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Escape the Room: Limited Time


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Escape the Room: Limited Time

DoraMost of us don't generally wake up with a mystery to solve, and when we do it's usually of the boring "Why am I wearing someone else's shoes and why is my hair fuschia" variety. But for the star of Escape the Room: Limited Time, a free Android escape adventure by Gameday Inc, it's a bit more sinister than that. He regains consciousness on a hospital gurney with a burning pain in his chest and a brand new scar to show for it. His kidnappers appear to be two young children calling themselves Black and White whose only information to offer is that he better get a move on and find his way out... before the newly implanted bomb in his chest explodes. It's a race against time if you want to solve the mystery and survive "the game". Who are the other people you encounter locked up with you in this maze of bizarre rooms, and what have you done to deserve playing this twisted game with Black and White?

Escape the Room: Limited TimeGameplay is simple, as you'll see from a comprehensive tutorial at the start of the game thanks to one of your prepubescent kidnappers. (Just because they surgically implanted a bomb in your chest doesn't mean they don't care.) The game consists of a series of locked rooms to conquer, each one unique and standing as its own "level". Just tap on an icon at the bottom of the screen to choose as action such as "take" or "examine", and then anywhere onscreen to interact. Clues and helpful items can be hidden anywhere so make sure to keep your eyes peeled for sneaky details or suspicious looking furniture. All your items are stored in your inventory where they can be combined, disassembled, more closely examined, and so forth at your leisure. Well... okay, not really at your leisure since taking your time is a good way to wind up spontaneously rearranging your innards.

At the start of each level, the bomb in your chest is reset, and the longer you spend trying to solve each room, the more the representative green bar will shrink and change colour to let you know you're dangerously close to repainting the walls with your insides. Fail or set off a booby trap, and you'll have to restart the room unless you have an object to turn back time to before your unfortunate decision. If you're really struggling, there are several optional in-game purchases you can make for items like "The Hand of God", which instantly solves puzzles, that can really help when you're down to the wire. These aren't necessary to complete the game, of course, but will probably start looking really tempting the harder the going gets as the levels progress.

Escape the Room: Limited TimeAnalysis: Limited Time really is an absolutely gorgeous little game that packs a ton of quality and intrigue into a relatively small package. Though the writing occasionally feels a little stiff and awkward, it still manages to weave a remarkably solid bit of adventuring and a great thriller tale in with some really substantial escape-the-room gameplay. It's definitely not early Stephen King and you'll probably think a lot of the plot sounds kind of familiar if you watch schlocky horror thriller movies at all, but it's cheesy, fantastic fun that really adds a whole layer of entertainment to the game to make it feel like a cohesive adventure instead of just a series of random puzzles. Which are, by the way, pretty darn good. The difficulty level ramps up gradually and you'll need to use your brain for a lot more than you would for other titles that just simply have you use objects on other items.

Unfortunately, without the ability to zoom in on the screen manipulating tiny or slim objects can get frustrating, especially when picking up really small objects can be annoyingly precise. I played on an HTC One S, which isn't exactly known for its small screen, and still ran into issues grabbing small items, particularly the jigsaw pieces. The timer is also obviously going to be a turnoff for some players, though it usually feels generous. Without any sort of cursor to change when you pass over an interactive area, you'll need to check everything out and essentially "toss the room". This is, admittedly, exactly what you'd do if you were in the protagonist's situation, but it does make that tendency finicky hotspots that much more painful at times.

Despite an occasionally clunky design and a forced time limit, however, Escape the Room: Limited Time is easily recommended for patient point-and-click fans who love a good cheesy thriller story. It isn't perfect, but it's a remarkably beefy experience packed with puzzles and mystery that you can easily sink into whenever you have a spare moment. The slick, professional design, clever rooms, and engaging mystery makes this a flawed but ultimately fun free title that's well worth checking out for its pricetag of nada.

NOTE: This game was played and reviewed on an HTC One S. Game was available in the North American market at the time of publication, but may not be available in other territories. Please see individual app market pages for purchasing info.

Walkthrough Guide


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Escape the Room: Limited Time walkthrough

General Info

  • Tap text to continue or hit the upper right arrow to skip a whole section.

  • Drag your finger over your device to pan the screen.

  • Stage Select

    • The overall map is shown at the bottom in black squares.

    • Click the arrows above to navigate the rooms.

    • Your current room is circled in red below.

    • Your progress is shown in yellow.

  • If you need a breather, opening the inventory will pause the timer.

Challenges
(I do not have a complete list and would love help from you guys to finish it up!)
(Thanks to ThemePark and cman9428 for their help!)

  1. Starting Escape the Room - Begin the game.

  2. Item Application 1 - Learn how to disassemble an item through the tutorial.

  3. Item Application 2 - Learn how to combine two items through the tutorial.

  4. Item Application 3 - Learn how to view an item's details through the tutorial.

  5. Escape Techniques - Complete the tutorial.

  6. WHY? - Start Room 0.

  7. Composition Techniques - Combine two/more items.

  8. Well Begun Is Half Done - Escape Room 1.

  9. The Encounter - Meet Jitae in Room 2.

  10. The Helpless - Finish Room 6.

  11. Trial and Error - Get your first bad ending (die).

  12. Safety First 1 - In Room 5, use the stone on the hole in the sphinx room before entering the fan room.

  13. Safety First 2 - In Room 11, use the bent pipe on the lever while the electricity is still active.

  14. How Far Have I Come? - Finish Room 5.

  15. Welcomed Guest - Find the teacher in Room 7.

  16. Between Hope and Despair - Being parted from Seulbi in Room 4.

  17. Preposterous Imagination - Use an item in the incorrect place more than ten times.

  18. Revealing Memories - Finish Room 9.

  19. Old Friend - Save Seulbi in Room 3.

  20. A Brush with Death - Save the doctor in Room 8.

  21. Brutal Escape - (Not sure).

  22. Companion - (Not sure, I think from completing Room 14).

  23. Custom Cursor Lock-on - Equip a custom cursor from the Customize menu.

  24. Meeting with the Developers - Complete Room 15.

  25. Old Friend's Secret - Complete Room 16.

  26. White's Intention - Complete Room 17.

  27. Link to Escape - Complete Rooms 20 and 21.

  28. Reason to Escape - Complete Rooms 18 and 19.

  29. Deteriorating Ego - Punch the mirror in the final area of Room 12.

  30. Hand of Minus - Get 10 bad endings.

  31. Perfect Escape - (Not sure).

  32. Custom Cursor Collection Completed - Self explanatory: collect all the custom cursors.

  33. Jigsaw Puzzle Collection Completed - Collect all 16 jigsaw puzzle pieces.

  34. Escape Memory Collection Completed - See all the event/flashback scenes.

  35. Gold Key Collector - Collect 20 or more gold keys (how it's described in the game, though I it's actually from collecting 30 or more).

  36. Escape Artist - Complete all 21 rooms.

Main Walkthrough

  • Not all rooms are required to complete the game.

  • Which rooms are available to you is determined by actions you do/do not take in a previous room.

Basic Room

Room 0-Beginning of the Escape

Playing through the tutorial mode, the game will walk you through each step necessary to clear the level.

Room 1-Traces

  1. Use the hand on the desk drawers and collect the Box Cutter.

  2. Open the cabinet by the door and collect Torn Memo1.

  3. Now collect Torn Memo2 on the floor nearby.

  4. In your inventory, combine the Torn Memos to get the Completed Memo.

  5. Examine the Completed Memo to see that is smells like lemon.

  6. Open the book on the desk and examine it to receive a clue.

  7. Collect the Lighter on the nightstand and use it on the candle.

  8. Now use the Completed Memo on the lit candle to get a Charred Memo.

  9. Examine the Charred Memo and view it to receive a number code.

  10. Use the Box Cutter on the poster between the cabinet and desk.

  11. Now examine the safe and enter the code from the Charred Memo.

  12. 0213

  13. Collect the Key and use it on the lock on the door.

  14. Open the door and walk out.

Room 2-Lies

Study

  1. Use the hand on the unconscious man's wrist to awaken him.

  2. Collect the book on the rug to collect Mysterious Book1.

  3. Open the two drawers on the desk and collect Mysterious Book2 and Lighter.

  4. Now open the blue box on the rug and collect Mysterious Book3.

  5. Open the cabinet in the lower left and collect the Candle.

  6. Collect the Scissors on the desk.

  7. Now open the safe by the door and collect the Rusty Cogwheel.

  8. In the upper left corner, get the bottle of Lubricant.

  9. Combine the Lubricant and Rusty Cogwheel to obtain a Cogwheel.

  10. Use the Cogwheel in the space by the other gears.

  11. On the bookcase by the door, use all three Mysterious Books.

  12. Now use the hand on the bookcase to solve the book arrangement puzzle.

    • The goal is to spell a word.

    • Each letter is made up of two books.

    • Solution:

    • MONEY
      (The first half of 'M' and 'N' look very similar.)

  13. Use the Scissors on the rug to get Carpet.

  14. Walk into the passage that opens behind the bookcase.

Back Room

  1. Combine the Candle and Lighter to make Candlelight.

  2. Use the Candlelight in the room to light it up.

  3. Now combine the Carpet and Lubricant to get Lubricated Carpet.

  4. On the rusty metal panel by the safe, use the Lubricated Carpet.

  5. Examine it to get a code.

  6. Use the hand on the safe and enter the code from the panel.

  7. 8302

  8. Open the safe and collect the Old Journal.

  9. Examine the Old Journal and read it to obtain a Key.

  10. Walk back into the study, use the Key on the door, and exit.

Room 3-Memories

Bedroom

  1. Collect the Memo near the rug.

  2. Examine the Memo to see a clue.

    • The four lines represent a set of additions with the sum on the right.

    • Use these lines to deduce the value of each suit.

  3. With the hand, click the heart safe and enter the two digit value of the heart based on the Memo.

  4. 03

  5. Collect the Journal.

  6. Open the toolbox on the lower left desk and collect the Cutting Nipper and Wrench.

  7. Again with the hand, click the club safe and enter the two digit value of the club based on the Memo.

  8. 17

  9. Collect the Magnet.

  10. Open the right drawer of the computer desk and collect the Box Cutter.

  11. Now collect the Short Wire off that desk.

  12. Use the Box Cutter on the Voodoo Doll to obtain it.

  13. Click the wired door on top, then click your PDA to answer it.

  14. With the Cutting Nipper, remove the wire on the door.

  15. Now use the Wrench on either of the bolts on the door.

  16. Open the door and walk through.

Room 1

  1. Use the Cutting Nipper on the TV wire to obtain an Electric Wire.

  2. Return to the bedroom.

Bedroom

  1. Use the Electric Wire to connect the two exposed ends.

  2. Click the arrow buttons by the door to open it.

  3. Walk through the door.

Machine Room

  1. Examine the woman.

  2. Collect the Key Necklace off the Seulbi.

  3. Back up, then combine the Key Necklace and Journal.

  4. Now examine the Journal and view its contents, making note of the last page.

  5. Use the hand on the keypad and enter the code from the Journal.

  6. 0650

  7. Walk back into the bedroom.

Bedroom

  1. Disassemble the Voodoo Doll to get a Wooden Doll and Yarn.

  2. Combine the Yarn and Magnet to obtain a Tied Magnet.

  3. Use the Tied Magnet to obtain the Key out of the fish tank.

  4. Now use the Key on the nearby door and exit.

Room 4-Hope
(This room is only accessible if you saved Seulbi in Room 3.)

  1. Collect the Chalk below the writing.

  2. Now collect the Box Cutter out of the pencil holder nearby.

  3. Examine the writing on the lower right desk and make note of the clue.

  4. Open the leftmost highlighted locker and collect the Hammer.

  5. Now open the rightmost highlighted locker and collect the Die.

  6. Combine the Box Cutter and Chalk to obtain Chalk Powder.

  7. Use the Chalk Powder on the mirror and make note of the code.

  8. Examine the die and determine the four digit number, making use of the code from the mirror and the code on the desk.

    • The mirror code tells you which sides of the die to look at in what order.

    • The desk code tells you how to add up the pips to get the four digit number.

  9. With the hand, click the safe under the chalkboard and enter the four digit number.

  10. Unfortunately, the mirror code is randomized, making the four digit number randomized.

  11. Open the safe and collect the Heart-shaped Key.

  12. Use the Heart-shaped Key on the locker with a heart.

  13. Now open the locker and collect the Letter Envelope.

  14. Disassemble the Letter Envelope to obtain a Letter.

  15. Examine the Letter and view it to read the contents.

  16. After obtaining the Key, use it on the door to open it, then step through.

  17. Now examine the missing button of the elevator on the right.

  18. Head back left into the classroom.

  19. With the hand, click the metal heart on the lower middle desk.

  20. Use the Hammer on the cracks on the chalkboard and step through the hole.

Room 5-Riddle

Sphinx Room

  1. Collect Short Rope1 off the rug in front of the speakers.

  2. Click the coffin twice to open it.

  3. Now collect Short Rope2.

  4. Open the blue box in the lower left and collect Short Rope3.

  5. Combine two of the Short Ropes to create Flimsy Rope.

  6. Now combine Flimsy Rope and the remaining Short Rope to create Safe Rope.

  7. Collect the Stone off the rug.

  8. Click the speakers and solve the riddle of the sphinx.

  9. Man

  10. Examine the writing by the panel on the right wall for a clue.

  11. Now click the panel and enter the correct number based on that clue.

  12. 7 (While not something that could be deduced from the riddle, it may have been worded incorrectly.)

  13. Examine the writing by the panel on the bottom wall for a clue.

  14. Now click the panel and enter the correct number based on that clue.

  15. 9 (from 'September', the 9th month and 'Baseball', which has 9 innings.)
    Thanks to ThemePark for help on this!

  16. Examine the writing by the panel on the left wall for a clue.

  17. Click the panel and enter the correct number based on that clue.

  18. 2 (the word 'time' is in red, and since a regular clock doesn't go over 12 hours, a result over that number would start back at one)

  19. After the floor panel has opened, use the Safe Rope on the stake, then climb down (using the walk symbol).

Fan Room

  1. Click the red panel of bulbs on the top wall.

  2. After speaking to White, click the panel again, then click the lit bulb (which one is lit is randomized).

  3. Examine the fan on the bottom wall, making note that there's a number on the blade.

  4. Now look at the pattern of shapes on the floor and make note of them.

  5. With the hand, click the clocks on the right wall and solve the puzzle by moving the hands into the correct positions.

    • The clock hands should replicate the shapes on the floor.

    • The position of a specific hand does not matter, just that the positions are filled (i.e., hour hand and minute hand can be swapped and still be a solution).

  6. After the fan has turned, re-examine it and make note of the new number.

  7. Click the door and enter the new code from the fan.

  8. The code is randomized.

  9. Open the door and exit.

Room 6-Trap

  1. Click the iron bars on the right to speak to the man.

  2. Collect the blue Spray Lubricant and the Instant Coffee off the desk.

  3. Disassemble the Instant Coffee to get a Straw and Plastic Coffee Bottle.

  4. Combine the Straw and Spray Lubricant to create Spray Lubricant with Straw.

  5. Use the Spray Lubricant with Straw on the safe in the lower right corner.

  6. Open the safe and collect the Foil.

  7. Now open the toolbox on the desk and collect the Screwdriver.

  8. Use the Screwdriver on the yellow/black box by the iron bars.

  9. Examine the panel to find out that it needs two fuses.

  10. Disassemble the Foil twice to create Makeshift Fuse1 and Makeshift Fuse2.

  11. Now use both Makeshift Fuses on the panel.

  12. Examine the bulbs on the bottom wall for a clue.

  13. In each panel, the bulbs that flash should trace a number.

  14. With the hand icon, click the desk computer and enter the code from the bulbs.

  15. The code is randomized.

  16. Collect the Insulated Gloves out of the glass tube.

  17. Use the Insulated Gloves on the exposed wires in the lower left and solve the sliding tiles puzzle.

  18. The puzzle is randomized.

  19. After the doors are opened, exit the room.

Room 7-Secret

Child's Room

  1. After answering your PDA, collect the Candy Cube from the snack tray in the upper left.

  2. Disassemble it to get a Blue Block.

  3. Collect the Capsule from the lower left cabinet.

  4. Now disassemble the Capsule to get a Green Block.

  5. Open the cabinet doors and collect the Hammer.

  6. Now open the two desk drawers and collect the Candy Cube and Box Cutter.

  7. Use the Candy Cube on the funny looking key on the keyboard to obtain a Yellow Block.

  8. With the Hammer, smash the lamp in the upper right and collect the Purple Block.

  9. Now use the Box Cutter on the teddy bear in the lower right and collect the Red Block.

  10. Examine the paper by the computer and make note of the clue.

  11. Use the Blue, Green, Yellow, Purple and Red Blocks on the slots in the top wall.

  12. With the hand icon, click the blocks and place them in order as indicated by the clue on the wall.

  13. green, purple, yellow, red, blue

  14. Open the safe above and collect the Key.

  15. use the Key on the door, open it and head into the next room.

