nvm i figured it out


lvl 22
what do you do after you get the first word on the wall, i can't figure it out


interesting, i somehow lit up a letter. no idea how though


i figured out how i lit it, but i hate s's now, it the only one i can't do


I cannot get the "s" to light up in lvl 22! I think its broken and i think i am getting carpal tunnel from the repeatitive motion. grrrrr. what am i doing wrong? i got everything else to light up....


yeah i know, im having severe issues with it too.


i finally got it figured out. I don't know what technique you are using but:

i was trying to actually trace each letter on the wall. but its a lot easier to just make the shapes on the suns face. it went a lot quicker once i figured this out.


You also might want to try making it fatter rather than taller.

VirtuallyInNeed March 23, 2007 6:05 AM

can somone PLEASE give us spoilers like the exact time you have to put it at for number 8 or even the password for number 9? we've been at it for hours, its 4:04 in the morning and we're exhusted and cranky we cant sleep without this >=( lol please we're beggin you :(


Thank you so much stella that helped a lot.



I don't remember the actual times but

if you look next to the door there are shapes there, just guess and check the times to make those shapes on the "clock".



If you have a really close look at the clock you will notice that there are three large symbols overlapping each other that match the three small symbols to the left of the door. Using the arrow keys on your keyboard change the time until the green lights line up with the lines of any particular symbol. When it is lined up the corresponding small symbol next to the door will also light up. When that happens go immediately onto the next symbol until all three are lit up next to the door. There ya go :o)


hey janjan,
im hitting a dead end on 24

Ive gotten the letters next to the first locker and gotten the confuse and here notes

what am i not seeing


One of your notes says

password is in DANGER right? So, if you've done other riddle games like notpron you'll know what to do next.


yeah, ive played that, but where in it?

the address that is



After yoyo.pl/


hey, i need help on level 14... I know what the tool is and what I'm supposed to do with it, i just can't find out what the password is!!!


thank you


ok.... not working


What happens when you put that in?


i go to some weird page that looks like an address error page


Your URL should look like this

and your screen should now say something about a Nice Job.


ok thanks




i cant seem to find the key word in 25 ive got 2 hs



Have you followed the co-ordinates given to you in the 2nd note from the hs?


they dont make much sense to me, i figure r is right and so on, but then the directions get weird


oh, and which letter do i start on


There's a letter on your screen that is different to all the rest

its got an aura thingie around it.


i see no such letter am i missing something?



i did pick a random letter and got gate keeper lol


Good. You picked the right letter, however randomly. If you look at it closer, and from different angles, you might see what I meant.


i think i see something but not sure


Yep, that's about it - just a hint of something. You've already got the word that you were looking for so it doesn't really matter now, anyhow. :o)


lol, pretty hard to decode something when your missing letters in your cipher text


i can help what is it?


lol, that's what i get for not paying attention, i read a post on page 4 thinking it was on page 7. maybe i should go to sleep

VirtuallyInNeed March 24, 2007 1:33 AM

we really need help on 13 plz we're so clueless......... just some hints we got the white to go away now we see letters but what do we do *confused*


LOL. Is it the wee hours of the morning where you are?

VirtuallyInNeed March 24, 2007 2:46 AM

Grr somone give me the password for 13 we can't figure out, we're like tracing and everything but its not working >=(


How far have you got with 13?


it was about 2 in the morning at the time, lol


lvl 27..................?


Yep, level 27. Um, what was the question again? ;o)


where in the world am i supposed to go, obviously something to do with the note on the wall. but that doesnt tell me much


Have you done anything with the coloured circles?


? my post disapeared.
oh to repeat my self.
done what..........


The coloured circles give you the first word for the HSS.

Think colour and number of holes in each circle.


ive gotten practically everthing from this level

that being state, city and which side of the river

but i cant find the person.


I had a look through heaps of different maps and never did figure it out for myself, however, it is

Birney Park


for level 27

if you go to mapquest and find a map for bay city, the park you are looking for shows up right away. i had to look through many maps before i found that one.


Thanks hun. Mystery solved :o)


28's first note is not making sense to me.


what does that note say? i forgot what order the notes are in...


sry ive been doing funny farm lately,
um... it says

43qw9h 8w 8jj945qok qoo 3ow3 j945qo e= d and a = z



Study your qwerty keyboard. What is the relationship between E and D? and A and Z?


ok what about the numbers then? they're letters i guess?




ok, i got the message but what do i type for the hs, cause ive tried just about everything


Have you tried googling it?


i forget about that method, lol


trig lol, havent done that in a while lately its been calc


thats about the strangest password ive ever seen...

