Megaman Starforce: Pegasus/Leo/Dragon Side Quest Jobs Guide

writ­ten 7/18/26, updat­ed 7/22/26


Almost 20 years ago in 2007, I played this game on the Nin­ten­do DS. While I fin­ished it, I was­n’t very good at it and was nev­er able to ful­ly com­plete the game. At the time there were no easy guides to find and had to rely on Game FAQs to do it. Fast for­ward to 2026 for the Lega­cy Col­lec­tion on Nin­ten­do Switch: I’m bet­ter at this type of game now but there’s STILL a short­age of side quest guides that are to-the-point and not lit­tered with extreme amounts of ads, so I decid­ed to put one togeth­er myself. Here you go!


Main Game Side Quests

Echo Ridge

Town

Cindy WhiteLoca­tion: Town
Reward: Deluxe Ener­gy sub­card
Look in Chase Winde’s transer and report back
Joe HawntLoca­tion: Town
Reward: Search Eye sub­chip
Put on the visu­al­iz­er and talk to the Mr. Hertz lurk­ing behind the vend­ing machine
Iver Gat­teLoca­tion: Town
Reward: Heat Ball 2 chip
Go to Vista Point, pick up the mon­ey from the tele­scope, and return to the old man
Quiero MocardLoca­tion: Town
Reward: Attack +10 chip
Wants a Power­bomb 1 chip (Hint: Either a virus drop, or buy it from the chip deal­er on the wave road)
Chase WindeLoca­tion: Town
Reward: RC Mag (NROSIMAMSTU)
Pilot the heli­copter to knock down 3 soc­cer balls: North­east trees, south­east trees, Chip Shop’s anten­na
Juan MocardLoca­tion: Big Wave Chip Shop
Reward: GrndWave2 chip
Give him a Pow­er­song Chip (Hint: the virus that drops this appears dur­ing Harp Note’s main sto­ry in Echo Ridge)
Megaman.exe (cameo)Loca­tion: Dog­house comp
Reward: BN Buster weapon (Neato MM Bat­tle Net­work cameo)
Pulse into the dog house secu­ri­ty sys­tem at Bud Bison’s house, approach the EM ball, go to Stat­ue Comp at Vista Point, delete the Jam­mer, go back

Name References

  • Cindy White — prob­a­bly gener­ic, com­mon
  • Joe Hawnt — Hawnt = “Haunt” because he’s inter­est­ed in the para­nor­mal
  • Iver Gat­te — “I for­got” ref­er­enc­ing his old age
  • Quiero Mocard — Queiro means “I want,” and Mocard = “More card”
  • Chase Winde - chas­ing the wind because he likes RC heli­copters
  • Juan Mocard — Juan as in “One,” “more card”
  • Hope Ste­lar — Hope to ref­er­ence the hope that she, Bore­al, and Geo have to find Kelvin

School

Savory Dele­joLoca­tion: Entrance
Reward: 2,500 Zen­ny
Deliv­er ham sand­wich to old man next to lux­u­ry con­dos
Hol­ly Wach­erLoca­tion: Entrance
Reward: Invis­i­ble chip
Talk to Lei Zeek in the gym, then return to nag­ging girl
Lei ZeekLoca­tion: Gym
Reward: Plus Can­non chip
Equip Pitch­er Man Navi Card, then talk to the kid
Job GoodeLoca­tion: 1F Hall­way
Reward: Hand­book (SIXGAME‑O)
Go to the upper floor of the gym, look at the light at the far end, kill the virus­es inside
Blair LoudeLoca­tion: 1F Hall­way
Reward: Ice Mete­or 1 chip
Help write the song (Answer: White, Cheery, Kind, Ele­men­tary)
Triv QueryLoca­tion: Class 1‑A
Reward: Quiz Book (PREOBCOPB)
Com­plete the Quiz (Answer: Golash­es, 30, 1‑A, 50, Hiss)
Tere­sa TudorLoca­tion: Class 1‑A
Reward: Ice Mete­or 2 chip
Equip Ther­mo Man Navi Card, then talk to her (Hint: can only be done after Ophi­u­cia Main Quest)
Blue Truck NaviLoca­tion: Class 1‑A Comp
Reward: T. Arm­band Weapon
Wants Sync Hook 2 Chip
Ema NesiaLoca­tion: Class 1‑B
Reward: Eras­er (ALPTUNZLA)
Get Note from girl’s bath­room door, talk to her, input the code (Answer: 130)
Will NappeLoca­tion: Class 5‑A
Reward: Pow­er­song chip
Pulse in and talk to the Mr. Hertz that’s singing
Rad Con­treLoca­tion: 2F Hall­way
Reward: RC Scrp­bk (ILABCLERSAS)
Equip Pro­peller Man Navi Card, then talk to the kid
Bar­ry SquareLoca­tion: 2F Hall­way
Reward: Trip­song chip
Snoop in Mr. Shep­ar’s transer, then return
Mitch Shep­arLoca­tion: Stu­dio
Reward: HP Mem­o­ry 10
Go to Times Square rooftop, talk to the man behind the Mowai thing, buy the action fig­ure, give to Shep­ar
Dee JayLoca­tion: Stu­dio
Reward: Plas­ma Gun 2 chip
Pulse into the stu­dio wave road then destroy the 3 EM wave balls (Hint: North­most arrow, fol­low the road, then 2 arrows south)
Nadia KleenLoca­tion: Class 5‑B
Reward: Green Burst chip
Equip Shov­el Man Navi Card, then talk to her (Hint: Can only do after Gem­i­ni Main Quest)

Name References

  • Savory Dele­jo — Savory as in deli­cious, but I don’t know what dele­jo is
  • Hol­ly Wach­er - “Hall Watch­er”
  • Lei Zeek — “Lazy”
  • Job Goode — Prob­a­bly “Good job” as he’s a goody-two-shoes
  • Blair Loude — “Blare Loud”
  • Triv Query — “triv­ia” and “Query”
  • Tere­sa Tudor — Tudor as in “tutor”
  • Ema Nesia — “amne­sia”
  • Will Nappe — “Will,” “Nap”
  • Rad Con­tre — I have no idea
  • Bar­ry Square — “very square” as in very straight up and uptight
  • Mitch Shep­ar — Mitch is close to “Mis­ter,” and Shep­ar as in shep­herd
  • Dee Jay — “DJ”
  • Nadia Kleen — Nadia as in “nada,” does­n’t want to clean

