The Doors
You don't know where you are, and you don't know what you're doing there. You just know you have to get out. Such is the scenario that The Doors drops you into when this excellent point-and-click adventure game begins. Truly one of the best of its kind.
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Thanks, Darren. Yes, I had a bit of trouble figuring out the order of the cards as well. It is possible to compare the cards with the doors, since the symbol on each door matches one of the cards. It will help to remember the order of the rooms you visited to solve this puzzle.
FraGG - does the keypad on the safe look like anything else you've ever seen before?
alright, disregard those last posts, I got it. Except for the open box...You said previously that you needed to use the order of the rooms you visited to solve the puzzle...I started the puzzle over and tried to record what doors I took. It turned out a little more complicated than that and I remain stuck. If you could give me a little more info..anyone! I need this!
Jessica - don't worry about the last piece of the letter, concentrate on getting into the 5th room.
Suz - did you check in, under and around everything?
Jason - *spoiler* look at the symbol on one of the doors, then go through the door to see what rooom number that symbol corresponds to. You will have to remember which room is which to get the numbers right. The first room you start in is room 0.
Ben - find all the items from the first two rooms before beginning to worry.
Brett - look at the symbol on one of the doors and note which card it corresponds to. Then go through the door and note which room that card corresponds to. Repeat until you have all cards associated with room NUMBERS. Then put the cards on the open box according to their room number. The first room you started in is room 0.
Jay: judging from the number of comments each one of these types of games generates, I certainly can't argue. But doesn't it seem kind of odd?
If it is the puzzle solving aspect that appeals to people, why is it necessary to make it so hard and sometimes unintuitive to find things?
For instance, there are lots of doors/drawers in this game that don't open, ever. There are papers on the desk that can't be looked at. There doesn't seem to be any way to know what things will or wont have something hidden in them or be important, so we just click on everything gathering puzzle pieces until we encounter a puzzle (like the combination to the safe or the order of the cards), then we get a chance to think a bit. Seems like bad user interface design (poor discoverability, right?), yet people still love it.
Aaron - it does seem odd, especially since many people have such a time with them. Maybe that's part of the appeal? If items were easier to find, the game might not pose much of a challenge.
On the other hand, the popularity of these games suggests a dearth in availability of similar games, and therefore people may be willing to look past any usability issues -- especially because the games are free.
It's a good point you made, and one I intend to consider during work on a similar project for a graduate course this quarter.
AAAUUUGGGHH! HOW DO I GET OUT OF R2???
sorry, but I'm just really stuck here. So far, I have all the cards from r2 and that nice little note thing, but when I try to get to the next area, it just has that text saying "It seems I always come back to this room. There must be a way out..."
can someone help me???
Could someone please e-mail me and tell me what I need to do from here, please? I've spent way too many hours trying to get past this point, but can't seem to. :(
I'm stuck with Rob in the room I can't seem to get out of I have the three R2 items (2 cards and the Med Profile) When viewing the room with the clock at the left side of the screen the time reads 3 O'Clock and when I turn to the view with the clock on the right side of the screen the clock reads 9 O'Clock but I can adjust the time to 10 or 11. What am I missing - I'll take an email or response here please
Thanks,
Rook
REPOST: Could someone PLEASE e-mail me and tell me what I need to do from here? As much as I've enjoyed getting to this point, I've spent way too many hours trying to get PAST this point, but can't seem to. I've probably clicked everything I can possibly click about 200 times each. It's getting very frustrating. :(
http://img66.exs.cx/img66/2639/untitled1js.jpg
Posted by: Rick at March 19, 2005 11:56 AM
Rick - you need to assemble the open box. There are 6 faces to the box, and... oh look! you've got 6 cards. =)
Maybe there is a correlation? Indeed.
Match the cards to the box by the room number each card represents (a little investigative work is required here, as well as remembering the order of the rooms you visted) and you will be rewarded.
Rook - Do you notice anything in the Med profile that you can use in the game? It must have a purpose for being there. (Hint: note highlighted text).
Here's a COMPLETE walkthrough:
Room 0
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First off, the radio is a decoy. It doesn't work no matter what you do. Oh, and you use the little red arrows on the bottom left and right of the screen to look around, and click ahead of you to move forward.
