Venn Chance's Mansion Puzzle Solutions
Chance Mansion turns a tidy puzzle run into municipal spaghetti. You power one room, solve two more, and then a haunted refrigerator demands twelve dinners while half your tools are still scattered around town. That is normal. The mansion expects May to leave for recipes, materials, the Lantern, and a look through the neighboring observatory.
This walkthrough gives the fixed answers where they stay fixed. For the kitchen, string board, and nursery, it shows how to read the clues generated in your own game instead of handing you somebody else's haunted homework.
Before You Start
Location: Chance Mansion on the West Side, reached after clearing the underpass. Required to enter the puzzle chain: one House Battery. The recipe arrives through the repaired-mailbox chain: deliver the letter meant for Cliff, learn the recipe, and craft the battery before entering.
- Hammer Cam: Pick up the broken camera in the Glass Factory, ask Grandfather Clock about it, and obtain the required Outacite through mine bowling. Repair the camera to make the Hammer Cam.
- Bathroom materials: Bring at least 14 Pipes.
- Bedroom items: You eventually need a Quilt, OK Bouquet, Crate Self, Cheesy Secrets, and the Lantern.
- Crafting station: The mansion has a workbench in its basement near the kitchen. The town workshop also works.
- Outside observation: The nursery answer must be copied from the telescope in the neighboring Observatory House.
- Final state: Venn does not appear in the attic until the mansion's puzzles and remaining repair prompts are complete.
Foyer: House Battery and Puzzle Pieces
Required state: The underpass is clear and May is carrying one House Battery.
Small hint: The mansion's power point is upstairs, but the switch is not your first stop.
Stronger nudge: Check both picture frames beside the upstairs furnace before opening the parlor.
Full solution:
- Enter the foyer and climb the stairs.
- Install the House Battery in the furnace on the upper landing.
- Inspect both nearby picture frames. Together they provide the blue jigsaw piece and green jigsaw piece.
- Press the powered wall switch to open the parlor.
- Outside the mansion, inspect the nearby tree and take the club key. Remember this tree; Venn's last trick sends you back to it.
Parlor Picture-Frame Puzzle
Required state: The House Battery is installed, the foyer switch has opened the parlor, and May has the blue and green pieces.
Small hint: One missing piece is already inside the parlor.
Stronger nudge: The completed yellow picture can be taken apart. Match all three pieces by frame color.
Full solution:
- Inspect the completed yellow picture and remove its yellow piece.
- Place the green piece in the green frame.
- Place the blue piece in the blue frame.
- Place the yellow piece in the empty yellow frame.
- The completed picture rises. Take the cassette tape hidden behind it.
- Insert the cassette into the bird-shaped player.
- Wait through the Fruit Alphabet recording and the automatic tape flip. Let Venn's full message finish; the next door opens when playback ends.
Projector Room: All Nine Silhouettes
Required state: Venn's cassette message has finished and the projector-room door is open.
Small hint: Each red silhouette is made by stacking several simple black shapes.
Stronger nudge: Number the eight selectors from 1 to 8, left to right: 1 triangle, 2 paired semicircles, 3 teardrop, 4 narrow stem, 5 eyes, 6 smooth crescent, 7 jagged arc, 8 moustache. Each shape can also be flipped.
Full solution: U means upright in its default position. D means flipped. Select only the listed shapes for each screen.
- Diamond: 1U + 1D.
- Heart: 2U + 1D.
- Spade: 1U + 4U + 2D.
- Club: 2U + 3U + 4U + 2D.
- Smiling face: 5U + 6U.
- Bearded face with hat: 6D + 5U + 8U + 7U.
- Moustached face: 5D + 8D + 7U.
- Pointed-hat face: 1U + 5D + 3D + 7U.
- Wild-haired figure: 7D + 8D + 4U + 4D.
The first four answers show the rule clearly: upright and inverted triangles form the diamond, while later screens reuse the eyes, facial hair, hat, and stem shapes. Selector position and orientation matter; color does not identify the answer.
Kitchen Fridge-u-ku
Required state: All nine projector silhouettes are complete and the kitchen is open.
Small hint: This is a four-symbol Sudoku puzzle, with meals taking the place of numbers.
Stronger nudge: Every row, column, and bold 2-by-2 box needs exactly one of each named dish.
Full solving method:
- Read the cookbook on the kitchen counter. It teaches Paella Valenciana, Ratatouille, Pepper Steak Tartare, and Salad Nicoise.
- The refrigerator contains one fixed plate of each dish. Their positions can change between games, so use the clues in your refrigerator.
- Cook three of each dish. The twelve movable plates plus the four fixed plates fill the sixteen spaces.