AMAKEN

Mille BooneyLoca­tion: Entrance
Reward: Whis­tle chip
Answer her ques­tions (Answer: Force, Broth­erband, Secret)
Chat­ty DitzLoca­tion: Entrance
Reward: 1,000 Zen­ny
Pulse in, then talk to the Mr. Hertz near the warp
Sumar Guy Loca­tion: Entrance
Reward: Unlock­er sub­chip
Go to Anten­na Comp on the north part of the wave road, then delete the virus­es
Pol­ly ReadeLoca­tion: Muse­um
Reward: Sci Notes (LAREBARAON)
Help the girl with her home­work (Answer: Black hole, 3, Leo)
Tug­gy McGravLoca­tion: Muse­um
Reward: Heat Ball 3 chip
Pulse into the Black Hole Comp, go to the north­east cor­ner and defeat the virus­es
Grace FulleLoca­tion: Foy­er
Reward: Invi­ta­tion (AURIEFRUTS)
Pulse into the Tick­et Machine Comp, give Mr. Hertz a Small Ener­gy Sub­chip
Leroy MannLoca­tion: Foy­er
Reward: Cloak­er sub­chip
Peek at the recep­tion­ist’s Transer, then return to him
Swill WatersLoca­tion: Foy­er’s break area
Reward: Deluxe Ener­gy sub­chip
Go back to Echo Ridge, buy a Sour Soda, bring it back to the man
Tom DubiusLoca­tion: Muse­um
Reward: Blue­prints (NGYNGIWCUS)
Equip Pro­peller Man Navi Card, talk to him
Edgar KnightLoca­tion: Muse­um
Reward: Unlock­er sub­chip
Give him a Recov­er 30 chip
Mira LookesLoca­tion: Space Sim
Reward: Guard Null Stage chip
Talk to the Mr. Hertz star­ing at her from the wave road
Chrys GoldsLoca­tion: Entrance
Reward: 7,000 Zen­ny
Go to Times Square, talk to Hei­di Rune, go back to the creepy man­ag­er (Hint: He appears after Harp Note main quest)
Lucian (cameo)Loca­tion: Entrance Tow­er Comp
Reward: Noth­ing, just a cool Boktai/Lunar Knights cameo
Go to Nacys Roof wave road to find Aaron, then the anten­na Scrap Comp 3 in scrap­yard 2 (Hint: Avail­able after Gem­i­ni main quest)

Name References

  • Mille Booney — Booney as in “from the boonies,” mean­ing she’s from the coun­try and does­n’t know any­thing about city life and tech­nol­o­gy
  • Chat­ty Ditz — exact­ly what it says
  • Sumar Guy — “Some” guy
  • Pol­ly Reade — Read for books
  • Tug­gy McGrav — Tug as in “pull,” McGrav for “grav­i­ty”
  • Grace Fulle — “grace­ful”
  • Leroy Mann — Mann for “man”
  • Swill Waters — swill and water for drinks
  • Tom Dubius — Dubius = “dubi­ous” for how hes­i­tant he is
  • Edgar Knight — Knight as in “knight in shin­ing armor”
  • Mira Lookes — Mira = “won­der­ful” and “looks” because she’s so beau­ti­ful
  • Chrys Golds — “Golds” for mon­ey, maybe “cries gold” for how rich he is

Time Square

Rooftop

Pro­fes­sor SnakeLoca­tion: Event Area
Reward: Snake Orn (IPHAUEOEUNQC)
He’s miss­ing 3 snakes, one in each area: Right of Nacys build­ing, South­east cor­ner of dept store, Left of roof ele­va­tor
Vaughn PlatzLoca­tion: Rooftop
Reward: HP Mem­o­ry 10
Wants 5 Moai Fall 1 chips
(Hint: can farm them in the big spin­ning stat­ue at the entrance of the area)
Slu­gar ParkLoca­tion: Rooftop
Reward: Fire Bazooka 2 chip
Equip Pitch­er Man Navi Card, look at the base­ball arcade game, bring the base­ball card back to the kid
Homer ParkLoca­tion: Rooftop
Reward: Cloak­er sub­chip
Look inside his grand­son’s Transer and report back
Annie OldeLoca­tion: Dept Store
Reward: 2,000 Zen­ny
Go to the top cor­ner of the cus­tomer ser­vice desk and bring her a guide
Kurt Tay­lorLoca­tion: Dept Store
Reward: Dept Fly­er (ISNBDUBO)
Talk to the Mr. Hertz on the wave road above the mir­ror
Veil PlatzLoca­tion: Dept Store
Reward: Memb Card (KNIGSPIAREM)
Get Recipe from your mom at home, deliv­er it to Luna’s mom
Rheema DellerLoca­tion: Dept Store
Reward: Recov­ery 120 chip
Talk to her with Key Man Navi Card equipped
Hei­di RuneLoca­tion: Time Square
Reward: Search Eye sub­chip
Walk to the Bowl­ing Alley shop, pick up the Ring from the ground, give it to the lady
Collin WaytinLoca­tion: Time Square
Reward: 3,500 Zen­ny
Go to the wave road above the bus stop, and defeat the 3 Jam­mers
Indy DarkeLoca­tion: Time Square
Reward: Love Book (ROHNATPE)
Sneak a peek into Hei­di Rune’s Transer and report back to the dude
Don­na Query (Quiz Queen)Loca­tion: Time Square
Reward: HP Mem­o­ry 10
Answer her 10 ques­tions cor­rect­ly (Answers: 100, Muse­um, 3, Cow, Ken Suther, 6, 3, 4, 9, Jet Attack 1)