Elevator Room

  1. Collect the Steel Pipe on the ground.

  2. Open the upper right safe and collect the Lever.

  3. Use the Steel Pipe on the elevator doors to open them.

  4. Collect the Strange Block off Ms. Kwon.

  5. Now use the Strange Block on the opening below.

  6. With the hand, click the blocks and solve the three puzzles.

  7. After the opening appears, step through into the next room.

Back Room

  1. Use the Lever (from the upper right safe of the elevator room) on the slot to the left.

  2. Flip the lever and collect the Key.

  3. Head back into the elevator room, use the Key on the door, open it, and exit.

Room 8-Selection

Office

  1. Click the man on the ground to try to speak to him.

  2. Collect the Small Key out of his pocket, then back up.

  3. Collect the Ballpoint and Memo Pad off the desk.

  4. Combine the Ballpoint and Memo Pad to create a Memo Set.

  5. Use the Memo Set on the doctor to receive a Hint Memo.

  6. Click your PDA to talk to Black, then examine the Hint Memo and view it for a clue.

  7. Collect the Glass Cup off the coffee table.

  8. Examine the paper above the doctor for a four digit code.

  9. With the hand, click the door and enter the code from the paper.

  10. 0692

  11. Open the door and step into the next room.

Lab

  1. Collect the Syringe off the table by the open door.

  2. Use the Small Key (from the doctor's pocket in the office) on the cabinet in the lower right.

  3. Open the cabinet and collect all three Medicine Bottles.

  4. Examine each bottle, then view it to see the color of the label.

  5. Combine two of the Medicine Bottles based on the Hint Memo to make Compounded Medicine!.

  6. Combine Medicine Bottle2 and Medicine Bottle3 (blue and yellow to make green).

  7. Combine the Syringe and Compounded Medicine! to create Filled Syringe?.

  8. Head back into the office, use the Filled Syringe? on the doctor, then return to the lab.

  9. Collect the X-ray Film out of the bed.

  10. Use the Glass Cup (from the coffee table in the office) on the jug at the bottom to obtain Hydrochloric Acid.

  11. Now use the Hydrochloric Acid on the yellow/black floor panel.

  12. Hit the switch you reveal.

  13. With the hand, click the lock on the bottom door and make note of the clue scribbled there.

  14. Use the X-ray Film on the lit panel behind the bed.

  15. Examine the film and make note of the clues you see there.

  16. Now examine the heart monitor and make note of the letter you see there.

    • To get the corresponding code, you have to use your eyes/ears.

    • Pay attention to how many times it beeps/how many peaks and valleys occur.

    • Make note of the four digit code you get from it.

  17. Go back to the lock and enter the number you get from the clues.

    • X + Y, X from the x-ray film, Y from the monitor.

    • X is 1423.

    • Y is randomized, so the lock solution is as well.

  18. Open the door and exit.

Room 9-Judgment

Main Room

  1. Collect the Journal on the table to the right.

  2. Examine the Journal and view it, making note of the dates of each entry.

  3. With the hand, click the door in the bottom corner.

  4. Look at the number written by it and enter the correct code from the Journal.

  5. 0521 for the 1988 door

  6. Open the door and step through.

1988 Room/Child's Room

  1. Examine the red writing by the safe for a clue.

  2. Collect the Switch Button on the plank.

  3. Press the elevator button and step through.

  4. Open the blue door and step through that as well.

  5. Collect the Cutter by the snack tray in the upper left corner.

  6. Use the Switch Button (from on the plank in the 1988 room) on the opening by the door.

  7. Hit the switch and make note of the numbers that light up.

  8. Again hit the switch, exit the room and go back to the 1988 room.

  9. With the hand, click the safe and enter the code from the child's room.

  10. 2418

  11. Collect Memory Card A and the Balloon.

  12. Head back into the main room.

Main Room

  1. Use Memory Card A (from the safe in the 1988 room) on the card holder.

  2. Examine the screen, make note of the number, then back up.

  3. With the hand, click the door in the top corner.

  4. Look at the number written by it and enter the correct code from the Journal.

  5. 1118 for the 1992 door

  6. Open the door and step through.

1992 Room/Lab

  1. Examine the red writing by the safe for a clue.

  2. Use the Cutter (from the child's room by the snack tray) on the wires over the iron bars.

  3. Step through to the next room.

  4. Collect the Wood just below the desk.

  5. Open the blue box on the lower part of the desk and collect the Toolbox.

  6. Examine the bulbs on the bottom wall and make note of the four digit number they make.

  7. Exit the room.

  8. With the hand, click the safe and enter the code from the lab.

  9. The code is randomized.

  10. Collect Memory Card B and the Filler.

  11. Head back into the main room.

Main Room

  1. Use Memory Card B (from the safe in the 1992 room) on the card holder.

  2. Examine the screen and press the red button, then make note of the number.

  3. With the hand, click the door in the left corner.

  4. Look at the number written by it and enter the correct code from the Journal.

  5. 0130 for the 2002 door

  6. Open the door and step through.

2002 Room/Study

  1. Examine the red writing by the safe for a clue.

  2. Combine the Wood (from the lab in through the 1992 room) and Toolbox to create a Wood Repair Tool.

  3. Use the Wood Repair Tool on the ladder.

  4. With the feet, climb up into the next room.

  5. Collect the Steel Pipe by the rug.

  6. With the hand, click the bookcase connected to the gears.

  7. Rearrange the books to reveal a four digit code.

  8. 2569

  9. Head back down the ladder.

  10. With the hand, click the safe and enter the code from the study.

  11. 2569

  12. Collect Memory Card C and Yarn.

  13. Head back into the main room.

Main Room

  1. Use Memory Card C (from the safe in the 2002 room) on the card holder.

  2. Examine the screen, press the green button, then make note of the number.

  3. With the hand, click the door in the right corner.

  4. Look at the number written by it and enter the correct code from the Journal.

  5. 1224 for the 2004 door

  6. Open the door and step through.

2004 Room/Office

  1. Examine the red writing by the safe for a clue.

  2. Use the Steel Pipe (from in the study by the rug) on the fan to stop it.

  3. Step through into the next room.

  4. Examine the paper on the wall by the door and make note of the clue.

  5. Head back through the fan.

  6. With the hand, click the safe and enter the correct code, given the clue from the office and the red writing.

  7. 'LOSE' was in red: 'reversing' it (flipping it upside down) gives you: 3507

  8. Collect Memory Card D and the Helium Gas Container.

  9. Head back into the main room.

Main Room

  1. Use Memory Card D (from the safe in the 2004 room) on the card holder.

  2. Examine the screen, press the yellow button, then make note of the number.

  3. Combine the Helium Gas Container (from the safe in the 2004 room) and Filler (from the 1992 safe) to create a Helium Filler.

  4. Now combine the Helium Filler and Balloon (from the safe in the 1988 room) to create a Helium Balloon.

  5. Finally, combine the Helium Balloon and Yarn (from the safe in the 2002 room) to create a Tied Helium Balloon.

  6. Use the Tied Helium Balloon on the lever to the left of the toilet.

  7. Collect the Key from the panel to opens up to the right.

  8. With the hand, click the keypad by the exit door.

  9. Enter the code from the memory card screens.

  10. 4444

  11. Use the Key on the lock that appears and exit the room.

Room 10-Countdown

  1. Collect the Claw Hammer off the floor.

  2. Use the Claw Hammer on the rightmost key above the gates to obtain the Strange Key.

  3. Examine the Strange Key and make note of the code on it.

  4. With the hand, click the bottom keypad and enter the code from the key.

  5. 8314

  6. Now use the Strange Key on the keyhole that appears.

  7. Option #1: Don't Save the People

    1. Exit the room.

    2. Collect the Steel Pipe from near the bomb hole.

    3. Use the Steel Pipe on the opening in the rocks to the right.

    4. Walk through the opening.

    Option #2: Save the People

    1. With the hand, click the keypad by the far left gate (the order doesn't matter, but for the sake of this walkthrough, we'll circle clockwise).

    2. Solve the addition puzzle by pressing the numbers on the keypad.

      • The goal is to get the white number to add up to the blue one.

      • The white squares indicated how many numbers you must use.

      • The red squares indicated how many sums you have to make total.

      • Possible solutions:

        • 7=1+1+1+1+3

        • 12=2+2+2+2+4

        • 9=1+1+1+1+5

        • 20=4+4+4+4+4

        • 16=2+2+2+2+8

    3. After answering your PDA, click the next keypad over and solve those addition puzzles.

      • 77=12+12+12+18+23

      • 50=9+9+18+7+7

      • 91=26+23+12+12+18

      • 61=26+23+12

      • 60=27+26+7

    4. Click the next keypad over and solve those addition puzzles.

      • 211=54+84+73

      • 189=73+84+32

      • 250=51+36+36+73+54

      • 174=28+28+32+32+54

      • 111=32+51+28

    5. Click the last keypad and solve those addition puzzles.

      • 362=94+89+52+52+75

      • 315=52+52+94+94+23

      • 270=52+94+75+26+23

      • 146=23+23+26+37+37

      • (Thanks to ThemePark:)

      • 250=52+52+26+26+94

  8. Exit the room.

Room 11-Forgiveness
(This room is only accessible if you saved the people in Room 10.)

Bomb Room

  1. Collect the Rock, Iron Pipe and Bent Pipe.

  2. Use the Rock by the stuck pipe.

  3. Now use the Iron Pipe on the rock.

  4. Collect the other Iron Pipe.

  5. Walk into the next room.

Laser Room

  1. Open the safe and collect the Screwdriver.

  2. Use the Screwdriver on the fire extinguisher.

  3. Collect the Fire Extinguisher.

  4. Try to touch one of the lasers.

  5. Use the Bent Pipe on the lever.

  6. With the hand, click the bookcase in the lower right.

  7. Rearrange the books to create an image.

  8. Books should be arranged in 'rainbow' order.

  9. Make note of the image you create for a clue.

  10. With the hand, click the panel on the righthand door.

  11. Rearrange the dice to get the solutions on the right, using the clue from the bookcase.

    • The solution is based on the color of the pips: black or white.

    • Relationships are as follows:

      • white+white=black

      • white+nothing=white

      • white+black=nothing

      • black+nothing=black

      • black+black=white

    • Solution:

    • Pips listed clockwise starting in the upper left corner:

      1. black/white/nothing/nothing+white/white/white/white

      2. black/white/nothing/nothing+nothing/white/nothing/black

      3. black/black/black/nothing+white/white/black/nothing

      4. white/black/black/nothing+nothing/black/black/black

  12. Enter the newly opened door.

Mirror Room

  1. With the hand, click White's wrists to untie her.

  2. Open the end table drawer and collect the Power Glue.

  3. Use the Screwdriver (from the safe in the laser room) on the middle mirror to the right, then collect the Wall Mirror.

  4. Now use the Screwdriver on the middle mirror at the bottom and collect the other Wall Mirror.

  5. Head back into the Laser Room.

Laser Room

  1. Combine the Power Glue (from the end table in the mirror room) and an Iron Pipe (from the Bomb Room) to create a Glued Pipe.

  2. Now combine the Power Glue and the other Iron Pipe to create another Glued Pipe.

  3. Combine a Glued Pipe with a Wall Mirror to create a Standing Mirror.

  4. Repeat this to make a second Standing Mirror.

  5. Try to use a Standing Mirror on the lever.

  6. Now use the Fire Extinguisher (from off the wall) on the lever.

  7. Finally, use both Standing Mirrors on the lasers.

  8. Pull the lever and exit the room.

Room 12-Finality
(This room is only accessible if you didn't save the people in room 10.)

Beginning Room

  1. Collect the Memo by the bed.

  2. Examine the Memo and view it to read the clue.

  3. Now collect the hammer in the lower left.

  4. Given the note above it, open the nearby safe using the clue from the Memo.

  5. 6826, A=2 E=8 D=6

  6. Open the safe and collect the Clotted Paint.

  7. Now open the cabinet in the upper left and collect the Flashlight.

  8. Collect the Glass Cup in the upper right and the Battery by the medical tools below.

  9. Use the Hammer on the lower right mirror.

  10. Now collect the Faucet Valve and use it on the faucet below.

  11. Turn on the water, then use the clotted Paint on it.

  12. Use the Glass Cup on the water to obtain a Red Water Cup.

  13. Now use the Red Water Cup on the blue tiles and examine them for a clue.

  14. With the hand, click the keypad on the red door and enter the code from the tile clue.

  15. 4536

  16. Step through the now open door.

Red Room

  1. Examine each of the mirrors, making note of the shapes you see on each.

  2. With the hand, click the lever at the bottom and enter the code from the mirror clues.

    • Each mirror shows half of two numbers, two red and two blue.

    • Remember, these are mirrors, so you have to flip the images.

    • 9634

  3. After flipping the lever, head back through the door.

Beginning Room

  1. Combine the Battery (by the medical tools) and Flashlight (in the cabinet) to create a Bright Flashlight.

  2. Use the Bright Flashlight on the dark passage above the bed.

  3. You can speak to White and Black, but otherwise just step through the door for the ending!

Room 13-Weight of the Truth
(This room is only accessible if you saved the people in room 10.)

Justice Room

  1. Open the chest by the statue and collect the Hammer.

  2. Collect the Model Knife from the statue (you'll need to click it twice).

  3. Now collect the Minute Hand off the lower right corner of the painting.

  4. Open the safe and collect the Flashlight.

  5. Collect the Battery off the glass table.

  6. Combine the Model Knife and Hammer to get the Knife Edge.

  7. Use the Knife Edge on the blue brick behind the statue.

  8. Now use the Hammer on it to obtain the Blue Brick.

  9. Use the Blue Brick on the slot above the other one.

  10. Click the bricks and solve the tile puzzles.

  11. Collect the Small Key that appears.

  12. Use the Minute Hand on the clock face and collect the Jewelry Box.

  13. Combine the Small Key and Jewelry Box to obtain the Blue Gem Set, Red Gem Set and Blue Gem.

  14. With the hand, click the scales and solve the gem weight puzzle.

    • Weigh gems by selecting them with the arrows and choosing to put them on the left or right side.

    • You may also choose not to place them on either.

    • Press the Weighing button to weigh what you have on the scale.

    • You only get three weighings per gem set.

    • Solution:

      1. Place gems 1-4 on the left and 5-8 on the right.

        • If the left side is heavy, move to step 2.

        • If the right side is heavy, move to step 4.

        • If the sides are even, move to step 6.

      2. Place gems 1/2/5 on the left and 3/4/6 on the right.

        • If the left side is heavy, move to step 3.

        • If the right side is heavy, move to step 8.

        • If the sides are even, move to step 9.

      3. Place gem 1 on the left and 2 on the right.

        • If the left side is heavy, select gem 1.

        • If the right side is heavy, select gem 2.

        • If the sides are even, select gem 6.

      4. Place gems 1/2/5 on the left and 3/6/7 on the right.

        • If the left side is heavy, move to step 5.

        • If the right side is heavy, move to step 10.

        • If the sides are even, move to step 12.

      5. Place gem 5 on the left and 1 on the right.

        • If the sides are uneven, select gem 5.

        • If the sides are even, select gem 3.

      6. Place gems 1/2 on the left and 9/10 on the right.

        • If the sides are uneven, move to step 7.

        • If the sides are even, move to step 11.

      7. Place gem 1 on the left and 9 on the right.

        • If the sides are uneven, select gem 9.

        • If the sides are even, select gem 10.

      8. Place gem 3 on the left and 4 on the right.

        • If the left side is heavy, select gem 3.

        • If the right side is heavy, select gem 4.

        • If the sides are even, select gem 5.

      9. Place gem 6 on the left and 7 on the right.

        • If the sides are uneven, select gem 7.

        • If the sides are even, select gem 8.

      10. Place gem 7 on the left and 8 on the right.

        • If the left side is heavy, select gem 7.

        • If the right side is heavy, select gem 8.

        • If the sides are even, select gem 1.

      11. Place gem 11 on the left and 10 on the right.

        • If the sides are uneven, select gem 11.

        • If the sides are even, select gem 12.

      12. Place gem 2 on the left and 3 on the right.

        • If the sides are uneven, select gem 3.

        • If the sides are even, select gem 4.

  15. You receive a Blue Gem, Red Gem and Yellow Gem.

  16. Use these three on the grooves on the wall by the door.

  17. Walk through the doorway.

Gas Chamber Room

  1. Collect the Pickax off the bottom wall.

  2. Return to the other room.

Justice Room

  1. Use the Pickax (off the wall in the gas chamber room) on the red tile circled by the light.

  2. Collect the Red Button.

  3. Go back into the gas chamber room.

Gas Chamber Room

  1. Use the Red Button (from in the floor in front of the safe in the justice room) on the opening on the device.

  2. Press the button.

  3. Combine the Battery (from glass table in the justice room) and Flashlight (in the safe of the justice room) to create a Bright Flashlight.

  4. Head back into the other room and use the Bright Flashlight on the passage that opened up.

  5. You can speak to White, but otherwise walk out the door for the ending!

Room 14-Another Truth
(This room is only accessible if you saved Seulbi in Room 3.)

