The Roomz is a point-and-click game with similarities to online riddle games along the lines of Ouverture Facile and God Tower. One key difference is that The Roomz has a slight adventure flavor to it and, as a result, is a bit more interactive. Each room has a locked door and keypad. You must use clues inside the room to discover the password to get out. Use the magnifying glass to take an up-close peek at the scenery and use the cursor to move some of the objects around. You never know where the next hint is lurking.
Puzzles in The Roomz can be multi-faceted thanks to the "HSsystem" box at the bottom of the screen. Piecing together clues may lead you to a certain word or phrase. Type something into the box and click "Go". If you entered the right thing, a piece of paper will appear in your inventory. Read it for a clue on how to get the exit password.
The creators, Stachu and Ralfi, have added new rooms to the game fairly often and the current count is about 25. There's also a handy forum in case you get stuck (and you will). It's also a really good idea to write down solutions to each room you solve, as the QuickPass feature will let you jump to the last room you completed if you have the code.
Analysis: The Roomz is a great take on the familiar online riddle genre. The authors made good use of Flash to take it to a new level in terms of media and presentation. Interactive objects, cinema-style cutscenes, and short spurts of music make it a more rewarding experience. I also enjoyed using the magnifying lens to scope out the scenery, although in some rooms it turned into a straight-up pixel hunt.
For a satisfying point-and-click riddle game with a bit of style, The Roomz won't disappoint.
Cheers to Eileen and Ralfi102 for sending this one in!
Walkthrough Guide
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The Roomz Complete Walkthrough
Room 1
To read a note click on it. In this, the first room of many, the 3 notes on the wall give some helpful tips.
Also, you can click on the magnifying glass at the bottom of your screen to pick it up. You can then get a closer look at all sorts of things. You can increase/decrease magnification by adjusting the slidey thing next to it. To release the magnifying glass, just click on it again.
The aim in each room is the find your way out, usually by coming up with a password (a.k.a. quick pass) that you enter into the locker (keypad). If the word is correct, the door will open and you will advance to the next room.
It is a REALLY good idea to record the password for each room. You will need to refer to them in subsequent rooms.
OK. Lets go. After you have a look around, click and drag the picture onto the other picture hook.
Use your magnifying glass to take a closer look at what is written on the bit of wall that the picture was concealing.
You will find numbers 5, 19, 3, 1 (no, its not a 7) 16, 5. Convert these into letters of the alphabet (get used to doing this - you will do this in several other rooms) i.e. 5 = E, 19 = S, etc. You will end up with the word...
ESCAPE
That goes into the locker as your quick pass. Click on the open doorway. You're outta there.
Room 2
Each room has notes. Reading these first is usually a good idea.
A note in this room tells you about the HS system at the bottom left of your screen. When you enter a word into the hss (HS system) and click on "go" something happens. Often another note will appear at the bottom of your screen with additional info. You will use this a lot.
OK. The right-hand note tells you (more or less) to take a closer look at the bricks.
Upon closer observation you find some letters.
R - near the bottom left-hand corner of the left window.
M - near the top right-hand corner of the right window.
O - near the doorknob.
E - near the room number.
Y - a touch to the right of the middle of the screen.
M - middle-ish , about a third of the way down.
You have ended up with an anagram. Mix these letters up and you end up with "memory". Hss that. You will get a note.
The note reveals a series of numbers. Convert these numbers into letters, as in the first room, kinda, and you end up with the quick pass for this room:
KEENEYE
Of course, there are no gaps between the numbers. You just have to figure out which letters would make up a word that makes sense, kinda.
Room 3
The note talks about shape. So what, huh? We'll see.
Google the top number i.e. 2.718 etc. It tells you that this number equals E. (Get used to googling stuff - you will use it a bit - ok, a lot.)
Take a closer look around (this is standard procedure for most rooms). You will notice QWERTY above the locker. If you do not have a qwerty keyboard, google it to find an image of one.
The first series of letters below the 2.71 yada yada yada is RFBHY.
Take a look at your qwerty keyboard - these letters form the shape of the letter "V". UJM = I, and so on. You end up with the word that is the quick pass for this room:
EVILTOWN
Room 4
The notes tells you to find 4 hidden words and put them in the hss. Get your magnifying glass warmed up - you're gonna need it. A lot.
Also, if you click on the red button, the door will open temporarily. The trick is to keep it open.