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Okay, FIRST OF ALL, you go forward to the radio, open the bottom drawer, and get a card. Then move back where you started and look to your left. Click on the lower-left corner of the radiator and pick up a small piece there.
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Now turn around and look at the portrait on the wall. Sticking up between the floorboards at the lower right of the screen is the first part of the letter.
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Now, turn around to face the radio. Then turn left, and click on the door on the right of the radiator (if you get mixed up and face the wrong radiator, just remember, the open door is one that is NOT shown on the card you now have.
Room 1
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First, move forward towards the coatrack. Click just to the left of the wrist on the coat to make it raise up and reveal another piece of the letter sticking out of its pocket.
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Then, zoom in on the radiator and get another piece.
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Turn to your left and look at the couch. Turn one to your left again, so that you are looking at the couch diagonally, and click the cushion nearest to you to reveal another card.
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Now, go left again and look at the TV and phone. Click on the phone to zoom in and get another piece.
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Move left again so you can see the lamp, TV and fireplace. Click on the lower left of the fireplace to get the last piece. Watch as they form a box.
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Now, turn back to face the coat rack and the door leading to the next room. You see those two wooden things sticking out from the wall on the left side of the door? Drag the box you just made into it, and the door will open.
Room 2
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Click on the chair legs under the desk, and you'll find another piece of a letter.
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Then, open the bottom drawer of the file cabinet beside the desk, and take out the medical report. Look at it. Note that the time (6:00) is highlighted.
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Turn to your right and look for a purple book on the far end of the second shelf from the top. Take the card from between its pages.
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Now, turn to your right twice, until you see the lamp next to the door. If you go through the door now, you'll wind up in the same room over and over again. Instead, click on the bottom of the lamp and take the card out from beneath it.
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Then turn to your left so the clock is on the right side of the screen. Turn the short hand towards the 6 (making the time 6:00, the time noted on the medical file). The clock's base will open and reveal another box.
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Now, turn back to your right and look at the door. Drag the new box to that indentation beside the door, just like in the last room. Then go through the door into room 3.
Room 3
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The room is upside down. Turn to your left twice, until you see a picture on the floor. Take that picture. Notice that the letters read "S-C-A-P-E."
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Now, go through the door right by where the picture was, and back into Room 0.
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Move towards the portrait, up close to it, and click on it to open it and reveal a keypad. It looks like a telephone keypad, so spell out the word like you would on a phone. The word is SCAPE, so press 72273. The safe will open and you will get the box for room 3.
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Now, go back to room 3. The room is rightside up now, so before using the box, move towards the bed. First, click on the nightstand by the bed and take the 4th piece of the letter from the cupboard in there.
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Then zoom out and click on the pillow on the bed this time to zoom in on the bed. Click the pillow again to make it lift up (you may need to click it a few times before it finally does), and take the card.
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Then, zoom out and turn to your left. Look at the large wardrobe. Click under it to see the square lock for this room. Drag the box into it, then zoom out and click on the doors of the wardrobe to head into room 4.
Room 4
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First, look at the white rack on the right of the screen where you came in. Click on the second shelf from the bottom, on the right side (the shelf that's only half-visible) to get the last card.
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Now, zoom out and turn to your right, twice. You should see an array of stark white cupboards and shelves. Click on the open doors of one cupboard to close it, then click on the shelves between it and the other closed cupboard (right in the middle of the screen). Click on the second shelf from the bottom to zoom in, and then pick up the gray cross shape (the open box).
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Now here's the fun part. You click on the open box in your inventory, and before you click on anything else, you take the cards and drag them onto the numbers of the box (NOTE: This takes practice. If you click on a card without dragging it, the box will go back in your inventory and you'll have to start over. So hold down that mouse button as you drag them!) Now, as for which card goes on which number, you should pay attention to the symbol on the door for each room. Head back to room 0 if you must and take note of which door leads to which room. Then drag that card onto the corresponding room number. And 5 is the door that you can't yet go through in this room. If you can't keep track of it all, here are a list of what card goes where, sorted by the color of the diamond on the card.
