Defoliation Game Written Walkthrough Guide + Red Leaf Locations (Nintendo Switch)

writ­ten 6/13/26, updat­ed 6/17/26

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  • Pub­lished: COSEN
  • Devel­oped: Ris­ing Win Tech
  • Plat­form Played: Nin­ten­do Switch 2
  • Price: $1.99 MSRP: $9.99
  • Rat­ed: T (Blood, Vio­lence)
  • Genre: Adven­ture, Puz­zle, Sur­vival
  • Date Released: May 31, 2018

This is a puz­zle, adven­ture game set in Tai­wan. The con­trols are a bit clunky on the Switch, the trans­la­tion is not per­fect, and there’s a bit of a cul­tur­al gap. The east­ern-mind­ed puz­zles are dif­fer­ent from the west­ern-mind­ed ones I gen­er­al­ly play. I wrote this to help any­one who needs it (and also to help myself try to work through some of them), because there are zero walk­throughs any­where… In Eng­lish, at least. It’s rec­om­mend­ed to have a notepad or some way to write out the puz­zles to under­stand them bet­ter. I don’t 100% know how some of the answers are got­ten, but I did work through the ones that make sense to me.


Table of Con­tents

*Use the search func­tion (ctrl+f) or click on the links below to nav­i­gate the page


GAME START


Chapter 1: The Accident

  • Read the dia­logue
  • Choose: “Beg again and again”

Bad Ending 0: Nothing Happened

  • Choose: “I give up this time”

Chapter 2: The Cabin

  • Read dia­logue
  • Take Pot­ted Plant
  • Take Hand­ker­chief
  • Look at win­dow, read dia­logue, and take Iron Crow­bar
  • Look at red bricks, inspect the mid­dle upper one, get Red Bolt
  • Look at the shoe rack

Shoe Puzzle

Solve using Hand­ker­chief clue found

Solu­tion (click to expand)

Top Row: Blue slip­per, Yel­low boot, Green boot, Blue slip­per, Green slip­per, Red boot, Red slip­per, Yel­low slip­per

Bot­tom Row: Red boot, Blue boot, Green slip­per, Yel­low slip­per, Blue boot, Red slip­per, Green boot, Yel­low boot

  • Get Scis­sors and Red Bolt
  • Look at chair; Use Scis­sors; Get Red Bolt
  • Equip Pot­ted Plant and use it on the ground
  • Get Paper with Win­dow Graph­ic
  • Look at rug in front of the door
  • Click on the top left cor­ner, then use the Iron Crow­bar
  • Get Red Bolt
  • Look at the door

Lock Puzzle

Look at the win­dow. First, you have to solve this puz­zle to get the code for the door using the clues you’ve read and found:

  • Clock­wise
  • Loca­tion of num­bers to use
  • Mid­dle cir­cle of num­bers in win­dow indi­cates this is math-ori­ent­ed
  • Using the last dig­it
Solu­tion (click to expand)

Num­ber Code: 52351247

Add Red Bolt x4

  • Go inside

Chapter 3: The Old Lady

  • Read dia­logue
  • Take Green Leaf Bolt from tree on shelf
  • Look at the code input

Shelf Lock Puzzle

  • Look at books, read all of the titles and dia­logue
  • Look at the dec­o­ra­tive dish’s num­bers, ele­ments, and direc­tion­al nota­tions
  • Solve the code
Solu­tion (click to expand)

Num­ber Code: 2385

*Hon­est­ly, I have no idea how this is the answer. I think you have to know some­thing about Chi­nese his­to­ry and stuff, which I don’t.

  • Get Rag and Green Leaf Bolt
  • Go into the Kitchen
  • Take Pot from the counter; Use on the faucet
  • Use Pot Filled with Water on the stove
  • Look at the sink; Get Clump of Hair
  • Use Clump of Hair on the pot on the stove; Boil it
  • Get Green Leaf Bolt
  • Use Rag on dirty poster

Kitchen Utensil Puzzle

Ori­ent the kitchen uten­sils into the cor­rect order using the clue

Solu­tion (click to expand)

If: 123456

Then: 653412

  • Look at top unlocked cab­i­net; Get Tile with Num­ber On It
  • Look at bot­tom unlocked cab­i­net; Get Green Leaf Bolt
  • Look at the floor; Use Tile with Num­ber On It

