For some people, it isn't the destination but the journey that matters. Everyone else just wishes for a teleporter already. Teleporter Escape, an escape game from Cool Escapers, has something for both these groups. You find yourself staring at a locked door, and your goal is to find out what the heck is behind it. It's the machine to the right of the door that's really interesting, though, since you can use it to teleport to other rooms, all of which hold clues to unlocking the main door. Click on items to collect, move, or toggle them. Once an item is in your inventory you can drag it to any area on your screen to find out if it can interact with whatever area you're dragging it to. If you've made a good match, you don't even have to release the mouse button. You can move through many rooms by clicking to the extreme left or right of the screen.
From the game's simple premise and graphics, it might seem like there's nothing special about Teleporter Escape, and to an extent this is true. You get a few dozen rooms, a red-handled screwdriver, some petty theft and vandalism, and finally an open door. It's the quality and complexity of the puzzles that makes Teleporter Escape shiny. This is one of those games where it helps to have some scrap paper and a pencil handy, as you'll be retracing your tracks quite often. There's quite an array of puzzles to solve, ranging from a number riddle to a tile-swapping puzzle to a crossword, and this can be either amazing or frustrating depending on your ability level and the quality of your mouse. The crossword puzzle in particular would be better with keyboard input. There's also no auto-save function, so it's a good idea to only start the game when you have time to spend. That said, Teleporter Escape is a set of linked challenges that's well worth your time if you like finding your way out of places.
Walkthrough Guide
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Walkthrough (am I doing this right?):
Note: If you press the wrong button on the teleporter, move left to reset the teleporter and try again.
Room 1
1) Move left.
2) Pick up the fuse and your first note - Room 2 Pass.
3) Move two times to the right. You are now at the teleporter. This is the place where you access all other rooms.
4) Open the note you just got. It has the passcode to Room 2, with the numbers 3 5 4 2 6 7 9 8, in two different colors, yellow (Y) and red (R).
i) Sequence is important.
ii) The color of the number is important.
iii) See the dials beside the room list? There are 12 red dials in a circle... seems familiar.
The red dials form a clock sequence. So, the one on the very top is 12, followed by 1, 2, and so on to 11 and back to 12.
Click the dials in sequence, following the color of the digits in the note.
Solution: Y3, R5, Y4, Y2, R6, R7, Y9, Y8
Room 2 is now opened.
Room 2
1) Bottles everywhere, and they're of different heights and of different lid colors too!
2) Open the brown lid and retrieve your second note - Room 6 Pass.
3) Take note of the heights and colors of the bottles.
4) There's nothing to do here now, so return to Room 1.
5) The second note has another numerical code like the previous note: 7 5 3 4 8 1 7.
Press the buttons on the teleporter like you did previously.
Solution: Y7, R5, R3, Y4, R8, Y1, R7
Proceed to Room 6.
Room 6
1) Pick up the red ball on top of the shelf. Take note of the huge '1' in blue background above.
2) Pick up your third note - Room 12 Pass.
3) You can also move to the right. There's three knobs that can be moved, but they do nothing for now. Just take note of them.
4) Return to Room 1 with your new note. This time, the note only writes "NOTE 1 - 1". What could it mean?
i) Note 1? That's written on the first note you picked up, containing Room 2 Pass...
ii) The dash in "Note 1 - 1" is not a dash, but instead a minus sign.
Deduct one off each digit you used to access Room 2. If the original was Y4, select Y3 this time. If it was R5 previously, then this time it's R4.
Solution: Y2, R4, Y3, Y1, R5, R6, Y8, Y7
Room 12 is now accessible.
Room 12
1) Seven knobs. There's a number '4' with a green background - take note of it. The shape of this room is quite peculiar, though - it's shaped like a bottle.
2) The knobs have three different levels.
3) A bottle shaped room? Where have we seen bottles before?
i) Go to room 2.
ii) It just so happens that there are seven bottles, and seven knobs. There are three different heights to the bottles. The knobs have three different levels... coincidence?
The height of the bottles represent what level the knob should be at. The shortest bottle means the knob is at the lowest level, the middle height bottle means the knob is in the middle, and the tallest bottle means the knob is at the top.
Follow the sequence of the bottle heights and you're set.
Solution: Middle, Bottom, Top, Bottom, Middle, Middle, Top
Room 7 opens. Take the item that is revealed - Shape 2.
Room 7
1) Three vases, and also a '2' with a pink background. Take note of it.
2) Take your fourth note - Room 9 Pass from the red vase.
3) Nothing left to do here, so return to Room 1.
4) This time, if you try to punch the numbers you received in the note, nothing happens. Why?
5) 13:45, colored red. The red dials on the teleporter are in the shape of a clock. Hmm...
i) 13:45 is the 24-hour format of 1:45pm.
ii) If the red dials represent the numbers on a clock, maybe it has to do with time?
iii) But clicking R1, R4, R5 and Y1, Y5, Y7 doesn't work! Is there something about this clock we're missing?
iv) What if I had hour and minute hands on the clock instead? How would that change things?