TV Room

  1. Collect the Halved Heart 1 on the red box by the windows.

  2. Now collect the Hammer off the bed.

  3. Finally, collect the Remote Controller on the glass table.

  4. Examine the Remote Controller and view it for a clue.

  5. With the hand, click the TV and enter the correct code given the clue from the Remote Controller.

  6. It seems to be a randomized permutation of the worn numbers: 1, 5 and 8.

  7. Make note of the red clue off the TV and enter this code on the keypad by the red doors.

  8. 1997

  9. Step through the doors.

Tank Room

  1. Click the large tank, then answer your PDA.

  2. Collect the Shotgun off the floor.

  3. Open the drawer to the left of the tank and collect the Bullet.

  4. Combine the Shotgun and Bullet to create a Loaded Shotgun.

  5. Use the Loaded Shotgun on both small tanks.

  6. Collect the Pliers and Tweezers.

  7. Now use the Tweezers on the drain to obtain a Diamond Piece.

  8. With the hand, click the panels to the left of the large tank and solve the memory puzzle.

  9. The cards are randomized, but you're given plenty of opportunities to make a mistake (as indicated by the green squares on top).

  10. Click the clocks and solve that puzzle with careful observation.

    • There are only two of the clocks that you can change the time on.

    • Look at the times on the other clocks to determine the pattern.

    • Solution:

      • The times, reading left-to-right are 1:40 ahead of each other.

      • Upper clock- 5:20, lower clock- 10:20

  11. Combine the Diamond Piece and Pliers to create a Diamond Cutter.

  12. Use the Diamond Cutter on the glass of the large tank.

  13. Now use the Hammer (on the bed in the TV room) on the cracks you made to obtain Halved Heart 2.

  14. Head into the TV room.

TV Room

  1. Combine the Halved Hearts to create a Heart Shape.

  2. Use the Heart Shape on the slot by the elevator and head through.

  3. You can speak to Black, but otherwise walk out the door for the ending!.

Secret Room

Room 15-Special Encounter
(You must obtain all four developer cards to enter.)

  1. Speak to each person to get a clue as to what item they want.

  2. Open the cabinet by MJ and collect the CD Storage Box.

  3. Collect the Power Cord off the wall.

  4. Use the Power Cord on the outlet in the lower right.

  5. Disassemble the CD Storage Box to get CD1, CD2, CD3 and CD4.

  6. Examine CD1, then view it to see which person's safe it belongs to.

  7. Open the CD-ROM on the computer, then use CD1 on it.

  8. (You can only view a CD once, so be sure to write down the clues before trying to insert a new CD!)

  9. Examine the monitor for a clue to one of the safe's codes.

  10. With the hand, click the far right safe and enter the code from CD1.

  11. (Thanks to metacom for help on this!)

    • The grid appears to be a jumbled bunch of numbers.

    • Instead of looking for a relationship between the numbers, pay attention to the numbers themselves (individually).

    • Notice how there are more high numbers than low numbers?

      • The number itself determines how many of that number appear in the grid: one 1, two 2's, etc.

      • So the missing numbers are (solution): 3568

  12. Open the safe and collect the Fishnet Stockings.

  13. Use the Fishnet Stockings on JM.

  14. Now open the CD-ROM and take out CD1.

  15. Examine CD2, then view it to see which person's safe it belongs to.

  16. Use CD2 on the CD-ROM, then view the monitor for the clue.

  17. With the hand, click the safe on the desk and enter the code from CD2.

    • Looking at the numbers the way they're presented, the equation doesn't make sense.

    • How can you transform the numbers so that they do make sense?

      • Flip the numbers upside down!

      • Solution: 0679

      • The 1 at the beginning is presumably ignored because we can only have 4 digits.

  18. Open the safe and collect the Nunchaku.

  19. Use the Nunchaku on KB.

  20. Now open the CD-ROM and take out CD2.

  21. Examine CD3, then view it to see which person's safe it belongs to.

  22. Use CD3 on the CD-ROM, then view the monitor for the clue.

  23. With the hand, click the safe on the left by the windows and enter the code from CD3.

    • What kind of relationship do you see between the colored grid and the letters below?

    • The letters represent colors (yellow, red, green, blue).

    • Count how many of each, in that order, to get the code.

    • 5869

  24. Open the safe and collect the Game Package.

  25. Use the Game Package on ES.

  26. Now open the CD-ROM and take out CD3.

  27. Use CD4 on the CD-ROM, then view the monitor for the clue.

  28. With the hand, click the remaining safe on the far left and enter the code from CD4.

    • What you see are four sequences of 0's and 1's.

    • While it may look like binary, it's not (the resulting numbers would be much to large).

    • What else can 0's and 1's represent?

    • What about on/off yes/no?

    • Solution:

    • (from the number of 1's in each sequence)
      4577

  29. Open the safe and collect the Alcoholic Beverage.

  30. Use the Alcoholic Beverage on MJ.

Room 16-Her Story 1
(This room costs 3 gold keys.)

  1. Open the cabinet in the lower right and collect the Screw Wrench.

  2. Click the nearby passageway.

  3. Use the Screw Wrench on the upper pipe end on the right wall to collect the Long Pipe.

  4. Disassemble the Long Pipe to get Water Pipe 1 and Water Pipe 2.

  5. Now use the Water Pipes on the missing segments to the left of the water tank.

  6. Turn the valve to fill the fountain.

  7. Collect the Bucket and use it on the water to get a Watered Bucket.

  8. Use the Watered Bucket on the passageway to the right.

  9. Now collect the Battery and Cutting Nipper off the shelves in the lower left.

  10. Use the Cutting Nipper to obtain the Wire just below the fountain.

  11. Collect the Polaroid Camera off the table.

  12. Now use the Wire to collect the Polaroid Film below the water tank.

  13. Combine the Polaroid Camera and Battery, then the Polaroid Camera and Polaroid Film.

  14. Use the Polaroid Camera on the passageway to obtain Developed Film.

  15. Examine the Developed Film, then view it to see a code.

  16. With the hand, click the keypad and enter the code.

  17. 3745

  18. Now click the door to end the level.

Room 17-Her Story 2
(This room costs 3 gold keys.)

  1. Collect the Green Memo off the board above the monitors.

  2. Open the desk drawer and collect the Box Cutter.

  3. Now collect the Glass Bottle off the red cabinet.

  4. Collect the Tweezers, Ballpoint and Piggy Bank off the table.

  5. Hit the nearby red switch to turn on the fan.

  6. Now collect the Red Memo that fell to the ground.

  7. Combine the Box Cutter and Piggy Bank to get a Black and White Coin.

  8. Examine the Black and White Coin, then view it to receive a code (be sure to view both sides).

  9. With the hand, click the safe and enter the code from the coin.

  10. 6302

  11. Open the safe and collect the Memo.

  12. Combine the Tweezers and Glass Bottle to get a Blue Memo.

  13. Disassemble the Ballpoint to obtain a Yellow Memo.

  14. Examine, then view the Memo, then do the same for all four colored memos for a clue.

  15. With the hand, click the colored buttons on the glass tube and enter the code from the memo clues.

    • Each of the colored memos indicates their corresponding number from the grid on the Memo.

    • It's almost like they're pointing at it...

    • The square to look at is the one sticking out from the others.

    • 6317

  16. Head up the ladder.

Room 18-Memories (1)
(This room costs 5 gold keys.)

Tiled Cell

  1. Open the safe and collect the Digital Wristwatch.

  2. Collect the Watch Battery and Memo off the table.

  3. Now collect the Small Key by the bed.

  4. With the hand, click the keypad by the red door and hit the right buttons based on the clue you received at the beginning of the room.

    • Numbers (five of them) that add up to ten.

    • They must be adjacent.

    • Many solutions are possible. For example, 3-4-1-1-1 in the lower right region.

  5. Head through the now-open door.

Concrete Cell

  1. Open the safe and collect the Old Key.

  2. Now open the drawer on the chest and collect the Analog Wristwatch.

  3. Collect the Hammer on the desk.

  4. Use the Small Key (from by the bed in the tiled cell) on the cabinet lock.

  5. Open the cabinet and collect the Desk Mirror.

  6. Now use the Old Key on the locked door.

  7. Use the Hammer on the lock.

  8. Make note of the red N and examine the slit for a clue.

  9. Return to the other room.

Tiled Cell

  1. Combine the Watch Battery (off the table) and Digital Wristwatch (in the safe) to create a Compounded Digital Wristwatch.

  2. Examine the Compounded Digital Wristwatch and view it to see a clue.

  3. Disassemble the Analog Wristwatch to get an Old Watch Battery.

  4. Examine the Old Watch Battery and make note of the symbol on it.

  5. Now disassemble the Compounded Digital Wristwatch, then combine the Digital Wristwatch and Old Watch Battery to create a Malfunctioning Digital Wristwatch.

  6. Examine the Malfunctioning Digital Wristwatch, then view it for a clue, making note of the S above it.

  7. Flip the lever on the wall by the lamp.

  8. Use the Desk Mirror (in the locked cabinet in the concrete cell) where the lamplight shines.

  9. Collect the Notebook from the cubby that opens up.

  10. Examine the Notebook, making note of the letter on it, then view it and read the pages for a clue.

  11. With the hand, click the keypad under the S and enter the code based on the watch clues.

    • The working digital watch said 12:17.

    • The old battery said + and what you saw were some lines that would turn the original time into a new number.

    • 1847

  12. Click the keypad under the I and enter the code based on the Memo and Notebook.

    • The Memo said 1P+2P-3P+4P.

    • The Notebook said 1P 1212, 2P 4215, 3P 1221, 4P 1389.

    • Making the correct calculations gives you the proper code: 5595.

  13. Now click the N keypad and enter the code from the slit behind the door in the concrete cell.

  14. 2316

  15. Head out the opened door.

Room 19-Memories (2)
(This room costs 5 gold keys.)

Hourglass Room

  1. Open the green box and collect the Hammer.

  2. Now open the drawer on the chest (it'll take two times) and collect the Pencil Case.

  3. Finally, open the pink cabinet and collect the Small Magnet.

  4. Examine the hourglass in the upper left, then use the Hammer on it.

  5. Use the Small Magnet on the filings that drop out to obtain an Iron Magnet.

  6. Disassemble the Iron Magnet to obtain Iron Fillings.

  7. Now use the Iron Fillings on the door to reveal something.

  8. Examine the door and make note of the code.

  9. Enter the code on the keypad.

  10. 2143

  11. Open the door and step through.

Pillar Room

  1. Disassemble the Pencil Case (from the chest drawer in the hourglass room) to obtain a Pencil, Mechanical Pencil and Ballpoint.

  2. Now disassemble the Mechanical Pencil twice to get two Mechanical Pencil Leads.

  3. Open the panels on the back wall.

  4. Use a Mechanical Pencil Lead on each one.

  5. Examine each of the lit pillars and make note of the two grids and a possible relation between them.

  6. Return to the other room.

Hourglass Room

  1. Click the frog on the door below and enter the correct sequence based on the pillars in the pillar room.

    • The numbers on the right pillar tell you where to start looking on the arrow grid on the left pillar.

    • Whichever direction the arrow is pointing for the square corresponding to the number, count the number of similar arrows in sequence.

    • Do this for each of the numbers, numerically, to get the correct order of arrows you must click on the frog.

    • R R L L
      R R R L
      R L L L

  2. Step through the door and watch the ending!

Room 20-The Birth (1)
(This room costs 5 gold keys.)

  1. Open the fridge and collect the Ice Cube.

  2. Collect the Pot, Round Cookie Mold and Measuring Cup off the kitchen counter.

  3. Now collect the Magnifying Glasses in the red cabinet.

  4. Open the drawer below the potted plant and collect the Box Cutter.

  5. With the hand, click the piano and solve the memory puzzle.

  6. Keys numbered 1-8, left-to-right:

    1. 1 4 5 6 5
      4 5 6 4
      5 4 2 1

    2. 1 4 5 6 5
      4 5 6 4
      5 2 3 4

    3. 5 5 5 4
      5 6 4 2
      2 1 6 5

    4. 1 6 5 4 5
      6 2 1 4
      3 4 5 4

  7. Collect the Gas Valve.

  8. Now collect the Matchstick off the coffee table.

  9. Click the couch cushions, then use the Box Cutter on them and collect the Square Cookie Mold.

  10. Place the Matchstick in the ring of sunlight by the piano chair.

  11. Disassemble the Magnifying Glasses to get Convex Lens.

  12. Use the Convex Lens on the Matchstick to obtain a Lit Matchstick.

  13. Now use the Gas Valve on the opening above the oven.

  14. Finally, use the Lit Matchstick on the stove to get it going.

  15. Use the Pot on the lit stove, then use the Ice Cube on the pot to obtain a Small Key.

  16. Now use the Small Key on the safe.

  17. Collect the Triangle Cookie Mold.

  18. Open the drawer below the stove and collect the Unopened Flour Bag.

  19. Combine the Box Cutter and Unopened Flour Bag to get Flour 3/3.

  20. Turn on the faucet and use the Measuring Cup to obtain a Watered Measuring Cup.

  21. Now combine the Flour and Watered Measuring Cup three times to get three Doughs.

  22. Combine each of the Doughs with a Cookie Mold to get Filled Cookie Molds.

  23. Open the oven and place a Cookie Mold in it.

  24. Re-open the oven and collect the Baked Cookie Mold.

  25. Repeat the last two steps for each Mold.

  26. Disassemble each Mold to get three Cookies.

  27. Use all three Cookies on the grooves by the door.

  28. Head out the door.

Room 21-The Birth (2)
(This room costs 5 gold keys.)

Office

  1. Collect the Small Key below the desk and the Box Cutter on top.

  2. Open the chest and collect the Hammer.

  3. Now collect the Small Magnet on the bookcase.

  4. Finally, open the doors of the bookcase and collect the Electric Drill.

  5. Open the door to the left and step through.

Bathroom

  1. Collect the Wooden Stick off the shelf by the sink.

  2. Examine the drain on the tub.

  3. Head back through the doors.

Office

  1. Use the Wooden Stick (from the shelf by the sink in the bathroom) on the opening of the central table.

  2. Open the curtains to let light through and create a shadow arrow.

  3. Now use the Electric Drill (behind the doors on the bookcase) as indicated by the arrow.

  4. Use the Hammer (inside the chest) where you drilled the holes.

  5. Collect the Secret Box, then combine it with the Small Key (below the desk) to obtain a Memo and Preparat.

  6. Examine the Memo and view it for a clue.

  7. Use the Preparat on the microscope and examine it.

  8. Given the hint in the Memo, make note of any patterns you see in the microscope.

  9. With the hand, click the safe and enter the code given by the clues in the microscope.

    • Notice that the cells only have 1-4 dots inside.

    • What could 1-4 represent?

    • They stand for each digit of the code.

    • Count up how many cells have that number of dots to determine the value of that digit.

    • 4658

  10. Use the Box Cutter (on the desk) on the Balloon to collect it.

  11. Re-enter the bathroom.

Bathroom

  1. Combine the Balloon and Small Magnet to create a Magnetic Balloon.

  2. Use the Magnetic Balloon on the tub drain.

  3. Turn on the tub faucet to fill it with water.

  4. Collect the Key Balloon, then disassemble it to obtain a Bookshelf Key.

  5. Head back into the office.

Office

  1. Use the Bookshelf Key (out of the tub drain in the bathroom) on the locked bookcase.

  2. Open the doors and collect the Secret Note.

  3. Examine the Secret Note, then view it to read through it and receive a code.

  4. Enter that code on the keypad.

  5. 3579

  6. Step through the door and watch the ending!

Here are the solutions to the Room 10 math puzzles in the meantime:

First Keypad:

  • 7=1+1+1+1+3

  • 12=2+2+2+2+4

  • 9=1+1+1+1+5

  • 20=4+4+4+4+4

  • 16=2+2+2+2+8

Second Keypad:

  • 77=12+12+12+18+23

  • 50=9+9+18+7+7

  • 91=26+23+12+12+18

  • 61=26+23+12

  • 60=27+26+7

Third Keypad:

  • 211=54+84+73

  • 189=73+84+32

  • 250=51+36+36+73+54

  • 174=28+28+32+32+54

  • 111=32+51+28

Fourth Keypad:

  • 362=94+89+52+52+75

  • 315=52+52+94+94+23

  • 270=52+94+75+26+23

  • 146=23+23+26+37+37

Please let me know if you come across any other sums I may have missed :)

152 Comments

Escape the Room: Limited Time walkthrough

General Info

  • Tap text to continue or hit the upper right arrow to skip a whole section.

  • Drag your finger over your device to pan the screen.

  • Stage Select

    • The overall map is shown at the bottom in black squares.

    • Click the arrows above to navigate the rooms.

    • Your current room is circled in red below.

    • Your progress is shown in yellow.

  • If you need a breather, opening the inventory will pause the timer.

Challenges
(I do not have a complete list and would love help from you guys to finish it up!)
(Thanks to ThemePark and cman9428 for their help!)

