Escape from Kilmainham Gaol
You're in a cell, seemingly with no chance of escape. But wait, what's this? A letter tucked into a chink in the wall. Apparently your captivity is due to one Simeon Meade, a member of the mysterious Talos Organization. He can't help you escape directly, but it is possible to unlock your door from inside the cell...
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There is an option to turn off the music. Little icon in the lower righthand corner.
As far as the puzzles go, I'm rather lost.
I've gotten the the cover off the panel by the door, looked through the peephole, I've found the note, tried placing the fuse in all three spots, and looked at the markings on the bench.
I feel like I've exhausted my possibilities.
Short one. Here's a walkthrough.
General information:
-
Things you can interact with glow gold, including the subtle arrow at the bottom of the screen.
-
If you're zoomed in, use the arrow to back out.
-
If you're not zoomed in, use the arrow to turn around.
-
There are only two main views in your tiny cell.
Walkthrough:
-
Face the back wall and click on the hole near the floor on the left. Read the note - both sides - to discover what your goal in gaol is.
-
Examine the bench.
Find a way to arrange all the numbers 1 - 9 into a tic-tac-toe board. Since the problem is not uniquely solvable,
the smaller numbers appear to the left of the larger numbers to resolve the ambiguity.
-
Turn around and face the door. There's a panel to the side of the door. Zoom in.
Click on the points on the panel door to open it in the following sequence:
middle right, middle bottom, middle right.
-
Enter the solution to the number puzzle here. The solution is:
158/234/679.
Doing this reveals a panel with astronomical symbols on it; I never used them. Click on the panel again to get it out of your way.
-
Move the bits of the lock around
to reveal the dials you'll need to manipulate to unlock your cell.
Click on the side of each piece that lies in the direction you want it to move. Start by
moving the top two metal cylinders all the way to the left, then
push the three wooden parts on the right all the way up. Then
do the same again to the next level of parts. You'll never completely unblock the dials, but you can
access two out of the four on each side.
-
Now we just need the number of our cell. In the door, there's a
peephole. Move your cursor left and right to look around. We can see some numbers, but not enough.
-
There's also a grey panel in the middle of the door. If you zoom in on it, there's
a reversed number
8 in the upper right corner of it.
-
Turn around and face the back of the cell. There's a
fuse box near the ceiling. Open it. You have one fuse that you can move around if you don't mind working in the dark.
But since you can't see what you need anyway, maybe you don't need the lights.
Maybe you need different lighting?
Like the alarm lights.
-
Move the fuse to
the alarm position on the right.
Go to the peephole for a better view. It fuzzes in and out, but you should be able to see
...4-7 on the leftmost door, and 9-C-and part of a 4 on the cell next door.
So now you have an idea what part of the prison you're in.
Part of your cell number is stamped into your cell door.
-
Go back to the panel and enter your cell door number,
9-C-4-8
but backwards, since the dials are meant to be used from the other side.
But you still won't be able to get out.
Since the door needs power too.
-
Turn around.
Move the fuse into the second position to power the door.
Turn around and go back to the lock. Pull the lever that appeared when you entered the correct combination and the lock manipulation puzzle disappeared. Zoom out to the door and click to freedom!
That was easily the most frustrating and least rewarding escape game I've ever played. The puzzles completely lacked in terms of being intuitive. What I found to be the most irritating and useless "feature" was how what you could see out the peep hole would randomly drift in and out of focus. It wasn't clever, it was merely tedious and needlessly frustrating.
For BEAGSLEY and anyone wondering about the bench marking puzzle:
There are 5 separate images on the bench. Each contains 2 numbers so that's a total of 10 numbers. Since there are only 9 spaces for single-digit numbers on a 3X3 grid (excluding 0), one number is duplicated, yes? That number is 6. Think of the 5 images as opaque or see-through. If you overlap them to create the tic-tac-toe grid, fill each space with a different number (except the 6, which is your starting point), then you arrive at the solution. Get it?
Some interesting but probably irrelevant information:
Kilmainham Gaol is in Dublin, Ireland, and is indeed a prison that is no longer in use: http://en.wikipedia.org/wiki/Kilmainham_Gaol
The great-grandfather mentioned in the letter is Thomas J Beale, who supposedly hid a large amount of gold and silver in Virginia in 1820. There are a set of three ciphers which are meant to give the location of the treasure: http://en.wikipedia.org/wiki/Thomas_Jefferson_Beale
Wow, that's a lot of background for this game, but though the number and moving-things-around bits of the game were well-thought-out, the parts with the blinking lights and fuzziness almost hurt my eyes. It wasn't the same as a pixel hunt, but making the player squint doesn't make for a good escape game. The rest of it almost made up for it, though, and I hope to see more of that and less blinkiness in the next installment.
how did everyone figure out the first step:
how to click the screws in the right order to get the panel off to reveal the 9 number panels?
i just couldn't figure it out and had to use the walkthrough
also
i didn't need to use the alarm lights like the walkthrough suggests. i could just see all the parts of the cell numbers without them for some reason
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Walkthrough Guide
(Please allow page to fully load for spoiler tags to be functional.)
Short one. Here's a walkthrough.
General information:
Things you can interact with glow gold, including the subtle arrow at the bottom of the screen.
If you're zoomed in, use the arrow to back out.
If you're not zoomed in, use the arrow to turn around.
There are only two main views in your tiny cell.
Walkthrough:
Face the back wall and click on the hole near the floor on the left. Read the note - both sides - to discover what your goal in gaol is.
Examine the bench.
Find a way to arrange all the numbers 1 - 9 into a tic-tac-toe board. Since the problem is not uniquely solvable,
the smaller numbers appear to the left of the larger numbers to resolve the ambiguity.
Turn around and face the door. There's a panel to the side of the door. Zoom in.
Click on the points on the panel door to open it in the following sequence:
middle right, middle bottom, middle right.
Enter the solution to the number puzzle here. The solution is:
158/234/679.
Doing this reveals a panel with astronomical symbols on it; I never used them. Click on the panel again to get it out of your way.
Move the bits of the lock around
to reveal the dials you'll need to manipulate to unlock your cell.
Click on the side of each piece that lies in the direction you want it to move. Start by
moving the top two metal cylinders all the way to the left, then
push the three wooden parts on the right all the way up. Then
do the same again to the next level of parts. You'll never completely unblock the dials, but you can
access two out of the four on each side.
Now we just need the number of our cell. In the door, there's a
peephole. Move your cursor left and right to look around. We can see some numbers, but not enough.
There's also a grey panel in the middle of the door. If you zoom in on it, there's
a reversed number
8 in the upper right corner of it.
Turn around and face the back of the cell. There's a
fuse box near the ceiling. Open it. You have one fuse that you can move around if you don't mind working in the dark.
But since you can't see what you need anyway, maybe you don't need the lights.
Maybe you need different lighting?
Like the alarm lights.
Move the fuse to
the alarm position on the right.
Go to the peephole for a better view. It fuzzes in and out, but you should be able to see
...4-7 on the leftmost door, and 9-C-and part of a 4 on the cell next door.
So now you have an idea what part of the prison you're in.
Part of your cell number is stamped into your cell door.
Go back to the panel and enter your cell door number,
9-C-4-8
but backwards, since the dials are meant to be used from the other side.
But you still won't be able to get out.
Since the door needs power too.
Turn around.
Move the fuse into the second position to power the door.
Turn around and go back to the lock. Pull the lever that appeared when you entered the correct combination and the lock manipulation puzzle disappeared. Zoom out to the door and click to freedom!
Posted by: Dart | March 11, 2009 5:59 AM