Move 78

Move 78

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Rooms & Puzzles Guide
By hadestown
Stuck on a Move 78 puzzle? Not sure what to do next in a room? Check this guide for help!
   
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Intro
I tried to make it easy to find the room and puzzle you’re stuck on without being too spoilery. The puzzles are listed in my recommended order. If you’re stuck somewhere and you can’t find anything else to do, check through the room’s guide from the beginning and make sure you did all the puzzles listed in order. Start with Hint 1, and if you still can’t figure it out, move on to the next hint.

(Apparently Steam has a character limit for sections, so I had to split rooms up into multiple sections.....so I recommend starting with the first section and scrolling down, if you don't want to get spoiled on puzzles that show up later in the room.)

(Also, if you click on an image in the guide and it says it has an invalid URL, click on the URL above the image, and it will open it in a new window. Not sure why the images are doing that.)

Some puzzles use colors that may be hard to see, so I’ve either typed those out, or included a screenshot with the colors written out or emphasized. I usually put these in Hints 1 or 2.

If you need further help, the Move 78 discord is a good place to ask specific questions! You can find a discord invite on the game’s main menu.

If you’re currently stuck somewhere, my general recommendations are:
--Check everything carefully, and look around a lot.
--Try entering a wrong solution. At least this will show you how the puzzle operates, even if you don’t know the right solution yet.
--Keep a list of objects and information you haven’t used yet, because it’s easy to forget things you saw much earlier in a room.
Room One - Tutorial
Room preview screenshot:


First room
  • Click on the chest to open it (it’s unlocked already), to acquire an ornate sword.
  • Click on the eyeball in the fire. Your inventory box will automatically open. Now click on the sword in your inventory to acquire a skewered eyeball.
  • Click on the door, then use the skewered eyeball in your inventory to open the door.

Second room
  • You have to click and drag either “yes” or “no” to answer the questions, and click the red button to submit your answer each time to unlock the next door. Click on this door to open it.

There are two puzzles in the third room.


Skulls on the wall
Screenshot:

  • Hint: You may have to revisit the previous rooms to solve this puzzle.
  • Solution: Throughout all the rooms are decorative skulls that match the color of the skulls on the wall. Rotate the skulls on the wall to match the direction of the decorative skulls. From left to right: the white skull is upright; brown to the left, red to the right, gray to the left, black upside down. The Giant Eye in the brown skull will automatically fall out when the puzzle is solved. Pick it up off the floor.

Directional lock/chest
Screenshot:

  • Hint 1: Be sure to read the note on the wall next to the chest for how to operate the padlock.
  • Hint 2: The colorful eyes on the wall above the chest correspond to the answer.
  • Hint 3: There is one black eye, two gold eyes, three red eyes, four white eyes, five orange eyes, and six blue eyes.
  • Solution: Count the number of each different colored eyeball and go in order 1-6 in the direction they are on the wall. There’s 1 black eye on top, 2 gold eyes to the right, 3 red eyes to the left, 4 white eyes on the bottom, 5 orange eyes on top, and 6 blue eyes to the left. So the padlock solution is up, right, left, down, up, left. You can press the top part of the padlock to reset it if you enter a wrong direction. Pick up the Giant Eye in the chest.

Finishing the escape
  • Now click on the creepy eyeless red face on the wall. Give it the eyes from your inventory. Now the final door is open.
  • You probably don’t know the Completion Hash at this point in time. That’s okay! Enter something random until all the spaces are filled in to progress.



Room Two (part 1/3)
Room preview screenshot:


Red wires in the basement
Screenshot:

  • Hint: Click each square piece to rotate them until all the wires in the middle are connected. Some pieces cannot be rotated. The wires are red. If they’re a bit hard to see, adjusting the brightness setting might help.
  • Solution screenshot:

Hallway keypad
Screenshot:

  • Hint 1: If this keypad isn’t working yet, you should do the previous puzzle first. The keypad has the words “The suspects have the entry code” written in different colors. “The” in green, “suspects” in red, “have” in blue, “the” in green, “entry” in yellow, and “code” in red.
  • Hint 2: The projector is important for this keypad. If you haven’t found all four Projector Slide Pieces, you should look around some more.
  • Hint 3: One slide piece can be found in the lobby on the couch, one can be found on the floor of the basement, one can be found on the floor in the mannequin room, and one can be found on the floor in the projector room. Click on the empty wooden table in the projector room, and place all four of your Projector Slide Pieces onto it. Now you will get a Repaired Projector Slide. Click on the projector and use the Repaired Projector Slide on it.
    --The numbers on the wall might be randomized (not entirely sure) but each number corresponds with a different color. From left to right, the first number is green, the second number is red, the third number is blue, and the fourth number is yellow. You have what you need to use these numbers now.

  • Solution: The colors in “The suspects have the entry code” are green, red, blue, green, yellow, red. The colors on the projector from left to right are green, red, blue, and yellow. Match these colors and their corresponding projector numbers to form a 6-digit keycode and enter it into this keypad. For example, with the screenshot above, my keycode was 234213 (the other combination I’ve seen is 987948). Now the locker room is unlocked.

End of the hallway keypad
Screenshot:

  • Hint 1: If this keypad isn’t working yet, you should do a previous puzzle first. If the keypad is working, you have all the clues you need to solve it. Make sure to read the note above the keypad as well.
  • Hint 2: Take note of all the Officer of the Month portraits in the station. There are four of them total.
  • Hint 3: The Officer of the Month portraits are from January, February, March, and April. Read the captions underneath the portraits carefully, too.
  • Solution: The note above the keypad indicates that the officers of the month should have the keycode. Take note of all the Officer of the Month portraits scattered throughout the police station. The month they are from indicates what order they go in, so January is first, February is second, etc. Each caption references a number. William Willis arrested 3 suspects in January. Craig Stone worked with 6 schools in February. Carl Redfield and his dog were a pair (2) in March. Gillian Cooper solved 3 cold cases in April. So the keycode is 3623. Now the shooting range is unlocked.

Shooting range
Screenshot:

  • Above is a screenshot of the shooting range. The numbers on the targets start with 10 in the middle. The ring outside of that is 8, then 6, then 4, then 2 on the very outside ring.
  • Hint 1: There are a few notes throughout the station that pertain to this puzzle.
  • Hint 2: The relevant notes are the two notes in the shooting range, the note outside of the janitor’s room/poker room, and the note in the first office about the Botfly Killer.
  • Solution part 1: The relevant information in the notes is:
    --The note outside the janitor’s room/poker room says that Joe will let the rookie into that room if they can equal his high score.
    --The note in the first office about the Botfly Killer mentions an officer named Joe Milano.
    --The note in the shooting range lists J. Milano’s score as 24024. You know you should try to match Joe Milano’s score of 24024.

  • Solution part 2: The second note in the shooting room explains how the puzzle operates. The left target subtracts from your score, the middle target adds to your score, and the right target multiplies it. One possible solution is as follows:
    +10, x10, x10, x4, +4, x6
    0 + 10 = 10
    10 x 10 = 100
    100 x 10 = 1000
    1000 x 4 = 4000
    4000 + 4 = 4004
    4004 x 6 = 24024
    Make sure to pick up the Janitor’s Key from the box at the end of the shooting range after you complete the puzzle.

Poker table/cards
Screenshot:

  • Hint 1: Click and drag the cards to move them around. Arrange them so they look like they fit together properly. There are 16 cards total.
  • Hint 2: One of the cards has the number 1 on it, and one has a 16 on it, so you know where to place those cards.
  • Hint 3: There are two notes that are relevant to this puzzle. One is on the side of the safe and says “The cards are the key”. The other is a small note on the wall from the janitor that says: “I don’t mind people using my room to play your games after hours, but please clean up after yourselves. Stack your cards back up and take a good look at them when you guys finish.”
  • Hint 4: Once you’ve arranged the cards on the table correctly, you know what order they go in from 1-16.
  • Hint 5: Sigrid and Hunter will talk a little bit after you’ve arranged the cards on the table correctly…but the cards will only lock into place once you’ve completely finished the puzzle.
  • Solution part 1:
    Screenshot:

  • This is what the cards look like correctly arranged on the table. Now, click and drag the cards over to the left to stack them back up, starting with card 1 on the bottom and working up to card 16 (it will not work if you go in the opposite direction with 16 on the bottom). They will lock in place. Recall the note on the safe.
  • Solution part 2: Now that the cards are stacked in order, you can read numbers written on the side of the stack, 37192. This is the code to open the safe in this room. Starting from 1 on the safe dial: Click the left arrow until you get to 3. Click the right arrow until 7. Left arrow to 1, right arrow to 9, and left arrow to 2. If you mess up, go back to number 1 on the dial and start over. Make sure to pick up the shoes out of the safe. Additionally, there’s another item in this room you will need later. I recommend looking around a bit and picking it up if you haven’t already.
Room Two (part 2/3)
Cabinet in the shower room
Screenshot:

  • Rotate each square until it forms a creepy picture of a face. You’ll know when you’ve finished the puzzle correctly because Sigrid and Hunter have some dialogue after it’s done.
  • Solution screenshot:

Safe in the shower room
Screenshot:

  • Hint 1: If you did all the previous puzzles, you should have everything you need to open this safe.
  • Hint 2: Clicking on the shower prompts you to use an item on it. If you haven’t found that item yet, you’ll have to look around some more.
  • Hint 3: After using an item on the shower, Sigrid and Hunter will have a bit of dialogue, and something nearby has changed a bit…
  • Solution part 1: You need to solve the previous puzzle (Cabinet puzzle) first before you can open the safe. Additionally, in the basement, on a small rolling cart, is a wrench. Pick it up, then use it on the shower.
  • Solution part 2: After using the wrench on the shower, the cabinet now has the numbers 2384 written inside. This is the safe combination. From number 1: Click the left arrow once so you’re on number 2. Then click the right arrow until you get to the number 3, then the left arrow until number 8, then the right arrow until number 4. If you mess up, turn the dial to number 1 to reset it and start over. Pick up the Radio inside the safe.