  1. Starting Escape the Room - Begin the game.

  2. Item Application 1 - Learn how to disassemble an item through the tutorial.

  3. Item Application 2 - Learn how to combine two items through the tutorial.

  4. Item Application 3 - Learn how to view an item's details through the tutorial.

  5. Escape Techniques - Complete the tutorial.

  6. WHY? - Start Room 0.

  7. Composition Techniques - Combine two/more items.

  8. Well Begun Is Half Done - Escape Room 1.

  9. The Encounter - Meet Jitae in Room 2.

  10. The Helpless - Finish Room 6.

  11. Trial and Error - Get your first bad ending (die).

  12. Safety First 1 - In Room 5, use the stone on the hole in the sphinx room before entering the fan room.

  13. Safety First 2 - In Room 11, use the bent pipe on the lever while the electricity is still active.

  14. How Far Have I Come? - Finish Room 5.

  15. Welcomed Guest - Find the teacher in Room 7.

  16. Between Hope and Despair - Being parted from Seulbi in Room 4.

  17. Preposterous Imagination - Use an item in the incorrect place more than ten times.

  18. Revealing Memories - Finish Room 9.

  19. Old Friend - Save Seulbi in Room 3.

  20. A Brush with Death - Save the doctor in Room 8.

  21. Brutal Escape - (Not sure).

  22. Companion - (Not sure, I think from completing Room 14).

  23. Custom Cursor Lock-on - Equip a custom cursor from the Customize menu.

  24. Meeting with the Developers - Complete Room 15.

  25. Old Friend's Secret - Complete Room 16.

  26. White's Intention - Complete Room 17.

  27. Link to Escape - Complete Rooms 20 and 21.

  28. Reason to Escape - Complete Rooms 18 and 19.

  29. Deteriorating Ego - Punch the mirror in the final area of Room 12.

  30. Hand of Minus - Get 10 bad endings.

  31. Perfect Escape - (Not sure).

  32. Custom Cursor Collection Completed - Self explanatory: collect all the custom cursors.

  33. Jigsaw Puzzle Collection Completed - Collect all 16 jigsaw puzzle pieces.

  34. Escape Memory Collection Completed - See all the event/flashback scenes.

  35. Gold Key Collector - Collect 20 or more gold keys (how it's described in the game, though I it's actually from collecting 30 or more).

  36. Escape Artist - Complete all 21 rooms.

Main Walkthrough

  • Not all rooms are required to complete the game.

  • Which rooms are available to you is determined by actions you do/do not take in a previous room.

Basic Room

Room 0-Beginning of the Escape

Playing through the tutorial mode, the game will walk you through each step necessary to clear the level.

Room 1-Traces

  1. Use the hand on the desk drawers and collect the Box Cutter.

  2. Open the cabinet by the door and collect Torn Memo1.

  3. Now collect Torn Memo2 on the floor nearby.

  4. In your inventory, combine the Torn Memos to get the Completed Memo.

  5. Examine the Completed Memo to see that is smells like lemon.

  6. Open the book on the desk and examine it to receive a clue.

  7. Collect the Lighter on the nightstand and use it on the candle.

  8. Now use the Completed Memo on the lit candle to get a Charred Memo.

  9. Examine the Charred Memo and view it to receive a number code.

  10. Use the Box Cutter on the poster between the cabinet and desk.

  11. Now examine the safe and enter the code from the Charred Memo.

  12. 0213

  13. Collect the Key and use it on the lock on the door.

  14. Open the door and walk out.

Room 2-Lies

Study

  1. Use the hand on the unconscious man's wrist to awaken him.

  2. Collect the book on the rug to collect Mysterious Book1.

  3. Open the two drawers on the desk and collect Mysterious Book2 and Lighter.

  4. Now open the blue box on the rug and collect Mysterious Book3.

  5. Open the cabinet in the lower left and collect the Candle.

  6. Collect the Scissors on the desk.

  7. Now open the safe by the door and collect the Rusty Cogwheel.

  8. In the upper left corner, get the bottle of Lubricant.

  9. Combine the Lubricant and Rusty Cogwheel to obtain a Cogwheel.

  10. Use the Cogwheel in the space by the other gears.

  11. On the bookcase by the door, use all three Mysterious Books.

  12. Now use the hand on the bookcase to solve the book arrangement puzzle.

    • The goal is to spell a word.

    • Each letter is made up of two books.

    • Solution:

    • MONEY
      (The first half of 'M' and 'N' look very similar.)

  13. Use the Scissors on the rug to get Carpet.

  14. Walk into the passage that opens behind the bookcase.

Back Room

  1. Combine the Candle and Lighter to make Candlelight.

  2. Use the Candlelight in the room to light it up.

  3. Now combine the Carpet and Lubricant to get Lubricated Carpet.

  4. On the rusty metal panel by the safe, use the Lubricated Carpet.

  5. Examine it to get a code.

  6. Use the hand on the safe and enter the code from the panel.

  7. 8302

  8. Open the safe and collect the Old Journal.

  9. Examine the Old Journal and read it to obtain a Key.

  10. Walk back into the study, use the Key on the door, and exit.

Room 3-Memories

Bedroom

  1. Collect the Memo near the rug.

  2. Examine the Memo to see a clue.

    • The four lines represent a set of additions with the sum on the right.

    • Use these lines to deduce the value of each suit.

  3. With the hand, click the heart safe and enter the two digit value of the heart based on the Memo.

  4. 03

  5. Collect the Journal.

  6. Open the toolbox on the lower left desk and collect the Cutting Nipper and Wrench.

  7. Again with the hand, click the club safe and enter the two digit value of the club based on the Memo.

  8. 17

  9. Collect the Magnet.

  10. Open the right drawer of the computer desk and collect the Box Cutter.

  11. Now collect the Short Wire off that desk.

  12. Use the Box Cutter on the Voodoo Doll to obtain it.

  13. Click the wired door on top, then click your PDA to answer it.

  14. With the Cutting Nipper, remove the wire on the door.

  15. Now use the Wrench on either of the bolts on the door.

  16. Open the door and walk through.

Room 1

  1. Use the Cutting Nipper on the TV wire to obtain an Electric Wire.

  2. Return to the bedroom.

Bedroom

  1. Use the Electric Wire to connect the two exposed ends.

  2. Click the arrow buttons by the door to open it.

  3. Walk through the door.

Machine Room

  1. Examine the woman.

  2. Collect the Key Necklace off the Seulbi.

  3. Back up, then combine the Key Necklace and Journal.

  4. Now examine the Journal and view its contents, making note of the last page.

  5. Use the hand on the keypad and enter the code from the Journal.

  6. 0650

  7. Walk back into the bedroom.

Bedroom

  1. Disassemble the Voodoo Doll to get a Wooden Doll and Yarn.

  2. Combine the Yarn and Magnet to obtain a Tied Magnet.

  3. Use the Tied Magnet to obtain the Key out of the fish tank.

  4. Now use the Key on the nearby door and exit.

Room 4-Hope
(This room is only accessible if you saved Seulbi in Room 3.)

  1. Collect the Chalk below the writing.

  2. Now collect the Box Cutter out of the pencil holder nearby.

  3. Examine the writing on the lower right desk and make note of the clue.

  4. Open the leftmost highlighted locker and collect the Hammer.

  5. Now open the rightmost highlighted locker and collect the Die.

  6. Combine the Box Cutter and Chalk to obtain Chalk Powder.

  7. Use the Chalk Powder on the mirror and make note of the code.

  8. Examine the die and determine the four digit number, making use of the code from the mirror and the code on the desk.

    • The mirror code tells you which sides of the die to look at in what order.

    • The desk code tells you how to add up the pips to get the four digit number.

  9. With the hand, click the safe under the chalkboard and enter the four digit number.

  10. Unfortunately, the mirror code is randomized, making the four digit number randomized.

  11. Open the safe and collect the Heart-shaped Key.

  12. Use the Heart-shaped Key on the locker with a heart.

  13. Now open the locker and collect the Letter Envelope.

  14. Disassemble the Letter Envelope to obtain a Letter.

  15. Examine the Letter and view it to read the contents.

  16. After obtaining the Key, use it on the door to open it, then step through.

  17. Now examine the missing button of the elevator on the right.

  18. Head back left into the classroom.

  19. With the hand, click the metal heart on the lower middle desk.

  20. Use the Hammer on the cracks on the chalkboard and step through the hole.

Room 5-Riddle

Sphinx Room

  1. Collect Short Rope1 off the rug in front of the speakers.

  2. Click the coffin twice to open it.

  3. Now collect Short Rope2.

  4. Open the blue box in the lower left and collect Short Rope3.

  5. Combine two of the Short Ropes to create Flimsy Rope.

  6. Now combine Flimsy Rope and the remaining Short Rope to create Safe Rope.

  7. Collect the Stone off the rug.

  8. Click the speakers and solve the riddle of the sphinx.

  9. Man

  10. Examine the writing by the panel on the right wall for a clue.

  11. Now click the panel and enter the correct number based on that clue.

  12. 7 (While not something that could be deduced from the riddle, it may have been worded incorrectly.)

  13. Examine the writing by the panel on the bottom wall for a clue.

  14. Now click the panel and enter the correct number based on that clue.

  15. 9 (from 'September', the 9th month and 'Baseball', which has 9 innings.)
    Thanks to ThemePark for help on this!

  16. Examine the writing by the panel on the left wall for a clue.

  17. Click the panel and enter the correct number based on that clue.

  18. 2 (the word 'time' is in red, and since a regular clock doesn't go over 12 hours, a result over that number would start back at one)

  19. After the floor panel has opened, use the Safe Rope on the stake, then climb down (using the walk symbol).

Fan Room

  1. Click the red panel of bulbs on the top wall.

  2. After speaking to White, click the panel again, then click the lit bulb (which one is lit is randomized).

  3. Examine the fan on the bottom wall, making note that there's a number on the blade.

  4. Now look at the pattern of shapes on the floor and make note of them.

  5. With the hand, click the clocks on the right wall and solve the puzzle by moving the hands into the correct positions.

    • The clock hands should replicate the shapes on the floor.

    • The position of a specific hand does not matter, just that the positions are filled (i.e., hour hand and minute hand can be swapped and still be a solution).

  6. After the fan has turned, re-examine it and make note of the new number.

  7. Click the door and enter the new code from the fan.

  8. The code is randomized.

  9. Open the door and exit.

Room 6-Trap

  1. Click the iron bars on the right to speak to the man.

  2. Collect the blue Spray Lubricant and the Instant Coffee off the desk.

  3. Disassemble the Instant Coffee to get a Straw and Plastic Coffee Bottle.

  4. Combine the Straw and Spray Lubricant to create Spray Lubricant with Straw.

  5. Use the Spray Lubricant with Straw on the safe in the lower right corner.

  6. Open the safe and collect the Foil.

  7. Now open the toolbox on the desk and collect the Screwdriver.

  8. Use the Screwdriver on the yellow/black box by the iron bars.

  9. Examine the panel to find out that it needs two fuses.

  10. Disassemble the Foil twice to create Makeshift Fuse1 and Makeshift Fuse2.

  11. Now use both Makeshift Fuses on the panel.

  12. Examine the bulbs on the bottom wall for a clue.

  13. In each panel, the bulbs that flash should trace a number.

  14. With the hand icon, click the desk computer and enter the code from the bulbs.

  15. The code is randomized.

  16. Collect the Insulated Gloves out of the glass tube.

  17. Use the Insulated Gloves on the exposed wires in the lower left and solve the sliding tiles puzzle.

  18. The puzzle is randomized.

  19. After the doors are opened, exit the room.

Room 7-Secret

Child's Room

  1. After answering your PDA, collect the Candy Cube from the snack tray in the upper left.

  2. Disassemble it to get a Blue Block.

  3. Collect the Capsule from the lower left cabinet.

  4. Now disassemble the Capsule to get a Green Block.

  5. Open the cabinet doors and collect the Hammer.

  6. Now open the two desk drawers and collect the Candy Cube and Box Cutter.

  7. Use the Candy Cube on the funny looking key on the keyboard to obtain a Yellow Block.

  8. With the Hammer, smash the lamp in the upper right and collect the Purple Block.

  9. Now use the Box Cutter on the teddy bear in the lower right and collect the Red Block.

  10. Examine the paper by the computer and make note of the clue.

  11. Use the Blue, Green, Yellow, Purple and Red Blocks on the slots in the top wall.

  12. With the hand icon, click the blocks and place them in order as indicated by the clue on the wall.

  13. green, purple, yellow, red, blue

  14. Open the safe above and collect the Key.

  15. use the Key on the door, open it and head into the next room.

Elevator Room

  1. Collect the Steel Pipe on the ground.

  2. Open the upper right safe and collect the Lever.

  3. Use the Steel Pipe on the elevator doors to open them.

  4. Collect the Strange Block off Ms. Kwon.

  5. Now use the Strange Block on the opening below.

  6. With the hand, click the blocks and solve the three puzzles.

  7. After the opening appears, step through into the next room.

Back Room

  1. Use the Lever (from the upper right safe of the elevator room) on the slot to the left.

  2. Flip the lever and collect the Key.

  3. Head back into the elevator room, use the Key on the door, open it, and exit.

Room 8-Selection

Office

  1. Click the man on the ground to try to speak to him.

  2. Collect the Small Key out of his pocket, then back up.

  3. Collect the Ballpoint and Memo Pad off the desk.

  4. Combine the Ballpoint and Memo Pad to create a Memo Set.

  5. Use the Memo Set on the doctor to receive a Hint Memo.

  6. Click your PDA to talk to Black, then examine the Hint Memo and view it for a clue.

  7. Collect the Glass Cup off the coffee table.

  8. Examine the paper above the doctor for a four digit code.

  9. With the hand, click the door and enter the code from the paper.

  10. 0692

  11. Open the door and step into the next room.

Lab

  1. Collect the Syringe off the table by the open door.

  2. Use the Small Key (from the doctor's pocket in the office) on the cabinet in the lower right.

  3. Open the cabinet and collect all three Medicine Bottles.

  4. Examine each bottle, then view it to see the color of the label.

  5. Combine two of the Medicine Bottles based on the Hint Memo to make Compounded Medicine!.

  6. Combine Medicine Bottle2 and Medicine Bottle3 (blue and yellow to make green).

  7. Combine the Syringe and Compounded Medicine! to create Filled Syringe?.

  8. Head back into the office, use the Filled Syringe? on the doctor, then return to the lab.

  9. Collect the X-ray Film out of the bed.

  10. Use the Glass Cup (from the coffee table in the office) on the jug at the bottom to obtain Hydrochloric Acid.

  11. Now use the Hydrochloric Acid on the yellow/black floor panel.

  12. Hit the switch you reveal.

  13. With the hand, click the lock on the bottom door and make note of the clue scribbled there.

  14. Use the X-ray Film on the lit panel behind the bed.

  15. Examine the film and make note of the clues you see there.

  16. Now examine the heart monitor and make note of the letter you see there.

    • To get the corresponding code, you have to use your eyes/ears.

    • Pay attention to how many times it beeps/how many peaks and valleys occur.

    • Make note of the four digit code you get from it.

  17. Go back to the lock and enter the number you get from the clues.

    • X + Y, X from the x-ray film, Y from the monitor.

    • X is 1423.

    • Y is randomized, so the lock solution is as well.

  18. Open the door and exit.

Room 9-Judgment

Main Room

  1. Collect the Journal on the table to the right.

  2. Examine the Journal and view it, making note of the dates of each entry.

  3. With the hand, click the door in the bottom corner.

  4. Look at the number written by it and enter the correct code from the Journal.

  5. 0521 for the 1988 door

  6. Open the door and step through.

1988 Room/Child's Room

  1. Examine the red writing by the safe for a clue.

  2. Collect the Switch Button on the plank.

  3. Press the elevator button and step through.

  4. Open the blue door and step through that as well.

  5. Collect the Cutter by the snack tray in the upper left corner.

  6. Use the Switch Button (from on the plank in the 1988 room) on the opening by the door.

  7. Hit the switch and make note of the numbers that light up.

  8. Again hit the switch, exit the room and go back to the 1988 room.

  9. With the hand, click the safe and enter the code from the child's room.

  10. 2418

  11. Collect Memory Card A and the Balloon.

  12. Head back into the main room.

Main Room

  1. Use Memory Card A (from the safe in the 1988 room) on the card holder.

  2. Examine the screen, make note of the number, then back up.

  3. With the hand, click the door in the top corner.

  4. Look at the number written by it and enter the correct code from the Journal.

  5. 1118 for the 1992 door

  6. Open the door and step through.

1992 Room/Lab

  1. Examine the red writing by the safe for a clue.

  2. Use the Cutter (from the child's room by the snack tray) on the wires over the iron bars.

  3. Step through to the next room.

  4. Collect the Wood just below the desk.

  5. Open the blue box on the lower part of the desk and collect the Toolbox.

  6. Examine the bulbs on the bottom wall and make note of the four digit number they make.

  7. Exit the room.

  8. With the hand, click the safe and enter the code from the lab.

  9. The code is randomized.

  10. Collect Memory Card B and the Filler.

  11. Head back into the main room.

Main Room

  1. Use Memory Card B (from the safe in the 1992 room) on the card holder.

  2. Examine the screen and press the red button, then make note of the number.

  3. With the hand, click the door in the left corner.

  4. Look at the number written by it and enter the correct code from the Journal.

  5. 0130 for the 2002 door

  6. Open the door and step through.

2002 Room/Study

  1. Examine the red writing by the safe for a clue.

  2. Combine the Wood (from the lab in through the 1992 room) and Toolbox to create a Wood Repair Tool.

  3. Use the Wood Repair Tool on the ladder.

  4. With the feet, climb up into the next room.

  5. Collect the Steel Pipe by the rug.

  6. With the hand, click the bookcase connected to the gears.

  7. Rearrange the books to reveal a four digit code.

  8. 2569

  9. Head back down the ladder.

  10. With the hand, click the safe and enter the code from the study.

  11. 2569

  12. Collect Memory Card C and Yarn.

  13. Head back into the main room.

Main Room

  1. Use Memory Card C (from the safe in the 2002 room) on the card holder.

  2. Examine the screen, press the green button, then make note of the number.

  3. With the hand, click the door in the right corner.

  4. Look at the number written by it and enter the correct code from the Journal.

  5. 1224 for the 2004 door

  6. Open the door and step through.

2004 Room/Office

  1. Examine the red writing by the safe for a clue.

  2. Use the Steel Pipe (from in the study by the rug) on the fan to stop it.

  3. Step through into the next room.

  4. Examine the paper on the wall by the door and make note of the clue.

  5. Head back through the fan.

  6. With the hand, click the safe and enter the correct code, given the clue from the office and the red writing.

  7. 'LOSE' was in red: 'reversing' it (flipping it upside down) gives you: 3507

  8. Collect Memory Card D and the Helium Gas Container.

  9. Head back into the main room.

Main Room

  1. Use Memory Card D (from the safe in the 2004 room) on the card holder.

  2. Examine the screen, press the yellow button, then make note of the number.

  3. Combine the Helium Gas Container (from the safe in the 2004 room) and Filler (from the 1992 safe) to create a Helium Filler.

