Loom Entry


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DoraLoom EntryJust when you thought it was safe to return to your weekday... bum-bum... bum-bum... bum-bum-bum-bum-BUMBUM! Bam! Surprise escape! Place of Light is more than willing to devise the most devious of traps in the most ordinary of circumstances. In Loom Entry, you find yourself trapped in an entry hall with cryptic clues and puzzles hidden everywhere amidst the neatly arranged shoes and photos of cute baby animals. It's like being a character in a more homey Dan Brown novel, only without all the terrible... uh... everything. Just click to play, keeping an eye out for different perspectives and sneakily hidden clues, and use the gray bars that appear at the edges of the screen when you move your mouse over them to navigate. It might look simple, but don't be surprised if you have to kickstart your brain, open your eyes extra wide... and grab a pen and paper to find your way out.

Place of Light has a knack for creating puzzles that has a wonderful domino effect of progression and understanding. It's not uncommon for clues to lead to clues which solve a puzzle, that nets you another clue. Clues are, literally, everywhere. But instead of annoying you, creates a sense of cohesion that a lot of other escape games lack. You'll wind up having to use your brain more here rather than simply cycling through inventory items, rubbing them against every available surface and hoping to luck into a solution. It's not "adventure game logic", it's deduction, pure and simple. It does sort of make you wonder who you're going through all this trouble to visit, though. All the comfy shoes and animal pictures give a vague sort of "Grandma's House" vibe, but after all you've gone through, Nana better have some killer cookies and milk waiting for you. Chocolate milk, straight up.

It's not perfect, however. The lack of a changing cursor to indicate a hotspot may make the game more challenging, but also more frustrating for those of us who hate pixel hunting. Perspectives can also bite you in the behind, since a few objects can only be manipulated if you're facing them from a certain direction, and you're never quite sure if you're just not looking at that umbrella from the right angle, or if you just keep missing the spot you're supposed to click on. Naturally, this is something you escapists with finely honed seek-and-find instincts will find little trouble, but relative newcomers or more casual players might find it a bit discouraging.

But if you're looking for quality puzzles and a bit of a challenge, it's Loom Entry through and through. Place of Light has hit it out of the park once again... and then promptly locked it in a box with six keys, put it inside a safe with a complex mathematical code, and hid that safe in a room you'll need a rubber chicken, a pair of bunny slippers, and some Elmer's glue to access. Hey, I'm not judging how you get your kicks. Some people juggle geese.

Play Loom Entry

Walkthrough Guide


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Walkthrough

Testing, testing, one, two, three... can you hear me, Agent V?

  1. You're in the entryway? Good. Er... I don't see you on the camera... wait, I think you're in the trap room! I'll guide you through the secret procedure to get out. Don't you worry.

  2. You're facing the door with the window-like pattern? Turn right. Look in the umbrella stand. There should be a spade and an 8. No, you don't need the umbrella, leave it alone.

  3. Now look on the right side of the cabinet. There should be a code there. O and X? I thought so. I know that code; any shape that can be traced with a single line without doubling back is an O, and any shape that can't is an X. That means the letters E-N-T-R-Y correspond to X-O-X-O-X.

  4. Oh, and do you see those scissors stuck in the crack below the code? Fetch them for me... you can't get your hand down there? Never mind then, we'll worry about that later. Back away and turn right again.

  5. You're facing the door with the blue slit? Oh, tilt your head up; you look silly with your back hunched like that. Now look closer at the top of the slit. Remember that dot pattern: left, middle, middle, left, right, middle. And the three strawberries; they're important too.

  6. Back away and check out the little paintings. In particular, that one with the three strawberries looks interesting. Can you see some hidden buttons over it? Try pushing them in the order from the blue slit: left, middle, middle, left, right, middle. Club equals 7? Good to know.

  7. That painting up top with the silly colored dots looks important, too. Make a note of the way the dots are arranged.

  8. Now turn right one more time and check out the door you started out facing. In particular that little box on top. You can enter a series of O's and X's there, can't you? Well, try what the code from the side of the cabinet told you: XOXOX. You pressed the red button and you got a little gray disk? Excellent.

  9. Turn and face the cabinet again. This time look at what's on that gaudy plaid cloth. I think that disk you found will stick in the hole in the picture frame. That arrangement of rectangles looks a lot like the small paintings, doesn't it? Try pressing the button. Hm, write down the order in which that symbol flashed on the rectangles. Make a note of that symbol, too: looks like a T with a line over it.

  10. The plant pot's boring, but see if anything's under it. Under the cloth. A heart with a 2, eh? My intuition paid off after all. Now open the cabinet itself. I think we can arrange those shoes to match the colored dots from that one painting on the wall. The one the frame pattern didn't include.

  11. You don't remember it? Oh, you're useless without me, Agent V! Move both green shoes and both blue shoes towards the left, and spread the red and yellow shoes apart. Now try opening that door on the bottom... a screwdriver? Score! Is there anything you know that needs a good screwing? ...Besides Lady Z, I mean?

  12. According to the surveillance camera, there's a screw on that brown picture frame over the cabinet. Try it there... alright, it came loose. What's behind it? Some strange diagram about a window and something peeling off. Ooookay then, back away. Look again at those little paintings on the opposite wall.

