now the windmill code isn't working for me, whether or not I enter the number twice ;_;


melak (or anyone else who can help):

Step 30 of your walkthrough says "go one screen back, then click twice on the box in the cabinet underneath the desk, then examine the picture, and look at the back for a key, take the key".
Back where? I only see one box in a cabinet underneath a desk, and I can't click on it. It's the one with the blue ball on its top and the keyhole in its front. It doesn't do anything, no matter how many times I click on it.


he meant the back of the picture. once you got the picture in the zoom window, click on it and it'll be turned around. The key is taped there.

lizardling February 6, 2008 9:46 PM

Ooooo. This was an excellent game. No real leaps of logic were required for me -- I only had to peek at a hint once to get out (related to the box with the bluegreen gem).

*victory arms*

Very atmospheric as well, and no pixel hunting, which is always excellent.

I thought I was out and then I found out I had a few more things to do, which was great because I wasn't quite ready to call it 'over' anyway. Very satisfying!

Good job to neutral!


To find the number for the Hexagon:

turn on the windmill and wait for number to go by it should be roman numeral V


Numbers for outside:

Windmill blades:

Stop the blades, turn left, then click on the end of the blade.


Base of windmill. Climb the ladder, then look up.


Look at the back of the gear you recovered from the lower compartment.


Base of the lever you used to stop the blades.


At the balcony, my code is 46254 but when I enter it, nothing happens.


I can't get my windmill code to work,any suggestions?

I'm using the spiral pattern, my windmill has VII or 7 on the main body, IV or 4 on the blade, my gear has II or 2. My crescent has V or 5, then there is the hexagon which I guess is 6. So what code do I use, I have tried both windmill numbers every different way I can think of with no luck. My marble code was just like everyone else, windmill, hexagon, gear, crescent, windmill.:p



Regarding the windmill section:

The numbers really appear to be randomized - the numbers people are mentioned as attached to various items aren't coming up for me at all.

Here's my problem:

I input the windmill code the way the blue jewel tells me to, but I don't know how to express the repeat of the blade number (because the first number is the last of course) - do I press the first number a second time, effectively *un*pressing it? Press it and press it again?

I'm stuck here; nothing I try gets me further along.


Wow this game was amazing! I'd love to see more patterned after this. The puzzles were REALLY clever without being annoyingly obscure. Everything was mostly logical, or required just a little abstract thinking and experimentation, but not too much. And that last puzzle, too...pretty unique.

The walkthrough up there is wrong in at least this one part:

The parts that take place outside with the windmill, leading up to step 47: The numbers are different for everyone. My windmill blade was IV, my gear was II, my semicircle was V, and my hexagon was VII. Also, the hexagon symbol isn't 6 (step 47) because a hexagon has 6 sides. You have to

climb up the ladder and look up at the windmill while it's spinning. The roman numeral is on the central part of the windmill. It may take a second or two for it to rotate around (WHICH IS A GENIUS WAY TO HIDE A CLUE, BTW!!!)



OY!! My spoiler tags didn't process....


I've reached step 34 in the walkthrough, but

I can't place anything in the clock or do anything with the placed frog

. What gives?


Grumble...grumble...grumble...made it all the way through the game with just one hint. Figured out the last puzzle on my own...until I realized that I didn't have all my to speak. And now I can't go back upstairs. All that time...wasted...grumble, grumble.

Game would've been very enjoyable except for that last bit.


This is easily one of the best room escape games on the net. I loved the Myst-ness of it all. I can't explain exactly why this made me think of that game, though, just a feeling. The puzzles were tough but not too tough; all in all they made the room ENJOYABLE to be lost in. Everything came together wonderfully on this one.


hey took a couple tries but it loaded just started now... had to give a shout to my stuck in snow friends that I'm in sunny Fla 85 degrees today on Daytona Beach and REALLY do wish you were here! Diving in now! (into the game I means)


aaaw.. I really really wanna play this and it keeps sending me a message that the server is down!?

Hopefully, I can play this sometime soon! I fell in LOVE with point-and-click games from Jayisgames, so silly me, I surf other gaming sites to play any point-and-click game I can and I now know the difference. Jayisgames gives me access to the best games out there, whether be point-and-click or whatever you fancy! Yeah, some of you may get lucky and find games on your own but I am almost never disappointed with the games I find on this site! LOVE this site!


I think this is the best room escape I've ever played. I especially like how many of the objects are used repeatedly - the stick man is a puzzle, then later the stickman is the final piece to a different puzzle.

FireSpell February 7, 2008 1:49 AM

Hey, Steve? I know it's kind of late, but did you try looking inside your seer box?



I'm having the same problem.


Oh, wow. This is a great game! Reminded me a lot of Myst and Riven. I had a lot of fun even though I had to turn to the walkthrough a couple of times.


Wow that was a great game. I'm a huge fan of escape games and I think I'm gradually getting better at them. I was determined to finish this one without a walkthrough and I was finally able to finish it. It was a beautiful game with very clever clues and puzzles. Can't wait for your next release :)


Frog Eye problem from obvious to not so obvious:

make sure you switch back on light

You are probably missing a marble - green surrounded by gold

It's the top of one of the boxes

you will need to get it off the box...with...the screwdriver


ugh.. I'm stuck with Rage_O (#34 of the hints).. ummm.. what am I doing wrong??


oh..thanks slgalt


I have everything done. The final things are in place and the final pictures are done.

But I click the center (as per walkthrough)... and nothing, nada, zip.



@ LaShawn: I think it is impossible to get down there and be missing marbles. You can't put any of them away after you got them (at least not the ones you need when downstairs). The only thing I could think of (but surely you did too) is that there is still a marble left in the "viewing box".



on the opening screen it says

"Please refrain from the exhibition of the walkthrough."

I think Jayisgames should respect this.


One of the easiest 5-star ratings I've ever given. Vision is exactly how I think a perfect point-n-click room escape game should be. I felt entertained all the way thru. Something you don't often experience.