Name References

  • Pro­fes­sor Snake — noth­ing spe­cial
  • Vaughn Platz — noth­ing spe­cial
  • Slu­gar Park — “Slug­ger” and “Park” as in ball­park
  • Homer Park — “Home­run” and “Park” as in ball­park
  • Annie Olde — “old” because she is
  • Kurt Tay­lor — Tay­lor = “Tai­lor” because of clothes store
  • Veil Platz — Noth­ing spe­cial aside from both hus­band and wife hav­ing “V” names
  • Rheema Deller — I don’t know
  • Hei­di Rune — “Hidey” because she has a secret
  • Col­in Waytin — “Call­ing,” and “Wait­ing”
  • Indy Dark — “In the dark” because his girl­friend has a secret from him
  • Don­na Query — “query”

Dream Island

Meala DeVourLoca­tion: Entrance
Reward: 5,000 Zen­ny
Go to AMAK­EN’s sou­venir shop’s reg­is­ter and buy a Shoot­ing Star Cake for 500Z, then bring it back
Selah AganeLoca­tion: Entrance
Reward: HP Mem­o­ry 10
Pulse into the refrig­er­a­tor and give Mr. Hertz a Recov­ery 80
Roy Query (Quiz King)Loca­tion: Entrance
Reward: HP Mem­o­ry 20
Take his quiz (Answer: Secu­ri­ty Sys­tem, Moon, Big Bang Cof­fee, Fire Bazooka 2, 2, 100, 150, King, Rover, Chem Lab, Uwaaa!, 12, Nacys, Giraffe, Old Lady)
Mead GreeneLoca­tion: Park
Reward: HP Mem­o­ry 10
Equip Shov­el Man Navi Card, talk to old man
John For­manLoca­tion: Dump
Reward: HP Mem­o­ry 10
Equip Ther­mo Man Navi Card, look at sorter bot

Name References

  • Mead Greene — “Need green” as in green­ery
  • Meala DeVour — “Meal devour” because she likes to eat food
  • Selah Agane — “See ya again”
  • John For­man — “Fore­man”

Post-Game Side Quests

Couronne XIVLoca­tion: Dream island Scrap­yard 1
Reward: Crown Thun­der chip
Talk to him, then bat­tle him on City Dump wave road in front of the crane
Bob Cop­perLoca­tion: Time Square
Reward: HP Mem­o­ry 20
Defeat Jam­mers in Mowai Comp, Cake Shop Comp, and Enor­ma­tron Comp
Pat SprigsLoca­tion: Amak­en Mr. Bore­al’s Office
Reward: HP Mem­o­ry 10
Go to the city dump and talk to the work­er near the truck, go to Nacys and look at the sorter bot on the roof, return to Pat
Hope Ste­larLoca­tion: Echo Ridge Home
Reward: Prot Charm (OSLEGRATE)
Look at refrig­er­a­tor, pulse into Fridge Comp, delete virus­es
Ken SutherLoca­tion: Echo Ridge Big Wave Card Shop
Reward: HP Mem­o­ry 10
Give him Wide Wave 3 chip
Aaron Bore­al Loca­tion: Dream Island Island Under­ground
Reward: HP Mem­o­ry 20
Go to his office in AMAKEN, look at the lock­ers, go back to him

Deep Space

Loca­tion: Echo Ridge’s Vista Point

Reward: Kelvin Transer, K. Knuck­le (mega weapon), Pegasus/Leo/Dragon Bat­tle Chip, 100% Game Com­ple­tion


Pulse into Vista Point’s wave por­tal, then go north and enter the new por­tal there which takes you into the Deep Space Chal­lenge. You’re going to need a few things to beat it:

  • You will need have beat­en the SP forms of all the boss­es, includ­ing the option­al boss­es

Boss Locations:

  • Tau­rus Fire: Echo Ridge
  • Harp Note: Vista Point
  • Cygnus Wing: Bore­al’s Office
  • Libra Scales: Class 5‑A
  • Queen Ophi­u­ca: Time Square
  • Gem­i­ni Spark: Dream Island Park
  • Can­cer Bub­ble: AMAKEN Foy­er
  • Wolf Woods: Event Area
  • Couronne XIV: City Dump
  • 5 Unlock­ers (Can buy in sign comp in Echo Ridge)
  • 100 stan­dard chips to get into Deep Space 2
  • All 150 stan­dard chips (some of them are going to be able to be bought in Deep Space 2, so save up your Zen­ny, or dropped from virus­es there, so use the C. Find­er weapon for Mega OR you can cheat like me by using the ciphers in this LINK. Be warned that some of the mes­sage ones were made for the DS and for the Switch you just type them out. Minor spelling dif­fer­ences like “Broth­er-Bands” was just “Broth­er Bands”)
  • To get to the Kelvin Transer: either delete all your Broth­er Bands, or have the Lone­ly Heart found from a hid­den pas­sage on the Liv­ing Mod­ule Comp from the space sta­tion (Liv­ing Mod­ule hid­den wave road path south­east-most jut out point). You talk to the Mr. Hertz there and answer “No”
  • At the end of Deep Space 3, face your satel­lite admin as a boss to gain their Megachip. They’ll leave you with cryp­tic words: “Use it to kin­dle the 6 stars and con­quer the tru­ly lone­ly evil giant.”

The Lonely/Evil One

  • So what you need to do now is to find and fight your satel­lite admin just like the oth­er boss­es, both EX and SP forms (pulse out after EX to bring out the SP form), and get BOTH CHIPS. EX is easy, SP… not so much. Good luck. I did­n’t get even close. So, I cheat­ed… with CIPHER email codes. Pega­sus Mag­ic SP: “Go On Air to trade info with friends.” Leo King­dom SP: “Star Force, the ulti­mate pow­er!” Drag­on Sky SP: “Leg­endary Mas­ter Shin”
  • The “six stars” are all of the achieve­ments on the title screen (Beat the game, All stan­dard chips [150], all SP forms beat­en, all Mega Chips [30], all Giga chips [5], and defeat of your satel­lite admin), so after fin­ish­ing every­thing, save, and return to the title screen, then con­tin­ue.
  • Go to Vista Point and talk to Zack. He’ll tell you there’s a strange noise com­ing from the piano. Go to the school’s gym and pulse into the piano. There’s a mas­sive group of Jam­mers there. Talk to them for a 10-round virus bust­ing chal­lenge! When you’re done, go back and talk to Zack, and he’ll ask to form a Broth­er Band with you!
  • Leave Vista Point and you get an email from Leg­endary Shin that says: KMALEETZCP. Go ahead and send a CIPHER email with that code for M. Breath Mega weapon
  • The only thing left is to chal­lenge Androm­e­da again because… This time it’s Androm­e­da INFINITY!! 4000HP and very fast attacks.
  • When you defeat it, you’ve ful­ly com­plet­ed the game!

