Escape from 5th Door
The last couple of weeks have been pretty easy, so this week we're going hard, real hard, concrete hard. Put on your thinking caps, fellow escape fanatics! This weekday escape is a tough little room escape by Tesshi-e, creator of Escape from the Snowman's Room and Escape from Bed Room, Escape from 5th Door. Can you find all three escape scenarios?
Definitely take time to watch the opening animation, as this is classic Tesshi-e. "Look, a mysterious door in a concrete building! Hey, stairs that go down into the ground, let's go! Look, a strange elevator that goes who-knows-where, we have to ride that! Hey, we're in a square room with four identical doors, all of which are locked. Oh, crap." Yes, in the world of this room escape designer you are just that stupid.
Move around using the bars that appear at the sides of the screen, but be warned: it is very easy to become disoriented and forget which way you are facing, as each wall/door combo is completely identical, at least at first. There's no changing cursor, so there will be pixel hunting. Fortunately, in this sparse, industrial space there's not much clutter, and almost everything you need is easily visible. A standard "about item" button is handy to examine things you've picked up, and extremely necessary. Yes, there will be combining and construction ahead, so be warned.
Analysis: With a nice mix of math, logic, color, and construction, Escape from 5th Door is fun, balanced room escaping. The puzzles are logical for the most part and the construction and use of found objects is amusing. Most fun of course is trying to find the various ways out, as there is a "bad", a "neutral", and a "good" (aka happy coin) escape, each with their own ending animations. This is not a ten minutes and easy out puzzle, so be prepared to spend a little time in a claustrophobic underground space.
As usual the surroundings are nicely rendered 3D, but rather than Tesshi-e's usual warm, comfortable space you're looking at a lot of stark, industrial ugly, apropos of the escape itself. The music is...well, you've probably heard it before, so be thankful for the handy mute button. The only thing missing is a save button which would have been nice, especially with the three escape scenarios.
Yes, there is some pixel hunting. Yes, some rather strange construction is necessary to find your way out. Yes, the game is in Japanese, but you don't need to be able to read Japanese to play. Regardless, Escape from 5th Door is escaping done well, casual gameplay that challenges and teases and taunts and eventually leaves you happy to escape. Be prepared for some odd leaps of logic, and laugh at the "bad" escape when you find it. Just get escaping!
Walkthrough Guide
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Walkthrough
opening the first door
All wall are identical at first, with a door and a panel. Most are locked.
The doors can have a number put on them.
Not all doors can have the same numbers
Try the panels; One can open
Inside you will find a card and a machine. Take the card and look at it.
It says Total=Queen => N Open
On the back it has a compass
Total = Queen
How many ways can you input numbers?
Just with the doors
So What does the total need to be?
Where does a queen have a value?
A deck of playing cards
input numbers on the doors so they all total 12.
One of the doors should be openable now. This door is North.
inside the first door
inside this door is a large panel on the wall, two green boxes, and a device on the counter that says NEWS, with colored squares above it.
both boxes are locked
on the main panel, you have sliders labeled 1, 2,3,3
You can move the sliders, and the color on the panel will change.
the device on the counter has colored squares, that you can change
these colors are the same as the colors that can appear on the panel
You need to figure out which color corresponds to each letter.
Where have you seen those letters?
on the compass
each letter corresponds to a door;
the room you are currently in is North.
What is on each door?
the number you inputed to open the door.
use the sliders on the panel to add up to a number. This is the color corresponding to that number.
find the corresponding color for each door, and input it under its letter
press the green button, the device should open.
Take the 4 cards and the club key.
the club key opens the left box.
inside are 4 knobs, but one is missing
it is labeled shutter locks.
the west shutter is already open, so turn the other two knows to face the same way.
opening the next door
go back the the center room.
the North and South shutters should open now
open them, and collect the items found inside.
You should have a box and a knob
examine the knob
take off the washer and bolt from the back
go back to the north room and put the knob in with the others, and turn it to open.
go to the south shutter and open it
take the bottle
now its time to use the devices in the shutters
you can put the cards into the machines.
this will cause that letter to appear in the window.
you can push the button to remove the cards
These letters should be familiar by now.
put in the cards so each device is labeled according to its direction
this should open the east door. You can tell because the green light on E will light up.
