Teleporter Escape
For some people, it isn't the destination, but the journey that matters. Everyone else just wishes for a teleporter already. Teleporter Escape has something for both of these groups. While many elements are standard to the genre, Cool Escapers has created a tantalizing series of puzzles that link together in unexpected ways, all so you can figure out how to open that one door you can't get through.
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What is where by room number:
1. Starting room and exit door
2. Jars (clues for red levers and colored buttons)
3. Geometric shape clue and blue slider buttons
4. Sudoku puzzle
5. Geometric shape puzzle and locked chest
6. Desk and yellow slider buttons
7. Colored vases
8. Panel w/screws and clock puzzle
9. Colored buttons puzzle
10. Tile puzzle (screenshot of solution below)
11. Film projector
12. Red levers puzzle
13. Hole for star, red slider buttons, coin and maze puzzle
14. Slot machine
15. Grey panel (can’t remember what opened it)
16. Slot machine symbols puzzle and black slider buttons
17. Four square colored numbers puzzle
18. Hole in wall for red ball (get key for locked chest)
19. Crossword puzzle
20. Green slider buttons
21. Four digit puzzle (pieces in chess, cards in pack)
22. Rotating colors/circle/4-digit puzzle
23. Clue for using hammer in room 6
24. Clues for colored sliders and code for exit door
Thanks GMM
I've got my adblocker disabled (like on all of my gaming sites), and get stuck at the spinning 'loading ad' screen. I've also tried with I.E. (which doesn't have a built-in adblocker) and get that Internet Explorer can't display this site. I also get that message with another escape-game site. I really don't want to download a third browser - help?
@Username - Ken-ken is like Sudoku, in that each line or column can have only one of each digit in it. The twist comes in that the outlined areas with the operators (+,-,X,/) in them have to give you the numeric answer on that outlined area. So, for example, a 2-block group marked '8-' would have to contain two digits that differ by 8 (1 and 9 are the only possibilities). A three-block area marked 105x would have to be 3, 5, and 7 (3x5x7 = 105). A bent region can have repeated digits, as long as those digits aren't in the same row/column (an L-shaped 19+ could be 9,1,9 - but only if the 1 was in the corner of the L.)
Hope this helps!
Very cool! This is the first escape game I've played in a while that seems like it has the potential to become a sub-genre in itself. The lazy player in me did wish for an easier way than (GASP!) taking notes (or relying on Indie Gee's helpful list) to keep track of what was in each room. One idea would be to put all of each room's puzzles on one screen, and have a video display on the teleporter that showed the room in miniature when you mouse over its button.
Samantha Allen
I'm not sure what I'm supposed to be looking for.
I got the note out of the bottle in room 2 (don't even remember which note that was anymore), and
I used the visual clue there to get me "shape 2" out of the machine in room 12.
I am noticing
two different numbers in the rooms: a small number in a black circle indicating which room we're in, and a larger number in a colored square, the significance of which I've yet to suss out.
Don't think I've yet found a clue for room 6b.
Walkthrough (am I doing this right?):
Note: If you press the wrong button on the teleporter, move left to reset the teleporter and try again.
Room 1
1) Move left.
2) Pick up the fuse and your first note - Room 2 Pass.
3) Move two times to the right. You are now at the teleporter. This is the place where you access all other rooms.
4) Open the note you just got. It has the passcode to Room 2, with the numbers 3 5 4 2 6 7 9 8, in two different colors, yellow (Y) and red (R).
i) Sequence is important.
ii) The color of the number is important.
iii) See the dials beside the room list? There are 12 red dials in a circle... seems familiar.
The red dials form a clock sequence. So, the one on the very top is 12, followed by 1, 2, and so on to 11 and back to 12.
Click the dials in sequence, following the color of the digits in the note.
Solution: Y3, R5, Y4, Y2, R6, R7, Y9, Y8
Room 2 is now opened.
Room 2
1) Bottles everywhere, and they're of different heights and of different lid colors too!
2) Open the brown lid and retrieve your second note - Room 6 Pass.
3) Take note of the heights and colors of the bottles.
4) There's nothing to do here now, so return to Room 1.