  13. Let's see... if I remember the frame pattern correctly, and since I've got a supercomputer backing up my memory there's no way I don't, then the order is: the five glass seashells, the penguin, the four chicks, the two dolphins, and the three strawberries. Interesting. Hey, try that thing that looks like a hand dryer over the umbrella stand; I've got a good feeling about it.

  14. That's the same symbol as from the frame code, isn't it? Five digits? Well, you know what the numbers are from the paintings, right? ...You don't? Ah, Agent V, it's a miracle you remember your own codename! How hard is it to remember 5-1-4-2-3? Good, now open it... a key and a paper suggesting a very messed-up keypad. OK-1-8, 4-3-0, 9-AC-7, 2-6-5. Just leave it there for now, you can refer to it later.

  15. Ah, you're at least smart enough to consider that maybe it's the key to your freedom. It fits the door with the blue slit... what the heck? That's no door! Well, at least you now have a shiny new hook and line. Try using it to fish those scissors out from beside the cabinet. Yes, got them! Now try using them to cut the string on the cabinet above the shoe cabinet. Yes, there was a cabinet above it; didn't you see it?

  16. Inside that cabinet there's a diamond 3 and... what looks like a hoe. What use could a hoe be here? Hey, try it on that hatch in the floor below the stained glass on the other wall. Pried it open, nice job! It needs a combination of four digits that corresponds to four card suits. Well, you've seen four suits, right? Spade 8, heart 2, diamond 3, club X. Hang on. 823X? That can't be a four-digit code. And it's not a mathematical equation either, 'cause the X is at the end. Hmm...

  17. Well, forget that for now. I just thought of something. That stained glass window has a familiar frame, right? Try peeling the bottom up like it's a poster. Aha, it worked! And the code's 150372. Interesting.

  18. Oh, you know what you haven't touched yet? The screen beside the door to your right. It has a keypad on it. Er, you remember that piece of paper, right? This isn't like a normal keypad. If you want to enter 150372, you have to push the middle button in the top row, then the right button in the bottom row, then right in the second row, middle second row, right third row, left bottom row, and finally left top row to confirm it.

  19. It gave you some sort of math equation? Hang on, I'm decoding it right now. I guess each symbol represents a different number (or X), and hollow and filled-in are different. The four suits we found are hollow, and the four we need are filled in. "CD82 X H = CS3HD", eh? Let me run it through the supercomputer... uh-huh... got it! The only possible solution to the cipher is "1482 X 7 = 10374".

  20. That means the code for the box under the floor hatch is 0741. Go try it... it worked! We're a great team, Agent V, even though I have to do most of the thinking for you. The chest's full of gold? No, Agent V, leave the gold in the chest! It's probably booby-trapped. But see that key to the side? Take that and use it to unlock the other door, the one to your right.

  21. And you're out! Unfortunately, Agent V, your performance was less than stellar, although your ability to follow orders is sublime. You'll get a D- for this training mission, I estimate. In the meantime, go take a walk in the woods.

WALKTHROUGH

There are two main views per wall: an upper view and a lower view. If you can see something from one view but can't reach it, try another view.

Exploring

You begin facing a door. Click to zoom in on the handle. Looks like you need a key. Back up.

Click the gray bar near the top of the screen to shift the view upward. Click on the mechanism on the top left of the door. If you click the rectangular section, it opens to reveal a keypad where you can enter either X or O. Back up.

Zoom in on the dark rectangle to the left of the door. Click it to turn it on. There's what looks like a numerical keypad here, but something seems off. Back up.

Click on the white box to the right of the door. There's a locked door, and a place to enter a 5-digit code (though you can only use the numbers 1-5). Notice the symbol that's in those boxes before you put in any numbers. Back up and turn right.

You should be facing a couple of cabinets. They're tied closed. Underneath the cabinets is a painting. Zoom in on it and see that it's screwed to the wall. Back up.

Move to the lower view. You can see a cabinet with an umbrella stand to the left. Click the umbrella stand. Note that Spade = 8. Back up.

Click the plant on top of the cabinet, then the cloth under the plant. Note that Heart = 2.

Click the little picture on top of the cabinet. Notice those interesting shapes, and also the empty spot on the bottom right of the frame. Back up.

Open those bottom cabinets. Notice that you can move the shoes around, but you can't open the little door in there. Close the doors.

Click to the right of the cabinets. Note the X and O chart. Click underneath the chart, where the cabinet meets the wood floor. There's something down there, but you can't get it. Back up twice and turn right.

You're facing another door, this one with a step in front of it. Zoom in on the handle. This one needs a key too. Back up, then go to the upper view of the door.

Click on the top of the blue window in the door. There are three red shapes on top, with some yellow dots below them. Back up, then turn right.

Click on the stained-glass-thing to the left. Pretty, isn't it? Back up.

Click on the other pictures to the right. There are a number of cute animals here, but also some other interesting things. Click on the topmost picture. Do the colors look familiar? Back up.

Click the green picture frame above the penguin. This one has three red strawberries on it, with some buttons above. If you click the buttons, yellow dots appear on the berries. Back up twice, then go to the lower view.