Inside the second door
Inside the East door you will see another green box, two green mouse figures, and a drawer.
look at the figures.
note the knife in the shelf
look at the box in your inventory.
open it
take the green mouse
put the mouse with the others.
note that you can turn their heads.
Look at the box again
There are letters on the lid
NEW
there are 3 letters, and 3 mice
turn their heads to face the corresponding direction
remember you are facing east
left, forward, back
take the knife
open the drawer
take the circle key and nut/washer combo
opening the third door
return to the north room and use the circle key on the right box
there is a lever labeled Door-W.
pull it
the West door is now open
inside the third door
there is a picture and a chest
look at the chest
there is a symbol lock on it.
it has a letter, a symbol, and a number
look at he picture
there are a bunch of letters, symbols, and numbers
what do they all have in common?
the background of the picture is a clue
They are symmetric, mirrored vertically.
choose the symbols on the chest that are also mirrored vertically
X,Star,3
open the chest ad take the wrench
look behind the left side of the chest
take the heart key
opening the fourth door
go to the east room
use the heart key on the box
pull the Door-S lever
inside the fourth door
There is a door, and two niches
The left niche is filled with water
the right niche has a device with two pillars, supporting a mechanism.
take the milk carton on the right pillar
look at the water niche
there is a button at the far side
time to do some constructing
we need to make a boat
look at the bottle.
use the knife to cut the side off
put the bottle on its side.
use the knife to cut two holes in what used to be the bottom.
use the knife to cut the top off the milk carton
fold the cut piece into a 4 pronged wheel.
look in the bottom of the milk carton
take the green rubber band
put the rubber band around your folded milk carton
Now you need more supplies
you need to attach the engine to the bottle
you have two holes in the bottom of the carton that match up with the folded rubber band
you also have two pairs of nuts and washers.
The obvious need is two bolts
where have you seen bolts?
go to the north room and take out two of the bolts from the panel with the wrench
put the bolts on the boat
put the nuts over the bolts
attach the rubber band/paper combo to the boat
as an engine
put the boat in the water
use the engine to make it push the far button
the right device lowers
bad ending
put the wrench in the left slot.
return to the main room.
The door you entered in the beginning has appeared
enter it
click on the exit to leave
normal ending
put the wrench in the right slot
click on the door to leave
good ending
put the wrench in the left slot
look at the water niche
a ramp has appeared, and you ship is back
take it
look in it
take the spade key
return the the main room
the door you entered by in the beginning is there
enter it
do NOT go out the door, unless you want the bad ending
look to the left of the stairs
there is a brick box
use the spades key on it
take the hammer
return to the south room
use the hammer to smash the glass holding the wrench
take the wrench
put it in the right slot
take the left button
flip it upside down
open it up
take out the coin
leave through the door
Posted by: Mystify | February 24, 2010 2:36 AM
Escape from 5th Door Walkthrough
General Information
You begin the game facing the North door. Remember that, or you will get easily confused.
Yes, there is some construction ahead, so be sure to examine all objects and see what can be combined.
Click on items in inventory then the "about item" button to examine them in close up.
There will be instructions for the colorblind, as some puzzles are color based.
There are three ways out, see if you can find them all.
Happy coin will bring happiness to you!
Door Chamber
You begin facing the north door. Click on the door for a close up.
Notice that the numbers can be changed and run 0, 1, 2, 3, 4, and 5.
Back up.
Click on the orange box next to the door for a close up.
Click on the box. It's locked. Back up.
Turn left (west).
You are now facing the west door. Close up on the door and notice that the numbers run 0, 1, 3, 5, 7, and 9.
Back up then click on the orange box for a close up.
Click on the box again. Hey, it's open!
Take the note from inside. It says total = queen and N open.
Click on the note to turn it over. Now it says card over directions N, E, S, and W.
Close down the note.
Back up and turn left.
You are now facing the south door. Notice that its numbers run 0, 5, 4, 3, 2, and 1.
The orange box next to it is locked, so nothing to do yet.
Turn left.
You are now facing the east door.
The east door numbers run 0, 7, 2, 4, 6, and 8.
The box is also locked.
Turn left twice until you are facing the west door again. If you have lost track of where you are, the west door is the only one where you can open the orange box.
Let's think about the note in the box.
Specifically, total = queen.
There's a queen in a deck of cards.
Starting from the Ace as 1, the queen would be the 12th card in a suit.