5) The second note has another numerical code like the previous note: 7 5 3 4 8 1 7.
Press the buttons on the teleporter like you did previously.
Solution: Y7, R5, R3, Y4, R8, Y1, R7
Proceed to Room 6.
Room 6
1) Pick up the red ball on top of the shelf. Take note of the huge '1' in blue background above.
2) Pick up your third note - Room 12 Pass.
3) You can also move to the right. There's three knobs that can be moved, but they do nothing for now. Just take note of them.
4) Return to Room 1 with your new note. This time, the note only writes "NOTE 1 - 1". What could it mean?
i) Note 1? That's written on the first note you picked up, containing Room 2 Pass...
ii) The dash in "Note 1 - 1" is not a dash, but instead a minus sign.
Deduct one off each digit you used to access Room 2. If the original was Y4, select Y3 this time. If it was R5 previously, then this time it's R4.
Solution: Y2, R4, Y3, Y1, R5, R6, Y8, Y7
Room 12 is now accessible.
Room 12
1) Seven knobs. There's a number '4' with a green background - take note of it. The shape of this room is quite peculiar, though - it's shaped like a bottle.
2) The knobs have three different levels.
3) A bottle shaped room? Where have we seen bottles before?
i) Go to room 2.
ii) It just so happens that there are seven bottles, and seven knobs. There are three different heights to the bottles. The knobs have three different levels... coincidence?
The height of the bottles represent what level the knob should be at. The shortest bottle means the knob is at the lowest level, the middle height bottle means the knob is in the middle, and the tallest bottle means the knob is at the top.
Follow the sequence of the bottle heights and you're set.
Solution: Middle, Bottom, Top, Bottom, Middle, Middle, Top
Room 7 opens. Take the item that is revealed - Shape 2.
Room 7
1) Three vases, and also a '2' with a pink background. Take note of it.
2) Take your fourth note - Room 9 Pass from the red vase.
3) Nothing left to do here, so return to Room 1.
4) This time, if you try to punch the numbers you received in the note, nothing happens. Why?
5) 13:45, colored red. The red dials on the teleporter are in the shape of a clock. Hmm...
i) 13:45 is the 24-hour format of 1:45pm.
ii) If the red dials represent the numbers on a clock, maybe it has to do with time?
iii) But clicking R1, R4, R5 and Y1, Y5, Y7 doesn't work! Is there something about this clock we're missing?
iv) What if I had hour and minute hands on the clock instead? How would that change things?
Select the red dials where the hour and minute hand of the clock would land, if it were 1:45pm.
Solution: R1, R9, Y1, Y5, Y7
Yes, technically the hour hand would be closer to 2 than 1 if it was 1:45pm, but ignore this fact!
Room 9 opens.
Room 9
1) A room with a colored grid of 7 by 3.
2) Seven? Where did we see seven of something previously that had so many colors?
i) The bottles in Room 2 are a good starting place. Remember the lids? We haven't utilized them yet.
ii) But there's only 7 colors across the bottles, and 21 colors to select from in Room 9!
Once again, follow the sequence of the bottles and the colors each lid had. Select the correct color representative of the one in Room 2 under each column.
Solution: Green, Blue, Brown, Yellow, Black, Pink, Dark Blue
Alternatively: Middle, Bottom, Top, Bottom, Middle, Middle, Top
Hey, that's the exact same height sequence the bottles had! Cool.
Take the hammer from the vault that opens, and proceed to Room 8.
Room 8
1. There's a metal plate that's missing a screw on its lower left. You can move right, and there you'll find a clock stuck at 9pm (or 2100hrs), with a H and M beside it.
2. Nothing happens when you try to click on either the H or M arrows, though.
3. That triangular Shape 2 you got seems to fit well into the slot...
4. Fit it into the minute hand and voila! Now you can move the minute hand. But we're still lacking one triangular shape. Where can we find it?
5. Maybe the hammer we just got could be of use?
i) Proceed to Room 7 and use your hammer on the vases. Take Shape 1 from the broken vase holding it.
ii) Return to Room 8 put Shape 1 into the slot. Now you can move the hour hand!
iii) But exactly what time should you be moving the hour and minute hands to?
iv) 1:45pm, the passcode from Room 9 Pass doesn't work... did we see other times that we have not used yet?