Lockers
Screenshot:

  • Hint 1: If you did all the previous puzzles, you have all the information you need to solve this one. This puzzle also relies on items and information found in various notes and pictures around the police station, so look around carefully if you can’t figure it out. Clicking on a locker allows you to place one item from your inventory into it.
  • Hint 2: Read the stained note on the wall next to the lockers. Each locker is labeled 1-6 and each belongs to a different officer. Figure out which locker belongs to which officer, and place their corresponding item inside. If you don’t have one item to go in each locker, you should look around some more. You should have a pair of Shoes, a Radio, a Notebook, a Police Badge, a Cassette Player, and a Police Cap.
  • Hint 3: The notes relevant to this puzzle are on the back of the lockers, one in the lobby near the front entrance, one on the wall in the janitor’s room/poker room, one in the briefcase in the first office, and one of the Employee of the Month portraits. Additionally, be sure to look closely at locker #1.
  • Solution part 1: You should have already gotten the Shoes and Radio from safes that opened in previous puzzles. The Notebook can be found on a bench behind the lockers. The Police Badge can be found inside the recycling bin in the first office. The Cassette Player can be found on a shelf in the basement. The Police Cap can be found on one of the mannequin’s heads.
  • Solution part 2: First, figure out which locker belongs to which officer, and which item from your inventory belongs to each one. You can figure out the placement of the items by process of elimination.
    --According to the stained note on the wall next to the lockers, locker #3 belongs to Irons. Recall the note in the lobby near the front entrance; that note is from Irons, who is looking for his notebook. Place the notebook in locker #3.
    --The stained note says lockers #5 and #6 belong to D.Cooper and G.Cooper respectively. The notes on the back of the lockers mention Donald’s item is a radio, and Donald’s sister’s item is a cassette player. Gillian Cooper’s full name can be found on her Officer of the Month portrait in the mannequin room. With all this information, we can assume the sister referenced in the locker note is G.Cooper, so we know which items and which lockers belong to Donald Cooper and Gillian Cooper. Place the radio in locker #5, and the cassette player in locker #6.
    --The name on the stained note for locker #1 is illegible, but you can figure it out another way. Look at locker #1. Inside it is a picture of a woman and a dog. A note on the back of the lockers reveals that the police cap belongs to someone named Redfield, who talks about his wife and dog a lot. Thus, it can be assumed that locker #1 belongs to Carl Redfield. His Officer of the Month portrait in the projector room also shows him with the cap and dog. Place the police cap in locker #1.
    --Recall the note in the janitor’s room/poker room from Joe Milano, who threatens someone named Hannigan. Also recall the briefcase note from the first office area, which says that Officer Larry Hannigan was suspended because he was found in possession of drugs. And finally, the stained note says that locker #2 belongs to a “TRAITOR”. While it’s unclear exactly what happened between Larry Hannigan and Joe Milano, it can be assumed Hannigan is the TRAITOR, and Milano likely planted drugs in his locker to get him fired. Place Officer Hannigan’s badge into locker #2.
    --The name on the stained note for locker #4 is illegible, but by process of elimination, the shoes can be placed into locker #4.
    --If you have everything correct, the box in this room will open. Pick up the Symbol Plate from inside. Note that “A -> K” is written inside the box.
Room Two (part 3/3)
Radio/black box
Screenshot:

  • Hint 1: If you’ve done all the previous puzzles, you have everything you need to solve this one. There’s also an item you need to use with this device; if you don’t have it yet, look around some more. Be sure to try clicking each part of this device. There are several places on this device that you can interact with.
  • Hint 2: Below the alphabets is a slot for a keycard. If you don’t have the keycard yet, you can pick it up off a workbench in the back of the janitor’s room/poker room. Now the green light on the right side of the box will flash several times in a pattern. The pattern ends with a red light, then starts over with the green light.
  • Hint 3: Don’t forget about what’s written inside the box in this room. It says “A -> K”.
  • Hint 4: Once you enter the correct number on the left and right keypads, the box will open automatically. Each side is a 4-digit code.
  • Solution:
  • --For the right side keypad, count the number of times the green light flashes. The red light indicates when the pattern starts over. First the green light flashes 3 times; then a pause, then 6 times, a pause, 2 times, a pause, then 4 times, and then the red light flashes and it starts over. Enter 3624 into the right side keypad.
    --For the left side keypad, recall what’s written inside the box in this room, “A -> K”. Using the round buttons next to the alphabets on this device, line up the letter A on the top row and the letter K on the bottom row. Now refer to the words written next to it. They say “IULUD”, “EDU”, “YUWXJ”, AND “DYDU”. Use the alphabets to decode these words. For example, I=S, U=E, L=V, and D=N, so “IULUD” spells SEVEN. Decoding each word this way, here is the code we get:
    IULUD = SEVEN
    EDU = ONE
    YUWXJ = EIGHT
    DYDU = NINE
    Enter 7189 into the left side keypad. The box will open automatically if both keypads have the correct code entered. Pick up the Handcuff Plate inside the box.

Final door
Screenshot:

  • If you’ve done all the previous puzzles, you should have what you need to solve this one. Click on the door and place the Symbol Plate and the Handcuff Plate on the door. To operate this puzzle, click on the right side plate to rotate it. Press the red button when the right side corresponds with the left side.
  • Hint: There’s one piece of writing somewhere that you haven’t used yet.
  • Solution: Recall the bloody writing on the walls in the mannequin room.
    --“the policeman let the bloody beast slip through his fingers”: The left side starts out on a symbol of the handcuffs to represent a policeman, so the right side to match that is the symbol of bloody hands. Then press the red button to proceed to the next symbol.
    --“the three helped…to the crescent moon”: The second symbol on the left side is a crescent moon. This hint is a bit unclear to me, but by process of elimination, the symbol to be paired with the moon is the octagram, or eight-pointed star.
    --“the soldier and death are never far apart”: The third symbol on the left side is the crosshair of a gun to represent a soldier, so the right side symbol should be a skull to represent death.
    --“the medic faced down the serpent and lived”: The final left side symbol is a caduceus, which commonly represents medicine, or in this case, a medic. The right side symbol therefore is the snake.
    --After entering all these, the door will open.



Room Three (part 1/3)
Room preview screenshot:


Be sure to examine everything quite carefully in this area. Once all the lights above the front entrance door are lit up, click on the door to finish the escape.

Table with grid and body parts
Screenshot:

  • Hint 1: You can actually solve this puzzle first thing.
  • Hint 2: The first thing you see upon entering this escape room are those creepy pulsating plants things. To the right of the plants, on the wall, is a small note that goes along with this puzzle. The note says “Feeding humans to the babies seems to have had an unexpected effect on them. Each seems to grow pieces of human on them like a foul cancer. I will keep a close eye on this and keep track of what’s growing on each of them. As long as it does not affect the flies that hatch at the end of the gestation period then I can continue using Humans to fuel their growth.”
  • Hint 3: Be sure to examine the creepy pulsating plant things very carefully. You may have to get up close and personal with them.
  • Hint 4: There are 5 creepy plant things, and 5 circles on the table.
  • Solution part 1: The circles on the table go top to bottom and correspond with each plant left to right. Get up close and examine each plant, counting how many of each body part you can see sticking out of each plant (some may be difficult to see at first). Then mark down which body part each plant has sticking out of it.
  • Solution part 2: The first plant (farthest to the left) has a heart, a tongue, and teeth, so on the table, put an X in the first row under those body parts. The second plant has a heart, eye, and tongue. The third plant has only a brain. The fourth plant has a brain and a tongue. The fifth plant has eyes and teeth.
  • Solution screenshot:

  • Once your table is correctly marked, a secret compartment will open under the mantelpiece at the far end of the room. Go over and press that button.

Statues/busts
Screenshot:

  • Hint 1: Click on each statue to rotate it.The note on the table in the center of the room is the key to solving this puzzle. The note says:
    --“Athena was too calculating to find herself with her back to a wall, thanks to constantly looking over her shoulder at her closest neighbour.
    --The enemy pushed Princess Margaret’s forces into a corner. Even her closest advisors couldn’t get her to realise the problem that she was facing.
    --Diogenes knew Margaret was weak. His gaze was ever-watching as he waited for the perfect time to strike. His dogs of war stared at their master with longing as they awaited his permission to bein their assault.”