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0 = Blue
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1 = Green
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2 = Orange
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3 = Red
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4 = Purple
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5 = Gray
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After that, Turn to your left until you're looking at the door with the circle on it (the symbol on card 5). Drag the box you've just created to the "lock" right beside the door, and go through. Head up the stairs until you arrive at a double doors with the middle part of the note taped on it. Click on the diamond-shaped piece of paper to obtain it, and once it's in your inventory, click on it again to assemble the letter. After you read it, just one more click, anywhere on the screen, and... the end.
The ending of the game is a little disapointing. I'll tell you if you click on the spoiler.
It turns out that the house your in is all fake. It turns out it was in your dreams. How you got into the house is you were driving down the road when you span out of control and crashed and became knocked out. That's when you became stuck in the house(your dream). After you find your way out of the house you wake up in the hospital and you meet a doctor and he tell you that you got into a car accident and went uncocious.And then the game ends.
Hey Regina;
You should also play afro-ninja games too, especially the one with the car please keep sharing this kind of games
Hey thanks for the tips! the hardest part was finding the damn pieces!!!! And figuring out where to click!!! I had to use three helps...in the end i got there though! i thought its a cool game! why'd the people make it??? seems odd to put so much effort into it.... very difficult on the brain...frustration = reward of figuring it out! very good!
that game was really good and it was quite hard
bit of a boring ending but i compleated it !!!
thanks people for helping me
spent bout an hour doing it but got there in the end
hope all other people injoy it
all you need to do for the letter is click on it at the bottom !!
the end is stupid because you spend all that time doing something in your head
oh have any of you played grow island
ace game
Room 0 (J)
*Click the dresser to walk forward
*Open the bottom drawer (click a handle)
*Get F Card
*Turn left and click the left section of the radiator
*Pick up the first piece of cube from the pipe
*Turn left and face the painting
*Click around the mid-right section of the floor where you'll see a small white paper
*When the camera zooms to the floor get the first piece of the letter
*Turn to the right and enter the door with the (t)
Room 1 (t)
*Click Jacket
*Click sleeve until pocket is shown
*Get the second piece of the letter from the pocket
*Click the radiator
*Get a pice of the cube from the bottom left section of the radiator
*Turn to the right and click the fireplace
*Click the bottom left section of the fireplace where you'll see the next piece of cube
*Turn right and click the phone
*Pick up the other cube piece sitting next to the phone (you should now have a box)
*Turn right (angled view of couch) and click the 3rd cushion from the left and pick up e card
*Turn right to face the jacket and radiator again
*Drag the cube into the box holder next to the door
*Click the door to enter Room 2
Room 2 (S)
*Click the bottom drawer of the filing cabinet and get the medical profile
*Click under the desk and get the 3rd piece of letter
*Turn to the right and click the 3rd shelf from the bottom (the files on the left)
*Click the Book to get the J card
*Turn to the right and set the clock hand to 6:00 (The time on the medical sheet)
*Click the lower section of the clock that opened and get another box
*Turn to the right and click the lamp
*Get the O card from under the lamp
*Place the new box into the holder and enter Room 3
Room 3 (F)
*The room is upside down so theres not much to do yet
*Turn in either direction twice and pick up the picture from the floor (or ceiling)
*Click the door next to it to go back to Room O
Room O (J)
*Turn to the left and click the painting
*Click the person in the painting to reveal and codebox
*Enter the code 72273 and get the next box (if u look at the poloriod u found before it says "s-c-a-p-e". 72273 is what you would dial on a touch tone phone to enter "scape")
*Turn to the left and enter the door with the F on it to go back to room 3
Room 3 (F)
*The room is now back to normal
*Click underneath the dresser and place the new box in its holder (the door is now open but don't leave yet.)
*Turn to the right and click the nightstand and get the 4th piece of letter
*Click the bed then click the left side of the pillow and pick up the t card
*Turn around and click dresser. This will bring you to room 4
Room 4 (e)
*Click the second shelf from the bottom on the right and get the S card
*Turn twice to the left and click the open closet door on the right to close it
*Click the second shelf from the bottom and pick of the open box (looks like a cross)
*Now click the cross and drag the cards into each spot in this order:
0 - J (blue)
1 - t (green)
2 - S (orange)
3 - F (red)
4 - e (purple)
5 - O (grey)
The cross should look like this:
..J..
t.S.F
..e..
