This list will tell you how to complete all puzzles on your own, without needing any friends! A perfect guide for social recluses.
Tick Tock: A Tale for Two is a unique co-op game in the fact that you and your co-op partner aren't connected through Steam, meaning that to make the puzzles work, the solutions will always be the same.
This is a guide to complete the game yourself as Player 1 without needing to have a Player 2 by your side. This also provides solutions to all puzzles for Player 1 if you wanted to act really smart when playing with your friend.
Skip to sections surrounded with * if you're playing alone.
Click on the well and scroll down the scene and you will find a box. Usually, Player 2 would have alternate symbols and the idea is to make the sequences match each others. There is one definite solution however, and it is shown below:
Full Triangle / Empty Circle / Empty Triangle
Empty Square / Empty Square / Full Triangle
This may be closed at first and that's okay. Notice the clock at the train station, it's stuck at some time. To change the time, rotate your character in the direction you want the clock to go. Set it to some point between 9 and 3.
Once the shop is open, scroll up to the top and go to the calendar, this lets you change the month, day, and number. There is only one solution, which is Wednesday for the day, March for the month, and 18 for the number.
When completed, it should open up and half of a ticket should show, this would complete the chapter when Player 2 gets their half of the ticket in The House.
This is the easiest puzzle for Player 1, just turn the wheel on the train a lot then turn on the light using a switch, a solution to Player 2's problem would appear shortly after.
Combining the two ticket halves should give you the solution, but if you're not playing with someone, this is the solution:
And just like that, Chapter 1 completed.
The Post Office
A new addition to the Tick Tock world, this just acts as a catalyst for obtaining the key for the Clock Shop .
Go into the shop and go to Locker 28 and there should be a compass on it with 4 points. Set the directions to: ↖ ← ↙ → (NW, W, SW, E).
After this you should obtain an envelope containing a key, now you can open the Clock Shop after hours!
The Clock Shop
Make sure to go in after hours (using the Bodily Rotation Method mentioned in Chapter One's Clock Shop chapter) and observe the gems within the clock, these can be moved. These need to be in a certain formation. There is also a slider around the perimeter of the circle, this controls the pointer and needs to be pointed as shown:
Once completed, Turn the gear with the red circle around it and set the clock to 12, the puzzle should now be done.
You don't really need anything from here, but to do the puzzle just scroll down to the basement, click the circled items, and the solution for Player 2 should be there! For the circled creature, click and drag items near him until he runs into the cage.
Things to click
The co-ordinates of where your two clocks are stopping should give you the train solution, which looks like this:
And there we go, Chapter 2 completed!
Chapter Three (The End)
There should be a phone here for both players, the aim is to make a full conversation by continuing a sentence between the two of you. Basically a conversational tennis. However, this time you'll be talking to yourself, and there is a solution which will open you a door to the attic.
2, *, 4, 3, 0
The Post Office
There is a machine here that transmits Morse code. The result of this machine will transmit audible morse code which you must write down to complete the puzzle as 2 players! To do a dash, click and hold the device. To do a dot, just tap the device.
The code you must enter is: — • • — — — • • — —
The Clock Shop
Enter the dark clock shop and scroll down.
This is a timed symbol game, and to complete it you must be quick, as the timer expires and the machine shuts off. Typically, the machine will give Player 1 and Player 2 symbols in order and they must tell each other the symbols and press them. Both players MUST press any symbol mentioned by either player, fast.
There is a solution for this puzzle with all of the symbols, but since the position on the grid changes every. damn. time. you must find the symbols by their description.
In order: Bird, Snake, Moth, Keyhole, Hourglass, Cog, Railroad (Ladder), Doll, Moth, Snake, Wolf, Bird, Snake, Keyhole, Cog, Snake, Bird, Keyhole
All of the Morse code collecting this far will come in useful, and by looking in Player 1's attic, you should see the order the Morse should be used. Turning towards The Mansion , you should see two sets of lightbulbs, and you should start on the right set, but for this guide we'll start on the left. Click on each to light them up, and select them in the following order.
Key: • = On / — = Off
• • — / — • —
• • • / — — •
• • — / — • —
— — • / • • —
Now just click the gate and boom... The game is done!