T2B Escape 4


Weekday Escape

JessHip, hip, hooray! T2B Escape 4, a new installment of one of our very favorite escape-the-room series, has just been released. It offers all the complexity, creativity and whimsy that we've come to expect, with the T2B Escape 4difficulty ramped up a generous handful of notches. This is, by no means, an easy game and probably is best suited to veteran escapers, those with at least a basic idea of how these games operate; while newer gamers are of course encouraged to play as well, some might become very frustrated, very fast. Heck, I write a column about escape games, and I was still confounded a fair number of times.

Like the three previous chapters, T2B Escape 4 places you into an odd, rather charming little room and then tasks you to escape. The graphics are very nice, minimalist enough to simulate a real room without becoming boring, and the cleanness of the interface bespeaks the professionalism of the developers. The real star of the show, however, is the multitude of intriguing and diverse puzzles that inundate the room. We've got simple puzzles, complex puzzles, puzzles that cannot be solved until the very end, puzzles that can be cracked with nothing but a little clever thinking... the number and variety are really amazing. What's even more impressive is that a few are ones that I've never encountered before. After playing enough escape games, a certain number of types of problems emerge, and about 90% of puzzles encountered will simply be variations of those themes. For that reason, the uniqueness of a number of the puzzles in T2B Escape 4 is both refreshing and exciting.

As great as this is, however, I do feel that the game has some significant (but very fixable) flaws that, if ameliorated, could substantially improve the experience. For one thing, the lack of a save feature after four games seems inexcusable. This is especially true considering how long and involved T2B Escape 4 is; playing the entire game in one sitting might be unrealistic for some, not to mention that it's dangerously easy to accidentally hit a link and be transported away from the page. My other major gripe is the amount of pixel-hunting involved. Many of the game's secrets are revealed by looking under, behind and around various objects, and it can be very difficult to find the appropriate hotspot in order to change viewpoints. This can become extremely frustrating. If the cursor could perhaps change from an arrow to a hand whenever the player moused over a usable item or hotspot, it would make a world of difference without diminishing the inherent challenge or fun of the game.

So, some advice: examine everything. Even if it seems unusable at the time, most of the room's objects come into play at one time or another. Make sure to look at the close-up view of the various items you collect, as a fair number can be combined or manipulated. Be ready to click anywhere and everywhere. And finally, have fun! The game's a challenge, to be sure, but a good one...I know that y'all are more than up to it.

If you like T2B Escape 4, make sure to check out the first, second and third chapters as well.

Play T2B Escape 4

Walkthrough Guide


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T2B 4 Escape Walkthrough:

Thanks to Anonymouse for the tip at 1.10am which got me un-stuck!

Sofa view

Click on plant to the right of the blue sofa

Click on circular object at the base of the plant. Click object again to find out it's a magnet

Move back to view of sofa, click on safe

Click just beyond the right edge of the safe, then click on CD-ROM that is stuck to the safe

Move back to original view, then click bottom of screen

Click to the left of the small table to find coffee beans

Move back to original view, then go right one screen

Cabinet view

Click under cabinet, to find the small iron ball near the wall

Click on green books, you need to rearrange them

Move the books so that the first letters of the titles spell "OPEN" and take the pincers

Click on red and green apple at the top of the cabinet

Use the pincers on the stalk of the red apple to get a fuse

Move back to the cabinet view, then move one screen to the right

Coffee machine view

Click on the coffee machine

Click just to the left of the coffee machine to find the wider (a spool of thread)

Move back, then one screen to the right (view of computer)

Computer view

Click on the computer (black box to the left of the monitor) then on a small white object lodged under the keyboard to find the memo

Move back out, then click to the right of the monitor to look behind it

Just beyond the monitor cable, where the table meets the wall, is the knife

Move back out, then click just left of the blue chair

Take the A4 paper then move back

Click on the locked cabinet to the left of the chair

Click just left of the cabinet for a side view

Lower the small tab on the front wheel of the cabinet, so that you can move it with another click

Click on the underside of the desk to find the matches

Move the cabinet back into place, and return to the computer view

Launching the rocket

Move two screens right to the large cabinet view, and click on the rocket

Use the fuse on the bottom of the rocket, then use the matches on the fuse

Examine the magnet and use the wider on the magnet

Use your magnet on a string on the hole vacated by the rocket to get the big iron ball

Move back, then click on the centre right of the cabinet - the part with a small urn and the poster of the two bears

Use the big iron ball on the urn, then move back

Open the unlocked cabinet below to get the red key

The red key opens the top right cupboard, where you will find a toy gun

Use the knife on the loaf of bread to get the first strange board

Examine the toy gun, and combine it with the small iron ball

Click to where the rocket was, then click the top of the screen

Use the toy gun on the rocket to dislodge the key

Go back to the main view, then click underneath the cabinet to find the green key

The green key unlocks the central cupboard, and just right of the base of the octopus are the nippers

The wine code

Examine the matches and a further click will open the box

Use the matches on the memo to reveal the code for the safe

Move to the sofa view, then click on the safe and open it using the code from the memo

Note that the memo needs to be turned round so that the small triangles line up

Make a note of the locations of the red and white wine. Also note that one bottle on the lowest layer is actually soy sauce!

