![]() If the code is correct, the door to the next section should open.Īfter entering the base, Field should turn right. Field has to then input a code by playing the corresponding 5-note melody on the keypad. Field has to communicate its appearance to Intel, who then matches it to one of the records or transcriptions. On the opposite wall, Field can see two silhouettes. The big painting on the right can me clicked to reveal a keypad. To align which way is 'up', a dot is market in the book which corresponds to a small light in the button panel.įield enters a small hallway with 3 paintings. ![]() In the book, each button has a color and the order of presses is at the top of the page. Their shape corresponds to a unique which can be found in Intel's blue codebook. The button will then bring up a panel with 4 or 5 buttons. If done correctly, a button will appear on the floor somewhere in the office room, and its location will be shown on Intel's map. And remember to mark the outer edge of the room too (which can have indentations, so only mark the walls the angent can actually see easily). Keep in mind the enterance to the room is on the left side of Intel's map. To make it easier, intel agent can see Field agent's current position in the room. The agents need to communicate so that the Intel agent can create a full map of the room's walls. Intel agent has, in turn, a 7x7 grid and can mark walls between the spaces in it. Field agent enters a large 7x7 office space. This is the biggest and probably most annoying puzzle. If successful, a jingle will play and the door to the office room will open. Field agent has to describe the fingerprints, while the Intel agent has to select only those 3 and click send. This should allow each agent to proceed.Īfter Field agent rings the bell 5 times quickly, a fingerprint reader should descend from the ceiling. ![]() ![]() Intel agent has to do a good old pipe puzzle, while Field agent has to open the button box with the crowbar and connect the colored wires so that all the colors match up. Through workshop integration, you get to play awesome things the community has created.Intel and Field agents have their own separate puzzles at the start. Community-Made Rooms: The game includes a room editor with which you can design your own escape rooms and puzzles.Need to cross-reference a clue? No, problem - just pin it to the screen. Examine Everything: Read through books, examine ancient artifacts and find clues to riddles.Customize your character and join with friends to work-out puzzles together. Community rooms have been tested with up to 10 people. We recommend to play built-in rooms with up to 3 players (but you're welcome to play with more). Online Co-Op: All the rooms are playable in an online co-op.If something is not nailed to the wall, you can pick it up. Interactive Puzzles: Rummage through 20 rooms filled with puzzles designed by real-life escape room operators.Move furniture, pick up and examine everything, smash pots and break locks! Supports community-made rooms through the level editor. Explore a growing set of highly interactive escape rooms. Escape Simulator is a first-person puzzler you can play solo or in an online co-op.
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