  • Hint 2: Examine the statues. The one closest to the door appears to be looking over her shoulder. The next closest one looks like a woman and is in a corner. In the next corner is a statue of a man. The final statue closest to the floor lamp is a dog.
  • Solution: The first statue (closest to the door) is Athena. Rotate her so that her torso is facing the wall closest to her, and she’s looking right towards the white statue of a woman. That statue in the corner is Margaret. Rotate her so that she is facing the corner. In the opposite corner is a statue of a man, Diogenes. Rotate him so that he is facing directly towards Margaret. Finally, rotate the statue of the dog so that it is facing Diogenes. If you’ve done the puzzle correctly, the box in the room will automatically open. Press the button inside it.

Keypad in the hallway
Screenshot:

  • Hint 1: You should have everything you need to solve this puzzle, especially if you’ve already visited the room with the busts/statues. Don’t forget about the equation below the keypad that says ((A1 x C6) + G9 + S7 + E6). Pay attention to the contents of this equation.
  • Hint 2: Additionally, there are three photographs scattered throughout this area. Each one has a word to the right of it and numbers below it. Pictured below.
    Screenshot:

  • Hint 3: The chests of drawers in the hallway go along with this keypad as well. Pay close attention to these as well, and note how they are laid out. Pictured below.
    Screenshot:

  • Hint 4: Try writing everything down in a grid and see if that helps.
  • Hint 5: If you’re still stuck…examine the equation carefully. What letters and numbers appear in it? Additionally, some of the information you have may be a red herring…
  • Solution part 1: The letters in the equation are A, C, G, S, E, and the numbers are 1, 6, 9, 7, 6. This indicates that the photograph you need is the CAGES/1679 one, further confirmed by the fact that it’s a photo of the chests of drawers. The house and flower photographs are there to throw you off. Meanwhile, the chests of drawers are laid out in 5 rows and 4 columns of numbers.
  • Solution part 2: Apply the word “CAGES” to the rows on the chests of drawers, and apply “1679” to the columns. Now you have a handy dandy grid. The equation below the grid is made up of coordinates on this grid: ((A1 x C6) + G9 + S7 + E6)
    --A1 refers to the spot in the second row, first column. On the chests of drawers, that number is 11.
    --C6 is first row, second column: #100
    --G9 is third row, fourth column: #4
    --S7 is fifth row, third column: #3
    --E6 is fourth row, second column: #22
    --Now substitute these numbers into the equation. ((11 x 100) + 4 + 3 + 22), which equals 1129. This is the passcode to enter into the keypad. After entering this number, the box in the hallway opens up. Be sure to pick up the button from it. This button goes into the device right next to the front entrance door. Press it to activate another green light.
Room Three (part 2/3)
Wooden clock
Screenshot:

  • Hint 1: This puzzle is some kind of wooden device that looks like a clock. To operate it, press the button in the center of the leaves when the correct leaf is lit up. If you’re correct, the twelve lines below the leaves will light up one by one. The goal is to get all twelve lines lit up. You have everything you need to solve this puzzle.
  • Hint 2: The story on the walls has twelve parts to it. Here is the story, for reference:
    1. In a world located behind a barrier, the only child of a king was kidnapped by a monster
    2. A monster snatched the beloved daughter of the king at the dead of night
    3. Three sets of three knights left on an expedition to save her
    4. Two pairs of knights returned just a small number of days after leaving. Their ordeal had broken their morale. For them, the quest was over
    5. They told a tale of being attacked by a dozen creatures in a forest
    6. The knights explained to the king that a whole set of their numbers had been killed in the forest battle. How many remain on the quest? the King thought to himself
    7. A decade later, the King had given up hope and considered his daughter to be lost forever
    8. However, a Caravan travelling south returned to the capital
    9. They found the surviving two knights and the princess herself
    10. The king held a grand celebration for a fortnight. What a splendid number of days they were
    11. The length of a whole season passed before the princess found out she was pregnant
    12. She gave birth to quadruplets. Each of them was more monster than human, the king died from the shock, and the realm of darkness was born

  • Hint 3: Each part of the story on the walls references a number.
  • Solution part 1: There are twelve leaves, numbered 1-12 just like an analog clock. There are twelve lines below it, and twelve parts to the story on the walls. Each part of the story references a number. Wait for the correct leaf to light up that corresponds with the numbers referenced in the story, then press the center button. If you’re correct, the twelve lines will light up one by one until they’re all lit up. If you mess up, you have to start over.
  • Solution part 2: The numbers you have to input are: 1, 12, 9, 4, 12, 2, 10, 6, 3, 2, 3, 4. Explained below:
    1. In a world located behind a barrier, the only child of a king was kidnapped by a monster. This one is a 1, referencing an only child.
    2. A monster snatched the beloved daughter of the king at the dead of night. This one is 12, referencing midnight, or the dead of night.
    3. Three sets of three knights left on an expedition to save her. This one is 9, referencing three sets of three knights, so nine knights total.
    4. Two pairs of knights returned just a small number of days after leaving. Their ordeal had broken their morale. For them, the quest was over. This one is 4, referencing two pairs of knights, or four knights total.
    5. They told a tale of being attacked by a dozen creatures in a forest. This one is 12, referencing a dozen creatures.
    6. The knights explained to the king that a whole set of their numbers had been killed in the forest battle. How many remain on the quest? the King thought to himself. This one is 2. They started with nine knights. Three of them were killed, and four returned, so that leaves two knights on the quest.
    7. A decade later, the King had given up hope and considered his daughter to be lost forever. This one is 10, referencing a decade.
    8. However, a Caravan travelling south returned to the capital. This one is 6. The caravan went south; south on a compass is down, which would be 6 on a clock (thanks to @Goliat for helping me explain that one)
    9. They found the surviving two knights and the princess herself. This one is 3, referencing two knights and the princess.
    10. The king held a grand celebration for a fortnight. What a splendid number of days they were. This one is 2. A fortnight is fourteen days. There’s no fourteen on a clock, but 14:00 is the same as 2:00 PM.
    11. The length of a whole season passed before the princess found out she was pregnant. This one is 3, referencing the fact that a season lasts about three months.
    12. She gave birth to quadruplets. Each of them was more monster than human, the king died from the shock, and the realm of darkness was born. This one is 4, referencing quadruplets.
    --In short, the final answer is 1, 12, 9, 4, 12, 2, 10, 6, 3, 2, 3, 4.
    --When entered correctly, the device will open up and you’ll receive a keycard.

Keypad with box next to it
Screenshot:

  • Hint 1: If you haven’t opened every door, you can’t solve this puzzle yet.
  • Hint 2: This puzzle corresponds with the trail of blood/red paint on the floor of this room.
  • Hint 3: Explore around all the rooms to find various toys and objects that you can pick up and examine. Be sure to examine them very carefully. You may have to turn them over.
  • Hint 4: Start at the footsteps.
  • Solution part 1: Find all four objects that you can pick up in all the rooms.
    --To the right of the front door is a small hallway. On the floor there is a toy car. Pick it up and examine it. On the top of the Wooden Car is a number 1.
    --In the room with the prisoner is a toy horse. Pick it up and examine it. On the bottom of the Wooden Horse is the number 3.
    --In the room with all the plants is a dining table. You can pick up and examine the bear sitting at the table, as well as the plant on top of the table. The Wooden Bear has a number 6 on its foot. The House Plant has a 2 on the bottom of it.

  • Solution part 2: Back in the room with the keypad, look at the blood/red paint on the floor. Stand on the footsteps, and starting from there, the line makes its way first to the Wooden Car, second to the Wooden Horse, third to the Wooden Bear, and fourth to the House Plant. The numbers you found on the matching objects go in this order, and that’s the keypad solution, 1362. Be sure to press the button inside the box when it opens.
Room Three (part 3/3)
Organs in jars
Screenshot:

  • Hint 1: To operate this puzzle, click and drag the numbers 1-5 to move them. The note on the wall corresponds with this puzzle. The note has certain words written in a different color. This is what the note says (I’ve underlined the words that are in a different color):
    Max
    You are having that dream again. You’ve seen what’s left of these poor souls floating in that liquid before. You’ve seen it every time before you step back into this nightmare or start things anew.
    Give up trying to solve this problem. It’s a fool’s errand.
    Save yourself from this hell and exit this place.
    No one in a dream could see what was on the menu for them. Sometimes you just need to rethink your options, when you come back, the solution will miraculously come to you.
    It’s the only way.”

  • Solution part 1: The words in the note that are in a different color are “save”, “exit”, “menu”, “options”, and “back”. Hit ESC, then Save your game. Exit to menu. Notice the background of the main menu is this same puzzle. Open the Options menu (you don’t have to change anything on it). Then hit Continue.
  • Solution part 2: If you did it correctly, the main menu background will briefly change to show the numbers 1-5 in the correct order. The order is 2, 5, 4, 1, 3. Now you can click and drag the numbers in the escape room to match. Pick up the Camera out of the box that just opened. Additionally, after completing this puzzle, a new note shows up on the wall across from the Prisoner’s door.

