Escape Room Adventure
You find yourself in Ridgeway College back in the year 1984 TIME TRAVELLER. Look at the 4 graded papers on the first desk, noting the symbols associated with each of them. Now scan over the books in each of the bookshelves throughout the room BOOKWORM.
Head around to the side area and look at the country populations on the blackboard. There is also a locked desk drawer here. Find a map of Europe on a small table between the library bookshelves, and add the populations that you learned from the blackboard. From top to bottom they are:
- United Kingdom (67m)
- Ireland (5m)
- France (67m)
- Italy (59m)
- Spain (47m)
Pick up the key that is revealed, then use this on the door at the end of the room. This lets you into a small computer room. Look at the shelves on the right - you need to move the 4 books into the correct positions based on the graded papers you saw in the library. From left to right they should be:
- A: Microscope ("Famous Poetry")
- B: Rocket ("The Undersea World")
- C: Pencil ("Social Studies of Science")
- D: Castle ("Geometry")
Pick up the drawer key from the opened box here. Go back out to the locked desk drawer and open it to find a fuse. Insert this into the fusebox on the wall opposite the computer room door. Enter the computer room and look at the 3 computer screens - count the number of squares on each screen (4, 6, 2). Enter the code 462 into the keypad on the wall here, then look at the computer printout, which refers to a series of 4 bookshelves out in the library. Look at the numbers on the sides of these bookshelves (4, 9, 6, 7). Go to the keypad out on the wall in the library and enter the code 4967. Go through the open door.
Turn left and take the "Back to School" poster from the wall here. Spin it around to look at the image on the back. Now examine the Sudoku puzzle on the opposite wall and solve it with the following numbers:
Go through the open door and head all the way over to the couch COSY NOOK. While you are here, walk beneath the nearby staircase INVESTIGATOR. Head across to the puzzle box on the low table opposite the stairs, and press the buttons corresponding with the image on the back of the poster:
Go up the stairs to see a door that has the following pattern on it:
Based on the numbers from the Sudoku puzzle, enter the code 43442 into the keypad, then go through the door.
Look at the 4 basins and mirrors, then pick up the cubicle key from the handle of the mop just to the left. Use this key on the left toilet stall door, then take the keypad button from in the toilet.
Look at the "Out of Order" message on another toilet stall door. The numbers and lines correspond with letters on the mirrors, so enter MIRROR into the keypad on this toilet stall door. Next examine the 5 buttons on the wall. Each contains a number from 1-5, so press them in ascending order:
- G1rl game
- Nina4s team
- 5hooter esport
Enter the next toilet stall and press the buttons that continue the pattern on the opposite wall:
Enter the final toilet stall PERSISTENCE. Look at the mirrored cabinet here and count the circles in each symbol. Go out to the main door and attach your keypad button, then enter the code 4132.
Open the left locker from the group of 5 and take the door key. Use this to get into a small office to the left. Pick up the piece of pipe from the desk. Notice the symbols on the front of the locked briefcase here.
Go back outside and open the right locker from the group of 5, then examine the puzzle here. Count the number of internal corners in each symbol, then enter the code 143213 - you will now see the time 08:14:12 displayed. Turn right and enter the code 081412 on the fuse box keypad, then look at the pipes inside. After automatically inserting the missing pipe, rotate them as follows:
Take another door key from the locker that opens, and use it on the other door here to find a second locker room. Go through and open the 4 lockers with symbols matching the locked briefcase, and note the numbers on the inside of the lockers. Go back and open the briefcase with code 2515. Examine the note inside.
Go through to the second locker room again and examine the clock above the door. Set the time to 5:35 based on the note you found.
Look through the second window along the left wall WINDOW GAZER. Go to the teacher's desk and take a match from the left drawer. Look at the pieces of paper on the desk, noting the dates. Now turn around and look at the left part of the main blackboard. Order the texts as follows:
- Kesh Temple Hymn (2600 BC)
- Pyramid Texts (2400-2300 BC)
- Coffin Texts (2100 BC)
- The Rigveda (1700 BC)
- Book of the Dead (1550 BC)
Grab the note (1/5) from beneath the blackboard. Find a puzzle box and a note on one of the student desks near the windows. Look at the number patterns, then open the box with code 748. Take out the note (2/5) from inside. Look at the "Numbers to Remember" on the right side of the main blackboard, then place crosses in the matching grid locations on the smaller blackboard:
Grab the note (3/5) from beneath this blackboard. Now find a grid puzzle on a student desk near the back of the room. Solve the pattern by putting 2 yellow dots in the final square (in the same orientation as the other groups of 2 dots). Take the next note (4/5). Find the last puzzle on another student desk. You will automatically add the final match required. Now fix the equation by changing it to read 0+3=3. Take the final note (5/5).
Look at all 5 notes, then enter the code 87302 into the keypad and go through the door.
Look at the series of 7 flags along the right wall (Portugal's flag is missing). Also notice the stacked boxes on the bench seat further along to the right. Now head down the stairs. Approach the left door, and enter a code based on the arrows on the stacked boxes: right, right, up, down, down, left. Go through the door to find a music practice room.
Look at the "12 Tones" message on the board. Ignore the sharps and pay attention to only the letters displayed. Now look at the piano, which has the following playable notes, with the C shown on the keyboard itself:
Play AABCCDDEFFGG. Look at the page that appears above, and pay attention in particular to the shading of the notes. Leave this room and go to the opposite keypad, entering the code you have just seen: half, full, half, half, full. Enter the next room and find a keypad with flag symbols. Press these based on the order of the flags from the first hallway:
Go to the teacher's desk and take the rook from the drawer. Look at the chess notation book on the desk while you are here. Find a drawer you can open near one end of the lab benches, and take a door key from inside. Use this on the locked door at the far end of the room and enter the storeroom.