  4. Now combine the Helium Filler and Balloon (from the safe in the 1988 room) to create a Helium Balloon.

  5. Finally, combine the Helium Balloon and Yarn (from the safe in the 2002 room) to create a Tied Helium Balloon.

  6. Use the Tied Helium Balloon on the lever to the left of the toilet.

  7. Collect the Key from the panel to opens up to the right.

  8. With the hand, click the keypad by the exit door.

  9. Enter the code from the memory card screens.

  10. 4444

  11. Use the Key on the lock that appears and exit the room.

Room 10-Countdown

  1. Collect the Claw Hammer off the floor.

  2. Use the Claw Hammer on the rightmost key above the gates to obtain the Strange Key.

  3. Examine the Strange Key and make note of the code on it.

  4. With the hand, click the bottom keypad and enter the code from the key.

  5. 8314

  6. Now use the Strange Key on the keyhole that appears.

  7. Option #1: Don't Save the People

    1. Exit the room.

    2. Collect the Steel Pipe from near the bomb hole.

    3. Use the Steel Pipe on the opening in the rocks to the right.

    4. Walk through the opening.

    Option #2: Save the People

    1. With the hand, click the keypad by the far left gate (the order doesn't matter, but for the sake of this walkthrough, we'll circle clockwise).

    2. Solve the addition puzzle by pressing the numbers on the keypad.

      • The goal is to get the white number to add up to the blue one.

      • The white squares indicated how many numbers you must use.

      • The red squares indicated how many sums you have to make total.

      • Possible solutions:

        • 7=1+1+1+1+3

        • 12=2+2+2+2+4

        • 9=1+1+1+1+5

        • 20=4+4+4+4+4

        • 16=2+2+2+2+8

    3. After answering your PDA, click the next keypad over and solve those addition puzzles.

      • 77=12+12+12+18+23

      • 50=9+9+18+7+7

      • 91=26+23+12+12+18

      • 61=26+23+12

      • 60=27+26+7

    4. Click the next keypad over and solve those addition puzzles.

      • 211=54+84+73

      • 189=73+84+32

      • 250=51+36+36+73+54

      • 174=28+28+32+32+54

      • 111=32+51+28

    5. Click the last keypad and solve those addition puzzles.

      • 362=94+89+52+52+75

      • 315=52+52+94+94+23

      • 270=52+94+75+26+23

      • 146=23+23+26+37+37

      • (Thanks to ThemePark:)

      • 250=52+52+26+26+94

  8. Exit the room.

Room 11-Forgiveness
(This room is only accessible if you saved the people in Room 10.)

Bomb Room

  1. Collect the Rock, Iron Pipe and Bent Pipe.

  2. Use the Rock by the stuck pipe.

  3. Now use the Iron Pipe on the rock.

  4. Collect the other Iron Pipe.

  5. Walk into the next room.

Laser Room

  1. Open the safe and collect the Screwdriver.

  2. Use the Screwdriver on the fire extinguisher.

  3. Collect the Fire Extinguisher.

  4. Try to touch one of the lasers.

  5. Use the Bent Pipe on the lever.

  6. With the hand, click the bookcase in the lower right.

  7. Rearrange the books to create an image.

  8. Books should be arranged in 'rainbow' order.

  9. Make note of the image you create for a clue.

  10. With the hand, click the panel on the righthand door.

  11. Rearrange the dice to get the solutions on the right, using the clue from the bookcase.

    • The solution is based on the color of the pips: black or white.

    • Relationships are as follows:

      • white+white=black

      • white+nothing=white

      • white+black=nothing

      • black+nothing=black

      • black+black=white

    • Solution:

    • Pips listed clockwise starting in the upper left corner:

      1. black/white/nothing/nothing+white/white/white/white

      2. black/white/nothing/nothing+nothing/white/nothing/black

      3. black/black/black/nothing+white/white/black/nothing

      4. white/black/black/nothing+nothing/black/black/black

  12. Enter the newly opened door.

Mirror Room

  1. With the hand, click White's wrists to untie her.

  2. Open the end table drawer and collect the Power Glue.

  3. Use the Screwdriver (from the safe in the laser room) on the middle mirror to the right, then collect the Wall Mirror.

  4. Now use the Screwdriver on the middle mirror at the bottom and collect the other Wall Mirror.

  5. Head back into the Laser Room.

Laser Room

  1. Combine the Power Glue (from the end table in the mirror room) and an Iron Pipe (from the Bomb Room) to create a Glued Pipe.

  2. Now combine the Power Glue and the other Iron Pipe to create another Glued Pipe.

  3. Combine a Glued Pipe with a Wall Mirror to create a Standing Mirror.

  4. Repeat this to make a second Standing Mirror.

  5. Try to use a Standing Mirror on the lever.

  6. Now use the Fire Extinguisher (from off the wall) on the lever.

  7. Finally, use both Standing Mirrors on the lasers.

  8. Pull the lever and exit the room.

Room 12-Finality
(This room is only accessible if you didn't save the people in room 10.)

Beginning Room

  1. Collect the Memo by the bed.

  2. Examine the Memo and view it to read the clue.

  3. Now collect the hammer in the lower left.

  4. Given the note above it, open the nearby safe using the clue from the Memo.

  5. 6826, A=2 E=8 D=6

  6. Open the safe and collect the Clotted Paint.

  7. Now open the cabinet in the upper left and collect the Flashlight.

  8. Collect the Glass Cup in the upper right and the Battery by the medical tools below.

  9. Use the Hammer on the lower right mirror.

  10. Now collect the Faucet Valve and use it on the faucet below.

  11. Turn on the water, then use the clotted Paint on it.

  12. Use the Glass Cup on the water to obtain a Red Water Cup.

  13. Now use the Red Water Cup on the blue tiles and examine them for a clue.

  14. With the hand, click the keypad on the red door and enter the code from the tile clue.

  15. 4536

  16. Step through the now open door.

Red Room

  1. Examine each of the mirrors, making note of the shapes you see on each.

  2. With the hand, click the lever at the bottom and enter the code from the mirror clues.

    • Each mirror shows half of two numbers, two red and two blue.

    • Remember, these are mirrors, so you have to flip the images.

    • 9634

  3. After flipping the lever, head back through the door.

Beginning Room

  1. Combine the Battery (by the medical tools) and Flashlight (in the cabinet) to create a Bright Flashlight.

  2. Use the Bright Flashlight on the dark passage above the bed.

  3. You can speak to White and Black, but otherwise just step through the door for the ending!

Room 13-Weight of the Truth
(This room is only accessible if you saved the people in room 10.)

Justice Room

  1. Open the chest by the statue and collect the Hammer.

  2. Collect the Model Knife from the statue (you'll need to click it twice).

  3. Now collect the Minute Hand off the lower right corner of the painting.

  4. Open the safe and collect the Flashlight.

  5. Collect the Battery off the glass table.

  6. Combine the Model Knife and Hammer to get the Knife Edge.

  7. Use the Knife Edge on the blue brick behind the statue.

  8. Now use the Hammer on it to obtain the Blue Brick.

  9. Use the Blue Brick on the slot above the other one.

  10. Click the bricks and solve the tile puzzles.

  11. Collect the Small Key that appears.

  12. Use the Minute Hand on the clock face and collect the Jewelry Box.

  13. Combine the Small Key and Jewelry Box to obtain the Blue Gem Set, Red Gem Set and Blue Gem.

  14. With the hand, click the scales and solve the gem weight puzzle.

    • Weigh gems by selecting them with the arrows and choosing to put them on the left or right side.

    • You may also choose not to place them on either.

    • Press the Weighing button to weigh what you have on the scale.

    • You only get three weighings per gem set.

    • Solution:

      1. Place gems 1-4 on the left and 5-8 on the right.

        • If the left side is heavy, move to step 2.

        • If the right side is heavy, move to step 4.

        • If the sides are even, move to step 6.

      2. Place gems 1/2/5 on the left and 3/4/6 on the right.

        • If the left side is heavy, move to step 3.

        • If the right side is heavy, move to step 8.

        • If the sides are even, move to step 9.

      3. Place gem 1 on the left and 2 on the right.

        • If the left side is heavy, select gem 1.

        • If the right side is heavy, select gem 2.

        • If the sides are even, select gem 6.

      4. Place gems 1/2/5 on the left and 3/6/7 on the right.

        • If the left side is heavy, move to step 5.

        • If the right side is heavy, move to step 10.

        • If the sides are even, move to step 12.

      5. Place gem 5 on the left and 1 on the right.

        • If the sides are uneven, select gem 5.

        • If the sides are even, select gem 3.

      6. Place gems 1/2 on the left and 9/10 on the right.

        • If the sides are uneven, move to step 7.

        • If the sides are even, move to step 11.

      7. Place gem 1 on the left and 9 on the right.

        • If the sides are uneven, select gem 9.

        • If the sides are even, select gem 10.

      8. Place gem 3 on the left and 4 on the right.

        • If the left side is heavy, select gem 3.

        • If the right side is heavy, select gem 4.

        • If the sides are even, select gem 5.

      9. Place gem 6 on the left and 7 on the right.

        • If the sides are uneven, select gem 7.

        • If the sides are even, select gem 8.

      10. Place gem 7 on the left and 8 on the right.

        • If the left side is heavy, select gem 7.

        • If the right side is heavy, select gem 8.

        • If the sides are even, select gem 1.

      11. Place gem 11 on the left and 10 on the right.

        • If the sides are uneven, select gem 11.

        • If the sides are even, select gem 12.

      12. Place gem 2 on the left and 3 on the right.

        • If the sides are uneven, select gem 3.

        • If the sides are even, select gem 4.

  15. You receive a Blue Gem, Red Gem and Yellow Gem.

  16. Use these three on the grooves on the wall by the door.

  17. Walk through the doorway.

Gas Chamber Room

  1. Collect the Pickax off the bottom wall.

  2. Return to the other room.

Justice Room

  1. Use the Pickax (off the wall in the gas chamber room) on the red tile circled by the light.

  2. Collect the Red Button.

  3. Go back into the gas chamber room.

Gas Chamber Room

  1. Use the Red Button (from in the floor in front of the safe in the justice room) on the opening on the device.

  2. Press the button.

  3. Combine the Battery (from glass table in the justice room) and Flashlight (in the safe of the justice room) to create a Bright Flashlight.

  4. Head back into the other room and use the Bright Flashlight on the passage that opened up.

  5. You can speak to White, but otherwise walk out the door for the ending!

Room 14-Another Truth
(This room is only accessible if you saved Seulbi in Room 3.)

TV Room

  1. Collect the Halved Heart 1 on the red box by the windows.

  2. Now collect the Hammer off the bed.

  3. Finally, collect the Remote Controller on the glass table.

  4. Examine the Remote Controller and view it for a clue.

  5. With the hand, click the TV and enter the correct code given the clue from the Remote Controller.

  6. It seems to be a randomized permutation of the worn numbers: 1, 5 and 8.

  7. Make note of the red clue off the TV and enter this code on the keypad by the red doors.

  8. 1997

  9. Step through the doors.

Tank Room

  1. Click the large tank, then answer your PDA.

  2. Collect the Shotgun off the floor.

  3. Open the drawer to the left of the tank and collect the Bullet.

  4. Combine the Shotgun and Bullet to create a Loaded Shotgun.

  5. Use the Loaded Shotgun on both small tanks.

  6. Collect the Pliers and Tweezers.

  7. Now use the Tweezers on the drain to obtain a Diamond Piece.

  8. With the hand, click the panels to the left of the large tank and solve the memory puzzle.

  9. The cards are randomized, but you're given plenty of opportunities to make a mistake (as indicated by the green squares on top).

  10. Click the clocks and solve that puzzle with careful observation.

    • There are only two of the clocks that you can change the time on.

    • Look at the times on the other clocks to determine the pattern.

    • Solution:

      • The times, reading left-to-right are 1:40 ahead of each other.

      • Upper clock- 5:20, lower clock- 10:20

  11. Combine the Diamond Piece and Pliers to create a Diamond Cutter.

  12. Use the Diamond Cutter on the glass of the large tank.

  13. Now use the Hammer (on the bed in the TV room) on the cracks you made to obtain Halved Heart 2.

  14. Head into the TV room.

TV Room

  1. Combine the Halved Hearts to create a Heart Shape.

  2. Use the Heart Shape on the slot by the elevator and head through.

  3. You can speak to Black, but otherwise walk out the door for the ending!.

Secret Room

Room 15-Special Encounter
(You must obtain all four developer cards to enter.)

  1. Speak to each person to get a clue as to what item they want.

  2. Open the cabinet by MJ and collect the CD Storage Box.

  3. Collect the Power Cord off the wall.

  4. Use the Power Cord on the outlet in the lower right.

  5. Disassemble the CD Storage Box to get CD1, CD2, CD3 and CD4.

  6. Examine CD1, then view it to see which person's safe it belongs to.

  7. Open the CD-ROM on the computer, then use CD1 on it.

  8. (You can only view a CD once, so be sure to write down the clues before trying to insert a new CD!)

  9. Examine the monitor for a clue to one of the safe's codes.

  10. With the hand, click the far right safe and enter the code from CD1.

  11. (Thanks to metacom for help on this!)

    • The grid appears to be a jumbled bunch of numbers.

    • Instead of looking for a relationship between the numbers, pay attention to the numbers themselves (individually).

    • Notice how there are more high numbers than low numbers?

      • The number itself determines how many of that number appear in the grid: one 1, two 2's, etc.

      • So the missing numbers are (solution): 3568

  12. Open the safe and collect the Fishnet Stockings.

  13. Use the Fishnet Stockings on JM.

  14. Now open the CD-ROM and take out CD1.

  15. Examine CD2, then view it to see which person's safe it belongs to.

  16. Use CD2 on the CD-ROM, then view the monitor for the clue.

  17. With the hand, click the safe on the desk and enter the code from CD2.

    • Looking at the numbers the way they're presented, the equation doesn't make sense.

    • How can you transform the numbers so that they do make sense?

      • Flip the numbers upside down!

      • Solution: 0679

      • The 1 at the beginning is presumably ignored because we can only have 4 digits.

  18. Open the safe and collect the Nunchaku.

  19. Use the Nunchaku on KB.

  20. Now open the CD-ROM and take out CD2.

  21. Examine CD3, then view it to see which person's safe it belongs to.

  22. Use CD3 on the CD-ROM, then view the monitor for the clue.

  23. With the hand, click the safe on the left by the windows and enter the code from CD3.

    • What kind of relationship do you see between the colored grid and the letters below?

    • The letters represent colors (yellow, red, green, blue).

    • Count how many of each, in that order, to get the code.

    • 5869

  24. Open the safe and collect the Game Package.

  25. Use the Game Package on ES.

  26. Now open the CD-ROM and take out CD3.

  27. Use CD4 on the CD-ROM, then view the monitor for the clue.

  28. With the hand, click the remaining safe on the far left and enter the code from CD4.

    • What you see are four sequences of 0's and 1's.

    • While it may look like binary, it's not (the resulting numbers would be much to large).

    • What else can 0's and 1's represent?

    • What about on/off yes/no?

    • Solution:

    • (from the number of 1's in each sequence)
      4577

  29. Open the safe and collect the Alcoholic Beverage.

  30. Use the Alcoholic Beverage on MJ.

Room 16-Her Story 1
(This room costs 3 gold keys.)

  1. Open the cabinet in the lower right and collect the Screw Wrench.

  2. Click the nearby passageway.

  3. Use the Screw Wrench on the upper pipe end on the right wall to collect the Long Pipe.

  4. Disassemble the Long Pipe to get Water Pipe 1 and Water Pipe 2.

  5. Now use the Water Pipes on the missing segments to the left of the water tank.

  6. Turn the valve to fill the fountain.

  7. Collect the Bucket and use it on the water to get a Watered Bucket.

  8. Use the Watered Bucket on the passageway to the right.

  9. Now collect the Battery and Cutting Nipper off the shelves in the lower left.

  10. Use the Cutting Nipper to obtain the Wire just below the fountain.

  11. Collect the Polaroid Camera off the table.

  12. Now use the Wire to collect the Polaroid Film below the water tank.

  13. Combine the Polaroid Camera and Battery, then the Polaroid Camera and Polaroid Film.

  14. Use the Polaroid Camera on the passageway to obtain Developed Film.

  15. Examine the Developed Film, then view it to see a code.

  16. With the hand, click the keypad and enter the code.

  17. 3745

  18. Now click the door to end the level.

Room 17-Her Story 2
(This room costs 3 gold keys.)