Final door
Screenshot:

  • Hint 1: When you first talk to the prisoner, they say there’s a puzzle in the room with them that has to do with paintings, but one of the paintings is missing. There’s a slot on the door you can interact with, in addition to the window you click on to talk to the prisoner.
  • Hint 2: If you can still talk to the prisoner through the door, you’re not done with them yet.
  • Hint 3: You must solve the five organs puzzle before you can help the prisoner.
  • Hint 4: The prisoner said they are missing a painting to solve the puzzle in their room.
  • Solution part 1: Head down the small hallway near the front entrance. At the end of it is a painting you can interact with. Click on the painting, then use the Camera on it so you get the Painting Photo. Now head back to the prisoner, click on the slot on the door, and give them the Painting Photo. After you give them the Painting Photo, they’ll ask you for something to cut their ropes with. If you don’t have that yet, you need to examine everything more thoroughly to find the item you're missing.
  • Solution part 2: Near the middle of the garden/plant area is an Antique Knife stuck into the ground. Pick it up and give it to the prisoner through the slot in the door.



Room Four
Room preview screenshot:


This area is a bit different since it’s more like minigames, but I can give hints or recommendations for some of them.

The first puzzle says “Repeat the sequence”. It’s just like Simon Says, click on the lights in the same order as they light up. It’s randomized so I can’t help you with that.

The second puzzle says “Input the next number in the sequence":
  • The first one says “51342, 5342, 534, ?”
    Hint: Are these puzzles making you feel kinda down, a bit low in spirits?
    Solution: Remove the digit with the lowest value each time. The number you enter is 54.
  • The second one says “1895, 5189, 9518, ?”
    Hint: Don’t worry, they won’t last forever. You’ll make it to the end soon enough.
    Solution: Move the final digit to the front each time. The number you enter is 8951.
  • The third one says “1, 4, 9, 16, ?”
    Hint: You’ll feel twice as smart once you solve all these puzzles. :-)
    Solution: These are all square numbers. 1x1=1, 2x2=4, 3x3=9, 4x4=16, 5x5=25. So the number you enter is 25.

The third puzzle says “Stop the timer between 0.0s and 0.5s”. I don’t have a hint for this one. This took me several tries to get right. You get better at it with practice.

The fourth puzzle doesn’t have any instructions, but you press the red button when the light is inside the red circle (the top middle one).

The fifth puzzle says “Input the number of flashed lights”. If you miss it, just enter a random number to make the puzzle start over and have the lights show up again.

The sixth puzzle says “Avoid the red lights”, which are the lights in the middle that look like they’re falling down. This is basically Frogger, move your light forward while avoiding the "falling" lights. My recommendation is to not go right away, as that seems to be a quick death, especially on the final level (which took me several tries). By the way, after you do this puzzle, I recommend checking all the walls before you do the next part. Not part of a puzzle, just a small detail that is easy to miss.



Room Five (part 1/2)
Room preview screenshot:


As always, I recommend that you examine your surroundings very carefully.

Keypad near the filing cabinets (in the reception room)
Screenshot:

  • Hint 1: The clocks on the wall pertain to this keypad. I recommend checking the in-game hints for this puzzle if you’re stuck, they’re quite helpful. Don’t forget about the plus and equals sign on the wall as well. This puzzle looks more complicated than it actually is.
  • Hint 2: If you’re still struggling, read the dominos at face value.
  • Solution part 1: Read each domino as two separate digits. For example, a domino that looks like this 🁋 (three dots on the left side, five dots on the right side) would be read as 35. Refer to the lines above the clocks for the proper order. You need 4 digits from each clock.
  • Solution part 2: The longer hand (the second hand) on the first clock’s domino reads 22, and the shorter hand reads 63. The shorter hand on the second clock reads 22, and the longer hand on the second clock reads 02. Using the symbols on the wall, you’d get 2263 + 2202 = ____. The answer is 4465, which is what you enter into the keypad. Be sure to pick up the Dog Tag from the box just outside of this room, the reception room.

Bullets
Screenshot:

  • Hint 1: This puzzle shows three boxy devices. Each one has a bullet on top and a keypad on bottom. From left to right, the first one has one red handprint on it; the second one has two red handprints, and the third has three red handprints. There is a note inside the first room (the room with the clocks on the wall) that pertains to this puzzle. The note says to “follow the pipes”. You can already see everything you need to solve this puzzle.
  • Hint 2: The pipes are the biggest clue, but if you still need help, look for the matching handprints.
  • Hint 3: Each keypad requires a single digit answer, as well as the matching bullet.
  • Solution part 1: Following the pipes leads you to three painted areas on the walls that are each shaped like a different type of bullet. Each one has a different number of handprints on it, matching the one, two, or three handprints on these boxy devices. Additionally, the black boxes within each painted area are the number you need to enter into the keypad.
  • Solution part 2:
    --The solution for box number 1 can be found caddy-corner to the dog tag puzzle. It’s shaped like the rounded-top bullet and has 9 black squares (so enter a 9 into the first keypad).
    --The solution for box number 2 can be found right next to the front entrance. It’s shaped like the short rectangular/flat-top bullet and has 4 black squares.
    --The solution for box number 3 can be seen by looking through the window on the white door near the dog tag puzzle. It’s shaped like the pointy bullet and has 5 black squares.
    --After inputting the correct numbers and bullets, the door right next to this puzzle will open.

Artillery shells/weights
Screenshot:

  • There’s a note on the wall (between the diagrams of the torso and the neck) that pertains to this puzzle. Basically, it just says you have to click and drag the artillery shells onto the three platforms so that they weigh the same.
    --I can’t really give a hint for this one since the shells almost all look the same, but I will say that you will end up with one group of three shells, and two groups of two shells. Once you finish this puzzle, the box in this room will open. Be sure to grab the Metal Block inside it.

If you’re stuck at this door:
Screenshot:

  • If you’ve done everything you can think of but you can’t get into this door (the experiment room door), there’s something you’re missing. You need to look harder.
  • Hint 1: You should read the book located on the floor near the front entrance.
  • Hint 2: That book mentions something about a key and where the key was.
  • Solution: Specifically, the book says the key was stabbed into the heart of someone whose body was strung up in the room with the bathtub. Go to the room with the bathtub and look closely at the diagram of the torso. Stabbed into its heart is the Key you’re looking for, it’s just quite hard to see unless you look closely. Click on it to pick it up. Now you can unlock the experiment room door.

Dog tags
Screenshot:

  • Clicking on this puzzle opens your inventory. If you don’t have a sixth dog tag yet, do the previous puzzles first.
  • Hint 1: Click and drag the dog tags to rearrange them. They’ll lock in place once you have the correct order. If you don’t have a clue about the order yet, you should search around all the rooms some more.
  • Hint 2: The dark office opposite the dog tag puzzle has the clue you need. Read the note on the desk very carefully.
  • Solution part 1: The note on the desk in the dark office says that each military officer is ranked by how valuable they are; the longer the dog tag, the more valuable. The order from left to right is 3, 6, 4, 2, 5, 1, according to the note, with 1 being the most valuable. Therefore, assign values 1-6 to the dog tags from the longest to shortest, then hang them in the order listed above. They’ll lock in place once you get it right. The note on the desk also says that hanging the dog tags in this order will reveal a code to unlock a keypad…
  • Solution part 2: After hanging the dog tags in the correct order, they each point to a number or symbol. Write out the number or symbol directly below each dog tag to get an equation that will give you a keypad code. The numbers are light green and may be a bit hard to see. In order, they read 6, 1, X, 100, +, and 2. This forms the equation 61 x 100 + 2, which equals 6102, the keypad code. Now where to use this code…?

Electric chair/weather vanes
Screenshot:

  • Hint 1: There’s a note on the floor in between the chair and the keypad on the wall. This note pertains to this puzzle. The keypad also pertains to this puzzle.
  • Hint 2: If you haven’t yet entered the code from the dog tags puzzle into this keypad, do that. Now the four weather vanes will start moving. If you click on them, they’ll stop moving.
  • Hint 3: Figure out which directions each weather vane should be facing according to the note. Each one is facing a different direction. The note makes it pretty clear. Click on each weather vane to make it stop moving.
  • Solution: The note says that Dog will cover the South, Lion will cover the opposite of dog, so North, Whale will head east, and Bear will head towards the sunset, or West. Once you stop all four on the correct directions, you won’t be able to interact with them anymore, and you’ll be able to pick up the Metal Block off the electric chair.
Room Five (part 2/2)
Directional lock/chest
Screenshot:

  • Hint 1: You can’t solve this one until you enter the experiment room (the white door towards the back of the whole area). If you haven't done that yet, scroll up to earlier in this guide. :-)
  • Hint 2: Make sure to read the note on the wall right next to this puzzle. It tells you where to look to find the password you’re trying to spell..
  • Hint 3: Starting at R, you’re heading in the direction of the correct letter, but the letters aren’t necessarily right next to each other. Head towards the next letter, stop on it, then head towards the next one.
  • Solution part 1: Go to the experiment room and peek inside the creepy door with a mannequin inside. You can see the words “READ IT” on the walls in red. These are the words you’re spelling using the directional lock.
  • Solution part 2: Starting at the R in the top left, head down until you hit letter E. Then head right until you hit letter A. Head down to hit letter D, then right to hit letter I, then up to hit letter T. In short, the directions for the directional lock are Down, Right, Down, Right, Up. Click the top of the lock to reset it if you mess up. After the chest opens, take the Metal Block from inside.

