Mad Experiments 2: Escape RoomMad Experiments 2: Escape Room

Game Details:  Puzzle, 2022

Links:  Moby Games, Steam

Walkthrough Updated:  12/21/2022

Suggested Listening:  Caught Up in the Panic (Ash 25)

Mad Experiments 2: Escape Room is a first person escape room puzzle game, which can be played solo or as a cooperative experience. This is the sequel to the previous game, Mad Experiments: Escape Room. Once again it contains 3 separate room escape challenges, this time with an additional short prologue. There are 13 Steam Achievements, all documented in the walkthrough below.

Prologue

Find a series of 3 rectangular pieces of paper:

  1. On the table with the mechanical bird.
  2. Inside a small floor safe on the right side of the room.
  3. Leaning against a low wooden cabinet near the armchair.

Using the information on these you can work out which switches to flip on the large electrical panel:

Once correct, electricity will flow through the room, and you will see the following pattern:

Go and pick up a sheet of paper from the desk filled with books, which mentions light bulbs and letters. Based on the number of lights in each row of the electrical panel (8, 2, 6) find the highlighted colors on this sheet of paper with the same number of instances (green, blue, white). Pick up the green, blue and white batteries from the desk that has been electrified, and place them in the small generator.

Pick up the fiery lantern and put it in the fireplace. Now find 2 dry logs and put them in the fireplace as well (in boxes around the edges of the room). This will reveal a number clue in the fireplace. There are further clues beneath the desk with the books, and on the bottom of a tin in the bookshelf to the right of the room. Go to the code panel next to the fireplace and enter the code 23251.

A new message in the fireplace says "The paintings are different but where are the 3 differences?". Look at the 2 paintings at opposite ends of the room to see that there are differences at positions A3, B2 and C1. Go to the keypad on the large doors and enter the code A3B2C1. Prologue: Escaped!. There is an extra achievement if you didn't use any extra clues Prologue: Mastermind.

Chapter 1

Library

Find a series of 3 handles and attach them to the top of the desk:

  • In the cupboards of a tall bookcase on the left as you enter.
  • In the middle drawer behind the desk.
  • On the floor next to a pot-plant in the corner of the room.

Read the note on the desk, then go and stand in the far right corner of the room. Look back past the entrance and you will see a series of numbers: 23132. Go back to the desk and flip the levers in this order: 2, 3, 1, 3, 2. Turn around to see the library has been revealed.

Search the low cupboards up the stairs to the left to find a metallic bandage. Go back to the first part of the library and turn off the gramophone, then use the metallic bandage on the leaking pipe on the side of the desk. Immediately run to the far end of the library and close the pocket watch on the far left desk Library: Silence!.

Look around to find a series of sheets of paper converting letters to hieroglyphs:

  • T, W, H: Inside a briefcase on a round table
  • A, R: On a desk up to the left
  • S, E: In a bookcase up to the right

Search the cupboards up to the left to find another sheet of paper and a cryptex. Go and use this cryptex on the front of the desk in the first part of the room. Based on the question you are given, you need to rotate the segments of the cryptex to give the name SATET:

  • S: Water
  • A: Eye
  • T: Bird
  • E: Chain
  • T: Bird

This will reveal an aquarium beneath the desk. Look at the piece of paper inside the aquarium, which corresponds to lights on the desks in the library. If the aquarium desk is at the bottom, set the lights as follows:

Find another sheet of paper in the opened glass section of the far right desk. Look around the library for a series of 5 books, each with pairs of directions. Go to the globe in the middle of the library and adjust the markers to follow the directions in the books, starting at 0, 0. Each time you go to the right position, the globe will rotate:

  1. 20 East, 60 North (20, 60)
  2. 30 West, 20 South (-10, 40)
  3. 40 East, 10 North (30, 50)
  4. 40 West, 40 South (-10, 10)
  5. 50 West, 50 North (-60, 60)

After the room flips upside down, look at the fish swimming past the window to see the number 5833 written on it. Go to the keypad and enter the code 5833 Chapter 1 Library: Escaped! There is an extra achievement if you didn't use any extra clues Library: Finish the room without using extra clues.