Con­grat­u­la­tions!!

100% COMPLETION!


Escape Trick: 35 Enigmas Written Walkthrough (Nintendo Switch)

writ­ten 12/24/2018, updat­ed 8/31/2025

Back to Video Game Guides

  • Pub­lished: D3 Pub­lish­er
  • Plat­form Played: Nin­ten­do Switch
  • Price: $7.99 MSRP: $19.99
  • Rat­ed: T (Teen) for blood and vio­lence
  • Genre: Adven­ture
  • Date Released: Feb 18, 2018

I think this was my very first ever Game Guide, and I nev­er fin­ished it because the last lev­el left me ill with motion sick­ness. It is now 2025 and some­one asked me to com­plete it, so I shall now attempt to rewrite the entire guide (hope­ful­ly I don’t get too ill in the same place again…)

Escape From the Sealed Room — 16 riddles of the beginning

Warn­ing: If you eas­i­ly get motion sick­ness from FPS style of games (like me), this game may not be for you!! There’s a lot of repeat­ed rotat­ing of rooms in the first-per­son view!

Stage 1: Prologue (Tutorial)

You were in the build­ing to meet with some­one, but it’s under attack! Escape!

  • Watch and read the cutscene
  • Look at the bed­side table and pick up the Note­book
  • Pick up Draw­er Han­dle from under the sofa
  • Equip the Draw­er Han­dle, and use it on the draw­er with the miss­ing knob
  • Get a Key
  • Look into the trash can, and take the Note Frag­ment
  • Turn back to the front door
  • Equip the Key, and use it on the door to the right
  • Look into the bath­tub, and pull out the drain plug
  • Get the Note Frag­ment
  • Exit the bath­room
  • The fire has reached the room! You need to hur­ry!
  • Look under­neath the bed
  • Pull out the attaché case

Attache Case Puzzle

Using the 3 Note Frag­ments as a clue, solve the num­ber lock puz­zle!

Solu­tion: “794”

  • Take the Shoe­horn
  • Go back to the bath­room
  • Equip and use the Shoe­horn (you must be a pret­ty small per­son, or the vent is huge!)

ESCAPED!

Stage 2: Opening

Two weeks lat­er, you go vis­it the home of your dad’s old friend who sent you the email, only to find out he was mur­dered in an appar­ent locked room mur­der and the impa­tient woman thinks you’re the detec­tive!

  • Turn Left x2
  • Note the one unlit wall lamp
  • Turn Left
  • Take the Cig­ar Case from the low table
  • Open the draw­er, take the Lighter Oil
  • Pick up Old Book from chair (if you exam­ine it, you’ll note how heavy it is)
  • Inspect the book­case above that
  • Take the Heavy Key from the top shelf
  • Turn Left
  • Inspect the wall paint­ing
  • Take the L‑Shaped Hook
  • Look under the sofa near the fall­en paint­ing
  • Take the Screw­driv­er
  • Take the Jour­nal and Lighter off the desk
  • Exam­ine and try to light the lighter
  • You’ll auto­mat­i­cal­ly com­bine the Lighter + Lighter Oil

NOTE: “Exam­in­ing” items and clues are essen­tial for many, if not all, puz­zles

  • Remem­ber that unlit lamp next to the grand­fa­ther clock?
  • Equip the now-filled Lighter and light the lamp
  • Exam­ine the grand­fa­ther clock face with the two holes in it
  • In your inven­to­ry, exam­ine the Screw­driv­er to swap the tip to the flat­head
  • Use the Screw­driv­er in the right-most hole
  • Open the clock door for a Small Key
  • Turn back to the desk, and click on the chair
  • Use the Small Key on the top draw­er
  • Take the Thick Book
  • Exam­ine it, and com­bine Thick Book + Heavy Key
  • Go to the book­shelf with the two lamps on either side
  • Inspect the top left shelf with the miss­ing book
  • Use the Thick Book and Old Book
  • It’s a weight­ed lock. Ah ha!
  • If you did it right, a mech­a­nism will engage
  • Back out until you can view the shelf and both lamps
  • Inspect the floor under the right­most shelf to see some blood­stains and a hole in the wood (make sure you click on them)
  • Go over to the coat next to the desk
  • From the sleeve, take the But­ton + L‑Shaped Hook
  • Equip and use above blood stain

ESCAPED!

Stage 3: Disappearance

You wake up, hav­ing been kid­napped. Again. Eh, seems to hap­pen a lot since Dad dis­ap­peared a year ago.

