Tested on Humans Tested on Humans

Escape Room

Year:  2021

Genre:  Puzzle

Links:  Moby Games, Steam

Tested on Humans: Escape Room is a mystery first-person room escape game, similar in style to the previous game from the same developer, Palindrome Syndrome: Escape Room. You find yourself in a mysterious laboratory where some form of human experimentation is taking place. You must must explore to find out how you got into this situation. There are 7 Steam Achievements, all documented in the walkthrough below. The next game by the same developer is Between Time: Escape Room.

Cells

After waking up, look at the 2 small bookshelves. The books all have arcs on their spines, matching arcs with numbers on the wall. Rearrange the books as follows:

Now turn right to look at the toilet. Adjust the 4 gears so they are in the same color order as the books. Take the fuse from the hole that opens in the left side of the toilet. Examine the fuse panel further along the wall. You will automatically place your fuse here. Now you have to arrange them so they add to 15 in each row and column:

4
3
8
2
7
6
9
5
1

Take the paper that appears, then examine the bed. After automatically adding your paper, rearrange them to show the following:

2
1
4
5
3

Go to the panel next to your cell door, and press 5 buttons in the order indicated above. Leave your cell (Alex) and enter Knox's cell. Examine the Picross puzzle on the wall here and solve it as follows:

2
0
0
4
1
1
3
0
5
2
1
3

Take the "in out paper" and look at both sides of it. Leave this cell and look at the puzzle in John's cell. The puzzle references an unseen face, and shows 4 squares. These match the 4 opposite cells. Go across and look at each cell, working out which die face is not shown in each cell. Come back to John's cell and enter these numbers: 6235. Take the "paper with shapes". Look at the numbers on the ground outside Cleo's cell. Combine these with the paper you just found:

4
8
3
12
10
1
7
16
5
15
2
11
13
6
14
9

Next look at the puzzle inside Cleo's cell. Based on the order of the blue circles, press the buttons corresponding to 4, 6, 3 and then 7. Take the paper clue that appears. Now head around to the panel outside the Guard Booth. To work out this code, use the hint on the last paper you collected. You need to count the segments that make up each digit. The code "74-23=3" therefore equates to 4415525. Enter this code and the door will open CELLS. Head into the Guard Booth.

Guard Booth

Go to the In/Out box high up on the left as you enter. If you look through the windows from inside the guard booth you will see three large numbers (5, 0, 6). If you look through the same windows from outside the guard booth you will see another three large numbers (5, 7, 6). On the In/Out box, enter the code 506576. Notice the glowing symbols that appear here, then go over to the large Cells Surveillance System board. Examine the Security Cameras panel, and set the six dials according to the number of lines making up each of the glowing symbols:

3
3
2
4
4
1

Read the diary entry on the clipboard on one of the desks. Now look around for 4 groups of playing cards making up simple sums. Go to the small safe in the far corner and open it with the values of the 4 different card suits: 7652. Take out the "Characters values" piece of paper.

Return to the large Cells Surveillance System board, and now examine the Cells>9 panel. You need to look at the names above each cell outside and give them a value based on the piece of paper you just collected. If the name value is greater than 9, the switch next to that cell on the panel should be up. The names and values are:

  • John: 8
  • Cleo: 10
  • Knox: 8
  • Alex: 10
  • Mike: 8
  • Adam: 12
  • Edna: 10
  • Maya: 12

Looking at the panel, flip the switches as follows:

You should now have revealed a pattern just below here: blue, orange, blue, orange. Go to the series of four colored buttons opposite and press them in this order: blue, blue, blue, orange, orange, blue, blue, blue, orange, orange. An orange keycard will now be available GUARD BOOTH. Pick up the orange keycard. Leave the guard booth and use this on the door to the Sedation Room.

