mouse to the collection. The Mouse Queen is the fifth and final member of this chain. If you have already changed a board, choose Retry before using the steps below. On bug boards, Retry also clears wrong marks and restores the original clue layout.

ChallengeFirst dayDistrict and terminalUnlock requirement
First HorsemouseDay 1Factory approach; Factory entrance Block Side terminalFinish the Day 1 shift and unlock Block Side
Second HorsemouseDay 2Factory approach; same terminalReach Day 2; the first challenge may remain unfinished
Third HorsemouseDay 3Factory approach; same terminalReach Day 3
Fourth HorsemouseDay 4Factory approach; same terminalReach Day 4
Mouse QueenDay 6Factory approach; same terminal and five-seat rowComplete all four earlier Horsemouse challenges

Day 1: First Horsemouse

The striped square is a fixed obstacle. A round + node raises a block by one. Move one numbered block at a time and finish its whole route before choosing the next block.

  1. Slide the top 3 one space left. Leave it in the top lane for now.
  2. Take the left-side 4 down to the outer rail, carry it around the board, and place it in the socket above the round 6.
  3. Move the starting right-side 2 into the socket below the 6. The right column must read 4–6–2.
  4. Send the center 1 through one + node so it becomes 2. Carry it around the lower rail and park it at bottom-left.
  5. Move the parked top 3 down the open inner corridor and into the center 3 socket.
  6. Route the remaining bottom 1 around the outside and park it immediately right of the top-left 1 socket.
  7. Move the converted 2 from bottom-left up into the left-side 2 socket.
  8. Slide the parked 1 left into the top-left 1 socket.

The solved board has 1 at top-left, 2 on the left wall, 3 in the center, and 4–6–2 down the right. Victory adds the first Horsemouse and raises mouse progress by one.

Day 2: Second Horsemouse

This is a branching number route. Light every segment listed below so both large side diamonds receive 15.

  1. From the upper 1, extend left along the top rail, descend the far-left side, and connect to the left target.
  2. Return to the upper 1, draw right to the center, then descend and turn right across the diagonal ×2 link.
  3. Fill the upper-left inward rectangle, including its +1 diamond.
  4. Fill the lower-left U-shaped branch, then continue across the bottom rail through the lower +1 diamond.
  5. On the right half, trace the upper zigzag through the upper +1.
  6. Return to the center junction and fill the middle-right rectangular branch.
  7. Finish the lower-right branch, cross its last +1 diamonds, and connect to the right target.

Both side diamonds must show 15, with the two halves joined through the central ×2. Completing the board adds the second Horsemouse and one mouse to the collection.

Day 3: Third Horsemouse

Build one numbered path from 1 through 30. The three striped tiles are obstacles, and the jump between 14 and 15 uses the paired teleporter pads.

  1. 1–7: Down to 2, left to 3, up to 4, then left through 5, 6, and 7.
  2. 8–14: Down to 8, right to 9, down through 10, 11, and 12, left to 13, then up to 14.
  3. Teleport: Enter the left-side pad at 14. The route resumes at 15 in the upper-right section.
  4. 15–21: Up to 16, left to 17, down through 18, 19, and 20, then right to 21.
  5. 22–30: Down to 22, left through 23, 24, 25, and 26, up to 27, right to 28, up to 29, then left into the 30 goal.

If 14 sends the route somewhere other than the upper-right 15, Retry and use the lower-left teleporter for 14. The reward is the third Horsemouse and +1 mouse.

Day 4: Fourth Horsemouse

Rotate the right cluster until the outer 1 sits above the circular arrow, the 4 is on the right edge of the center ring, and another 1 is at the bottom of the ring. Then mark these seven bug diamonds:

  1. The diamond down-left of the outer upper-left 1.
  2. The nearest empty diamond to the right of the outer lower-left 2.
  3. The center diamond inside the large ring.
  4. The lower-left diamond inside the ring.
  5. The diamond immediately left of the upper-right circular arrow.
  6. The diamond immediately right of the ring’s 4.
  7. The diamond directly below that 4.

The counter must read 7/7. Striped diamonds are obstacles and should stay unmarked. Success adds the fourth Horsemouse and one mouse to the collection.

Day 6: Mouse Queen

After all four Horsemice are complete, return to the same five-seat row in Block Side on Day 6. The crowned mouse starts four boards in a row. Take the cheerful bureaucracy one form at a time.

Mouse Queen Board 1: Value Placement

  1. Place the free 3 in the upper 3 socket.
  2. Move the lower-left 4 to the space directly left of the round 5.
  3. Place one 1 directly above the 5. The linked target now reads 4 + 1 = 5.
  4. Route the free 2 through two + nodes so it becomes 4, then carry it around the left and top rails into the upper-left 4 socket.
  5. Move the other 2 into the lower-left 2 socket.
  6. Route the remaining 1 around the right edge and into the upper-right 1 socket.

The final sockets read 4, 3, 1 across the top and 2 at lower-left. The round target is completed by 4 on its left and 1 above it.

Mouse Queen Board 2: Two 10 Targets

  1. From the left 10, go right to the first upright, climb through the left +1, and continue right along the middle-left rail.
  2. From that rail, fill the upper-left rectangular loop and reconnect at the upper center junction.
  3. Descend diagonally through the central ×2 to the middle junction.
  4. Build the upper-right branch through its +1, trace the short top-right U, and return to the center.
  5. From the center, draw right along the middle rail, drop at the far-right upright, and enter the right 10.
  6. Complete the lower branch through the lower-center +1, run along the bottom edge, rise through the lower-right +1, and reconnect to the right side.

The ×2 sits at the shared center of the network. Both side targets must display 10.

Mouse Queen Board 3: Route 1–24

  1. 1–5: From 1 go down to 2, down to 3, right to 4, then up to 5.
  2. 6–10: Go right through 6 and 7, then up through 8, 9, and the 10 checkpoint.
  3. 11–16: Go left to 11, up to 12, left through 13 and 14, down to 15, then left to 16.
  4. 17–21: Go down through 17, 18, and 19, left to 20, then down to 21.
  5. Teleport: Enter the pad at 21. The route resumes at 22 on the right side.
  6. 22–24: Go up to 23, then left into the 24 goal.

Do not enter the striped obstacles or the unused hexagonal pads. The required jump is 21 to 22.

Mouse Queen Board 4: Final Seven Bugs

Before marking, the left cluster should show a 2 near the top and three surrounding 1 clues. The right cluster should show an upper 2, an upper-right 1, and two 0 clues beside its circular arrow.

  1. Mark the bug diamond above-right of the upper-left 2.
  2. Mark the bug diamond below-right of that same 2.
  3. Mark the far-left bug diamond on the bottom edge.
  4. Mark the lower-middle bug diamond directly below the central 2.
  5. Mark the bug diamond immediately right of the central 2.
  6. Mark the upper-right bug diamond above-left of the far-right 1.
  7. Mark the bottom-right bug diamond down-left of the right circular arrow.

At 7/7, the Mouse Queen joins the collection. The four Horsemice and Queen contribute five of the game’s 20 mouse entries.

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