  1. Collect the Green Memo off the board above the monitors.

  2. Open the desk drawer and collect the Box Cutter.

  3. Now collect the Glass Bottle off the red cabinet.

  4. Collect the Tweezers, Ballpoint and Piggy Bank off the table.

  5. Hit the nearby red switch to turn on the fan.

  6. Now collect the Red Memo that fell to the ground.

  7. Combine the Box Cutter and Piggy Bank to get a Black and White Coin.

  8. Examine the Black and White Coin, then view it to receive a code (be sure to view both sides).

  9. With the hand, click the safe and enter the code from the coin.

  10. 6302

  11. Open the safe and collect the Memo.

  12. Combine the Tweezers and Glass Bottle to get a Blue Memo.

  13. Disassemble the Ballpoint to obtain a Yellow Memo.

  14. Examine, then view the Memo, then do the same for all four colored memos for a clue.

  15. With the hand, click the colored buttons on the glass tube and enter the code from the memo clues.

    • Each of the colored memos indicates their corresponding number from the grid on the Memo.

    • It's almost like they're pointing at it...

    • The square to look at is the one sticking out from the others.

    • 6317

  16. Head up the ladder.

Room 18-Memories (1)
(This room costs 5 gold keys.)

Tiled Cell

  1. Open the safe and collect the Digital Wristwatch.

  2. Collect the Watch Battery and Memo off the table.

  3. Now collect the Small Key by the bed.

  4. With the hand, click the keypad by the red door and hit the right buttons based on the clue you received at the beginning of the room.

    • Numbers (five of them) that add up to ten.

    • They must be adjacent.

    • Many solutions are possible. For example, 3-4-1-1-1 in the lower right region.

  5. Head through the now-open door.

Concrete Cell

  1. Open the safe and collect the Old Key.

  2. Now open the drawer on the chest and collect the Analog Wristwatch.

  3. Collect the Hammer on the desk.

  4. Use the Small Key (from by the bed in the tiled cell) on the cabinet lock.

  5. Open the cabinet and collect the Desk Mirror.

  6. Now use the Old Key on the locked door.

  7. Use the Hammer on the lock.

  8. Make note of the red N and examine the slit for a clue.

  9. Return to the other room.

Tiled Cell

  1. Combine the Watch Battery (off the table) and Digital Wristwatch (in the safe) to create a Compounded Digital Wristwatch.

  2. Examine the Compounded Digital Wristwatch and view it to see a clue.

  3. Disassemble the Analog Wristwatch to get an Old Watch Battery.

  4. Examine the Old Watch Battery and make note of the symbol on it.

  5. Now disassemble the Compounded Digital Wristwatch, then combine the Digital Wristwatch and Old Watch Battery to create a Malfunctioning Digital Wristwatch.

  6. Examine the Malfunctioning Digital Wristwatch, then view it for a clue, making note of the S above it.

  7. Flip the lever on the wall by the lamp.

  8. Use the Desk Mirror (in the locked cabinet in the concrete cell) where the lamplight shines.

  9. Collect the Notebook from the cubby that opens up.

  10. Examine the Notebook, making note of the letter on it, then view it and read the pages for a clue.

  11. With the hand, click the keypad under the S and enter the code based on the watch clues.

    • The working digital watch said 12:17.

    • The old battery said + and what you saw were some lines that would turn the original time into a new number.

    • 1847

  12. Click the keypad under the I and enter the code based on the Memo and Notebook.

    • The Memo said 1P+2P-3P+4P.

    • The Notebook said 1P 1212, 2P 4215, 3P 1221, 4P 1389.

    • Making the correct calculations gives you the proper code: 5595.

  13. Now click the N keypad and enter the code from the slit behind the door in the concrete cell.

  14. 2316

  15. Head out the opened door.

Room 19-Memories (2)
(This room costs 5 gold keys.)

Hourglass Room

  1. Open the green box and collect the Hammer.

  2. Now open the drawer on the chest (it'll take two times) and collect the Pencil Case.

  3. Finally, open the pink cabinet and collect the Small Magnet.

  4. Examine the hourglass in the upper left, then use the Hammer on it.

  5. Use the Small Magnet on the filings that drop out to obtain an Iron Magnet.

  6. Disassemble the Iron Magnet to obtain Iron Fillings.

  7. Now use the Iron Fillings on the door to reveal something.

  8. Examine the door and make note of the code.

  9. Enter the code on the keypad.

  10. 2143

  11. Open the door and step through.

Pillar Room

  1. Disassemble the Pencil Case (from the chest drawer in the hourglass room) to obtain a Pencil, Mechanical Pencil and Ballpoint.

  2. Now disassemble the Mechanical Pencil twice to get two Mechanical Pencil Leads.

  3. Open the panels on the back wall.

  4. Use a Mechanical Pencil Lead on each one.

  5. Examine each of the lit pillars and make note of the two grids and a possible relation between them.

  6. Return to the other room.

Hourglass Room

  1. Click the frog on the door below and enter the correct sequence based on the pillars in the pillar room.

    • The numbers on the right pillar tell you where to start looking on the arrow grid on the left pillar.

    • Whichever direction the arrow is pointing for the square corresponding to the number, count the number of similar arrows in sequence.

    • Do this for each of the numbers, numerically, to get the correct order of arrows you must click on the frog.

    • R R L L
      R R R L
      R L L L

  2. Step through the door and watch the ending!

Room 20-The Birth (1)
(This room costs 5 gold keys.)

  1. Open the fridge and collect the Ice Cube.

  2. Collect the Pot, Round Cookie Mold and Measuring Cup off the kitchen counter.

  3. Now collect the Magnifying Glasses in the red cabinet.

  4. Open the drawer below the potted plant and collect the Box Cutter.

  5. With the hand, click the piano and solve the memory puzzle.

  6. Keys numbered 1-8, left-to-right:

    1. 1 4 5 6 5
      4 5 6 4
      5 4 2 1

    2. 1 4 5 6 5
      4 5 6 4
      5 2 3 4

    3. 5 5 5 4
      5 6 4 2
      2 1 6 5

    4. 1 6 5 4 5
      6 2 1 4
      3 4 5 4

  7. Collect the Gas Valve.

  8. Now collect the Matchstick off the coffee table.

  9. Click the couch cushions, then use the Box Cutter on them and collect the Square Cookie Mold.

  10. Place the Matchstick in the ring of sunlight by the piano chair.

  11. Disassemble the Magnifying Glasses to get Convex Lens.

  12. Use the Convex Lens on the Matchstick to obtain a Lit Matchstick.

  13. Now use the Gas Valve on the opening above the oven.

  14. Finally, use the Lit Matchstick on the stove to get it going.

  15. Use the Pot on the lit stove, then use the Ice Cube on the pot to obtain a Small Key.

  16. Now use the Small Key on the safe.

  17. Collect the Triangle Cookie Mold.

  18. Open the drawer below the stove and collect the Unopened Flour Bag.

  19. Combine the Box Cutter and Unopened Flour Bag to get Flour 3/3.

  20. Turn on the faucet and use the Measuring Cup to obtain a Watered Measuring Cup.

  21. Now combine the Flour and Watered Measuring Cup three times to get three Doughs.

  22. Combine each of the Doughs with a Cookie Mold to get Filled Cookie Molds.

  23. Open the oven and place a Cookie Mold in it.

  24. Re-open the oven and collect the Baked Cookie Mold.

  25. Repeat the last two steps for each Mold.

  26. Disassemble each Mold to get three Cookies.

  27. Use all three Cookies on the grooves by the door.

  28. Head out the door.

Room 21-The Birth (2)
(This room costs 5 gold keys.)

Office

  1. Collect the Small Key below the desk and the Box Cutter on top.

  2. Open the chest and collect the Hammer.

  3. Now collect the Small Magnet on the bookcase.

  4. Finally, open the doors of the bookcase and collect the Electric Drill.

  5. Open the door to the left and step through.

Bathroom

  1. Collect the Wooden Stick off the shelf by the sink.

  2. Examine the drain on the tub.

  3. Head back through the doors.

Office

  1. Use the Wooden Stick (from the shelf by the sink in the bathroom) on the opening of the central table.

  2. Open the curtains to let light through and create a shadow arrow.

  3. Now use the Electric Drill (behind the doors on the bookcase) as indicated by the arrow.

  4. Use the Hammer (inside the chest) where you drilled the holes.

  5. Collect the Secret Box, then combine it with the Small Key (below the desk) to obtain a Memo and Preparat.

  6. Examine the Memo and view it for a clue.

  7. Use the Preparat on the microscope and examine it.

  8. Given the hint in the Memo, make note of any patterns you see in the microscope.

  9. With the hand, click the safe and enter the code given by the clues in the microscope.

    • Notice that the cells only have 1-4 dots inside.

    • What could 1-4 represent?

    • They stand for each digit of the code.

    • Count up how many cells have that number of dots to determine the value of that digit.

    • 4658

  10. Use the Box Cutter (on the desk) on the Balloon to collect it.

  11. Re-enter the bathroom.

Bathroom

  1. Combine the Balloon and Small Magnet to create a Magnetic Balloon.

  2. Use the Magnetic Balloon on the tub drain.

  3. Turn on the tub faucet to fill it with water.

  4. Collect the Key Balloon, then disassemble it to obtain a Bookshelf Key.

  5. Head back into the office.

Office

  1. Use the Bookshelf Key (out of the tub drain in the bathroom) on the locked bookcase.

  2. Open the doors and collect the Secret Note.

  3. Examine the Secret Note, then view it to read through it and receive a code.

  4. Enter that code on the keypad.

  5. 3579

  6. Step through the door and watch the ending!

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The Banker's Nephew Author Profile Page June 4, 2012 10:53 PM

All I could think when I saw the beginning of the review was that it was a total 9 Hours 9 Persons 9 Doors knockoff. I mean, deadly game of escape, bomb in chest?
Okay, that's pretty slim evidence. Reading the rest of the review also made it seem pretty different, and I wish I had an Android with which to buy it.

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popelady Author Profile Page June 5, 2012 10:13 AM

Just downloaded this to a HTC wildfire, and unlike most escape games, there are NO ads (whoppee!) and no payment. This is absolutely brilliant for a cheapskate like me. However 30MB is quite a lot, even though it does save to SD card. A must play, even if its sometimes not very instinctive and a few too many popups posibly. Otherwise, a MUST get! Specially if they do really mean limited time and you can only buy it for a bit!! popeladyx

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The Math puzzle is Room 10 is ultra difficult. Has anyone here solved it or know of a system?

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Alex Gaw,

I just finished that part of the walkthrough! (and oh yes, it's a doozy)
I'll get the walkthrough updated as soon as I can.

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Here are the solutions to the Room 10 math puzzles in the meantime:

First Keypad:

  • 7=1+1+1+1+3

  • 12=2+2+2+2+4

  • 9=1+1+1+1+5

  • 20=4+4+4+4+4

  • 16=2+2+2+2+8

Second Keypad:

  • 77=12+12+12+18+23

  • 50=9+9+18+7+7

  • 91=26+23+12+12+18

  • 61=26+23+12

  • 60=27+26+7

Third Keypad:

  • 211=54+84+73

  • 189=73+84+32

  • 250=51+36+36+73+54

  • 174=28+28+32+32+54

  • 111=32+51+28

Fourth Keypad:

  • 362=94+89+52+52+75

  • 315=52+52+94+94+23

  • 270=52+94+75+26+23

  • 146=23+23+26+37+37

Please let me know if you come across any other sums I may have missed :)

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ThemePark Author Profile Page June 5, 2012 4:43 PM

@Kyh, there's a meaning to the madness of the number puzzles in room 5.

Baseball is not a red herring. Baseball has 9 innings and with September being the 9th months and having 9 letters, it all adds up.

As for the candle riddle, it's written incorrectly. It should've read "All but 7 candles are blown out". Normally you'd subtract 7 from 10 and answer 3, which is where the trap is in the riddle.

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Thanks ThemePark!

Baseball makes so much more sense now!
As for the candle riddle, I figured it was a wording issue. The translation on this game is good, but there's just enough awkwardness that I thought maybe that riddle had been written wrong.

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Xelkelvos Author Profile Page June 5, 2012 10:18 PM

Such an addicting game, but the click detection and some of the text parsing is a bit problematic as words get cut randomly as it hits the end of the line. Assumedly, this is a problem with the translation. There's also the problem with some puzzles being more vague or more complex than they should be. The number puzzle in Room 10 is an example of ridiculous complexity while room 7 is a minor example of poor clues (there should be multiple solutions, but there aren't).

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Xelkelvos Author Profile Page June 5, 2012 10:31 PM

Also, I got out from Room 8, but I'm apparently missing a bunch of items from there.

Presumably it has to do with the Syringe and the written memo with Green on it

I'm also missing the fourth Dev card.

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Xelkelvos, I'm right there with you on room 8.

I don't know what to do with the Syringe or Aluminum Cup.

If you (or anyone else) figures it out, please let me know so I can add it to the walkthrough :)

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metacom Author Profile Page June 6, 2012 12:26 AM

Yeah, I figured it out. It's for one of the challenges.

Use the key that is on the doctor to open the medicine cabinet in the lab. There are three bottles in there. Look at all three--they each have a colored label on bottom. Combine the yellow and blue ones to make green, then combine that with the syringe. You can use the syringe now on the doctor, and save his life. I haven't tried yet, but I'm guessing (and will try in a moment) that you can also kill him by mixing the wrong colors.

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Xelkelvos Author Profile Page June 6, 2012 3:09 AM

Thanks metacom
@Kyh

The Aluminum Cup is used with the Acid for a Bad End (I'm still missing two of them myself, #8 and #10) and I'm also missing a puzzle piece (Top Right Corner)

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ThemePark Author Profile Page June 6, 2012 4:01 AM

Actually

you kill yourself when mixing the wrong colours since the doctor turns into a monster of some sorts.

I need help with the lock puzzle in room 8 though.

I saw the X+Y hint, and although the X-ray is very small, it looks like 423 to me. The heart rate monitor is Y, and as far as I can figure out I count the number of curves, which is 2312. Add them together and it's 2735. But I get failed when inputting that.

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Thanks metacom for that info, I'll add it to the walkthrough next time I update.

ThemePark, for level 8

X is actually 1423, so that should help, though Y is randomized, so you'll have to figure it out again.

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metacom Author Profile Page June 7, 2012 2:58 AM

Has anyone figured out how to get the challenge "safety first 1"? It's one of only 3 challenges I still need, but I have no idea how to get it. I'm worried I may have done it but the game somehow didn't recognize it...

(the other 2 being finding all the cursors and equipping a set of cursors...so far I only found 5, 2 from the rose set, 2 from the wizard set, and one from the windows set. These could be anywhere...finding the dev cards was hard enough!)

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ThemePark Author Profile Page June 7, 2012 12:15 PM

I'm having problems with the die puzzle in room 4.

I understand that the order of the sides is random, but the die never changes so it should be possible to help me. I would expect each side to yield a single digit result, but since the white circle is times 2, for the 5 side I get (1+1+1+4)x2=14. Same goes for side 3, so I end up with a 6 digit number. What am I missing?

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metacom Author Profile Page June 7, 2012 3:58 PM

that bit confused me for a while to, but

it's a tad misleading. when it says x2, it means +2.

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joannatam9 Author Profile Page June 7, 2012 6:13 PM

I'm in the second room of room 13, and I'm just wondering whether there is a way to get out without releasing the poison gas on Black? Or atleast getting him out of the tube
before releasing the gas?

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Not as far as I know, joannatam9. Though if anyone comes across a way, I'd love to know so I can update the walkthrough with that info!

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Has anyone found a way to get the first dev card? The level keeps bugging out on me :/

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divinae.comia Author Profile Page June 8, 2012 2:21 AM

FOR ROOMS 13 and beyond! (with 4 unsolved rooms: 13, 15, 17 & 21)

Room 13 (my progress so far)

1. get model knife from bronze statue
2. open drawer, get hammer
3. pick up battery on the glass table
4. open metal safe, get flashlight
5. compound: model knife + hammer = knife edge
6. insert knife edge into blue brick near statue
7. hammer the same blue brick and you'll get the brick
8. insert acquired blue brick into space above blue brick on the left side of wall.
9. solve puzzle 3 times (no worries you can do it!) then get small key
10. get minute hand from bottom right corner of "the scream" painting
11. place the minute hand on the clock
12. obtain jewelry box and unlock it with small key
13. ok weighing time.

    My technique is this: i group the gems with nos. 1-6 to the left and 7-12 to the right. Then, when a side is heavier, i weigh the six gems by dividing them again like this: (left)1,2,3 (right)4,5,6. From there i may nor may not see a difference in weight. but sometimes i do get a correct gem. (my basis is to always choose the heavier gem).

