Finish any room playing solo.🏆 Escape Together
Finish any room playing co-op.🏆 First in Collection
Find one token.🏆 Great Tower
Stack items into a tower. Try doing this on Edgewood Mansion: The Library, where you have over a hundred books available, and can use bigger items to keep your construction from toppling over.
🏆 Pockets With Holes
Drop 10 objects in 5 seconds
Have at least 10 things in your inventory, then hammer Q repeatedly to drop items.
🏆 Good Throw
While holding an item in your hand, hold down left mouse and let go after a while to throw it.
Destroy all breakable objects in a room. Very easy on Labyrinth of Egypt: First Chamber.
Collect all items from a level and throw them into the trash (hammer T repeatedly while focusing on the trash can).
🏆 Clumsy Escapist
Break 7 objects in 5 seconds. Easy on Labyrinth of Egypt: Gold Chamber.
Pick up breakable objects like vases, then hammer T repeatedly to throw.
🏆 Break Out
Throw an object out of the. Easy on Labyrinth of Labyrinth of Egypt: The Top if you throw the flask (or another heavy object) over the side with the lights pillars and let it slowly roll outside the level.
🏆 Make it yourself
Create a room in the level editor. (Main menu -> Workshop -> Create -> Place an object -> Save).
Can only be achieved on Labyrinth of Egypt: Chamber of Danger. Take the skeleton’s skull and chuck it into one of the fires.🏆 Holy Mug
Can only be acquired on Adrift in Space: Emergency Awakening.🏆 Don’t Look at The Sun!
Can be acquired on Adrift in Space: Emergency Awakening and on Adrift in Space: Space Walk.🏆 Mystic Toy
Can only be achieved on Adrift in Space: Emergency Awakening. Replace the corroded battery in the robotoy with a fresh one, and press the power button a few times to hear a special line.
🏆 Safety Precautions
Can only be acquired on Adrift in Space: The Lab. After you finish using the blowtorch, drop it in the sink and turn on the water. This breaks the blowtorch.
Can only be acquired on Edgewood Mansion: The Attic. Fill an entire sheet of paper on the typewriter. Find paper in the right drawer below it.
🏆 Jack Beanstalk
Can only be acquired on Edgewood Mansion: The Underground.
Look up in the center of the level, to ‘where the beanstalk ends’.
Can only be acquired on Adrift in Space: The Lab while wearing the yellow character skin (change it from the character customization screen).
Collect the doughnut that is located in the left drawer under the fabricator.
Finish all five Egypt levels in under 15 minutes each (having a trophy award on each of them).🏆 Space Escapist
Finish all five Space levels in under 15 minutes each (having a trophy award on each of them).🏆 Victorian Escapist
Finish all five Mansion levels in under 15 minutes each (having a trophy award on each of them).🏆 Egypt Collector
Find all tokens in Egypt levels.
🏆 Space Collector
Find all tokens in Space levels.
🏆 Victorian Collector
Find all tokens in Mansion levels.
🏆 First in collection⏹ Token 2 / 8
⏹ Token 3 / 8 – under the blue car:
⏹ Token 4 / 8
⏹ Token 5 / 8
⏹ Token 6 / 8
⏹ Token 7 / 8 – toy car from the middle shelf
⏹ Token 8 / 8 – under the chair
Drag the pillow on the bed away, pick up the Winding Key.
Inspect the blue car. Drag the Winding Key on the top of the blue car and pick up the key from inside the car.
Use the key in the door.
🏆 You can easily get the Destroyer achievement here by breaking all objects.
⏹ Token 1 / 8 – in the beak of the rightmost bird:
⏹ Token 2 / 8 – set the dials to 2-2-6-3 to reveal the token (hint from the cover of the blue book):
⏹ Token 3 / 8 – move the leftmost hanging plant pot, and the token will fall down:
⏹ Token 4 / 8 – inspect the flask, remove its lid, then rotate the flask to find a token inside. It requires either filling the flask with water, or another player rotating the flask to be able to click it:
⏹ Token 5 / 8 – using the shovel, break the left part of the stone to reveal a token:
⏹ Token 6 / 8 – move the piece on the floor (between the rightmost two flower pots) to reveal a token:
Break this vase to reveal a red base pyramidion part:
Break the other vase as well for an achievement:
🏆 Destroyer – Destroy everything in room
Open the suitcase, pick up the brush.