GROWTH - bottom right-hand corner.
SUNSHINE - is included in the letters of the picture on the wall.
INGRAIN - is a bit below the yellow ball.
RAINFALL - I know its there somewhere.
These all get entered into the hss, and the yellow ball will grow, then fall.
To keep the door open, the big yellow ball needs to fall onto the red button, so, we need to shift the red button.
Take a closer look at the panel to the right of the door.
Click on the scroll and read it.
Convert the word "power" into numbers. This is just a reversal of what you've done in previous rooms i.e. P = 16, O = 15 etc. So, type in 16 15 23 5 18.
The red button has now shifted. Hss the 4 words above i.e. ingrain etc.
The door is now open and the quick pass for this room is written on the top-right branch i.e.
FREEDOM
Room 5
The note and the flashing dots mean that you have to translate some braille.
Hss "braille" if you really have to. It doesn't help much, though.
Use google to find a braille alphabet.
Click on the lever at the bottom of the screen to stop and start the display.
Have it stop when the first letter is "A".
You will end up with "answerishidden". So, the quick pass is
HIDDEN
Room 6
The second note on the wall provides us with the first hss word/s. Minus one letter from each of the letters and you end up with "magic wand". Hss that and the grey door opens.
Go through the grey door and have a look at the note. Complete the poem with the word "spell", in other words, hss spell.
A swirly thing appears on the wall.
Return to the other room and recreate the swirly thing by clicking and dragging. This may take quite a few goes. It seems to work best for me when I start from the middle and work my way outwards.
There are now three completed notes on the wall - each with 7 letters/characters on each.
Work these out line by line. i.e. H (the 8th letter of the alphabet) - (minus) 5 = C (the 3rd letter), E - 4 = A, R + 1 = S, and so on. You will end up with the quick pass
CASTING
Room 7
OK. 3 puzzles to make the door open.
The first one - push "go" and one button will light up. Click on that button and you will hear a trill. Get it wrong and you hear a buzzer and you have to start again. If you get the first one right, push "go" again and 2 buttons will light up. Click on those in the same order that they appeared. Keep doing this until you pass the level with 7 buttons and you will hear a different noise because that part is now completed.
The second puzzle - you need to join the wiggly lines together. The note says to "think like a child", so, imagine what a child would do if confronted with a whole bunch of numbers e.g. like in a lift/elevator? They would go through and push every button. So, do that. Bingo.
The third puzzle - sound is absolutely essential with this one. According to note you have to crack the safe. To do this you click and drag the left dial until you hear a click. The right dial is set to 1. Move the left dial around (clockwise will do) until you hear a click. You need to stop precisely where it clicks. Don't worry if you go past it. You can go back and forwards over it until you get it exactly right. There is absolutely no room for error in this puzzle.
OK. So, you have landed exactly where it clicks. Click and drag the right dial until it is on the number 2. This time, going anti/counter-clockwise, do the same thing, then again with 3 (clockwise again) and so on, until you get to the "on" position. If you have completed this correctly, when it gets to "on" you will hear a different sound that tells you that you have succeeded. If you hear no such sound then try again.
Push the green button on the left to power it up.
The quick pass for this room appears near the bottom of the room, which is
BRAINSTORM
Push the green button next to the door and you are out.
Room 8
The first note tells you that the 24 hr clock to the left is displaying your computer's time.
There is a picture of a hand, so, hss "hand".
This note tells you to use the [left] and [right] arrows on your keyboard.
The idea is to use your arrows to change the time on the clock so that when a line intersects where the clock is lit up, the line will light up. When each line lights up, a corresponding smaller image will light up next to the door.
Use your arrows to change the clock to these times :- 1100, 1829. and 1931 (give or take a minute). All three smaller images have to be lit up at the same time before the door will open.
The quick pass for this room will light up above the smaller images that are now lit up next to the door:
DELAY
Room 9
Take a close look below the room number. You will find "qwerty". Of course, a "qwerty" keyboard is what most people use.
Hss "keyboard".
From the new note you receive, hss "signs".
Now you have enough info to decipher the gobbledegook near the top of the room.
If you are familiar with a caesar cipher then this will look familiar.
You have got @##$#% )(!## and 213111 12231. Now to figure out some letters.
