Escape Simulator

Escape Simulator

Transtemporal Travel Station 2-Player
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Rotten Rainbows  [developer] Oct 29, 2021 @ 10:22am
Walk-Through
Individual Rooms:

Messy Room - From this room you need to collect the written note and the written code located on the desk. You will also need a key card to exit this room and for future uses. It can be found in the briefcase on the floor under a shirt (if you do not see the keycard in the briefcase the first time, put it down and pick it up again, it usually fixes the problem).

Clean Room – From this room all that is needed is your key card to exit this room and for future uses. It can be found in the briefcase located on the top shelf of the wardrobe.

(There has been a glitch where sometimes when one player teleports out of their room the other player gets dragged out with them. If this happens there are spare keys for each room located on two separate desks in the main room. One is located under a keyboard and the other is located under a mug.)

Main Space Room Objectives:

This room has a hint station located down the hall opposite of where you exit your individual rooms. The hint station is an alternative to the walkthrough for if you would like to just have a little help instead of the answer.

Fixing the Fuse Box – To fix the fuse box you need to locate the 3 fuses that go into the box. The locations are: on the desk to the left of the hallway you entered from, in the bottom right drawer next to the black hatch door, and (located in the supply room, which is the door next to the captain’s office) in a cardboard box on the first set of shelves all the way on the bottom shelf, it is the only open box on that set of shelves. Once you have all three fuses you must locate the fuse box in the supply room next to the captain’s office. It is all the way in the back of the room by the window. Then you will open the box and place the fuses in correct order. The order is A – top slot, B – middle slot, and C – bottom slot. A is the 30 fuse, B is the 15 fuse, and C is the 25 fuse. Once they have been entered in the correct slots the systems should be online.

Captain’s Office:

Briefcase - Once you gain access to the captain’s office, 073 will use the passcode found in the messy room (3 – 8 – 4 - 1) to unlock the briefcase left on the captain’s desk. Inside the briefcase you will find the override code which will be used in a different room.

Master Key – To find the master key there is a riddle located in the room to know what the master key is. The notepad located on the lower floating shelf has a check list where one item is to read a book called “Battle Until Death” Looking closer at the bookshelf, bottom right fourth book from the left, there is the book from the checklist. Remove the book and a piece of paper will be left in its place with a riddle that reads

“In case of emergency, solve this riddle for the master key.
I can be found in a hive
I am the most important bee
I am the female head
In every monarchy ♡”

The answer to this riddle is: A Queen. Looking around in the room you will find some playing cards. They are located on the top left of the bookshelf to the right of the stack of paper. In that pile of playing cards there is one Queen of Hearts. That is the master key.

Ship Code – To learn the ship code you must learn the name of the ship. To do so you need to get an incineration report. To receive an incineration report, you must locate the incinerator which is in the supply room. The letter found in the Messy Room (listed in Individual Rooms above) says “Once you have the new code (located in the captain’s office as mentioned above) memorized, BURN IT.” You need to take the code from the captain’s office and place it into the incinerator, once the door closes and the box around the lever rises you need to pull the lever. Afterwards, the incinerator should be unavailable, and a report will be printed on the left side of the incinerator. The top of the report lists the ships name Starship TST 2096. The number in the ship name is the ship code. (You are also able to find the ship code on the written warnings located in the messy room, this is in the event that the paper you are supposed to burn gets lost there is still an item with the ship name on it.)

Opening the Hatch Door - To open the hatch door to the next section you need: override code (found in briefcase in the captain’s office 6 – 0 – 2 - 5), ship code (found on the incineration report in the ship name 2 – 0 – 9 - 6), keycard from room 073, keycard from room 074, and the master key (located in the captain’s office – Queen of Hearts ). First you will enter the override code and the ship code. After entering each code, a keycard scanner should appear and the key cards from rooms 073 and 074 will each have a corresponding scanner where the keycard will stay if it is the correct scanner. Once both keycards have been placed on their corresponding scanner, an enclosed scanner will appear and open which is where the master key goes. Upon placing the master key, the hatch door will open, and you will be able to proceed to the next area.