VirtuallyInNeed March 29, 2007 8:24 PM

Okay, level 15 is like, the hardest thing out there! iv already been through like 5 hint sites and forums...and all the hints dont help me! i got the three papers and iv converted the word


but now i have no clue what to do! like what do i do with the stupid code?! >=( garr please help!



Your next step is to convert the word binary into binary.

VirtuallyInNeed March 29, 2007 10:26 PM

i did that:( but what do i do WITH the b______ code? :(
lol im so stumped its horrible...lol usually i know what to do at least a littl but here i have NO idea:P


Here's what you do.

In one of the notes it says something about ones and zeros, which is what you've got. OK. Take the series of 1's and 0's (there are 8 of course) from the letter B that you've converted into binary and match it up with the first row of letters i.e. B I G S H A M E.. Out of the "crucial" part of bigshame, if you ignore the zeros like the note says, the "1" matches up with the "M", on the second line you end up with "You" and "L". Those are the first three letters of the password. Go to it.

Hope that helps.

VirtuallyInNeed March 30, 2007 3:27 PM

Ohman thanks, iv still been trying lmao and i come up with somthing like


and concidering it doesnt make SENCE i doubt thats it:P lol i know i might look like a hugeee idiot:P but grr its bugging me:P

VirtuallyInNeed March 30, 2007 3:35 PM

OMG nevermind got it thanks LOADDSSS JanJan!


Can someone help me with level one, I really don't understand how to get the code but if I knew how to get the first one I could problity get the rest



Shift the picture.

bermudan April 6, 2007 7:10 PM

totally lost, i'm on room one.


Did you read my previous comment? :o)

Justin Adams April 11, 2007 3:18 PM

I am stuck on level seven on the sguiggle maze... I cannot figure out the d*** maze!


Justin Adams
Is that the room where you have to solve three puzzles? If it is

imagine you were a kid in a lift or elevator. What would you do with all the buttons?

Justin Adams April 19, 2007 4:47 PM

I am now stuck on R11 with the weights.. any help jan.jan?


Justin Adams

According to the note, you have to balance the scales using all of the blocks.
In the first one from the left put a 1 x white block with 3 x grey blobs, 1 x diagonal one, and, 2 x one blobs.
The second one put 1 x 1/3rd blue, 1 x four blob, 3 x two small blobs, 1 x two large blobs, and, 1 x one blob.
The third one remains empty.
The fourth one only has 1 x 1/3rd blue.
The fifth one has 2 x 2/3rds blue, 1 x 1/3rd blue, 1 x diagonal.
The sixth one has the 2 x all blues.


thanks jan.jan!


i'm stuck on lvl 7 with the safe i got the other two but that one


now i'm stuck on 8 i got

hand and arrows for the riddles..but thats it

now i'm stuck


Here's a bit of a walkthrough for you.

The first note tells you that the 24 hr clock to the left is displaying your computer's time.
There is a picture of a hand, so, hss "hand".
This note tells you to use the arrows on your keyboard.
The idea is to use your arrows to change the time on the clock so that when a line intersects where the clock is lit up, the line will light up. When each line lights up, a corresponding smaller image will light up next to the door.
Use your arrows to change the clock to these times :- 1100, 1829. and 1931 (give or take a minute). All three smaller images have to be lit up at the same time before the door will open.
The quick pass for this room DELAY will light up above the smaller images that are now lit up next to the door.



but... the big white room in r. 13 is mocking me what do i do i typed white, blank, you know things that are empty with no meaning...but nothing happens

jan.jan another little tip or mini walkthrough would be nice



You have to "unveil" it.


okay now i have is two notes about cracks and tracks
now what
i hate this lvl so much


The Roomz Complete Walkthrough

Room 1

  • To read a note click on it. In this, the first room of many, the 3 notes on the wall give some helpful tips.

  • Also, you can click on the magnifying glass at the bottom of your screen to pick it up. You can then get a closer look at all sorts of things. You can increase/decrease magnification by adjusting the slidey thing next to it. To release the magnifying glass, just click on it again.