Use the brush to remove the sand on the stone box, revealing Egyptian numerals. Using the red book from the suitcase, you can see the number is 3x 1000 + 4x 100 + 2x 10 + 6x 1 = 3426.
Enter 3426 on the wall lock to get a key.
The key opens the stone box. Inside, there is a red pyramidion part and a number of coins.
⏹ Token 7 / 8 – use the brush on the base of the central pillar to reveal a token:
⏹ Token 8 / 8 – pick up a coin from the stone box and throw it into the water:
Press this tile to open up a niche, then place the Sphinx inside. the Sphinx transforms.
Place the golden Sphynx in the water basin to obtain the fourth pyramidion part.
Connect the 2 base pyramidion parts and place them on the central pillar. Add the two others on top. This reveals a door key.
Insert the door key into the leftmost (or any) door.
Puzzle (path to the exit):
Insert the door key into the middle (or any) door.
Puzzle (spell symbol that can reach the middle):
Insert the door key into the right (or last remaining) door to exit the level.
⏹ Token 2 / 8 – above the previous scroll, the top left scroll contains a token (inspect, double-click to unroll, then take the token):
⏹ Token 3 / 8 – further above next to the flower pot is the third token:
Solve the scarab puzzle at the sarcophagus to receive a heart:
Put the heart on the left hand of the jackal statue.
Press the buttons with the symbols shown inside each sarcophagus (you can open the vertical ones with the crowbar) on the box surrounded by four golden sarcophagi. You receive a human-headed lid
⏹ Token 4 / 8 – hidden on the top part of the rightmost sarcophagus:
⏹ Token 5 / 8 – on the bottom of this plant pot:
⏹ Token 6 / 8 – on the top area of the level:
The scroll near the scales contains a key. (Inspect, double-click to unroll, then take the key)
Insert the key into the stone box to receive a Baboon-Headed lid.
⏹ Token 7 / 8 – use the crowbar to open the wooden boxes:
⏹ Token 8 / 8 – between the wall and the puzzle area:
You can use the scale to deduct the numbers corresponding to the red round stones.
Water = 2
Snake = 4
Bird = 6
Use the numbers obtained above to solve the puzzle (6-2-4) & get a jackal head:
Place the jar lids on the corresponding jars and then place the jars in the correct circles:
Baboon – Lungs jar – North circle
Falcon – Intestines jar – West circle
Jackal – Stomach jar – East circle
Human – Liver jar – South circle
Pick up the feather and put it on the right hand of the jackal statue to finish the level.
🏆 You can easily get the Clumsy Escapist achievement here by throwing at least 7 of the vases within 5 seconds.
⏹ Token 1 / 8 – on the frame above the door:
⏹ Token 2 / 8 – inside the bean can at the rotating discs puzzle:
⏹ Token 3 / 8 – inspect the radio and set it to about 97 MHz (flip the switch to turn it on, the move the dial on the right side upwards)
⏹ Token 4 / 8 – on the bottom of the large pyramid:
⏹ Token 5 / 8 – on the back of the red chest at the pyramids puzzle:
⏹ Token 6 / 8 – on the side of the timer:
Smash the vase to reveal a golden artefact (ankh):
Place the disks like so (the hint for the correct combinations is on the red chest with inscriptions) and pick up the key:
Use the key on the red chest with inscriptions. Pick up the golden artifact (bird).
Pull out the pin from this chest to reveal a key.
Use this second key to open the other red chest, revealing another golden artifact (chalice).
Pyramid size/balls puzzle: count the golden balls inside the three small pyramids on the level. From biggest to smallest, the puzzle solution is:
3 – 8 – 7
This provides another golden artifact (horned animal head).
Rotating discs with falcon head:
The number of coloured gems inside the first red chest:
2 blue – 5 clear – 3 red
This gives a golden artifact (falcon head).
⏹ Token 7 / 8 – inside the previous puzzle socket:
Now you can pull the two levers (left all way down to the 4th position, right at the 2nd position), giving you access to the fiery bowl into which you must deposit the five golden artifacts.
