Mugein
Doors, doors, everywhere, and not a key to be found! Or so it seems in this tricky, sneaky point-and-click puzzle escape. Each room may look the same, but finding out how to open the doors to proceed is easier said than done. Pay attention to your surroundings and your inventory and you just might succeed at this rapid-fire escape game.
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Short and easy, but sweet! Here's a walkthrough:
1. Open the door.
2. Open the drawer on the side table. Take out the key. Use the key on the door. Open the door.
3. Click on the object on the wall to the left on the door. Pick up the remote. Use the remote on the sensor over the door. Open the door.
4. Open the drawer on the side table. Open it some more by clicking on the opening. Take out the key. Use that key on the door. Open the door.
5. Pick up the book from the table. Look at the book more closely. Click on the back of the book. Take out the pencil. Click on the book itself. Flip through all the pages. On the last page of the book, take out the key. Use that key on the door. Open the door.
6. Use your remote control on the small sensor on the screen to the left. Open your book. Flip through the numbers. Look at the Roman numerals on the screen and try to make sense of it. Type the result of your thinking into the boxes below the screen. Then open the door.
All the Roman numerals are the cornerpoints of a figure 8 (as it would show on a digital clock). If you substract some lines from it, other numbers will appear. For example, substract the line between the III and the V and you will get a 9. Using that knowledge, follow the instructions in the middle of your book.
If you really don't get it, the code is 630.
7. Open your book again, this time the first entry. See how the drawings relate to the layout of the room. Follow the orders of the book, then open the real door.
The layout in the book describes either an open or a closed door; it's rather obvious which is which. From the top to the bottom, put the doors in the states the book describes.
Click the doors in the following combination: left, right, right, right, left, right.
8. Open the drawer on the side table. Take out the note. Use your pencil on the note. Take a closer look at your keys. The bits of the keys spell out numbers. Type these numbers into the machine to the left of the door.
If you really can't read them, the numbers are 5, 6, 3.
9. Look at the floor in front of you. Pick up the key that's lying there. Unlock the door with that key. Open the door.
10. Open the drawer on the side table. Take out the note. Use your pencil on the note. Take a closer look at your keys. The bits of the keys spell out letters. Don't forget to turn the keys to the location indicated by the note before you read them. And don't confuse the two triangular keys. Type these letters into the machine to the left of the door.
If you really can't read them, the letters are s, h, e.
Succeed!
I figured out the 3-digit code!
If you look at the LCD sign on the right of the door (you have to turn it on using the remote), you'll notice that the dashes form the number 8. Using the clue in the red book, "subtract" (or erase) the lines in the expressions it provides. For instance, I-III refers to the vertical line going from the I to the III.
I was stuck there for a while. Some hints:
It's not really a math problem
Those aren't really minus signs, though they do indicate something that needs to be removed
Have you turned on the monitor?
Look at the monitor and remove the line between each pair of roman numerals. The remaining lines will make up the respective digit of the code.
Now if I could only get past the room with two doors...
@Themepark: Actually, that was the one of the first things I did when entering the room, but I'm still not getting it.
I've tried looking at it like an analog clock, which doesn't work because there's no #9; like a digital clock display, which doesn't work because I'm only given a point A and point B with no clue as to what direction to go in or turns to make in order to draw the numbers, and the first equation in the book seems to result in half of the number 1. I've looked at it like a cipher (1 = 2, 3 =4, 5 = 6), and that got me nowhere. Now my head is starting to hurt. X_X
Mugein Walkthrough
Getting Started
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This game consists of a series of ten small rooms that you must escape.
-
Everything you'll need to leave the room is contained in the room, either in the surroundings or in your inventory. If you find yourself stuck, examine everything closely, even if you inspected it all before.
-
This walkthrough will provide hints and solutions for each room.
Room 1 - "Nothing but a single blue door"
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You have nothing, can look nowhere besides the door, and can collect nothing. Thankfully, nothing is all you need to leave here. Go on through the door.
Room 2 - "Blue door plus table"
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Now there is a table. Just for kicks, open the drawer and take a peek. Exactly the present what you were hoping for: a key! After using it to unlock* the door, hold onto the key as a souvenir of the lovely moments you had here. Go on through . . .
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(*Highlight the key in your inventory, then click on the door.)
Room 3 - "Tiny black square over the door. . ."
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Spying the table again, perhaps you think this room will be as simple as the last. Such a let down! Nothing in the drawer. Might as well check out that thing on the wall.
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A remote with a big red button? Try aiming* it at the box over the door, and give it a whirl.