  • The aim in each room is the find your way out, usually by coming up with a password (a.k.a. quick pass) that you enter into the locker (keypad). If the word is correct, the door will open and you will advance to the next room.

  • It is a REALLY good idea to record the password for each room. You will need to refer to them in subsequent rooms.

  • OK. Lets go. After you have a look around, click and drag the picture onto the other picture hook.

  • Use your magnifying glass to take a closer look at what is written on the bit of wall that the picture was concealing.

  • You will find numbers 5, 19, 3, 1 (no, its not a 7) 16, 5. Convert these into letters of the alphabet (get used to doing this - you will do this in several other rooms) i.e. 5 = E, 19 = S, etc. You will end up with the word...


  • That goes into the locker as your quick pass. Click on the open doorway. You're outta there.

Room 2

  • Each room has notes. Reading these first is usually a good idea.

  • A note in this room tells you about the HS system at the bottom left of your screen. When you enter a word into the hss (HS system) and click on "go" something happens. Often another note will appear at the bottom of your screen with additional info. You will use this a lot.

  • OK. The right-hand note tells you (more or less) to take a closer look at the bricks.

  • Upon closer observation you find some letters.

    • R - near the bottom left-hand corner of the left window.

    • M - near the top right-hand corner of the right window.

    • O - near the doorknob.

    • E - near the room number.

    • Y - a touch to the right of the middle of the screen.

    • M - middle-ish , about a third of the way down.

  • You have ended up with an anagram. Mix these letters up and you end up with "memory". Hss that. You will get a note.

  • The note reveals a series of numbers. Convert these numbers into letters, as in the first room, kinda, and you end up with the quick pass for this room:


  • Of course, there are no gaps between the numbers. You just have to figure out which letters would make up a word that makes sense, kinda.

Room 3

  • The note talks about shape. So what, huh? We'll see.

  • Google the top number i.e. 2.718 etc. It tells you that this number equals E. (Get used to googling stuff - you will use it a bit - ok, a lot.)

  • Take a closer look around (this is standard procedure for most rooms). You will notice QWERTY above the locker. If you do not have a qwerty keyboard, google it to find an image of one.

  • The first series of letters below the 2.71 yada yada yada is RFBHY.

  • Take a look at your qwerty keyboard - these letters form the shape of the letter "V". UJM = I, and so on. You end up with the word that is the quick pass for this room:


Room 4

  • The notes tells you to find 4 hidden words and put them in the hss. Get your magnifying glass warmed up - you're gonna need it. A lot.

  • Also, if you click on the red button, the door will open temporarily. The trick is to keep it open.

    • GROWTH - bottom right-hand corner.

    • SUNSHINE - is included in the letters of the picture on the wall.

    • INGRAIN - is a bit below the yellow ball.

    • RAINFALL - I know its there somewhere.

  • These all get entered into the hss, and the yellow ball will grow, then fall.

  • To keep the door open, the big yellow ball needs to fall onto the red button, so, we need to shift the red button.

  • Take a closer look at the panel to the right of the door.

  • Click on the scroll and read it.

  • Convert the word "power" into numbers. This is just a reversal of what you've done in previous rooms i.e. P = 16, O = 15 etc. So, type in 16 15 23 5 18.

  • The red button has now shifted. Hss the 4 words above i.e. ingrain etc.

  • The door is now open and the quick pass for this room is written on the top-right branch i.e.


Room 5

  • The note and the flashing dots mean that you have to translate some braille.

  • Hss "braille" if you really have to. It doesn't help much, though.

  • Use google to find a braille alphabet.

  • Click on the lever at the bottom of the screen to stop and start the display.

  • Have it stop when the first letter is "A".

  • You will end up with "answerishidden". So, the quick pass is


Room 6

  • The second note on the wall provides us with the first hss word/s. Minus one letter from each of the letters and you end up with "magic wand". Hss that and the grey door opens.

  • Go through the grey door and have a look at the note. Complete the poem with the word "spell", in other words, hss spell.

  • A swirly thing appears on the wall.

  • Return to the other room and recreate the swirly thing by clicking and dragging. This may take quite a few goes. It seems to work best for me when I start from the middle and work my way outwards.

  • There are now three completed notes on the wall - each with 7 letters/characters on each.

  • Work these out line by line. i.e. H (the 8th letter of the alphabet) - (minus) 5 = C (the 3rd letter), E - 4 = A, R + 1 = S, and so on. You will end up with the quick pass


Room 7

  • OK. 3 puzzles to make the door open.