In co-op, two players hold them in those positions.
⏹ Token 8 / 8 – on the statue’s right palm:
Take the skeleton’s skull and chuck it into one of the fires.⏹ Token 1 / 8 – on the beetle:
⏹ Token 2 / 8 – use the pickaxe to break the bottom of the wall in order to reveal the token:
⏹ Token 3 / 8 – inside the scattered coins:
⏹ Token 4 / 8 – inside the skull:
Camel / scorpion / sun puzzle (the three have to be moved according to the notes below):
Move the red lever to the right side.
Press the camel button twice.
Move the red lever to the left.
Press the scorpion button once.
Press the camel button once.
Move the red lever to the right.
Press the sun button.
Press the scorpion button once.
Move the red lever to the left.
Press the sun button twice.
Press the camel button once.
Press the scorpion button twice.
You receive a red ball.
⏹ Token 5 / 8 – on the sun:
Rotate the dials like so to receive a golden ball:
⏹ Token 6 / 8 – crouch where you took the golden ball:
⏹ Token 7 / 8
The lights that appear when you press the yellow button show you in which order to press the buttons. Two lights appearing together means a human-animal hybrid.
You receive a black ball.
⏹ Token 8 / 8 – behind the rightmost pedestal:
Place the 4 balls like this:
Pick up the mirror and place it in the central hole. Solve the maze puzzle from the outside ring.
🏆 You can easily get the Break Out achievement here if you throw the flask (or another heavy object) over the side with the lights pillars and let it slowly roll outside the level.
⏹ Token 1 / 8 – on a platform below:
⏹ Token 2 / 8 – on one of the light pillars:
⏹ Token 3 / 8 – on the side of the beam’s pyramidion:
⏹ Token 4 / 8 – pick up the lighter and turn it on, then use it on the unlit fire to reveal a token:
⏹ Token 5 / 8 – behind another fire pillar:
⏹ Token 6 / 8 – on the head of this statue:
⏹ Token 7 / 8 – in the sand, next to the statues puzzle:
Light up the following pillars:
Middle pillar puzzle:
top disc – sideways lines & circles below
bottom disc – ankh
Rotate the cubes in the middle like so (matching the left solution):
from top to bottom, facing up: bird – house – water bowl
Now rotate the cubes like this (matching the right solution):
from top to bottom, facing up: house – house – lion
This opened boxes at the base of the pillar containing a square knob for the left and a round know for the right outside pillar – insert these.
Moving the knobs, you get two more pyramid statues and three more statuettes.
Insert the pyramid statues like the towers of the building in the background:
Insert the statuettes like the big statues in the background, afterwards rotating with space as needed:
(if you are missing a statuette, one of them is slightly hidden behind the folding chair)
⏹ Token 8 / 8 – under the drawer of the statues puzzle:
Order the stone plates like the buildings in the background surrounding the pyramid:
Press the following plates on the pillars matching the star constellations in the sky to finish the level:
There’s two floating mugs in this level, initially on the left of the PC. If you want to be sure, save at least one from destruction by hiding it in the trash bin, and when you finish the level, you earn this achievement. If you just turn on gravity quickly, they also don’t break.🏆 Level-specific achievement: Don’t Look at the Sun
Just stare out of the open window for a while.
Can also be obtained in Adrift in Space: Space Walk🏆 Level-specific achievement: Mystic Toy
Replace the corroded battery in the robotoy with a fresh one, and press the power button a few times to hear a special line.
⏹ Token 1 / 8 – in a corner, on the right side of the main door:
⏹ Token 2 / 8 – behind the trash can, under the desk:
⏹ Token 3 / 8 – on the flying hat:
⏹ Token 4 / 8 – on the top-left corner of the bed:
⏹ Token 5 / 8 – inside the lock of the locker:
Break the glass on the right side of the door and pick up the wrench, then use it to remove the screws on the illuminated power panel on the floor.
Rotate the power wheel so that it points to A – B – C – F positions at the same time, then pull the lever. (As explained in tablet PDA, to restore gravity)
Access the computer using the security hints found on nearby objects (Rocket with 7, trophy with star, dog projection ‘ODIN’)
In the cogwheel menu, use the middle button to have the blinds come down, as this will let us access another token.