Security lock/metal plates
Screenshot:

  • Hint 1: This puzzle has two rows of five circular buttons. The first row is all black buttons (or all white once they’re lit up). The second row are all different colors; the first circle is pink, second is yellow, third is red, fourth is cyan, fifth is green. You can’t solve this one until you acquire all four Metal Blocks and place them in the puzzle. If you have trouble finding all the Metal Blocks, you should search every room carefully.
  • Hint 2: One metal block can be found on the wheelchair in the reception area. Another is found on the electric chair in the experiment room. One is found in the chest that was locked with the directional lock. And one is found inside the box in the room after you solve the artillery shell/weight puzzle. Click the top part of this puzzle to insert all four metal blocks into this puzzle, which will activate it. The result may be a bit hard to see, so below is a screenshot labeled with what the colors are.
    Screenshot:

  • Hint 3: There are 5 columns of ovals, and five multicolored buttons. Pay attention to the arrows pointing downward as well.
  • Solution:
    --The first row has two red ovals in the first and fourth spots. Click the first and fourth black buttons to light them up, then click the red button.
    --The second row has three yellow ovals in the first, second, and third spots. Click the first, second, and third black buttons to light them up, then click the yellow button.
    --The third row has three pink ovals in the second, fourth, and fifth spots. Click the second, fourth, and fifth black buttons to light them up, then click the pink button.
    --The fourth row has three green ovals in the first, third, and fifth spots. Click the first, third, and fifth black buttons to light them up, then click the green button.
    --If you did it all correctly, the door just next to it will open into the comms room.

Final puzzle
Screenshot:

  • For this puzzle, you have to enter 3 codes using morse code. To type out a dot, click the telegraph key very briefly. To type a dash, hold it down slightly longer. Use the paper on the table to figure out how to type each letter. Now you just have to figure out which three codes to use.
  • Hint 1: There is a note in the reception room that pertains to this puzzle.
  • Hint 2: The most important parts of the reception room note are that three files contain the correct code, the rest of the files are fake, and “Things go from left to right, and the answer is right in front of you.”
  • Solution part 1: The shelf with file folders and jars on it in the comms room contains all the codes. Click each file to view the codes in it. The reception room note states that the three codes you have to enter are split between three files, so you have to find the correct Code #1, Code #2, and Code #3. Go back to the reception room and count the number of small white bottles, red jars, and green jars that are sitting on the desk, then use those, going “from left to right” to pick the correct files and codes.
  • Solution part 2: On the desk in the reception room is 1 small white bottle, 2 red jars, and 3 green jars. On the shelf in the comms room, the correct files are under the first small white bottle, the second red jar, and the third green jar (pictured below).
    Screenshot:

  • Use Code #1 from the first one, Code #2 from the second one, and Code #3 from the third one. So the three codes you need to send are DEF, FOUR, and REKTO. Use the telegraph machine on the table to write out these codes. Once you’ve entered them correctly, the display will say “Received” and Sigrid and Bates will start talking.



Room Six (part 1/2)
Room preview screenshot:


Candles
Screenshot:

  • The goal is to get all the candles lit up. You can probably brute force this, but I will give a list of steps below just in case.
  • Solution: Starting with all the candles unlit: hit the 1st button (furthest left), the 5th button, then the 2nd button. That’s it. :-)

Horses/keypad
Screenshot:

  • The note on the wall in this room is relevant to the keycode.
  • Hint 1: Four of the horses look different.
  • Hint 2: I recommend standing in front.
  • Hint 3: The passcode is 4 digits.
  • Hint 4: If some of them look similar, pick the most accurate-looking one from each.
  • Solution part 1: Four of the horses represent the horses in the story in the note on the wall:
    --The smallest horse represents the young boy
    --The horse with the broom represents the housekeeper
    --The horse wearing the large hat represents the mother
    --And the horse holding a book represents the priest.
    --Stand in front of each horse and look up, like the story says. The weird pipe shapes hanging from ceiling form numbers depending on where you are standing. Some of the horses’ viewpoints may look like they form more than one number, but just pick the most accurate-looking number from each viewpoint.

  • Solution part 2: Going by the order in the story, these four numbers are 5943, which is the keycode number. Be sure to pick up the Metal Handle out of the box after you complete this puzzle.

Pipes filled with fluid
Screenshot:

If you haven’t solved the horse puzzle/keypad, you should go do that first.
  • Hint 1: Turn the red handles to adjust the fluid level inside each pipe.
  • Hint 2: Match the fluid level to the red line on each pipe.
  • Solution: There’s not much advice I can give for this puzzle. It requires a bit of quick clicking between handles until they are all filled roughly up to the red line. Note that the pipe on the left fills and empties the fastest, the pipe in the middle is the slowest, and the pipe on the right is a medium speed. You’ll know when you’ve successfully completed the puzzle, as the pipes will automatically stop filling, and the box in this room will open. Be sure to grab the Sly Mask out of the box.

Voice recognition/upstairs keypad
Screenshot:

Screenshot:

  • Read the note on the wall next to this keypad. It’s related to the voice recognition puzzle. If you don’t see the voice recognition control panel yet, you need to do the candles puzzle first.
  • Hint 1: All the different voice recognition words:
    10
    Ten
    Slap
    Home
    Candle
    9
    Face
    Another
    The
    Keep
    8
    Shut
    A
    Yellow
    Touch
    7
    Turn
    Baby
    Fall
    Hot
    6
    Open
    Blue
    Dodge
    Captive
    5
    Candle
    The
    Grey
    Fan
    4
    Giant
    Green
    Escape
    Puzzle
    3
    Red
    Shoot
    Killler
    Brain
    2
    The
    Off
    Gun
    Door
    1
    Watch
    Over
    Secret
    Flies

  • Hint 2: The note on the wall upstairs says the fan is blowing hot air everywhere.
  • Hint 3: After you turn the fan off, you’ll have what you need to unlock the keypad.
  • Hint 4: After you turn the fan off, I recommend looking around a bit…
  • Solution: On the voice recognition control panel thingy, use numbers 7 2 9 5 to say Turn Off The Fan. The fan near the fireplace will turn off now. Note: “8295” or “Shut Off The Fan” does not work. After the fan turns off, you can see the numbers 67582 written on one of the fan blades. Enter this number into the keypad upstairs to unlock that door. You’re not done with this voice recognition control panel by the way, but you can come back to it later if you want.

Slide puzzle
Screenshot:

  • Hint 1: Not many hints I can give for this one, although I can say that the empty space will be on the bottom right corner. If you’re struggling, I recommend solving the puzzle in quadrants; solve the top left of the puzzle, then the top right, then bottom left. And I can show a screenshot of the completed puzzle:
  • Solution screenshot:

  • Be sure to pick up the Angry Mask out of the box after you complete this one.

Brain/words
Screenshot:

  • Hint 1: Be sure to look all around the mansion for clues regarding this puzzle.
  • Hint 2: The relevant clues are:
    The painting in the room with the fireplace. It has the following words on it:
    --SCAPHISM (with a down arrow)
    --CRUCIFIXION (with an up arrow)
    --FLAGELLATION (with a right arrow)
    --ABACINATION (with a left arrow)
    The bookshelf across from the brain puzzle. It has the following words on it:
    --Lingchi (written in blue)
    --Strappado (written in green)
    --Impalement (written in pink)
    --Immurement (written in yellow)
    For reference, here’s a screenshot of the brain puzzle itself with the colors marked and words emphasized for easier viewing:

    Screenshot:

  • Solution part 1: The goal is to use the words to move the skull along the line and to the end of it. The first four words “Flagellation”, “Scaphism”, “Abacination”, and “Crucifixion” are directions that will make the skull move right, down, left, or up respectively. The second row of words “Lingchi”, “Immurement”, “Strappado”, and “Impalement” allow the skull to essentially unlock each colored line it comes across. Enter the full set of words that will successfully move the skull to the end of the line, then press the power button to actually make it move.
  • Solution part 2: The correct set of words in order is:
    1) Crucifixion
    2) Abacination
    3) Scaphism
    4) Abacination
    5) Crucifixion
    6) Lingchi
    7) Crucifixion
    8) Flagellation
    9) Immurement
    10) Flagellation
    11) Crucifixion
    12) Abacination
    13) Crucifixion
    14) Strappado
    15) Crucifixion
    16) Flagellation
    17) Crucifixion
    18) Impalement
    19) Crucifixion
  • Be sure to pick up the Happy Mask out of the box after you finish this puzzle.
Room Six (part 2/2)
If you’re stuck…
  • If you have 3 masks in your inventory, and you’ve completed all the puzzles I’ve listed thus far, but you can’t find anything else to do…
  • Hint 1: I suggest going back to where you started as a reminder.
  • Hint 2: You’re not done with the voice recognition control panel. Here's all the possible words again:
    10
    Ten
    Slap
    Home
    Candle
    9
    Face
    Another
    The
    Keep
    8
    Shut
    A
    Yellow
    Touch
    7
    Turn
    Baby
    Fall
    Hot
    6
    Open
    Blue
    Dodge
    Captive
    5
    Candle
    The
    Grey
    Fan
    4
    Giant
    Green
    Escape
    Puzzle
    3
    Red
    Shoot
    Killler
    Brain
    2
    The
    Off
    Gun
    Door
    1
    Watch
    Over
    Secret
    Flies

  • Hint 3: There's something you haven't used at all yet.
  • Solution: The first room you start in has a door with a picture of a gun on it. This door is locked. You can use the voice recognition control panel to say the words Open The Gun Door, or 6 5 2 2.