Sedation Room

Examine the smart scale on the right bench. Use the available numbers to complete the Sudoku puzzle:

3
1
2
4
1
2
4
3
4
3
1
2
2
4
3
1

Take the diary entry from the opened drawer. Next examine the colored test tubes further along the bench. This is a Mastermind puzzle, with the following solution:

Take the diary entry from another opened drawer. Go over towards the 4 clocks on the wall. Pick up the diary entry here, then examine the clocks. Set the times as follows, based on your 3 recent diary entries:

  • Start Time: 9:15
  • End Time: 6:15

Now you can take the lever from the drawer below. Examine the machine on the bench between the scales and the test tubes. You need to look at the charts at the ends of the 4 beds and work out the missing numbers. Based on the information on the front of the machine, John + Mike = 700, and Cleo + Adam = 300. Therefore you can work out all of the doses:

  • John: 505 mg
  • Mike: 195 mg
  • Cleo: 200 mg
  • Adam: 100 mg

Go back to the machine and enter the code based on the missing numbers: 5101. Look at the positions of the vials in the centrifuge once it opens. Back out and go to the large dial on the wall near the next door. After automatically inserting the missing lever, adjust the levers to match the centrifuge. Counting clockwise from the top arrow, levers 1, 2, 4, 6 and 8 should be flipped inwards.

Go through the door into the Experimentation Room. Look around the walls at the strange symbols, which all correspond to names of the other prisoners. Starting with the known symbols for JOHN, you need to work out the symbols for ALEX, then press the corresponding 4 buttons on the wall:

2
3
1
4

Take the green piece that appears. Now find the series of colored tubes, with an empty container at the end. After automatically inserting your green piece, you need to find the pattern that continues the sequence. It is just a copy of the first sequence on the left:

Go around and look at the 6 open machines. You need to copy the layout of their green dots into the larger open device to the right:

A blue keycard will now be available SEDATION ROOM. Pick up the blue keycard. Leave the sedation room, and use the blue keycard on the door to the Investigation Room.

Investigation Room

Go to the small refrigerator with the yellow crate on top of it. Examine the front of the door, which has "You cannot see it" written above it. Work out the digital numbers created by not including the lines shown, and enter this code: 0415. Take the pipe from inside.

Stand on each of the blood-scrawled numbers on the floor and look through the glass windows, noting the circles on the glass matching up with lines on the far wall. Now go to the dark keypad in the far corner of the room and press the buttons for the symbols you just saw:

3
2
1

Go through the door and approach the pipes puzzle straight ahead. You will automatically add your pipe to the collection. You need to use the pipes to make the correct number of connections to each of the nodes. On the layout below, yellow pipes are single and red pipes are double:

2
3
3
2
0
0
2
2
4
3
2
3
0
0
2
2
3
0
2
3
3
3
2
3
0
2

Grab the yellow disk. Return out to the main room and look at the 3 microscopes. You need to select the correct slides to place on each microscope, based on their numbers. The numbers are made up of numbers of small lines for each digit, separated by longer lines between digits. The correct slides are:

Notice the 3 triangle patterns now shown on the displays here, and count the total number of triangles visible in each pattern (3, 1, 5). Find a small machine with a keypad and some triangles in the main room, and enter this code: 315. Grab the orange disk. Find another puzzle with lights and pins on the end of one of the rows of machines. For this one, the number of lights in each row and column determines the number of pins to place in the holes:

Take out the paper with circles. Turn around and look at a test tube puzzle. You will automatically place your paper here so you can see it. You now need to insert the test tubes in the rack, following the rules on the piece of paper:

Take the red lever. Now head to the large machine on the side wall of the room. Insert the yellow and orange disks on the sides of the machine, which will reveal some clues. Now insert your red lever on the front and you can solve the puzzle. The black clues show incorrect positions for each bank of 3 knobs. The colored clues show incorrect positions for knobs of the same color. From left to right, turn the knobs as follows: left, up, up, right, right, left, left, right, up. A red keycard will now be available INVESTIGATION ROOM. Pick up the red keycard. Leave the investigation room, and use the red keycard on the door to the Investigation Room.

Corridor

Look at the colored dials on the right wall. Using the clues you can work out the value of each color and set the dials accordingly:

  • Red: 80
  • Yellow: 50
  • Blue: 40
  • Green: 10

Turn right and use the key to open the fuse box on the wall. You need to flip switches up to add up to 440V. If the switches are numbered 1-7 from left to right, flip these switches: 1, 2, 5. Now that the lights are on, look at the green poster on the wall. Look down through the floor at the positions indicated and note the number of sides on each shape you see (3344). Look ahead through the locked gate to see a 4-digit number on the next doors (1352). Open the locked gate with the code based on adding these numbers together: 4696.

