Empty Room Escape
You are trapped. In a room. A room that is almost completely empty. The smartest and most logical thing to do would be to use your phone and call someone to get out, but you have no phone. So, armed with nothing but your common sense and puzzle-solving prowess you must unravel the mysteries of the room to escape. Think you have the brains to do it?
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On the other hand, I wonder if I'm missing a clue for...
The tumbler. Are the words/numbers on that half sheet all there is? There is a lot to make sense of there... from guessing that half shown number is a 6, to guessing if... .well, a lot of possibilities here. Quite tricky! I get back from vacation only to have my head messed with.
I'm resisting peeking at Meaghan's walkthrough...
Empty Room Escape Walkthrough
Opening the First Safe
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Click on the chair. Click to look under the chair.
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Pick up the pencil.
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Go left. Click on the hardware box.
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Click on the area behind the hardware box.
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Pick up the torn piece of paper.
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Click on the magnifying glass of the torn piece of paper and use the pencil on it to reveal a hint.
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Go back then move left.
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Click on the top of the door frame. Pick up the stick.
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Go back and go left once more. Look at the mirror with S.O.S. written on it.
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Go right twice. Hover the cursor around on top of the wallpapered wall until the cursor changes to the hand. Click on the wallpaper when this happens.
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Click on the torn piece to pull the length of it off.
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Pick up the morse code paper that has fallen on the floor.
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To open the safe on the right side you need a digit code. Return to the chair and look underneath it at the QR coding.
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Look closely to discern the numbers.
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The top box is 7.
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The middle left box is 2.
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The middle right box is 8.
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The bottom box is 5.
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Return to the safe and enter the digit as the QR code showed it.
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Pick up the magnet and the tumbler.
Opening the Tool Box, Twice!
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Magnify the stick in your inventory. Add the magnet to the stick.
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On the same wall as the safes there is an outlet socket, with three outlets. Click on the far left socket to remove it.
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Use the stick with magnet to receive a key.
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Once you have the key back up until you can see the tool box.
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Zoom in on the lock of the tool box and bring up the morse code paper you have.
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The code is in morse code for S.O.S.
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The first line must be three dots.
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Line two is all dashes.
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The final line is all dots again.
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Pick up the screwdriver.
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Click on the small white square to start another puzzle.
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You must click the boxes in the order that the horse would move. The horse is part of the game chess and is only allowed to move in an L-Shape. Two squares for the long line and one square left or right to make the bottom part of the L.
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Click on the boxes in the way the piece would move until you've covered the whole square.
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Pressing on the middle square will reset the puzzle.
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Pick up the pliers and the second key.
Opening the Second Safe and Getting Another Screwdriver
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Go to the chair once more. Click on the bottom to show the legs. Use the screwdriver on the legs to take them off.
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Return to the wall with the S.O.S. on it. To the left of the mirror is a spot on the wall with four black dots. Zoom in on the dots.
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Place the chair legs on the wall with the four holes.
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Click on the top part of the chair legs.
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Use the pliers to open the grate and press the red button.
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Move back and return to the wall with the safes on it. Inspect the left safe.
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Click on the safe to open it and receive a third key.
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Return to the S.O.S. mirror and click on the bottom left side.
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Use the round key in the lock to open it.
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Pick up the screwdriver.
Opening the Door
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Go to the door and zoom in on the handle. Use the screwdriver to take off the screws.
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Click on the top to reveal four key slots.
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Move back once and look at the ground. To the left of the door is a floorboard, click on it to zoom in.
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Press on the board to move it once then use the screwdriver to lift the board up completely.
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Click on the board to flip it over to have it show -6-16+6.
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Pick up the key.
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Magnify the tumbler from your inventory.
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Spell out the word C-L-O-S-E.
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Look at the torn paper in your inventory to see the other part of the hint.
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+17+6-6-16+6.
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You will move each individual letter on the tumbler the correct amount of times to get the proper letter. For example add 17 to the C. You get the letter T.
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You should spell out T-R-I-C-K.
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Once done the tumbler will open.
End game
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Pick up the fourth key.
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Go to the door and insert all four keys into the lock.
I'm stuck. I have:
A red pencil
A simple key
A key with odd holes/divets
A magnet
A cylinder with letters
I have no clues for the cylinder, and I've found nowhere to use the keys, magnet, or pencil. I even tried using the keys to unscrew the regular screws on the door handle (now that I'm considering it I wouldn't be surprised if the letter cylinder pops out a regular screwdriver), and using all the objects on the loose board.
I have to say that I was not very happy with this one. It had a bunch of pixel hunting
(I would never have found that stick on top of the doorframe, or the keyhole at the side of the mirror, or the paper behind the toolbox, without the walkthrough)
and there was one vital clue which you could lock yourself out of seeing.
Once you pull up the loose board, you can't zoom in on it again -- so if you didn't think to turn the board over, or if you neglected to write down the numbers and then forgot what they were, you were screwed.
Also,
why the $*#% couldn't you pry out the loose board with the Phillips head screwdriver?
I think you're right...
...the mirror edge was too obscure. It would've been better to place that keyhole at the top edge of the mirror rather than the bottom since it did create a pixel hunt by being too close to the back-up arrow at the bottom of the screen. The frame of the mirror could have been rendered to look more like a medicine cabinet, too. The fact that it wiggled, though, as you clicked it was a clue it could open and (supposedly)that would prompt you to search around it for a way to open it.
For the board, while it was quite hard to go back to view it, it wasn't impossible. You just need to click on the same spot on the floor as if the board was still in place. Still, that is a flaw I hope the developer's will fix. The best way would for the board to land in your inventory after you pry it up with the screwdriver.