This game is immaculate. Great graphics but not a memory or bandwidth eater. The solution route is twisty enough so that I don't know what's gonna happen next. The puzzles are not easy but are never near frustrating. The use of items is logical, sometimes innovative and in cases there are multiple uses for some. I loved it that an item disappeared from the inventory when it became useless - I hate it when I have to surf thru all the now-useless crap to find what i need every time I browse my inventory - here it's not a problem at all.

And what's important - it screams that this game was meticulously designed - and here I don't only mean graphics.

Couldn't find a pixel to criticize here even if I wanted to.

And, at the end, when you're out you get a bonus of the tower's view in different times of the day.

Very well done everyone at neutral.

Anonymous February 7, 2008 9:58 AM

excellent game!!! the most beautiful room escape game i've ever played!!!


I'm in the last room with the glyph & marble puzzle, and I, too, apparently forgot one marble. Unless there's something hidden down here (and I've clicked everything you can), it seems like I have to start a new game.

Which is unusual, considering that most, not all, but most games in this category do not let you proceed without vital inventory pieces, or let you paint yourself into a corner.

Considering all the detail and design that has gone into this game, I would think that would be something the designers couldn't have overlooked.

The feeling of connection to the "Myst" series is called up because of the natural element touches that are throughout the game combined with machinery or devices (the sea shells, the gears, the notebook), and the exterior scene as well with the shoreline and the windmill itself. All the "painterly" detail in the way objects and surroundings are rendered, and the colors/tones that are used makes it seem part of that world. That and the fact that you're all alone with a lot of puzzles and no bathroom. ;)


Okay, im at the part where you put the gold gear in the exposed gear-y place infront of you when you go back in (#50), but the stupid gear won't go in!! Grrrr.


I realize this is probably stupid, but I'm stuck on the balcony! How do you get back inside (once you've got the key)?


Fantastic game, I really enjoyed this one.

Just one thing re: the walkthrough (which was excellent btw)

You might want to edit the walkthrough to say that the windmill code is different everytime. Mine was 47254 :)


Help please!

I am having trouble getting the gold gear in place to turn the other gears inside. Is there something I have to do first or should I just keep clicking until it places it?


so... i'm trying to place the

metal handle with the buttons into the corresponding holes in the wall that i opened. i've got the buttons positioned, and... it won't go in! i think i've clicked everywhere in and around those holes, but it just doesn't work. is there anything else i need to do, besides pushing in the second and third buttons? help!


I'm so stuck! I'm almost done; I have the

gear key

but I can't find the

panel in the corridor

. Help?


I love these kind of games, but i usually need the walkthrough. Even with the walkthrough i had to puzzle about some problems:

Can't put the gear in?

Have you noticed that the center is still turning? Might be easier to attach the gear when the centerpin doesn't turn.

Go outside and pull the lever to stop the windmill and the turning centerpin.

Think you're missing a marble at the altar?

Have you checked the seer-box? There's probably one still inside :-)

Hurray! It's my first comment at JIG !


hey guys. i cant just seem to get the fish box. plz help me any1!
thx in advance


Anonymous at 11:13 am:

The axel onto which the shiny gear fits doesn't begin turning because of you. Something else makes it turn.

Something on the other side of the wall.

Something that you already saw turning once before. Outside.

The windmill has to be on.

Anonymous at 11:19 am:
Are you sure it's

actually the second and third buttons? Maybe it changes for each player, but I seem to recall it being a different "combination" of pegs.


Ooooh this was a cool game. I liked the guest house and the rest of the series, i liked submachine, but i hadn't run into anything that was as nice. This one was. Please recommend other games if you think i'd like 'm!


Help! On the

I have the correct shell positions, but no matter how many times that I click the fish, the box will not open

PS great game

Anonymous at 11:19am February 7, 2008 12:39 PM

pineapple -- yes, i'm fairly certain.

the wall has two black holes, a space large enough for two more, and one black hole. i can't see how any other configuration would work, although i did try a few.


I'm having an issue with the

grey box on the shelf. I've clicked the correct squares and have hit the fish button like 80 times with no result.

What gives?


Can anyone help me with the

box under the windmill

I am confused about how to enter the last number.


Beautiful game! Loved it! May want to suggest that with the grey box puzzle:

the fish must be pointing north before the squares are pressed. You can find this out by using the marble in the seer. I confess, I used the walkthrough, but that information wasnt in it, and cause me grief! Loved the ending too. So neat that you can change the scene from daytime, to sunset to nightime, using the buttons in the top right corner.

[Edit: Spoiler tags added. Please use them next time. Thanks! -Jay]



Yes, yes I did.

I have four marbles: blue, light blue, green, and the one found in place on the glyph puzzle when you arrive there. There's nothing in that box. I've opened the viewfinder, closed it, tried clicking on other parts of the box, all to no avail. Should I be looking elsewhere? Or am I indeed boned? I recall trying to click on the frog after it had been used and that wasn't allowed, so was I supposed to take that marble back somehow?




D O N ' T

submit spoiler info uncovered!!!


Well, I made it out. I had to stop by the walk through about 4 times.

The only glitch I found was

upon entering the 4 digit number that came from the triangle, the square, and the circle, it would not let me open the cabinet even though I had entered the correct number.
Triangle = 48
Square = 43
Circle = 65
I even tried not obeying the math rule about order of operations or something like that and came up with 5915 which didn't work either. But even when I entered the correct number, still the cabinet door would not open. So I gave up and at least saved it and came back today. I calculated my numbers again and came up with the same conclusion and this time when I tried the door it opened.

