Escape from Kilmainham Gaol
Escape from Kilmainham Gaol feels like it could be set in a movie of wartime and intrigue... something between James Bond and The Great Escape? Creator Matt Slaybaugh (also of the entertaining Escape to Obion point-and-click series) plunks the player into a desolate, barren cell with seemingly no hope of escape. But wait, what's this? A letter tucked into a chink in the wall. Apparently your captivity is due to one Simeon Meade, a member of the mysterious Talos Organization. He can't help you escape directly, but it is possible to unlock your door from inside the cell... and apparently, one of Meade's operatives has prepared your prison with the necessary tools. Of course, it can't be too obvious, or else the guards will be tipped off. Looks like you're going to have to solve some puzzles!
I like this game for a number of reasons. The appearance of the cell seems photographically accurate (especially the texture of the brick walls... nice), and really does give the sense of being trapped. I also appreciate that for once, there's actually some sort of rationale as to why the player must go through such hurdles to escape; it's enjoyable to feel that there's some sort of logic to the scenario beyond arbitrary whim. The puzzles, a bit less fanciful than those of most escape games, correspond well to the environment. Also: no pixel-hunting! Hooray!
That being said, the puzzles are not terribly creative, and one in particular struck me as less-than-intuitive. Also, while the game's music is certainly atmospheric and appropriate, it can eventually become annoying and intrusive; the option to turn it off would have been nice. On the whole, the game could have benefited from a bit more attention to such details, as well as a little more understanding of what the player should expect to be logical in the game world.
Still, Escape from Kilmainham Gaol is enjoyable and interesting. A different spin on an old standard, the game will satisfy your urge for adventure and intrigue... all without leaving the comfort of your cozy home/office/beach cabana/aircraft carrier. Not a bad deal!
Walkthrough Guide
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Short one. Here's a walkthrough.
General information:
Things you can interact with glow gold, including the subtle arrow at the bottom of the screen.
If you're zoomed in, use the arrow to back out.
If you're not zoomed in, use the arrow to turn around.
There are only two main views in your tiny cell.
Walkthrough:
Face the back wall and click on the hole near the floor on the left. Read the note - both sides - to discover what your goal in gaol is.
Examine the bench.
Find a way to arrange all the numbers 1 - 9 into a tic-tac-toe board. Since the problem is not uniquely solvable,
the smaller numbers appear to the left of the larger numbers to resolve the ambiguity.
Turn around and face the door. There's a panel to the side of the door. Zoom in.
Click on the points on the panel door to open it in the following sequence:
middle right, middle bottom, middle right.
Enter the solution to the number puzzle here. The solution is:
158/234/679.
Doing this reveals a panel with astronomical symbols on it; I never used them. Click on the panel again to get it out of your way.
Move the bits of the lock around
to reveal the dials you'll need to manipulate to unlock your cell.
Click on the side of each piece that lies in the direction you want it to move. Start by
moving the top two metal cylinders all the way to the left, then
push the three wooden parts on the right all the way up. Then
do the same again to the next level of parts. You'll never completely unblock the dials, but you can
access two out of the four on each side.
Now we just need the number of our cell. In the door, there's a
peephole. Move your cursor left and right to look around. We can see some numbers, but not enough.
There's also a grey panel in the middle of the door. If you zoom in on it, there's
a reversed number
8 in the upper right corner of it.
Turn around and face the back of the cell. There's a
fuse box near the ceiling. Open it. You have one fuse that you can move around if you don't mind working in the dark.
But since you can't see what you need anyway, maybe you don't need the lights.
Maybe you need different lighting?
Like the alarm lights.
Move the fuse to
the alarm position on the right.
Go to the peephole for a better view. It fuzzes in and out, but you should be able to see
...4-7 on the leftmost door, and 9-C-and part of a 4 on the cell next door.
So now you have an idea what part of the prison you're in.
Part of your cell number is stamped into your cell door.
Go back to the panel and enter your cell door number,
9-C-4-8
but backwards, since the dials are meant to be used from the other side.
But you still won't be able to get out.
Since the door needs power too.
Turn around.
Move the fuse into the second position to power the door.
Turn around and go back to the lock. Pull the lever that appeared when you entered the correct combination and the lock manipulation puzzle disappeared. Zoom out to the door and click to freedom!
Posted by: Dart | March 11, 2009 5:59 AM