  • The first one - push "go" and one button will light up. Click on that button and you will hear a trill. Get it wrong and you hear a buzzer and you have to start again. If you get the first one right, push "go" again and 2 buttons will light up. Click on those in the same order that they appeared. Keep doing this until you pass the level with 7 buttons and you will hear a different noise because that part is now completed.

  • The second puzzle - you need to join the wiggly lines together. The note says to "think like a child", so, imagine what a child would do if confronted with a whole bunch of numbers e.g. like in a lift/elevator? They would go through and push every button. So, do that. Bingo.

  • The third puzzle - sound is absolutely essential with this one. According to note you have to crack the safe. To do this you click and drag the left dial until you hear a click. The right dial is set to 1. Move the left dial around (clockwise will do) until you hear a click. You need to stop precisely where it clicks. Don't worry if you go past it. You can go back and forwards over it until you get it exactly right. There is absolutely no room for error in this puzzle.

  • OK. So, you have landed exactly where it clicks. Click and drag the right dial until it is on the number 2. This time, going anti/counter-clockwise, do the same thing, then again with 3 (clockwise again) and so on, until you get to the "on" position. If you have completed this correctly, when it gets to "on" you will hear a different sound that tells you that you have succeeded. If you hear no such sound then try again.

  • Push the green button on the left to power it up.

  • The quick pass for this room appears near the bottom of the room, which is


  • Push the green button next to the door and you are out.

Room 8

  • The first note tells you that the 24 hr clock to the left is displaying your computer's time.

  • There is a picture of a hand, so, hss "hand".

  • This note tells you to use the [left] and [right] arrows on your keyboard.

  • The idea is to use your arrows to change the time on the clock so that when a line intersects where the clock is lit up, the line will light up. When each line lights up, a corresponding smaller image will light up next to the door.

  • Use your arrows to change the clock to these times :- 1100, 1829. and 1931 (give or take a minute). All three smaller images have to be lit up at the same time before the door will open.

  • The quick pass for this room will light up above the smaller images that are now lit up next to the door:


Room 9

  • Take a close look below the room number. You will find "qwerty". Of course, a "qwerty" keyboard is what most people use.

  • Hss "keyboard".

  • From the new note you receive, hss "signs".

  • Now you have enough info to decipher the gobbledegook near the top of the room.

  • If you are familiar with a caesar cipher then this will look familiar.

  • You have got @##$#% )(!## and 213111 12231. Now to figure out some letters.

  • The first character is @ and the first number is 2. The first note on the wall tells you to "lean your head and pray", so, look at @ on your qwerty keyboard, lean your head a bit to the left, look down 2 keys and you have an "S".

    • # and 1 equals "E"

    • # and 3 equals "C"

    • $ and 1 equals "R"

    • # and 1 equals "E"

    • % and 1 equals "T".

  • The second word -

  • ) and 1 equals "P"

  • ( and 2 equals "L"

  • ! and 2 equals "A"

  • # and 3 equals "C"

  • # and 1 equals "E"

  • At this point make sure that your magnifying glass is not in use.

  • Hss "secret place". There is now a hole in the wall.

  • Take a closer a look at it. You have just found the quick pass


  • Room 10

    • The "room" asks you to "givemelight", so, hss "light".

    • If you look at all the letters that appear kinda sideways, the letters for "four stars" stand out. There are some other words amongst all the letters that are useful.

    • Hss "four stars", "constellation". and "name it" which are the capitalised letters. Each time you hss one of these a star will brighten.

    • You need to find the name of the constellation that has this shape.

    • Hss "libra".

    • You're done. Quick pass is


    Room 11

    • According to the note, you have to balance the scales using all of the blocks.

    • In the first one from the left put a 1 x white block with 3 x grey blobs, 1 x diagonal one, and, 2 x one blobs.

    • The second one put 1 x 1/3rd blue, 1 x four blob, 3 x two small blobs, 1 x two large blobs, and, 1 x one blob.

    • The third one remains empty.

    • The fourth one only has 1 x 1/3rd blue.

    • The fifth one has 2 x 2/3rds blue, 1 x 1/3rd blue, 1 x diagonal.

    • The sixth one has the 2 x all blues.

    • Now the scale is balanced using all the blocks and the laser fires up and opens the cover of the picture.