Marble maze
Screenshot:

  • If you haven’t seen this puzzle yet, go to the previous step, you haven’t gotten here yet. :-)
  • This puzzle is doable, I promise! But you can use the skip button if you need to. After finishing this puzzle, make sure to interact with the door and place all four masks onto it to activate the final puzzle.

Final door
  • Hint 1: If you right click/exit out of the puzzle, Machi will give you a very useful hint. What’s a two-letter word that can reference a boy?
  • Solution: “I am a word where…
    --“the first two letters express a male”. This is the word “he”.
    --“the first three letters express a female”. This is the word “her”.
    --“the first four letters express a legend”. This is the word “hero”.
    --"the entire word signifies a great woman”. The full password is “heroine”.



Room Seven (part 1/2)
Room preview screenshot:


This area has a lot of different puzzles. As a reminder, if you get stuck and aren’t sure what to do next, try going through the guide in order (starting with Hopscotch) and making sure you’ve done all those puzzles. If you’ve done all of them in this order, you shouldn’t get stuck anywhere.

Hopscotch
Screenshot:

The hopscotch board starts with a blue number 1 at the bottom; going upwards, green numbers 2 and 3, pink number 4, red number 5, cyan numbers 6 and 7, and yellow number 8.
  • Hint 1: You’ll need to read the note on the wall (near the shelf full of boxes) for the clue to solving this puzzle. According to the note, there are six numbers in the solution, and there are six lights above the door. Additionally, note how one of the lights above the door turns on when you step on the number 1 on the hopscotch board. If you step on the wrong number in the sequence, all the lights will turn off and you’ll have to start over.
  • Solution: The correct order is 1, 8, 5, 3, 1, 7. Going through the clues in the note on the wall:
    --“The game always starts at the number one”, so the first number is 1
    --“The inside of a mango, half the color of some bees, a lovely daffodil, what’s the colour of all these?” The answer is yellow. Number eight on this hopscotch board is yellow, so the second number is 8.
    --“Next, she would choose a random number, add the next highest number to it, add 9, divide by 2 and subtract the original number.” Doing this will always give you an answer of five, so the third number is 5.
    --“Put me next to a mirror to increase me by 5.” If you flip the number 3 horizontally, it looks like a lowercase Epsilon, or ε, which is the fifth Greek numeral and the fifth letter in the Greek alphabet, so the fourth number is 3.
    --“Put me to the left of the previous answer and I’m the most unlucky one.” The number thirteen is an unlucky number, and since the previous answer was three, that means the fifth number is 1.
    --“I am the phases of the moon, the days of Creation and the most deadly sins.” I’m not sure about the moon phases, but there are seven days of Creation in the Bible, and seven deadly sins, so final number is 7.

    If you step on each number correctly in order, all six lights above the door will turn on, and the door will automatically unlock.

Televisions
Screenshot:

Unlocking the second door involves the televisions in this room, as well as the note on the wall next to the door.
  • Hint 1: This puzzle is pretty self explanatory after reading the note on the wall. If you need an extra hint, start at the middle.
  • Solution: The door will unlock after you turn off every TV. Start with the TV in the very middle of the “maze” of bookshelves (the TV pictured above), then quickly work your way backwards through the maze, turning off each TV in order. There are 5 TVs total. If you do this correctly, the door will unlock.

Directional lock/chest
Screenshot:

  • Hint 1: You already have everything you need to solve this puzzle.
  • Hint 2: The black picture frame sitting on the floor nearby this chest is the clue.
  • Hint 3: You’ll have to go back to a previous room for the answer.
  • Solution part 1: The black picture frame shows a photo of a box from the very first room. That box is on a bookshelf full of boxes, some of which have arrows on them. There are 6 arrows in total.
  • Solution part 2: Start with the box that’s pictured in the black picture frame, then follow the arrows from there. The first one has a down arrow. If you look at the box below that, it has a right arrow. The box to the right of that has an up arrow, the box above that has a right arrow, the box to the right of that has a down arrow, and the box below that has a left arrow. In short, the directional lock answer is Down, Right, Up, Right, Down, Left. Remember you can press the top part of the lock to reset it if you enter a wrong direction. Make sure to pick up the Compass from inside the chest.

Open box/button on wall
Screenshot:

If you click on this box, the game will prompt you to put something inside. Clicking on the button on the wall in here will close and reopen the box.
  • Hint 1: You should have what you need to complete this puzzle.
  • Hint 2: Inside of this box would be very dark.
  • Hint 3: There’s something from the very first room that you haven’t used yet.
  • Solution: In the very first room on a table is a Small Box. Above it on the wall are the words “The more there is, the less you see. I’ll open if I’m surrounded by this.” The light above these words is on too, so the answer to this is probably “light”. Place the Small Box inside of the green box, then press the button on the wall to close it. Press the button again to open the green box, and now inside you’ll find a Planchette. You can use this somewhere… (If you’re not sure what a planchette is, you should look it up. :-))

Alphabet cubes
Screenshot:

This one is pretty self-explanatory if you check the in-game hint, but I will include it just in case.
Solution: Rotate the alphabet cubes until they spell the word OPEN. The box it’s sitting on will open. From there you can get the Basement Key, which can be used on the door closest to here.

Ouija board
Screenshot:

  • Hint 1: Clicking on the ouija board prompts you to use an item on it. The item you need to use on it is pretty obvious, so you will probably know once you have it. If you did all the puzzles listed before this in this guide, you’ll have it already. :-)
  • Hint 2: After using this item on the ouija board, it will spell something out. Try writing down what it spells. It takes a long pause at the end to indicate when it’s finished/when it’s about to restart spelling.
  • Hint 3: You will have to go back to previous rooms to understand what the ouija board is spelling out.
  • Solution part 1: Located in previous rooms are three different posters on the walls that list “How to pronounce numbers in Russian”. The ouija board is spelling out 4 of these words (which you can use somewhere):
    One - Odin
    Two - Dva
    Three - Tree
    Four - Chetyre
    Five - Phyat
    Six - Shest
    Seven - Syem
    Eight - Vosyem
    Nine - Devyat

  • Solution part 2: The ouija board is spelling out the words “dva”, “odin”, “shest”, and “syem”. According to the posters, these are the numbers 2, 1, 6, 7. Use these numbers on the keypad closest to the ouija board to open the door there.
Room Seven (part 2/2)
2nd Directional lock/chest/colors
Screenshot:

This chest has the words “CYAN PURPLE RED YELLOW BLUE WHITE” written on it in white. You already have access to what’s needed to solve this directional lock.
  • Hint 1: The viewfinder/binoculars and the buttons on the wall (pictured below) are the key to solving this directional lock. The buttons on the wall from left to right are red, green, and blue. Try pressing them in different combinations, then looking through the binoculars. If none of the buttons are lit up, you won’t see anything through the binoculars. Right click to exit out of the binoculars.
    Screenshot:

  • Hint 2: There are 7 different button combinations total (not counting when they’re all turned off). Each combination produces a different word and directional arrows in the binoculars.
  • Solution part 1: Here are all the different words and arrows that can be seen through the binoculars:
    --Red ^^^
    --Green vvv
    --Blue vvv
    --Yellow <<<
    --Purple ^^^
    --Cyan >>>
    --White ^^^

  • Solution part 2: The words on the chest read Cyan, Purple, Red, Yellow, Blue, White. In order, going by the words and arrows seen in the binoculars, this would be Right, Up, Up, Left, Down, Up. Use these directions on the directional lock to open it. Remember you can press the top part of the lock to reset it if you enter a wrong direction. Make sure to pick up the Compass out of the chest.

Stove/keypad
Screenshot:

  • Hint 1: According to one of the notes on the wall, the girl who lived in these rooms had markers with ink that would only be visible when heat was applied to it.
  • Hint 2: You can find a Wooden Log out in the open, in a pile of tires in one of the rooms. In the same room on top of an oil drum, you can find a Lighter. If you use both of these items on the stove, you can light a fire. It might take a few seconds for it to produce enough heat, but then you should be able to see it…
  • Hint 3: The heat from the fire is probably only going to affect what’s on top of the stove… You can use that information nearby.
  • Solution: After starting a fire in the stove, the white kettle on top of it now shows the numbers 1246. They must have been written on there with the magic markers and invisible ink. You can use these numbers on the keypad nearest to the stove to unlock that door.