Select the red dials where the hour and minute hand of the clock would land, if it were 1:45pm.
Solution: R1, R9, Y1, Y5, Y7
Yes, technically the hour hand would be closer to 2 than 1 if it was 1:45pm, but ignore this fact!
Room 9 opens.
Room 9
1) A room with a colored grid of 7 by 3.
2) Seven? Where did we see seven of something previously that had so many colors?
i) The bottles in Room 2 are a good starting place. Remember the lids? We haven't utilized them yet.
ii) But there's only 7 colors across the bottles, and 21 colors to select from in Room 9!
Once again, follow the sequence of the bottles and the colors each lid had. Select the correct color representative of the one in Room 2 under each column.
Solution: Green, Blue, Brown, Yellow, Black, Pink, Dark Blue
Alternatively: Middle, Bottom, Top, Bottom, Middle, Middle, Top
Hey, that's the exact same height sequence the bottles had! Cool.
Take the hammer from the vault that opens, and proceed to Room 8.
Room 8
1. There's a metal plate that's missing a screw on its lower left. You can move right, and there you'll find a clock stuck at 9pm (or 2100hrs), with a H and M beside it.
2. Nothing happens when you try to click on either the H or M arrows, though.
3. That triangular Shape 2 you got seems to fit well into the slot...
4. Fit it into the minute hand and voila! Now you can move the minute hand. But we're still lacking one triangular shape. Where can we find it?
5. Maybe the hammer we just got could be of use?
i) Proceed to Room 7 and use your hammer on the vases. Take Shape 1 from the broken vase holding it.
ii) Return to Room 8 put Shape 1 into the slot. Now you can move the hour hand!
iii) But exactly what time should you be moving the hour and minute hands to?
iv) 1:45pm, the passcode from Room 9 Pass doesn't work... did we see other times that we have not used yet?
Return to Room 1, where you started off. Above the locked door is your answer: 17:55, or 5:55pm.
Solution: Move the hour hand to 5, and minute hand to 55
Yes, once again, not very accurate of a clock but whatever.
Room 3 now opens.
Room 3
1. Take note of the shapes in this room. Also take note of the '4' with the blue background above.
2. Take the note below the code, which is also your fifth note - Room 11 Pass.
3. Move left and take the screwdriver from the table. Take note of the three blue knobs above.
4. Return to Room 8 and unscrew the remaining three screws on the metal plate. Press the button hidden behind.
5. Access to Room 5 is granted.
Room 5
1. A shape code that prevents you from accessing that button behind the glass panel!
2. Move left and take your sixth note, which has some slot machine image and a few numbers. Take note of the locked chest.
3. Return to the shape code. Do you know how to solve this?
Return to Room 3 and replicate the code in Room 5.
Solution: Square with 1 vertical line, Triangle, Square, Window, Circle
Press the button behind the glass panel. You can now access Room 4!
Room 4
1. The puzzle on the wall looks similar to Sudoku, but it's not. Instead, it's a game called KenKen.
Quick rules about KenKen:
- No repeat of digits along the same row or column (like Sudoku)
- You can repeat digits inside the "cage", highlighted in bold in the puzzle
- You need to achieve the target number specified in each cage, using the mathematical operation given
- E.g. 12X means you need to get a result of 12, by multiplying all the numbers within the cage together
- Sequence of numbers do not matter, i.e. 4,2 or 2,4 are both accepted for 2-.
This is one possible solution. I'm not sure if there are others.
2 1 4 3
1 3 2 4
4 2 3 1
3 4 1 2
Room 10 opens as a result of your puzzle solving.
Room 10
1. An image puzzle! Try clicking the note beside it, and realize you can't reach it. Boo hiss.
2. Click on two tiles to swap their position with each other.
Some tips
- Start from the center and branch out. Which tile stands out the most? That's the center.
- The hearts looking things on some tiles are good ways to determine which tiles go beside them.
Solution thanks to josiasingh:
Click me!
Room 13 unlocks.
Room 13
1. Three red knobs, and a star slot beneath it. Take note of both of these.
2. Move right and you see a pedestal. Click on the pedestal to move it out of the way, and pick up the coin.
3. Now, click on the white part of the pedestal.
4. Your goal is to get the red ball to the green goal without touching the wall. Touch it and you have to restart. This will prove really tricky with such limited space!
Tips
- Enlarge your screen by holding the ctrl key on your keyboard and scroll up with your mouse wheel on the game
- Alternatively, ctrl key and up arrow on your keyboard works as well
- The intention is to enlarge the game so that you have more space to maneuver the red ball without touching the walls
Room 14 unlocks as a result of completing that maze.
Room 14
1. There's nothing except a slot machine. Insert the only coin you have and play away!
2. Well, you didn't win anything. But you unlocked Room 18 at least!
3. Take note of the symbols within each slot.
Room 18
1. Pick up the stick on the ground.
2. There's a slot on top, and a slot below. Hmm...?
Insert the red ball into the top slot. It will roll to the bottom slot and push out a key.