Teleporters:
Teleporting to the Past – To teleport to the past to retrieve the ingredients each player must choose a teleporter. Once both players are on a teleporter, does not matter what player is on which one, after a few seconds they will be teleported back in time. (The different teleporters teleport you to different rooms, if you spawn in the same room you will have to restart as the map will be unplayable from just one room)

The Past:
One of the two rooms has a hint station located behind their spawn. The hint station is an alternative to the walkthrough for if you would like to just have a little help instead of the answer. This section of the map does require a lot of communication so only one room has the hint station.

For this section of the map, Room 1 is the room with the huge skull in the corner, and Room 2 has the tables set up.

Room 1:

Opening the Small Chest – The small chest is located between some boxes on a bench. These boxes all vary in height and are also numbered. They correspond with boxes and mugs that are numbered in Room 2. The player in Room 2 needs to match the numbered mugs with the height that correspond to the numbers listed on the boxes in Room 1. The order the mugs should be in for Room 2 is: 6 – 2 – 4 – 3 – 1 – 5. After placing the mugs in the correct order, the small chest in Room 1 should open revealing an ingredient, the pink flowers.

Opening the Large Chest by Spawn – To open the chest by spawn the player in Room 2 needs to match their empty skull to the skull located in Room 1’s corner. In Room 1 the skull has two daggers through the eyes with one large sword in the back of the head. In Room 2, the daggers are located in the chest by spawn and the sword is located to the left of the bookshelf. Player in Room 2 needs to place the daggers in both skull’s eyes and the sword in the back of the head. Upon placing them, the daggers in Room 1’s skull should fall out on to the ground while also opening the chest by spawn revealing an ingredient, the leaves, along with a key.

Room 2:

Opening the Large Chest by Spawn – Located in both rooms are 6 torches on one wall. In Room 2 the torches can not be moved while in Room 1 the torches can be turned in any direction (Up, Down, Left, Right). To open the chest, the torches in Room 1 need to be turned to match the torches in Room 2. The torches in Room 1 should be: Top: Left – Down – Left and Bottom: Down – Right – Up. Upon having all torches in the correct direction, the chest by spawn should open revealing an ingredient, an acorn, along with 2 daggers.

Opening the Large Chest by the Door – To open the chest by the door there are two four-digit codes you need. These codes are located on the daggers in Room 1. To enter the codes, turn the domino shapes on the walls on both sides of the chest. The codes are: Left: 3 – 7 – 5 – 1 and Right: 8 – 2 – 6 – 4. Upon entering the codes, the chest by the door should open revealing an ingredient, the blue flowers, along with a key.

The Room Beyond the Keys:

Teleporting Back to the Future- Once both players have their keys from Room 1 and Room 2, they enter the doors leading them to a small room. Once entering there is a table with a note that says, “Make sure you have everything.” On both sides of the note are key slots that each fit a key for each room, Room 1’s key goes on the left, Room 2’s key goes on the right. (Make sure you have all ingredients before proceeding forward as you will not be able to go back and will have to restart to finish the map.) When you are ready to travel back to the future, place each player’s key into the corresponding slot and the players will be teleported back to the teleporters.

Back to the Future:

Delivering the Ingredients – Once both players have teleported back to the future, they exit the teleporter rooms and go through the door. Once going through the door, they will come to a window that has a few workers at it waiting for the ingredients to be delivered. Once the correct ingredient goes in the corresponding container, it will automatically close. The order is: Acorn, Pink Flowers, Green Leaves, and Blue Flowers. Once they are given to the workers you must wait a few seconds while the worker takes the ingredients off to be made into the antidote, then they come back, and a container below dispenses with a blue bottle. Click the bottle to take the antidote and proceed to the next room.

Quarantine – Once both players enter quarantine the map is done. To finish click both beds.
Last edited by Rotten Rainbows; Oct 29, 2021 @ 10:24am