Move one screen left, to the computer

Use the red key to unlock the top drawer and take the water

Enter the wine code into the grid using red and white circles, remembering that one bottle of soy sauce (a black circle)

Making coffee

Take the scissors and use them to open the coffee beans

Move back and one screen left to the coffee machine

Click the lid to open it, and put the coffee beans in the cone

Examine the water and click to open the bottle, then add to the black part of the coffee machine

Close lid, press button and take coffee

Move one screen left to the large cabinet, and click on the coffee cup

Use coffee on cup to reveal the computer code

Turning the computer on

Move to the sofa view, and click under the sofa

Use the nippers on the screwdriver to liberate it

Move to the computer view

Click on the wheeled cabinet again and move it out of the way

Click on the yellow panel in the floor

Use screwdriver to remove the minus screw

Examine the screwdriver - several clicks will turn it into a 'plus' screwdriver

Remove the plus screw, raise the panel, and connect the power cable

Before returning to the computer, click to the left of the desk to see the power strip

Click the white button at the bottom of the strip to turn it on (a green light should appear)

Now return to the main view, and click on the printer

Click the grey drawer and add the A4 paper

Now click on the computer and turn it on using the large power button

Open the CD drive, take the blue key and put the CD in the drive

Move back and click on the screen

Enter the password from the mirror on the line (using capital letters) and click OK twice

Move back, then click on printer to get the code of mystery!!

Opening the wall safe

Use the scissors on the code to cut out the shapes

Move one screen left to the code wall, and use the code of mystery on the picture

Write down the numbers and the corresponding shapes

Circle: 9-1 = 8, Diamond: 8/2 = 4, Up Triangle: A, Down Triangle: 3

Move back and click on each of the four cut-out boxes to enter the code and "hear a noise from the picture"

Click on the picture to reveal a safe, and a mysterious lock with eight lights...

The lock corresponds to the octopus - a light needs to be on for each tentacle that is holding a lollipop. Rotate the octopus to see more, and orientate yourself using the nose

Once you get it right, the lights turn green and a keyhole appears

Use the blue key to open the safe

Take the yellow key and the other strange board and make a note of the code on the back wall

Making toast!

Return to the computer and open the lower drawer with the yellow key

Take the toaster and the four animal boards

Go back to the sofa view and click the bottom of the screen

Put the toaster on the table, and put the strange boards where the bread should go

Click under the table to see a circle divided into 12...

Enter the fraction code from the safe

Clockwise from the first segment, you need to click the second, third, fourth, sixth, ninth and tenth segments

The lights will turn green and a tower will rise up marked Bremen

There is a little sparkle at the bottom of the tower - click to find the purple key

Return to the large wall cabinet, and open the bottom left cupboard with the purple key

Take the handle and click on the snowman's hat

Make a note of the order he moves his arms (left, right, right, left, right)

Go back to the Bremen tower under the table

If you don't know the fairytale, search Wikipedia for Bremen

Place the animal boards in the correct locations on the tower

From the bottom, this is donkey, dog, cat, rooster

Click the toaster plug to connect it

Now return to the view of the table, and press the lever on the toaster

Click above the toaster, then click the ladder

Use the handle on the square hole, and turn it left and right as per the snowman code

The lights will go green, click the handle again to exit

Great walkthrough. Thanks.

118 Comments

I think that this is one of the cutest games that I've ever played. The rooms are always so personable...

One problem:

I'm having trouble figuring out how to approach the wall that's got the funky artwork and the empty boxes where the symbols pop up inside. Help?

I'm sorry, I have to get this off my chest:

Darn you, American English! Since when is "task" a verb?! (huff, puff, fume)

(It's a literary complaint only - I majored in British Literature, focus: Wordsworth and Coleridge, so I'm terribly old school in that respect. No offense intended toward individuals, who have been very nice and given us excellent games to entertain us.)

Ohh! I'm having the same problem

...uh...not the English thing, but the funny wall art thing.

JIGuest and gabeknight,

I just clicked on the art or the squares or the coffee pot. I didn't have any problem.

I have:

A wider??, a knife, a pair of pliers, a small ball, a magnet, a CD, a note, and a pack of coffee.

Now what do I do??

Actually, the verb 'to task' is from 1598, according to the Online Etymology Dictionary:
"Verb 'to put a strain upon' is from 1598.",
so it is not an American-English neologism after all.

Hard game, by the way. It tasks me :)

Yeah, I was about to say that about "task" but I wasn't sure.

Agrwife - where did you get the coffee?

@ agrwife:

have you tried placing the coffee in the coffee maker?

Hmm, I'm stuck already. I have a cd, knife, pliers, and a magnet. Any clues what is going on with that wall puzzle?