The first character is @ and the first number is 2. The first note on the wall tells you to "lean your head and pray", so, look at @ on your qwerty keyboard, lean your head a bit to the left, look down 2 keys and you have an "S".
# and 1 equals "E"
# and 3 equals "C"
$ and 1 equals "R"
# and 1 equals "E"
% and 1 equals "T".
The second word -
) and 1 equals "P"
( and 2 equals "L"
! and 2 equals "A"
# and 3 equals "C"
# and 1 equals "E"
At this point make sure that your magnifying glass is not in use.
Hss "secret place". There is now a hole in the wall.
Take a closer a look at it. You have just found the quick pass
HIDEOUT
Room 10
The "room" asks you to "givemelight", so, hss "light".
If you look at all the letters that appear kinda sideways, the letters for "four stars" stand out. There are some other words amongst all the letters that are useful.
Hss "four stars", "constellation". and "name it" which are the capitalised letters. Each time you hss one of these a star will brighten.
You need to find the name of the constellation that has this shape.
Hss "libra".
You're done. Quick pass is
STARLIGHT
Room 11
According to the note, you have to balance the scales using all of the blocks.
In the first one from the left put a 1 x white block with 3 x grey blobs, 1 x diagonal one, and, 2 x one blobs.
The second one put 1 x 1/3rd blue, 1 x four blob, 3 x two small blobs, 1 x two large blobs, and, 1 x one blob.
The third one remains empty.
The fourth one only has 1 x 1/3rd blue.
The fifth one has 2 x 2/3rds blue, 1 x 1/3rd blue, 1 x diagonal.
The sixth one has the 2 x all blues.
Now the scale is balanced using all the blocks and the laser fires up and opens the cover of the picture.
Take a really close look at the picture. You will see scales, a sword, a blindfold etc. Wiki and google ‘til your heart's content.
You should, at some stage, come up with "Goddess of Justice" who is named "Themis". (apparently there is some debate over this).
And the quick pass is
THEMIS
Room 12
Hss "wheatstone" and "playfair".
You will notice that the left-hand note on the wall has some small, whitish letters scattered on it that spell "cipher".
You need to decrypt the letters at the top using the Playfair Cipher. Google it and you should be able to find a suitable site.
Use the word "break" as the keyword and you should end up with "the answer is power".
Quick pass for this room is
POWER
Room 13
A white wall. Uh oh.
Take a look at the locker. Some letters have a dot on them. These letters spell "unveil". Hss that. Ahhhh, that's better.
Now the dots on the letters spell "crack". Hss that.
You now have a note with numbers on it. They are directions i.e. if you look at the number pad on a keyboard think of the 5 as your starting point. 6 would be to the right, 8 up, 1 diagonally down and left etc.
Starting from the letter "C" on the wall, you will end up with your quick pass:
CHAPPEDMIND
Room 14
Everything is upside-down, so, you need to read the numbers upside-down.
If you use an old-fashioned calculator to put those numbers in then turn it upside-down, you should end up with the quick pass
HEDGEHOG
Room 15
Hss "binary".
Google "binary" and find a site where you can convert the word "binary" into binary. You should end up with six lots of eight 0's and/or 1's.
Take the first eight and match them up with the first line i.e. bigshame. In the "crucial" part, after ignoring the 0's, the 1 = M.
For the second lot, you will end up with "U".
Do that for the whole series of 0's and 1's. You will end up with the quick pass
MULTIPLICITY
Room 16
Click furiously on the "push" button until the "load" button lights up. As soon as it does, click furiously on the "load" button.
Repeat until you have loaded up on power and a circuit is completed.
Click on the 1st, 3rd and 4th red buttons to turn them green.
Hss "checked paper". Have a very close look at the bottom right-hand corner of the note you receive.
Draw/get yourself some graph paper, just like the note. It has to be 25 spaces wide and 5 spaces deep.
On the top line, fill in the 2nd space, the 3rd, 5th, 7th etc. according to the note.
Do the same with the other four lines and you have drawn the quick pass:
SYSTEM
The locker is hiding behind the brown box.
Room 17
Turn the sound down before it becomes annoying.
Google "The Haunted House". It was a movie with Buster Keaton in it.
Hss "buster keaton".
The movie that Buster Keaton made in 1966 was "A Funny Thing Happened on the Way to the Forum". Hss "forum".
Go to "The Roomz" forum page. Do a search on "funny thing".