Kitchen Door Lock Puzzle

Using the rules of Sudoku puz­zles, solve the puz­zle to get the door code

Solu­tion (click to expand)

Answer:

2314

4132

1243

3421

Using the clue from the Sudoku Puz­zle, open the door lock

Solu­tion (click to expand)

Code: 3234

Use Green Leaf Bolt x4

  • Go inside

Bad Ending 1: Die at the Cabin

  • Go into the old lady’s room

Chapter 4: Trapped

  • Choose: “Don’t open it
  • Take Coin from the near bath­tub rim
  • Take Han­dle from far bath­tub rim (how you did­n’t get killed I have no idea)
  • Use Coin above toi­let; Get Handrail
  • Look under sink; Take Plunger
  • Com­bine Plunger + Han­dle = Plunger
  • Use Plunger on toi­let; Get Clump of Hair
  • Use Clump of Hair on bath­tub; Get Cat Toy
  • Look at the mir­ror

Plumbing Puzzle

Solve the num­ber puz­zle under the sink using the clue from the mir­ror

Solu­tion (click to expand)

Answer: 13, 7, 12, 9 (Blue, Red, Yel­low, Gray)

I think I fig­ured out why (below). Which is kind of mis­lead­ing giv­en the way the green shape is ori­ent­ed. This is only way the answer works. #6 is there to mis­lead

  • Now that the water is off, open the cur­tain
  • Take the Cur­tain
  • Use the Handrail on the wall, start­ing on the south­east cor­ner of the cube and work your way counter-clock­wise just as the graph­ic indi­cates

Bad Ending 2: Killed by a Monster

  • Choose: “Open it” as soon as the chap­ter starts, or any­time before turn­ing off the water valves

Chapter 5: The Wardrobe

Fun Note: If you did­n’t take the cur­tain or use the hair in the water, you’ll still end up with the Cat Toy and Cur­tain in this chap­ter

You have to fig­ure out (through tri­al and error, super obnox­ious) how to get out of the wardrobe alive

Solu­tion:

  1. Choose: “Do not open it
  2. Use Cur­tain
  3. Choose: “Do not open it
  4. Equip Cat Toy, click on the bath­room hole; Grass will drop the Cat Toy
  5. Wood will say: “I can’t hold it any­more”
  6. Choose: “Go through door

Bad Ending “4”: Killed by the Old Lady

This is a typo as it’s sup­posed to be End­ing 3

You get this if you do any of the fol­low­ing:

  1. Don’t do any­thing and let the timer count down
  2. Go through the door
  3. Use Cur­tain and go out the door
  4. Use Cat Toy and go out the door
  5. Use Cur­tain and Cat Toy and let timer count down
  6. If you try to go back into the bath­room, Grass will drop Cat Toy. If you count down, or go through the door

Chapter 6: The Door Downstairs

  • Look at the yel­low jack­et 2x; Get Blade and Red Leaf Bolt
  • Look at the blan­ket; Get Red Leaf Bolt
  • Look at the win­dow; Note the pat­tern
  • Take Bot­tle from foot of bed
  • Take Bot­tle from head of bed
  • Use Blade on floor cush­ion; Get Red Leaf Bolt
  • Take Bot­tle from table
  • Take Bot­tle from shelf
  • Look at the indents in the shelf

Cabinet Lock Puzzle

Fig­ure out what to put in the indents, and in what order using clues from before

  • Smash each Bot­tle on the floor (just like the pot­ted plant in the begin­ning)

IMPORTANT: Do not smash the bot­tles with­out first mem­o­riz­ing which shape of bot­tle you’re smash­ing

  • Remem­ber what col­or belongs to each Bot­tle
  • Order the spheres cor­rect­ly on the shelf
Solu­tion (click to expand)

Answer: Blue, Green, Yel­low Red

  • Look at the antique phone; Take Fin­ger Plate
  • Use Fin­ger Plate on the cab­i­net at the head of the bed

Bed Cabinet Puzzle

Using the clue from the phone­book, solve the num­ber puz­zle

Solu­tion (click to expand)

Answer: 984955956

*I have no idea how this is the answer. Maybe I don’t under­stand some­thing about Tai­wanese phone num­bers? If some­one can fig­ure it out, let me know in the com­ments