Hmm, after you zoom in on the rocket you can click just above the nose cone and see the ceiling. I don't know if there is a smear on my screen but it looks like something is up there...

Sorry if my previous comment was a spoiler, forgot to hide it.

Any idea where the

coffee and note is?

Sweet!

I got a fuse from the apple

I was able to remove the "stem" of the red apple with the pliers and use it with another nearby item

Not sure about the

coffee & note

but

the top right cabinet unlocks if you press it a couple times, getting you a toy gun (use with the iron ball) and a strange board.

How can I

get the screwdriver, pliers, cd?

Hi all
I have the same as agrwife, just minus the

coffee and note

but what you can do is:

join the wider(i assume its thread) with the magnet

I think it might have somthing to do with getting the key from the wall unit but not sure.
im stuck with the wall art also :(

@omscarr

have you found the fuse and matches?

I found the gun, the knife cuts the bread to reveal a strange circuit board type thing, all in the upper right cupboard by the apples

@ JIGuest

I have now found the fuse, and I know where it goes, but dont know where the matches are

thanks

Have the

paper (put in printer), magnet (got from leaf), fuse (used magnet on apple), pliers, gun, CD, knife

Any idea how to plug in the computer??

WHere is the coffee? Where is the ball? Where is the "wider"?

I havnt found a purpose to it yet, but here's a little thing

There is paper on the chair that you can load into the printer

@ omscarr

for rocket

matches are in

the top desk drawer

that doesn't open from the front

check the wheels

Ok, found out you can put the

fuse in the rocket, but don't know where the matches are to light it

And was able to find the

ball and load it in the gun, but don't know where to shoot it

small metal ball

look under the cabinet

ok the matches:

are behind the computer -
get close to the drawers.. then click on the left side to get a view

There's a wheel lock on the drawers, release it and move it forward

then the matches are on the backside of the thing you moved

How do you join items?

sweet

got the matches, lit the fuse, shot the key off the ceiling

for the coffeemaker

I have the water and the bag of coffee. Has anyone managed to open the coffee yet?

for the computer

I have to assume you have to enter a password, six characters. No clue so far, except some letters (BCJKPXZ) are capitalized when you type them.

Ack! Where is the winder?

A walkthrough up to this point:

Find some stuff
Put the fuse in the rocket and light it with the match, which is found as described above. Use the gun to shoot down the green key which fell on the floor. Use that to open the octopus cabinet and find the pliers, which you can use to remove the screwdriver (which is + and - if you click it). This can unscrew the panel under the desk to plug the computer in. But now all I get is Chinese characters!!?!?!

ok here is where i'm at

used the pliers on red apple to get fuse

put fuse in rocket

followed above steps to get matches

lit fuse on rocket

used magnet on 'wider' in the hole to get big iron ball

looked up at rocket and shot the key off the bottom of the rocket with the toy gun

key fell down below the cabinet, used it to open middle door and there is a weird octopus in there with lolipops or somthing that you can spin. now im really stuck

coffee

center of room

winder

behind coffee maker

Omscarr

Check the cabinet with the octopus

memo next to keyboard. Use matches on memo

How do you get the "wider" or the pliers?

FIRST!? to get the red key!?

drop the big ball down

the bowel in the cabinet on top of the red key

screwdriver is both plus and minus

entered code on wall now stuck

so far
memo

use matches

use code on safe

open second desk drawer

use bottle code on puzzle

take scissors

open coffee

make coffee

pour hot coffee in cup

retrieve computer code from mirror

print page

cut out page

lay cutout page over frame

enter code

remove frame

Some hints, I hope I got them in order

Use Matches on Note to get sequence for opening wine fridge thing

The water and the scissors are in the red key cabinet, the solution to the puzzle is the wine cabinet thing

There is a bottle that is misleading, read the labels

you need them to make the coffee

The password for the computer appears when you pour the coffee in the cup in front of the mirror

Cut out the paper that prints after entering the computer password and place it on the wall behind the coffee maker, it will highlight the numbers/letters for each of the 4 holes

After entering the correct number/letters into the 4 holes you will reveal a safe

It has a peculiar lock

What has eight legs holding round things and a snout?

This will reveal a weird board, a key and some numbers

Use the key to get toaster and 4 round boards

Place toaster in the table in the middle of the room, place weird boards in it

This is as far as I have gone, I haven't figured out how to solve the puzzle here, some help would be appreciated.

I have the

blue key

but it doesn't seem to work

I am on the right track and I have an idea of what I need to do, but I really can't find the pliers. Where are they??
Wider:

behind coffee machine

Not bowel:

bowl. That had me confused for about 5 minutes. Drop the large ball down the bowl in the lower right hand of the cabinet, the red key will fall through the glass cylinder to the space underneath. Use the key on one of the drawers under the computer

Where is the coffee?

ok, i've

made coffee, opened safe, found octopus, fired rocket, plugged in computer.

now i'm stuck

@tdp44

From couch view go "down" to table in middle of room, on the left side is the coffee

oh found pliers, I should post here more often :D

If you found them, where are they? And the knife!?