    • Take a really close look at the picture. You will see scales, a sword, a blindfold etc. Wiki and google ‘til your heart's content.

    • You should, at some stage, come up with "Goddess of Justice" who is named "Themis". (apparently there is some debate over this).

    • And the quick pass is


    Room 12

    • Hss "wheatstone" and "playfair".

    • You will notice that the left-hand note on the wall has some small, whitish letters scattered on it that spell "cipher".

    • You need to decrypt the letters at the top using the Playfair Cipher. Google it and you should be able to find a suitable site.

    • Use the word "break" as the keyword and you should end up with "the answer is power".

    • Quick pass for this room is


    Room 13

    • A white wall. Uh oh.

    • Take a look at the locker. Some letters have a dot on them. These letters spell "unveil". Hss that. Ahhhh, that's better.

    • Now the dots on the letters spell "crack". Hss that.

    • You now have a note with numbers on it. They are directions i.e. if you look at the number pad on a keyboard think of the 5 as your starting point. 6 would be to the right, 8 up, 1 diagonally down and left etc.

    • Starting from the letter "C" on the wall, you will end up with your quick pass:


    Room 14

    • Everything is upside-down, so, you need to read the numbers upside-down.

    • If you use an old-fashioned calculator to put those numbers in then turn it upside-down, you should end up with the quick pass


    Room 15

    • Hss "binary".

    • Google "binary" and find a site where you can convert the word "binary" into binary. You should end up with six lots of eight 0's and/or 1's.

    • Take the first eight and match them up with the first line i.e. bigshame. In the "crucial" part, after ignoring the 0's, the 1 = M.

    • For the second lot, you will end up with "U".

    • Do that for the whole series of 0's and 1's. You will end up with the quick pass


    Room 16

    • Click furiously on the "push" button until the "load" button lights up. As soon as it does, click furiously on the "load" button.

    • Repeat until you have loaded up on power and a circuit is completed.

    • Click on the 1st, 3rd and 4th red buttons to turn them green.

    • Hss "checked paper". Have a very close look at the bottom right-hand corner of the note you receive.

    • Draw/get yourself some graph paper, just like the note. It has to be 25 spaces wide and 5 spaces deep.

    • On the top line, fill in the 2nd space, the 3rd, 5th, 7th etc. according to the note.

    • Do the same with the other four lines and you have drawn the quick pass:


    • The locker is hiding behind the brown box.

    Room 17

    • Turn the sound down before it becomes annoying.

    • Google "The Haunted House". It was a movie with Buster Keaton in it.

    • Hss "buster keaton".

    • The movie that Buster Keaton made in 1966 was "A Funny Thing Happened on the Way to the Forum". Hss "forum".

    • Go to "The Roomz" forum page. Do a search on "funny thing".

    • You will find there the quick pass, which is


    Room 18

    • The first note tells you that if you guess what each picture represents correctly you will hear a bell. So, put each description into the hss and the corresponding picture will light up and a bell will sound. The second note tells you that there is a relationship between them.

    • Starting from the middle, near the top - elephant, tiger, rugby, yacht, tattoo, owl, lake, encyclopedia, alligator, raccoon, napalm, mosquito, otter, radius, snake, eagle.

    • Notice that the last letter of each word is the same as the first letter of the next word.

    • The first letters of the last 5 words spell out "morse". Hss that.

    • This new note tells us that we have some deciphering to do.

    • So, if animals, birds and bugs mean dot, and, not animal etc. means dash you can spell out a mixture of the words "eat fly" after you have converted the dots and dashes from morse code into English.

    • What eats flies? This is your quick pass:


    Room 19

    • If it takes longer you than about a minute to figure this one out, make sure you're not wearing pointy shoes because when you do figure it our you're gonna kick yourself.

    • If you are still stumped this is what you do

      try the door handle.

    • Quick pass is


    Room 20

    • First of all you have to figure out which background belongs to which room, and keep them in the same order as on your screen. Then, you need to remember the quick pass for each room, then, take the appropriate letter from that quick pass e.g. if it shows the number 5 on the patch of background, then, you take the 5th letter from the quick pass for that particular room.

    • So, this is what you get for:-

      • Room 7 - 2nd letter = R - the quick pass was brainstorm

      • Room 6 - 2nd = A

      • Room 2 - 4th = N

      • Room 9 - 3rd = D

      • Room 14 - 7th = O etc.