Return to Room 1, where you started off. Above the locked door is your answer: 17:55, or 5:55pm.
Solution: Move the hour hand to 5, and minute hand to 55
Yes, once again, not very accurate of a clock but whatever.
Room 3 now opens.
Room 3
1. Take note of the shapes in this room. Also take note of the '4' with the blue background above.
2. Take the note below the code, which is also your fifth note - Room 11 Pass.
3. Move left and take the screwdriver from the table. Take note of the three blue knobs above.
4. Return to Room 8 and unscrew the remaining three screws on the metal plate. Press the button hidden behind.
5. Access to Room 5 is granted.
Room 5
1. A shape code that prevents you from accessing that button behind the glass panel!
2. Move left and take your sixth note, which has some slot machine image and a few numbers. Take note of the locked chest.
3. Return to the shape code. Do you know how to solve this?
Return to Room 3 and replicate the code in Room 5.
Solution: Square with 1 vertical line, Triangle, Square, Window, Circle
Press the button behind the glass panel. You can now access Room 4!
Room 4
1. The puzzle on the wall looks similar to Sudoku, but it's not. Instead, it's a game called KenKen.
Quick rules about KenKen:
- No repeat of digits along the same row or column (like Sudoku)
- You can repeat digits inside the "cage", highlighted in bold in the puzzle
- You need to achieve the target number specified in each cage, using the mathematical operation given
- E.g. 12X means you need to get a result of 12, by multiplying all the numbers within the cage together
- Sequence of numbers do not matter, i.e. 4,2 or 2,4 are both accepted for 2-.
This is one possible solution. I'm not sure if there are others.
2 1 4 3
1 3 2 4
4 2 3 1
3 4 1 2
Room 10 opens as a result of your puzzle solving.
Room 10
1. An image puzzle! Try clicking the note beside it, and realize you can't reach it. Boo hiss.
2. Click on two tiles to swap their position with each other.
Some tips
- Start from the center and branch out. Which tile stands out the most? That's the center.
- The hearts looking things on some tiles are good ways to determine which tiles go beside them.
Solution thanks to josiasingh:
Click me!
Room 13 unlocks.
Room 13
1. Three red knobs, and a star slot beneath it. Take note of both of these.
2. Move right and you see a pedestal. Click on the pedestal to move it out of the way, and pick up the coin.
3. Now, click on the white part of the pedestal.
4. Your goal is to get the red ball to the green goal without touching the wall. Touch it and you have to restart. This will prove really tricky with such limited space!
Tips
- Enlarge your screen by holding the ctrl key on your keyboard and scroll up with your mouse wheel on the game
- Alternatively, ctrl key and up arrow on your keyboard works as well
- The intention is to enlarge the game so that you have more space to maneuver the red ball without touching the walls
Room 14 unlocks as a result of completing that maze.
Room 14
1. There's nothing except a slot machine. Insert the only coin you have and play away!
2. Well, you didn't win anything. But you unlocked Room 18 at least!
3. Take note of the symbols within each slot.
Room 18
1. Pick up the stick on the ground.
2. There's a slot on top, and a slot below. Hmm...?
Insert the red ball into the top slot. It will roll to the bottom slot and push out a key.
Take the key. Now you can put both of these items to use!
3. Take the key and proceed to Room 5. Open the locked chest on the left and take the wrench.
4. Go to Room 10. Use the stick on the note and retrieve your seventh note - Room 15 = EVENS.
Now that we've had so many notes that we haven't used, it's time to see what we can do with them!
Room 1 revisited
1. Check your note with Room 11 Pass. Now that's quite a giveaway passcode!
2. But wait, R2 R0 R9 Y1 Y7 Y4 doesn't work! Maybe we can't just take the top red dial as '0'?
3. Maybe the way the numbers have been created matter?
Count the number of dots that form each digit. That is the number you should key in instead, following the same color scheme.
Solution: R11, R12, R10, Y5, Y7, Y9
Room 11 is unlocked.