⏹ Token 6 / 8 – on the left side of the window blinds:
⏹ Token 7 / 8 – after the light turns on, it’s much easier to see the next token:
⏹ Token 8 / 8 – in the locker above the bed, inside the grey sheet from the compartment above the dog picture:
On the computer cog menu, click the door button (leftmost) five times to activate the door override.
Open the toolbox, pick up the triangle shaped tool. Insert this into the port on the left of the door. The lid opens and reveals space for three batteries.
One battery is floating initially, one can be found in the drawer on the right of the PC, while the third has to be taken from the battery compartment of the robotoy in the left drawer above the bed. Don’t accidentally use the corroded battery.
Press on the fingerprint scanner to end the level.
⏹ Token 2 / 8 – on the back of the drone:
⏹ Token 3 / 8 – behind the cables above the power box:
⏹ Token 4 / 8 – inside the fingerprint locked locker, at the top of the lowest shelf:
To repair the metal replicator, take a panel removal tool and three connector pins from the toolbox behind the fingerprint lock, removal all floor panels, and take another connector pin from a connection under a floor panel.
Turn off the power, place them so that the cables connect from the power box to the metal replicator then turn the power on again.
⏹ Token 5 / 8 – flip this panel to reveal a token:
Insert a metal piece or rod into the replicator, and configure it as follows to create a drone thruster (step-optimized for only two program cycles):
Insert another metal piece or rod, and configure it like this to create a drone cone (step-optimized for only two program cycles):
⏹ Token 6 / 8 – after you have created both a drone cone and thruster with optimal step count, you will find a token under their spawn point:
⏹ Token 7 / 8 – inside the outbox of the metal replicator, at the top:
Attach both parts (thruster below, cone on the ‘nose’) to activate the drone.
Orient the drone towards the exit door (mode: rotation) and press the laser button to melt the metal pieces blocking it.
Repeat for the door opposite of the exit door.
Now you can use the fingerprint scanner and reveal a hard to spot token on the ground behind the glitchy door.
⏹ Token 8 / 8 – behind the glitchy door:
Insert the red card into the card programmer and set the numbers as below (this is the result of the combined readings from the 2 other damaged cards, which are incomplete – you can find the damaged cards on the floor and under one of the movable wall pieces).
Finally, insert the rewritten red card into the the exit panel to finish the level.
After you finish using the blowtorch, drop it in the sink and turn on the water. This breaks the blowtorch.🏆 Level-specific achievement: D’oh!
Can only be acquired while wearing the yellow character skin (change it from the character customization screen).
Collect the doughnut that is located in the left drawer under the fabricator.⏹ Token 1 / 8 – in the cabinet:
⏹ Token 2 / 8 – under the hand sanitizer:
⏹ Token 3 / 8 – above periodic table on the right:
⏹ Token 4 / 8 – behind the fabricator (right side) that’s left of the periodic table:
⏹ Token 5 / 8 – under the movable chair; it has to be flipped using physics interaction:
The keypad lock below the hand sanitizer requires the odd one out of each element among the three molecular models in the level. The hint is given by the tablet above the metal recycling drawer.
The correct solution is 2-3-3.
Take the now-accessible controller from the cabinet, unlock it using the code 1-3-6 (periodic elements on the back form ONeThReSIx).
Using the blowtorch (turn it on in inspect view first!), you can remove the panels of the two lower vents (storage room door, 1 under the chemical combiner, and the left ventilator vent) by dragging it in a square shape around their edges.
⏹ Token 6 / 8 – fell down from the left ventilation grille:
⏹ Token 7 / 8 – inside the floor height vent tunnel:
⏹ Token 8 / 8 – inside the supply cabinet room, very sharp angle:
Using the controller, drive the robot through this vent tunnel and knock off the table with the nitrogen vials by bumping into its leg. You can then pick them up through the door opening.
In the fabricator, use the helium that’s right next to it to create coolant.
In the chemical combiner, create sodium aluminate by combining sodium hydroxide (in the right drawer below the fabricator) in the canister slot and a piece of aluminum from the metal recycling drawer in the material slot.
In the fabricator, combine sodium aluminate and nitrogen.