    • You end up with "random letters". Hss that. The note tells you that the quick pass is


    • The locker has all the letters mixed up e.g. when you press "C" a "W" shows up on the screen. So, you need to put in the letters h a r n s d l t t. Done.

    Room 21

    • You could check out all of the spinning notes, put all of the words together, end up with a lovely little message, and still be none the wiser, or, you could....

    • Hss "circle".

    • From this note, convert the letters into numbers e.g. n = 14, O = 15, I = 9 etc. You will end up with the first few decimal places for pi. Hss "pi".

    • On that note there are some numbers written in roman numerals. Convert those into normal numbers i.e. 34, 8, 40, 19, 3, 15, 52, 31.

    • Google pi until you get pi to more than 50 decimal places.

    • Find the number that is in the 34th decimal place i.e. H, the 8th = E, the 40th = A, the 19th = D until you end up with

      a HEADACHE

      - the quick pass.

    Room 22

    • The note on the wall says to "go round" and there is a big number five in the middle of the face, and, on closer inspection, an arrow next to the "O" pointing clockwise.

    • Starting from the O go clockwise 5 letters and you get and N. 5 more gets you an E, then MORE TIME. If you carry on to the inner circle you get MAGIC WAND. Hss "magic wand".

    • You've got "worms". You have to wave your magic wand just like you did in Room 6. Be patient as it can take several goes, Try writing each letter in a variety of ways if it doesn't work in the first few goes e.g. bigger, smaller, fatter, starting from the end of a letter etc.

    • Quick pass is


    Room 23

    • The annoying dripping is actually morse code, with dots and dashes. It translates into "help me I'm in the pipe".

    • Hss "help".

    • Click on the pipe.

    • Click on the ghosty thing, and then the speech bubble several times.

    • Google "twilight of the gods".

    • Hss "ragnarok".

    • Click on the speech bubble again.

    • Decipher the runes. They translate into "god of light and ?? rainbow". Google this to find "heimdall". Hss that.

    • Take a close look at the note you receive. Four of the worlds have a number written on them.

    • Go to the web site mentioned amongst the runes on the wall i.e. futhark.com to find the names of these four worlds. If you use other web sites you will end up with a lot of different spellings.

    • At futhark.com you will find :-

      • The land of the Human - Mldhgardhr - 7th letter = R

      • Realms of the Light Elves - Ljossalfhelmr - 7th = L

      • Giants - Jotunhelmr - 2nd = O

      • Dwarves - Svartalfhelmer - 10th = E

    • Quick pass is


    Room 24

    • There are a lot of red herrings.

    • Hss "confuse" and "here".

    • At the bottom of the room, below a bunch of morse code ramblings, is /...../

    • If you are familiar with riddle games like Not prOn you will know what to do. If not, then you go up to the address bar and replace /roomz.htm/ with /danger/

    • Now you need a map. Highlight the whole page and you get "try to analyse the source code".

    • Go back up to the address bar and add /map.htm/ so the URL now reads http://www.theroomz.yoyo.pl/danger/map.htm/

    • Highlight the next screen and you end up with a bunch of O's and X's. On a locker the corresponding letters would be e h n r t u. Unscramble.

    • Reload this room using the quick pass from the previous room then enter the quick pass for this room:


    • (it goes in the "useless" locker).

    Room 25

    • The note tells you to "start with four corners", so, the letters at each of the four corners are p a t h , so, hss "path".

    • The next note shows you the directions for the next hss word.

    • If you look at the letters on the wall closely you will find a letter that has a bit of an aura around it.

    • Starting from the "G" near the top left-hand corner, go 2 right and 2 down. You have an "A" So, the first 2 letters are "ga". Follow the rest of the directions and you will end up with "gatekeeper". Hss that.

    • Oh blimey. Now we have to search for some letters using the co-ordinates given.

    • Firstly, convert the letters on the note into numbers i.e. DAC;IF becomes 413 96. Move your mouse until the co-ordinates above the door match that. Then click. Be exact. Another note.

    • More co-ordinates. Go to each of the co-ordinates and record the letters that you end up on i.e. e r e n e g i v.

    • Part of the note on the wall was backwards, so, flip those letters around and you have "vigenere", a type of cipher. Hss "vigenere" if you like.

    • Find a web site with a good vigenere decrypter. Decrypt the random letters from the note on the wall. The keyword you use is from the note you received with a picture of a key i.e. "victim".