There's a weird spot on the tile floor underneath the stained-glass. Zoom in on it. Looks like a trapdoor, but you can't open it with your bare hands. Back up.

Solving Puzzles

Remember all those yellow dots from the door? Go to the strawberry picture on the wall. Click the buttons in the order the dots appear on the door:

left, middle, middle, left, right, middle

Some symbols appear on the strawberries: Club = X.

X's and O's

Go to the X and O chart on the right side of the floor cabinet. All the symbols underneath the O have something in common, and so do the ones under the X. It has something to do with how the symbols are drawn:

All the symbols under O can be drawn with one line, without doubling back. The ones under X cannot.

Now you need to apply that to ENTRY:

The letters that can be drawn with one line without doubling back are O, the ones that can't be drawn with one line without doubling back are X.

Note that the font used in this game might make it a little difficult to figure out which letter is which. If the code you came up with doesn't work, take another look at the letters. If there were any you were unsure of, those might be the ones to switch.

Turn left from the cabinet and go to the mechanism on the top-left corner of the door. Open it up and input the X-O code you just figured out:

XOXOX

Hit the red button to the right, and a silver circle pops out of the slot. Take it.

Go to the little picture sitting on top of the cabinet. Put the silver circle you just got in the empty spot on the picture frame. Now hit the white button to the left. A familiar symbol appears in those colored boxes in a certain order. Write down that order, then turn twice and look at the group of smaller pictures on the wall.

Those pictures correspond to the colored boxes in the picture on top of the cabinet. Remember the order that symbol flashed up. The first one was the bottom-right picture frame, which has 5 sea shells. The first number in your code is 5. Go on in this way until you have a five-digit code.

Now turn right and go to the white box beside the door. Input the code you just got:

51423

Open the box and get the red key. Also notice the piece of paper in there. You'll come back to that later.

Go to the door with the long blue window and the step in front of it. Zoom in on the handle and put the red key in the lock. Click the handle, and... the handle opens. Take the fish hook.

Go to the right side of the cabinet where the X-O chart is, and zoom in on the area between the cabinet and the floor. Use the fish hook on the thing you can't reach down there. You now have some scissors.

Go to the tied-up cabinets near the ceiling. Use the scissors on the string tying them, then open them up. Take the hoe (?) from the cabinet. Also note that Diamond = 3.

Go to the trapdoor under the stained-glass-thing. Use the hoe on that little lip, then click it again to open the door all the way. There's a box in there with card suit symbols on it. But, if you try to enter all the numbers you have (Heart = 2, etc.), it doesn't work. You must still be missing something.

Go back to the group of little pictures on the wall. Click on the topmost one. This picture refers to the shoes in the floor cabinet on the opposite wall. Note the placement of the dots in this picture, then go to the shoe cabinet.

Put the shoes in the order dictated by the picture:

The green shoes on the top left should be close together to the left.
The red shoes on the top right should be far apart.
The yellow shoes on the bottom left should be far apart.
The blue shoes on the bottom right should be close together, but to the left.

GG__R_R
Y_Y_BB__

Open the little door and get the screwdriver.

Go to the painting on the wall above the shoe cabinet. Use the screwdriver on the screw, then click the painting to open it. There is a clue back there saying to look under a piece of paper. What in this room looks like the picture in the note?

Go to the stained-glass picture. Click on the bottom edge of it to look underneath. See the code 150372.

Remember the clue on the piece of paper in the white box next to the door? That clue applies to the keypad in the dark gray screen to the left of the door. Use the numbers from that clue to figure out how the keypad works.

The code you enter is the code you got from underneath the stained-glass picture: 150372. Then hit OK. A number of symbols appears on the screen. What do you do with them?

The card suit equation

Notice that some of the card suit symbols are filled in, and some are not. Aha! That's why the numbers you have didn't work on the box: you only have the empty symbols, while the box needs the filled-in ones.

You now have to solve that equation on the screen next to the door in order to figure out the filled-in symbols.

If you fill in the numbers you already have, the equation looks like this:

~CD82
x~~~H
_____
CS3HD

*The CDHS are Club, Diamond, Heart, and Spade. The ~ are just there as placeholders.

The thing to notice is that 8 times H will equal H, which is impossible (unless H = 0, but it doesn't). That means that 2 times H will have to equal at least ten, so that you have a number to carry over to the next column. That means H must be at least 5. Now you can use the process of elimination to figure out what number will work: start with H = 5 and go from there.

It shouldn't take too long to figure out that

H = 7

With that information, you can update the equation to look like this:

~C482
x~~~7
_____
CS374

You should have a little 3 next to the C up top, carried over from (4 x 7) + 5 = 33. Notice that there is a C in the top row as well as the bottom. This means that C x 7 has to equal a two-digit number starting with C. You can use the process of elimination again to figure out that

C = 1 and S = 0

You should now have all four card suits figured out:

Club = 1
Spade = 0
Heart = 7
Diamond = 4

You can now apply this to the box in the trapdoor.

Endgame

Go to the trapdoor under the stained-glass picture. Input the code you got from solving the equation:

0741

Click the handle of the box to open it, then get the key from the top-right corner of the box (it's hiding behind some coins).