So much depended on getting past that point. But when I did, I enjoyed the experience. This is one of the best escape games ever. I gave it a 5 yesterday when I was stuck because it is just that good even if you don't get to the end. The atmosphere in this game is so nice that I sort of didn't want to escape. :)

L.I.P.stick February 7, 2008 2:37 PM

well guys ive got the answer for the last part

everyone has different roman numbers as the code so the one the walkthrough gave was melak's own code.
for more info you can search for a roman number converter.
so the windmill>hectagon>gear>semicricle>windmill.
mine was 27392 so follow the order of your sketch book on how the numbers run according to the buttons on the safe. thus i pressed 2739 and 2 again and thus opening the safe. btw the hectogan is actually the centre of the windmill fan which you have to climb up the ladder and look up ( do not choose to zoom in safe) then wait for the windmill to rotate and reveal the number on head centre piece which is the hectogan's. well melak wasnt wrong it was just his own code hahaha well have fun ciaoz. xD

From L.I.P.stick


anyone have a screen shot they can post of

how the very last puzzle should look? The one with the snail, human, bird, seahorse and snake?



I am at the last puzzle but I cant figure out what I'm supposed to do. I have

the marbles in what I believe to be the right places - bird = dark blue - seahorse = light blue - snail = green - snake = gold. What next? Am I supposed to get the red marble in the middle? I can't pick it up.

I'm stumped


Ignore my last post. I had

one of the tiles in the seahorse the wrong way round

Awesome game this one. One of the best of the room escape point and click genre I have played.


Okay, I have just made a "Hint-through" which leads you through Vision from obvious-to-not-so-obvious, for those who would rather get assistance than straight answers. Should I post it here? It's wicked long and contains seriously nested spoilers?


Has anyone figured out why

the go-board can be lifted?

Doesn't seem to have any role in getting out.

Pirate Property February 7, 2008 3:50 PM

I have

put the gold marble in the frog and put that in between two plants, turned the light on, and looked at where the light hit the clock.

I know I have to

take the gold marble from the frog's eye and put it in the block

But, I can't take the

frog back from the shelf with the plants.




Yes. A hint-through would be much better than a walk-through. Great idea. Kudos.

If anyone has the patience to do hint-throughs for future games it would be much appreciated. I've tried to do walkthroughs before but by the time I've got half way someone else has beaten me to it so I'd have no chance of completing a hint through before it would be considered redundant. But yeah.... good idea pineapple


Melak's walkthrough is excellent but the part about the code is incorrect.

The numbers change every game (mine were totally different) and the hexagon number isn't always six. You have to switch the lever to its original position, then head up the ladder, and look up. The windmill blades should be moving, and eventually they will turn round to reveal a number, which is the corresponding number for the hexagon.


I'm trying to validate the spoiler code now. This was really time-consuming, so I hope it's of some use and that the long chunk of code doesn't break comments! Yikes!

SillyButtons, I hear what you are saying but even when a walk-through is posted, I don't use it because it often ruins a puzzle for me. "Click box, turn right, click on white spot on couch, turn two times left" -- meh. That takes away the joy of discovery, which would be a total shame for a puzzle as great as Vision (which, yes I will go out on a limb and say is the best point-and-click I've ever played).


Hint-Through, Part 1: Getting Familiar With the Room

1. Desk wall (first view)

  • Explore every unlocked drawer, nook and cranny. Pick up whatever you can, then examine it. There are items here which you cannot take but you should examine for later use.

  • Did you pick up two items for your inventory? If not, keep looking.

  • You should have the wineglass from the shelf,

    and the screwdriver handle from the drawer.

  • Did you collect two pieces of data? If not, keep looking.

    There are two numerical clues here.

    They're not written in plain sight.

    One is written on the bottom of the trash can. Note the shape and number for later. These change in every game, btw.

    The other is not on the desk, but near it.

    It's on a wall in shadow.

    It's to the right of the desk, near the corner.

  • Did you note four items that you can't use yet? If not, keep looking.

  • On the shelf unit, there's a box with a green gem on top.

    On the top shelf, there's a box with a fish lock.

    On the desk, there's a map with a compass rose.

    And there's a locked drawer you can't open.

2. Couch wall (to the right)

  • Explore every unlocked drawer, nook and cranny. Pick up whatever you can, then examine it. There are items here which you cannot take but you should examine for later use.

  • Did you pick up one item for your inventory?

    Did you lift the couch cushions?

    You should have a hand crank with a square end, from under the left couch cushion.

  • Did you note two items that you can't affect yet? If not, keep looking.

    Did you look behind the couch?

    There's nothing to pick up, but those wall bolts are odd, aren't they? Why would the couch be bolted to the wall?

  • Did you examine the picture on the wall?

    Remember the interesting aspects of it for later. And wonder to yourself why it wiggles like that, but doesn't come off.

3. Clock wall (opposite the desk wall)

  • Lots to explore and gather here, in several different "views." Explore closely, hunt everywhere. You know the drill by now!

  • Check out the clock.

    The clock hand looks familiar.

    Like the end of a screwdriver.

    You need to do something to the clock to release the clock hand. But you don't have all the information yet, so be patient. Make sure you note anything unusual about the clock.

  • Under the clock: three drawers locked, one unlocked.

    What's in the unlocked drawer? A compass rose with buttons. Where have you seen a compass rose before?

    Did you lift the items on top of the cabinet?

    Weird how that fruit bowl seems to stick down into the cabinet.

    Wonder what happens if you open the top drawer with the fruit bowl lifted?

    Aha, the fruit bowl serves as a key. Take the wooden figure from the drawer.

    Did you examine the wooden figure?

    Seems bendy. Good to know for later.

  • The books: surely you examined those, right?

    There are two things to find.

    Did you pick up the maroon book on the far right?

    Get the tool from the book. Examine it.

    It's not a knife; it's a corkscrew.

    Did you pick up the green book with the paper marker?

    Too bad that page is ripped, huh? Wonder what the message reads.

  • Around the furniture

    Did you look all around?

    See anything behind the stool?

    Another one of those shape/number combos. Hmm. Jot it down.

  • The cabinet to the left: examine everything you can.

    All the decorative items seem to be permanent, don't they?

    One of them isn't. Look closely.

    Look at the shelf under the frog box. It's screwed down.

    You could probably take it when you get that screwdriver together.

  • A locked drawer and a locked cabinet. Sheesh.

    Examine the cabinet. It has a combination lock, not a key lock.