Room 11
1. There's a film playing device here, and a big screen to the right. It's not working though.
2. Insert the fuse you have into the slot below the device. You still need one more fuse.
3. Nothing to do here for now, so return to Room 1 and solve more of your notes!
Room 1 re-revisited
1. Refer to the Room 15 = EVENS note. There's a few room numbers above it. Maybe it has something to do with the next passcode?
2. But that doesn't seem to make sense... maybe we're being too focused on the wrong thing?
The top portion is not meant to solve the puzzle. Instead, focus on just the statement ROOM 15 = EVENS. That is, select all even red dials on the teleporter.
Solution: R2, R4, R6, R8, R10, R12
Room 15 opens.
Room 15
1. Use your wrench on the safe and open it.
2. Ah, a quick-to-finish room! Press the button behind the safe and unlock Room 17.
Room 17
1. Four number panes in the pattern of a window. Clicking each pane makes them go through a variation of colors and numbers.
2. Where have we seen this window pane figure before?
Refer to the note containing Room 15's passcode. The figure above solves this puzzle. Access each of these room and note the background color and number they hold.
Room 7: Pink 2
Room 3: Dark Blue 4
Room 12: Green 4
Room 6: Dark Blue 1
Enter the corresponding colored number to their respective positions as shown in the note and you'll unlock Room 16.
Room 16
1. A five symbol passcode is needed. Move right and there's three black knobs available. Take note of these.
2. Back to the passcode, maybe the slot machine game we played earlier may be of use?
3. We also received a note containing an image of the slot machine along with some numbers...
Refer to the note containing the slot machine image. Check Room 14 and take note of the different images in each slot. Replicate the symbols in Room 16, following the passcode provided in the note.
Solution: Seven, Bell, Lemon, Seven, Bell
Room 19 opens.
Room 19
1. Ah! A crossword puzzle. It says 1 TO 10 below.
2. Fill the crossword with the appropriate number in the appropriate position. No number is repeated.
3. How do you start, though? Tip: Start with the most "unique" number out of the ten. One of them uses a rather rarely used letter. Work from there!
The number I was referring to, was SIX. If you noticed, of the three slots that three-character-numbers can fit into, only one of them can be 'SIX'.
There's no number ending with 'I' nor 'X', so you can start from there!
      T
      W
    F O U R
    I
S E V E N
I   E   I
X       N
      T E N
      H
      R
      E I G H T
  O N E
Room 20 unlocks.
Room 20
1. Pick the star up. Also take note of the three green knobs here.
2. Return to Room 13 and place the star into its slot. Room 21 becomes unlocked.
Room 21
1. Solve the code by solving the clues above it.
2. To solve the clue though, you must solve the missing words!
i) The checkered pattern is representative of a chessboard. How many pieces are there on a chessboard?
ii) A diamond is representative of cards. How many cards are there in a pack?
Solution: 3 2 5 2
Proceed to Room 22.
Room 22
1. Flashing quadrants of four different colors corresponding to their colored slots below.
2. Solve the code below by determining what number each colored flashing quadrant is showing.
Solution: 9 5 8 3
Room 23 is unlocked.
Room 23
1. Pick up your eighth and final note. Doesn't that image look familiar?
2. Proceed to Room 6 and use the hammer on the brick wall where the X indicates in the note. Retrieve the fuse. You know where to use this!
3. Go to Room 11 and place the second fuse in the compartment. Click on the red button between the two fuse to activate the device above.
4. Move right and take note of the code flashing on the screen. Return to Room 1 and key in the code.
Solution: R2, R4, R6, Y1, Y5, Y8
The last room, Room 24 is now available for access!
Room 24
1. This is it! Your escape code lies in this room! However, the numbers are not fixating unless you solve this final puzzle.
2. Where have you seen three colored dots like the ones in the images before?
3. Remember, you came across a few of these already...
Room 3: Blue
Room 6: Yellow
Room 13: Red
Room 16: Black
Room 20: Green
Move the knobs and imitate the pattern they have in Room 24. Once you have all the knobs in all rooms in the right position, return to Room 24, and take note of the code.