So maybe if we make the door numbers add up to 12?
If so, it should open the North door.
There are several ways to do this, here's just one example:
Make the north door 5.
Make the west door 1.
Make the south door 2.
Make the east door 4.
Okay, turn to the north door and try to open it.
Yay, it worked!
North Room
Okay, on the wall are two locked boxes flanking a large black console.
Click on the console for a close up.
Looks like a guide to colors.
Play with the switches for a bit, and see what colors correspond to what numbers.
The starting color, red, is zero.
1 is dark blue.
2 is light blue.
3 is yellow.
4 is green.
5 starts the cycle again with red.
That means 6 would be dark blue, 7 light blue, 8 yellow, and 9 green.
Back up.
Underneath the black console, on the shelf, is another, smaller console. Click on it for a close up.
Okay, we have the buttons corresponding the N E W S, and they change colors.
Let's set each button to the color that corresponds to the numbers we set on the doors earlier.
If you followed my example and set the numbers to North 5, West 1, South 2, and east 4 that would mean North = red, West = dark blue, South = Light Blue, and East = green.
For the colorblind: Don't touch the North button, it's already red. Hit the West button once, the South button twice, and the East button 4 times.
Once you have the color code entered push the green button at the bottom.
The box opens! Take the key (clue key) and the four cards in the box.
Back up.
Use the club key on the locked box to the left of the black console on the wall.
Okay, we have some dials here.
Notice that the dial for West is to the right, while the others are to the left (except the East dial, which is missing).
What's different about the West door?
The orange box beside it is open, that's what is different.
Move all the dials to the right (except East, which is missing).
Back up twice.
Door Chamber
You're back in the door chamber, facing the North door.
Click on the orange box beside the door for a close up.
Click on the box to open it.
Cool, a box inside the box! Take the blue box.
Once the blue box is in close up click on the lid to open it.
Remove the green rat.
Pull up the blue box from your inventory and click on the lid to turn it over.
Hmmm, it says N E W. I'm sure that's important.
Notice in the open orange box that the door lock indicator is showing one green light on the North door, that's the only one that is unlocked.
Back up and turn right twice to face the South door.
Click on the orange box next to the South door for a close up, then click on the box to open it.
Yay, there's the missing dial! Take the dial.
While the dial is in close up, notice that there is a nut and washer on the dial. Click on the nut to remove it.
Back up and turn right twice to the North door.
Enter the North door.
North Room
Click on the left box for a close up, then open it.
Put the missing dial in the East spot, then turn it to the right.
Back up twice.
Door Chamber
Remember those four cards we picked up from the color box?
There's one for each door in the chamber.
Let's go around and put the cards in the door lock indicators.
Since we're facing the North door, let's do that first.
Click on the orange box next to the North door.
Open the box and notice that there is a small slot in the middle right of the door lock apparatus.
Place the N card in that slot and back up.
The blank space below should light up with the letter N.
Back up and turn right to face the East door.
Open the orange box by the East door and take the plastic water bottle.
Now put the E card in the door lock slot.
Turn right, open the South door box, enter the S key in the slot.
Turn right, open the West door box, and enter the W key in the slot.
Cool, the green indicator for the East door came on, guess that the East door is now unlocked.
Back up and turn right twice to face the East door.
Open the East door and go in.
East Room
Great, more green rats.
Click on the rats on the shelf for a close up.
There's a handle there, but it doesn't do anything.
And of course there's a drawer that we can't open yet.
Place the green rat from your inventory into the slot on the right.
Hey, if you click on them their heads turn around.
Perhaps if we turn the heads the right way, something will happen.
Remember the letters on the inside of the top of the blue box?
Three letters, N E W.
That's probably directions for turning the rat heads.
But remember, at this particular moment we are facing East.
So North would be to the left, East is in front of us, and West is behind us.
Turn the rat heads thus: left rat facing left, middle rat facing the wall, right rat stays where it is, facing forward.
Once the rats are facing the correct way, click on the handle in front of them.
Yay, a knife! That's always handy.
Now open the drawer.
Take the round key and the nut/washer from the drawer.
Back up twice.
Turn left to face the North door and go into the North Room.
North Room
Click on the box to the right of the black console.
Use the round key on the box.
Cool, a switch, probably for the West door (Door-W).