    Looks like you'll need a four-digit sequence to put in.

  • Did you add something to your inventory here?

    You should have added two things to inventory from this cabinet area.

    Look everywhere.

    Just because you can't take anything from inside the cabinet, doesn't mean you can't take things from near or on the cabinet.

    Like, behind the cabinet, or on top of the cabinet.

    To the left of the cabinet in the corner is a wad of paper. You should examine it.

    Looks like it was ripped from a book.

    On top of the cabinet is a strange tool. You should examine it.

    Looks like the pegs can be adjusted in different combinations, or reset.

4. Potted Plant Wall

  • Not as much to see here, but explore anyway.

    What's that panel on the wall?

    If you open it, you can turn the lights off and on.

    Wonder if that changes the view of things.

    Aha, a scrap of paper you couldn't see before.

    It reads "newsense"

    That's a made-up word. Probably a code, huh? Wonder where it could be used.


Hint-Through, Part 2: Start Solving Stuff

Compass Rose Puzzle

  • If you haven't found a map, a box with four buttons, and a scrap of paper with letters on it, you aren't ready to solve this. Check the room again. Examine your inventory.

  • So, you have a compass rose on the desk. And a compass rose with buttons on a box.

    How do you get that box open? Looks like you need to push those buttons in some order.

    What value might those buttons have?

  • The compass rose on the desk shows you.

  • But in what order do you push N, E, W, S?

  • You've seen those letters before.

  • On the scrap of paper from the plant shelf.

  • Enter the code N E W S E N S E into the compass rose box, which you found in the unlocked drawer under the clock.

  • The compass rose box produces a hexagonal key.

    Figure out what lock it opens.

  • It opens a door on the same piece of furniture.

  • There's a bottle inside. Take it.

    Examine it. Looks corked, huh?

Bottle Puzzle

  • If you haven't found three bottle-related items, you aren't ready to solve this. Check the room again. Examine your inventory.

  • You should have a wineglass, a corkscrew, and a bottle.

  • You know what to do.

  • Uncork the bottle, and pour it into the glass.

  • Voila! You've found a green marble.

Book Puzzle

  • If you haven't found a green book with a torn page, and a torn piece of paper, you aren't ready to solve this. Check the room again. Examine your inventory.

  • What happens when you repair the book?

  • That's a picture of a figure in a certain position.

  • Interesting. Is it a clue?

  • Yes. Duh. It's a clue on how to position the wooden figure you took from the drawer under the fruit bowl.

  • So you've put the wooden figure in position. Now what?

  • Is it a key? Is something unlocked? Turned on or off?

  • Examine the figure, without moving his limbs.

  • Click his head.

  • Now you've got a wooden-knob key, and a headless man. Wonder why the headless figure returned to your inventory. Guess you'll have to use it again at some point.

    Now go see what that key unlocks!

The Magnifier

  • Once you've unlocked the desk drawer with your knob key, you'll find a strange instrument. Examine it all over.

  • Hmm, that flap opens.

  • Look! An empty round hole. What could go in there?

  • It's a sort of marble-shaped hole.

  • Put the green marble in the hole.

  • Reexamine the magnifier, closely.

  • Lovely! Inside the green marble is a pretty flower picture. And a code.

  • "Key = Triangle + Square x Circle"

  • Looks like math. Where could the values come from?

  • You need a number represented by a triangle, square and a circle, obviously. Have you collected data like that? If not, go look around the room again.

  • So you've got the three numerals that correspond to the shapes. Do the math.

  • Did you get a four-digit answer? Wonder where you could use a four-digit number.

  • Did you try it on the cabinet with the combination lock?

  • You have to put in the combination, then back up and try the handle yourself - there is no obvious sign that you've unlocked it.

  • Did it work? No? Are you sure your math was right?

  • Did you check your order of operations?

  • Don't forget that you have to multiply before adding. So your math should have been (Triangle + (Square X Circle)). Don't worry; lots of us missed that one.

  • strong>Once you've opened the tall cabinet, you should collect two items.

  • One is a weirdly shaped piece of metal, the other is a weird plant. Examine both.

  • What did you learn from the plant? It's a Venus Flytrap, by the way.

  • Did you notice its leaves closed?

  • Did you notice anything on the pot itself?

  • Maybe underneath the pot?

  • That pattern is interesting. Do you notice that there are some darkened circles and some light ones? And a pointer? What does it remind you of?

  • Sort of looks like a clock. Wonder if it's a clue.

The Clock Puzzle

  • So you've got a clue that looks like it works on the clock. And you need that screwdriver, huh?

  • Find a way to apply the pattern from the Venus Flytrap to your clock.

  • By darkening and lightening the circles to match.

  • Start with the clue pointer and work your way around from the actual pointer, changing the hours to dark or light.

  • When you get it right, you'll know. Something will happen.

  • Get the screwdriver shaft from where it fell.

  • Make yourself a screwdriver!

  • It's trickier than you think. Turns out you have to apply the screwdriver shaft to the handle, not the other way around. Now, go unscrew something!

  • Don't you remember what was waiting to be unscrewed? Where did you see those screws before?

  • The frog box was screwed down to the shelf.

Froggy Eyes

  • Now you've unscrewed it. Examine it.

  • A weird eye symbol on the front; also the froggy seems to turn around.

  • Wow, those are weird eyes.

  • One comes loose, in fact.

  • Turns out it's an aqua-colored marble.

  • You know what to do with marbles, don't you?

  • Where did you use the marble before?

  • Put the aqua marble in your magnifier.

  • Lovely! Inside the aqua marble is a pretty underwater picture. And a code.

  • What could it mean? Have you seen directional triangles like that somewhere before?

  • They were on the gold-framed picture on the wall. The seashells picture.

  • Could you apply that code somehow?