  • Turn Right
  • Inspect the let­ter “E” paint­ed on the wood
  • Take Rust­ed Nail to the left of the “E”
  • Turn Left
  • Look down and take the Old Coin on the floor
  • Turn Left x2
  • You can see some­thing in the far cor­ner, but you can’t reach it
  • Inspect the slight­ly mis­col­ored wood next to the pal­let. It dis­ap­pears
  • Take Key with Miss­ing Tooth
  • Back up x1 so you can see the pal­let and click on the bot­tom por­tion near your feet
  • Move the skull and take the Old Coin
  • Turn Left
  • Click the low­er left cor­ner of the pal­let
  • Take anoth­er Old Coin
  • Note the let­ter “S” writ­ten in blood
  • Now with the pal­let out of the way, go back to where you took the piece of wood out and take the Wood­en Tag with the “1”
  • Turn back so that you can see the “EWSN” sign
  • Click on the door, then click on the pad­lock
  • Equip the Key with Miss­ing Tooth, and try it
  • Equip the Rusty Nail and try again (Note: make sure you click on the lock and not the Key or you’ll just take it out. It needs to be Key, then Nail)
  • Back up, open the door
  • Take Wood­en Tag with “IV” on it
  • Turn Right
  • Inspect the pole to the left of the chest. It’s a man catch­er with two “Ns”
  • Take Bro­ken Wood­en Tag
  • Turn Right
  • Open door to the oth­er cell
  • Turn Right
  • Take Old Coin, and note the 3 “E’s”
  • Turn back to the door and look at the low­er right of the door frame
  • Take the Old Coin
  • Leave the cell
  • Look at the wood­en chest
  • Use Old Coin x5 (one after the oth­er)
  • Take the Wood­en Tag with the “3”
  • Turn to the door
  • Inspect the low­est left por­tion of the stair­case
  • Take the Wood­en Tag with the “2”
  • Inspect the door, itself, now
  • Click on the “N”
  • Take the Bro­ken Wood­en Tag + Bro­ken Wood­en Tag

Wooden Tag Puzzle

Equip the Wood­en Tags and place them cor­rect­ly next to the cor­re­spond­ing let­ter. The S was giv­en to you on the sign. S=1 (Note: they try to fool you out by giv­ing you an extra num­ber)

Solu­tion:

E=IV; W=5; S=1; N=2

Why is every­thing so dark in this game?

ESCAPED!

Oooo… Start­ing to feel the effects of motion sick­ness already! After only 3 stages!

Stage 4: Stowaway

You decide to stow­away on the S.S. Yuho and end up knocked out and impris­oned in a nasty bath­room. Cap­tured again. Sigh.

  • Turn Right
  • Take Toi­let Paper above the uri­nal
  • Exam­ine to reveal a Key
  • Still in the inven­to­ry, exam­ine left­over Toi­let Paper Spool: rotate it to reveal “8”
  • Inspect the lever between the uri­nals. Turn it hor­i­zon­tal (Hor­i­zon­tal = hot; Ver­ti­cal = cold)
  • Use the Key to unlock the lock­er in the cor­ner
  • Take Mop
  • Inspect left of lock­er for a Plunger
  • Inspect above the lock­er for Tongs
  • While fac­ing the sink, inspect the bot­tom of the pipe for a Toi­let Paper Hold­er Lid
  • Rotate and exam­ine it to see “1”
  • Use the Plunger to unclog the clogged poop­er (ground toi­let) to reveal a “3”
  • Use the Tongs on the right uri­nal for a Deodor­iz­er
  • Use the Deodor­iz­er in the sink (Hey! No reflec­tion! Are you… a vam­pire?)
  • Turn on the faucet (make sure the lever between the uri­nals is set to hor­i­zon­tal) to cre­ate steam and reveal a mes­sage on the mir­ror
  • Use the Mop to smash the mir­ror to reveal a… safe? A door? A way out??

Door Code Puzzle

Fig­ure out the 3‑digit code

Solu­tion: 813

  • Sea­wa­ter rush­es in! (Behind a mir­ror is a super con­ve­nient place to put a hatch with a lad­der in it…)

ESCAPED!

Stage 5: Memories

You stare at the flick­er­ing light, con­fused, and remem­ber that you’re in the stor­age room of your house where your dad used to lock you when you were bad as a kid. This is a mem­o­ry of escap­ing.

  • Inspect the flick­er­ing light
  • Get a Piece of Paper and Light Bulb
  • Equip the Light Bulb, replace it
  • Back out
  • Turn Left x2
  • Take the Flash­light off the shelv­ing unit
  • Inspect the poster to the left of the shelf to find a vent
  • Turn Left
  • Open the draw­er for a Black­light Bulb
  • Turn Left
  • Pull the Dart out of the dart­board
  • Turn off light switch next to the door
  • Look Up
  • Replace the Light­bulb with the Black­light Bulb
  • Flip the light switch back on
  • Re-exam­ine the piece of paper in your items

Lockbox Code Puzzle

Use your new clue to open the tool­box

Solu­tion: 819

What’s with the 81- codes?
  • Take the Bat­tery, note the screws
  • Go back to the lightswitch
  • Use the Dart on the com­part­ment direct­ly next to the switch
  • Turn off the switch and take the Bat­tery
  • Com­bine Flash­light + Bat­tery x2 (rotate and exam­ine the end)
  • Turn Left
  • Fac­ing the shelf clos­est to the door, look under it for a Rust­ed Key
  • Use it on the green wall box next to the light switch
  • Take the Flat-Head Screw­driv­er
  • Use it on the blue lock­box
  • Take the Hexag­o­nal Sock­et Wrench
  • Use it on the vent (Exact­ly what kind of man is your father?)

ESCAPED!

Stage 6: Underground

You wake up from the ship­wreck con­fused yet again as to your loca­tion. This time you’re in an Egypt­ian ruin type of place.

  • Look behind the head­stone for a Stone Tablet
  • Turn Right
  • Pick up the bro­ken Holy Grail
  • Turn Left or Right x2
  • Place the Stone Tablet into the relief
  • Go in, take the Orb
  • Turn Right
  • Take the Sword and the door will close

Statue Puzzle

Turn the stat­ues to prop­er ori­en­ta­tions

Solu­tion: Turn the Archer and Pike­man stat­ues (Cav­al­ry faces archer; archer faces swords­man; swords­man faces pike­man; pike­man faces the cav­al­ry)

  • Take the Stone Tablet and the bro­ken piece of the Holy Grail
  • Rotate and exam­ine the stem por­tion of the Holy Grail + Holy Grail
  • Place it where the sword was, and then Orb on top of that
  • Go out of the room
  • Look at the head­stone and use the Sword
  • Water rush­es in from behind. You freak out
  • Before going back into the oth­er room, look at the grate where the water rushed in from
  • Take the Stone Tablet
  • Go back into the orb room and then up
  • Take the Stone Tablet
  • Go back to the head­stone
  • Try to take the Sword. It snaps
  • Turn Left to wall relief
  • Take the Stone Tablet (the one you placed ear­li­er)
  • Go Up
  • Use the Bro­ken Sword on the sar­coph­a­gus (ignore the stone tablet on the ground to the right of the sar­coph­a­gus)

Sarcophagus Puzzle

Place the Stone Tablet x3 in the cor­rect spots (Hint: exam­ine the tablets for num­ber of wings. You have extra tablets)

Solu­tion: UL — 6, UR — 3, Mid­dle — 8

ESCAPED!