Go to the door with the white box next to it. Zoom in on the door's handle and use the key on it. Click the key to turn it. Now click the handle to open the door. Click the wild white yonder and you're out!

Many thanks to SonicLover, I wouldn't have been able to beat the game without you!

39 Comments

DJBlayde June 23, 2011 12:03 PM

So I've found a 6 digit code, and a spot I *think* I put them into, but I'm not sure on it. Hoping someone can point me in the right direction there.

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Walkthrough

Testing, testing, one, two, three... can you hear me, Agent V?

  1. You're in the entryway? Good. Er... I don't see you on the camera... wait, I think you're in the trap room! I'll guide you through the secret procedure to get out. Don't you worry.

  2. You're facing the door with the window-like pattern? Turn right. Look in the umbrella stand. There should be a spade and an 8. No, you don't need the umbrella, leave it alone.

  3. Now look on the right side of the cabinet. There should be a code there. O and X? I thought so. I know that code; any shape that can be traced with a single line without doubling back is an O, and any shape that can't is an X. That means the letters E-N-T-R-Y correspond to X-O-X-O-X.

  4. Oh, and do you see those scissors stuck in the crack below the code? Fetch them for me... you can't get your hand down there? Never mind then, we'll worry about that later. Back away and turn right again.

  5. You're facing the door with the blue slit? Oh, tilt your head up; you look silly with your back hunched like that. Now look closer at the top of the slit. Remember that dot pattern: left, middle, middle, left, right, middle. And the three strawberries; they're important too.

  6. Back away and check out the little paintings. In particular, that one with the three strawberries looks interesting. Can you see some hidden buttons over it? Try pushing them in the order from the blue slit: left, middle, middle, left, right, middle. Club equals 7? Good to know.

  7. That painting up top with the silly colored dots looks important, too. Make a note of the way the dots are arranged.

  8. Now turn right one more time and check out the door you started out facing. In particular that little box on top. You can enter a series of O's and X's there, can't you? Well, try what the code from the side of the cabinet told you: XOXOX. You pressed the red button and you got a little gray disk? Excellent.

  9. Turn and face the cabinet again. This time look at what's on that gaudy plaid cloth. I think that disk you found will stick in the hole in the picture frame. That arrangement of rectangles looks a lot like the small paintings, doesn't it? Try pressing the button. Hm, write down the order in which that symbol flashed on the rectangles. Make a note of that symbol, too: looks like a T with a line over it.

  10. The plant pot's boring, but see if anything's under it. Under the cloth. A heart with a 2, eh? My intuition paid off after all. Now open the cabinet itself. I think we can arrange those shoes to match the colored dots from that one painting on the wall. The one the frame pattern didn't include.

  11. You don't remember it? Oh, you're useless without me, Agent V! Move both green shoes and both blue shoes towards the left, and spread the red and yellow shoes apart. Now try opening that door on the bottom... a screwdriver? Score! Is there anything you know that needs a good screwing? ...Besides Lady Z, I mean?

  12. According to the surveillance camera, there's a screw on that brown picture frame over the cabinet. Try it there... alright, it came loose. What's behind it? Some strange diagram about a window and something peeling off. Ooookay then, back away. Look again at those little paintings on the opposite wall.

  13. Let's see... if I remember the frame pattern correctly, and since I've got a supercomputer backing up my memory there's no way I don't, then the order is: the five glass seashells, the penguin, the four chicks, the two dolphins, and the three strawberries. Interesting. Hey, try that thing that looks like a hand dryer over the umbrella stand; I've got a good feeling about it.

  14. That's the same symbol as from the frame code, isn't it? Five digits? Well, you know what the numbers are from the paintings, right? ...You don't? Ah, Agent V, it's a miracle you remember your own codename! How hard is it to remember 5-1-4-2-3? Good, now open it... a key and a paper suggesting a very messed-up keypad. OK-1-8, 4-3-0, 9-AC-7, 2-6-5. Just leave it there for now, you can refer to it later.

  15. Ah, you're at least smart enough to consider that maybe it's the key to your freedom. It fits the door with the blue slit... what the heck? That's no door! Well, at least you now have a shiny new hook and line. Try using it to fish those scissors out from beside the cabinet. Yes, got them! Now try using them to cut the string on the cabinet above the shoe cabinet. Yes, there was a cabinet above it; didn't you see it?

  16. Inside that cabinet there's a diamond 3 and... what looks like a hoe. What use could a hoe be here? Hey, try it on that hatch in the floor below the stained glass on the other wall. Pried it open, nice job! It needs a combination of four digits that corresponds to four card suits. Well, you've seen four suits, right? Spade 8, heart 2, diamond 3, club X. Hang on. 823X? That can't be a four-digit code. And it's not a mathematical equation either, 'cause the X is at the end. Hmm...

  17. Well, forget that for now. I just thought of something. That stained glass window has a familiar frame, right? Try peeling the bottom up like it's a poster. Aha, it worked! And the code's 150372. Interesting.

  18. Oh, you know what you haven't touched yet? The screen beside the door to your right. It has a keypad on it. Er, you remember that piece of paper, right? This isn't like a normal keypad. If you want to enter 150372, you have to push the middle button in the top row, then the right button in the bottom row, then right in the second row, middle second row, right third row, left bottom row, and finally left top row to confirm it.