Insert the coolant into the lower port on the central tank, then adjust the crystal device until you have the correct height (move it up until the text changes), and then insert the crystal into the upper port.
⏹ Token 2 / 8 – below the former, on the left end of the bench:
⏹ Token 3 / 8 – under the ship status terminal:
⏹ Token 4 / 8 – inside the locker on the right end of the bench, in the lowest section:
⏹ Token 5 / 8 – inside the gas bottle holder on the right of the space suit (bottom hole):
Opposite the bench, take two fuse-15 from the right drawer, remove the service panel in the middle, and insert the two fuses (drag into the available spots).
⏹ Token 6 / 8 – on the top right of this service panel:
The keypad above the left drawer takes a code derived from the safety protocols: 3-8-4 (hint PDA in the draw below; safety protocol poster opposite to it)
Take the tools from the toolbox inside.
⏹ Token 7 / 8 – on the back of the toolbox:
From the toolbox in the keypad drawer, use the tool with a square with rounded edgs to remove the pressure panel cover above the bench.
Now you can set the correct pressure:
Use a code derived from the projected hint in front of the space suit to access it: 2-4-8-5
Attach the display from the keypad drawer, the safety tether from the rightmost drawer, and the helmet & toolbag from the safety rules locker. From the toolbag, take the screwdriver.
Use the screwdriver to open the power panel above the space suit. Remove the broken fuse-45 and one of the fuse-15. Insert the fuse-25 from the exit panel, the fuse-30 from the left bottom drawer, and a fuse-20 from the safety rules locker. Now put on the space suit, and move the fuse-25 back to the exit panel.
⏹ Token 8 / 8 – under the space suit:
Just stare out of the open window for a while.
Can also be obtained in Adrift in Space: Emergency Awakening⏹ Token 1 / 8 – under the (right) fuel tank monitor pipe:
⏹ Token 2 / 8 – inside the ‘8’ of the space vessel name:
⏹ Token 3 / 8 – left of the E1 engine:
⏹ Token 4 / 8 – behind the control panel, on the back side of the top:
⏹ Token 5 / 8 – on the crane:
⏹ Token 6 / 8 – floating freely in space, looking straight ahead from the keypads:
⏹ Token 7 / 8 – on the fuel pipes:
Pull down the E1 and E2 levers and use this order to plug in the cables on both sides: blue, red, yellow, green
Left keypad 1531 (hint in drawer below)
Right keypad 2357 (worn out buttons in ascending order)
Use crane to pick up the battery with a red glowing light and drop it in the player area, then remove top disc (has an error status), and insert the purple laser element from the right keypad box. Put the disc back into the battery. Use the crane to put the batteries into the E1 and E2 engines.
Fuel tank monitor: 4 O, 6 Ix, 2 N (hatch monitor -> sensors)
Hatch monitor menu grid: B04 to unlock a floor panel (from PDA in the drawer under the left keypad)
⏹ Token 8 / 8 – if you input the code C06 in the hatch monitor menu to unlock a different floor panel:
Fill the three accessible floor pipe puzzles as follows (extra pipes in left keypad box):
(Alternatively you can also route it through the B-D connection.)
Pull the hatch switch and click the exit.
If you are just looking to complete the level, it’s enough to get the level exit key from the last step. Some of the optional tasks are required to get the tokens, and doing all is best to understand the whole level.
⏹ Token 1 / 8 – top left of the doorframe:
⏹ Token 2 / 8 – at the left of the flower pot at the window:
⏹ Token 3 / 8 – on the bottom of the ceiling lamp:
⏹ Token 4 / 8 – on the soil of the flower pot to the right of the sofa:
⏹ Token 5 / 8 – inside ink bottle in cabinet above the desk (left of head statue):
**Optional / token** Take the key from behind the right pillow on the sofa
⏹ Token 6 / 8 – inside hat in bottom right locked compartment:
**Optional / token** Clock puzzle: put the pendulums in order: static in the center (idle), all the way left or right (full swing), and diagonal (half swing). The solution stems from the newspaper on the sofa.
⏹ Token 7 / 8 – under clock puzzle drawer:
**Optional** IQ lock (right lock on the right drawer of the desk); the solution is from clock puzzle drawer:
**Optional** Books lock (left lock on the right drawer of the desk)
Code 4-4-7-7 from the numbers of book symbols inside the dark red books; two of them inside bottom left key-locked compartment, one on the desk and one on a shelf above the desk (taken in the order of the tomes).