  • Get Paper with Maze on It and Red Leaf Bolt

Basement Door Lock Puzzle

Ooo almost out! Using the clues received, solve for the code

Solu­tion (click to expand)

Num­ber Code: 215

Place Red Leaf Bolt x4: up, down, up, down

  • Go through the door

Chapter 7: Downstairs

  • Smash the vase; Get Point­ers (Clock hands) and Bolt
  • Use Point­ers on wall clock

Clock Puzzle

For once an easy puz­zle. Pull on the 3 ropes to change the hands so that the time is cor­rect on the clock (denot­ed by the red marks)

Solu­tion (click to expand)

Answer: Left (x5); Right (x2); then the Mid­dle

  • Get Black Chess Piece
  • Go to the Tea Room
  • Take Match from the couch; Use it on the wood han­dle to the right of the couch; Get Lit Match
  • Take Bolt from the padded chairs
  • Look at the rug near the padded chairs; Get a Bolt
  • Look at Go game­board on couch

Gomoku Puzzle

Look at the game and place the Black Chess Piece in the cor­rect place. Con­sid­er what the char­ac­ters have already said about the game

Solu­tion (click to expand)

Answer: Place it on the bot­tom mid­dle, in sur­ren­der

*Yeah… I don’t know how to play Go

  • Get Teacup and Bolt
  • Use Teacup on tea set on table; Get Cab­i­net Han­dle (Flower men­tions that it fell out of nowhere after they replaced the teacup. Creepy…)
  • Use Lit Match on teapot
  • Lis­ten to dia­logue; Choose Drink
  • Go back to the stair­case; Use Cab­i­net Han­dle on the holes under the stairs
  • Get Bolt and Piece of Draw­ing Paper

Stair Lock Puzzle

Using the pro­vid­ed clue, solve the lock puz­zle

Solu­tion (click to expand)

Code Num­ber: 521846937

Place Bolt x4

*Nope. I don’t get it.

  • Open the door

Bad Ending 4: Killed by Teenager

  • Choose: “Do not drink” when asked about drink­ing the tea

Chapter 8: Leave the Cabin

  • Take Note­book
  • Take Knife
  • Lis­ten to dia­logue
  • Choose: “Note­book
  • Look at the wall that’s just been opened up

Othello Door Puzzle

Using the rules of Otel­lo, place the pieces into the game board

Solu­tion (click to expand)

Solu­tion:

  • Go inside

Bad Ending 5: Killed by a Teenager

  • Choose: “Knife” when prompt­ed

Chapter 9: The Pond

Option 1

  • Lis­ten to the dia­logue
  • Choose: “Yes”
  • Things are get­ting more unnerv­ing

Option 2

  • Lis­ten to the dia­logue
  • Choose: “No
  • Look at things
  • In the end, no mat­ter what, you have to give Yifeng the Knife

Chapter 10: The Well

  • Click any­where but the puz­zle; Get Knife
  • Look at col­or­ful puz­zle

Colorful Puzzle

Match the col­ors to com­plete the puz­zle

*Good luck to any­one with vision impair­ments! It’s real­ly small and dark!

Solu­tion (click to expand)

Solu­tion

  • Go in

Chapter 11: The Hallway

  • Choose: “Yes” when asked to tie up Yifeng (oth­er­wise you play through the entire chap­ter and then die)
  • Take Key from the pond; Use it to unlock the bul­letin board

Kaleidoscope Wall Lock Puzzle

Solve for the code using the clue from the bul­letin board

Solu­tion (click to expand)

Answer: 7369

Rea­son­ing: The num­bers are sup­posed to be set up like a cal­cu­la­tor (if you try the hints, it will men­tion cal­cu­la­tor).

Num­ber Sequence:

789

456

123

So, if the clue is Blue, Pur­ple, Black, Green, then the answer accord­ing to loca­tion of the col­ors is 7, 3, 6, 9

  • Get the moth­er­load: Book, Pen­cil Case, Pen, Eras­er (Pen­cil), Piece of Chalk, and Eras­er (Chalk Board)

Scale Puzzle

Weigh each of the items from the pri­or puz­zle to ascer­tain their weights

Solu­tion (click to expand)

Answer: 7528 (Pen, Pen­cil Case, Pen­cil Eras­er, Book)