Go through the gate and read the document on the desk. Note the birthday on the wall (12 December). Open the small locked box on the desk with the code 1212 and take out the purple keycard. Next Look at the bank of clocks on the wall:

1
4
7
2
5
8
3
6
9

You need to set all the clocks to 12. From the starting position, click on these clocks: 3, 3, 3, 4, 4, 4, 6, 6. Now look at the strange symbols on the filing cabinet and on the top of the lockers. Go to the fire cabinet that just opened and press these buttons based on the symbols you just saw:

2
1
4
3

Turn around and take the paper with numbers from the opened locker. Approach the next door, and you will use the purple keycard, but still need to solve a code puzzle. The plaque on the wall mentions WXYZ. You need to look at the piece of paper (front and back) and figure out the numbers that would correspond to each of those letters:

  • Purple: Each quadrant has digits in ascending order (W=1)
  • Blue: The highlighted digits are the sum of the others in that quadrant (X=6)
  • Green: The highlighted pairs in each quadrant add to the same sum (Y=4)
  • Red: Each quadrant adds up to 9 (Z=1)

Enter the code 1641 and the door will open CORRIDOR.

Administration

In the waiting area, look at the first piece of artwork. Go into the Administration area and approach the bookcase. You need to position the blue books as they were in the artwork:

Read the document on the bench, and the noteboard on the wall. Look at the names on the 4 lockers, then approach the computer. You need to trace out the names from the lockers on the grid of letters shown on the computer monitor, and identify the shape you have formed. Now press the buttons corresponding to those 4 shapes:

2
1
3
4

Take the paper with squares from the printer here. Look at this (front and back), then go to the low shelves and examine the square puzzle. You need to place the 4 squares on the puzzle in the orange positions from the paper (positions are relative to the purple square):

This will reveal a partial code: D__AP__DJ_. Look at the 4 folders just to the right (blue, black, red, blue). Find this matching order in the large bookshelf and note the symbols on the spines. Go to the yellow cabinet and look at the 4 buttons. If they are numbered 1-4 from left to right, press buttons 1, 1, 4, 3. Take out the hexagon piece from the drawer. Look at the hexagon puzzle on the desk, and you will automatically add your new piece. Now you need to slot them together so the colors match. To make it very simple, start by putting the hexagon at the bottom left into the middle slot. Look at the pattern of keys in the small white cabinet that opens. Now look at the puzzle on the dark green cabinet, and flip the switches according to these key positions:

Look inside the open drawer to see another partial code: _RK__AN__I. Go back out to the waiting area and approach the panel for the Director's Office. Enter the code DRKAPANDJI. The door will open ADMINISTRATION. Head inside.

Director's Office

Look at the puzzle with pegs and strings on the desk. Go out and look at the 3rd artwork in the waiting area, then place white balls on the stars from that picture.

Go back out to the waiting area and count the stars on the other pictures. This will give you values for E1 and E2. Return to the Director's Office and look at the poster on the wall to be able to work out values for E3 and E4:

  • E1: 20
  • E2: 10
  • E3: 30
  • E4: 40

Open the large safe in the corner of the room with these values, then take out the squares paper. Go over to the large set of 16 cabinets and try to open them all - only 4 will open. On the small cabinets opposite, drag the blue symbols onto those drawers that opened:

Take out the triangle paper. Next look at the large bookcase, with groups of 3 binders giving 3-digit numbers. All of the rows and columns add up to 579, therefore the missing number in the bottom right should be 145. Open the safe with this code: 145. Take out the yellow "triangle ball". Now you can examine the other puzzle on the desk. Each side of the triangle must add up to a value of 10, and each colored ball has a different value:

  • Yellow: 1
  • Purple: 2
  • Red: 3
  • Green: 4

With this information, fill in the left side of the triangle with yellow, the right side with green and the bottom side with red. Return to the waiting room and look at the Facility Map on the wall. There are 3 stars with grid coordinates:

  • Green: C5
  • Blue: C9
  • Red: V8

In the Director's Office, look at the new opened compartment and set the values according to the map DIRECTOR'S OFFICE. Read the notebook, then go out to the exit door and enter the code NO. Go through to the exit.