I agree. Using a walkthrough defeats the point of playing these games but there are times I've had to turn to one when ive been stuck for ages. A hint through would be much better because the player can decide how much help they need rather than just getting the answer. I appreciate how much time and effort has been put into this and I'm sure any latecomers to the game will be delighted with what you've done here. I'll wager your hint through will be used a lot more than the actual walkthrough. Again, I think this is a top drawer idea and would love to see more of these for other games. :-)

Doctor Unk February 7, 2008 4:54 PM

ive put the code

96149 in the balcony puzzle in the right clockwise order but whenever i pull it open it just resets.

any help?


Hint-Through, Part 3: STILL Solving Stuff

Seashell Picture Puzzle

  • If you click the triangles on the picture frame in the order they appear under the aqua marble, something will happen.

  • The picture frame will come off the wall. You should examine it.

  • It has a green key taped on the back of it.

  • And it left a big weird metal panel in the wall.

  • The panel seems to be awaiting a piece.

  • Maybe a matching weird roundish metal piece.

  • You have one of those.

    If you put it in the panel, it sticks. Guess it lives there. Looks like some other pieces might also belong there. Wonder if you'll find those?

  • That round hole on top is interesting. Wonder what goes in there?

  • It looks marble-sized.

  • Only, your green and aqua marbles won't fit in. Maybe you'll find another.

The Green Key

  • Now, where could that key go?

  • It's an interesting color, isn't it?

  • Where else have you seen that color?

  • Sort of looks like that green gem on the box under the desk.

    What do you know? It does indeed match that box.

  • Now you've got another marble. What else do you notice about the box?

  • Maybe on the lid?

  • Maybe under the lid?

  • Something screwed down? You can fix that.

  • Now you've got a green gem and a multi-colored marble. Pretty. Wonder what the gem does.

  • But you definitely know what do with the marble right? Back to the magnifier…

The Multi-colored Marble

  • Lovely! Inside the multi-colored marble is… a picture of the room. Specifically the clock. And a weird symbol.

  • Where did you see the symbol before? Surely there's a connection.

  • It was on a box.

  • It was on the frog box.

  • The marble was showing a particular viewpoint of the room.

  • From the plant shelf.

  • Of someone… or something... looking at the clock.

  • Maybe someone or something should look at the clock.

    From the same position as in the marble image.

  • Which had a red-topped plant nearby.

  • You can't get down at that angle.

  • What has eyes that could see that angle?

  • Put the frog box next to the red plant.

  • Is the frog facing the clock?

  • Guess you'll have to turn him so he's facing the clock.

  • Are you sure he can see properly?

  • With only one eye and all…

  • Can you give him two eyes?

  • Put the multi-colored marble in the frog's empty eye socket.

  • Still nothing? Are you sure you accurately recreated the scene from the magnifier?

  • Are the lights on?

  • Go back to the panel to the left of the plant shelf, and make sure the lights are on.

  • Your frog appears to be seeing something. Wonder what it is?

The Frog's Point of View

  • The frog seems to be illuminating something.

  • On the clock.

  • The 5:00 spot, specifically.

  • What could that light be indicating? What does 5:00 mean?

  • Nothing, actually. But there's something you need to do to 5:00.

  • Something to catch the light.

  • Do you have something small and round that would catch the light?

  • Like a marble?

  • Or a gem?

  • Put the green gem into the 5:00 hole.

  • Light appears to be coming from it. Wonder what that indicates.

  • Examine the room again.

The Green Light Special

  • The beam emanating from the green gem is shining onto… the floor! Why?

  • Click the spot. There's a removable panel there, hiding some sort of switch. Can you open it?

  • You'll need a tool.

  • A tool with a square end.

  • Like your hand crank.

  • Hmm, what happened? Take a look around.

Hidden Compartment

  • So your hand crank opened a panel on the wall. What's in it?

  • There's another weird metal piece. Remember where that goes?

  • So, you've added another weird metal piece to the weird metal hole on the wall. Doesn't look quite finished yet though.

  • Is that all there is in the hidden compartment?

  • What happens if you move the base for the metal piece?

  • Weird. Holes in the wall.

  • Wonder what goes in them. It's like a strange lock.

  • Which would need a strange key.

  • Do you have anything that could make a strange key? By filling holes?

  • You've got that weird peg tool.

  • Can you adjust it so it fits into the holes in the compartment?

  • Yes, yes you can. Give it a go. Or several.

  • When the peg tool unlocks those holes properly, a door can be clicked open.

Get In Gear

  • Behind the door opened by the peg key is a shaft holding a gear mechanism.

  • Which is holding a wrench.

    Where might you use a hexagonal wrench?

  • Maybe on some hexagonal bolts.

  • Like the ones holding the couch in place.

  • When you free up the couch, you can find things.

  • Like another weird metal piece. Good thing you know where that goes!

  • Finally: the circle is complete. And, moving!

  • And, offering up rewards.

  • Like that key that just popped out of the slot on top. Surely it fits something you haven't unlocked yet.

  • But, is the weird metal puzzle complete? Hard to tell. It's not filled, there's still an empty space.

  • The space looks like…. Something… you've seen before…

  • Something you've used.

  • Sort of looks like a dancing person, doesn't it?

  • Can you approximate the shape? Your wooden bendy figure might do.

  • Except for how he's headless, and the wall clearly requires a head. There's a hole for it and everything.

  • Where can you get a head? Keep an eye out.

She Sells Seashells

  • So, you've got a key. And another locked lock, somewhere. Match them up.

  • Finally into the last locked drawer on the tall cabinet, huh?

  • Okay, cool. A tray of exoskeletons. I mean -- seashells.

  • One thing certainly doesn't fit with the others.

  • Woohoo! Another marble! (The other stuff seems to be pretty firmly anchored down though)

  • So, you know what to do with the marble.

  • The magnifier shows… sand? And a fish?

  • Okay. Where have you seen the fish before?

  • It was on a box…

  • Yep, the fish box on the top shelf over the desk.

  • So now you have an idea of what can be done with the fish.

  • But that still doesn't open the box. Maybe those buttons on top need to be pressed in some way.

  • But they don't have any numbers or letters.

  • So something else must indicate how to push the buttons on the fish box.

  • Maybe the buttons have a pattern. Does the pattern look familiar?