..O..
*The box will close and form a new box for you to put into the next hold to access room 5
Room 5 (O)
*Click the stairs
*Click the top of the stairs
*Click the door
*Click the note on the door
*Click the last piece of the letter in your inventory to put it together and read it
*When you are done reading, click the letter and enjoy the ending
Explanation of the cards:
The order of the cards matches up with the order of the symbols on the doors you went through.
Here's the sequence for the cards in the open box:
0 - blue (foyer)
1 - green (living room)
2 - orange (office)
3 - red (bedroom)
4 - purple (kitchen)
5 - the unknown door
[Edit: Spoiler tags added. -Pam]
I stumbled across this game whilst, er, working hard and instantly became addicted!! To all those stuck on the last box KEEP going, this part took me the longest but once you get it you feel elated! I didn't like the ending but it wasn't awful - the concept was clever though!
HINT:- The last box: if you put the blue card on zero and the grey card on 5 you will find it easier to place the other pieces!
I'm off to try the Crimson/Violet room games now as recommended.
Good luck!!
:D
PS This site is immense! Helped a lot! Ta very much!
mdsmdksmdks -
There's what looks like a little curio shelf just to the left of the door (next to the coat stand). Put the box in there. Here's a screenshot.
Jacob -
If you post a question about a specific problem in the game we will be glad to help you with it. In the meantime, have you checked out the walkthrough?
Have you tried looking at the Walkthrough?
Okay so I don't know about anybody else, but I could NOT for the LIFE OF ME figure out how I was supposed to make the hands on the clock move. I could only move them like, four spaces either way, and that was it! Did anybody else encounter this? I had to stop playing the game because I was getting ready to smash my mouse apart from frustration!
People!!! I'll tell you one thing I know. The order of the arrangement of the card on the box is the order of the doors you went through. The catch is that there is no door on room 0, therefore put all the cards in the order of the doors you went through, the last card left you put on 0.
Can anyone tell my why the code is 7273? What is the pattern in this? Scape doesn't work with 72273?
Was pointless, unintuitive pixel-hunting tolerable back in 2005?
[Flash games in general were in their infancy back in 2005, a far cry from the multi-million dollar industry they are today. So, yes, there was a lot more patience afforded to them considering online game experiences were few and far between. That being said, this game is surely not as bad as you make it out to be. I remember it being one of the better games at the time. -Jay]
Am I the only person bothered by spelling errors? After all the time and effort spent refining gameplay and polishing the sounds and visuals that contribute to a game's atmosphere, is it really so much trouble to find someone to proofread the text in the game? I cannot be the only one who finds it disheartening to complete a game only to find basic spelling errors on the "congratulations, you finished" page at the end.
I enjoyed this game very much. I played it 8 yrs ago when it first came out, and completely forgot about it until I found it again today! It was just as fun the 2nd time around as I completely forgot all of the solutions of course.
SOMETHING FOR ALL MSO PLAYERS TO PONDER: How is it that someone who is intelligent enough to program a GREAT game is NEVER capable of composing a single sentence in English, grammatically correct, with perfect spelling? Why? It is almost a GIVEN that very cool MSO games will have poor English throughout them(The Submachine series is another very good example). Yes, Submachine is from Poland, BUT! Even the American games have poor English. WTF?
Sylocat, Tks for the late entry. I would have missed this escape if you had not made this entry. Played through but needed help getting the cards in right order and the letter. I tried everything to get that letter to come together. Thought I would have to use a specific room - the desk?- but no. Accident solved it.
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Walkthrough Guide
(Please allow page to fully load for spoiler tags to be functional.)
Here's a COMPLETE walkthrough:
Room 0
First off, the radio is a decoy. It doesn't work no matter what you do. Oh, and you use the little red arrows on the bottom left and right of the screen to look around, and click ahead of you to move forward.
Okay, FIRST OF ALL, you go forward to the radio, open the bottom drawer, and get a card. Then move back where you started and look to your left. Click on the lower-left corner of the radiator and pick up a small piece there.
Now turn around and look at the portrait on the wall. Sticking up between the floorboards at the lower right of the screen is the first part of the letter.