Pick up the cable in the shelves, then read the note on the stairs LETS PLAY. Now examine the chess board and make the moves indicated on the note:
- Move the white pawn from e2 to e4
- Move the black pawn from e7 to e5
- Move the white knight from g1 to f3
- Move the black knight from b8 to c6
- Move the white bishop from f1 to c4
This will light the first blackboard match (1/6).
Return to the main room and go to the far left bench. Find a puzzle with 6 weights and 6 pressure plates. You need to order the weights from lights to heaviest. From left to right, put these weights on the pressure plates:
This will light the next blackboard match (2/6). Continue along this bench to find a puzzle with 5 clocks. Look at the clocks to see these times from left to right:
Continuing the pattern, set the time to the next clock to 5:35. This will light another blackboard match (3/6). Standing in the middle of the room, find a puzzle with 15 dials on a bench to the right. You need to turn the various dials until all 15 lights are green. From the starting position, turn the dials the number of times indicated below:
This will light another blackboard match (4/6). Find a puzzle on the far right bench where you automatically add your cable. Arrange the four cables to spell out 12 in Roman numerals (XII). This will light another blackboard match (5/6). Now go to the puzzle on the end of this bench. This requires you to look on the floor for a series of white symbols, and then find the numbers at which they point. Return to this puzzle and press the buttons corresponding to the numbers you have seen: 899347. This will light the final blackboard match (6/6).
Look at the light beams from the ends of each of the matches on the blackboard. Go to the exit door and see the six buttons. If they are numbered 1-6 from left to right, press them in this order: 463125. Now go through the open door.
Find the couch and move the left book to reveal a series of 4 playing cards (2 of diamonds, 7 of hearts, 9 of clubs, 3 of spades). Look at the coffee table to see a series of card suit symbols (heart, diamond, club, spade, diamond, club). This corresponds with the numbers 729329, so enter this into the wooden box here. Take out the domino. Now go around the table and examine the dominoes - you will add the one you just collected. Now arrange the dominoes as follows:
Take the note that appears and count the number of each color of square. Go to the keypad and input a code based on the number of each color: 36961. Go through the door.
Locker Room 2
Find a maths puzzle on the wall over a bench. Solve it by inserting the symbols to make the following equation: [9+8]-[64÷4]=1. Pick up the missing button from the box that opens below. Look at the blue triangles on the 2 mirrors, then go over to the set of levers near the entry door and set them according to the triangles: up, down, up, up, down, down. This will open a box containing a keypad. Look at the set of lockers with grid patterns drawn on them. Count the number of crosses on each, then approach the keypad. After automatically inserting the missing button, enter the code 9143.
Go around to the open locker and pick up the door key. Use this on the locked door, then go through.
Look at the overturned bench on the floor and pick up the keypad button. Next examine the metal ducting box in the middle of the floor, which has "Home x Visitor" written on it. Move the grate from the top of this to reveal a keypad. Look at the large scoreboard on the wall to see the score 133-99, then enter the code 13167 on the keypad (133 times 99). Grab the ball from inside the duct.
Go over and look at the results list posted on the far wall of the gym. Now come back to the rack of balls and you will automatically add the one you picked up. You need to place the balls in the correct position based on the results list:
- 93: Linden Dragons
- 92: Bradgate Bears
- 74: Bonington Bulls
- 71: Repton FC
- 69: Ridgeway College
- 58: Fleetwood Foxes
Go and grab the piece of paper from inside the box that opens. Flip this over to see a message that "Exit = Pts [2+5+6]". If you add the points for the teams that were in 2nd, 5th and 6th places, you get 92+69+58=219. Go to the keypad near the exit door. After automatically adding the missing button, enter the code 219 and go through the door.
Open all of the lockers and look closely at the pictures within. Each picture shows a number of leaves and a number of empty branches. The branches give the position of the code and the leaves give the value:
- 0 branches, 9 leaves
- 1 branch, 5 leaves
- 2 branches, 2 leaves
- 3 branches, 7 leaves
- 4 branches, 3 leaves
Go to the keypad and enter the code 95273. Head through the door to see a keypad that requires entry of 4 colors. Walk through this room and the previous one, and notice that the lighting changes around each group of lockers. Also notice there is a different number of lockers in each area:
- 1 locker, yellow light
- 2 lockers, red light
- 3 lockers, blue light
- 4 lockers, green light
Approach the keypad and press the buttons in this order: yellow, red, blue, green.
Look at the list of molecules on the teacher's desk, and their weights. Open the video cassette recorder next to the TV, and take out the tile from inside. Go to the maths puzzle near the door at the far end of the room. After automatically adding the missing tile, solve it by inserting the symbols to make the following equation: [4-2]+[36÷6]=8. Enter the storeroom and find a box you can move, so that you can pick up the chemical flask.
Go back out to the main room and look at the numbered chemicals on the blackboard. Go over to the group of flasks and you will automatically add the missing one. Now you need to place them in the correct order, by using the list on the teacher's desk and the blackboard information. From left to right they should be:
- C5 (Linear C5)
- HC3N (Cyanoacetylene)
- H2C2O (Ketene)
- 1-H2C3 (Propadienylidene)
- HCC-NC (Isocyanoacetylene)
- C4H (Butadiynyl)
You will automatically consume the mixture BACK TO THE FUTURE.