** Optional / token** Safe behind right movable painting: code 2-9-5 (from Rorschach test sheets, two inside IQ lock and one right above)
⏹ Token 8 / 8 – inside this safe:
Phrenology head, above the desk: 6-3-5-9 (from notes in wall safe & IQ drawer book)
This provides you the key to exit the level (use it in the door lock).
Like in the previous level, doing the very last step is enough to finish it. The other ones are partially required for tokens, and are of course recommended to experience the entire level.
⏹ Token 1 / 8 – above the desk:
⏹ Token 2 / 8 – on the painting of a woman that’s behind the two birds:
⏹ Token 3 / 8 – inside the fireplace, visible only at a sharp angle:
⏹ Token 4 / 8 – left of the clock, behind three dark red books on the right side of the top shelf:
⏹ Token 5 / 8 – under the clock (more easily reachable at the end of the level):
⏹ Token 6 / 8 – inside the gramophone horn:
**Optional** Take the key hanging behind books in the cabinet to the bottom right of the desk.
**Optional**Open the the cabinet on the other side of the desk with it and pick up the box.
⏹ Token 7 / 8 – on the backside of the box inside:
⏹ Token 8 / 8 – behind the cabinet under the butterfly paintings (on the right side):
**Optional** Use the key from one green book to open the lock on the other green book, revealing the code to the box from inside that cabinet.
Open the box by entering D-R-E-A-M and take the thermometer inside.
**Optional** Pick up the 3 butterfly paintings from the bookshelves and complete the butterfly puzzle in order 3-8-5-7-2 (hint: connect identical wings)
**Optional** Use the butterfly combination (3-8-5-7-2) to unlock the cabinet under the butterflies paintings.
**Optional** Connect the vinyl pieces: two from the butterfly lock cabinet (one under a book on the left side, the other one the right), and the last one from the right drawer above it. Placing the vinyl on the gramophone and playing it reveals the right order for the lock below it, which also requires a bird from the butterfly cabinet to understand.
**Optional** The bird lock under the gramophone opens with 9-3-9-1 (and can sometimes be broken with buggy physics too…). Take the matches inside, and interacting with the matchbox, take out a match, light it on the side of the matchbox, and use it to start a fire in the fireplace.
Place the thermometer inside the fire to have it open up.
To finish the level, set the clock in the following way, as hinted by the unlocked thermometer: full moon, both clock arms to midnight, and the 3 levers from left to right: middle height, bottom height, top height.
Fill an entire sheet of paper on the typewriter. Find paper in the right drawer below it. Insert paper into the typewriter and press any random buttons on it until you are done.⏹ Token 1 / 8 – on a ceiling bar:
⏹ Token 2 / 8 – inside the left wall lamp on the side with the male portrait:
⏹ Token 3 / 8 – on the bottom of the clock on the desk:
⏹ Token 4 / 8 – inside the purple jack in the box to the right of the previous token:
⏹ Token 5 / 8 – to the right of the previous, on the bottom left side of the projector cabinet:
⏹ Token 6 / 8 – on the doll house (on top of the dresser), in the upper part of the window:
⏹ Token 7 / 8 – inside rabbit lock box drawer, in the top right drawer of the dresser:
⏹ Token 8 / 8 – inside “babushka” matryoshka in the bottom right compartment of the dresser:
Open the globe by clicking locations in this order: China -> USA -> Brazil -> South Africa -> England. You receive a light bulb.
Open the rabbit lock box in the right dresser drawer using the code 2-4-8-1 (obtained by typing the code 5-3-9-7 on the lockbox proper using the typewriter and paper). Take the projector lens.
Open the lock on the left dresser drawer: 2-7-5 (solution from counting the lit windows on the doll house above). Take the first film reel.
Open the toys box using the jack in the box codes: 2-4-6 (solution from “beloved children” letter and trying after how many rotations the different jack-in-the-box toys pop out). Take the horse toy.
Take the key on the back of the mirror on the dresser; this opens the left drawer under the typewriter. Take the second film reel from that drawer.