Return to Room 1, key in this number, and click on the now unlocked door.
Congratulations! You've escaped and have beaten the game.
I am stuck in the first two rooms.
I have the fuse and the letter 'N' (or this might be the note people have mentioned). I have no idea what to do next.
The only reason I got into room 2 is that I followed Friars advice to set the circular set of buttons 5,6,7 to Green and 2,3,4 and 8 & 9 on the the row of buttons to green as well. How did you figure that out?
Many thanks for the helpful notes/hints/walkthroughs above, but wanted to add one observation.
For room 21
There are periods next to each letter that indicate the number of letters in the missing word. For the top clue, the first word has 6 letters and starts with 'p', the second has 8 letters starting with 'c'
so the missing words are "pieces in checkers", not pieces in chess.
.. but the answer is 32 anyway!
Tip for the avoidance maze:
Enable MouseKeys, if you have a numeric keypad on your keyboard. If you're on a laptop that doesn't have a dedicated 10-key, you MIGHT be able to still use it with that weird built-in keypad replacement that no one ever uses otherwise (you know, where you hit numlock and some of the letters turn into numbers). Anyway, enable MouseKeys, hover your arrow over the red ball, hold down the mouse button, and keep it held down while you use the MouseKeys to navigate the maze.
That's how I did it. A little slower, perhaps, but I managed it on the first try.
I found one of the puzzles to be formulated really poorly
?? p..... in a C.........
its supposed to be 32 pieces in a chessboard, but that is not a phrase that is actually used. You might say on a chessboard, or in chess, or something like that, but "pieces in a chessboard" is a completely bogus phrase to fill in from that information.
There's a little trick that works with a lot of Flash games with annoying mouse-moving puzzles, including the maze puzzle in room 13 of this game. I don't think that there is an easier or faster way to pass the maze.
First, move the cursor over the ball, and hold down the left mouse button as if to drag it normally. Then, while still holding the left mouse button down, right-click to bring up the Flash context menu. Now, making sure to keep your cursor away from the context menu options, let go of the left mouse button. Both mouse buttons should be released at this point, while the context menu is still being displayed on the screen. Finally, move your cursor to a clear space next to the goal area, and then click and hold the left mouse button again. The context menu will disappear, and the ball will jump to your cursor. The cheating message isn't triggered, I suspect because the game only checks that the ball hasn't gone outside the maze boundary.
I have just spent the last 10 minutes trying to get out of room 1. I figured out the red / yellow numbers and the teleporter and the number 2 shows up as green in the --- unlocked section.
BUT
the door is not unlocked. There is a 6 digit number that must be entered. I could find no more notes or what not so if you are stuck trying to get the "door" open ....
Forget the "door" and its 6 digit code, simply click on the green 2 and suddenly you are in room 2.
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Walkthrough Guide
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Walkthrough (am I doing this right?):
Note: If you press the wrong button on the teleporter, move left to reset the teleporter and try again.
Room 1
1) Move left.
2) Pick up the fuse and your first note - Room 2 Pass.
3) Move two times to the right. You are now at the teleporter. This is the place where you access all other rooms.
4) Open the note you just got. It has the passcode to Room 2, with the numbers 3 5 4 2 6 7 9 8, in two different colors, yellow (Y) and red (R).
i) Sequence is important.
ii) The color of the number is important.
iii) See the dials beside the room list? There are 12 red dials in a circle... seems familiar.
The red dials form a clock sequence. So, the one on the very top is 12, followed by 1, 2, and so on to 11 and back to 12.
Click the dials in sequence, following the color of the digits in the note.
Solution: Y3, R5, Y4, Y2, R6, R7, Y9, Y8
Room 2 is now opened.
Room 2
1) Bottles everywhere, and they're of different heights and of different lid colors too!
2) Open the brown lid and retrieve your second note - Room 6 Pass.
3) Take note of the heights and colors of the bottles.
4) There's nothing to do here now, so return to Room 1.
5) The second note has another numerical code like the previous note: 7 5 3 4 8 1 7.
Press the buttons on the teleporter like you did previously.