@ProfessorZ89

I believe the knife was on right side view of computer, between desk and wall.

Yes, please... where are the pliers?

As for the knife, I have (or had) it, but I honestly can't remember where I found it. I see no rhyme or reason to most of this--it's been a random clickfest for me.

pliers:

do the puzzle in the bottom cubby of the cabinet. Make a 4 letter word across the book titles.

I actually got it by accident, didn't see it until afterwards...

@ GeFe

to finish

the story of the bremen musicians, largest to smallest, bottom to top

plug in toaster cord under table

press plunger

use wheel

left or right according to snowman

You're out.

the safe code

is for the dial under the coffee table

1/6, 1/4, 1/3, 1/2, 3/4, 5/6

the dial has 12 spots starting at 1

click the 2nd, 3th, 4rd, 6nd, then 9th and 10th

oh great... more puzzles in the middle of the room

Great game, a little longer than I'd expected.

Where do you use the wheel from the cupboard with the snowman?

thanks tinyE, don't know why I didn't try that... sleep is getting to me

Having trouble entering the computer keyword. Am I supposed to type this into MY keyboard, or the computers?? Anyone else having trouble?

To open coffee

Use scissors on the bag

You should be able to find the password using the coffee (remember to capitalize)

I'm out. One of the better escape games I've played.

just finished. it was quite fun enjoyed the random objects

And out, for the animal puzzle I just used brute force and tried all combination till it worked, sleep is taking me and I couldn't think very much...

The last key is here, click in the right side of the hole, I think I saw something shine there, so you could wait and see if something shines and catches your eye

After you plug in the toaster, go up, push down toaster button thing, watch weird boards fly up and plug in, open hatch, wait for stairs

Go up stairs, use handle

for sequence, go press the head of the snowman and watch his hands

Bremem is a

fairy tale with 4 animals. Donkey, Dog, Cat, then Rooster is the order they meet.

How do you turn on the computer?

I plugged in the plug under the file cabinet but nothing happens

for the computer you have to

go to the back of the desk, after you have pluged it into the outlet on the foor, to turn on the powerboard

Im out, that one was pretty good. normally i dont have the patients for these room escape games

What's with the blue key? I've tried it everywhere. (Except the right place it would seem. but I don't see any more locks about...

I have the

toaster, one strange board, and four animal boards.

But I still don't have the knife!

Also my memo is lying to me or something. It says

If the squares were numbered like so:
1 2 3
4 5 6
7 8 9

It has a line drawn in this order: 1, 4, 7, 5, 2, 3, 6, 9, 8. But when I do it on the box (which judging from the comments above is a wine fridge) it says it's not the right sequence.

Also, apologies if this is a repost. My computer is freaking out a tad :O

ProfessorZ89: Click just to the right of the

Computer Monitor

It's bit hard to see it but it's

back amongst the wires. (the only bit of brown back there).

For the knife:

Check behind the monitor.

What do I do with the animal boards and how do I figure out the thing underneath the table in the middle of the room?

OK, real stupid question:

How do I get the screwdriver? It was the first thing I saw in the game, but I haven't figured out how to get it.

Maybe I just play too many puzzle games -- I did rather grow up on the Myst-types -- but I found that the only difficulty in this was finding things. The puzzles, once I actually found them/the clues for them, made perfect sense. I had to resort to a walkthrough 3 times after frustrated click-fests failed to turn up any evidence of things I needed to get past the brick wall I was banging into. To wit:

the coffee table (the hidden "down" view is a personal peeve of mine in these games, particularly when it's only accessible from one "wall" view), the string (wider), and especially the matches

Also, is there any in-game solution to the

four animals?

I brute-forced it, but was there a clue I overlooked that doesn't require out-of-game knowledge?

T2B 4 Escape Walkthrough:

Thanks to Anonymouse for the tip at 1.10am which got me un-stuck!

Sofa view

Click on plant to the right of the blue sofa

Click on circular object at the base of the plant. Click object again to find out it's a magnet

Move back to view of sofa, click on safe

Click just beyond the right edge of the safe, then click on CD-ROM that is stuck to the safe

Move back to original view, then click bottom of screen

Click to the left of the small table to find coffee beans

Move back to original view, then go right one screen

Cabinet view

Click under cabinet, to find the small iron ball near the wall

Click on green books, you need to rearrange them

Move the books so that the first letters of the titles spell "OPEN" and take the pincers

Click on red and green apple at the top of the cabinet

Use the pincers on the stalk of the red apple to get a fuse

Move back to the cabinet view, then move one screen to the right

Coffee machine view

Click on the coffee machine

Click just to the left of the coffee machine to find the wider (a spool of thread)

Move back, then one screen to the right (view of computer)

Computer view

Click on the computer (black box to the left of the monitor) then on a small white object lodged under the keyboard to find the memo