Room 14 Another Truth

1. get half/halved heart near window
2. get hammer on bed
3. get remote controller on glass table
4. examine then view remote controller, take note

    nos. 1,5,8

5. touch tv and enter 3 digit passcode. hint: order doesn't matter. try any 3 digit combination from the 3 numbers noted from remote controller
6. ok, passcode blue door is 1997 (you can even skip immediately to this part once game begins >. 7. pick up shotgun, open all drawers and take bullets and anything! (forgot if that was a puzzle piece or a help item inside the other drawer)
8. compound: bullets + shotgun = loaded shotgun
9. fire the loaded shotgun to the 2 fish tanks near blue door
9.a. you can fire at Seulbi's tank immediately for a different scene
10. get tweezers and pliers
11. use tweezers on the drain to get shining object
12. compound: diamond piece + pliers = diamond cutter
13. solve matching hearts puzzle game on left side of wall
14. the clock puzzle on the right wall is done by (hint: count first time 12:20 - 2:00 has 1 hr 40 mins in between.)
15. use diamond cutter on fish tank where Seulbi is entrapped
16. hammer the crack and you'll save Seulbi plus, you'll get the other half of the heart
17. combine those and use on empty hole near red door and you're free!
18. talk to Black several times to get 3 keys

Room 15 Special Encounter
note: i only have 4 developer cards so no, this room isn't accessible for me yet.
Secret Room 16 Her Story 1

1. get cutting nipper and battery from small showcase
2. get bucket on floor
3. get ballpoint pen and polaroid camera on the desk
4. open old blue cabinet and get screw wrench
5. use cutting nipper on wire attached to concrete water fountain
6. use wire to get polaroid film under the water tank
7. use screw wrench on both pipes at the right wall, get thick and long pipes
8. disassemble long pipe to get water pipes 1 & 2
9. fit the water pipes onto the pipe segments that is supposed to connect the tank to the concrete water fountain
10. now, turn the valve and fill the bucket with water
11. compound: battery + polaroid camera + polaroid film
12. splash the water (in the bucket) at the small hole at right wall
13. take picture on what's inside that hole, obtain developed film
14. examine and view developed film and take note of 4 digits
15. use the digits as passcode to unlock the blue door. escaped!

Secret Room 17 Her Story 2
note: ok, since i haven't solved this yet, i'm just gonna post the 5 memos for anyone who could do the thinking!

images.tabulas.com/45932/l/room17-code.jpg (copy&paste on address bar)

Secret Room 18 Memories (1)

1. open blue metal safe, get digital wristwatch
2. get watch battery and memo on old round table
3. open drawer (old wooden chest)and see if you can get anything
4. get small get near bed
5. solve series of numbers that adds up to 10. select 5 numbers only beside each other

    bottom numbers 31321

6. once red door is unlocked, go to next room
7. open old metal safe and get old key
8. pull drawer from old wooden chest and get analog wristwatch
9. get hammer on old desk
10. use small key on old blue cabinet; get the desk mirror
11. use hammer to break the lock on the red door
12. open the door and you'll see it is walled up
13. use your magnifying glass though onto the walled door. take note of code for N

    2316

14. go back to previous room and turn the lever to switch on the lamp
15. place the desk mirror on the table
16. get the notebook from the opened lock
17. examine and view the notebook. solve the code for I

    1p = 1212
    2p = 4215
    3p = 1221
    4p = 1389

18. now examine and view the memo and solve for 1p + 2p - 3p +4p. This one is easy!
19. disassemble analog writwatch to obtain old watch battery
20. compound: watch battery + digital wristwatch = compounded digital wristwatch with time 12:17
21. disassemble the digital watch again and this time, use the old watch battery on the digital watch have a malfunctioning digital watch! lol!
22. can't make out the time for S? combine the 2 times! hint:

    18:43

Secret Room 19 Memories (2)

1. open every cabinet/boxes/drawers in room and get everything you see (hammer, small magnet, pencil case, etc)
2. disassemble pencil case then mechanical pencil and then disassemble the disassembled mechanical pencil again (2 mechanical pencil leads obtained)
3. hammer the big hour glass
4. use small magnet to attract iron fillings on the floor
5. disassemble iron magnet and sprinkle the iron fillings on north iron gate
6. use magnifying glass on gate. take note of code.
7. input code on gate pin lock
8.go to next room and open the 2 metal box on wall.
9. insert 1 mechanical pencil lead on each metal box
10. take note of arrows and numbers but bah! no need to think of the relationship of the numbers and arrows
11. go back to first room and let's start rotating the frog on south iron gate!
12. with patience, i turned the frogwheel left and right with trial and error. it will say fail anyway if your direction is wrong. so, direction is..

    right, right, left, left, r, r, r, l, r, l, l, l

    Secret Room 20 The Birth (1)

    1.in the kitchen, pick up pot, round cookie mold on tray & measuring cup near blue chair
    2. open refrigerator and get ice cube
    3. get magnifying glasses in red rack/chest
    4. open drawer below plant and get box cutter
    5. get matchstick on table
    6. disassemble magnifying glasses to obtain convex lens
    7. place the match on the middle where there is the ray of sunshine
    8. place the convex lens on the same spot as the matchstick
    9. now, set fire to the stove
    10.put pot on stove then the ice cube to obtain small key
    11. use small key on locked metal safe in the center of the room, get triangle cookie mold
    12. touch the middle cushion. what will you do?! get square cookie mold after =)
    13. touch the piano and repeat the tune (4 times). spoiler below

      first tune: C F G A G F G A F G F D C
      second tune: C F G A G F G A F G D E F
      third tune: G G G F G A F D D C A G
      fourth tune: C A G F G A D C F E F G F

    14. get gas valve from the piano and attach it on the gas house in the kitchen
    15. open drawer under sink and get unopened flour bag
    16. use cutter on flour bag
    17. open faucet and pour some water in the measuring cup
    18. combine flour with watered measuring cup 3 times
    19. now, make a cookie! and make them 1 at a time ;)
    20. disassemble baked cookies with mold and for the final step, insert the shaped cookies into the frame with three grooves! tadaa!

    Secret Room 21 The Birth (2)
    note: I lack 1 more key for this. must be in room 8 or room 13 or 15? (4 more items in rm8 and 5 more in rm13)

    ps. someone pls make a location for puzzle pieces.. missing #15 hehe
    pps. scenes also? 2 more scenes to go ~_~
    ppps. sorry, don't know how to insert spoiler within a spoiler

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metacom Author Profile Page June 8, 2012 2:25 AM

kyh--it bugged out on my on my first return as well, but then I just played through a few other levels (I wasn't sure what level it was in so I was hunting). When I came back, it worked fine. Try clearing a couple other rooms and returning. Maybe try room 0.

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msMackall Author Profile Page June 8, 2012 11:30 AM

I love this game , but I'm stuck in room 11 with the door puzzle , someone plz help . I've tried the spoiler but I still can't get it :(

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For safty first:

at the riddle level throw the stone into the exit before climbing down

9th bad ending:

at level 13, use hammer to hit the left most window twice, and then jump out of it

10th bad ending:

also at level 13, clear the electric fence of the big tank and then shot at it

for most of the dev cards or cursors, use hammer, screwer driver, etc to hit on the cracks in the rooms.

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plese help
ROOM 5 , fan room
i dont know which direction should i turn the clocks hands to ,
i tried to follow the patterned stuff on the floor but the fan didnt move !
can you please explain more or just write the times of the clocks :(

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solved :)

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ray14z3d0 Author Profile Page June 9, 2012 5:30 AM

@divinae.comia: code on her story 2 is 6317 :)

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ray14z3d0 Author Profile Page June 9, 2012 5:31 AM

yay i'm finished all the room :D
thank you everybody :)

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ThemePark Author Profile Page June 9, 2012 8:11 AM

@divinae.comia:

At first I thought the digits for the colour puzzle were the ones inside the 3x3 hollow square, which I'm sure you think as well. But it's actually the last coloured square, the one you'd need to move into the middle to get a full 3x3 square. That coloured square has the number you need.

I can't get on with the game since Room 11 crashes on me constantly, so does Room 0. :( And I'm hoping someone can explain how the frog puzzle works, i.e. how you're supposed to arrive at that solution.

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In room 8 go into lab. On the right side use key on the red little door to open it. take 3 medicines out. combine medicine 2 and 3 and then combine with syringe. Then use it on the doctor. If you mix the wrong medicines he will become a zombie... :)

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ThemePark Author Profile Page June 9, 2012 10:56 AM

Can anyone tell me how to get the Safety First 2 achievement?

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ThemePark, for Safety First 2:

In Room 11, use the Bent Pipe on the lever while the lasers are still active.

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ThemePark Author Profile Page June 9, 2012 4:01 PM

Thanks Kyh, that explains why I haven't gotten it since I can't access that room. So it seems I can't play anymore of the game, unless I find the 4th Developer card and I'm assuming it's hidden in room 11 or later of the regular rooms.

Btw, I found one more sum for the 4th keypad:

250=52+52+26+26+94

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NEED TO FIX THE LADDER

I have a problem with room 9-Judgement:

When I go into Room 2002 on this level, I am not able to use any of the wood to fix the ladder. Where is the wood from? I have the tools, but no wood and the game will not let me use any of the wood in the room or in other rooms!

How did you pass this point

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Yeah, it can get confusing, Mouses Minny.
The wood is

in the lab through the 1992 room. It's on the floor by the desk and has a pretty small hotspot to click to collect it.

I'll add a description of where it's from next time I update the walkthrough.
Hope that helps!

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I can't find the 4th Developer card thus i can't continue to play the game. Can anyone tell me where it is? Thank you very much!!

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cman9428 Author Profile Page June 10, 2012 12:34 PM

The forth dev card is in room 13. Use the pickaxe on the red tile to the left of the lit up tile. It's tricky but keep trying all the red tiles from the center to the lit up red tile. Warning the Dev. Room is resiculously hard.

one of the safe combos needs to be translated from BINARY CODE and it isn't easy getting the code written down either.

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metacom Author Profile Page June 10, 2012 2:26 PM

cman9428--0's and 1's don't always mean binary. Yeah, that room is tough, but it's all logical and doable.

Does anyone have any idea where the top windows cursor is? It's the only thing left in the game I still need, and I've scoured everywhere for it...

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cman9428 Author Profile Page June 10, 2012 4:03 PM

I'm looking for cursors as well. I need both the rose and windows hand cursors and the magnifying glass in the qizard set.

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metacom Author Profile Page June 10, 2012 4:31 PM

I don't remember which cursors were where, unfortunately, but I can list some spots I remember finding them and see if those are the ones your missing. If you happen to find the windows hand, please let me know where it is.

In room 6, you can use your screwdriver on the black and yellow box above the cell. There's something in there.

In the second part of room 7, there is a crack on the wall. Hammer that, and there's something behind it.

...Off the top of my head those are the only 2 I remember, and I'm not sure what was there. There were also several in bonus rooms I know. Just make sure to use your hammer on ever crack, mirror, and window you see, as well as using a screwdriver or boxcutter on pretty much everything just to see what happens.

Lastly, there may be something hidden in room 2 I haven't found yet--the wall above the machine looks suspicious (it's much brighter blue). But I haven't found a way to break it, so it may be nothing.

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ThemePark Author Profile Page June 10, 2012 7:44 PM

I got Preposterous Imagination in Room 10 by accident, so could someone please tell me how I did it? And also how to get Composition Techniques?

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cman9428 Author Profile Page June 10, 2012 8:14 PM

I will double check level 2 and ur second spot aswell. I have been trying to see if I could break the wall in the second part of 13 with black in the tube. In the bottom right by the gas tank thing the wall is cracked like most secret spots are

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metacom Author Profile Page June 10, 2012 8:55 PM

oops, in my last spoiler I meant to say room 7, not 5. [Fixed. -Mod.] Sorry about that. I looked in room 13, and I see the crack you mean, but after trying for a while, I don't think you can break it.

Meanwhile, I noticed the purple thing near the elevator in room 3 and realized I never figured out what that was...but still I see nothing I can do with it.

Themepark--I THINK, but I'm not sure, you get that by random chance when you use an item on a spot it can't be used. Once in a rare while you get a longer message from doing that and I think getting that triggers the challenge.

As for your question...just combine two items in any room besides room 0. If you haven't gotten that one, it's probably a bug.

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cman9428 Author Profile Page June 10, 2012 10:10 PM

Yea Ive came to the conclusion were missing something. In room 7 unless you figured out what to with the short wire. And level 19 in the second room behind the numlock door. What are the puzzles for on the walls? I've been stumped for awhile on that room. I have beaten it through the frog door but that's the only way i know so far.

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Alexinator40 Author Profile Page June 10, 2012 10:30 PM

DEV CARD #1 IS IN ROOM 1 NOT THE TUTORIAL! Its under the covers of the bed in Room 1. Just click the covers and they will slide down revealing Dev card #1 in the bed! :)

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In Room 17 The Code is 6317 i think this will help :D

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fredrickphillips47 Author Profile Page June 11, 2012 11:35 AM

Need help with the heart monitor. I know the curves and beeps, but I'm not geting a four digit number out of it just three.

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In room 7 you must use acid on floor to turn power on then use xray on light behind bed it shows 1423 then listen to to beeps on monitor and add together im pretty sure code to door is 3673 or something along them lines room 9 is force closing when i click on doctor

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How do you collect all the custom cursors? please help :(

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I've put a partial Challenges list in my walkthrough above. Many of the challenges I just don't remember what I did to get them, so if any of you have more info on what I have, please let me know and I'll update it!
Also, once I get all the dev cards, I'll be posting the walkthrough for level 15. Thanks!

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cman9428 Author Profile Page June 11, 2012 2:38 PM

Are you still missing the first? Of the four? If your it is in room 1 not 0 and under the blanket on the bed. Just click on the corner.

[Spelling corrected. Please don't use abbreviations like that on this site. Thank you. :) -Mod.]

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cman9428 Author Profile Page June 11, 2012 2:44 PM

Btw challenges 29 and 30 are as follows
29. ego. At the end of 12 I believe when you are in the room with black, before going out the door punch the picture frame on the table.

30. Hand of minus- after deactivating lasers on the tank in 14 use shotgun on tank.
I have them all I will figure them out ASAP

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Cannot figure out the dice problem! I think its right after i saved or didnt save the prisoners. I got the one on the bookshelf. Any other tips other than black equals whatever white equals whatever etc lol. Thx!

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Jessi Schoenknecht, for the Room 11 Dice Puzzle there really aren't more tips than giving you the relationships, so here's the solution out of the walkthrough:

Pips listed clockwise starting in the upper left corner:

  1. black/white/nothing/nothing+white/white/white/white

  2. black/white/nothing/nothing+nothing/white/nothing/black

  3. black/black/black/nothing+white/white/black/nothing

  4. white/black/black/nothing+nothing/black/black/black

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I finished the game but i missing 1 rose cursors please help me can someone tell me where is the locations of the cursors...

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ThemePark Author Profile Page June 12, 2012 11:43 AM

Kyh: I found out how to get some of the challenges, so here's an update for you.

6: Start Room 0
9: Meeting Jitae in Room 2
10: Finishing Room 6
14: Finishing Room 5
15: Finding the teacher in Room 7
16: Being parted from Seulbi in Room 4
18: Finishing Room 9
19: Saving Seulbi in Room 3
20: Saving the doctor in Room 8

Also I don't think Composition Techniques is about combining items as I have yet to get it. I think it's rewareded upon completing the piano puzzle in one of the rooms, I escaped that room once but didn't notice if I got it then.

Feel free to alter this as you see fit.

Also, I found 4 cursors and here's the locations of them.

Rose Foot:
Pillow in Room 3

Rose Hand:
Pillow in Room 4

Magic Magnifier:
Behind panel in Room 6

Windows Foot:
Behind wall in Room 7

And then I have a question about room 3 and 6.

In room 3 there's a short wire, and in room 6 a skewer. I don't use any of them upon escaping so I imagine they must be used for getting a secret but I've been unable to find anywhere to use them.

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can some please tell me how solve the password in room 5? what is the coin for actually??

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themepark, the word for word description of composition techniques is "compound two or more items". Though I was confusing it for for Item Application 2 when I first answered, which is just compounding items, I still thing you should have gotten composition techniques just by playing. If you didn't, it's probably a bug.

While I can't guarantee it doesn't have other uses, the item in room 3 you mentioned is a red herring.

The short wire can be used to attempt to get the key in the tank, but it will fail.

I dunno about the skewer, and if I recall there's a ballpoint pen in one of the bonus rooms that I never found a use for.

Still searching for the windows hand, still failing to find it...

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ThemePark Author Profile Page June 12, 2012 1:18 PM

I figured out Preposterous Imagination and it's not random.

Whenever you use an object somewhere it's not supposed to be used, you get what I'll call an error message. You need to use the same object on the same place 11 times. You'll get 10 random messages, but the 11th will be special and trigger the challenge.

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Thanks to those of you who've been helping me out with the Challenges, only three more to go!

I've added a walkthrough for Room 15, although I can't figure out how to arrive to the solution for CD1, so I'm asking for your guys' help again.

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metacom Author Profile Page June 12, 2012 3:27 PM

For CD1:

The big thing to notice is how there are many more high numbers than low numbers. Indeed, there's only one 1, but seven 8's! As it happens, there should be exactly as many of each number as that number is. So there should be one 1, two 2s, three 3s, etc. To get at that, the ?s need to be a 3, 5, 6, and 8. As for how to get the order...that I just guessed. It may just be that they are in numerical order from smallest to largest.