Solution: Y7, R5, R3, Y4, R8, Y1, R7
Proceed to Room 6.
Room 6
1) Pick up the red ball on top of the shelf. Take note of the huge '1' in blue background above.
2) Pick up your third note - Room 12 Pass.
3) You can also move to the right. There's three knobs that can be moved, but they do nothing for now. Just take note of them.
4) Return to Room 1 with your new note. This time, the note only writes "NOTE 1 - 1". What could it mean?
i) Note 1? That's written on the first note you picked up, containing Room 2 Pass...
ii) The dash in "Note 1 - 1" is not a dash, but instead a minus sign.
Deduct one off each digit you used to access Room 2. If the original was Y4, select Y3 this time. If it was R5 previously, then this time it's R4.
Solution: Y2, R4, Y3, Y1, R5, R6, Y8, Y7
Room 12 is now accessible.
Room 12
1) Seven knobs. There's a number '4' with a green background - take note of it. The shape of this room is quite peculiar, though - it's shaped like a bottle.
2) The knobs have three different levels.
3) A bottle shaped room? Where have we seen bottles before?
i) Go to room 2.
ii) It just so happens that there are seven bottles, and seven knobs. There are three different heights to the bottles. The knobs have three different levels... coincidence?
The height of the bottles represent what level the knob should be at. The shortest bottle means the knob is at the lowest level, the middle height bottle means the knob is in the middle, and the tallest bottle means the knob is at the top.
Follow the sequence of the bottle heights and you're set.
Solution: Middle, Bottom, Top, Bottom, Middle, Middle, Top
Room 7 opens. Take the item that is revealed - Shape 2.
Room 7
1) Three vases, and also a '2' with a pink background. Take note of it.
2) Take your fourth note - Room 9 Pass from the red vase.
3) Nothing left to do here, so return to Room 1.
4) This time, if you try to punch the numbers you received in the note, nothing happens. Why?
5) 13:45, colored red. The red dials on the teleporter are in the shape of a clock. Hmm...
i) 13:45 is the 24-hour format of 1:45pm.
ii) If the red dials represent the numbers on a clock, maybe it has to do with time?
iii) But clicking R1, R4, R5 and Y1, Y5, Y7 doesn't work! Is there something about this clock we're missing?
iv) What if I had hour and minute hands on the clock instead? How would that change things?
Select the red dials where the hour and minute hand of the clock would land, if it were 1:45pm.
Solution: R1, R9, Y1, Y5, Y7
Yes, technically the hour hand would be closer to 2 than 1 if it was 1:45pm, but ignore this fact!
Room 9 opens.
Room 9
1) A room with a colored grid of 7 by 3.
2) Seven? Where did we see seven of something previously that had so many colors?
i) The bottles in Room 2 are a good starting place. Remember the lids? We haven't utilized them yet.
ii) But there's only 7 colors across the bottles, and 21 colors to select from in Room 9!
Once again, follow the sequence of the bottles and the colors each lid had. Select the correct color representative of the one in Room 2 under each column.
Solution: Green, Blue, Brown, Yellow, Black, Pink, Dark Blue
Alternatively: Middle, Bottom, Top, Bottom, Middle, Middle, Top
Hey, that's the exact same height sequence the bottles had! Cool.
Take the hammer from the vault that opens, and proceed to Room 8.
Room 8
1. There's a metal plate that's missing a screw on its lower left. You can move right, and there you'll find a clock stuck at 9pm (or 2100hrs), with a H and M beside it.
2. Nothing happens when you try to click on either the H or M arrows, though.
3. That triangular Shape 2 you got seems to fit well into the slot...
4. Fit it into the minute hand and voila! Now you can move the minute hand. But we're still lacking one triangular shape. Where can we find it?
5. Maybe the hammer we just got could be of use?
i) Proceed to Room 7 and use your hammer on the vases. Take Shape 1 from the broken vase holding it.
ii) Return to Room 8 put Shape 1 into the slot. Now you can move the hour hand!
iii) But exactly what time should you be moving the hour and minute hands to?
iv) 1:45pm, the passcode from Room 9 Pass doesn't work... did we see other times that we have not used yet?