  19. It gave you some sort of math equation? Hang on, I'm decoding it right now. I guess each symbol represents a different number (or X), and hollow and filled-in are different. The four suits we found are hollow, and the four we need are filled in. "CD82 X H = CS3HD", eh? Let me run it through the supercomputer... uh-huh... got it! The only possible solution to the cipher is "1482 X 7 = 10374".

  20. That means the code for the box under the floor hatch is 0741. Go try it... it worked! We're a great team, Agent V, even though I have to do most of the thinking for you. The chest's full of gold? No, Agent V, leave the gold in the chest! It's probably booby-trapped. But see that key to the side? Take that and use it to unlock the other door, the one to your right.

  21. And you're out! Unfortunately, Agent V, your performance was less than stellar, although your ability to follow orders is sublime. You'll get a D- for this training mission, I estimate. In the meantime, go take a walk in the woods.

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Didn't get very far before I got stuck. I don't even have anything in my inventory.

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The suit/number puzzle threw me for a loop.
I didn't know
[spoiler]The numbers for the suits didn't matter if they were shaded or just outlines.[/spoiler]

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dylpickles Author Profile Page June 23, 2011 12:52 PM

Got out with the help of the walkthrough. But wait, there's that little message at the bottom left of the screen..... Has anyone figured out anything for this yet?

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VoxPopuli42 Author Profile Page June 23, 2011 1:17 PM

just starting game- but I love the review already. You had me at the Firefly quote :D

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I don't understand the ENTRY code.

The walk through has it as being whether or not you can draw the symbols with one line and no doubling back. Well this makes sense from the diagram however for ENTRY you can draw the N with a single line but none of the others. This then makes the code XOXXX which doesn't work.

The correct code is XOXOX but I can't see how to get this. You can't draw an R with a single line.

Also there is a mistake in the walk through.

Step 6, Club = X and not 7.

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The puzzles in this game are wonderful. It's as if they were made for a mathematician.

MdB,

"R" can be drawn with one line (without removing the pen from paper or retracing old lines). It goes l -> P -> R

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Chien D'Arren D'Or Author Profile Page June 23, 2011 3:42 PM

There is a minor flaw in one of the puzzles:

While, according to how they teach writing of letters, you can draw a capital R without lifting pen from paper, in the font the author chose, you can't; the diagonal downstroke attaches to the bottom of the curved section, and not to where it joins to the vertical...

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The past few escapes that Place of Light has done were home runs. Room Dawn (why they did the Engrish R-L switch is beyond me) was particularly awesome and well executed.

On this one, though, they just plain struck out.

Too many of the puzzles were difficult or even impossible to solve on my own (particularly the ones involving the card suits), and there were a number of items I absolutely could not find on my own, simply because too much in this game didn't make a bit of sense.

I think I'd rather be doing some of Tesshi-e's earlier "build little vehicles out of all sorts of random stuff" games than play this again. :/

Better luck next time, PoL.

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Daibhid C Author Profile Page June 23, 2011 3:52 PM

I agree with the puzzles being designed for a mathematician. Unfortunately, I'm not a mathematician; in fact I'm mildly dyscalculic. I'm usually happy to give number puzzles a go, with the help of a calculator, but this one I didn't even attempt -- once I realised what I was expected to do, it was straight to the walkthrough.

On another note, has anyone found a second exit? I know a few Place of Light games have them, and it does end with an invitation to return...

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Man, you guys are harsh. First of all, it's been a while since we've hit akarika, so perhaps we've forgotten what they're known for. There is always a lot of tedious number crunching, including with keypads. There are always conceptual visual puzzles, which are, yes, related to math. There is always a lot of play with the shapes of letters and numbers and symbols. There's a certain amount of pixel hunting, (sometimes without regard for colorblindness).

And there is NO expectation that there is an actual physical mechanism behind some of the key puzzles. Unless you have magic water or supernatural videos in your universe. In other words, it's always a mind-game, as opposed to a sim of a real room like Neutral's.

Be glad there was no slider puzzle. The only things that weren't quite up to par were the font problem brought up above, and the sloppy POV switching. Search the room thoroughly and you'll be fine.

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Sorry, but I have to agree with everyone here. I never would have figured out the meaning of the X-O puzzle without reading it. And the suits? Come on. It's one thing to make a puzzle challenging and difficult, and quite another to just make it time consuming. I took one look at it and realized that I had no interest in solving another one of these "fill-in-the-digit" problems, especially one like this, that didn't even give decent clues or a full explanation. It would have made slightly more sense to make one of the clues we got a filled-in suit, so we could understand the difference.

And @SonicLover: please stop making walkthroughs like that. It's really irritating.

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nerdypants Author Profile Page June 23, 2011 4:46 PM

Man, the points of view in this game were crazy. Did not like that at all. That, combined with the X-O puzzle (which I would not have been able to get on my own no matter how long I tried), makes this my least favorite Place of Light game. Still better than most escape games out there, but not at all their best work.

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@DAM and SonicLover

Never stop making those narrative walkthroughs! They are fun to read, and easy to understand!