Rea­son­ing: Book > Pen > Pen­cil Case > Board Eras­er > Pen­cil Eras­er > Chalk

Book = Chalk + Pen­cil Eras­er + Pen­cil Case

Pen­cil Case = P Eras­er + B Eras­er

B Eras­er = P Eras­er + Chalk

Pen = Pen­cil Case + P Eras­er

So,

Book = 8

Pen = 7

Pen­cil Case = 5

B Eras­er = 3

P Eras­er = 2

Chalk = 1

  • Look at the ground that just unlocked

Water Pipe Puzzle #1

Ori­ent the water pipes so that the col­ors near the arrows are con­nect­ed

Solu­tion (click to expand)

Click on the eye­ball piece to fin­ish the puz­zle

  • Get Col­or­ful Beads x3

Water Pipe Puzzle #2

Uuu­ugggh. Now you have to do it again!!!

Solu­tion (click to expand)

Click on the eye­ball piece to fin­ish the puz­zle

  • Get anoth­er set of Col­or­ful Beads x3
  • Can you guess what’s going to hap­pen next?

Water Pipe Puzzle #3

*Sigh* Again it is…

Solu­tion (click to expand)
  • Lemme guess… Col­or­ful Beads x3!!

Aaaaand no more pipe puz­zles!!

  • Except now there’s a new puz­zle because 9 col­or­ful beads seem like they would match…

Overhead Door Colorful Bead Puzzle

Using the kalei­do­scope again, place the beads in the cor­rect order

Solu­tion (click to expand)

Answer:

Blue, Black Green

Yel­low, Red, White

Orange, Light Pur­ple, Dark Pur­ple


  • Choose: “No” when Yifeng asks to be untied

Bad Ending 6: Killed by a Teenager

  • Choose: “No” when asked to tie up Yifeng in the begin­ning. (Super bum­mer because now you have to play the entire chap­ter again!!)
  • Choose Yes” at the end when Tifeng asks to be let go

Chapter 12: The Stairwell

  • Enjoy the dia­logue
  • Take Cards x8 from the floor and stairs
  • Take Rag from the stairs
  • Look at the lights on the stairs

Stairwell Card Puzzle

Place the cards in their appro­pri­ate places accord­ing to the clues (Hint: either col­or or sym­bol need to touch)

Solu­tion (click to expand)
  • Get a Long Pole
  • Com­bine Rag + Long Pole = Mop (a Swif­fer, it looks like)
  • Use Mop on the stain on the ceil­ing
  • Look at the tele­phone

Rainbow Telephone Puzzle

Using the clues pro­vid­ed, solve for the tele­phone num­ber

Solu­tion (click to expand)

Num­ber: 7445665

Rea­son­ing: Count the num­ber of col­ored stars on the ceil­ing. The phone has a rain­bow on it explain­ing the order of num­bers (Red, Orange, Yel­low, Green, Blue, Pur­ple, Teal)

  • Lis­ten to the dia­logue (Good. There’s a clear plan now)
  • Get Win­dow Han­dle; Use it on the win­dow
  • Go through

Chapter 13: The Red Leaf

  • Lis­ten to the dia­logue (The trans­lat­ed Eng­lish is dif­fi­cult to fol­low… Or maybe the sto­ry is just dif­fi­cult to fol­low)
  • Choose both ques­tions
  • Lis­ten some more (Weird sto­ry all around)
  • Choose: “Red Leaves
  • Choose :“You’re right, but she’s our old lady.

Bad Ending 7: Atonement

  • Choose: “No, I killed the old lady”, and you’ll decide that you should stay in that world alone to atone for your sins

Chapter 14: The Adventure

  • Take Key from the ground; Use it on the teacher’s desk
  • Get Rag; Use it on top of the desk
  • Read the papers on the wall
  • Take Note from top-left desk with shoe prints and a bag on the side
  • Take Note from mid­dle-left desk with cracks in the top
  • Take Note from bot­tom-left desk’s floor with the glue stick on top
  • Take Note from bot­tom-mid­dle desk with heart doo­dles on it
  • Take Note from top-right desk with can­dy
  • Take Note from mid­dle-right desk with all the words on it
  • Take Note from the bot­tom-right desk with the green mat on it

Warn­ing: If you haven’t been pay­ing atten­tion to what the notes say, do it now. Write it down some­where or take screen­shots. Once you com­bine them, you won’t be able to see what they say again! …Or just don’t glue them togeth­er until you solve the puz­zle