  • Where else have you seen four rows and four columns?

  • Maybe somewhere else fishy.

  • Like the tray of shells in that drawer that held the yellow marble.

  • Is that tray a clue? Or does it hold a key?

  • Where have you seen seashells before?

  • Could the first place you saw seashells be a clue to the second place?

  • And could the first place you saw four rows and four columns be a clue to the second place?

  • Figure out which shells in the picture are represented in the tray.

  • Then figure out spaces holding the correct seashells correspond to the buttons on the fish box.

  • Don't forget the fish position!

  • It won't open automatically; you have to line everything up, then click it to see if it opens.

  • Cool! More stuff! Take the items inside, and examine them.

What Came From the Fish Box

  • A sketch book, with some unfamiliar stuff and some familiar stuff. Bet you'll need to come back to this.

  • And a key with a round handle.

  • Very round. Sort of like a knob.

  • Sort of like that drawer-knob key that came from the wooden figure.

  • Back when your wooden figure had a head.

  • You could replace that head, you know.

  • Now you have a complete figure.

  • Where does he go, again?

  • WHOA. (If you had the figure bent properly, with a head, and placed him properly, you should get a "whoa" event)


The site asks that no walkthroughs be posted anywhere, yet here they are... any chance of taking off the walkthrough from the top, at least until the game owner's see how the game does for difficulty?

Eh whatever.

I'm still trying to solve the game myself, not sure what to do now but I'll figure it out eventually... I hope : )

Anonymous February 7, 2008 5:40 PM

I have not read through all the comments, but I was stuck on the math problem and read one of the walkthroughs for help.

The equation reads Triangle + Square X Circle. I definitely read this as triangle plus square multiplied by circle. Why is it obviously square multiplied by circle plus square for the answer. This is a weak point for me in this puzzle. That is not obvious at all.


I really liked this game as it is a rare example of both logic and relatively rational puzzles. I do not think that any of the puzzles I encountered was too illogical to solve given enough time and thought.

Thanks for finding and posting this.


Hint-Through, Part 4: A Change of Scenery

Enjoying the Scenery

  • When you're out on the balcony, it's important to take your time and look at things very closely.

  • Like, right now - as a big blade swooshes past your face. What is that?

  • It's a windmill.

  • You can also look in many directions.

  • Take a look around. Find anything worth picking up? Or tinkering with?

  • At first look, there's something you can pick up

  • …a piece of a rusty gear

  • something you can open

  • …a metal door panel. Did you open it?

  • There's a gear inside. Looks shiny. Much nicer than that rusty bit.

  • Wait, you didn't take the gear, did you?

  • Uh-oh. Check the hallway to the interior room.

  • and something you can pull:

  • a lever in the ground.

  • What happens when you pull the lever? Did you try moving it back and forth to see what happens?

  • The windmill is controlled by the lever. Left is off, right is on.

  • Did you go in every direction you could?

  • Even up?

  • There's some stuff up there.

  • Including another door panel, with a combination keypad on the front.

  • You've seen that keypad before, haven't you?

  • And in fact, you've seen the windmill too?

  • Check the sketchbook again.

  • The third page is a clue to the nine-key puzzle.

The Nine-Key Puzzle

  • So clearly there's a code you punch in (this isn't your first point-and-click).

  • And it appears to use Roman numerals.

  • Fortunately you've seen some of those.

  • But how many? And what order? If only you had another of those helpful code-cracking marbles.

  • Actually, you do, and you just don't know it.

  • You've had it with you all along, Bastian.

  • You're carrying a clue to the marble's location, too.

  • The clue is in the sketchbook.

  • On the second page.

  • The sun makes the Venus Flytrap open. You're in the sun.

  • An open Venus Flytrap reveals what it holds inside.

  • Like, a marble.

  • You know what to do with it!

  • Lovely! The blue marble has a picture of birds. And a code.

  • The code indicates… something. You know you have to punch Roman numerals into the keypad. Could this be the order?

  • Do the symbols correspond to numbers somehow?

  • Check the sketchbook again. It holds clues that you might not see yet

  • Where have you seen Roman numerals thus far?

  • There was one on the lever.

  • What could that correspond to in the marble code?

  • Where on the lever was the numeral?

  • On the base, shaped like a half-circle?

  • There's a half-circle in the code too.

  • There's a Roman numeral on the half-circle base. Write it down. These change every game, btw.

  • Where else? You know from the code that there should be one on the windmill somewhere.

  • Where can you get a good look at the windmill?

  • It's hard if it's moving.

  • Make sure to turn it off. Then you examine a blade up close.

  • There's a number on the blade.

  • What about the gear? Did you examine it?

  • There's another Roman numeral on the back of the gear. Write it down.

  • What's left? A hexagon shape.

  • Where have you seen a hexagon? The bolts on the couch, but those are gone.

  • Where else? Somewhere on this balcony is a clue.

  • Maybe somewhere on your person.

  • Like in your inventory.

  • Like, in the sketch book.

  • Like, on the third page.

  • The axel of the windmill base is shown as a hexagon, isn't it?

  • Could there be a clue on the real windmill base?

  • Can you get up there to take a look?

  • Could it be on a side that you can't see?

  • How could you check out the other sides of the hexagonal base?

  • Maybe by rotating the windmill?

  • By turning it on?

  • With the lever?

  • Turn on the windmill, climb the ladder, and wait to see a clue.

  • There's another Roman numeral on the base of the windmill machinery. Write it down.

  • So now you've got numerals corresponding to the code from the marble. Time to punch them in.

  • But the keypad isn't like a telephone. It's in a funny order.

    Check the sketch book again.

  • Now, put your five numbers in, in the order from the marble code. If you did it correctly, the door will open when you click on it.

  • Not working? You noticed the windmill numeral was a duplicate, right?

  • Did you "unpush" it?

  • Excellent! You've just found

  • another key, and

  • the slot that held your shiny gear.

  • Maybe if you replace the shiny gear, the hallway gate will open again.