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*(Click on the remote only once to highlight it in your inventory while you have a clear view of the door, then click on the door.)
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Hurrah! Finally we can escape this place.
Room 4 - "Another plain room with a blue door and table"
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Here you are, back again for more. Despite the big disappointment with room 3's drawer, have a looksee at this one. Reach a bit further back . . .
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There it is, another key, a piece of cake (so to speak) to exiting. Utilize the triangle key and take your leave.
Room 5 - "Red book on table"
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A stickler for routine, you try out the drawer first but come up with nothing. Stuck in here with no apparent means to depart, now's a good time to do some light reading.
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Blank page. A page with an arrow and rows of lines. Blank page. Another where someone clearly does not understand maths. Blank. Blank. Key? Woo hoo! You know what to do, and with what to do it, so you can take it from here.
Room 6 - "Flat panel TV screen"
-
Since haikus have rare use in these parts, it's time to break out your mad code-breaking skills. Three numbers are needed.
-
How about that flat panel monitor on the wall? A universal remote would come in handy here.
-
The numbers on the screen resemble the ones in the red book, so the red book must contain some sort of clue.
-
If you can solve the "?" for the three roman numeral equations given, you'll have your escape code.
-
Make notice of the arrangement on the monitor: there is a pattern in there . . . shapes, really.
-
The clues point to the shape on the screen: III - V = 9
-
So if you take away that III - V section, the rest of the lines form the shape of a 9. Do the same with the other clue, you get the shape of a 2.
-
Apply the principle in order to solve the other Roman numeral equations:
-
After entering the proper numbers, a happy chime rings as the blue door unlocks and you are now free to leave.
An empty drawer
Slam! Such an ugly eyesore
Look around, there's more.
6
3
0
Room 7 - "Two blue doors"
-
As a bit of a twist, you are presented this time with two beautiful blue doors. Take your pick, they're both unlocked. Getting out, though, is more tricky.
-
The red book came in handy last time; give it another perusal. The first clue you come to is the one you need; what is its cryptic message?
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Start with both doors closed.
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First, open the left.
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Now, open the right so both the left and right are open.
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Next, close the right, leaving only the left open.
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Open the right again, making both doors open.
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Close the left this time, as only the right should be open.
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Finally, close the right, so both are open.
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After performing the required actions, stand by to be awed in wonder as both doors rise up to reveal the true exit. Depart.
The lines of the clue indicate which door to open or close, and in what order to open or close them:
Room 8 - "A small code box, a slip of paper"
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The drawer in this room contains a piece of paper. On the paper is a crudely-drawn large circle and a symbol that looks to be a pencil. Perhaps it's telling you to find a pencil, then.
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Use the pencil on the paper*, and the answer is revealed.
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Input the code, and you are rewarded with that happy chime again. Go to the next room.
If you are the diligent-sort of detective, you have already found the pencil in your inventory. No worries if you haven't, just give the book a closer examination . . .
Tucked into the binding, a secret compartment contains a pencil.
5 6 3.
*Note: you must use the pencil on the paper before the code will work in the box.
Room 9 - "This looks familiar: door, table, nothing else(?)"
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Nothing in the drawer and nothing in your inventory seems to work. Panicked, you start looking around. Nothing still. Feeling dejected, you hang your head, morosely staring at the floor. And there's your answer staring back at you.
Pick up the fourth key and use it to get out of here.
Room 10? - "Opaque white window"
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Let out a sigh of relief as you breeze through an array of open doors. The first nine rooms did not always provide the best accommodations, but . . . room 10? Wherever we are, this place seems to be it.
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Ever affable, the drawer delivers another piece of paper, and this time you're ready to put your pencil into action.
-
Unfortunately, the numbers you garnered from the last clue are useless in a letter code. Manipulate things a bit, though, and you'll have the code.
-
Hint: turn things around a bit; try to not get disorientated. Or, better yet, here's the solution:
-
You'll know you made it when you hear the friendly bell again. This time, passing through the door means you've made your final escape. Now you can reflect on your experiences with a higher perspective.
she
:)
Congratulations!
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Walkthrough Guide
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Mugein Walkthrough
Getting Started
This game consists of a series of ten small rooms that you must escape.
Everything you'll need to leave the room is contained in the room, either in the surroundings or in your inventory. If you find yourself stuck, examine everything closely, even if you inspected it all before.
This walkthrough will provide hints and solutions for each room.
Room 1 - "Nothing but a single blue door"
You have nothing, can look nowhere besides the door, and can collect nothing. Thankfully, nothing is all you need to leave here. Go on through the door.