Return to Room 1, where you started off. Above the locked door is your answer: 17:55, or 5:55pm.
Solution: Move the hour hand to 5, and minute hand to 55
Yes, once again, not very accurate of a clock but whatever.
Room 3 now opens.
Room 3
1. Take note of the shapes in this room. Also take note of the '4' with the blue background above.
2. Take the note below the code, which is also your fifth note - Room 11 Pass.
3. Move left and take the screwdriver from the table. Take note of the three blue knobs above.
4. Return to Room 8 and unscrew the remaining three screws on the metal plate. Press the button hidden behind.
5. Access to Room 5 is granted.
Room 5
1. A shape code that prevents you from accessing that button behind the glass panel!
2. Move left and take your sixth note, which has some slot machine image and a few numbers. Take note of the locked chest.
3. Return to the shape code. Do you know how to solve this?
Return to Room 3 and replicate the code in Room 5.
Solution: Square with 1 vertical line, Triangle, Square, Window, Circle
Press the button behind the glass panel. You can now access Room 4!
Room 4
1. The puzzle on the wall looks similar to Sudoku, but it's not. Instead, it's a game called KenKen.
Quick rules about KenKen:
- No repeat of digits along the same row or column (like Sudoku)
- You can repeat digits inside the "cage", highlighted in bold in the puzzle
- You need to achieve the target number specified in each cage, using the mathematical operation given
- E.g. 12X means you need to get a result of 12, by multiplying all the numbers within the cage together
- Sequence of numbers do not matter, i.e. 4,2 or 2,4 are both accepted for 2-.
This is one possible solution. I'm not sure if there are others.
2 1 4 3
1 3 2 4
4 2 3 1
3 4 1 2
Room 10 opens as a result of your puzzle solving.
Room 10
1. An image puzzle! Try clicking the note beside it, and realize you can't reach it. Boo hiss.
2. Click on two tiles to swap their position with each other.
Some tips
- Start from the center and branch out. Which tile stands out the most? That's the center.
- The hearts looking things on some tiles are good ways to determine which tiles go beside them.
Solution thanks to josiasingh:
Click me!
Room 13 unlocks.
Room 13
1. Three red knobs, and a star slot beneath it. Take note of both of these.
2. Move right and you see a pedestal. Click on the pedestal to move it out of the way, and pick up the coin.
3. Now, click on the white part of the pedestal.
4. Your goal is to get the red ball to the green goal without touching the wall. Touch it and you have to restart. This will prove really tricky with such limited space!
Tips
- Enlarge your screen by holding the ctrl key on your keyboard and scroll up with your mouse wheel on the game
- Alternatively, ctrl key and up arrow on your keyboard works as well
- The intention is to enlarge the game so that you have more space to maneuver the red ball without touching the walls
Room 14 unlocks as a result of completing that maze.
Room 14
1. There's nothing except a slot machine. Insert the only coin you have and play away!
2. Well, you didn't win anything. But you unlocked Room 18 at least!
3. Take note of the symbols within each slot.
Room 18
1. Pick up the stick on the ground.
2. There's a slot on top, and a slot below. Hmm...?
Insert the red ball into the top slot. It will roll to the bottom slot and push out a key.
Take the key. Now you can put both of these items to use!
3. Take the key and proceed to Room 5. Open the locked chest on the left and take the wrench.
4. Go to Room 10. Use the stick on the note and retrieve your seventh note - Room 15 = EVENS.
Now that we've had so many notes that we haven't used, it's time to see what we can do with them!
Room 1 revisited
1. Check your note with Room 11 Pass. Now that's quite a giveaway passcode!
2. But wait, R2 R0 R9 Y1 Y7 Y4 doesn't work! Maybe we can't just take the top red dial as '0'?
3. Maybe the way the numbers have been created matter?
Count the number of dots that form each digit. That is the number you should key in instead, following the same color scheme.
Solution: R11, R12, R10, Y5, Y7, Y9
Room 11 is unlocked.