To answer your question, the flat head SD is narrow enough to into that tight space, I guess.
I felt the rest of the game was very fine because it's not uncommon to have to search those sorts of places in escape games. Possibly, though, it's a matter of personal taste whether it's a good or bad thing, and possibly (more likely), I'm just a weirdo 'cause I actually enjoy searching for clues and areas to examine. To me, it's more realistic, and it makes me feel pretty sleuthy! (I like feeling sleuthy!)
Same as Tenzhi... Had to check the walkthrough because of pixel hunting areas.
The keyhole on the frame being the one at which I got stuck, but I also missed the paper behind the toolbox, which would also have stopped me exiting
Also, I never saw the morse code sheet, luckily I knew the morse for SOS, so never needed it, but maybe someone would have gotten stuck without that clue.
There's a few bugs that should have been ironed out in testing. Namely not being able to return to certain areas once zoomed out, and removing the need for pixel hunting by enlargening the "clickable" areas, or highlighting them somehow.
I am pretty bad at these (though I love them) and usually have to check a walkthrough for something. This time, however, I only needed help with the mirror so I'm baffled at those who are complaining about pixel hunting. The changing cursor seemed to eliminate much of that.
You know what I would like help with? Having my screen name show up instead of this infernal string of characters...
Thanks for the feedback on the game! I liked this one a lot, too. There's two ways I can think of to help you with the screen name issue, and #1 is the more certain solution:
1) Sign up with a JIG account. We don't share your email nor ever send you anything except a one time verification. Then you can log in with the screen name of your choice every time you visit.
2) Check your Google+ settings, checking that you have a screen ID set-up for when you log in to websites using your Google ID.
Okay, there are way too many aspects of this that echo Sagrario's Room Escape. Angles, several objects, hiding places, aspects of the room, clues... if this is a tribute, that room escape needs to be mentioned first. And it's much, much better.
the chess box doesn't accept all valid solutions.
looks like a bug.
i tried this solution:
2|5| |
7| |3|
4|1|6|
sometimes including the first tile other times not including it, sometimes pressing it last and sometimes first. tried pressing the central button in the end or stepping away from the puzzle in the end.
leading to much frustration, in the end i gave up and used the solution shown here.
is there something I'm missing?
what's wrong with my solution?
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Walkthrough Guide
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Empty Room Escape Walkthrough
Opening the First Safe
Click on the chair. Click to look under the chair.
Pick up the pencil.
Go left. Click on the hardware box.
Click on the area behind the hardware box.
Pick up the torn piece of paper.
Click on the magnifying glass of the torn piece of paper and use the pencil on it to reveal a hint.
Go back then move left.
Click on the top of the door frame. Pick up the stick.
Go back and go left once more. Look at the mirror with S.O.S. written on it.
Go right twice. Hover the cursor around on top of the wallpapered wall until the cursor changes to the hand. Click on the wallpaper when this happens.
Click on the torn piece to pull the length of it off.
Pick up the morse code paper that has fallen on the floor.
To open the safe on the right side you need a digit code. Return to the chair and look underneath it at the QR coding.
Look closely to discern the numbers.
The top box is 7.
The middle left box is 2.
The middle right box is 8.
The bottom box is 5.
Return to the safe and enter the digit as the QR code showed it.
Pick up the magnet and the tumbler.
Opening the Tool Box, Twice!
Magnify the stick in your inventory. Add the magnet to the stick.
On the same wall as the safes there is an outlet socket, with three outlets. Click on the far left socket to remove it.
Use the stick with magnet to receive a key.
Once you have the key back up until you can see the tool box.
Zoom in on the lock of the tool box and bring up the morse code paper you have.
The code is in morse code for S.O.S.
The first line must be three dots.
Line two is all dashes.
The final line is all dots again.
Pick up the screwdriver.
Click on the small white square to start another puzzle.
You must click the boxes in the order that the horse would move. The horse is part of the game chess and is only allowed to move in an L-Shape. Two squares for the long line and one square left or right to make the bottom part of the L.
Click on the boxes in the way the piece would move until you've covered the whole square.
Pressing on the middle square will reset the puzzle.
Screenshot
Pick up the pliers and the second key.
Opening the Second Safe and Getting Another Screwdriver
Go to the chair once more. Click on the bottom to show the legs. Use the screwdriver on the legs to take them off.
Return to the wall with the S.O.S. on it. To the left of the mirror is a spot on the wall with four black dots. Zoom in on the dots.
Place the chair legs on the wall with the four holes.
Click on the top part of the chair legs.
Use the pliers to open the grate and press the red button.
Move back and return to the wall with the safes on it. Inspect the left safe.
Click on the safe to open it and receive a third key.
Return to the S.O.S. mirror and click on the bottom left side.
Use the round key in the lock to open it.
Pick up the screwdriver.
Opening the Door
Go to the door and zoom in on the handle. Use the screwdriver to take off the screws.
Click on the top to reveal four key slots.
Move back once and look at the ground. To the left of the door is a floorboard, click on it to zoom in.
Press on the board to move it once then use the screwdriver to lift the board up completely.
Click on the board to flip it over to have it show -6-16+6.
Pick up the key.
Magnify the tumbler from your inventory.
Spell out the word C-L-O-S-E.
Look at the torn paper in your inventory to see the other part of the hint.
+17+6-6-16+6.
You will move each individual letter on the tumbler the correct amount of times to get the proper letter. For example add 17 to the C. You get the letter T.
You should spell out T-R-I-C-K.
Once done the tumbler will open.
End game
Pick up the fourth key.
Go to the door and insert all four keys into the lock.
Posted by: Meaghan | November 7, 2012 12:54 AM