Move back out, then click to the right of the monitor to look behind it

Just beyond the monitor cable, where the table meets the wall, is the knife

Move back out, then click just left of the blue chair

Take the A4 paper then move back

Click on the locked cabinet to the left of the chair

Click just left of the cabinet for a side view

Lower the small tab on the front wheel of the cabinet, so that you can move it with another click

Click on the underside of the desk to find the matches

Move the cabinet back into place, and return to the computer view

Launching the rocket

Move two screens right to the large cabinet view, and click on the rocket

Use the fuse on the bottom of the rocket, then use the matches on the fuse

Examine the magnet and use the wider on the magnet

Use your magnet on a string on the hole vacated by the rocket to get the big iron ball

Move back, then click on the centre right of the cabinet - the part with a small urn and the poster of the two bears

Use the big iron ball on the urn, then move back

Open the unlocked cabinet below to get the red key

The red key opens the top right cupboard, where you will find a toy gun

Use the knife on the loaf of bread to get the first strange board

Examine the toy gun, and combine it with the small iron ball

Click to where the rocket was, then click the top of the screen

Use the toy gun on the rocket to dislodge the key

Go back to the main view, then click underneath the cabinet to find the green key

The green key unlocks the central cupboard, and just right of the base of the octopus are the nippers

The wine code

Examine the matches and a further click will open the box

Use the matches on the memo to reveal the code for the safe

Move to the sofa view, then click on the safe and open it using the code from the memo

Note that the memo needs to be turned round so that the small triangles line up

Make a note of the locations of the red and white wine. Also note that one bottle on the lowest layer is actually soy sauce!

Move one screen left, to the computer

Use the red key to unlock the top drawer and take the water

Enter the wine code into the grid using red and white circles, remembering that one bottle of soy sauce (a black circle)

Making coffee

Take the scissors and use them to open the coffee beans

Move back and one screen left to the coffee machine

Click the lid to open it, and put the coffee beans in the cone

Examine the water and click to open the bottle, then add to the black part of the coffee machine

Close lid, press button and take coffee

Move one screen left to the large cabinet, and click on the coffee cup

Use coffee on cup to reveal the computer code

Turning the computer on

Move to the sofa view, and click under the sofa

Use the nippers on the screwdriver to liberate it

Move to the computer view

Click on the wheeled cabinet again and move it out of the way

Click on the yellow panel in the floor

Use screwdriver to remove the minus screw

Examine the screwdriver - several clicks will turn it into a 'plus' screwdriver

Remove the plus screw, raise the panel, and connect the power cable

Before returning to the computer, click to the left of the desk to see the power strip

Click the white button at the bottom of the strip to turn it on (a green light should appear)

Now return to the main view, and click on the printer

Click the grey drawer and add the A4 paper

Now click on the computer and turn it on using the large power button

Open the CD drive, take the blue key and put the CD in the drive

Move back and click on the screen

Enter the password from the mirror on the line (using capital letters) and click OK twice

Move back, then click on printer to get the code of mystery!!

Opening the wall safe

Use the scissors on the code to cut out the shapes

Move one screen left to the code wall, and use the code of mystery on the picture

Write down the numbers and the corresponding shapes

Circle: 9-1 = 8, Diamond: 8/2 = 4, Up Triangle: A, Down Triangle: 3

Move back and click on each of the four cut-out boxes to enter the code and "hear a noise from the picture"

Click on the picture to reveal a safe, and a mysterious lock with eight lights...

The lock corresponds to the octopus - a light needs to be on for each tentacle that is holding a lollipop. Rotate the octopus to see more, and orientate yourself using the nose

Once you get it right, the lights turn green and a keyhole appears

Use the blue key to open the safe

Take the yellow key and the other strange board and make a note of the code on the back wall

Making toast!

Return to the computer and open the lower drawer with the yellow key

Take the toaster and the four animal boards

Go back to the sofa view and click the bottom of the screen

Put the toaster on the table, and put the strange boards where the bread should go

Click under the table to see a circle divided into 12...

Enter the fraction code from the safe

Clockwise from the first segment, you need to click the second, third, fourth, sixth, ninth and tenth segments

The lights will turn green and a tower will rise up marked Bremen

There is a little sparkle at the bottom of the tower - click to find the purple key

Return to the large wall cabinet, and open the bottom left cupboard with the purple key

Take the handle and click on the snowman's hat

Make a note of the order he moves his arms (left, right, right, left, right)

Go back to the Bremen tower under the table

If you don't know the fairytale, search Wikipedia for Bremen

Place the animal boards in the correct locations on the tower

From the bottom, this is donkey, dog, cat, rooster

Click the toaster plug to connect it

Now return to the view of the table, and press the lever on the toaster

Click above the toaster, then click the ladder

Use the handle on the square hole, and turn it left and right as per the snowman code

The lights will go green, click the handle again to exit

Great walkthrough. Thanks.