I’m begin­ning to think that they changed some of the puz­zles since I last played. Also, they’ve fixed a few of the con­trols, too. Some of the orig­i­nal­ly super frus­trat­ing ele­ments have been real­ly stream­lined

Stage 7: Plant

Out­side the ruin, you end up in a con­crete lined cor­ri­dor and enter a door with the key and pass­word left by your father. Inside is an exper­i­men­tal facil­i­ty adorned with the emblem of a large nation­wide cor­po­ra­tion! Time to fig­ure this out!

**You can pull the lever first to turn on the pow­er if you’d like, or you can col­lect the 3 ores and key first. It does­n’t mat­ter**

  • The mon­i­tor in front of you is not on. If you pull the switch, it turns on, open­ing a small hatch in the mid­dle, a key­pad for four num­bers, a blocky thing in the mon­i­tor, a count­down timer on the right screen, and a series of col­ored bars on the left mon­i­tor. Turn­ing the pow­er off will NOT stop the timer
  • Turn Right
  • Inspect the low­er left of the door, take tri­an­gle-shaped Red Ore
  • Turn Right
  • Inspect the low­er left cor­ner of the screen, take the square-shaped Blue Ore
  • Turn Right
  • Inspect the mid­dle bot­tom of the screen, take the long, blocky Yel­low Ore
  • Turn Right
  • Under the 2 but­tons, take the Key
  • Turn Right to the con­sole you start­ed in front of
  • Use the Key in the blue slot on the low­er left
  • A card will pop up and the timer will be replaced with an image of a bomb
  • The shape on the mon­i­tor tells you what to place in the small hatch next to the pow­er switch. Each cor­rect ore place­ment will reset the timer to 10 min­utes.

WARNING: You can explode (fail) if the timer runs out and/or the bomb stays on the screen too long. Be sure to place the ores to increase the timer! *BUT* The timer won’t stack, so don’t try to put all the ores in at once or you’ll only have 10 min­utes to get the claw machine work­ing

  • Use the Yel­low Ore
Place it in the mid­dle hatch there
  • Equip the blue Lev­el 1 Card Key, and put it in the ele­va­tor con­sole (the one with the up and down arrows)
  • Hit the down but­ton
  • Turn Left
  • Take the Emp­ty Cap­sule on the floor under the con­sole steps
  • Turn Left
  • Take anoth­er Emp­ty Cap­sule
  • Go for­wards to the large table and see a “4” and a “7” paint­ed in green on it
  • Turn Right
  • Note the small­er table with a “9” and “3” (Note: be sure to click on all the num­bers)
  • Take anoth­er Emp­ty Cap­sule from the ground to the right of the small­er table
  • Go back up to the top floor and remove the Card Key from the ele­va­tor con­sole
  • Look at the main con­trol con­sole
  • Use the Card Key above the key slot

Access Code Puzzle

Using the num­bers clue from the bot­tom floor, fig­ure out the code

Solu­tion: 4379

  • Get a red Lev­el 2 Key Card
  • Turn Left x2
  • Use the Key Card in the claw machine.
  • Take 4 ore (You can car­ry 4 at a time)
  • Remove the Card Key
  • Refresh the timer with an Ore (be sure to grab anoth­er after you refresh the timer), and use the Card Key on the ele­va­tor con­sole
  • Go to the bot­tom floor, again
  • Remove Card Key from the ele­va­tor con­sole
  • Turn Left
  • Use the Card Key on the machine which opens 3 hatch­es
  • Place an emp­ty cap­sule and 2 ores in

Note: If you are try­ing to get rid of ore col­ors, just dump it into the main con­sole even if it’s the wrong col­or

Colored Capsule Puzzle

You need to make three col­ored cap­sules: blue, red and green (Hint: Repeat the claw machine game until you get all the nec­es­sary ore col­ors. Ugh­hh)

Solu­tion:

Blue Cap­sule: red and blue ore

Red Cap­sule: red and yel­low ore

Green Cap­sule: green and blue ore

  • Grab the Card Key
  • Go back up a lev­el
  • Refresh your timer with a new ore
  • Turn off the main switch at the con­sole
  • Place the Cap­sules x3 into the incu­ba­tors in vary­ing com­bi­na­tions to see all of the sym­bols cor­re­spond­ing to their col­ors (6 total)

Here is an exam­ple of col­or com­bi­na­tion where the red and blue cap­sules give you pink, with the sym­bol inside of it. The stu­pid game is extreme­ly picky about where you have to click to place the cap­sules in the holes… that part they did NOT fix

  • Be care­ful, the timer keeps tick­ing down despite turn­ing off the pow­er…
  • Turn on the pow­er again
  • Remove, then place the Card Key in the slot in the pan­el next to the door to the right

Symbol Door Code Puzzle

Fig­ure out the door code using the clues uncov­ered! (Hint: The left mon­i­tor with the col­ored lines at the main con­sole tells you the order of sym­bols as it cor­re­lates with the col­ors)

Solu­tion:

Col­or Order: Yel­low, Light-Blue, Green, Pink, Red, Blue

ESCAPED! …Or… NOT?!?!?!

Stage 8: Space — Part 1

Abduct­ed into an alien space­ship!!! Yet again you wake up star­ing at a ceil­ing and find your­self on a flat table with a nice view of space and of Earth out­side. The same cor­po­rate sym­bol adorns the large door. Game on!

  • Inspect the low­er-left cor­ner of the door and take the green Round Object

If you hit the blue but­ton to the Left of the table you were lying on, you open the ceil­ing and will get sucked out if you don’t close it. While the game gives you ample room for errors, you will even­tu­al­ly run out of air and fail the lev­el if you make too many errors (I want to say maybe 10–15 wrong answers?)

