Step by Step guide with pictures for folding collapsible, simple strollers, whether for baby doll toys or kids
Why
I found it super difficult to do the first time and couldn’t find much help on the internet quickly
Process
Step 1 – Undo Side Stops
Locate the stop mechanism on either side of the middle of the stroller (there’s no need to remove the fabric seat), and lift up to release the stopper
Step 2 – Release the Crossbar
Find the crossbar on the back side near the wheels, and lift up
Step 3 – Collapse the Stroller
This is the main mechanism of collapsing the stroller. What you’re going to do is press in on the joint in the middle of either side (see 1st picture below) creating inward and downward force at the same time. Make sure none of the stops have fallen back down!
Note: If you encounter resistance from the stroller (especially if this is the first time folding it), you may need to apply some more force. I had to lightly pound either side with my fist to make it go. *BE CAREFUL* and mind of your fingers!!
I found it easier to flip the stroller upside down so it wouldn’t slide on me so much
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 DiscPuzzle
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 MassA
Turn Right
Use the Cord on the upper-mid portion of the pillar
Press the hatch button
Go Up
Take the Mechanical MassB
Go Down
Close the hatch, and take back the Cord
Go Left x2
Use Mechanical MassA 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 2×2 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 HatchRoom
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 roomsto 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