Carnival
Screenshot:

  • Hint 1: You can click on the clown on the right to change the color of the bat they’re holding. You can click on the tent to change the balloon that’s attached to it. And you can click on the clown on the right to change the color of their mask. I also recommend checking the in-game hint for this one if you haven’t yet.
  • Hint 2: Be sure to check all over this room.
  • Solution:Propped against a different wall in this room is a red bat, the life-sized version of the one the left clown is holding. Change the left clown’s bat so that it is red. Also in the room is the life-sized black balloon. Change the balloon on the tent so that it matches the one in the room. Finally, the right clown’s mask should be changed to the black and red one mask. If you look through the window on the locked door in this room, you can see this mask sitting on a shelf (it also matches the mask in the “CARNIVAL” sign). You’ll know once all three are correct, because the box next to this table will open automatically. Make sure to pick up the Compass piece out of the box.
    Solution screenshot:

Numbers on the wall/buttons
Screenshot:

  • Hint 1: You will almost definitely need both in-game hints for this puzzle. The first button is 43. The second is 7, third is 5, fourth is 681, and fifth is 29.
  • Hint 2: This doesn’t have to do with anything else you’ve seen thus far (it’s self-contained).
  • Hint 3: According to the in-game hints, you have to press the fourth button first, and the fifth button second. Why is that?
  • Hint 4: The solution is 9 button presses total.
  • Solution: The numbers on the wall are 1-9, they’re just out of order. The solution is to press the buttons that contain number 1, then number 2, then 3, and up through number 9. That’s why you have to press 681 first (because it contains 1), then 29 second (because it contains 2).

    Here’s the final answer in order:
    --4th button
    --5th button
    --1st button
    --1st button again
    --3rd button
    --4th button
    --2nd button
    --4th button
    --5th button

    You’ll know when you’ve entered it correctly, because the door in this room will automatically unlock. Make sure to pick up the compass on the wall in this unlocked room; it’s right under the shelf with the mask on it. If you have 4 compasses in your inventory, you can use them somewhere now. Once you use all 4 compasses, the room will end.



Room Eight (part 1/3)
Room preview screenshot:


One thing I recommend for this room is to just try stuff. There’s no harm in pressing buttons or trying random items on something if you’re stuck, and you’re unlikely to accidentally stumble upon the right answer. You might learn something by trying random stuff. Also, there’s a LOT in this area, so if you’re stuck but don’t necessarily want to use the guide yet, I recommend making a list of everything that you haven’t used yet. You could be forgetting something you saw earlier.

Laptop
Screenshot:

Pretty much the only thing you can do anything with right now is the laptop. If you haven’t tried entering a password yet, try it. To exit the password screen, click the power button in the bottom left corner.
  • Hint 1: Typing in a wrong password brings up the password hint. It says (◯*◹)+▉+▉▉. (also pictured below)
    Screenshot:

  • Hint 2: You can find similar shapes elsewhere in this room.
  • Hint 3: Count the number of each shape. How the shapes are arranged IS important.
  • Hint 4: Treat ▉▉ as a single value.
  • Hint 5: You will end up with a 2 digit number as the password.
  • Solution: On the wall next to the bookshelf is a picture frame with triangles, circles, and squares on it.
    --There are 3 circles.
    --There are three triangles total, but only 2 triangles facing upwards ◹ like the one in the password hint.
    --There are 9 squares total.
    --The password hint shows ▉▉, or two squares right next to each other. Two squares next to each other shows up in the picture frame 2 times (counting only when there are two squares together and not when there are three).
    --Putting these values into the password hint equation, you get (3*2)+9+2, which equals 17, which is the password. Be sure to open and read everything on the desktop after you input the password. You can also enter console commands now by clicking the “>_” button next to the power button in the bottom left corner.

First locked door
Screenshot:

You have to do the previous puzzle before you can unlock this door.
  • Hint 1: The only way to unlock this door is by using the command console on the laptop. Just try typing anything in if you haven’t yet. Or asking for Help.
  • Solution: Typing in “help” brings up the list of commands, which shows “unlock”. Typing “unlock” and hitting enter unlocks the door. :-)

Weights/board game pieces
Screenshot:

You have access to everything you need to solve this puzzle.
  • Hint 1: There are 5 board game pieces on this shelf (click and drag them to move them around). Do they look familiar?
  • Hint 2: Look around and pick up 5 board game pieces scattered throughout the first and second rooms. Their locations are:
    --A Hat in the first room, on the chest of drawers, under the clock.
    --A Flag in the first room, on the desk, near the laptop.
    --A Boat in the first room, on top of the bed.
    --A Tank in the second room, sitting on the yellow armchair.
    --A Dog in the second room, on the dining table, near the chess board.
    --The poster above the shelf indicates that you must arrange the pieces on the shelf in order of left to right, heaviest to lightest. Like I said, you already have access to everything you need to solve this puzzle.

  • Hint 3: You have to measure the relative weights of each board game piece. How would you go about doing that?
  • Solution part 1: There is a fish bowl in the second room. Click on the fish bowl to place one of the board game pieces in it and watch how slowly or quickly it falls. The faster it falls, the heavier it is. Do this with all 5 board game pieces and compare how fast each one falls, then arrange the pieces on the shelf from left to right, heaviest to lightest.
  • Solution part 2: From left to right, the pieces on the shelf should be Hat, Boat, Tank, Flag, and Dog. Hat is the heaviest, Dog is the lightest. Solving this puzzle unlocks the door just to the right of this shelf.

Chess board on the table
Screenshot:

Clicking on this puzzle allows you to move the black pawn, white knight, and black bishop chess pieces somewhere on the chess board. Move them to the correct squares to solve the puzzle.
  • Hint 1: You don’t need to know chess to solve this puzzle.
  • Hint 2: You’ll need the laptop to solve this puzzle.
  • Hint 3: Open up “ChessSetup” on the laptop (once it’s open, its name is “ChessPuzzlePic”). There are three chess pieces shown in this image. I recommend taking note of the square each piece is on, labeled by a letter and number.
  • Solution:
    --The “ChessSetup” document on the laptop shows at the bottom “B2-B4”, “F2-E4”, and “E5-B8”.
    --Additionally, the image shows a chess board with pieces on it. The black pawn is on space B2, the white knight is on space F2, and the black bishop is on space E5.
    --Based on this, we can infer that “B2-B4” refers to the black pawn moving from B2 to B4, “F2-E4” refers to the white knight moving from F2 to E4, and “E5-B8” refers to the black bishop moving from E5 to B8.
    --Thus, on the chess board that’s on the table, put the black pawn on B4, the white knight on E4, and the black bishop on B8. Horizontally from left to right, the spaces are A-H. Vertically from bottom to top, the spaces are 1-8.

    Solution screenshot:
Room Eight (part 2/3)
Chess Part 2
Screenshot:

I recommend looking at the in-game hints if you haven’t done so yet. The second in-game hint is what helped me solve this puzzle.
  • Hint 1: You don’t need to know chess to solve this puzzle.
  • Hint 2: There are three relevant pieces of information to solve this puzzle. There’s a note on the wall near this puzzle that is relevant to it. You’ll need the “The defeat of the white scourge” image on the first room’s wall. And you may need the “ChessCheatSheet” document on the laptop (which basically just informs you that there are 6 different chess pieces).
  • Hint 3: Since all the chess pieces on the puzzle are black, and the enemy is referred to as the “white scourge”, it can be assumed that the king’s troops referred to in the note are black chess pieces.
  • Hint 4: On the “The defeat of the white scourge” image, count how many of each chess piece there are. Meanwhile, the note on the wall says some of the troops died…
  • Solution part 1: Count how many of each chess piece there are in the “The defeat of the white scourge” image. Since the king’s troops from the note are the black pieces, you only need to count the number of each black piece. There are 8 black pawns, 2 black bishops, 1 black king, 1 black queen, 0 black knights, and 0 black rooks/castles.
  • Solution part 2: Thus, it can be assumed that the ones who died in the defeat of the white scourge were the knights and rooks/castles. According to the note, the king placed white crosses over everyone who died. Therefore, in the puzzle, mark every knight and rook/castle with a white X. Once you do this correctly, the door to the next room will unlock automatically.
    Solution screenshot:

Playing cards
Screenshot:

You have everything you need to solve this puzzle now. Click and drag the cards to move them around.
  • Hint 1: This puzzle is self-contained (it doesn’t reference anything else).
  • Hint 2: It goes in rows.
  • Solution: The three cards in the far right column each have nine bloody fingerprints on them. Arrange the rest of the cards so that each row adds up to nine bloody fingerprints, if you were able to combine each row into one card. The box next to this puzzle will open automatically once you solve it. Be sure to pick up the Video Game Glove out of the box.
    Solution screenshot:

Buttons/numbers
Screenshot:

You have everything you need to solve this puzzle now. Double click any button to reset it to zero.
  • Hint 1: This one is math. Press the correct buttons so that the bottom number is the same as the top one. The values of each button are the same on both sides (so the first button on both sides equals 34, for example).
  • Hint 2: Here are all the button values:
    ⬤ 34
    ⬤ 73
    ⬤ 12
    ⬤ 26
    ⬤ 19
    ⬤ 42
    ⬤ 64
    ⬤ 90
    ⬤ 7

  • Hint 3: Both sides require 4 button presses.
  • Solution:
    --For the left side, press 34, 26, 42, and 7 to equal 109.
    --For the right side, press 73, 12, 26, and 42 to equal 153.
    --After you’ve done both sides correctly, the box near this puzzle will open. Be sure to grab the Coin from inside.