Room 11
1. There's a film playing device here, and a big screen to the right. It's not working though.
2. Insert the fuse you have into the slot below the device. You still need one more fuse.
3. Nothing to do here for now, so return to Room 1 and solve more of your notes!
Room 1 re-revisited
1. Refer to the Room 15 = EVENS note. There's a few room numbers above it. Maybe it has something to do with the next passcode?
2. But that doesn't seem to make sense... maybe we're being too focused on the wrong thing?
The top portion is not meant to solve the puzzle. Instead, focus on just the statement ROOM 15 = EVENS. That is, select all even red dials on the teleporter.
Solution: R2, R4, R6, R8, R10, R12
Room 15 opens.
Room 15
1. Use your wrench on the safe and open it.
2. Ah, a quick-to-finish room! Press the button behind the safe and unlock Room 17.
Room 17
1. Four number panes in the pattern of a window. Clicking each pane makes them go through a variation of colors and numbers.
2. Where have we seen this window pane figure before?
Refer to the note containing Room 15's passcode. The figure above solves this puzzle. Access each of these room and note the background color and number they hold.
Room 7: Pink 2
Room 3: Dark Blue 4
Room 12: Green 4
Room 6: Dark Blue 1
Enter the corresponding colored number to their respective positions as shown in the note and you'll unlock Room 16.
Room 16
1. A five symbol passcode is needed. Move right and there's three black knobs available. Take note of these.
2. Back to the passcode, maybe the slot machine game we played earlier may be of use?
3. We also received a note containing an image of the slot machine along with some numbers...
Refer to the note containing the slot machine image. Check Room 14 and take note of the different images in each slot. Replicate the symbols in Room 16, following the passcode provided in the note.
Solution: Seven, Bell, Lemon, Seven, Bell
Room 19 opens.
Room 19
1. Ah! A crossword puzzle. It says 1 TO 10 below.
2. Fill the crossword with the appropriate number in the appropriate position. No number is repeated.
3. How do you start, though? Tip: Start with the most "unique" number out of the ten. One of them uses a rather rarely used letter. Work from there!
The number I was referring to, was SIX. If you noticed, of the three slots that three-character-numbers can fit into, only one of them can be 'SIX'.
There's no number ending with 'I' nor 'X', so you can start from there!
      T
      W
    F O U R
    I
S E V E N
I   E   I
X       N
      T E N
      H
      R
      E I G H T
  O N E
Room 20 unlocks.
Room 20
1. Pick the star up. Also take note of the three green knobs here.
2. Return to Room 13 and place the star into its slot. Room 21 becomes unlocked.
Room 21
1. Solve the code by solving the clues above it.
2. To solve the clue though, you must solve the missing words!
i) The checkered pattern is representative of a chessboard. How many pieces are there on a chessboard?
ii) A diamond is representative of cards. How many cards are there in a pack?
Solution: 3 2 5 2
Proceed to Room 22.
Room 22
1. Flashing quadrants of four different colors corresponding to their colored slots below.
2. Solve the code below by determining what number each colored flashing quadrant is showing.
Solution: 9 5 8 3
Room 23 is unlocked.
Room 23
1. Pick up your eighth and final note. Doesn't that image look familiar?
2. Proceed to Room 6 and use the hammer on the brick wall where the X indicates in the note. Retrieve the fuse. You know where to use this!
3. Go to Room 11 and place the second fuse in the compartment. Click on the red button between the two fuse to activate the device above.
4. Move right and take note of the code flashing on the screen. Return to Room 1 and key in the code.
Solution: R2, R4, R6, Y1, Y5, Y8
The last room, Room 24 is now available for access!
Room 24
1. This is it! Your escape code lies in this room! However, the numbers are not fixating unless you solve this final puzzle.
2. Where have you seen three colored dots like the ones in the images before?
3. Remember, you came across a few of these already...
Room 3: Blue
Room 6: Yellow
Room 13: Red
Room 16: Black
Room 20: Green
Move the knobs and imitate the pattern they have in Room 24. Once you have all the knobs in all rooms in the right position, return to Room 24, and take note of the code.
Return to Room 1, key in this number, and click on the now unlocked door.
Congratulations! You've escaped and have beaten the game.
Posted by: whackybeanz | February 5, 2014 9:54 AM