- If a recipe is missing ingredients, inspect its recipe card and leave the mansion to collect them through the town services and crops you have unlocked. This puzzle is an outside-errand gate, not a one-visit room.
- Begin with a row containing the most fixed plates. Fill its gaps until it has one paella, one ratatouille, one tartare, and one salad.
- Before placing a plate, check its column and 2-by-2 box. Do not place a dish already present in either group.
- Repeat for the remaining rows. A green light means a completed group is correct, a red light means it contains an error or duplicate, and a dark light means it is incomplete.
- When every row, column, and box is correct, the dining-room door opens.
- Reuse the movable meals for the dining puzzle. You need one tartare, one paella, two ratatouilles, and one salad.
Use the dish names and plate art, not color alone. Fridge-u-ku has standards, which is more than can be said for its owner.
Dining Room Seating and Food Puzzle
Required state: The refrigerator is solved and the dining room is open. Read the clue sheet and examine the Chance family pictures in this room and the adjoining spaces.
Small hint: Work out the invisible seating order first. Add the meals after every family member has a chair.
Stronger nudge: Venn uses the large chair. Slim sits directly to Venn's left. Lass must be opposite Fats so the centerpiece blocks her view, and Baby sits beside Fats.
Full solution: Place Venn at the large chair, place Slim immediately to Venn's left, and continue around the table from Slim in this order:
- Venn Chance — Pepper Steak Tartare
- Slim Chance — Ratatouille
- Fats Chance — no food
- Baby Chance — Paella Valenciana
- Nada Chance — Salad Nicoise
- Lass Chance — Ratatouille
Venn's chair and tartare are stated outright. Slim's left-hand seat fixes the direction. Fats must face Lass across the centerpiece, and Baby must sit beside Fats to reach him with the paella. Nada refuses the foot of the table and demands a meal nobody else has, leaving salad. Lass rejects meat and mushrooms, so she gets ratatouille; Slim is her twin and eats the same dish.
Clock Puzzle
Required state: The dining table is correct and the clock room is open.
Small hint: Each tumbler shows an hour, not a color combination.
Stronger nudge: Every individual dot counts as one hour. Red and green dots are different sizes, but both have the same value here.
Full solution:
- Inspect the first active tumbler and count all its dots.
- Wait until the town clock is within that numbered hour, then activate the mansion clock.
- The solved face clears and exposes the next tumbler.
- Count the second tumbler and activate the clock during its hour.
- Repeat for the third tumbler. Clearing all three opens the bedroom route.
If the next hour is far away, use the gap for cooking, crafting, or town errands. Once May has the Watch, sitting on a bench can also advance time one hour at a time.
First Bedroom: Mirror Furnishings
Required state: All three clock tumblers are clear. Look into the bedroom mirror once to reveal the missing-object outlines.
Small hint: The reflection shows the finished bedroom, not the room May is standing in.
Stronger nudge: The room needs three crafted furnishings, one library book, and one light source.
Where the five items come from:
- Quilt: Identify Pastor Prime, play his Cold In Here record at the Edjukebox, and learn the Quilt recipe. For fabric, befriend Bea outside the mines, complete her Glastic light repair inside, take the broken lint-roller part from the newly lit passage, and ask Grandfather Clock to repair it into the fabric-making tool.
- OK Bouquet: Complete Flora Lorraine J'Mint's Flower House chain and play her record to learn the bouquet recipe. If Flora's quest has not opened, finish Waxin' Wayne's request first.
- Crate Self: Retrieve the Crate Deflator from the ledge inside the warehouse after the fountain car is moved. Deflate a few crates and speak to Grandfather Clock to open the shelf-crafting step.
- Cheesy Secrets: Go to the Library House, pull the book that opens its secret passage, and take the book with you.
- Lantern: Complete Bea Miner's powered-mine sequence. Befriend her outside, talk to her inside the powered mines, finish the Glastic light repair, and check the newly lit passage.
Full solution:
- Craft the Quilt, OK Bouquet, and Crate Self at the mansion basement workbench or the town workshop.
- Bring those three items, Cheesy Secrets, and the Lantern to the bedroom.
- Interact with each outline revealed by the mirror and place its matching object.
- After the fifth object is placed, the string board beside the mirror becomes active.
If the board stays dark, look into the mirror again and inspect all five spots. Carrying an item is not enough; Venn wants his decorating done properly, the tyrant.
Second Bedroom: Stolen Toys String Board
Required state: All five mirror furnishings are placed and the board beside the mirror is powered.
Small hint: The fogged mirror lists the toys in connection order.
Stronger nudge: Read the mirror backward and add spaces to each packed line. The final sentence about Timothy is not another toy.
Stable picture positions:
- Top left — Math Momma: calculating robot.