  • Go back to the bot­tom-left desk and click on the glue stick (You should have Notes x7)
  • Choose: “Yes
  • Get Com­plete Note (“Luoyu”)

Teacher’s Desk Schedule Puzzle

Using the clues from the Notes, fill in the blanks on the sched­ule

Notes:

  • There is only one sec­tion ‘E’
  • There is no ‘M’ and “E’ before noon
  • The after­noon class has ‘M,’ ‘C,’ and ‘E
  • No lessons in sec­tion 1 and 2, except Wednes­days
  • There are four sec­tions ‘C’
  • The morn­ing class on Mon­day is dif­fer­ent from Tues­day
  • Mon­day has 4 sec­tions ‘C’ and Fri­day only has 1 sec­tion ‘E’

Hint: The char­ac­ters on the top row are 5, 4, 3, 2, 1 (Fri­day, Thurs­day, Wednes­day, Tues­day, Mon­day), as they read from right to left

Solu­tion (click to expand)

Answer:

Rea­son­ing:

  • C: Only 4 total; Only on Mon­days; Can be either morn­ing or after­noon
  • M: Only in the after­noon
  • E: Only 1 total; Only on Fri­days; Only after­noon
  • S: Only morn­ings
  • Fri­days only have 1 les­son??
  • And I don’t under­stand why Wednes­day 1st sec­tion does­n’t have class even though it specif­i­cal­ly states that no lessons on the 1st and 2nd sec­tions (peri­ods) except Wednes­day. Per­haps it’s a cul­tur­al thing I don’t know about their schools
  • Notice the 17:10 (5:10pm) etched in what appears to be blood sud­den­ly on the table­top
  • Look at the far­thest left desk with the col­or­ful graf­fi­ti on it; Click on the box

Desk Lockbox Puzzle

Use the clue to solve for the code (Thank good­ness for a straight­for­ward, easy one…)

Solu­tion (click to expand)

Answer: 1710

  • Get Wal­let with Leaf Pat­tern and Chalk
  • Use Chalk on the chalk­board

Chalkboard Door Puzzle

Fig­ure out the cor­rect pat­tern to open the board using the giv­en clue

Solu­tion (click to expand)
  • Choose: “Open it

Chapter 15: Another Person

  • Read the dia­logue to learn about Xifeng and Beiyue’s back­ground sto­ries

Note: You can look around the class­room if you’d like, but Zhiqiu will just tell you there’s noth­ing to find. The only one that’s dif­fer­ent is the far-left desk where the lock­box was. Zhiqiu will men­tion that the col­or­ful graf­fi­ti is evi­dence of bul­ly­ing

  • Go Behind the Black­board
  • If you want to be a creep­er, choose “No” and keep ogling the sleep­ing beau­ty
  • Choose: “Yes

Chapter 16: Run Away

Great. Now that they teamed up, they imme­di­ate­ly want to kill us and we’re play­ing the ulti­mate cat and mouse game. AND there’s a 60 sec­ond timer

Author’s Note: There’s only 1 pos­si­ble path to take. I tried them all. You’re wel­come

  • Choose: “Let’s hide in the stair­well
  • Choose We run down­stairs
  • ChooseMove to Main Hall­way
  • Choose Go to the near­est Stair­well

Bad Ending 8: Time to Kill Game

  • Let the timer count down
  • Choose: “Go down­stairs first
  • Choose: “Let’s hide in the back of the class­room
  • Choose: “Quick­ly go through Hall­way
  • Choose: “Hide in the restroom
  • Choose: “Fol­low them
  • Choose: “We hide in the oppo­site class­room
  • Choose: “Stand still
  • Choose: “Run to the base­ment

Chapter 17: The Truth

Note: If you did­n’t both­er gath­er­ing or com­bin­ing the notes in the class­room, you won’t be able to wake up the girl and will have to redo Chap­ter 14 and get the Com­plete Note

  • Use Com­plete Note on the girl
  • Read the dia­logue (con­fus­ing at best, but made worse through the trans­la­tion)

Chapter 18: Back to the Cabin

  • Read the dia­logue (It’s start­ing to all come togeth­er…)