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VDOgamez Author Profile Page June 23, 2011 5:42 PM

I personally found this game to be especially easy, as opposed to what some of these people are saying. The XO one was rather straightforward, (save for a little hitch with the font used) and the only part that took any time at all was the card suit puzzle. Even that wasn't too hard if you just realize that

digits to the left of a given digit in the factor will not affect the digit in the product that corresponds to the given digit. Then you just try different values until you have one in which both of the same symbols has the same digit.

It may have helped that I'm proficient with math, but I'm usually not especially good at these escape games.

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SonicLover

Could you "show your work" for the math cipher? Some of us would love to know how to solve that.

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baileydonk Author Profile Page June 23, 2011 6:09 PM

I would have loved the game except for

That R in the XO puzzle was just wrong. I figured out the code from the symbols in the table, and was proud of myself for that, but the R then should have indeed equaled an X, not an O.

Other than that, it was wonderful. I particularly enjoyed doing the math puzzle.

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Here's my work for the puzzle ray9na asked me about:

I started on the right and worked my way to the left. First I used simple guess-and-check to obtain a value that made sense for the heart; I figured a high value was more likely than a low one because multiplying a four-digit number by a one-digit and getting a five-digit number that stats with the same digit as the four-digit was a rather rare circumstance. I also figured it was odd since a high one-digit number multiplied by 2 will have a carry of 1, which would force the heart in the product to be an odd number since any integer multiplied by 8 is even. 7 snapped into place, with 4 as the diamond.

Then I tried to figure out the club. There was a carry of 3 from the hundreds place, so anything greater than 1 and the carry from the thousands place wouldn't be enough to create the same digit as the original. So I made it 1. 0 snapped in as the spade value.

I did the whole thing on my iPad, with the help of the Bamboo Paper sketchpad app. Did you know it's downloadable for free?

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I'm not SonicLover, but I did manage the math problem by myself (in fact, I did it without the one clue).

We have:
CD82 X H = CS3HD

So take it bit by bit:
2 x H = _D

Not enough info yet, but we know that we'll be carrying 0 or 1.

8 x H + _ = H

That's better, now we just need something that when multiplied by 8 ends with itself or one less than itself:

1x8=8, 2x8=16, 3x8=24, 4x8=32, 5x8=40, 6x8=48, 7x8=56, 8x8=64, 9x8=72

7 is the only value that works, so H = 7 and D = 4 (and yes, we have a 1 to carry).

7 x 4 + 5 (carried) = 33 (that's why I didn't need that clue)

C x 7 + 3 = CS

1x7+3=10, 2x7+3=17, 3x7+3=24, 4x7+3=31, 5x7+3=38, 6x7+3=45, 7x7+3=52, 8x7+3=59, 9x7+3=66

So C = 1 and S = 0.

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I think the game was fine. I figured the maths puzzle out through process of elimination. The XO puzzles makes perfect sense. If you ACTUALLY write down the symbols you'll find that it's pretty simple to figure out which ones are X and which ones are O.

I thought this was one of the better escapes to come out within the last few weeks.

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nerdypants Author Profile Page June 23, 2011 9:18 PM

WALKTHROUGH

There are two main views per wall: an upper view and a lower view. If you can see something from one view but can't reach it, try another view.

Exploring

You begin facing a door. Click to zoom in on the handle. Looks like you need a key. Back up.

Click the gray bar near the top of the screen to shift the view upward. Click on the mechanism on the top left of the door. If you click the rectangular section, it opens to reveal a keypad where you can enter either X or O. Back up.

Zoom in on the dark rectangle to the left of the door. Click it to turn it on. There's what looks like a numerical keypad here, but something seems off. Back up.

Click on the white box to the right of the door. There's a locked door, and a place to enter a 5-digit code (though you can only use the numbers 1-5). Notice the symbol that's in those boxes before you put in any numbers. Back up and turn right.

You should be facing a couple of cabinets. They're tied closed. Underneath the cabinets is a painting. Zoom in on it and see that it's screwed to the wall. Back up.

Move to the lower view. You can see a cabinet with an umbrella stand to the left. Click the umbrella stand. Note that Spade = 8. Back up.

Click the plant on top of the cabinet, then the cloth under the plant. Note that Heart = 2.

Click the little picture on top of the cabinet. Notice those interesting shapes, and also the empty spot on the bottom right of the frame. Back up.

Open those bottom cabinets. Notice that you can move the shoes around, but you can't open the little door in there. Close the doors.

Click to the right of the cabinets. Note the X and O chart. Click underneath the chart, where the cabinet meets the wood floor. There's something down there, but you can't get it. Back up twice and turn right.

You're facing another door, this one with a step in front of it. Zoom in on the handle. This one needs a key too. Back up, then go to the upper view of the door.

Click on the top of the blue window in the door. There are three red shapes on top, with some yellow dots below them. Back up, then turn right.

Click on the stained-glass-thing to the left. Pretty, isn't it? Back up.

Click on the other pictures to the right. There are a number of cute animals here, but also some other interesting things. Click on the topmost picture. Do the colors look familiar? Back up.