- Top center — Wax Moth: melting butterfly on a candle.
- Top right — Tomato Hat: pumpkin-shaped hat.
- Middle left — Atom Yo-yo: yo-yo marked with an atom symbol.
- Center — Hay Tux: headless yellow jumpsuit.
- Middle right — Wavy Tom Tom: blue cross-stitched drum.
- Bottom left — Hot Yam Ox: smoking cow with butter.
- Bottom center — Ham Taxi: fish-bone taxi.
- Bottom right — Tooth Mitt: baseball glove holding a tooth-like ball.
Full solving method:
- Interact with the mirror so May fogs it and reveals the backward writing.
- Read each toy line in normal order.
- Select the pin below the first toy named in your message.
- Continue through all nine names in that exact order to draw one continuous string.
- Ignore the final lines about outwitting Timothy.
The order changes. One valid example is Wavy Tom Tom → Tomato Hat → Ham Taxi → Hay Tux → Math Momma → Tooth Mitt → Hot Yam Ox → Wax Moth → Atom Yo-yo, but use it only when your mirror shows that same order.
Nursery Star Mobile
Required state: The string path is complete and the nursery is open. The answer also requires the key found farther along the mansion's upstairs route and the neighboring Observatory House.
Small hint: The nursery rhyme says the stars are too high to identify with the naked eye.
Stronger nudge: One mobile cluster cannot move. Treat it as the start marker, then copy the telescope pattern clockwise.
Full solving method:
- Read the rhyme on the nursery wall and inspect the mobile above the crib.
- Find the one fixed cluster. Record both its number of stars and the number of points on each star.
- Continue opening the later upstairs route and collect the key to the Observatory House. This key is found inside the mansion, not in the nursery.
- Leave Chance Mansion, enter the neighboring observatory, and climb to the telescope room at the top.
- Look through the telescope and find the cluster matching the nursery's fixed marker.
- Starting at that cluster, move clockwise. Record every position, the number of stars in that position, and the number of points on each star.
- Return to the crib and arrange the movable clusters clockwise from the fixed anchor to match your telescope notes.
The mobile pattern changes between games. Four-point, five-point, and larger stars can look alike from a distance, so identify each cluster by position, star count, and point count rather than color.
Bathroom Pipe Repairs
Required state: The upstairs route has opened the bathroom. Carry the Hammer Cam and 14 Pipes.
Small hint: The red valve starts the sequence, but the wall plumbing finishes it.
Stronger nudge: Four pipe panels break in order. Each new panel costs one more pipe than the previous one.
Full solution:
- Turn the red valve beside the toxic bathtub.
- Use the Hammer Cam on the first broken wall panel and supply 2 Pipes.
- Repair the second panel with 3 Pipes.
- Repair the third panel with 4 Pipes.
- Repair the fourth panel with 5 Pipes.
- The completed pipe runs activate the shower and clear the tub.
- Take the star key from the bottom of the clean bathtub.
Venn Chance's Final Shell Game
Required state: The room puzzles and mansion repairs are complete, the star key has been collected, and the attic route is open.
Small hint: The third round cannot be won by tracking the cups more carefully.
Stronger nudge: Venn cheats with the golden ball. The copying bug in the tree outside can cheat right back.
Full solution:
- Meet Venn in the attic and begin the shell game.
- Win the first two rounds by following the cup that contains the ball.
- Play the third round and lose. This loss advances the conversation.
- Challenge the result and inspect the ball. Take the golden ball.
- Leave the mansion and return to the tree where you found the club key.
- Place the golden ball in the tree trunk beside the copying bug.
- The bug consumes the ball and becomes a golden bug ball. Pick it up.
- Return to Venn in the attic and give him the duplicate.
- Replay the third round. The living copy exposes Venn's trick and completes Chance Mansion.
This awards May the mansion and completes Cheat the Cheater. Nothing says civic renewal like acquiring real estate with counterfeit bug-based sporting equipment.
If a Mansion Door Will Not Open
Before treating the save as stuck, check the dependency directly behind the door:
- Let the parlor cassette play through Venn's full message.
- Finish all nine projector silhouettes, not only the four card suits.
- Confirm every fridge row, column, and 2-by-2 box has one of each named dish.
- Use the dining order beginning at Venn's large chair and moving through Slim on Venn's left.
- Activate the clock during all three displayed hours.
- Place all five bedroom objects instead of merely carrying them.
- Read the mirror and telescope clues from the current game rather than copying another layout.
- Take the star key from the drained bathtub.
- Sweep each landing with the Hammer Cam and finish any repair prompt still active.
If the missing dependency belongs outside, make that errand the next objective. May can leave for ingredients, crafting, the Lantern, or the observatory and return to the next unfinished mansion step.

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