Walkthrough

Be sure to familiarize yourself with the surroundings. Also be sure you find the table with the up arrow on it:

It's in the middle of the room. Click in front of the couch.

Your first task will be to launch the rocket:

To launch the rocket, you'll need matches and a fuse.
Matches:

The matches are in the top of the filing cabinet.

This compartment is only accessible from the back, so you'll have to move the cabinet first.

You have to unlock the front wheel of the cabinet so that it will roll forward.

Fuse:

The fuse is the stem from the red apple.

In order to pull it out, you'll need the pincers.

The pincers can be found by solving the book puzzle in the center bottom shelf.

Rearrange the books so that their first letters spell OPEN. This will reveal the pincers.

After you've got both of these:

Attach the fuse to the rocket and light it with the matches. (Be sure to open the matchbox first.)

The rocket will launch. Looking up, there will be a green key dangling from the rocket. There will also be a hole in the cabinet into which your hand doesn't fit.

Next, you'll need the red and green keys. To get the green key:

You need to shoot something at the key to release it from the rocket.

There's a small ball on the floor below the shelves.

There's a toy gun in the upper right shelf.

To open the shelf, just push the keyhole.

Load the ball into the gun, and then shoot it at the key to knock it out.

The key will fall to the floor below the shelves.

The green key unlocks

the middle shelf.

To get the red key:

The red key is in the bottom right shelf.

You need to drop something into the tube from above to knock the key out.

There's a big metal ball in the upper left shelf.

Since the door is locked, you'll have to somehow get it out the top.

The ball is magnetic, so you'll need a magnet and something to lower the magnet into the hole.

There's a mysterious item in the potted plant, which, upon closer examination, turns out to be a magnet.

There's a winder behind the coffee machine.

Thread the winder with the magnet, and then lower that in the hole to get the ball.

Drop the ball into the pot in the center right shelf. It will knock loose the red key.

The red key unlocks

the middle drawer in the file cabinet.

Next, let's turn on the computer:

The switch is on the CPU, but it needs to be plugged in first.

It's plugged into the power strip on the back of the desk, but the power strip isn't plugged in.

The outlet is underneath the filing cabinet.

It's in the yellow compartment, which is screwed shut.

The screwdriver is attached to the bottom of the couch.

To remove it, you'll need to cut away the wires with a pair of nippers.

The nippers are in the center shelf (back right).

The screwdriver allows you to remove the (-) screw, but there's also a (+) screw.

Luckily, we won't need to find another screwdriver.

Clicking on the tip of the screwdriver allows you to reverse it, revealing a (+) tip on the other side.

If you're still having trouble turning on the computer:

Remember to plug in the power strip, as well as switch it on. Then you can switch on the CPU separately.

Before we deal with the computer, let's first get a pair of scissors:

The scissors are unlocked by the puzzle in the middle drawer of the file cabinet. To open it, you need to put the right combination of red, white, black, and blank squares.

This combination is given by the bottles in the safe. To open the safe, you need to hit the buttons in the keypad in the correct order:

The combination to the safe is written on a memo.

The memo can be seen next to the keyboard while looking at the CPU.

Unfortunately, the combination is also written in invisible ink, so you'll need some way to reveal it.

Use a match on the paper to reveal the code. The brown line traces out the order in which to push the buttons.

Note that the diagram on the memo is upside-down when compared to the safe.

The combination is 963587412.

The empty spots in the safe correspond to blanks. Examining the bottles in the safe reveals what color they are.

Be sure to look at every bottle.

One of the dark bottles is actually soy sauce.

The combination is, by rows from top to bottom, R_W_,WW_R,R_RW,_WB_.

It's now time to use the computer:

There are three things that need to be done: find the password, load the data, and load the printer with paper.
Password:

The password is written on the mirror above the coffee cup in the shelf.

Pour coffee into the cup, and the steam will reveal the password. To make coffee:

You'll need water and coffee grounds.
Water:

The water is in the middle drawer of the filing cabinet.

Coffee grounds:

The coffee is on the left side of the table in the center of the room.

To make the coffee:

Just put them in the appropriate part of the coffee maker and turn it on.

You'll need to cut open the coffee bag with the scissors.

Also remember to uncap the water.

The password is THUESC.

Data:

You'll need to load a CD-ROM into the computer.

The CD is on the right side of the safe by the couch.

Paper:

The paper is on the desk chair.

Just click the bottom of the printer to open the tray.

Now we're ready to get the computer to work.

Just type in the password and hit OK until the computer prints out a mysterious piece of paper.

We can now figure out what's up with the mysterious painting:

There's a safe hidden behind the painting.
To reveal the safe:

Note that the computer printout has four shapes corresponding to the shapes in the four compartments around the painting, and the other two symbols on the paper appear in the painting itself.

You'll need to overlay the paper onto the painting to reveal which numbers and letters to input into the four compartments.

Using the scissors, cut holes in the paper first so you can see what peeks through.

Putting the paper on the painting reveals what you should input in each compartment.

Be sure you do the math correctly.