You will find there the quick pass, which is
MISTAKE
Room 18
The first note tells you that if you guess what each picture represents correctly you will hear a bell. So, put each description into the hss and the corresponding picture will light up and a bell will sound. The second note tells you that there is a relationship between them.
Starting from the middle, near the top - elephant, tiger, rugby, yacht, tattoo, owl, lake, encyclopedia, alligator, raccoon, napalm, mosquito, otter, radius, snake, eagle.
Notice that the last letter of each word is the same as the first letter of the next word.
The first letters of the last 5 words spell out "morse". Hss that.
This new note tells us that we have some deciphering to do.
So, if animals, birds and bugs mean dot, and, not animal etc. means dash you can spell out a mixture of the words "eat fly" after you have converted the dots and dashes from morse code into English.
What eats flies? This is your quick pass:
SPIDER
Room 19
If it takes longer you than about a minute to figure this one out, make sure you're not wearing pointy shoes because when you do figure it our you're gonna kick yourself.
If you are still stumped this is what you do
try the door handle.
Quick pass is
REMEMBER
Room 20
First of all you have to figure out which background belongs to which room, and keep them in the same order as on your screen. Then, you need to remember the quick pass for each room, then, take the appropriate letter from that quick pass e.g. if it shows the number 5 on the patch of background, then, you take the 5th letter from the quick pass for that particular room.
So, this is what you get for:-
Room 7 - 2nd letter = R - the quick pass was brainstorm
Room 6 - 2nd = A
Room 2 - 4th = N
Room 9 - 3rd = D
Room 14 - 7th = O etc.
You end up with "random letters". Hss that. The note tells you that the quick pass is
CRAZINESS
The locker has all the letters mixed up e.g. when you press "C" a "W" shows up on the screen. So, you need to put in the letters h a r n s d l t t. Done.
Room 21
You could check out all of the spinning notes, put all of the words together, end up with a lovely little message, and still be none the wiser, or, you could....
Hss "circle".
From this note, convert the letters into numbers e.g. n = 14, O = 15, I = 9 etc. You will end up with the first few decimal places for pi. Hss "pi".
On that note there are some numbers written in roman numerals. Convert those into normal numbers i.e. 34, 8, 40, 19, 3, 15, 52, 31.
Google pi until you get pi to more than 50 decimal places.
Find the number that is in the 34th decimal place i.e. H, the 8th = E, the 40th = A, the 19th = D until you end up with
a HEADACHE
- the quick pass.
Room 22
The note on the wall says to "go round" and there is a big number five in the middle of the face, and, on closer inspection, an arrow next to the "O" pointing clockwise.
Starting from the O go clockwise 5 letters and you get and N. 5 more gets you an E, then MORE TIME. If you carry on to the inner circle you get MAGIC WAND. Hss "magic wand".
You've got "worms". You have to wave your magic wand just like you did in Room 6. Be patient as it can take several goes, Try writing each letter in a variety of ways if it doesn't work in the first few goes e.g. bigger, smaller, fatter, starting from the end of a letter etc.
Quick pass is
BURNING
Room 23
The annoying dripping is actually morse code, with dots and dashes. It translates into "help me I'm in the pipe".
Hss "help".
Click on the pipe.
Click on the ghosty thing, and then the speech bubble several times.
Google "twilight of the gods".
Hss "ragnarok".
Click on the speech bubble again.
Decipher the runes. They translate into "god of light and ?? rainbow". Google this to find "heimdall". Hss that.
Take a close look at the note you receive. Four of the worlds have a number written on them.
Go to the web site mentioned amongst the runes on the wall i.e. futhark.com to find the names of these four worlds. If you use other web sites you will end up with a lot of different spellings.
At futhark.com you will find :-
The land of the Human - Mldhgardhr - 7th letter = R
Realms of the Light Elves - Ljossalfhelmr - 7th = L
Giants - Jotunhelmr - 2nd = O
Dwarves - Svartalfhelmer - 10th = E
Quick pass is
LORE
Room 24
There are a lot of red herrings.
Hss "confuse" and "here".
At the bottom of the room, below a bunch of morse code ramblings, is /...../
If you are familiar with riddle games like Not prOn you will know what to do. If not, then you go up to the address bar and replace /roomz.htm/ with /danger/
Now you need a map. Highlight the whole page and you get "try to analyse the source code".