Room 2 - "Blue door plus table"
Now there is a table. Just for kicks, open the drawer and take a peek. Exactly the present what you were hoping for: a key! After using it to unlock* the door, hold onto the key as a souvenir of the lovely moments you had here. Go on through . . .
(*Highlight the key in your inventory, then click on the door.)
Room 3 - "Tiny black square over the door. . ."
Spying the table again, perhaps you think this room will be as simple as the last. Such a let down! Nothing in the drawer. Might as well check out that thing on the wall.
A remote with a big red button? Try aiming* it at the box over the door, and give it a whirl.
*(Click on the remote only once to highlight it in your inventory while you have a clear view of the door, then click on the door.)
Hurrah! Finally we can escape this place.
Room 4 - "Another plain room with a blue door and table"
Here you are, back again for more. Despite the big disappointment with room 3's drawer, have a looksee at this one. Reach a bit further back . . .
There it is, another key, a piece of cake (so to speak) to exiting. Utilize the triangle key and take your leave.
Room 5 - "Red book on table"
A stickler for routine, you try out the drawer first but come up with nothing. Stuck in here with no apparent means to depart, now's a good time to do some light reading.
Blank page. A page with an arrow and rows of lines. Blank page. Another where someone clearly does not understand maths. Blank. Blank. Key? Woo hoo! You know what to do, and with what to do it, so you can take it from here.
Room 6 - "Flat panel TV screen"
An empty drawer
Slam! Such an ugly eyesore
Look around, there's more.
Since haikus have rare use in these parts, it's time to break out your mad code-breaking skills. Three numbers are needed.
How about that flat panel monitor on the wall? A universal remote would come in handy here.
The numbers on the screen resemble the ones in the red book, so the red book must contain some sort of clue.
If you can solve the "?" for the three roman numeral equations given, you'll have your escape code.
Make notice of the arrangement on the monitor: there is a pattern in there . . . shapes, really.
The clues point to the shape on the screen: III - V = 9
So if you take away that III - V section, the rest of the lines form the shape of a 9. Do the same with the other clue, you get the shape of a 2.
Apply the principle in order to solve the other Roman numeral equations:
6
3
0
After entering the proper numbers, a happy chime rings as the blue door unlocks and you are now free to leave.
Room 7 - "Two blue doors"
As a bit of a twist, you are presented this time with two beautiful blue doors. Take your pick, they're both unlocked. Getting out, though, is more tricky.
The red book came in handy last time; give it another perusal. The first clue you come to is the one you need; what is its cryptic message?
The lines of the clue indicate which door to open or close, and in what order to open or close them:
Start with both doors closed.
First, open the left.
Now, open the right so both the left and right are open.
Next, close the right, leaving only the left open.
Open the right again, making both doors open.
Close the left this time, as only the right should be open.
Finally, close the right, so both are open.
After performing the required actions, stand by to be awed in wonder as both doors rise up to reveal the true exit. Depart.
Room 8 - "A small code box, a slip of paper"
The drawer in this room contains a piece of paper. On the paper is a crudely-drawn large circle and a symbol that looks to be a pencil. Perhaps it's telling you to find a pencil, then.
If you are the diligent-sort of detective, you have already found the pencil in your inventory. No worries if you haven't, just give the book a closer examination . . .
Tucked into the binding, a secret compartment contains a pencil.
Use the pencil on the paper*, and the answer is revealed.
5 6 3.
*Note: you must use the pencil on the paper before the code will work in the box.
Input the code, and you are rewarded with that happy chime again. Go to the next room.
Room 9 - "This looks familiar: door, table, nothing else(?)"
Nothing in the drawer and nothing in your inventory seems to work. Panicked, you start looking around. Nothing still. Feeling dejected, you hang your head, morosely staring at the floor. And there's your answer staring back at you.
Pick up the fourth key and use it to get out of here.
Room 10? - "Opaque white window"
Let out a sigh of relief as you breeze through an array of open doors. The first nine rooms did not always provide the best accommodations, but . . . room 10? Wherever we are, this place seems to be it.
Ever affable, the drawer delivers another piece of paper, and this time you're ready to put your pencil into action.
Unfortunately, the numbers you garnered from the last clue are useless in a letter code. Manipulate things a bit, though, and you'll have the code.
Hint: turn things around a bit; try to not get disorientated. Or, better yet, here's the solution:
she
You'll know you made it when you hear the friendly bell again. This time, passing through the door means you've made your final escape. Now you can reflect on your experiences with a higher perspective.
:)
Congratulations!
Posted by: elle | August 18, 2011 1:21 PM