Chapter 19: Bleeding Tree


Bad Ending 9: Not Going Back

  • Read the dia­logue (All is revealed!)
  • Take Key
  • Go Inside the Cab­in
  • Take Key from the Kitchen
  • Go to the Bed­room
  • Use Key x2 on the draw­ers in the Bed­room
  • Get Gaso­line and Match
  • Go back to the Out­side of the Cab­in; Click on the tree
  • Choose: “Burn it
  • Read the dia­logue (Luoyu says “Grand­moth­er, wait for me.” Beiyue and Yifeng stay. The old lady dies in the hos­pi­tal before the 4 of them arrive)

Play Chap­ter 19 again


Bad Ending 10: Sorry

  • Take Key
  • Go Inside the Cab­in
  • Take Key from the Kitchen
  • Go to the Bed­room
  • Use Key x2 on the draw­ers in the Bed­room
  • Get Gaso­line and Match
  • Go back to the Out­side of the Cab­in; Click on the tree
  • Choose: “Burn it
  • Read the dia­logue (Luoyu says “Grand­moth­er, I’m sor­ry,” and stays behind with Beiyue and Yifeng, telling you to apol­o­gize to the Old Lady, but she already passed away at the hos­pi­tal)

Play Chap­ter 19, yet again


True Ending

NOTE: You need to get 100/100 Red Leaves to get the good end­ing of this game. This means you need all 10 end­ings (as each end­ing gives you Red Leaves) and all of the leaves through­out the game. So now, you need to go back through all the chap­ters and find them all. The good news is that it will auto­mat­i­cal­ly save once you find one, so unless you did­n’t com­plete the dif­fer­ent End­ings, you don’t have to do the puz­zles over again.

  • Take Key from Out­side the Cab­in
  • Go inside; Use Key on the shelf
  • Get ‘Civil­ian’ Card (“Strength”)
  • Take Key from the Kitchen
  • Take Key from the Bath­room
  • Take Key from the Clos­et
  • Go Down­stairs, then into the Tea Room
  • Take Key
  • Use Key on locked cab­i­net at the bot­tom of the stairs
  • Get Witch Card (“High Priest­ess”)
  • Go Pool­side; Take Key
  • Go back to the Bed­room
  • Use Key x4 on draw­ers in Bed­room
  • Get Gaso­line, Match, King Card, and Queen Card
  • Go back Out­side the Cab­in
  • Choose: “Don’t burn it
  • Read the dia­logue for the REAL ENDING OF THE GAME!!! (Luoyu says, “Grand­moth­er, thank you.”)

Final Puzzle

Match the cards with the right char­ac­ter using the hints from Wood

  • Civil­ians do not lie
  • Witch­es lie
  • The King tells one less lie than the Queen
Solu­tion (Click to open)
  • Civil­ian (“Strength”) = Luoyu
  • Queen = Beiyue
  • Witch (“High Priest­ess”) = Zhizhu
  • King = Xifeng

GAME OVER!!


Story Spoiler

Open to see the end­ing spoil­er (Click to Open)

Sum­ma­ry: Instead of burn­ing the tree, they all dec­o­rate the tree with the 100 red leaves they’d gath­ered. The weath­er turned from stormy to sun­ny. Beiyue and Xifeng are ner­vous about going back, giv­en their lives are crap­py. Wood’s real name is Lu Heyuan. They get back to their world (out of Luoyu’s heart/soul world, because that’s her pow­er). They get a call that grand­ma is ill. They all go to the hos­pi­tal where they get to talk to her, then watch her pass away. Time pass­es and their lives change for the bet­ter, slow­ly, while they all remain friends, nev­er for­get­ting the adven­ture that pushed them togeth­er.

End­ing dia­logue (word for word):

Zhizhu want­ed to share the good news with the old lady, but she was­n’t home. The phone range. It was the hos­pi­tal. The old lady passed out at the front door. She is in crit­i­cal con­di­tion. We picked up Luoyu, Xifeng and Beiyue on the way to the hos­pi­tal. The old lady was so weak when we arrived. Luoyu cried out loud when she saw the old lady at the hos­pi­tal. The old lady smiled at Luoyu. Luoyu could­n’t stop cry­ing. The old lady looked at us and smiled. She asked Luoyu to come clos­er and then she whis­pered to her.

Grand­ma: “Luoyu, you are spe­cial and unique. Be your­self!

Luoyu: “I will, grand­moth­er!