Now, turn around to face the radio. Then turn left, and click on the door on the right of the radiator (if you get mixed up and face the wrong radiator, just remember, the open door is one that is NOT shown on the card you now have.
Room 1
First, move forward towards the coatrack. Click just to the left of the wrist on the coat to make it raise up and reveal another piece of the letter sticking out of its pocket.
Then, zoom in on the radiator and get another piece.
Turn to your left and look at the couch. Turn one to your left again, so that you are looking at the couch diagonally, and click the cushion nearest to you to reveal another card.
Now, go left again and look at the TV and phone. Click on the phone to zoom in and get another piece.
Move left again so you can see the lamp, TV and fireplace. Click on the lower left of the fireplace to get the last piece. Watch as they form a box.
Now, turn back to face the coat rack and the door leading to the next room. You see those two wooden things sticking out from the wall on the left side of the door? Drag the box you just made into it, and the door will open.
Room 2
Click on the chair legs under the desk, and you'll find another piece of a letter.
Then, open the bottom drawer of the file cabinet beside the desk, and take out the medical report. Look at it. Note that the time (6:00) is highlighted.
Turn to your right and look for a purple book on the far end of the second shelf from the top. Take the card from between its pages.
Now, turn to your right twice, until you see the lamp next to the door. If you go through the door now, you'll wind up in the same room over and over again. Instead, click on the bottom of the lamp and take the card out from beneath it.
Then turn to your left so the clock is on the right side of the screen. Turn the short hand towards the 6 (making the time 6:00, the time noted on the medical file). The clock's base will open and reveal another box.
Now, turn back to your right and look at the door. Drag the new box to that indentation beside the door, just like in the last room. Then go through the door into room 3.
Room 3
The room is upside down. Turn to your left twice, until you see a picture on the floor. Take that picture. Notice that the letters read "S-C-A-P-E."
Now, go through the door right by where the picture was, and back into Room 0.
Move towards the portrait, up close to it, and click on it to open it and reveal a keypad. It looks like a telephone keypad, so spell out the word like you would on a phone. The word is SCAPE, so press 72273. The safe will open and you will get the box for room 3.
Now, go back to room 3. The room is rightside up now, so before using the box, move towards the bed. First, click on the nightstand by the bed and take the 4th piece of the letter from the cupboard in there.
Then zoom out and click on the pillow on the bed this time to zoom in on the bed. Click the pillow again to make it lift up (you may need to click it a few times before it finally does), and take the card.
Then, zoom out and turn to your left. Look at the large wardrobe. Click under it to see the square lock for this room. Drag the box into it, then zoom out and click on the doors of the wardrobe to head into room 4.
Room 4
First, look at the white rack on the right of the screen where you came in. Click on the second shelf from the bottom, on the right side (the shelf that's only half-visible) to get the last card.
Now, zoom out and turn to your right, twice. You should see an array of stark white cupboards and shelves. Click on the open doors of one cupboard to close it, then click on the shelves between it and the other closed cupboard (right in the middle of the screen). Click on the second shelf from the bottom to zoom in, and then pick up the gray cross shape (the open box).
Now here's the fun part. You click on the open box in your inventory, and before you click on anything else, you take the cards and drag them onto the numbers of the box (NOTE: This takes practice. If you click on a card without dragging it, the box will go back in your inventory and you'll have to start over. So hold down that mouse button as you drag them!) Now, as for which card goes on which number, you should pay attention to the symbol on the door for each room. Head back to room 0 if you must and take note of which door leads to which room. Then drag that card onto the corresponding room number. And 5 is the door that you can't yet go through in this room. If you can't keep track of it all, here are a list of what card goes where, sorted by the color of the diamond on the card.
0 = Blue
1 = Green
2 = Orange
3 = Red
4 = Purple
5 = Gray
After that, Turn to your left until you're looking at the door with the circle on it (the symbol on card 5). Drag the box you've just created to the "lock" right beside the door, and go through. Head up the stairs until you arrive at a double doors with the middle part of the note taped on it. Click on the diamond-shaped piece of paper to obtain it, and once it's in your inventory, click on it again to assemble the letter. After you read it, just one more click, anywhere on the screen, and... the end.
Posted by: Sylocat | May 28, 2007 9:59 PM