  • Better not take it out again, unless you want to get locked out here forever. The gate clearly requires a gear filling the slo

Get in Gear, Part 2

  • So you've got a new key. Could there possibly be a drawer or cabinet or box you've not unlocked? Yes, yes there is. Find it.

  • The middle drawer of the cabinet with the fruit bowl will now open for you.

  • What's inside? A rusty bit of gear.

  • Kind of like that other bit.

  • Looks like together, they make a whole gear.

  • Clearly you are supposed to use it somewhere. But where would it go?

  • Where have we seen gears before?

  • There's an empty axel in the hidden compartment under the plant shelf.

  • But it doesn't appear to be taking these rusty bits.

  • It needs a whole solid gear.

  • Where can you get one?

  • Can you replace the shiny gear outside in the door locking shaft, with the two rusty bits?

  • Open the door at the bottom of the ladder. Take out the new gear. The compartment will go up to the top. Climb the ladder. Open the door (don't worry, you don't have to unlock again). Place your rusty gears bits into the gear slot. The gate will open again. Now you've got a new gear, and an open gate.

  • Put the new gear in the open space in the hidden compartment.

  • Can't get it on?

  • Bet you could if you could get that axel to hold still…

  • What's making the axel turn?

  • Something spinning slowly.

  • Something you've already seen.

  • Go outside and turn off the windmill.

  • Now put the gear on.

  • Can't get it to spin?

  • What would make the axel turn?

  • Something spinning slowly.

  • Something you've already seen.

  • Go outside and turn on the windmill.

  • Examine the spinning gear.

  • Cool. Another key! What haven't you unlocked?

  • Look everywhere.

  • Even outside.

  • Or inside.

  • Or in between.

  • Hey, was this light on in the hallway before?

STOP RIGHT HERE! If you are suddenly in light where before there was dark, but you aren't inside or outside... you need to make absolutely sure you are fully equipped before you proceed,
as this is a point of no return.
Hit SAVE if you aren't sure.
You need to have in your inventory:

  • the magnifier

  • the sketch book

  • and four marbles.



Hint-Through: The Final Puzzle

  • Use the gear key on the panel in the hallway.

  • Open the door, and push the button. Enter the room of blue glass balls.

  • Cool! A puzzle. But the squares all seem blank.

  • until you touch it.

  • So, you need to make the puzzle show... something. But what?

  • Are there any clues you haven't used yet?

  • Maybe in your inventory?

  • Maybe in your sketch book?

  • The first page of the sketch book shows a symbol that should appear in this final puzzle.There's one good way to get started solving this:

  • Start with the known. There are two "knowns."

  • First, that the tile holding the marble in the center will not rotate, so clearly that one is properly oriented. You could start there.

  • Second, that if the seahorse is going to appear in the puzzle, there is only one way to properly align those tiles. You could start there.

  • From either of those starting points, make the lines match up.

  • When the tiles are correctly aligned, you will see

  • five figures (none of which are touching each other). They look like:

  • a snake,

  • a bird,

  • a snail,

  • a man,

  • and a seahorse.

  • To complete the puzzle, you have to give the figures

  • heads. What could you use to make the heads?

  • Yep, marbles.

  • But in what order?

  • You could experiment if you like. But you have the clues already with you.

  • Not in the sketchbook.

  • Do you remember those lovely photographs you saw earlier?

  • Inside the marbles?

  • They were clues to this final puzzle.

  • Match the animal to its likely habitat.

  • Which one would live underwater?

  • In the sand?

  • In the sky?

  • In the flowers?

  • When the puzzle is complete and correct, it will show you. If it doesn't, you need to correct either your tile placement or your marble placement.

And I think you can get it on your own from here!
Easter Egg for those who finish:

If you wait for the last scene after completion, you'll see a full view of the windmill. Click the three colored dots in the top right for a lovely surprise.


Whoops - I had a typo in the final hint-through section.

It should read, "When [the things] are correctly aligned,

(none of which are not touching each other)"


I loved this...

It was very Mysty, simple (casual games must be simple) but very logical.

There are some lovely moments, Places where you think you have escaped but are still wondering what the rest of the clues do.

When I realised (on my own) that I was looking at a seahorse, a snail, a snake, a bird & a man and I KNEW what the "heads were"...

Games like this are often too abstract, but this was just right. Probably one of the first escape games I have finished without needing hints. 5/5


Hey, Jay, no offense or anything, but you should really think before you put a walkthrough up. The designer of the game leaves a note saying to "refrain from an exhibition of a walkthrough". So you might want to consider taking your walkthrough down...


My stupid number for the combination didn't work, so I restarted.


Hi. My name is Jess, and I'm an escape game addict... Haha.

Anyway... I had a lot of problems with the game loading--It didn't matter how many times I reloaded. Eventually, after I left and came back a few times during the night last night, it worked. It was totally worth the wait, though. I think it's one of the best escape games I've played in a while (I ended up needing a couple of hints from the walk-through, but not enough to make me frustrated).


A charming game with just the right level of difficulty. Really nice graphics, and good intuitive gameplay. Some parts are a little tricky, but they do make sense. The walkthrough is unclear on #45 and wrong on #47. The answers you need are there, you just need to keep looking.

Windmill blades:

The number is on the tip


Look up

Set the windmill turning, climb the ladder and look up

Oh, and when you finish the game, be sure to check the top-right corner.


Wow...I've played a great many EtR games in recent years. I'm not done with this one yet (and I refuse to resort to the walkthrough as I might in a less interesting game), but I suspect it will end up among my all-time favorites, along with White Chamber and Il Destino and of course the venerable MOTAS.

I'm not a fan of pixel hunting, or of the "random mystical side effects" that seem to characterize so many of the recent Gotmail games. No worries here. This one obeys both physical laws and its own internal logic for the most part, and I have to agree with saneiac that it's *very* cool how certain objects end up being used in more than one context. I'm also impressed by the length: I pretty much expected to be out by now, but there's clearly a fair amount of fun yet to come.