The old lady passed away with a smile. Time flies! Luoyu’s par­ents appre­ci­at­ed that we had spent a lot of time with the old lady and brought Luoyu back. After­wards, Luoyu began to take care of Xifeng and Beiyue’s mat­ters. Luoyu report­ed the orphan­age’s direc­tor’s behav­ior to the police. I still remem­ber when I saw Beiyue at the orphan­age. She was skin­ny and wore dirty clothes. Luoyu pulled some strings to help Beiyue so she could be adopt­ed. Not sure that this is the right deci­sion, but at least Beiyue can live in a bet­ter place.

Beiyue: “I sud­den­ly think that you are the best.

Luoyu: “What are you talk­ing about, Beiyue?

About Xifeng, his moth­er went back home to take care of him. Luoyu con­vinced his father to divorce his moth­er while he was in jail. Zhizhu also helped Xifeng. Zhizhu hired Zifeng to work for him, so Xifeng could cov­er his own expens­es. This way, Xifeng could spend more time study­ing. Xifeng took the job and thanked Zhizhu.

Luoyu: “Well! Like grand­moth­er said, ‘Be your­self!’ ”

Xifeng: “You are!”

Heyuan, Zhizhu, Luoyu, and I went back to the old lady’s house. The house was sim­ple and ele­gant, just like before. We walked around and thought of the old lady and every­thing that had hap­pened.

Zhizhu: “Hey! Let’s make an apple pie!”

Great idea. How­ev­er, we don’t have any apples. Zhizhu rush­es to buy some.

Luoyu: “Zhiqui, your apple pie tastes just like the old lady’s!

Zhiqui: “Ha! I can teach you how to make an apple pie.”

ZhiZhu: “Haha. What did you just say? Are you sure you can teach her, haha!

Zhiqui: “What did you say?!

We spent the day at the house and had a great time togeth­er. We all know that we need to move on.

Luoyu: “It’s unbe­liev­able!

Heyuan: “What’s the mat­ter?

Luoyu: “We’ve been through a lot.

Heyuan: “We have. I won’t for­get what we have been through.

Luoyu: “Me too.”

Luoyu did­n’t under­stand what I was talk­ing about, but she will some­day

Note: I don’t under­stand what they’re talk­ing about, either, or who, exact­ly, is nar­rat­ing

.…

Zhizhu: “Look.”

Xifeng and Beiyue wave to us. They are late. Every­one is inside the house, enjoy­ing apple pie and chat­ting. Luoyu and I stay out­side to watch the red leaves fall down from For­ev­er Red.

Zhiqui: “It’s beau­ti­ful.

Luoyu: “Yeah, It’s beau­ti­ful. Thank you.

END


Red Leaf Locations

Total: 104

Note: I went to play through a 2nd time and end­ed up with extra leaves! I already hit 100 and got more Which means that I’m not sure where the extra ones came from, and that there’s pos­si­bly 105

For every end­ing, you get Red Leaves, and they are scat­tered through­out the game. You basi­cal­ly have to click/poke every­where to find them

Anoth­er Note: Some­times some leaves give you +2, and some­times it does­n’t. I’ve played through at least 5 times now, and ones that gave +2 changed to +1 and some that were +1 changed to +2. It seems super ran­dom

Chapter 1: The Accident

Total: 2

  • +1 — for fin­ish­ing the chap­ter
  • +1 — for Bad End­ing 0

Chapter 2: The Cabin

Total: 6

Note: For­got to fix the pic­ture, sor­ry! Did­n’t cir­cle the one on the low­er left cor­ner of the win­dow

  • +1 — Mid­dle pan­el under shoes
  • +1 — Fold­ed cor­ner of rug, near the hole
  • +1 — Pot­ted plant/handkerchief
  • +1 — Remov­able brick
  • +1 — Low­er left cor­ner of win­dow
  • +1 — Fin­ish­ing chap­ter

Chapter 3: The Old Lady

Total: 11

  • +1 — Under branch, right side of tree
  • +1 — Locked pan­el on shelf
  • +1 — Low­er left of door frame to bed­room
  • +1 — Mid­dle black frame
  • +1 — Trash­can next to sink in kitchen
  • +1 — Mid­dle of upper cab­i­nets
  • +1 — Water stream at the lev­el of the sink
  • +1 — Low­er left cor­ner of bath­room door in the kitchen
  • +1 — Wall Pic­ture (Leaf icon does not show, but counter goes up)
  • +1 — Fin­ish­ing chap­ter
  • +1 — Bad End­ing 1