Click the green picture frame above the penguin. This one has three red strawberries on it, with some buttons above. If you click the buttons, yellow dots appear on the berries. Back up twice, then go to the lower view.

There's a weird spot on the tile floor underneath the stained-glass. Zoom in on it. Looks like a trapdoor, but you can't open it with your bare hands. Back up.

Solving Puzzles

Remember all those yellow dots from the door? Go to the strawberry picture on the wall. Click the buttons in the order the dots appear on the door:

left, middle, middle, left, right, middle

Some symbols appear on the strawberries: Club = X.

X's and O's

Go to the X and O chart on the right side of the floor cabinet. All the symbols underneath the O have something in common, and so do the ones under the X. It has something to do with how the symbols are drawn:

All the symbols under O can be drawn with one line, without doubling back. The ones under X cannot.

Now you need to apply that to ENTRY:

The letters that can be drawn with one line without doubling back are O, the ones that can't be drawn with one line without doubling back are X.

Note that the font used in this game might make it a little difficult to figure out which letter is which. If the code you came up with doesn't work, take another look at the letters. If there were any you were unsure of, those might be the ones to switch.

Turn left from the cabinet and go to the mechanism on the top-left corner of the door. Open it up and input the X-O code you just figured out:

XOXOX

Hit the red button to the right, and a silver circle pops out of the slot. Take it.

Go to the little picture sitting on top of the cabinet. Put the silver circle you just got in the empty spot on the picture frame. Now hit the white button to the left. A familiar symbol appears in those colored boxes in a certain order. Write down that order, then turn twice and look at the group of smaller pictures on the wall.

Those pictures correspond to the colored boxes in the picture on top of the cabinet. Remember the order that symbol flashed up. The first one was the bottom-right picture frame, which has 5 sea shells. The first number in your code is 5. Go on in this way until you have a five-digit code.

Now turn right and go to the white box beside the door. Input the code you just got:

51423

Open the box and get the red key. Also notice the piece of paper in there. You'll come back to that later.

Go to the door with the long blue window and the step in front of it. Zoom in on the handle and put the red key in the lock. Click the handle, and... the handle opens. Take the fish hook.

Go to the right side of the cabinet where the X-O chart is, and zoom in on the area between the cabinet and the floor. Use the fish hook on the thing you can't reach down there. You now have some scissors.

Go to the tied-up cabinets near the ceiling. Use the scissors on the string tying them, then open them up. Take the hoe (?) from the cabinet. Also note that Diamond = 3.

Go to the trapdoor under the stained-glass-thing. Use the hoe on that little lip, then click it again to open the door all the way. There's a box in there with card suit symbols on it. But, if you try to enter all the numbers you have (Heart = 2, etc.), it doesn't work. You must still be missing something.

Go back to the group of little pictures on the wall. Click on the topmost one. This picture refers to the shoes in the floor cabinet on the opposite wall. Note the placement of the dots in this picture, then go to the shoe cabinet.

Put the shoes in the order dictated by the picture:

The green shoes on the top left should be close together to the left.
The red shoes on the top right should be far apart.
The yellow shoes on the bottom left should be far apart.
The blue shoes on the bottom right should be close together, but to the left.

GG__R_R
Y_Y_BB__

Open the little door and get the screwdriver.

Go to the painting on the wall above the shoe cabinet. Use the screwdriver on the screw, then click the painting to open it. There is a clue back there saying to look under a piece of paper. What in this room looks like the picture in the note?

Go to the stained-glass picture. Click on the bottom edge of it to look underneath. See the code 150372.

Remember the clue on the piece of paper in the white box next to the door? That clue applies to the keypad in the dark gray screen to the left of the door. Use the numbers from that clue to figure out how the keypad works.

The code you enter is the code you got from underneath the stained-glass picture: 150372. Then hit OK. A number of symbols appears on the screen. What do you do with them?

The card suit equation

Notice that some of the card suit symbols are filled in, and some are not. Aha! That's why the numbers you have didn't work on the box: you only have the empty symbols, while the box needs the filled-in ones.

You now have to solve that equation on the screen next to the door in order to figure out the filled-in symbols.

If you fill in the numbers you already have, the equation looks like this:

~CD82
x~~~H
_____
CS3HD

*The CDHS are Club, Diamond, Heart, and Spade. The ~ are just there as placeholders.

The thing to notice is that 8 times H will equal H, which is impossible (unless H = 0, but it doesn't). That means that 2 times H will have to equal at least ten, so that you have a number to carry over to the next column. That means H must be at least 5. Now you can use the process of elimination to figure out what number will work: start with H = 5 and go from there.

It shouldn't take too long to figure out that

H = 7

With that information, you can update the equation to look like this:

~C482
x~~~7
_____
CS374

You should have a little 3 next to the C up top, carried over from (4 x 7) + 5 = 33. Notice that there is a C in the top row as well as the bottom. This means that C x 7 has to equal a two-digit number starting with C. You can use the process of elimination again to figure out that

C = 1 and S = 0

You should now have all four card suits figured out:

Club = 1
Spade = 0
Heart = 7
Diamond = 4

You can now apply this to the box in the trapdoor.

Endgame

Go to the trapdoor under the stained-glass picture. Input the code you got from solving the equation:

0741

Click the handle of the box to open it, then get the key from the top-right corner of the box (it's hiding behind some coins).