Click on the switch to put it in the up position.
Back up twice.
Turn left to face the West door.
Open the door and go in.
West Room
Click on the picture on the wall for a close up.
Notice that the bottom and the top of the picture are mirror images of each other, even the numbers and symbols.
Back up.
Click on the chest on the shelf.
Okay, the chest requires a three digit code, one letter, one symbol, and one number.
How does this relate to the picture above?
Just as the top and bottoms of the letters and symbols in the pictures are mirror images of each other, the code is comprised of things that are mirror images.
Look at each letter, symbol, and number available. Which ones have a top and bottom that are exact mirror images of each other?
That would be X, the star of David, and the 3.
Once you've entered the code, push the yellow button to open the chest.
Take the wrench.
Back up once.
Click on the left side of the chest to see behind it.
Take the heart key.
Back up three times.
Turn right to face the North door.
Enter the North room.
North Room (yes, again)
Well, we just picked up a hexagonal wrench, what in this room would that work on?
Click on the black console on the wall for a close up.
Yep, hex bolts.
Use the wrench on the nuts, and you will be able to remove the upper right and lower left bolts.
Back up twice.
Turn right to the east door and go into the East room.
East Room
Click on the box on the wall for a close up.
Use the heart key on the box.
There's the switch for the South door.
Flip the switch to the up position.
Back up twice.
Turn right to face the South door.
Enter the South door.
South Room
Cool, this must be the 5th door.
On the left is an alcove filled with water.
On the right is an alcove with two pillars. Click on the right alcove.
Take the milk carton and back up.
Click on the left alcove.
There's a button way at the back of the alcove, I'm sure it's important.
It's construction time!
We need to build something that can float to the back of the alcove.
Let's start with the plastic bottle.
Pull up the bottle from your inventory.
Use the knife on the bottle.
Once you cut a large hole in the side, click on the bottom of the bottle to turn it over.
Use the knife on the bottom of the bottle to cut two small holes.
One at a time, place the bolts in the holes, then place the nuts on the bolts.
Pull up the milk carton from your inventory.
Use the knife on the milk carton. You should now have a square of cardboard.
Click on the square to compress it into a paddle.
Pull up the bottom half of the milk carton for a close up.
Click near the top to look into the carton.
Take the rubber bands.
Now pull up the paddle thing from your inventory.
Use the rubber bands on the paddle.
Yes, we're making a rubber band paddle boat.
Now pull up the plastic bottle from your inventory.
Place the paddle at the bottom of the boat (where the bolts are). You now have a functioning boat.
Place the boat in the water.
Click on the boat to push it forward.
Yay, it pushed the button!
Back up.
Click on the right alcove for a close up.
Okay, the pillars are gone and now we have two tubes with buttons in them.
What do we have in our inventory that would fit, and be heavy enough to push the buttons?
And which button do we push?
Decision time!
Bad End
Drop the wrench into the left tube.
Back up twice.
The cool elevator has appeared! Go into the elevator.
You are now facing a stairway out. Click on the top of the stairway.
Okay, you're out, but you're lost in the woods.
Neutral End
Drop the wrench into the right tube.
Back up once.
Click on the 5th door (between the alcoves).
The light is green!
Click on the door to leave.
This time you've escaped to a nice deck. Enjoy the fresh ocean air!
Happy Coin Escape (Good End)
Drop the wrench into the left tube.
Back up, then click on the left alcove.
Your boat is back! Click on the boat.
Pull up the boat from your inventory. Take the spade key.
Back up twice.
Here's the elevator again. Go in.
You're back at the staircase from the bad end.
Do NOT go up the staircase. Instead, look down and to the left of the rail.
There's a box on the ground. Use the spade key on the box.
Take the hammer and back up three times. You should now be back in the South room with the two alcoves.
Click on the right alcove.
Use the hammer on the left tube.
Smash! Destruction is fun! Take the wrench back.
Use the hammer on the button.
Click on the broken button.
You now have a gold button. Click on the button to turn it over.
Use the knife to pry off the gray bottom of the button.
Take the happy coin.
Put the wrench in the right tube.
Back up once, then go out through the 5th door (like the neutral escape).
Enjoy the ocean air and the tasty beverage and snack.
Happy coin will bring happiness to you!
Posted by: grinnyp | February 24, 2010 3:18 AM