Chapter 4: Trapped

Total: 7

  • +1 — Between base of toi­let and bath­tub
  • +1 — Cor­ner of tub with han­dle
  • +1 — Under cab­i­net doors
  • +1 — Low­er left cor­ner of mir­ror
  • +1 — Mid­dle of bath­tub (no cur­tain)
  • +1 — Fin­ish­ing chap­ter
  • +1 — Bad End­ing 2

Chapter 5: The Wardrobe

Total: 4

  • +2 — In between fold­ed clothes #2 and #3
  • +1 — Fin­ish­ing chap­ter
  • +1 — Bad End­ing 3

Chapter 6: The Door Downstairs

Total: 6

  • +1 — Pock­et of yel­low jack­et
  • +1 — Bot­tle at end of bed
  • +1 — Upper right cor­ner of mat­tress
  • +1 — Upper right leg of floor table
  • +1 — Low­er right cor­ner of glass door
  • +1 — Fin­ish chap­ter

Chapter 7: Downstairs

Total: 7

Note: There’s more in the tea­room, but if you wait until the next chap­ter you can avoid run­ning into dia­logue while search­ing. Your choice

  • +1 — Upper left cor­ner of rug, near wall
  • +2 — Bot­tom right cor­ner of han­dle door
  • +1 — Bot­tom of post, 2nd from the top
  • +1 — Bot­tom right edge of rug
  • +1 — Fin­ish chap­ter
  • +1 — Bad End­ing 4

Chapter 8: Leave the Cabin

Total: 7

  • +1 — To the right of the left arm­rest
  • +1 — Low­er left leg of the tea table
  • +2 — Upper edge of the left padded chair
  • +1 — Low­er right cor­ner behind couch
  • +1 — Fin­ish chap­ter
  • +1 — Bad End­ing 5

Chapter 9: The Pond

Total: 1

+1 — Fin­ish chap­ter

Chapter 10: The Well

Total: 3

  • +1 — Mid­dle of puz­zle
  • +1 — Mid-right between well and well-top (after puz­zle, but before leav­ing)
  • +1 — Fin­ish chap­ter

Chapter 11: The Hallway

Total: 7

  • +1 — Key next to plant bed out­side
  • +1 — Low­er right cor­ner of wall
  • +1 — Low­er right cor­ner of door frame
  • +1 — Low­er left root of scale plant
  • +1 — Blob of root under floor hatch
  • +1 — Fin­ish chap­ter
  • +1 — Bad End­ing 6

Chapter 12: The Stairwell

Total: 11

  • +1 — On the Rag
  • +1 — Low­er left most cor­ner of lev­el
  • +2 — Low­er right-most cor­ner of lev­el
  • +2 — Upper right cor­ner of upper stairs
  • +2 — Bot­tom of pil­lar where rag was
  • +1 — Upper right por­tion of ban­nis­ter
  • +1 — Upper left por­tion of stairs (I just poked in the area a lot and got one)
  • +1 — Fin­ish chap­ter

Chapter 13: The Red Leaf

Total: 2

  • +1 — Fin­ish Chap­ter
  • +1 — Bad End­ing 7

Chapter 14: The Adventure

Total: 9

  • +2 — Lock on door
  • +1 — Left cor­ner of desk #4, mid­dle
  • +2 — Left side of teacher’s dais
  • +1 — Left side of 2nd desk back, far left
  • +1 — Glue stick
  • +1 — Top of green desk
  • +1 — Fin­ish chap­ter

Chapter 15: Another Person

Total: 2

  • +1 — Beiyue’s out­stretched fin­gers
  • +1 — Fin­ish chap­ter

Chapter 16: Run Away

Total: 6

  • +3 — Get caught and killed
  • +3 — Fin­ish chap­ter

Chapter 17: The Truth

Total: 3

  • +3 — Fin­ish chap­ter

Chapter 18: Back to the Cabin

Total: 3

  • +3 — Fin­ish chap­ter

Chapter 19: Bleeding Tree

Total: 6

  • +3 — Bad End­ing 9
  • +3 — Bad End­ing 10

Thank you for read­ing!


Back to Video Game Guides

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