Punching game
Screenshot:

If you’ve done all the previous puzzles, you have what you need to start this one.

First, click on the machine. From here, you can interact with the red button, as well as the square below it. Click on that lower square and use the Coin from your inventory on it. Then click the red button to start the game.

This is a minigame that requires some fast clicking. As each red arm swings out and lights up, click on it to “punch” it. The pattern in which they swing out is the same each time you start over, so if you’re struggling, you can at least memorize the pattern. If you’re really struggling, you could try adjusting the game window size in your settings to be smaller, so that the space you have to move your mouse in between “punches” is smaller.

Once you finish all the punches, the door to the next room will unlock.


Keypad on the wall
Screenshot:

If you’ve done all the puzzles listed before this one, you have everything you need to solve this one.
  • Hint 1: This puzzle is NOT self-contained (it relates to something else).
  • Hint 2: It relates to something in a different room.
  • Hint 3: In the room with the pool table, there is a note on the wall, near the picture of flowers. That note pertains to this keypad.
  • Hint 4: What could the flower picture note be referring to? Does it remind you of anything?
  • Hint 5: The stuff written above the keypad may be a bit hard to read… if you’ve figured out the previous hints, but aren’t sure how to apply it, try reading this handwriting differently.
  • Solution part 1: The note on the wall in the room with the pool table relates to this puzzle. On that note are numbers 1-8 in a rectangle. This note is referring to the pool table. Stand in front of the flower painting, then turn to face the pool table. The numbers 1-8 on the note match the locations of all the pool balls on the table. Go around and look at each pool ball, and make a note of what number it has on it. For example, the pool ball at location number 1 (according to the note) has the number 7 on it. Here are all the values of the pool balls based on where they’re located in the note:
    1.) 7
    2.) 10
    3.) 1
    4.) 2
    5.) 12
    6.) 8
    7.) 13
    8.) 4

  • Solution part 2: Above the keypad is written “((5 * 2) * 7)”. Thus, use the list above, and substitute in the values at locations 5, 2, and 7. The resulting equation will be ((12 * 10) * 13), which equals 1560, which is the keypad code. Entering it into the keypad unlocks the final door.
Room Eight (part 3/3)
9 small red squares on the wall
Screenshot:

You have what you need to solve this puzzle now.
  • Hint 1: Does the arrangement of the squares remind you of anything?
  • Hint 2: Is there anything in the previous rooms you haven’t used yet?
  • Hint 3: The nine red squares kinda resemble a die. Or a Rubiks cube.
  • Hint 4: Count the number of objects.
  • Solution: In the bathroom is a cabinet that has five dots on the door, arranged in the way five dots would be arranged on a die (this is probably just to indicate that this cabinet relates to this puzzle). Inside the cabinet are nine different items arranged in three rows of three.
    --Count the number of each item, then on the puzzle, rotate each cube so that it matches these amounts. Here are those values, starting at the top and going left to right: 3 cups, 6 toothbrushes, 1 Rubiks cube, 2 bottles, 1 jug, 5 tubes of toothpaste or something, 1 roll of toilet paper, 1 vase thingy, 2 packages or whatever.
    --So the numbers on your red square puzzle should be:
    3 6 1
    2 1 5
    1 1 2

    --The mini box next to this puzzle will open. Be sure to grab the Cassette Tape from inside.

Guitar
Screenshot:

If you’ve done all the previous puzzles, you have what you need to solve this one.
  • Hint 1: Strum the correct notes to solve the puzzle. Where could you get notes from?
  • Hint 2: You have a cassette tape in your inventory.
  • Hint 3: There is a cassette player in the very first room. Click on it and put the tape in it, then click on it again to hear the notes you have to play on the guitar. There are 5 notes.
  • Solution: There are four strings, from left to right 1-4. The strings you have to play are 1, 4, 2, 3, 1. The mini boxes on the wall are open now. Pick up all four Pill Capsules from inside.

Cups/mugs
Screenshot:

If you’ve done all the previous puzzles, you have what you need to do this one.
  • Hint 1: You should have 4 Pill Capsules in your inventory from the previous puzzle. Place one into each of the mugs.
    --A number will appear inside each mug. I recommend clicking on each mug to get some narration about what’s in it, since the numbers are a bit hard to see.
    --Additionally, after all 4 mugs have a number inside them, the TV from the second room turns on. You can use that now. The TV has buttons 1-9 on it. You can enter three digits onto the small rectangle above the number buttons.
    --Below that are four color buttons, from top to bottom: red, green, blue, yellow. Click on each one to press it in or push it back out.

  • Hint 2: Clicking on each cup gives you narration about what’s in it. For reference, here’s what the narration says:
    --First cup “O”: Whatever was in the capsule has created a yellow number 1 that has sunk to the bottom of the cup.
    --Second cup “O”: Whatever was in the capsule has created a blue number 3 that is floating in the cup.
    --Third cup “X”: Whatever was in the capsule has created a red number 5 that is floating in the cup.
    --Fourth cup “O”: Whatever was in the capsule has created a green number 9 that has sunk to the bottom of the cup.

  • Hint 3: Pay very close attention to everything mentioned in the previous hint. After you enter the correct three numbers and have the correct color buttons pushed in, the TV will automatically turn on.
  • Solution: The most important information about the cups is as follows:
    --O, 1, yellow, sunk
    --O, 3, blue, floating
    --X, 5, red, floating
    --O, 9, green, sunk
    --There are two parts to this puzzle. The exes and ohs tell you which three numbers you have to type into the TV. Since the number 5 has an X next to it, you won’t use that one. Use the other numbers, and type 1, 3, 9 into the TV.
    --The colors that sunk or floated indicate which color buttons on the TV to press in or push out. From top to bottom: red button out, green button in, blue button out, yellow button in.
    --Once you do this correctly, the TV will turn on and give you a hint about what to do next.

If you’re stuck…
If you’ve done all the previous puzzles but you’re not sure what to do now:
  • Hint 1: Make sure you picked up the Power Cord after you finished the TV puzzle. The TV will turn on and show an image of the skateboard in the first room, next to the bookcase. The Power Cord is hidden in the shadows under the skateboard (pictured below).
    Screenshot:

  • Hint 2: Is there anything you haven’t used yet? If you haven’t used the Battery from the first room’s bookshelf yet, you should do that now…
  • Solution part 1: If you haven’t illuminated the weird fleshy hole in the bathroom yet, do that now. Click on the flashlight to put the Battery in it. If you’ve done all the previous puzzles, you should have the Video Game Glove in your inventory. Now use the glove on the weird fleshy hole to reach in and take out the Computer Disc. Now you should have a Power Cord and a Computer Disc in your inventory. There’s one more thing somewhere that you haven’t used yet.
  • Solution part 2: On the desk in the first room, next to the laptop is a disc reader (it kind of looks like a projector). Click on it and use the Power Cord on it, then use the Computer Disc on it. Now there is a new program on the laptop called Bomb Dodger.

Bomb dodger
If you haven’t seen Bomb Dodger yet, go to the previous step. You’re missing something.
  • This is just minesweeper. It’s randomized so I can’t give a definitive answer for it, but I can give some advice:

    --Basically, if a tile has a 1 on it, one of the tiles directly next to or diagonal to it is a bomb. If a tile has a 2 on it, two of the tiles directly next to or diagonal to it are bombs. And so on. The number 3 is yellow and may be a bit hard to see.
    --The tiles that don’t have any bombs directly next to or diagonal to them are blank and light blue, instead of having a 0 on them.
    --I recommend clicking until you find a large area of 0 tiles, then working off the numbers you have there.

    Here's an example of a completed board, and the same board but where I marked the relationship between the numbered tiles and the bombs. All the blank gray tiles left on this board are bombs.
    Screenshot:


    Once you’ve found all the tiles that are bombs, the puzzle will automatically end, and you’ll see a message that says you’ve completed bomb dodger. Exit out of the laptop. There is a phone on the wall in the second room.
3 Comments
hadestown  [author] 28 Nov, 2023 @ 5:55am 
ah thank you, I will update that!
Goliat 28 Nov, 2023 @ 4:33am 
Thanks, your guide saved me. I like the game, but most puzzles are to hard for me.

Also, for Room Three (Part 2/3), the clock puzzle, the part, where you had to bruteforce it: the text says, the caravan went "south", south on a compass is down, and on a clock, six.
hadestown  [author] 26 Aug, 2022 @ 11:49pm 
This was a lot of information and formatting, so if I missed anything or something looks messed up, please let me know!