The code is top=A, left=9-1=8, right=8/2=4, bottom=3.

To open the safe:

First you need to push the right set of buttons.

The buttons that need to be pressed are given in the middle shelf.

The hands of the octopus holding the objects are the ones that need to be pushed.

Numbering the buttons 1-8 clockwise, starting with the left button in the bottom row, the combination is 12468.

Then you need a key:

It's the blue key.

You must have taken it already; it was in the CD drive.

We can now open the exit:

The exit is in the ceiling above the table in the center of the room. You'll need to put something into the two slots in the ceiling to open it. First you'll need a way to get them up there.

You use a toaster:

It's in the bottom drawer of the filing cabinet.

To open the drawer, use the yellow key. In case you missed it:

The yellow key was in the painting safe.

The toaster goes in the white outline on the table.

You also need to power the toaster:

The plug is beneath the table, but it's locked by that yellow mechanism.
To open the mechanism:

You need to light up the proper wedges.

The code is in the painting safe. The wedges are numbered 1 through 12, starting with the one marked 1 and going clockwise.

Multiply the numbers in the back of the safe by 12. This gives 2, 3, 4, 6, 9, 10.

To unlock the outlet:

You need to fill in the four spaces to open the outlet.

The pieces to put there are found in the bottom drawer of the filing cabinet.

The order in which you need to put them is hinted by Bremen.

There is a fairy tale by the Brothers Grimm called "The Bremen Town Musicians."

In the fairy tale, the four animals stand on each other's backs in a certain order. (There's also a statue of this in Bremen, Germany.)

From bottom to top, the order is: donkey, dog, cat, cock.

You should now be able to plug in the toaster.

Next, you need to figure out what's actually going to go in the ceiling.

There are two strange boards:

One board was in the painting safe.

The other is in upper right shelf.

It's in the loaf of bread, but you'll need to cut it out first with a bread knife.

The knife is behind the desk (looking from the right).

Once you've found them:

Just put them in the toaster and fire away! Climb up the ladder to the exit.

There's just one more door to open:

You'll need a handle to open the door:

The handle is in the lower left shelf.

To open it, use the purple key.

The purple key is tucked inside the yellow mechanism underneath the table. (It shines every so often so that you see it.)

You'll also need to know how to turn the handle left and right to open the door:

The sequence for turning the handle is also in the lower left shelf.

The snowman gives it to you.

Click on his hat, and he'll dance.

The sequence is L, R, R, L, R.

Insert the handle, turn in the correct sequence, and click the handle once more to exit.

Congratulations! You made it out alive! Now try not to get stuck in any more rooms, okay?

Like many people, I got the animal puzzle randomly. That was a little obscure, I'd never heard of it... After I got help finding stuff (how to move the drawers for example) this was a lot of fun. Very well done game, I think I'm just not patient enough for it.

Escapee #14,692. Loved it. Most fun I've had in a while.

But thanks to jimbog for the well done walkthrough. Needed it at least three times.

Superb game - 5/5. Even knew the Bremen puzzle, having been brought up in Germany. Excellent fun and no help needed. Have come to expect pixel hunting and all the puzzles were logical for once. Thanks to the makers and to this site as usual for posting such good games. Keep them coming ....

The animals:

The clue "Bremen" refers to a fairy tale where a donkey, dog, cat, and rooster stand on top of each other in a tower and sing. Obscure, I know.

Therefore, the animals go smallest to largest. =)

Wow, that was a tough one!
Thanks for posting helpful hints - at first, I tried to be a good girl and solve things all on my own without _ever_ looking at the comments or a walkthrough, but I only got

the magnet and the little metal ball

and was already stuck :)! So much for my escaping skills...*sigh*
"Bremen" was not a problem for me though, being German (it was my favourite book when I was a little child).
I adore this site, even though it keeps me from learning for my exams or doing other important stuff...great for procrastinating!
So: Keep those escape games coming!

CANNOT FIND the matches, i moved the desk, but nothing was there

@JIGuest:

click the back of the drawers you just moved, the matches are at the back of the top drawer

"Coffee materials is not contained!"

:o OMG Call HazMat!

About the Octopus

I don't seem to be able to "select" positions with the octopus - I just click on his head and he turns around. Am I missing something here?

"Your hand does not go into a hole!"

How many times do you have to click on the screwdriver before it's (+)???? I've done it a few hundred times! Yes! That's a hundred!
And I still can't get it to (+) I don't feel like starting over. :/

That was a really great escape! Thoroughly enjoyed myself. Couldnt have done it without a few nudges from here tho!

How cute !

Love the fairytale bit and the toaster thing
brilliant.

Pixel hunting :(

I am having a problem with the

toaster plug; I've clicked on it, and it says 'It is a toaster socket.' And nothing happens. I even used flash's zoom to get in and see, and nada.

This seems wonky.