I enjoyed neutral's earlier games, but this is a new high-water mark for them. Just really well done.


Ah, seemed to have a bit of a typo in my last comment ("logic and relatively rational puzzles"). I meant "beauty and relatively rational puzzles".


This one was really nice -- nobody sick or dead or dying, and really sumptuous graphics. (I love escape and point-and-click games, but have always wondered why they're always so gloomy! Dark and spooky is one thing, morbid is another.)

The puzzles were logical, although I'm tired, so I leaned heavily on the walkthrough -- which is brilliantly written so that there are hints upon hints before blatantly coming out and saying what it is -- through most of it, I said "Aha!" and completed that step with just a nudge, and not a blatant direction.

Great game, great hint/walkthrough system -- can't wait to see more from these folks.


HELP! i can't get past the frog eye thing at #34
i know i have to place the green marble in but i can't get it in.. i tried every hole n the clock though i know i have to place it at 0500.. can someone help?

i know someone has posted :

Frog Eye problem from obvious to not so obvious:
make sure you switch back on light
You are probably missing a marble - green surrounded by gold
It's the top of one of the boxes
you will need to get it off the box...with...the screwdriver
Posted by: slgalt | February 7, 2008 3:46 AM

but i still understand.. can someone pls help explain??

thanks in advance, poop.


I also got stuck at the last puzzle for about 20 minutes and then realized I had one tile wrong. Make sure you examine it carefully, no the game does not hate you and is doing this just so you don't finish and it laughs at you when you're really mad, you probably do just have 1 tile wrong. It's much more obvious than you would think.


Wow. That was an excellent game. I think this may have been the first time I've ever gotten through one of those without really using the spoilers.


Wow, this is a great game! I particularly loved how we have to use the wooden doll to match certain position, and when I thought "That's the exit!", turned out I wasn't and I still got more puzzles to solve. Brilliant!

Great hint-through ;)



If you have got to where the frog is

shining the light at the clock at 5:00,
to go further, you need to have found

the green key from the back of the

seashell picture.

That item will allow you to unlock

the box with the green gem on top. And you have to have the


to remove the gem from the box.

@jojo Thanks so much! I figured that if I like to get a nudge rather than a push, others might too. Glad to have helped.


I cannot get up to the 2nd metal door at the windmill. I can see it and I have the entire code but I can't climb the ladder all the way. Is this a bug or am I messing up somehow?


for the people having trouble with the windmill panel code:

for me the hexagon didnt represent 6. instead, i tried replacing it with every number, until the panel opened.

mine turned out to be 7

also, with the repeated windmill symbol you do in fact un-press whichever number your windmill represents.


Ok.. So I'm upto the point where you put the metal knob onto the puppet's head and looked at the walkthrough, but I cant put him back into the drawer. What am I doing wrong? I can only open the drawer and close it. Even with the doll selected.

Anonymous February 8, 2008 5:49 PM

The dude that gave me the walkthrough said to spin th fish button until the box opened, but I've tried really hard and nothing happened. I've checked the pattern many times and it was still closed. What now?


Question about the metal box outside:

Do you have to go in exact order based on the picture? Like my blade is IX (9), the walkthrough says the hexagon stands for 6, my gold thing is I (1), and the windmill itself is V (5). I've tried probably a billion different combinations, from typing it in order with the blade first, typing it in order with the windmill first, typing it in order using only the windmill number (unchecking the 5 key), typing it in order using only the blade number (unchecking the 9 key), not putting it in order with all numbers (5,6,1,4,9), etc. etc. etc. I've run out of ideas. I've even replaced the hexagon with every other number not used and went through that list above again. I'm also definitely using the book's guide for the number in a clockwise outward-to-inward format, and...nothing. It's starting to stress me out.

I really want to finish this game. Did anyone come up with a foolproof method for it yet?


I can't seem to find the screws on the shelf, although I was able to see them before... maybe I'm not clicking in the right area?


Pineapple, what a great idea to post a "hint through" rather than a walkthrough! Thanks!

Papachabre February 9, 2008 2:57 AM

Excellent game! It was difficult but the puzzles all made perfect logical sense and it required more thinking than random clicking. I loved it!


pineapple, the hint-through was a great idea, and really really well done. Thanks for taking so much time to do that. Loved the game.



You need a gem that tells you the direction the fish should be pointed. Zoom out and click on the small brown box in the small shelf at the bottom. Assuming that you already performed all the steps in the walkthrough before reaching this part of the game, open the box and use your screwdriver on the screw. This should allow you to get a new gem. Then place the new gem into the seer box in your inventory and look into it. You should see the fish. Then go back to the box, press all the buttons as instructed in the walkthrough and fix the fish's direction. Note: for me, it was upwards. This should open the box. I hope this helped.


A most excellent game! And Pineapple's hint-through was just the thing...thank you Pineapple!


I've got a huge problem with the fish-box.

I've been clickin' the fish for ages and the box isn't still opening. I've doublechecked the plates and nothing's happenin'.

What should I do?


It's a great game so far, but the clock puzzle doesn't work for me. I have the diagram, and have tried pushing the designated buttons, both clockwise and counter-clockwise, nothing happens. Getting frustrated here, no point in going further if I can't get this!tz

skoodge80 February 9, 2008 2:45 PM

Very fun game, a lot longer and more well-made than most room escape games I've played.


I had the same problem with the goofy clock does anyone have any suggestions?


Pineapple, thanx for the hint-through. It really helped me without giving everything away.


The hardest part that i thought was the part about the fish box (4x4 squares) with the shells in the drawer as a key component. It is hard to distinguish what is shells and what isn't on some of the items (some that actually where shells wheren't used as clickables) And that Clock thing to get the last part of the screwdriver was kind of confusing.


pineapple's hint-through is officially the best thing ever. With these games, I normally find I have a choice between frustrating pixel hunts (without walkthrough) or pointless instruction-following (with walkthrough). Having a series of increasingly detailed clues available to gently push me in the right direction whenever I got stuck made the experience an entire pleasure.