Take the key. Now you can put both of these items to use!
3. Take the key and proceed to Room 5. Open the locked chest on the left and take the wrench.
4. Go to Room 10. Use the stick on the note and retrieve your seventh note - Room 15 = EVENS.
Now that we've had so many notes that we haven't used, it's time to see what we can do with them!
Room 1 revisited
1. Check your note with Room 11 Pass. Now that's quite a giveaway passcode!
2. But wait, R2 R0 R9 Y1 Y7 Y4 doesn't work! Maybe we can't just take the top red dial as '0'?
3. Maybe the way the numbers have been created matter?
Count the number of dots that form each digit. That is the number you should key in instead, following the same color scheme.
Solution: R11, R12, R10, Y5, Y7, Y9
Room 11 is unlocked.
Room 11
1. There's a film playing device here, and a big screen to the right. It's not working though.
2. Insert the fuse you have into the slot below the device. You still need one more fuse.
3. Nothing to do here for now, so return to Room 1 and solve more of your notes!
Room 1 re-revisited
1. Refer to the Room 15 = EVENS note. There's a few room numbers above it. Maybe it has something to do with the next passcode?
2. But that doesn't seem to make sense... maybe we're being too focused on the wrong thing?
The top portion is not meant to solve the puzzle. Instead, focus on just the statement ROOM 15 = EVENS. That is, select all even red dials on the teleporter.
Solution: R2, R4, R6, R8, R10, R12
Room 15 opens.
Room 15
1. Use your wrench on the safe and open it.
2. Ah, a quick-to-finish room! Press the button behind the safe and unlock Room 17.
Room 17
1. Four number panes in the pattern of a window. Clicking each pane makes them go through a variation of colors and numbers.
2. Where have we seen this window pane figure before?
Refer to the note containing Room 15's passcode. The figure above solves this puzzle. Access each of these room and note the background color and number they hold.
Room 7: Pink 2
Room 3: Dark Blue 4
Room 12: Green 4
Room 6: Dark Blue 1
Enter the corresponding colored number to their respective positions as shown in the note and you'll unlock Room 16.
Room 16
1. A five symbol passcode is needed. Move right and there's three black knobs available. Take note of these.
2. Back to the passcode, maybe the slot machine game we played earlier may be of use?
3. We also received a note containing an image of the slot machine along with some numbers...
Refer to the note containing the slot machine image. Check Room 14 and take note of the different images in each slot. Replicate the symbols in Room 16, following the passcode provided in the note.
Solution: Seven, Bell, Lemon, Seven, Bell
Room 19 opens.
Room 19
1. Ah! A crossword puzzle. It says 1 TO 10 below.
2. Fill the crossword with the appropriate number in the appropriate position. No number is repeated.
3. How do you start, though? Tip: Start with the most "unique" number out of the ten. One of them uses a rather rarely used letter. Work from there!
The number I was referring to, was SIX. If you noticed, of the three slots that three-character-numbers can fit into, only one of them can be 'SIX'.
There's no number ending with 'I' nor 'X', so you can start from there!
      T
      W
    F O U R
    I
S E V E N
I   E   I
X       N
      T E N
      H
      R
      E I G H T
  O N E
Room 20 unlocks.
Room 20
1. Pick the star up. Also take note of the three green knobs here.
2. Return to Room 13 and place the star into its slot. Room 21 becomes unlocked.
Room 21
1. Solve the code by solving the clues above it.
2. To solve the clue though, you must solve the missing words!
i) The checkered pattern is representative of a chessboard. How many pieces are there on a chessboard?
ii) A diamond is representative of cards. How many cards are there in a pack?
Solution: 3 2 5 2
Proceed to Room 22.
Room 22
1. Flashing quadrants of four different colors corresponding to their colored slots below.
2. Solve the code below by determining what number each colored flashing quadrant is showing.
Solution: 9 5 8 3
Room 23 is unlocked.
Room 23
1. Pick up your eighth and final note. Doesn't that image look familiar?
2. Proceed to Room 6 and use the hammer on the brick wall where the X indicates in the note. Retrieve the fuse. You know where to use this!
3. Go to Room 11 and place the second fuse in the compartment. Click on the red button between the two fuse to activate the device above.
4. Move right and take note of the code flashing on the screen. Return to Room 1 and key in the code.
Solution: R2, R4, R6, Y1, Y5, Y8
The last room, Room 24 is now available for access!
Room 24
1. This is it! Your escape code lies in this room! However, the numbers are not fixating unless you solve this final puzzle.
2. Where have you seen three colored dots like the ones in the images before?
3. Remember, you came across a few of these already...
Room 3: Blue
Room 6: Yellow
Room 13: Red
Room 16: Black
Room 20: Green
Move the knobs and imitate the pattern they have in Room 24. Once you have all the knobs in all rooms in the right position, return to Room 24, and take note of the code.
Return to Room 1, key in this number, and click on the now unlocked door.
Congratulations! You've escaped and have beaten the game.
Posted by: whackybeanz | February 5, 2014 9:54 AM