  • Turn Right from the door
  • Take the green Cord from the machine
  • Turn Right
  • There’s a hatch that clos­es too quick­ly
  • Use the Round Object. It will break
  • Pick up the Pur­ple Mem­o­ry Disc
  • Turn Right to the con­sole
  • Take the Blue Mem­o­ry Disc
  • Use the Pur­ple Mem­o­ry Disc in the same slot you got the blue one from

Purple Memory Disc Puzzle

This is Minesweep­er! The yel­low dots on the side indi­cate the time you have to make a deci­sion. Click on the Green tiles, uncov­er­ing the blueish tiles, but be care­ful not to click on a bomb or you lose! The sym­bols tell you how many bombs are around that par­tic­u­lar tile

If you make even 1 error, the ceil­ing opens up and you have to move Right one screen and push the blue but­ton to close it

Hint: The puz­zle is the same every time, so if you save and reload and keep at it even­tu­al­ly you’ll get the answer (the con­trols are so sen­si­tive that I kept fail­ing because my fin­gers kept hit­ting the wrong tiles)

  • Take the Pur­ple Mem­o­ry Disc
  • Turn Right
  • Take the new­ly appeared Mechan­i­cal Mass A
  • Turn Right
  • Use the Cord on the upper-mid por­tion of the pil­lar
  • Press the hatch but­ton
  • Go Up
  • Take the Mechan­i­cal Mass B
  • Go Down
  • Close the hatch, and take back the Cord
  • Go Left x2
  • Use Mechan­i­cal Mass A on the hatch that clos­es too quick­ly
  • Take the Green Mem­o­ry Disc and Mechan­i­cal Mass A
  • Return to the con­sole

Green Memory Disc Puzzle

Anoth­er Minesweep­er game!

  • Take Mechan­i­cal Mass C (hmm… Start­ing to look kin­da like a robot…)

Blue Memory Disc Puzzle (Optional)

This puz­zle is unnec­es­sary to progress in the game. The only ben­e­fit is restor­ing all the air to the cab­in by plac­ing the Cap­sule received from com­plet­ing it in the blue machine next to where you got the green cord

Anoth­er Minesweep­er game!

  • Go Left
  • Use Cord where you got it from
  • Look at the green round there… OH! It’s a ROBOT!
  • Use Mechan­i­cal Mass A, B, and C (tires on the bot­tom, arms on the side and head on top)
  • Use the Green Mem­o­ry Disc in the slot on the left
  • It’s a pro­ject­ed image from… your dad? He gives you the instruc­tions on how to open the door and tells you to remem­ber them!
  • Use the Pur­ple Mem­o­ry Disc in the slot (if you place the blue one, the ceil­ing will open up) and the robot will move
  • Direct it to the pan­el beside the door which it opens… but you won’t be able to do any­thing, yet
  • Turn Right
  • Remove the Robot’s Arms, then use them on the pen-look­ing thing next to the Minesweep­er con­sole
  • Take the Tool
  • Go back to the door lock

Door Lock Circuit Puzzle

Remem­ber what dad said: “You want to make all the black parts of the cir­cuit red or blue with that tool. Con­nect all of the squares with the same col­or togeth­er to open the door. But you can’t make a 2x2 block of the same col­or. That’ll short the cir­cuit.

Hint: They helped you with the col­ors already. Change the col­or of the tool by exam­in­ing the thick part of the pen

ESCAPED!!

Stage 8: Space — Part 2

This is the lev­el where I orig­i­nal­ly quit because it made me motion-sick­ness-ill with all the rotat­ing. If you suf­fer from that, too, be warned!

Maps

One impor­tant thing to note is that in this lev­el, the whole point is to press the but­tons which rotate the floors and col­ored cir­cuits, allow­ing you to open doors and unlock items. It gets insane­ly con­fus­ing!!! I’ve includ­ed maps even though tech­ni­cal­ly, you don’t get that until lat­er

Nor­mal Map

180-Degree Ori­en­ta­tion Maps

Here is a dia­gram of every room and their 180-degree rota­tion ori­en­ta­tions

Blue Room nev­er rotates; Red Room can rotate, but the blue cir­cuit line won’t change (just the ori­en­ta­tion of the but­ton and items in it)

Level Start!

  • Go Right, then For­ward
  • Take the Blue Sphere from the Blue Room
  • Go back and head through the door with­out the wall but­tons
  • This is the Grey Con­sole Room
  • Place it in the tall machine with the green ball of ener­gy.

This allows the wall but­tons in each room to rotate the room ori­en­ta­tion 180 degrees!!

  • Go through the lit­tle hole in the wall. You’ll end up in a Pink Hatch Room
  • Go through the only open door into the Pur­ple Room
  • Turn Right
  • Turn Left, fol­low­ing the 1‑lighted dou­ble to the Escape Pod Room
  • Fac­ing the escape pod, click on the right-side con­sole
  • Take the Hand­gun
  • Leave through the door
  • Go Left through door with wall but­ton
  • Press the wall but­ton ahead which will rotate the room
  • Turn Left
Upper Right room has been rotat­ed to com­plete the blue cir­cuit
  • You are in the Red Room
  • Look at arti­cles on the floor
  • Note­book: “I’ve fig­ured out how to start the escape pod. I knew that you need­ed a key and ener­gy, but I had­n’t noticed that you need to apply ener­gy twice. But it’s all over now… They’ve caught up to me. If only I could make it back home, where my son…
  • Take Belt
  • Exam­ine to get Bul­let

Getting the Black Key

  • Go back to the Pink Room with the hatch
  • Press the but­ton to rotate it
Rotat­ed
  • Go into the Yel­low Room
  • Rotate it
Rotat­ed
  • Go through the now-lit 3 col­or bun­dle
  • You’re in the Gray Con­sole Room
  • Go for­ward through the orange and green to the Orange Room
  • Spin the room

Here are the side-by-side maps before rota­tion and after rota­tion of the pink, yel­low, and orange rooms to com­plete the green cir­cuit. Green starts and ter­mi­nates.