Chapter 2

Greenhouse

Go over to the board on the right that shows the outlines of 4 different tools (pipe wrench, hammer, trowel, shears). Find one of each of these and place them on the board to activate a keypad back near where you entered. Now you need to look around the room and count how many of each tool is present:

  • 3 pipe wrenches
  • 4 hammers
  • 3 trowels
  • 2 shears

Enter the code 3432 on the keypad. Now look around the room to find 2 pipes (one in the near shelves on the right, and one in the far shelves on the left) and drop them near the plant sap extractor. Take the plant from the canister near the keypad and put it in the extractor, then click on the extractor to start the sap flowing through the pipes. You need to place pipes in the line of the flowing sap to get it all the way to the other side of the room (note that the pipes will fall down, so don't place them too early). If the direction from the extractor is considered forward, the overall path is:

  • forward
  • forward (gap)
  • forward
  • forward (gap)
  • right
  • back
  • back (gap)
  • right
  • forward (gap)
  • forward
  • up (gap)
  • forward
  • forward
  • right
  • back (gap)
  • back
  • left
  • left
  • forward (gap)
  • forward
  • left
  • forward (gap)
  • forward (gap)
  • right
  • right
  • down (gap)
  • forward (gap)

The doors ahead will open, revealing the next room. Here there are 7 tables of plants, which need to be arranged based on the shapes on the boards behind them. There is a sheet of symbols on the second table on the right. Number the tables as follows:

4
3
2
1
7
6
5

Place these plants on the tables as numbered (they can be in any position on the table):

  1. Ageratum, Caladium, Senecio, Senecio
  2. Ageratum, Caladium, Gazania
  3. Ageratum, Asteracea, Gazania, Gomphrena
  4. Asteracea, Gazania, Heuchera, Sanvitalia
  5. Heuchera, Kolkwitzia, Sanvitalia, Senecio
  6. Ageratum, Heuchera, Kolkwitzia, Sanvitalia

You should be left with these spares: Gerasium, Helianthus, Solcito, Solcito.

Note that only 3 are required on table 2. Once all are correct, the keypad back near the entry door will be active. Based on the piece of paper above the keypad, you need to look at the water sprays over several of the tables. Count the number of times the water sprays over tables A, B, C, and D in their diagram (or tables 2, 1, 6 and 5 in the layout above). Go the keypad and enter the code 2443. This will open 2 cabinets on either side of the doors here, containing red and pink valve handles. Attach these to the red and pink sockets near the clock in this room, then turn them both - a machine will rise up in the middle of the room.

Read the new note here, which mentions 4 types of plant. You need to count how many of each of these are in the room:

  • + Asteracea (+2)
  • + Sanvitalia (+3)
  • - Kolkwitzia (-2)
  • + Solcito (+2)

You need to now turn 4 green valves around the central device based on these values - turn valves 2, 5, 3 and 5. This will open 2 cabinets at the other end of the room, containing blue and yellow valve handles. Attach these opposite the red and pink ones, then turn all 4 valves Chapter 2 Greenhouse: Escaped! There is an extra achievement if you didn't use any extra clues Greenhouse: Mastermind.

Chapter 3

Train

Enter the 1st room on the left and find a piece of paper (riddle 2/3) up in the luggage rack on the left. Next go to the 3rd room on the left and look at the piece of paper (riddle 3/3) beneath the seat on the right. Continue through to the lounge in the next train carriage, and find the next piece of paper (riddle 1/3) beneath a chair on the left. The answers to the riddles you have found are:

  1. D (favorite letter is E or O)
  2. A (favorite month is April, June or November)
  3. D (favorite number is 13)

Go back to the 2nd room on the left and enter the code DAD in the keypad on the floor. Pick up the piano key, then head to the lounge again. Insert the piano key into the piano. Press the large red button to hear a 4-note melody, then play the correct 4 keys on the piano keyboard (just 4 consecutive white notes). This will open the doors to the next room.