Assemble the projector: one film reel from the desk, the other one from the dresser drawer; the light bulb from inside the globe, and the projector lens from the rabbit lock box in the top right drawer of the dresser.
Insert the toys as follows to finish the level (solution from the family portrait left of the typewriter):
⏹ Token 2 / 8 – under candelabra on table:
⏹ Token 3 / 8 – on the bottom left the wall painting:
⏹ Token 4 / 8 – in a tiny crevice on the bottom left of the sofa:
⏹ Token 5 / 8 – under the lantern on the right of the painting:
⏹ Token 6 / 8 – outside the playable area (view from the balcony), on a window:
**Optional** cauldron cooking: use the compartment under the grinder to access cooking ingredients, and take the morning bell flower in the top right, the mandragora leaf in the bottom left, and the almond in the bottom middle. Grind the almond using the grinder. Insert the ingredients into the boiling coals in the above order to reveal the code 249.
Open the lock with circle using the cauldron code 249 and pick up the E/F board piece for the oujia board.
Open the bottom drawer of the “hands of cosmos” station with the mannequin code 1-8-2 (solution: mannequin body postures form numbers) to get two planets. Insert all planets into hands of cosmos panel (Saturn from the top drawer of the same place, Jupiter and Mars from its locked bottom drawer, and Earth from the table on the left of it).
The hands of cosmos puzzle asks you to click one planet on each hand as shown on the panel; the papers on the sides explain the correct spots to click.
⏹ Token 7 / 8 – inside hands of cosmos compartment, behind the paper on the right side:
Take the key and use it to open the compartment under the grinding station.
Take the Y/Z ouija piece.
The combination for the tarot card lock left of the hands of cosmos station is 5-8-0-3 (based on the tarot cards and note from the key-locked compartment). Take the L/M ouija piece.
The zoetrope lock is below the zoetrope itself. The combination is 8-6-3 (based on inserting the differently coloured stripes and watching the “video” through the cylinder cuts). This gets you the last ouija piece, S/T.
Place all the ouija pieces and then spell V-O-I-D to finish the level (this is the code that lights up where the painting used to be).
For the last token, press Stay to keep playing.
⏹ Token 8 / 8 – under the foot of the table, visible after it starts floating:
Look up in the center of the level, to ‘where the beanstalk ends’.⏹ Token 1 / 8 – under a leaf at the tree base:
⏹ Token 2 / 8 – on the zebra dial:
⏹ Token 3 / 8 – under the Species shelf:
⏹ Token 4 / 8 – take the trowel and dig into the left rectangle plant pot:
⏹ Token 5 / 8 – right in the middle of the clock:
⏹ Token 6 / 8 – in the lion’s teeth:
⏹ Token 7 / 8 – on the back of one of the purple butterflies (it can be in the other plant pot too, since it flies back and forth between them):
⏹ Token 8 / 8 – on the door’s hinges:
Press the tiles in the following order (hint from red book with compass symbol):
Gold (bottom left)
Blue (top row)
Big black circle (bottom row)
Gives second exit key.
Match the clock arms with the butterfly colours and the pattern on their pots. You get the fourth exit key.
3, 6 = purple
9 = green
12 = blue / yellow
Set the dials as follows (hint from number of paw prints on walls, floor and ceiling):
Flip the switch with the light bulb that the floor hoses connect to.
You get the third exit key.
Use 5 – 4 – 1 – 3 to unlock it (hint from the green stripes on zebra figurine in the order given by the numbers under the hooves).
Gives rat man box (and note piece to solve it). The code is 8-6-3, namely the rat man’s limbs, the amount touching the circle, and the ones pointing to the left. Inside you find the first exit key.
Place the tiles in the following order:
Rose (found in corner of the room, in front of the deer door)
Fly (found under the elephant model)
Frog (found at the clock)
Snake (found on the right of the eyes panel)
Eagle (found inside zebra lock compartment).
Gives the fifth exit key.
- Escape Simulator: “The Vanishing of Dr. Wraith” Walkthrough & Guide
- Escape Simulator: XO Protocol Guide
- Escape Simulator: “Save the Day!” Hints & Guide
- Escape Simulator: Hidden Stuff Guide (No Time to Explain Map)