    • You will end up with "password is imprisonment". So, your quick pass is


    Room 26

    • Find out what the name of the picture (woodcut) is. It is by Albrecht Durer.

    • Hss "apocalypse".

    • This woodcut refers to the "four horsemen of the apocalypse", The first note mentions "God" and the second note "Revelation 666". If you turn to the book of Revelation in theBible it refers to this.

    • Have a wee lookie at the brown thing at the bottom right-hand corner of your screen.

    • Each of the "four horsemen of the apocalypse" has a colour and something that they represent. Google would be a good place to go to right about now.

      • White - crown

      • Red - sword

      • Black - scales

      • Pale - skull

    • Head on down into 26b once you have put the right balls into the right holes.

    • Play the little movie and figure out which room numbers they are i.e. room numbers 4, 5, 19, 20, 9, 14, 25. Convert these numbers into letters. You end up with the quick pass for this room:


    • Scoot back up to 26 and head on out.

    Room 27

    • The note refers to "daltonism" which had to do with colours/colour blindness.

    • To work out the password for the thing above the locker take the colour of each circle e.g. white - and take the 4th letter i.e. "t", because there are 4 holes in that circle, red - 1 hole, 1st letter = "r". Do that for each and you will end up with "trigger". Hss that.

    • Read the stuff in the thing above the locker. It tells you to look for a state in the east of North America.

    • Hss "Michigan". Next, look for a town next to water i.e. Bay City. Hss that.

    • Convert the binary code. Find a good map online (I never did find one - had to cheat). You may or may not find "Birney Park". Hss that.

    • Proceed and you will end up with a new blank note.

    • You can hss blank if you really want to.

    • But your quick pass is:


    Room 28

    • It's compulsory. Everyone has to chase the locker and the note around for a bit. When you have had enough of that, then proceed.

    • Add together the eight numbers scattered around the room, then, convert the numbers into letters. You should end up with "quote". Hss that.

    • Now you need to decipher the gobbledegook in the note. All you need to do is similar to what you did in room 9 i.e. a kind of caesar cipher. As the examples at the bottom of the note says E = D and A = Z, so, just lean your head to the left a bit and go down one row on your qwerty keyboard.

    • So, 4 = R, 3 = E, q = A, w = S, 9 = O etc. You should end up with "reason is immortal, all else mortal". Google that quote.

    • Hss "pythagoras". Finally got the little blighters to hold still for a tick.

    • The note on the wall is for those of us that love maths. For everyone else the word you want is "cane".

    • The colours of the triangles are the same as the colours of the italian flag, hence the "it" from "do you know it?".

    • Apparently you can also get the numbers to stop moving on the wall. There doesn't seem to be any point though, and, I never did figure out how to do that anyhow ;o)

    • Translate "cane" from Italian into English and you have the quick pass:


    Room 29

    Still eagerly anticipating the next batch of Roomz.



    YAY jan.jan is the best

    i beat the whole game in like...10 minutes because of your very very helpful "hints"


    LOL. Yep, with the walkthrough its pretty easy to PLAY the game. It can take up to several days/weeks to BEAT the game ;o)


    Hey, umm... the game isn't loading for me at the moment


    please level B1 hint...



    telmachips May 12, 2007 7:21 PM

    what can I do with a pen, a pig and strange symbols??? please




    telmachips May 18, 2007 12:18 AM

    level B1, please

    what can I do with a pen, a pig and strange symbols???

    Bonus Room May 23, 2007 11:56 PM

    I found a bonus room if anyone else knows it.:)

    Click the sphinx on lvl 28 and you will get the quick pass code.:)

    Level B1 help May 24, 2007 11:13 PM

    O.K. how do you get the pig and pen? And also do you mean

    the symbols on the wall that are ZIGA in red?

    Level B1 help May 24, 2007 11:41 PM

    Help would be much appreciated

    telmachips May 27, 2007 7:01 PM

    level b1

    Click around and see the letters( I Z G A)mean GIZA the tomb, write this on HSystem will apear a paper (sorry my english,i'm brazilian. Find on wikipedia hwo was the pharaoh on that tomb and what is the mean of his name

    Anonymous May 29, 2007 4:32 PM

    im totally stuck in room 3 baffled like a blonde can anyone help me?


    What have you got/done so far?


    NEW ROOM...