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mifey12 Author Profile Page June 13, 2012 2:51 AM

I got my last gold key in Room 4 by breaking glasses and windows. Found out that when you break the mirror with the code a creepy child will come out, another bad ending and a scene. HANDS OF MINUS is not just from room 14, you need to get 10 or more bad endings to get it. I'm wondering if the colored blocks in room 9/child's room makes any sense? Because the clue on the was changed from the one in Room 7. When I tried to follow it nothing happens. Did someone figure it out already or is it really something? Thanks!

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mifey12 Author Profile Page June 13, 2012 6:17 AM

Got 3 new cursors, wind and rose. I'll post it now before I forget :)

Room 10, use the claw hammer on the red tile left wall. There's a steel heart as well on the cracked floor beside the bomb on the left.

Room 11, use the screwdriver to open the floor thing under the table

Room 12, in the red room with mirrors, crack the wall beside the right mirror near the door.

I only have one magic cursor which I got from the 1st secret room. So I guess all the magic cursors are in the secret rooms

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mifey12 Author Profile Page June 13, 2012 6:36 AM

I'm sorry, got the magic magnifier from room 6, posted by Themepark :)

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I've Collected all the cursors my only problem is the three challenges...
1.Prespoterous Imagination
2.Escape Memory Collection
3.Escape Techniques
Escape techniques its a headache to me always crushing...!!!

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metacom Author Profile Page June 13, 2012 1:23 PM

Thanks mifey! I checked those cracks in room 12 so many times, but I guess I never hit the sweet spot.

And with that, I think I'm done with this game!

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can someone help please? i finished all the stages but 14 i dont know if i got everything i needed it tells me in order to play 14 i need to finish preceding stage and satisfy certain requirements.

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Abigail Torres, did you

save Seulbi in Room 3 and play through Room 4?

As far as I know, that should open up Room 14 for you.

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I am having trouble with the challenge hand of minus I deactivate the lasers but when I shoot the large tank I die what am I doing wrong?

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Jessica Lowe:

did you deactivate both sets of lasers? Or perhaps you're supposed to shoot it before deactivating? I haven't actually earned the challenge myself, but I can try it out if you still have troubles.

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zen hamil Author Profile Page June 16, 2012 2:35 AM

Somebody please help me find the second dev. card!! Driving me crazy

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The Second Dev card is in

Room 5, use the screwdriver on the sphinx leg.

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ThemePark Author Profile Page June 23, 2012 12:38 AM

I figured out how you're supposed to arrive at the solution for the frog puzzle in room 19.

First off, you overlay the grid with numbers over the grid with arrows, each number will be on top of an arrow then. Then you follow the numbers in order, and for each number you follow the arrow to the next arrow and so forth until you either arrive at an empty space, or the end of the paper.

So for instance, 1 is on top of a right arrow which you follow to another right arrow and then another one and then you land on an empty space. Then you go on to number 2 and do the same.

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Hello everybody! I really need some help. Room 14 is still locked. I saved the girl in room 3 and played through room 4. I don't know what the Problem could be. Please help mein!! I want to go on with the game. Thankz to all for Holding me. Tanja und

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HER STORY 2

6317 is the code to get black out of the glass chamber

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wellmagic1089 Author Profile Page June 25, 2012 8:58 PM

Can someone explain the password under the microscope in room 21? Thanks!

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wellmagic1089, it's explained in the walkthrough above, but basically:

The number of circles in a cell tells you which position of the code it is for (1-4). The number of cells with that number of circles tells you what the number/value of that position is.

Hope that helps!

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wellmagic1089 Author Profile Page June 28, 2012 12:24 AM

Thank you Kyh!

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ariesssa Author Profile Page June 28, 2012 9:50 AM

I seriously need help with the dev cards... i only found 3 so far.

the first one on the bed room 1
the second one in side the right foot of the sphnx
the other one i am not so sure where. kinda forgot.

i need the 4th card. please help me

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babybooalie Author Profile Page July 1, 2012 12:06 PM

Hey guys I think I'm going insane... I have found the developer cards in room 1, room 5, room 13...

I know the other one is in room 9 and it is supposed to be in a 'closet' the problem is I cant find this silly closet. Can anyone help? =)

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hongson.hn Author Profile Page July 3, 2012 3:57 AM

DEVELOPER ROOM Update

Take power cord at the left wall
Take CD Box inside
Plugin Power cord for Computer
Disassemble CD box
Open CD tray
Put CD-1 in
View monitor you will see an math matrix
Rule:
-Number ranger: 1 to 8
-Each number showup equal to itself
Count the number
No1 show 1 time
No2 show 2 times
No3 show 2 times
No4 show 4 times
No5 show 4 times
No6 show 5 times
No7 show 7 times
No8 show 7 times
Total number: 36
So missing number=3,5,6,8

Check out the right safe with 3568 :))

[Spoiler tags added. -Mod]

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Does the walkthrough have an error about Secret room, Room 18, Tiled Cell, watch puzzle? it says 1847 but I believe it's 1843 unless it's randomized.

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ariesssa Author Profile Page July 7, 2012 11:56 PM

I finally finished the whole game.. OMG it was soo hard.. i hard to rack my brains a lot.. the hardest for me was the level 15....i spent around 3 days in that room..

also, after finishing level 15, you will be rewarded with 3 keys... so i was able to access the last room.

i had sooo much fun.

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rainbowmilf Author Profile Page July 13, 2012 4:52 AM

the hand of minus isnt in level 14... its jus 10 bad endings (different endings) through out the game... how ever im stuck missin one event scene... its the 7 blank any help on what level i may find it?

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Can't get I code on 18 memories

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https://www.google.com/accounts/o8/id?id=AItOawltpdS8vIkt5VGtGOojj3J42STg3ToBTHg Author Profile Page July 16, 2012 6:29 AM

For the 7th event scene go to rm go to the area where you can find the gigantic blocks of building blocks. That is some black mask sitting in the corner where you first entered.Click on it and select equip. There you go.(Dont get freaked out because it is lame to die of a mask)

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https://www.google.com/accounts/o8/id?id=AItOawltpdS8vIkt5VGtGOojj3J42STg3ToBTHg Author Profile Page July 16, 2012 6:31 AM

By the way, does anyone know how to get the code for the safe in room 21?Thanks!

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https://www.google.com/accounts/o8/id?id=AItOawltpdS8vIkt5VGtGOojj3J42STg3ToBTHg Author Profile Page July 16, 2012 7:46 AM

Anyone know how to get the third event scene of death???

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For the safe in Room 21:

the clue comes from the microscope after you use the Preparat on it. Notice how many circles are within each cell and how many cells have the same number of circles?
Solution:

4658

Feel free to check out the walkthrough above if you have any other problems.
Hope that helps!

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https://www.google.com/accounts/o8/id?id=AItOawltpdS8vIkt5VGtGOojj3J42STg3ToBTHg Author Profile Page July 16, 2012 6:38 PM

Finding third event scene driving me crazy!?!?!!?

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https://www.google.com/accounts/o8/id?id=AItOawltpdS8vIkt5VGtGOojj3J42STg3ToBTHg Author Profile Page July 16, 2012 10:33 PM

Can someone please tell me where is the third event scene???

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rainbowmilf Author Profile Page July 16, 2012 11:43 PM

third death scene should be mixing the acid in the aluminum cup =]

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rainbowmilf Author Profile Page July 16, 2012 11:57 PM

what room has the giant building blocks?

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https://www.google.com/accounts/o8/id?id=AItOawltpdS8vIkt5VGtGOojj3J42STg3ToBTHg Author Profile Page July 17, 2012 8:01 AM

In room 20 , is there supposes to be three or two molds? If two, then how do you take the dough out?

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https://www.google.com/accounts/o8/id?id=AItOawltpdS8vIkt5VGtGOojj3J42STg3ToBTHg Author Profile Page July 17, 2012 6:33 PM

Room 7 has the giant building blocks in the second part of the room.

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rima.design Author Profile Page July 29, 2012 12:58 PM

plese help me! I can't figure out ROOM 5 clocks. It's insane.
I don't understand which patterns should I follow to turn the clock hands to,
I tried to follow the patterned stuff on the floor but the fan didn't move!
can you please explain more but the walkthrough explanation isn't enough for me :(((

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hey guys, can you please help me in room 4? I need an explanation of the dice puzzle

thanks so much in advance

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audriejohnston Author Profile Page September 16, 2012 10:18 PM

How do you get down from room 3?

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audriejohnston Author Profile Page September 17, 2012 10:35 PM

OK, I figured out room 3. Now stuck with room 12. I can't figure out the math equations or the red room!!!

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@audriejohnston -

The solution as well as a break down of how to reach it are in our walkthrough - the blue box below the review and above these comments. Just open the "Red Room" spoiler to find your answers.

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Anyone can tell me where to find the 15th piece of the jigsaw puzzle please? Thanks in advance!

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I have big problems with room2! Please help!

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hey guys where to get the rose magnifier and what are the 1st, 9th and 10th death scenes, just missing those, some please help

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Hi i got brutal escape in challenges by

at end of room 12 speak to white then black then black again then exit i also smashed the other mirror in the beginning room ae well

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Companion. And perfect escape challenges

at the end of rooms 13 and 14 spoke to black and white until they have nothing to way at the end before leaving the rooms to obtain the challenges

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for room 5 what is the answer to the riddle?

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wht r the digits for the lock on room 8 ??

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There are two 4 digit codes for room 8, the second of which is randomized. If you check the walkthrough above the comments, you should find the answer you're looking for.

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I have looked through this whole walkthrough and all comments (it was very helpful when I was stuck) but I'm stuck again and very frustrated. I'm missing the 9th memory escape (or the 5th death scene) plus 2 jigsaw pieces both which are Blacks face (sorry I don't know exactly which ones) please help so I can finally say "I've escaped!" lol

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It's very interesting of total 17 memory of escape, 1 intro, 3 ending, 3 choices: Friend (room 3 not open the lift to resecue),Reencounto(room 7) ,selection (room 8 killed the doctor by wrong mix medicine),10 game over scenario: Explosion(room1 open the gate), End of time(each room), mistake(room 8 use wrong cup), electric shock(room 6 not use grove or room 11 pull handle before place mirror), fall(room 5 jump into the hole without rope or room 9 climb the broken ladder), child,freedom(both in room 4 use hammer broke mirror, window & jump down),mask(room 7 touch mask & put on),transformation(room 8 wrong medicine for doctor),parting(room14 shoot girl to open the glass gate).

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Where are all four dev cards I have 2 and 4

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I mean 2&3

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blackout71x Author Profile Page December 6, 2012 6:47 PM

Can anyone plz help with room 5 ?? second room with the clocks..i know am suppose to

make the shapes on the floor

but i can't seem to do it ! plz give me like the clocks numbers..or a photo of how it suppose to look like..plz >

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blackout71x

you may be getting the shapes, but have the wrong hands for each 'line'. The hands always go hour-minute and never hour-hour or minute-minute.

Hopefully that helps.

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Hi completed all the rooms, except for room 4. for example if the mirror says 5213, and i try to add up the 5 face of the die, i always end up with a double digit number. can you explain with this example how i do i get 5?

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Stuck on the weighing of the gems in room 13....
If I think its one gem I'm wrong..
I've done everything to figure it out but it ain't working for me....
Grr...
I got it once after trying so long then I died... Lol
Back to square 1 I went..
Any help on the most fastest and easiest way of doing it???

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If you check the walkthrough above the comments, in the room 13 section, I mention a method that will get you the correct gems in one try. It's complicated, but that's the nature of the puzzle. Hope it helps!

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Hey! Room 9, the game wont let me collect any wood or use the tool box on them. Ive tried all the wood you can possible find. How do I fix the laddle??

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*I meant ladder :-)

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Natalie - You can only collect specific wood for the ladder. It's in

the 1992 Room/Lab below the desk. If I remember correctly, it's near the bottom of the screen.

Feel free to check out the walkthrough above the comments. Otherwise, I'll keep an eye out for anymore questions! Hope that helps :)

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Oh my gosh thank you!! I was going nuts! I tried that one, but knowing that that was THE one I tried harder and finally got it! Happy New Year!!!

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How do you get out of room 3 . I saved the old friend but the key is still in the fish tank and the voodoo doll on the ceiling .i haven't found a use for the magnet yet.

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Clay -
To get the voodoo doll

use the box cutter from the desk to cut it down.

To get the key out of the fish tank

disassemble the voodoo doll, then combine the yarn and magnet to get a tied magnet, which you use on the tank to get the key.

Hope that helps! If you have anymore questions, you can also consult the walkthrough above the comments.

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I looked at my collection & I was missing an item in Room 1. I finally found it

Use the ruler under the bed to get the wrench

use the wrench on the gate to get a death scene

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Hey, I also stuck at room 13 the weighing part. I knew that need select the heavier one but every time it failed. Please help me. Thanks :)

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Hey, I also stuck at room 13 the weighing part. I knew that need select the heavier one but every time it failed. Please help me. Thanks :)

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PuiMun Beh-
Have you checked out the walkthrough above the comments? There's a whole section under the part for Room 13 that takes you step-by-step through solving the puzzle in just one try. Also, the gem you're looking for isn't necessarily heavier, all they say is that it weighs differently, so it could be lighter too.
Hope that helps!

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Ya, I have read the comment about room 13. But I still cannot find out the correct gem.and when i get fail in the second gem, it will return to the first gem. @.@

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Can i know in room 7 secret room how to flip the lever?

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epic.chic1 Author Profile Page January 25, 2013 4:38 AM

Need help with location of the key for room 8 in the lab that is used to open the medicine cabinet....plz help...

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epic.chic1 -
You get that key from

the doctor's pocket in the office.

Hope that helps! If you get stuck again, you can also check out the walkthrough above the comments.

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melaniesp25 Author Profile Page February 20, 2013 1:58 AM

I read the walkthrough and comments, but I cannot understand room 5 clocks. is there a picture? I see the shapes.... dont understand how to recreate them

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Hi, Im really stuck on Room 6 with the connecting wires. I never seem to complete it on time. Is there an easier way? A video of it would help

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kiikiki02 Author Profile Page July 21, 2013 6:52 AM

I missing one jigsaw puzzle piece (for collection) (it contain Black & White picture if i'm not mistake) ;;; did you know where are puzzle pieces take place? (sorry my english-)

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Stuck @ monitor in lab...can't figure out the code it's giving me...i know I need to add with xray but I must be doing the monitor wrong cause all the codes I try are wrong,plz help and maybe give me an example..been stuck for days

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Jessie -
Have you checked out the walkthrough (above the comments in the blue box)? It runs through the steps for figuring out that code in the Room 8 portion of the main walkthrough. Hope that helps!

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I just don't get it..I counted the beeps and the peeks and the Valleys then added that to 1423 and still can't figure it out...don't know if the y on the monitor matters

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Finally got it :-)

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Read through the Walkthrough and the comments - great helps! - but I have a problem. In room 7, right at the beginning, the first thing the Walkthrough days is to disassemble the candy cube to get the blue cube. Problem is, the game won't let me disassemble it. I've backed out and re-entered the level, closed the game and restarted, rebooted my phone, even took the battery out. No luck.

I also can't past the coin in room 0 - force closes as soon as I click "view". Any help? Thanks!

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thtmotorsports -
It sounds like you may have a compatibility issue with your phone :/
You could try contacting the developers.
Sorry you're experiencing these issues!

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which rooms have golden keys? i only need 2 more to unlock the last secret room. I already got the keys in room 4 and some of the other rooms (I don't remember which). Can anyone give me a hand?

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Blondie15 Author Profile Page August 30, 2013 12:21 PM

How do I solve the dice puzzle I'm Room 11?

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Room 8, I know the y code is on the heart monitor but am unable to understand the blips. When it goes up then down and back up. Argh

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I need to find the wizard feet cursor. It is my last cursor.
does anyone know where it is? Maybe at secret rooms?

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There is bug in room 0, and so on getting the challenge "escape techniques" because it's impossible to finish the tutorial level. When exploring the coin, the level breaks down...
I've find a solution, but I have not tested it; To complete level 0 first restart then select system, select Chinese language play. You should now be able to view the coin and complete the level. After this turn English back on.

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There is bug in room 0, and so on getting the challenge "escape techniques" because it's impossible to finish the tutorial level. When exploring the coin, the level breaks down...
I've find a solution, but I have not tested it; To complete level 0 first restart then select system, select Chinese language play. You should now be able to view the coin and complete the level. After this turn English back on.

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It works!!
Just view the coin, insert the padsword (2006), press ok on the info about hands of god etc, and then yoy have Free movements to get some goods on the table, under the left mirror, break Blue Tile on left Wall and exit.

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I've finally found the magic feet cursor. It is in room 17 (her story 2) on a cupboard near the room-device. Very easy to find.

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Room 10 has one more number for keypad 5 I solved it but haven't wrote it down the number is 250

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https://www.google.com/accounts/o8/id?id=AItOawkJAWf0RaIXpUyVg5rOxU0vjdEkmAo-RR4 Author Profile Page May 17, 2014 11:24 AM

Okay so I've been stuck on Room 8 for too long now, and its all because of that code that you get from the green monitor. I know your supposed to combine the x and y axis to get the combination from the beeps and stuff, but no matter what I've tried I can't figure it out and its seriously starting to make me mad. Can anyone help?

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