Start­ing Ori­en­ta­tion
End­ing Ori­en­ta­tion
  • Look at the lit­tle green con­sole on the ground
The green line on the ground needs to pow­ered to get the key
  • Take the Black Key

Getting the Green Sphere

Tar­get: Black Room (South-West Cor­ner) — Orange cir­cuit

Full Map
Zoomed in Map
  • Ori­ent the orange lines so that it starts in the Blue Room (South East) and ter­mi­nates in the Black Room (South West)
  • Take the Green Sphere from the Black Room
  • Go back to the Gray Con­sole Room, but DON’T put the new sphere in the machine yet. We’re going to make sure the pur­ple and top mid­dle green rooms are ori­ent­ed cor­rect­ly first.
  • Rotate the Gray Con­sole Room
  • Go through the hatch into the Pink Room and through the door­way in the Pur­ple Room
  • Ori­ent the Pur­ple and Mid­dle Top Green Rooms to this ori­en­ta­tion:
  • Go back to the Gray Con­sole Room (Pur­ple, then Pink, then hatch)
  • Before it gets con­fus­ing, I saved here
  • Swap out the Blue Sphere for the Green Sphere.

You should be able to rotate the rooms 90-degrees now

Getting The Empty Capsule

Tar­get: Pur­ple Room (North-West Cor­ner) — Blue Cir­cuit

With the above infor­ma­tion in mind, then the rooms should line up like THIS:

Except NOTTTTTT!!! Nah. That would make too much sense!!

Instead, the real and prop­er ori­en­ta­tion is THIS:

The Pur­ple Room is the last room to spin. Note the Red Room’s ori­en­ta­tion with the emp­ty device fac­ing that direc­tion, and the Pink Room’s Orange and Blue lines. BTW, I used THIS SOURCE to fig­ure this out because this game tru­ly is a revamped ver­sion of that orig­i­nal game. How in the world they fig­ured this out, I have no idea. It’s pret­ty much impos­si­ble log­i­cal­ly.

  • With the Emp­ty Cap­sule acquired, fii­i­inal­ly, return to the Red Room
  • Use the Emp­ty Cap­sule on that device to get a Cap­sule Filled with Light

Final Push

  • Go back to the escape pod room
  • This is a good place to save the game!
  • Use Black Key on the left con­sole when fac­ing the escape pod

If you look below the left con­sole after you put in the Black Key, there’s a Pur­ple Key that if placed into the con­sole in the Gray Con­sole Room, would give you a map at a super incon­ve­nient part of the lev­el. It’s unnec­es­sary now.

  • Use the Cap­sule Filled with Light on the right­most con­sole when fac­ing the pod
  • Pick up the Gun
  • Remove the Black Key
  • Try to leave the room
  • A mon­ster?!

If you can’t fig­ure it out fast enough, the mon­ster will come in and erase all your mem­o­ries. FAILURE

  • Use the Belt on the door han­dles
  • But that’s not enough, so use either Key in the left con­sole to lock the door
  • Wait around a bit and you’ll get this scary cutscene. But it’s okay because of the belt!! It leaves… for now.

WARNING: From here on out, there will be a mon­ster on your tail as you wan­der about the maze.

  • Leave the escape pod room by remov­ing the Black Key and go back to the Red Room
  • Refill the Emp­ty Cap­sule
  • Return to the pod room, use it in the right most con­sole
  • Go back to the Red Room again
  • Refill the Emp­ty Cap­sule
  • Equip it
  • Save if you’d like
  • This time, go around until you see the mon­ster

Con­front the Mon­ster Alien!

When the eyes show up, you have a few sec­onds to per­form some actions:

1. Use the Filled Cap­sule on the ceil­ing

2. Go through anoth­er door

3. Turn around to face the mon­ster. You should see the cap­sule on the ceil­ing

4. Use the gun on the cap­sule

  • Check out the Mon­ster Hand
  • Return to the escape pod room
  • Insert the Black Key into the con­sole
  • Use the Mon­ster Hand on the escape pod
  • Get in

Watch the End Sequence

**SPOILER**

You crash land back on Earth and get out into a build­ing that looks… famil­iar. Turns out it’s the FIRST LEVEL OF THE GAME. You’ve some­how gone back in time which means that you have a chance to save your dad because now you know all the answers and can do it all faster! Hooray!

Now, time for to go lie down because I’m super ill again!

NOTES

I was con­tact­ed by Li Ao (the one who start­ed me re-vis­it­ing this guide to begin with) and informed that this game is actu­al­ly a revamped ver­sion of the DS game: Sim­ple DS Vol­ume 27 — Escape from a Closed Room Mys­tery. It appears to nev­er have been released in North Amer­i­ca. Li Ao had giv­en me some impor­tant infor­ma­tion regard­ing this hor­rid puz­zle and the only rea­son I was able to fin­ish this. Shoutout to Li Ao!

  • Where the Blue Sphere turns the rooms 180 degrees, the Black Sphere will allow 90-degree room rota­tion
  • You have to charge the con­trol pan­el 2x (As not­ed by your dad)
  • If you lose the cap­sule before you charge it 2x, then you can get anoth­er by recon­nect­ing the Pur­ple Room
  • The mon­ster’s appear­ance is ran­dom, not a par­tic­u­lar pat­tern

Per­son­al Notes:

  • Black and Pur­ple rooms when turned, all doors close, so it has to be ori­ent­ed prop­er­ly first
  • Spin the yel­low room until the sin­gle orange line leads to the door
  • Once you get the Sphere in the black room, if you try to leave, the mon­ster will end you. There’s a chance to escape, but I don’t know how. Can’t rotate rooms.
  • Spun the orange room and one path has mon­ster, went to oth­er door into Red room
  • When spun back to only open door (whence came, mon­ster killed right away, no escape)
  • So hit the but­ton on the wall twice because it was there after the first press
  • was back in Orange room. Mon­ster fol­lowed, so had to go through orange and green to get back to con­sole room. With­out even look­ing at it, it attacked, and failed

Escape from the Sealed Room 2 — 19 erased memories