Examine the chess board here to find a winning move for black - move the black pawn from G2 to G3 (the light above will turn green). Turn around to look at the bar and read the note here. There are 7 fake bottles in the shelves, and you need to follow the instructions on the note to place real bottles at these 7 locations:

1
2
3
4
5
6
7

The correct bottles to place in these locations are:

  1. Wine
  2. Absynthe
  3. Ether
  4. Arsenic
  5. Heroin
  6. Chloride
  7. Atropine

The lights over the bar will turn green. In the next area with the snooker table, look out the windows and watch the colored lights going past each window. Now place the matching balls in the pockets around the snooker table:

5
6
3
4
1
2

Once you are correct, the door to the next room will open. Read the instructions on the blackboard, then start your experiment, remembering to start with the highest temperature first:

  1. Add the red ingredient to the boiler on the left.
  2. Set the temperature to 550.
  3. Turn the left valve on the boiler when it starts steaming.
  4. Watch the lights across the top until it indicates to continue to the next ingredient.
  5. Add the green ingredient to the boiler on the left.
  6. Set the temperature to 500.
  7. Pull the lever next to the temperature controller when the liquid in the boiler turns green.
  8. Watch the lights across the top until it indicates to continue to the next ingredient.
  9. Add the purple ingredient to the boiler on the left.
  10. Set the temperature to 450.
  11. Press the button on the wall behind you when steam starts coming out.
  12. Watch the lights across the top until it indicates to continue to the next ingredient.
  13. Add the yellow ingredient to the boiler on the left.
  14. Set the temperature to 400.
  15. Turn the right valve on the boiler when it starts steaming.

Now wait for the process to complete Chapter 3 Train: Escaped! There is an extra achievement if you didn't use any extra clues Train: Mastermind.

Final Achievements

The final achievements are for beating each chapter within a specific time limit, as explained below.

Prologue (90 seconds)

Flip the correct switches on the electrical panel on the far wall, as in the main walkthrough. Pick up the nearby dry log, then put both logs in the fireplace. Insert the green, blue and white batteries in the generator, then put the lantern in the fireplace. Enter 23251 on the keypad next to the fireplace, then A3B2C1 on the keypad on the large doors Prologue: Speedrunner.

Chapter 1 (3 minutes)

Attach the 3 handles to the desk and flip them in the order 23132 to reveal the library. Set the lights on the desks as in the main walkthrough. Examine the globe and set the coordinates to these positions:

  1. 20 East, 60 North (20, 60)
  2. 30 West, 20 South (-10, 40)
  3. 40 East, 10 North (30, 50)
  4. 40 West, 40 South (-10, 10)
  5. 50 West, 50 North (-60, 60)
After the room flips upside down, enter the code 5833 on the keypad Library: Speedrunner.

Chapter 2 (15 minutes)

Place one of each tool on the tool board to activate the keypad, then enter the code 3432. Pick up the 2 pipes. Put the plant in the sap extractor and click on it, then use the pipes to get the sap through the pipe maze. Put the correct plants on each table in the next room to activate the keypad, then enter the code 2443. Attach the red and pink valve handles and turn them both. Turn green valves 2, 5, 3 and 5. Attach the blue and yellow valve handles, then turn all 4 of them Greenhouse: Speedrunner.

Chapter 3 (4 minutes 30 seconds)

Enter the 2nd room on the left and enter DAD in the keypad, then grab the piano key. Go to the lounge and add this to the piano, then press the correct 4 piano keys. Move the black pawn from G2 to G3 on the chess board. Place the 7 bottles correctly at the bar, and put the correct snooker balls in the pockets. Follow the instructions above to complete the experiment Train: Speedrunner.