Go to the door with the white box next to it. Zoom in on the door's handle and use the key on it. Click the key to turn it. Now click the handle to open the door. Click the wild white yonder and you're out!

Many thanks to SonicLover, I wouldn't have been able to beat the game without you!

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I'm amused at all the people saying how hard this one was -- this is the first escape game I've solved without hints in what seems like ages!

Not that it was exactly easy, I did "cheat" a tiny bit --

I brute-forced the binary hinge puzzle.

With regard to the final puzzle:

According to my calculations, it has two solutions, 3740 and 0741 both satisfy all the constraints. Having the initial digit be a zero is a bit cheeky.

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nerdypants Author Profile Page June 23, 2011 10:49 PM

Urban Garlic, about the last puzzle:

With the Club equaling 0, you would have a zero beginning a whole number, which is not possible unless the number is zero. The only possible solution is 0741.

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Not as good as Place of Light's other games (which are breathtaking), but still pretty good. I didn't find the difficulty too high, and in fact I was able to complete the math puzzle before finding all the clues.

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Bobo The Bear June 24, 2011 1:54 AM

@Urban Garlic

You can reject 3740 as a solution, in that it would require the number 3 to be represented by two different symbols (a closed spade and an open diamond), which is a no-no in this type of puzzle.

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Bobo the Bear June 24, 2011 2:00 AM

and @Konrad,

Me too. I actually solved the suits puzzle before I opened the upper cabinet, and laughed when I saw the (then useless) "open diamond = 3" clue.

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Other than the ENTRY clue being a bit weird, I found the escape easier than the comments were making me expect. The math wasn't as heavy as I was expecting, as I solved it with the basic algebra skills of a non-mathematician.

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Yay! Some 10 minutes into the game and I got my first object (a screwdriver)! :D

bio

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All right, I join the "weak and uneducated" faction here. About an hour of wandering (or, rather, spinning) around in a small room, finding a lot of hints to puzzle solutions and also a lot of input devices - and I don't really see the connection between them. OK, I'm ready to accept that it's not the game's fault but my brain capacity's, but it's way poast the point where it brings any kind of fun and is running fast into the realm of frustration. Despite having a couple of maths contest wins from my school years to boast, you can officially call me a moron now...

bio

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Sonic, just one question: for point #3 in your superb walkthru: is there any hint suggesting that the logic to solve the X-0 puzzle should be what you did?

Namely, symbols that can be traced with ony continuous line vs ones that cannot.

I mean, given the set of symbols, I could think of a number of other ways to solve the puzzle that would make perfect sense - only they wouldn't work...

So, was I supposed to stumble upon the right logic here among all the other possible ones or was there a hint to the exact method you didn't mention?

bio

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littlefish June 24, 2011 7:08 AM

With some exception for that last puzzle, I liked this!

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Ah, it's a-Loom-Entry, my dear Watson!

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goaliechic1 Author Profile Page June 24, 2011 9:08 PM

I just don't understand why anyone makes these escape games without cursor changes. Pixel hunting is not fun or challenging, just time consuming. This sounded like a fun game until I read that so not even gonna try it.

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What a positively polarizing puzzle! Add me to the list of people who loved it! This is the first room escape I have solved without hints in a very long time. I loved the card suits math problem and the ENTRY puzzle. It took me a while to figure that one, especially because I solved the

strawberry puzzle very early and thought the clover was supposed to be an "x" shape

but I worked it out. The key to me was the last symbol in each column. Great room escape.

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I don't understand why people are saying "puzzles are too difficult ! arg". I'm not a master in room escape games but this is one of those that I could solve without any walkthrough... the puzzles weren't very difficult, you just need a bit of logic :) I didn't have troubles

Great game ! (and sorry for my bad english)

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Coldfrog Author Profile Page June 27, 2011 12:46 AM

I'm amazed that so many people are finding the puzzles so nonsensical, to me everything makes perfect sense. But, everyone has a different state of mind. For me, I just got lucky to find the scissors. I'm on what I assume is probably the last or close to the last puzzle, but I put it down because I didn't feel up to picking up pencil and paper to finish it off at the time (it was late). Personally, I think this one was quite well done and did one of the things I wish more puzzle rooms did, which is subvert your expected perception. In particular,

The "window" and the number pad with no numbers that didn't work the way you expected.

I enjoy being tricked, as long as the game explains to me that, in fact, it's tricking me, and here's how you can tell!

Oh, and the ENTRY puzzle, I so didn't get the problem that many people had, it just seemed to make sense to me, but maybe I didn't look as close, because I imagined it in my head instead of looking at theirs once I knew what to do.

Nonetheless, this one's fantastic!

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If there was one escape game to be chosen as a reference and a model, i would vote for this one. I totally agree with Dora's comment on the "sense of cohesion" and the "pure deduction" puzzles.

... from a newly registered user, whom has not missed a lot of escapes since a couple of years... and who wishes Place Of Light could deliver weekly ^^

Thanks for this great games.

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Anonymous August 12, 2011 4:14 PM

has anybody figured out if there is an alternate escape in this one? some of the other palace of light games offered one

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