Go back up to the address bar and add /map.htm/ so the URL now reads http://www.theroomz.yoyo.pl/danger/map.htm/
Highlight the next screen and you end up with a bunch of O's and X's. On a locker the corresponding letters would be e h n r t u. Unscramble.
Reload this room using the quick pass from the previous room then enter the quick pass for this room:
HUNTER
(it goes in the "useless" locker).
Room 25
The note tells you to "start with four corners", so, the letters at each of the four corners are p a t h , so, hss "path".
The next note shows you the directions for the next hss word.
If you look at the letters on the wall closely you will find a letter that has a bit of an aura around it.
Starting from the "G" near the top left-hand corner, go 2 right and 2 down. You have an "A" So, the first 2 letters are "ga". Follow the rest of the directions and you will end up with "gatekeeper". Hss that.
Oh blimey. Now we have to search for some letters using the co-ordinates given.
Firstly, convert the letters on the note into numbers i.e. DAC;IF becomes 413 96. Move your mouse until the co-ordinates above the door match that. Then click. Be exact. Another note.
More co-ordinates. Go to each of the co-ordinates and record the letters that you end up on i.e. e r e n e g i v.
Part of the note on the wall was backwards, so, flip those letters around and you have "vigenere", a type of cipher. Hss "vigenere" if you like.
Find a web site with a good vigenere decrypter. Decrypt the random letters from the note on the wall. The keyword you use is from the note you received with a picture of a key i.e. "victim".
You will end up with "password is imprisonment". So, your quick pass is
IMPRISONMENT
Room 26
Find out what the name of the picture (woodcut) is. It is by Albrecht Durer.
Hss "apocalypse".
This woodcut refers to the "four horsemen of the apocalypse", The first note mentions "God" and the second note "Revelation 666". If you turn to the book of Revelation in theBible it refers to this.
Have a wee lookie at the brown thing at the bottom right-hand corner of your screen.
Each of the "four horsemen of the apocalypse" has a colour and something that they represent. Google would be a good place to go to right about now.
White - crown
Red - sword
Black - scales
Pale - skull
Head on down into 26b once you have put the right balls into the right holes.
Play the little movie and figure out which room numbers they are i.e. room numbers 4, 5, 19, 20, 9, 14, 25. Convert these numbers into letters. You end up with the quick pass for this room:
DESTINY
Scoot back up to 26 and head on out.
Room 27
The note refers to "daltonism" which had to do with colours/colour blindness.
To work out the password for the thing above the locker take the colour of each circle e.g. white - and take the 4th letter i.e. "t", because there are 4 holes in that circle, red - 1 hole, 1st letter = "r". Do that for each and you will end up with "trigger". Hss that.
Read the stuff in the thing above the locker. It tells you to look for a state in the east of North America.
Hss "Michigan". Next, look for a town next to water i.e. Bay City. Hss that.
Convert the binary code. Find a good map online (I never did find one - had to cheat). You may or may not find "Birney Park". Hss that.
Proceed and you will end up with a new blank note.
You can hss blank if you really want to.
But your quick pass is:
BLANK
Room 28
It's compulsory. Everyone has to chase the locker and the note around for a bit. When you have had enough of that, then proceed.
Add together the eight numbers scattered around the room, then, convert the numbers into letters. You should end up with "quote". Hss that.
Now you need to decipher the gobbledegook in the note. All you need to do is similar to what you did in room 9 i.e. a kind of caesar cipher. As the examples at the bottom of the note says E = D and A = Z, so, just lean your head to the left a bit and go down one row on your qwerty keyboard.
So, 4 = R, 3 = E, q = A, w = S, 9 = O etc. You should end up with "reason is immortal, all else mortal". Google that quote.
Hss "pythagoras". Finally got the little blighters to hold still for a tick.
The note on the wall is for those of us that love maths. For everyone else the word you want is "cane".
The colours of the triangles are the same as the colours of the italian flag, hence the "it" from "do you know it?".
Apparently you can also get the numbers to stop moving on the wall. There doesn't seem to be any point though, and, I never did figure out how to do that anyhow ;o)
Translate "cane" from Italian into English and you have the quick pass:
DOG
Room 29
Still eagerly anticipating the next batch of Roomz.
TTFN.
Posted by: jan.jan | April 21, 2007 10:43 PM