I'm having trouble with some of the elements in the game not showing up on my browser... on my Mac computer, the instruction book at the beginning flashes and then disappears. When I use Linux, the book appears but has no text. I can click on the invisible link to play the game, though when I'm in the game I can't use any of the objects and I don't know where to click to get out of a screen. Very annoying!

[Edit: It definitely sounds like a Flash Player issue. -Jay]

the code shown on the memo shows "1,4,7,5,2,3,6,9,8" but yet it says it's wrong. huh?

I seem to like the sound of "Please back the rack to original place". The problems I had with this game came when I thought something I could do would work, but didn't.

Tags just in case: how was I to know that the pliers were to pluck the fuse out of the apple, and not to get the screwdriver out from under the sofa? In every other game, you could use pliers to cut thin metal wires; they could've just given the pliers two uses.

Oh well, at least enough haphazard clicking worked

"Bottle Code"? You mean I had to examine the water bottle? I immediately poured it into the coffee machine, certain that that was what it was for! Now the game is unwinnable for me because of that?

Well duh, how dumb do I feel. It was easier than I figured for the screwdriver. But now I'm stuck with the part under the toaster. My math isn't all that great.

As it turned out, both of my complaints were addressed later in the game; no code requires you to examine something immediately useable, and there is a way to deal with the screwdriver while allowing for the disposable, one-use pliers. (I can understand ghosting out items as if to say, "Don't worry, you don't need these any more", but making the inventory items disappear makes it look as if you just throw everything away after one or two uses. A minor issue, nothing more)

Liked this one :)
@ Paul that's not what the memo says, you have to rotate it so the triangles match.

it says 9,6,3,5,8,7,4,1,2

@ Gar the bottle code is not for the water bottle it refers to

the wine bottles in the safe and

the strange board in one of the drawers

yeah but therewas no way to turn the memo. there was an arrow on the right but it did not make it move and there was no triangles. lust a line goimg up down left,etcand the way they were positioned was the way i had it. I'll try it your way though. Thanks.

About that red key...

apparently it opens the top drawer of the file cabinet under the desk and now I can't get the toy gun to shoot down the green key! Is there something I'm missing?

Paul,

There is a small arrow on the side of the keypad to the safe as well as on the memo.

YOUR GAMES ARE AWESOME ! :)

I think I found a small glitch with the wall safe.

I could not put the paper over the painting until AFTER I entered the code.

Wow, that was a great game!

The level of tasking involved tasked me to my limit. My next task will be to complete some of the tasks that I've neglected whilst I was addressing this task.

@jimbog - Thanks for that flawless walkthrough!

A direct link to the Bremen reference:
http://en.wikipedia.org/wiki/Town_Musicians_of_Bremen

Out... After about three hours. Wow that was tough. Awesome game. Possibly the best single room escape I've ever played. It was a refreshing change from what seems to have become standard in these games... solve a puzzle ~ find a key ~ open a door ~ find another puzzle ~ solve it ~ find a key ~ repeat ad infinitum. The puzzles flowed and really made the old grey matter earn its keep. Admittedly I had to turn to the brute force technique with the

Bremen animals puzzle

I had never even heard of them. Thanks to Zeke though I can now sleep soundly in the knowledge that I know all wiki has to offer about it and I'm covered if it crops up in another game ^^. I have to say though it was a bit of an ambiguous puzzle to put in. It's not often these games require research to complete. Still though this didn't change the fact that it is one amazing game.

Never saw an arrow on the side of the keypad but I'll look again.

I enjoyed this game, aside from the pixel hunting. It's one of the best series of room escapes out there...

But neutral is still the best at making room escapes that have logical yet somewhat challenging puzzles with minimal pixal hunts.

So... where can I find more? Turns out I really love this type of game and there aren't enough out there.

Among the ones I disliked is the Gotmail games, to tell the truth. Too much clickiness (i.e. clicking all over to find puzzle rather than logically finding what's needed).

Based on that, does anyone have some good suggestions?

Thanks :)

E

[Edit: http://jayisgames.com/tag/escape
You really can't go wrong with most everything on that list. -Jay]

Has anybody translated the Japanese text on the computer screen into English?

Hmm...now that I look at it some more, the first part translates directly as 'pasuwaado' ('password'). Which is pretty much what I was expecting. ^^'

Whoa...I actually completed it without using the walk-through! ^_^ Usual gripes about pixel-hunting, but I guess I'm used to it now anyway, and just click everywhere. Good fun!

a bit long but good

It was very long,but fun.

Escapee # 18580!

With the walkthrough!

19006. 19005 away from 1.

Definitely the hardest one yet. Pixel hunts are atrocious and the dreaded "invisible table" is back.

However I must say I liked the puzzles. I wish I could team up with somebody who enjoys clicking gazillion times on every single pixel so he could find all the perspectives/objects and I could concentrate on the fun part...

@bogus, a little late, but for anyone else going through the archives and having the same problem,

Yes, you are indeed stuck and you will have to restart the game.

It is spelled backwards it is at the red key

^ Scroll Up | Homepage >

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